one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

thesis

Generative world models (GameNGen, Genie 3, Muse, Oasis) produce convincing interactive frames but drift, forget, and cannot be trusted as game state. Simulation games need the opposite: exact, persistent, inspectable state. Splitting the stack resolves the conflict: the authoritative simulation stays symbolic (grids, agents, stocks), and a conditioned generative model renders it, so visual variety becomes nearly free while rules, saves, replays, and multiplayer sync remain deterministic.

design sketch

A city builder whose simulation is a tile grid of typed buildings, agents, and fields. A renderer conditioned on the grid, time of day, and a style prompt produces the view; players restyle their city as medieval, solarpunk, or watercolor without new art. Inspection tools always read the symbolic state.

validation experiment

Condition an open video or image model on a 32x32 symbolic city grid and measure per-tile semantic fidelity (does a rendered tile read as its type to human raters) and frame time. Success: over 95 percent rater agreement with the symbolic type at 10 frames per second on a current consumer GPU.

key risks

  • Rendered frames that misrepresent symbolic state confuse players (a building that looks like a hospital but is not).
  • Inference cost per frame on consumer GPUs.
  • Temporal flicker and style drift across sessions.

falsifiable prediction

by 2029-12-31

A game will render its primary view with a generative model conditioned on an explicit symbolic game state.

Title released after 2026-10-24 with at least 1,000 Steam user reviews or a console release; developer documentation shows that gameplay state is symbolic and that the main viewport is produced frame by frame by a learned generative renderer.

open

relations

13 stored edges

provenance

runs in log/runs
2026-10-24
created2026-10-24-synthesissynthesis
2026-10-24
reviewed2026-10-24-review-fixesmaintenance