arXiv:2606. 16014v1 Announce Type: cross Abstract: Many games rely on storytelling combined with systems that track levelling, NPC behaviour, and consequence simulation; bridging tightly-authored narrative with deeply-simulated worlds -- most acute in sandbox and open-world settings -- has been prohibitively expensive.
By Yuhang Huang, Chenmiao Li, Chaowei Fang
arXiv:2605. 14398v3 Announce Type: replace Abstract: Video-based world models generate visually plausible rollouts, but since they infer dynamics in latent states, they enforce no explicit physical constraints: contacts drift, shapes distort, and motion loses consistency.
By Hongyu Wang, Jingquan Wang, Ashvin Anilkumar, Bocheng Zou, Radu Serban, Dan Negrut
arXiv:2606. 17536v1 Announce Type: cross Abstract: Generative world models for autonomous driving face two unresolved tensions: heterogeneous control injection, where free-form language, HD-maps, trajectories, and camera poses reside in incompatible representational spaces, and post-hoc cross-view fusion, where per-camera latents fail to encode global 3-D geometry.
By Zijie Meng, Yufei Liu, Chengqian Ma, Zhiyu Li, Jiyuan Liu, Wenhua Nie, Bingcai Wei, Shuqin Chen, Weichen Xu, Jiquan Yuan, Miao Zhang
PlannerForge is a unified LLM‑agent framework that covers the entire scenario‑based testing pipeline for autonomous driving systems, from scenario generation to ADS assessment, and adds ADS enhancement and benchmarking stages. It was evaluated with ten off‑the‑shelf LLMs across all tasks and five prompt conditions, achieving best‑per‑task scores between 0.88 and 1.00 and matching commercial APIs with open‑source models such as Qwen3.6:35B. The end‑to‑end chaining retains 83% of seed queries for commercial backends and 78% for open‑source, outperforming existing tools like Scenario Factory 2.0 and BM25 in natural‑language generation, attribute realization, and physically valid edits.
whyItMatters":"PlannerForge demonstrates that a single LLM‑based system can streamline and improve the fragmented scenario‑based testing workflow for autonomous driving, achieving high performance without domain‑specific fine‑tuning."
By Yuan Gao, Sebastian M\"uller, Mattia Piccinini, Marc Kaufeld, Yuchen Zhang, Finn Rasmus Sch\"afer, Qunying Song, Johannes Betz
arXiv:2610.08720v1 Announce Type: new
Abstract: LLM-based agents are increasingly advancing scientific and engineering problem solving, with physics simulation emerging as a challenging yet practical...
By Siru Jiang, Yongzhe Lyu, Shuo Lu, Yubin Wang, Yuxiang Zhang, Yue Liao, Bin Wang, Jian Liang, Tieniu Tan
Hi-FLoop introduces a hierarchical state‑feedback framework for multi‑agent traffic simulation that reconciles decision time scales over an 8‑second rollout. The model uses eight scene‑level Worlds to maintain joint hypotheses, with an 8‑second Goal, 2‑second Preview, and 1‑second Control hierarchy, and commits only executed prefixes every 0.5 seconds to preserve factual consistency. A joint preview interaction graph and a prefix‑frozen A‑to‑B cascade enable sparse interaction refinement and accurate state recovery, achieving an overall score of 0.689987 on the H‑D public‑validation split and strong oracle‑minADE performance.
whyItMatters":"The paper presents a novel multi‑timescale approach that improves consistency and realism in long‑horizon traffic simulations, as evidenced by its competitive evaluation metrics."
arXiv:2607. 20531v1 Announce Type: new Abstract: Large language model (LLM) agents are increasingly deployed over Model Context Protocol (MCP) servers, yet the benchmarks used to evaluate them score the final answer or a fixed "ground-truth" list of tools, both of which are fragile once the underlying data is live and stateful.
By Jerzy Kami\'nski, Ilya Galyukshev, Artem Kuznetsov, Sergey Chuprin, Kirill Redko, Aidar Shumbalov, Anna Kalyuzhnaya
CivBench is an open‑source benchmark that evaluates language‑model agents in the long‑horizon, tool‑mediated game Civilization VI using the Model Context Protocol (MCP). Each episode lasts over 300 turns, generating thousands of tool calls across a 76‑tool action space, and includes a narration layer that translates visual game state into structured text. The study characterises agent behaviour across four model families, introducing Proactive Monitoring Rate (PMR) and RAG@10 as interface‑level metrics, and finds that agents often under‑monitor strategic state and fail to execute near‑term commitments despite tool access and explicit guidance.
By Austin Tudor David Andrews, Liam Wilkinson, Jamie Heagerty, Harry Coppock, Jakob Nicolaus Foerster, Rui Ponte Costa
arXiv:2607. 11594v1 Announce Type: new Abstract: Multi-scene navigation (clearing an objective in one bounded space and then crossing a portal into the next) is a defining feature of contemporary 3D games, but authoring it is laborious: every portal must have consistent endpoints on both sides, each interior must remain navigable once it is furnished, and the resulting connectivity must be kept consistent across many files.
By Tsz Hei Fan, Choi Wing Fung, Yuxuan Wan, Shuqing Li, Michael R. Lyu
StateCraft introduces a new architecture that separates a persistent, updatable abstract state from the visual state in video world models. By pairing a language model with a video diffusion model, it tracks entity changes over time and conditions visual generation on this abstract state. The approach is evaluated on generative interfaces and a new benchmark, showing improved generation quality, memory usage, and controllability, while enabling direct editing of unseen states and extending to spatial 3D environments.
By Lorenzo Venturoli, Nedko Savov, Xi Wang, Marc Pollefeys, Luc Van Gool
The paper investigates whether large language model–based coding agents can automatically synthesize programs that solve generalized task and motion planning (TAMP) problems across diverse instances. Using Claude Code and Codex, the authors evaluate 980 generated programs on 100 held‑out environments from KinDER and PDDLStream, achieving mean success rates between 56 % and 95 %—higher than hand‑engineered planners and other baselines—while requiring an order of magnitude less computation per instance. The study demonstrates that coding agents can calibrate physical models, test edge cases, and refine strategies, suggesting they are a strong baseline for generalized TAMP.
By Matteo Merler, Bowen Li, Josh Roy, Yichao Liang, Qianwei Wang, Yixuan Huang, Tom Silver
The paper introduces CoDeR, a new paradigm for world modeling that explicitly builds an executable world using code rather than relying solely on visual observations. CoDeR translates high‑level concepts into structured world rules, executable dynamics, and perceptual observations through five complementary roles, enabling long‑term memory, open‑ended interactions, autonomous world evolution, and persistent multi‑agent dynamics. Experiments show that this framework extends the capabilities of existing world models and achieves state‑of‑the‑art performance across multiple evaluation settings.
By Zixun Fang, Yawen Shao, Kai Zhu, Jie Xiao, Shihan Chen, Yu Liu, Xueyang Fu, Yang Cao, Wei Zhai, Zheng-Jun Zha