The GEST-Engine: From Event Graphs to Synthetic Video. A Full Technical Report

📅 2026-07-13
📈 Citations: 0
Influential: 0
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🤖 AI Summary
This work proposes an end-to-end framework for generating semantically coherent, spatiotemporally consistent, and multi-agent coordinated synthetic videos from natural language descriptions. The core innovation lies in the integration of a structured, executable event graph (GEST) with an explicit world model, orchestrated by a large language model (LLM) as a director agent, a procedural state backend, and a temporal constraint solver based on Allen’s interval algebra and the Floyd–Warshall algorithm. This system deterministically executes multi-agent interaction scripts within a commercial game engine, producing in a single simulation synchronized outputs including RGB video, depth maps, instance segmentation masks, skeletal poses, bounding boxes, spatial relation graphs, event-to-frame alignments, and corresponding linguistic descriptions. The approach enables zero-marginal-cost generation of densely annotated multimodal data, offering high-quality training and evaluation resources for video understanding and generation tasks.
📝 Abstract
We present the GEST-Engine, a complete system that goes from natural-language text to fully-annotated multi-actor video. At its core is an explicit world model: rather than encoding state as a learned latent, the engine maintains a complete, inspectable representation of the world (which actors exist, where they are, what they are doing, which objects they hold, and how events relate in time and space), expressed as a formal Graph of Events in Space and Time (GEST) and realized deterministically inside the open world of a commercial game engine driven through an open-source multiplayer scripting framework. GESTs are produced either procedurally or by an agentic text-to-GEST system in which an LLM Director plans a story through tool calls validated by a programmatic state backend, so every generated specification is executable by construction. A GEST then enters a four-stage execution pipeline: graph parsing and validation, entity and action grounding, temporal orchestration (Allen-style constraints resolved by Floyd-Warshall transitive closure), and execution and capture. In a single simulation pass the engine emits frame-aligned RGB video, dense per-pixel depth, instance segmentation, per-actor skeletal pose, per-frame pairwise spatial-relation graphs, 2D bounding boxes, event-to-frame temporal mappings, and natural-language descriptions, all at zero marginal annotation cost. We further describe an in-game world editor, runtime capability extraction, a text-generation pipeline, and a production system that renders corpora at scale across parallel virtual machines. Because every frame traces back to a semantic specification, the engine guarantees object permanence, multi-actor coordination, and temporal consistency by construction, making its output valuable as training data, evaluation benchmarks, and diagnostic tools for video understanding.
Problem

Research questions and friction points this paper is trying to address.

synthetic video generation
natural language to video
semantic annotation
temporal consistency
multi-actor coordination
Innovation

Methods, ideas, or system contributions that make the work stand out.

Event Graph
Synthetic Video Generation
World Model
Temporal Consistency
Executable Specification