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Orchestrated Reality: From Role-Play to Living, Playable Game Worlds -- LLM-Driven World Simulation as a Parameterized-Action POMDP
Yuhang Huang, Chenmiao Li, Chaowei Fang
Intelligence
Status: succeeded | Model: Gemma-4-26B-A4B | Prompt: intel-v1 | Confidence: 96%
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Summary
The paper proposes 'Orchestrated Reality,' a framework that treats an LLM-driven game world as a Parameterized-Action Partially Observable Markov Decision Process (PA-POMDP). Unlike traditional LLM role-play which relies on unstructured chat history, this framework uses a canonical JSON-based state tree to ensure persistence, validation, and auditability. A singleton 'World-Agent' acts as a Game Master, utilizing a Plan-Diff-Validate-Apply (PDVA) pipeline to process structured, parameterized actions and commit schema-validated JSON deltas. This approach addresses common issues in LLM-based gaming such as statelessness, unvalidated state drift, and monolithic agency, providing a formal structure for complex, persistent, and inspectable game worlds.
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Relation Signals (4)
Orchestrated Reality â implements â Parameterized-Action POMDP
confidence 100% ¡ We formalise an LLM-driven game world... as a Parameterized-Action POMDP
World-Agent â owns â JSON State Tree
confidence 100% ¡ Exactly one world-agent per game owns the world directory... the world is a tree of JSON entities
World-Agent â uses â PDVA Pipeline
confidence 100% ¡ the transition kernel F is an LLM-driven PlanâDiffâValidateâApply (PDVA) pipeline
PDVA Pipeline â managestransitionof â JSON State Tree
confidence 90% ¡ the transition kernel F is an LLM-driven PlanâDiffâValidateâApply (PDVA) pipeline that commits... JSON deltas
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Abstract
Abstract:Many games rely on storytelling combined with systems that track levelling, NPC behaviour, and consequence simulation; bridging tightly-authored narrative with deeply-simulated worlds -- most acute in sandbox and open-world settings -- has been prohibitively expensive. LLM-driven worlds open a new path: a single harness can coordinate numerical state, narrative voice, storytelling pacing, and rule logic together. Realising this requires the LLM system to sustain a persistent world (who is where, what has just happened, what is currently true), which today's deployed systems do not: the narrative voice asserts state in free prose without any validated representation, so a fully autonomous game engine remains infeasible. We treat this as an architectural choice, not a limitation of language models, and report work in progress on a framework -- orchestrated reality -- that makes the world a canonical object owned by a singleton orchestration agent analogous to the tabletop-RPG Game Master (GM). We formalise an LLM-driven game world for a human player as a Parameterized-Action POMDP: state is a tree of canonical JSON entities, actions decompose as $a=(k, x_k)$ (a discrete intent kind plus structured JSON parameters), the agent observes only a narrative projection $o=O(s)$ of state, and the transition kernel $F$ is an LLM-driven Plan-Diff-Validate-Apply (PDVA) pipeline that commits schema-validated, content-hashed JSON deltas. We give the formal model, a JSON-state example, a worked single-turn example, and a catalogue of 15 illustrative incidents drawn from a real deployment showing the framework in action. Empirical validation through a planned human player study -- together with multi-NPC concurrent agency and deployment as an RL environment -- is situated as future work.
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- Source: https://arxiv.org/abs/2606.16014v1
- Canonical: https://arxiv.org/abs/2606.16014v1
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Orchestrated Reality: From Role-Play to Living, Playable Game Worlds LLM-Driven World Simulation as a Parameterized-Action POMDP Yuhang Huang The University of TokyoJapan , Chenmiao Li The University of TokyoJapan and Chaowei Fang Individual ResearcherJapan (2026) Abstract. Many games rely on storytelling combined with systems that track levelling, NPC behaviour, and consequence simulation; bridging tightly-authored narrative with deeply-simulated worldsâmost acute in sandbox and open-world settingsâhas been prohibitively expensive. LLM-driven worlds open a new path: a single harness can coordinate numerical state, narrative voice, storytelling pacing, and rule logic together. Realising this requires the LLM system to sustain a persistent world (who is where, what has just happened, what is currently true), which todayâs deployed systems do not: the narrative voice asserts state in free prose without any validated representation, so a fully autonomous game engine remains infeasible. We treat this as an architectural choice, not a limitation of language models, and report work in progress on a frameworkâorchestrated realityâthat makes the world a canonical object owned by a singleton orchestration agent analogous to the tabletop-RPG Game Master (GM). We formalise an LLM-driven game world for a human player as a Parameterized-Action POMDP (Kaelbling et al., 1998; Masson et al., 2016): state is a tree of canonical JSON entities, actions decompose as a=(k,xk)a=(k,x_k) (a discrete intent kind plus structured JSON parameters), the agent observes only a narrative projection o=Oâ(s)o=O(s) of state, and the transition kernel F is an LLM-driven PlanâDiffâValidateâApply (PDVA) pipeline that commits schema-validated, content-hashed JSON deltas. We give the formal model, a JSON-state example, a worked single-turn example, and a catalogue of 15 illustrative incidents drawn from a real deployment showing the framework in action. Empirical validation through a planned human player studyâtogether with multi-NPC concurrent agency and deployment as an RL environmentâis situated as future work. world simulation, parameterized-action POMDP, LLM-driven game worlds, JSON state, role-playing agents, interactive narrative, game AI â copyright: noneâ journalyear: 2026â ccs: Computing methodologies Artificial intelligenceâ ccs: Human-centered computing Computer gamesâ ccs: Human-centered computing HCI design and evaluation methods 1. Introduction Many games rely on storytelling, or at minimum on systems that track levelling and status, narrate non-player characters, and resolve player actions into simulated outcomes. In more open-ended settings such as sandbox and open-world games, the storytelling and memory burden needed to make the world feel real becomes considerably more complex. Todayâs LLM-based systems frequently fail to maintain a coherent world state and a reasonable narrative system, which is why LLM-based narrative works only for character role-play scenarios and has not yet emerged into real computer games. They lose track of who is where, what has just happened, and what is currently true, which makes it infeasible to build a fully autonomous game engine without a human-in-the-loop update mechanism. The market for LLM-driven games is real; however, most current exploration focuses on the game-coding environment and on generating 3D art and asset environments, rather than on world state and narrative orchestration. If we can move from character-based narrative generation to game-story-orchestration agentsâanalogous to Game Masters (GMs) in tabletop role-playing games (TRPGs)âsuch agentic systems could become the foundation of next-generation games. This is the move from a character that speaks to orchestrated reality. We treat this as an architectural problem, not a language-model limitation. In essentially every deployed or studied system, the narrative voice asserts world state in free prose rather than reading and writing a persistent, validated representation. This produces three recurring failures. (1) Statelessness: when a session ends the world ceases to exist; âmemoryâ is only context-window proximity. (2) Unvalidated writes: the model can assert any world change, so state silently drifts and accumulates contradictions. (3) Monolithic agency: one prompt simultaneously narrates the environment, voices every character, and adjudicates rules, conflating roles that should be separated. We report work in progress on a framework that makes the world the canonical object. The world is a tree of JSON entities on diskâthis is the state. Each turn the system advances state through a PlanâDiffâValidateâApply (PDVA) pipeline that proposes, schema- and permission-validates, and atomically commits JSON deltas; this is the transition kernel. The agent (the player today; an RL policy or sub-agent in future work) emits parameterized actions a=(k,xk)a=(k,x_k)âa discrete intent kind k plus structured JSON parameters xkx_k, and observes only a narrative projection o=Oâ(s)o=O(s) of canonical state. We formalise this loop as a Parameterized-Action POMDP, combining the partially observable setting of Kaelbling, Littman, and Cassandra (Kaelbling et al., 1998) with the parameterized-action setting of Masson, Ranchod, and Konidaris (Masson et al., 2016). Contributions (work in progress). (1) A formalisation of LLM-driven game worlds as a Parameterized-Action POMDP, with a single world-agent serving as both the transition kernel (F, via PDVA) and the observation kernel (O, via narration). (2) A JSON world-state model that makes the world inspectable, branchable, and replayable by content hashâa concrete answer to âwhat would it mean to actually model the world.â (3) A catalogue of 15 auditable incident classes drawn from a real deployment that illustrate the frameworkâs three mechanismsâmulti-agent orchestration, JSON-forced memory injection, and JSON-flow state commitsâin action, demonstrating that the framework runs in practice on real play history. 2. Related Work Markov decision processes for game environments. Our formalism joins two MDP threads: partial observability (POMDPs (Kaelbling et al., 1998)) and parameterized actions (PAMDPs (Masson et al., 2016)). Multi-agent extensions go through Markov games (Littman, 1994), which we reserve for future work in which NPCs become concurrent actors. In ML, learned world models (Ha and Schmidhuber, 2018) have been used as RL environments; we propose a complementary line where the world model is made of structured JSON and the transition kernel is an LLM-driven validation pipeline, not a learned neural network. AI game masters and agentic orchestration. Comparisons of static versus agentic AI game masters (Jørgensen et al., 2025) report immersion and curiosity gains for agentic orchestration but treat the worldâs underlying state as implicit. Studies of player trust under LLM-driven NPCs (Yin et al., 2024) measure experiential effects of inconsistency, not the underlying architecture of memory and state. We address that layer: not the GMâs prose choices, but the validated world model under them. LLM-driven worlds and LLM agents. Generative Agents (Park et al., 2023) build an LLM-driven world without a human player; Voyager (Wang et al., 2023) and MineDojo (Fan et al., 2022) place LLMs as policies in a fixed Minecraft world; RoleLLM (Wang et al., 2024) and Character-LLM (Shao et al., 2023) target persona consistency inside an agent. We target the missing intersection: an LLM-driven world for a human player, formalised so the world responds turn-by-turn to parameterized actions. Story generation with agents. Dramatron (Mirowski et al., 2023) co-writes scripts with humans through an agentic prompt structure; Agentsâ Room (Huot et al., 2025) generates narratives through multi-step collaboration. These pipelines produce text; we provide the runtime world model that any such pipeline can read from and write into through a validated transition kernel. Multi-agent LLM frameworks. AutoGen (Wu et al., 2023), MetaGPT (Hong et al., 2024), and CAMEL (Li et al., 2023) provide general multi-agent orchestration but no game-specific agent contracts, no schema-validated mutation pipeline, and no event-sourced state with hash-identified replay. We bring those systems disciplinesâdeny-first permissions, atomic transactions, content-addressed audit logsâto a game-runtime setting. 3. Formalism: World as a Parameterized-Action POMDP 3.1. The world is a tree of JSON entities Many agent systems use the filesystem incidentallyâscratchpads, RAG corpora, run logs. Our position is stronger: we use JSON files as the canonical state of the world, where âworldâ foregrounds narrative, characters, and cultural fact as first-class state rather than only spatial or asset layout. Every entity that mattersâa town, an NPC with persona and relationships, a questâs history, a factionâs standing, the active narrative thread, the player profile, the run state itselfâis a JSON document under a typed schema; the world sâs is the tree of these documents on disk. State is therefore inspectable, diffable, and addressable by content hash before any model is invoked. As a concrete sketch: ⏠# game/meta/run_state.json "location": "scope": "town", "node_id": "T001", "subnode_id": "gate_north", "time": "day": 1, "clock": "08:30", "turn_count": 0 # game/towns/T001/town.json "id": "T001", "name": "Stone Ford", "region": "Northvale", "entry_points": ["gate_north", "dock"], "laws": "weapon_policy": "peace_bonded_in_townhall", "state": "alert": 0, "recent_events": [] # game/player/profile.json "name": "Player", "background": "wanderer", "class": "fighter" Each turn reads a small slice of this tree, proposes a delta, and commits a new treeânever replaces âthe worldâ with a text blob. 3.2. The Parameterized-Action POMDP We model an LLM-driven game world as the tuple (1) âł=(,,Ί,O,F,Ď0).M=(S,\ A,\ ,\ O,\ F,\ _0). S is the space of JSON state trees introduced in §3.1: each sâs is a tree of typed JSON documents on disk under a fixed schema, fully serialisable and addressable by content hash hâ(s)h(s). Actions are parameterized in the sense of Masson et al. (Masson et al., 2016): (2) =(k,xk)âŁkâd,xkâk,A=\(k,\ x_k) k _d,\ x_k _k\, where dA_d is the finite set of intent kinds declared by the world schema (e.g. move, speak, give, inspect) and, for each k, kX_k is the space of k-specific structured JSON parameters. Ί is the space of player-facing observationsânatural-language narration plus surfaced status (location, time, inventory). The agent does not observe sts_t directly; it receives otâźOâ(st)o_t O(s_t), where O:âÎâ(Ί)O:Sâ ( ) is the narration kernel emitted by the world-agentâthis is the POMDP (Kaelbling et al., 1998) side of the formalism. The transition kernel (3) F:ĂâÎâ()F:SĂAâ (S) is the PlanâDiffâValidateâApply (PDVA) pipeline. Finally, Ď0âÎâ() _0â (S) is the initial-state distribution: a scenario template (e.g. âthe player arrives at the north gate, day 1, 08:30â) instantiated into the JSON tree of §3.1 as the starting s0âźĎ0s_0 _0. Given sts_t and at=(kt,xkt)a_t=(k_t,x_k_t): ⢠Plan. Build a bounded context p=Contextâ(st,at)p=Context(s_t,a_t) from the canonical state slice relevant to ata_t. ⢠Diff. A model returns r=(narrative,Ît)r=(narrative,\, _t): the prose for the next observation ot+1o_t+1 plus a structured proposed mutation Ît=(pathj,opj,valuej) _t=\(path_j,op_j,value_j)\. ⢠Validate. Each δjâÎt _jâ _t must pass (4) Validâ(δj)=SchemaOKâ(δj)â§PermOKâ(δj,c)â§RuleOKâ(δj,â),Valid( _j)=SchemaOK( _j)\, \,PermOK( _j,c)\, \,RuleOK( _j,R), i.e. matches the JSON schema, lies inside the proposing actorâs permission scope c, and satisfies game rules âR. ⢠Apply. Valid changes commit atomically and the resulting state is content-hashed: (5) st+1=Applyâ(st,δj:Validâ(δj)),hâ(st+1)=SHA256â(Serializeâ(st+1)).s_t+1=Apply\! (s_t,\,\ _j:Valid( _j)\ ), h(s_t+1)=SHA256(Serialize(s_t+1)). Markov property by construction. A raw LLM chat has no Markov structure: the âstateâ is an ever-growing transcript and the transition is an unconstrained next-token distribution over it. Two design moves convert this into a controlled POMDP. (i) Event sourcing with content hashing folds all relevant history into sts_t, identified by hâ(st)h(s_t), rather than carried in an unbounded prompt. (i) Validation as a transition guard prevents prose from silently mutating state. Together st+1s_t+1 becomes a function of (st,at)(s_t,a_t) aloneâthe kernel F is literally Markovian, with the LLM relegated to proposing Ît _t inside it. Reservations. Concurrent multi-NPC agency lifts this to a parameterized-action Markov game (Littman, 1994), and we leave that formal multi-agent analysis to future work. Note on instantiation. In our implementation, ata_t is not chosen ex ante: the world-agent (or a delegated sub-agent) co-emits a narration o and a structured JSON delta Î in a single LLM call, and PDVA reads the realised (k,xk)(k,x_k) from Î âs schema. The PA-POMDP abstraction holds at the interface (,,Ί,O,F,Ď0)(S,A, ,O,F, _0); in practice Ď, F, and O share LLM callsânarrative and action are entangled outputs. 3.3. Worked Example: A Single Turn To make the loop concrete, we walk through one turn in a scenario where a player moves their character into a tavern. The world state StS_t includes a location file, two active NPCs (the barkeep and a guard), and the playerâs current position. Plan. The context builder reads the playerâs location (town_square) and gathers the two NPCs whose perception radius intersects that location. The bounded context p is a JSON object containing the relevant state slice and the playerâs input: ⏠"player_input": "I walk into the Rusty Anchor tavern.", "context": "player": "position": "town_square", "gold": 15, "nearby_npcs": ["barkeep_milo", "guard_ivor"], "location": "town_square" Diff. The world-agent model returns a response r containing a prose narrative for the player and a structured proposed mutation: ⏠"narrative": "You push open the heavy oak door. The smell of ale and woodsmoke hits you. Milo the barkeep looks up from wiping a glass.", "delta": [ "path": "player.position", "op": "set", "value": "rusty_anchor_tavern", "actor": "player" ] In the form of §3.2, this is the parameterized action at=(move,position:rusty_anchor_tavern)a_t=( move,\ \ position: rusty\_anchor\_tavern\). Validate. Each δj _j is checked: the path player.position conforms to the entity schema (SchemaOK), the proposing actor player has write permission on their own position (PermOK), and walking into a public tavern requires no skill check under the game rules (RuleOK). All three conditions pass; the mutation is admitted. Apply. The file at player.position is updated from town_square to rusty_anchor_tavern. The world-agent journals event et=(t,player,move,hâ(St),hâ(St+1),Îtapplied)e_t=(t,player,move,h(S_t),h(S_t+1), ^applied_t) and appends it to the event log. The new state St+1S_t+1 is hashed; the commit is canonical. This trace is what a reviewer can audit, a creator can debug, and a player can branch from: every decision the engine made is visible in the event log, and every state is recoverable by replaying the journal from genesis. 4. The World-Agent §3 says how the world advances; this section says who advances it (Figure 1). Exactly one world-agent per game owns the world directory, the turn loop, and the commit transaction. It is the single writer per turn: any proposalâfrom the player, a specialist sub-agent, or in future work an NPC mindâconverges through it into one atomic, content-hashed commit, so there is no race on world state. It also runs the worldâs own clock and ambient dynamics (time progression, scheduled and precondition-gated events). Memory is injected, not recalled. Each turn the world-agent assembles a context packâa fixed seed set (player, scene frame, active entities) plus relevance-ranked records under a small capâand injects those canonical JSON entries directly into the acting modelâs prompt. The acting modelâs knowledge is thus a deterministic function of committed world state, not of whatever survived in a chat windowâpersistence is enforced by re-injection, not hoped for from context length. The boundary is the contribution. An agent contract c=(id,type,R,W)c=(id,type,R,W) with read/write globs R,WR,W and a deny-first default makes âthe world owns the worldâ a checked invariant rather than a prompt request. The end-of-turn collection is hash-first: the world-agent gathers each proposal, composes one world commit, derives its identity by hashing content, and only then writes to disk; if any write fails, nothing lands and no commit id is recorded. Lifting this to multiple concurrent NPC mindsâeach on its own model instance under a per-soul write subtreeâis a parameterized-action Markov-game extension we leave to future work (§6). Figure 1. The world-agent harness. A singleton world-agent (top) reads the canonical JSON state and integrates proposals from specialist sub-agents (rules, combat, ambient referees) andâin future workâparallel NPC minds (dashed group) through the PDVA validation stage, then commits one content-hashed update to an event-sourced history. A vertical block diagram. A single world-agent box at the top reads the canonical JSON world state. Below it, two grouped clusters of sub-agents: specialist referees (rules, combat, ambient-event) and NPC minds (shown dashed to indicate future-work parallelism). Solid arrows show fan-out from the world-agent; dashed arrows show proposals flowing back. Below the sub-agents, a PDVA validation box feeds a hash-first atomic commit box, which produces the content-hashed, event-sourced history at the bottom. Figure 2. The persistent loop as the player sees it. The world-agent narrates (top), but the turn is anchored to durable, inspectable world stateâlocation, time of day, and the playerâs HP, gold, and inventoryâand the offered choices are a function of that state. The [World Agent] block reports the committed world: the player acts into a world that will remember this turn. A text-interface screenshot of a role-playing session: a narrator paragraph, a small ASCII map of a town gate, a status line showing day, time, HP, gold, and a weapon, three numbered player choices, and a world-agent status block confirming the committed world state. 5. Early Observations Informal use by a small set of testers (Nâź 5, three months) suggests three hypotheses the planned study (§6.3) will formally test: H1, precondition-gated ambient events read as âthe world is aliveâ even when no character speaks; H2, narrated validation rejections increase felt consequence rather than break immersion; H3, inspectable, hash-identified state lowers the barrier to authoring and debugging worlds. To move past impressions, we mined the engineâs own play historyâsession traces, narrated playthroughs, and the event logâfor incidents illustrating the three mechanisms in action, yielding 15 distinct episodes (P1: 9, P2: 5, P3: 1) that each cite a source file and turn range; the catalogue exemplifies the framework as a real deployment, not as a substitute for the planned player study below. (P1) Multi-agent: the harness fans each turn out to specialist and character sub-agents and reconfigures which are live as the scene moves between locations. (P2) JSON-forced memory injection: a named entity resurfaces sixteen turns after it was introduced, and a character-agent consolidates an early encounter into long-term memory with a declared behavioural impact (âthe first companion I could trustâ)ârecall driven by re-injected state, not chat history. (P3) JSON state flow: each turn is a schema-validated delta applied to JSON files and content-hashed. Because state lives in JSON, the catalogue is auditable rather than anecdotal. 6. Open Problems and Planned Evaluation 6.1. Open Problems Determinism under LLM stochasticity. Hash-first commits make state replayable, but reproducing a run requires recording every model call (request and response) so replay can play them back instead of re-sampling. Designing this record/replay interface without ballooning storage is open. Per-actor cost discipline. Once concurrent NPC minds land, one model instance per actor multiplies API spend; per-turn token and wall-clock caps and a concurrent-actor cap are necessary, and their effect on pacing and perceived character âalivenessâ is unstudied. Narrative drift on under-specified detail. PDVA validates only what is in the schema; fine-grained NPC traits not tracked as canonical state (e.g. which hand carries a scar, the tone of a voice) can drift across turnsâwe observe an NPCâs missing finger swapping between left and right hand across a 24-turn session. Closing this gap requires either richer entity schemas or a downstream consistency guard on narration oto_t. Validity threats. The Markov property we engineer applies to world state sts_t via PDVA validation; rule coverage âR is necessarily incomplete and the prose observation oto_t is not itself validated. The framework is tested primarily with one LLM provider; whether the PA-POMDP properties hold across model families is unverified. An artifact bundle (code, scenario assets, study instruments) accompanies the project, WorldLines. The player study below is planned rather than executed, so all player-experience claims remain open. Note on apparatus. A pilot apparatusâa no-engine single-LLM baseline, the same LLM with canonical JSON injected each turn, and the full multi-agent loop, scored by an LLM judgeâexists and is released with the artifact, but at the scales we have tried (n=1n\!=\!1â33 scenes, a few turns, single runs) judge variance dominates and our recall construct conflates non-contradiction with recall, so we report no effect size. Effect-size estimation is deferred to the powered study below. 6.2. Planned Player Study We are designing a within-subjects experiment to compare stateless chat role-playing (Condition A: a single LLM with a persona prompt, no persistent world state) against the persistent loop (Condition B: the world-agent/character-agent architecture described above), both running the same LLM backend and the same scenario. Design. Within-subjects, 2 (condition) Ă 3 (session) counterbalanced. Half the participants start with Condition A across three 20-minute sessions, then after a ⼠24-hour washout, complete Condition B across three sessions; the other half receives the reverse order. Each session is followed by a short questionnaire battery. The final session of each condition concludes with a 15â20 minute semi-structured interview. Measures. Our primary outcome is player experience measured by the 11-item miniPXI (Player Experience Inventory short form) (Haider et al., 2022), chosen over GEQ for its validated factor structure and lower fatigue in repeated-measures designs. Our secondary outcome is character attachment, measured by the PlayerâAvatar Interaction (PAX) scale (Banks and Bowman, 2016). We also collect a single-item willingness-to-return rating and a short open-ended reflection per session. Research questions. RQ1: Does persistent world state increase player experience (immersion, autonomy, meaning) compared to stateless chat? RQ2: Does persistence increase character attachment? RQ3 (exploratory, qualitative): How does validated persistence change the playerâs mental model of the AI worldâfrom âtool I converse withâ to âworld I inhabitâ? Analysis. Linear mixed-effects models (condition and session fixed, participant random) for the quantitative outcomes; reflexive thematic analysis (Braun and Clarke, 2006, 2019) of the interviews; H1âH3 from §5 tested as planned contrasts. Feedback sought. As an early-stage study, we bring three specific questions to the games and HCI research community: (a) Are the measures (miniPXI and PAX) the right instruments for this comparison, or should we supplement them with behavioral telemetry from the event log? (b) Does the within-subjects design risk carryover effects that counterbalancing cannot fully address? (c) What dimensions of the playerâs mental model should the interview protocol prioritize? 7. Conclusion We framed an LLM-driven game world for a human player as a Parameterized-Action POMDP whose state is a tree of canonical JSON entities and whose transition kernel is the LLM-driven PDVA pipeline. The contribution is the world model: an orchestrated reality in which the world is the canonical, audited object, and any acting modelâa player, an NPC mind, or an RL policyâacts on it through validated, parameterized actions (k,xk)(k,x_k) and observes only Oâ(s)O(s). We seek discussion on the framing and the path toward multi-NPC Markov games and learnable RL environments for game world models. References (1) Banks and Bowman (2016) Jaime Banks and Nicholas David Bowman. 2016. Emotion, Anthropomorphism, Realism, Control: Validation of a Merged Metric for PlayerâAvatar Interaction (PAX). Computers in Human Behavior 54 (2016), 215â223. doi:10.1016/j.chb.2015.07.030 Braun and Clarke (2006) Virginia Braun and Victoria Clarke. 2006. Using Thematic Analysis in Psychology. Qualitative Research in Psychology 3, 2 (2006), 77â101. doi:10.1191/1478088706qp063oa Braun and Clarke (2019) Virginia Braun and Victoria Clarke. 2019. Reflecting on Reflexive Thematic Analysis. 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