Programmable World Model
Abstract Overview
Programmable World Model is a framework for interactive video generation that separates world-state evolution from visual observation synthesis. A coding agent converts natural-language specifications into executable programs that define entity states, relations, and transition rules, while a lightweight engine maintains a persistent canonical world state, including off-screen and non-visual information. The maintained state is represented with state-augmented 3D oriented bounding boxes and deterministically compiled into pixel-aligned identity, semantic, and motion-direction controls for a pretrained video generator. The paper also introduces an automatic training-data pipeline for recovering structured supervision from videos and a benchmark, CombatStateBench, to evaluate whether generated videos remain consistent with engine-maintained states over interactions.
Novelty
The paper's main distinction is its explicit separation of programmable state execution from generative rendering, rather than relying on a video model to implicitly remember and update world facts. It also proposes state-augmented 3D oriented bounding boxes plus a deterministic state compiler as an intermediate interface between executable world programs and video generation, and introduces CombatStateBench for evaluating this setting.
Results
On CombatStateBench, the method reports 94% Count Accuracy and 98% State Accuracy, substantially exceeding the compared interactive video world models in world-state consistency. It also achieves the best reported VBench-based video quality metrics among the compared methods and is shown qualitatively to support long-horizon generation, off-screen entity persistence, and multiple scene types such as combat and racing.
Key Points
- The system uses an agent and lightweight execution engine to maintain an explicit, persistent world state governed by executable rules derived from natural-language instructions.
- State-augmented 3D oriented bounding boxes are compiled into pixel-aligned identity, semantic, and direction controls that condition a pretrained video renderer.
- Experiments on the newly introduced CombatStateBench indicate markedly improved agreement between rendered videos and engine-maintained states, especially for visible character counts and death-state realization.
References
- arXiv: https://arxiv.org/abs/2609.10540v1
- Fugu-MT: https://fugumt.com/fugumt/paper_check/2609.10540v1
- Hugging Face Papers: https://huggingface.co/papers/2609.10540
- GitHub: https://github.com/AlayaLab/pwm
- Project: https://alaya-lab.github.io/pwm