# 2. IAW Building Pipeline

Traditional Web2 games have pre-defined game parameters, such as maps, props, and NPCs. Real players and NPCs interact with each other in a fixed and closed environment.&#x20;

Web3 games have more transparent asset and game rule capabilities, but they still cannot break the limitations of a fixed game logic. The IAW concept hopes to break the existing rule limitations based on the openness of Web3 games, and explore an evolutionary digital world with **transparent rules, real-time map rendering, and machine agent** interaction by leveraging new computing platforms and advanced AI capabilities.

Based on this new concept, this paper proposes the full life cycle of building an IAW world, and then gives the details of each stage and the implementation of the core techniques. The four stages are mainly:

* Root Protocol Setting
* IAW World Design
* Digital Generation and Rendering
* Autonomous Negative Feedback

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#### 2.1 Root Protocol Setting

The IAW world is designed with the following root parameters in mind:

* **Game Rules:** These include the initial player character acquisition, map upgrade rules, and interface design for how to upgrade.
* **Token Economic System:** This is the most important component for the sustainable growth of the IAW world. Incentives and punishments are the core principles to build an organic economic system.
* **Agent Parameters:** This is a new concept that refers to the delegation of the control rights to the machine agents by IAW human players. An important design principle is how to establish a trust delegation relationship between machine agents and human players.

These parameters are essential for the success of the IAW world. They ensure that the game is fair and balanced, that the economy is healthy, and that players can trust the machine agents.

#### 2.2 IAW World Design

With the root parameters in place, we can finalize the design of the IAW world. We can use the MVC design pattern **(Model-View-Controller)** as a reference. The model component could be a pre-designed game map or character. The controller component maps to our game script, changing all the game world status. The view component refers to a specific image for all players in the same game map.

#### 2.3 Digital Generation and Rendering

Once the IAW world modules are designed, the next step is digital content generation and rendering. This is the stage with the highest computational requirements. The main goal is to create an open digital space where all content and players can be generated dynamically in real time based on the sustainable openness protocol.

This paper proposes three fundamental computing frameworks: **Real-Time Media Streaming, Realistic Interaction Experience, and Open Settlement Protocol.**

* Real-Time Media Streaming provides a high-quality, low-latency streaming experience for users.
* Realistic Interaction Experience enables users to interact with the digital world in a realistic and immersive way.
* Open Settlement Protocol ensures that all participants in the digital world are treated fairly and that transactions are secure.

These three frameworks will enable the creation of a truly open and immersive digital world.

#### 2.4 Autonomous Negative Feedback

The core principle that distinguishes the IAW game from all previous games, Web2 and Web3 games, is autonomy. The core ability relies on **Generative AI** (GenAI) and **Reinforcement Learning** (RL), which can dynamically generate and update the parameters of game maps and scripts in real time. This is then feedback to the world design module to render new scenes and characters again, in order to achieve the goal of customizing the entire game for each player. We call this process **"Autonomous Negative Feedback".**

Compared to traditional games, the interaction between machine agents will become more frequent and random, generating a huge amount of real data. This will give machines a greater ability to learn human behavior, somehow realizing the "Westworld" in the IAW digital space for human players and machine agents.
