“Everything” would mean all objects and the elements they’re made of, their rules on how they interact and decay.
A modularized ecosystem i guess, comprised of “sub-systems” of sorts.
The other model, that provides all interaction (cause for effect) could either be run artificially or be used interactively by a human - opening up the possibility for being a tree : )
This all would need an interfacing agent that in principle would be an engine simulating the second law of thermodynamics and at the same time recording every state that has changed and diverged off the driving actor’s vector in time.
Basically the “effects” model keeping track of everyones history.
In the end a system with an “everything” model (that can grow overtime), a “cause” model messing with it, brought together and documented by the “effect” model.
(Again … non technical person, just fantasizing) : )
For instance, for a generated real world RPG, one process could create the planet, one could create the city where the player starts, one could create the NPCs, one could then model the relationships of the npcs with each other. Each one building off of the other so that the whole thing feels nuanced and more real.
Repeat for quest lines, new cities, etc, with the npcs having real time dialogue and interactions that happen entirely off screen, no guarantee of there being a massive quest objective, and some sort of recorder of events that keeps a running tally of everything that goes on so that as the PCs interact with it they are never repeating the same dreary thing.
If this were a MMORPG it would require so much processing and architecting, but it would have the potential to be the greatest game in human history.