arXiv AI

City Editing: Hierarchical Agentic Execution for Dependency-Aware Urban Geospatial Modification

The paper introduces CEAE, a hierarchical agentic framework that transforms natural-language instructions into machine-executable GeoJSON edits for urban renewal. It breaks down instructions into hierarchical geometric intents and applies edits from coarse to fine, using a self-reflective execution-validation loop to maintain spatial consistency. Experiments demonstrate that CEAE achieves higher execution validity, robustness, and geometric accuracy compared to baseline methods.

arXiv AI
Oct 12

Mind the Spatial Gap: A Benchmark for Geospatial Reasoning and Constrained Spatial Editing

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 AI
Sep 15

ANASSA: An Agentic AI Orchestration Framework for Spatial Intelligence

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 AI
Aug 7

WorldClaw: Agentic 3D Open-World Generation at Scale

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
arXiv Computer Vision
Oct 15

EvoSpatial: Experience-Driven Skill and Tool Evolution for Spatial Reasoning Agents

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 Computer Vision
Nov 2

Parse Before You Execute: Efficient Spatial Reasoning with Executable Primitives

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 AI
Sep 30

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
Oct 5

World Editing: Intervening on Executable Worlds at Increasing Depth

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