Multiple players and agents can act inside one generated world while Khora keeps their views aligned to the same events, locations and consequences.
We built Khora to study a practical question in multiplayer world models: how can a system expand beyond a fixed number of participants without giving each participant a different version of reality?
The public demo allows eight players to join a real-time deathmatch, rendered at up to 32 FPS. The research system is evaluated across multiple layouts and agent populations, with measured runtime experiments from one to 80 agents.
Khora was developed through an ongoing collaboration between Ophilus and RhOS.ai. In our joint work, we explore shared world state, multi-agent consistency and the interaction data needed to train and evaluate systems that act together.
STBoard: one shared world state
Khora uses STBoard (Spatio-Temporal Board), a persistent shared-state architecture. Agent actions are processed by a state-transition model, which updates the shared board before each participant generates a new view from its local conditions and the common world state.
This separates world-state evolution from per-view rendering. Static scene memory remains shared, while dynamic entities keep their own attributes, poses and velocities. A new agent becomes another state entry and view query instead of requiring a new set of pairwise connections.

The architecture is designed around a persistent world rather than a collection of synchronized videos. That distinction is important when one agent changes an object, crosses another agent's path or enters a new area: the consequence must be available to every subsequent view.
Population scaling and linear-time coordination
Direct pairwise communication grows as O(n^2) with the number of agents. STBoard lets each view read the same evolving state, so the dominant coordination path grows approximately linearly at O(n).

| Metric | Measured result | Scope |
|---|---|---|
| Population | 1-80 agents | Measured range |
| Compute latency | 107.16-117 ms | Measured runtime |
| Per-view FPS | 37.33-34.27 | Measured runtime |
| Aggregate throughput | 2741.3 view-FPS | At 80 agents |
These figures describe the paper's measured runtime setup; they are not a promise of unlimited real-world compute. Each additional view still requires rendering resources.

Consistency across views and environments
A multiplayer world model must preserve more than visual similarity. It must preserve action consequences, identity, location and causality across multiple viewpoints. Khora tests this through synchronized views, cross-view action consistency, vertical spatial consistency and generalization across maps with different layouts and levels of complexity.



Inference-time population expansion also supports agents joining and leaving a rollout. This makes the system a useful research environment for studying changing multi-agent interaction rather than only fixed multiplayer scenes.
From research system to live demo
The public Khora demo turns these ideas into a playable system. Eight players can join the same generated deathmatch in real time, while the research videos show synchronized two-player, four-player and 16-view runs. The 16-view video demonstrates research-scale rendering; it is not the public demo's player limit.
For us, Khora is a public proof point for a broader data question: training and evaluating interactive AI requires synchronized observations, actions, shared state changes and the outcomes that follow. A video shows what happened; interaction data helps explain why.
Try Khora live demoNext steps
Our next steps are to extend shared-state generalization across more environments, produce richer multi-agent interaction data, and evaluate long-horizon consistency as populations and behaviors change. We are also expanding the range of gameplay mechanics and shared interactions available in the live system.
The formal methods and full results are available in the Khora technical report. The paper link is coming soon.
Khora is an ongoing collaboration between Ophilus and RhOS.ai. Together, we are continuing to learn from the system, the data it produces and the communities building the next generation of interactive worlds.
Highlight 03 · Scene Transfer
The behavior is not tied to one map.
Three maps test whether interactive dynamics transfer across different layouts and visual styles.
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