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arXiv:2609.10540 · cs.CV · 2026

Programmable World Model

Zheng-Hui Huang, Guixu Lin, Jiacheng Lin, Yi-Chuan Huang, Ruihan Yu, Muyao Niu, Siqi Yang, Yu-Lun Liu, Yung-Yu Chuang, Kaipeng Zhang, Zhixiang Wang

17 citations · 3 influential citations— Semantic Scholar

TL;DR · Semantic Scholar

The Programmable World Model is introduced, a framework that decouples world-state evolution from visual observation generation and demonstrates the effectiveness of separating explicit state evolution from generative rendering for building persistent, programmable worlds.

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Problem: Interactive video world models lack an explicit, persistent global state that can be updated independently of the current viewpoint. Consequently, they cannot easily handle off-screen entities, keep track of nonvisual state facts, or allow users to program explicit rules governing world evolution. This reliance on implicit state representations in generative contexts often leads to accumulated update errors, disappearing characters, and physical inconsistencies.

Method: The Programmable World Model tracks explicit world-space updates using state-augmented 3D oriented bounding boxes (OBBs) inside a lightweight engine. A deterministic state compiler projects these OBBs under a target camera to generate pixel-aligned identity, semantic, and direction maps. These maps act as spatial controls for a generative renderer built on LingBot-World-v1 with a Structured Spatial ControlNet, leveraging multi-scale temporal history and a geometry-aligned spatial memory from AlayaWorld.

Results: On the CombatStateBench benchmark, the proposed method achieves a Count Accuracy of 94.00\% and a State Accuracy of 98.00\%, significantly outperforming baselines like LingBot-World-V2 and YUME. It also obtains superior performance across VBench quality metrics, reaching 67.62\% for Imaging Quality, 94.74\% for , for , and for .

Paper metadata comes from arXiv; citation data comes from Semantic Scholar. Summaries are generated by AewolFlow from the paper text.

Subject Consistency
96.98\%
Background Consistency
99.00\%
Temporal Stability

Limitations: The automatic training data pipeline depends on several external model components like ViPE and SAM3, which requires discarding masks with insufficient visible area to prevent unreliable annotations. Additionally, the system's evaluation and training are restricted to specific virtual environments, relying on gameplay data from Cyberpunk 2077, Forza Horizon 6, and Grand Theft Auto V.

Abstract

Recent video world models generate increasingly realistic and interactive visual experiences, yet lack reliable mechanisms for maintaining persistent world state and enforcing programmable rules over extended interactions. We introduce Programmable World Model, a framework that decouples world-state evolution from visual observation generation. An agent translates natural-language instructions into executable programs that specify entity states and state-transition rules, enabling direct control over individual entities and their interactions. A lightweight engine executes these programs to update and maintain an explicit, persistent global world state, including off-screen entities and non-visual attributes. To connect world state with visual generation, we introduce state-augmented 3D oriented bounding boxes (OBBs) as an intermediate representation. This representation, together with the target camera trajectory, is deterministically compiled into pixel-aligned spatiotemporal conditioning signals for a pretrained video model serving as the generative renderer. This design allows users to create playable games with predefined mechanics, direct control over individual entities, and persistent world state throughout gameplay. We further introduce CombatStateBench, a benchmark for evaluating programmable world models. On CombatStateBench, our method achieves 94% Count Accuracy and 98% State Accuracy, substantially outperforming existing interactive video world models while supporting coherent long-horizon generation. These results demonstrate the effectiveness of separating explicit state evolution from generative rendering for building persistent, programmable worlds.

Source: https://arxiv.org/abs/2609.10540 — Thank you to arXiv for use of its open access interoperability.

Papers citing this work · Semantic Scholar

  • AnyGameRenderer: Entity-Consistent Generative Rendering Across Games and an Entity-Level Benchmark (2026) · 0 citations
  • Matrix-Game 4.0: Harnessing Video Models for Real-Time Playable Game Worlds (2026) · 0 citations
  • WorldStream: Streaming Interactive 3D Worlds with Hierarchical Planning and Persistent State (2026) · 0 citations
  • Manga2Animate: An Agentic Framework for Faithful Manga Animation with Script and Storyboard Planning (2026) · 0 citations
  • InfiniDream: Open-Ended Photorealistic 3D Worlds Through Procedural Generation (2026) · 0 citations

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