arXiv AI

Converting Sequenced Fuzzy Cognitive Maps to Causal Virtual Worlds with Large Video Generators

The paper presents a method for creating and manipulating causal virtual worlds using large-language-model (LLM) and large-video-model agents guided by feedback fuzzy cognitive maps (FCMs). It extracts dynamical meta‑rules of the form "If A then B" from the FCM, has an LLM write a script based on these rules, and then uses a large video generator to render the resulting causal scenes. The authors demonstrate the approach on a simple undersea world of dolphins and sharks, showing that the system can scale to larger FCMs and more immersive virtual worlds.

arXiv AI
2d ago

EvoWorld: Towards Out-of-Sight World Evolution in Generative Video Models

EvoWorld introduces a framework that couples a vision‑language model with a segment‑autoregressive video renderer to enable generative video models to reason about world evolution beyond visual fidelity. The system maintains an evolving account of the world, infers event consequences, and renders causally plausible outcomes even when events occur out of sight. The accompanying EvoWorld‑Data and EvoWorld‑Bench datasets provide training and evaluation for event realization, causal reactions, and revisit consistency.

By Yequan Bie, Dengyang Jiang, Zhixuan Chen, Xiaozhuan Liang, Haoxuan Che, Quande Liu, Xi Chen, Hao Chen
arXiv Computer Vision
Oct 2

Oneira: From Open-Ended Generation to Open-World Interaction in Video World Models

Oneira is an interactive video world model that links open-ended generation with persistent interaction. It uses a coding agent to manage an extensible world state, allowing newly generated or discovered entities to become actionable and ensuring that changes made by an agent are retained across video segments. Experiments demonstrate that Oneira supports consistent interaction with new objects while preserving prior interaction effects over long horizons.

By Xindi Yang, Baolu Li, Liam Lee, Zhenfei Yin, Songxin Zhang, Zhuoyang Song, Xu Jia, Jianfei Cai, Tien-Tsin Wong, Bingyi Jing, Mengyue Yang
arXiv AI
Jun 16

Orchestrated Reality: From Role-Play to Living, Playable Game Worlds -- LLM-Driven World Simulation as a Parameterized-Action POMDP

arXiv:2606. 16014v1 Announce Type: cross Abstract: Many games rely on storytelling combined with systems that track levelling, NPC behaviour, and consequence simulation; bridging tightly-authored narrative with deeply-simulated worlds -- most acute in sandbox and open-world settings -- has been prohibitively expensive.

By Yuhang Huang, Chenmiao Li, Chaowei Fang
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
Jun 24

Neuro-Symbolic Drive: Rule-Grounded Faithful Reasoning for Driving VLAs

arXiv:2606. 23938v1 Announce Type: new Abstract: Driving VLA models incorporating Chain-of-Thought (CoT) reasoning are attractive because they leverage pretrained VLM representations and expose intermediate decisions in natural language, yet current rationales often lack the step-by-step decision semantics needed to keep the rationale causally connected to the planned motion.

By Xiangbo Gao, Xiukun Huang, Boyu Lu, Junge Zhang, Mengjie Mao, Jiachen Li, Wei Xiong, Zhengzhong Tu
arXiv Computer Vision
Sep 4

Do Video Generators Track the World Across Segments? A Benchmark and Method for World-State Reasoning in Video Continuation

The paper introduces Statebench, a benchmark for evaluating how well video generators track world states across segments, focusing on past-visible, occluded-process, and complex-transition states. It also proposes Stateagent, a method that maintains an explicit entity-state representation, updates it with new prompts, and uses the resulting state to guide video continuation. Experiments show Stateagent raises the overall state score from 45.2 to 69.3 and improves one‑minute story generation.

By Yingmao Miao, Pengfei Zhang, Chaoran Xu, Meng Yu, Jing Tang, Xiangxiang Chu, Chao Shen, Chenhao Lin
arXiv AI
Oct 12

When Generative Models Act as Simulators

The paper investigates when generative models can function as simulators by examining their editability—whether altering a model’s latent representation yields outputs equivalent to editing a simulator’s state. The authors learn mappings between latent and simulator states using two approaches: decoding probes and an inverse map, and evaluate them in two environments, Othello and Rayworld. Results show that success depends on the environment: in Othello, editability degrades smoothly with simplification, while in Rayworld probes fail but an inverse map still aligns the model with the simulator’s state.

By Sevan Brodjian, Michael Hobley, Pietro Perona
arXiv AI
Oct 9

Memento 3: Model-Based Recursive Self-Improvement through Reflective Rulebooks

Memento 3 is a frozen large‑language‑model agent that learns explicit world models by maintaining a natural‑language rulebook in external memory. The agent iteratively observes, reflects, revises the rulebook, compiles it into executable code, and verifies updates through prediction error and replay, accepting only code that the LLM deems faithful to the rulebook. In experiments, a single‑model version solved all 25 public ARC‑AGI‑3 games with perfect efficiency, and a learned feedback controller achieved perfect scores in Atari Pong without further LLM calls.

By Haoyu Zhao, Zhengxu Yu, Zhiyuan He, Meng Fang, Rasul Tutunov, Haitham Bou-Ammar, Weilin Luo, Jun Wang
arXiv Computer Vision
Oct 1

MindWorldBench: Evaluating Mental-State-to-Behavior Reasoning in Image-to-Video Generation

arXiv:2609.39147v1 Announce Type: new Abstract: Current image-to-video models achieve visual realism and physical plausibility, but reasoning about mental states remains unexplored. Actions are drive...

By Ruiqi Li, Xuanyi Liu, Sijia Li, Haofeng Wang, Yuxin Liu, Feng Xie, Songchao Tan, Shiqi Wang, Hanwei Zhu, Yizong Wang, Chuanmin Jia, Siwei Ma
arXiv AI
Jun 17

OmniDrive: An LLM-Choreographed Multi-Agent World Model with Unified Latent Co-Compression for Multi-View Driving Video Generation

arXiv:2606. 17536v1 Announce Type: cross Abstract: Generative world models for autonomous driving face two unresolved tensions: heterogeneous control injection, where free-form language, HD-maps, trajectories, and camera poses reside in incompatible representational spaces, and post-hoc cross-view fusion, where per-camera latents fail to encode global 3-D geometry.

By Zijie Meng, Yufei Liu, Chengqian Ma, Zhiyu Li, Jiyuan Liu, Wenhua Nie, Bingcai Wei, Shuqin Chen, Weichen Xu, Jiquan Yuan, Miao Zhang
arXiv Computer Vision
Oct 21

OverSeer: Multi-Agent World Models Beyond What Agents See

arXiv:2610.28554v1 Announce Type: new Abstract: Despite the success of video world models, extending them to multiple agents is difficult because it requires generating several agent-specific video s...

By Runjia Li, Kam Woh Ng, Minghao Chen, Junlin Han, Jianyuan Wang, Zhaochong An, Juan-Manuel Perez-Rua, Andrea Vedaldi, Shikun Liu