The paper introduces GeoSpatialBench, a benchmark for evaluating spatial reasoning and constrained spatial editing in multimodal large language models. It tests 28 spatial relations across GeoJSON and map image data from six cities, revealing that models perform better on GeoJSON than images and struggle with quantitative metric relations and editing tasks that must satisfy spatial constraints. The study highlights a significant gap between recognizing spatial relations and actively manipulating them in AI systems.
By Zheng Ren, Yanning Wang, Ziheng Huang, Fei Huang, Shiqi Wang, Ziqian Ye, Yang Yue
arXiv:2608.29483v1 Announce Type: cross
Abstract: Modern Vision-Language Models (VLMs) perform well above the human baseline in image geolocalization, a task critically important in disaster response...
By Arka Mukherjee, Soham Roy, Kartikeya Trivedi, Shreya Ghosh
The paper introduces ANASSA, an agentic AI orchestration framework designed for spatial intelligence in geographic information systems. It addresses gaps in current systems by integrating structured spatial reasoning, multi‑agent workflow orchestration, execution feedback, authoritative validation, provenance, uncertainty handling, and human decision authority. The architecture is detailed with eleven components across four layers, a six‑step Geospatial AI Cognitive Loop, cross‑component contracts, and governance mechanisms to ensure traceability, reproducibility, and accountability.
By Constantinos Papantoniou, Brian Hilton
arXiv:2608.24169v1 Announce Type: new
Abstract: 3D geometry editing is a critical yet labor-intensive part of the graphics pipeline, requiring artists to translate creative intent into precise operat...
By Bo Pang, Jiaqi Pan, Xiaocheng Zhang, Jiacheng Xu, Guoping Wang, Peng-Shuai Wang
arXiv:2608. 05248v1 Announce Type: new Abstract: Generating large-scale, freely explorable 3D worlds from open-ended text remains challenging because a system must jointly maintain global spatial coherence, rich local content, and explicit assets suitable for downstream editing and reuse.
By Chunchao Guo, Jinpeng Li, Yang Li, Zilong Huang
Geographic Information System (GIS) professionals rely on multi-step spatial analysis workflows to support decision-making in urban planning, disaster response, and environmental monitoring. The process is tedious, time-consuming, and error-prone.
arXiv:2610.16679v2 Announce Type: replace
Abstract: Spatial reasoning agents can inspect tool outputs and repair errors, but reusing these lessons requires preserving both the computation and the con...
By Bin Yu, Shijie Lian, Zhaolong Shen, Xiaopeng Lin, Yao Zhang, Haishan Liu, Haotian Li, Yuliang Wei, Kai Hu, Yichao Du, Zhirui Zhang, Bailing Wang, Kai Chen
arXiv:2608. 03018v1 Announce Type: new Abstract: Modern cities rely on an increasing number of digital services to operate, but residents' daily needs are still difficult to meet.
By Jiayu Cao, Xingyuan Zeng, feiyu Li, Zhijing Huang, Xujie Yuan, Rongxiang Chen, Shimin Di, Libin Zheng, Jian Yin
The paper introduces PEPS, a training‑free framework that improves spatial reasoning in Vision‑Language Models by parsing queries into a compact set of executable requirements before execution. PEPS uses a typed FESM schema (Frame, Entity, State, Metric) to commit queries, then selectively grounds primitives via fixed geometric APIs and verifies sufficiency, allowing early termination or targeted repair. Experiments on spatial reasoning benchmarks show that PEPS boosts accuracy while reducing refinement rounds, API cost, and latency compared to existing tool‑integrated baselines.
By Xiwei Liu, Yulong Li, Xinling Zhuang, Xuhui Li, Yichen Li, Haolin Yang, Zhixiang Lu, Yutong Xie
arXiv:2608. 16637v1 Announce Type: new Abstract: LLMs remain unreliable for long-horizon planning, often generating logically inconsistent or non-applicable plans.
By Veit Laule, Jiangtao Shuai, Manfred Hauswirth, Sonja Schimmler
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
The paper introduces the concept of world editing—intervening on an existing executable world while preserving unchanged properties—and defines intervention depth as a measure of how strongly edits affect world entities, dynamics, and systems. It presents IGMWorld and IGMBench, a benchmark of 110 tasks across Minecraft and Terraria, evaluating edits through deterministic executability, behavioral, preservation, and visual checks. Frontier coding agents achieve up to 78.2% task-level success and 94.8% criterion-level success, though reliability drops with deeper interventions and visual consistency remains low.
By Max Ku, Nok-Kan Law, Yu-Chien Tang, Shih-Ying Yeh, Ping Nie, Andy Zheng, Tat Hei Lai, Fei-Yueh Chen, Nikko Yu, Wei-Chieh Sun, Suzy Huang, Chiao-Wei Hsu, Chih-Chuan Huang, Chak-Wing Mak, Ho Yin Sam Ng, Edisy Kin Wai Chan, Min-Hung Chen, Ho Kei Cheng