arXiv Computer Vision

Programmable World Model

arXiv Computation and Language
Aug 27

Code World Model: Coding Agent as World Brain

The paper introduces Code World Model, a framework that decouples world evolution from visual rendering by using a coding agent as a world brain. The agent reasons about events, generates executable code to maintain persistent state, and a proxy representation links this state to a video model for high‑fidelity visual output. Experiments with MiniMax‑H3 show that the system can follow proxy‑based spatiotemporal specifications while preserving rich visual dynamics, illustrating a new approach to open‑ended world modeling.

By Yiwen Chen, Guosheng Lin, Chi Zhang
arXiv AI
Jul 22

AlayaWorld: Interactive Long-Horizon World Modeling -- Full Technical Report

arXiv:2607. 18367v1 Announce Type: new Abstract: Unlike conventional video game development, which relies on labor-intensive pipelines for asset production, animation, physics, and programming, video world models generate interactive environments from user inputs instantly.

By AlayaWorld Team, Kaipeng Zhang, Chuanhao Li, Yifan Zhan, Yongtao Ge, Yuanyang Yin, Jiaming Tan, Kang He, Liaoyuan Fan, Mingliang Zhai, Ruicong Liu, Xiaojie Xu, Xuangeng Chu, Zhen Li, Zhengyuan Lin, Zhixiang Wang, Zian Meng, Zihui Gao
arXiv AI
Aug 11

VideoCoCo: Code-as-CoT for Physically-Consistent Video Generation via an Agentic Dual-Engine System

arXiv:2607. 27380v2 Announce Type: replace-cross Abstract: Text-to-video models have achieved remarkable visual quality, yet they still struggle to generate physically consistent dynamics because the temporal evolution of a scene must be inferred implicitly from a highly compressed text prompt.

By Haodong Li, Tianfei Ren, Xiaoxiao Ma, Chunmei Qing, Zhen Fang, Sipeng He, Ziyu Guo, Haoyu Wu, Juanxi Tian, Yihang Zou, Ruichuan An, Dongzhi Jiang, Boxue Yang, Ji Xie, Xu Huang, Wenhao Yan, Jialv Zou, Zhengrong Yue, Yaxin Luo, Xiaotong Li, Yuzhu Wang, Junyan Ye, Jinjing Zhao, Zehui Chen, Lin Chen, Renye Yan, Feng Zhao, Pheng-Ann Heng
arXiv Computer Vision
Sep 23

Code Plans, Diffusion Renders: Open-Ended Generative World Modeling

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
arXiv AI
Aug 11

Population-Scalable Multi-Agent World Modeling

arXiv:2608. 08600v1 Announce Type: cross Abstract: World models have recently achieved impressive progress in visual prediction and interactive generation, but extending them to multi-agent environments introduces a fundamental scalability challenge.

By Renjie Zhao, Yuxiang Wu, Mingyu Zhang, Jiaxin Li, Sisi Li, Yimin Sheng, Tianxi Tan, Zhenkai Zhang, Jianyi Zhu, Yong-Lu Li
arXiv Computer Vision
Aug 25

WorldMind: Decoupled Game World Model for State-Aware NPC Behavior

WorldMind is a decoupled framework for state-aware NPC behavior in game world models, separating interactive world modeling into four layers: Understanding, Decision, Control, and Generation. It constructs a compact state from generated frames, reasons over it to plan NPC actions, translates actions into temporally aligned conditions, and synthesizes visual outcomes. Experiments on the newly introduced BOSS-140K dataset show that WorldMind achieves more tactically appropriate and coherent NPC behavior than baseline models in about 70% of pairwise comparisons.

By Zhiyang Deng, Boran Zhang, Danze Chen, Yeying Jin
arXiv Computer Vision
Aug 28

4DSynth: Controllable Procedural World Synthesis for Dynamic Embodied Simulation

4DSynth is a controllable procedural system that transforms natural-language descriptions, blueprint masks, or single photographs into editable 4D environments featuring explicit geometry, animated actors, collision-free trajectories, and physics-ready simulation states. The system unifies animation, camera planning, rendering, and task generation within a single geometry-grounded representation, enabling scalable creation of dynamic embodied simulation scenes. Using 4DSynth, the authors built 4DSynth-Nav, an interactive navigation benchmark that demonstrates the reproducibility and tunability of procedural failures across vision‑language models.

By Zehao Qi, Haochen Luo, Jia-Wang Bian, Zeyu Ma, Shuyang Sun