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simgrammar the grammar of simulation

mechanism

Frames are encoded into discrete image tokens and controller inputs into action tokens; a decoder-only transformer models the interleaved sequence, so it predicts both how the world evolves and what a human player is likely to do next. Prompting with a few frames yields many plausible continuations (diversity); a designer can edit a frame, such as inserting a character, and the model carries the edit forward (persistency). WHAM-1.6B produces about one frame per second at 300x180. WHAMM replaces token-by-token decoding with MaskGIT-style parallel prediction (a 500M backbone plus a 250M refiner) to reach more than 10 fps at 640x360 on Quake II.

limitations

  • WHAM-1.6B generates about one image per second at 300x180, too slow and too small for play; WHAMM trades data scope (one level section) for speed.
  • Needs years of recorded human play with consent terms for a single game; few studios hold such datasets.
  • Context of under a second (WHAMM) means objects out of view are forgotten.
  • Counts, damage, and other exact quantities are unreliable in generated frames.

relations

3 stored edges
affects

Direct avatar control

In WHAMM the avatar's movement and camera are rendered by the model from controller input, at 10+ fps with a 0.9 second context.

Replaces substrate
affects

Generative content on demand

Designers insert an object or character into a frame and the model generates plausible gameplay around it (persistency), giving a preview of how a content change might play before it is built.

Enables new form
affects

Rigid-body physics

Movement and collisions follow learned game dynamics; the Nature paper's consistency criterion is that generated play respects controller input and the game's physics, which is measured statistically rather than enforced.

Replaces substrate

claims

3 with sources
c01high

The Nature paper (February 2025) frames consistency, diversity, and persistency of user modifications as the three capabilities generative models need to support game ideation, and shows WHAM provides them.

src-kanervisto-2025-wham

c02high

WHAM was trained on more than 1 billion images and controller actions, over 7 years of continuous play, from Bleeding Edge matches recorded under the game's EULA; model weights, sample data, and the WHAM Demonstrator were released on Azure AI Foundry.

src-microsoft-2025-muse-blog

c03high

WHAMM ran a playable section of one Quake II level at 10+ fps and 640x360 after training on one week of gameplay data; enemies were blurry, damage could be wrong, context was 0.9 seconds, and health counters were unreliable.

src-microsoft-2025-whamm

sources

3
Anssi Kanervisto, Dave Bignell, Linda Yilin Wen (2025-02). World and Human Action Models towards gameplay ideation. Nature 638(8051): 656-663

provenance

runs in log/runs
2026-10-24
created2026-10-24-techniques-world-modelstechnique
2026-10-24
reviewed2026-10-24-review-fixesmaintenance