arXiv:2609.39604v1 Announce Type: new
Abstract: Although conventional world models - auto-regressive or diffusion models based on transformers or convolutional networks - may learn surface statistics...
By Shaoyang Guo, Ziming Liu
arXiv:2606. 23587v2 Announce Type: replace Abstract: Previous work has found a gap between the scale of neural networks that reliably learn Conway's Game of Life, and minimal networks capable of representing the classic cellular automaton with hard-coded parameter values.
By Tashin Ahmed, Q. Tyrell Davis
arXiv:2608. 14019v1 Announce Type: cross Abstract: Emergent Models (EMs) are a machine learning paradigm based on simple yet open-ended substrates, such as cellular automata, in which modeling is treated not as the learning of a closed-form input-output map but as the emergence, within simple dynamical systems, of computational behaviors that solve external tasks.
By Giacomo Bocchese, Nicola Giacobbo, Etienne Guichard, James Wiles, Akshaj Devireddy
arXiv:2607. 07743v1 Announce Type: cross Abstract: Self-organization is an emergent property of life, driven by the collective behavior of individual components acting on local information.
By Meet Barot, Daniel Berenberg, Sina Khajehabdollahi
The paper introduces Gauntlet, a framework that lets large language models autonomously build game-playing agents from a bare contract—just a game description, raw observation/action interface, and an empty policy file. In a single session, the model experiments with the game, compiles a standalone controller, and the resulting program is evaluated on held‑out instances without further model calls. The authors demonstrate that these compiled agents can win full‑scale games such as StarCraft II and Civilization, marking the first time a language‑agent system has achieved standalone victory in such complex titles.
By Joey Xiao, Haonan Huang
arXiv:2608. 04384v1 Announce Type: new Abstract: Neural PDE solver auto-design is fundamentally a search-space representation problem.
By Shengxin Kong, Liwen Xu, Jingwen Fu
arXiv:2607. 14169v1 Announce Type: new Abstract: Large language models can synthesize a game's rules as executable code - a Code World Model (CWM) - which a classical planner then searches over.
By Javier Aguilar Mart\'in
The paper introduces a method for creating reactive character behaviors in continuous games as compact, human‑readable programs. It searches over a domain‑specific language that uses reactive geometric decisions and higher‑order constructs to discretize continuous behavior space, while eliminating redundant program forms through synthesis antipatterns. The approach, called agentic sketching, combines bottom‑up symbolic enumeration with top‑down guidance from a coding agent, and outperforms either technique alone on a benchmark of 14 continuous games.
By Maxim Gumin, Hsueh-Ti Derek Liu, Victor Zordan, Daniel Ritchie
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
arXiv:2606. 09774v1 Announce Type: new Abstract: Advanced scientific simulators expose specialized input languages that turn simulation goals into executable configurations, but learning them can cost domain scientists hours to days.
By Matthew Ho, Brian Liu, Jixuan Chen, Audrey Wang, Lianhui Qin
arXiv:2609.25652v1 Announce Type: new
Abstract: Recent game world models support realistic visual simulation and interactive gameplay based on player inputs. However, they typically learn environment...
By Zijun Lin, Zhiyang Deng, Yuzhe Wu, Bihan Wen, Yeying Jin
The paper introduces a closed‑loop framework using autotelic reinforcement learning to explore and manipulate complex systems, specifically Lenia, a continuous cellular automaton. An agent called CARL autonomously samples diverse goals and learns a goal‑conditioned policy that intervenes with minimal, local perturbations. CARL demonstrates three key abilities: discovering stable solitons more efficiently than heuristic baselines, steering existing solitons with few interventions, and enabling humans to guide solitons through maze environments in real time via high‑level commands. The agents generalize zero‑shot to out‑of‑distribution conditions, suggesting a path toward artificial experimentalist agents that can discover and control emergent phenomena.
By Marko Cvjetko, Benedikt Hartl, Michael Levin, Cl\'ement Moulin-Frier, Pierre-Yves Oudeyer