arXiv AI

WorldCoder-Bench: Benchmarking Physically Grounded 3D World Synthesis

arXiv:2606. 01869v1 Announce Type: new Abstract: Large language models (LLMs) are increasingly asked not only to write static interfaces, but to construct executable interactive worlds from natural language.

arXiv Computer Vision
Sep 10

Programmable World Model

arXiv:2609.10540v1 Announce Type: new Abstract: Recent video world models generate increasingly realistic and interactive visual experiences, yet lack reliable mechanisms for maintaining persistent w...

By Zheng-Hui Huang, Guixu Lin, Jiacheng Lin, Yi-Chuan Huang, Ruihan Yu, Muyao Niu, Siqi Yang, Yu-Lun Liu, Yung-Yu Chuang, Kaipeng Zhang, Zhixiang Wang
arXiv Computer Vision
Sep 3

Rendering-in-the-Loop: An Execution-Driven Agent for Interactive Web Development

RILA is an execution‑driven agent that integrates browser rendering into the generation loop for interactive web development. It uses an Action Interaction Verification module to replay reference interactions on generated pages, collecting execution‑aware observations, and an Execution‑aware Rendering Score to jointly assess interaction correctness and visual fidelity during iterative optimization. A data synthesis pipeline further augments training data, enabling RILA to significantly improve interaction and visual quality across foundation models, even outperforming larger one‑shot generators.

By Yilong Guo, Hanqi Chen, Zixiao Ye, Guanzhong Wang, Chen Yu, Zeyu Chen
arXiv AI
Aug 21

ChronoAgentic: A Code-based Multi-Agent World Simulator for Physically Grounded Simulation Construction

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 AI
4d ago

Code4Scene: Benchmarking Coding Agents for Constructing and Editing 3D Scenes

Code4Scene is a benchmark that evaluates coding agents on constructing and editing 3D scenes in Unreal Engine. It tests agents on two tasks: construction, where they must build a scene from open‑ended language, and editing, where they must recover a target scene from reference images while preserving everything else. The benchmark measures task fulfillment, artifact integrity, and physical validity, revealing that construction and editing performance are correlated but not interchangeable, with agents struggling most with spatial composition and precise edits.

By Xiaokang Ye, Siddhant Hitesh Mantri, Zimeng Chen, Edward Zhang, Zhaoxu Zheng, Yuanheng Li, Yizhao Chen, Tianyang Huang, Lianhui Qin
arXiv AI
Aug 3

Looks Right, Works Right: A Project-Level Benchmark for Multi-Screen Mobile App Generation

arXiv:2607. 28645v1 Announce Type: cross Abstract: Recent multimodal large language models can convert visual designs directly into executable code, but real mobile products require multiple screenshots to become a buildable codebase with shared components and working navigation.

By Fan Wu, Cuiyun Gao, Yiming Huang, Yang Xiao, Yujia Chen, Qing Liao
arXiv Computation and Language
Sep 21

RecreationWorld: Scalable and Verifiable Environments for Hybrid Computer-Use Agents

arXiv:2609.22000v1 Announce Type: new Abstract: Computer-use agents (CUAs) have advanced along two separate lines: graphical interaction and software development through code and the command line. Re...

By Shuai Bai, Jiayong Deng, Yikun Fu, Chang Gao, Xuhao Hu, Mianqiu Huang, Yizhen Jiang, Yuheng Jing, Dehui Kong, Keliang Li, Ning Li, Wanli Li, Dayiheng Liu, Dunjie Lu, Changwei Luo, Que Shen, Zheyuan Wang, Zijian Wang, Jie Wu, Gao Wu, Zhihui Xie, Rui Xie, Haiyang Xu, An Yang, Jiakang Yuan, Yanming Zhang, Jiajun Zhang, Xi Zhang, Zhenru Zhang, Zhuo Zhen, Mingkang Zhu, Bowen Zhou