GS-Agent is presented, an end-to-end multi-agent framework that integrates physics engines in the loop to generate realistic, dynamic, and controllable 4D physical worlds from natural language, envisioned as a foundation for a new paradigm in 4D world generation, empowering creative content creation and physical AI.
Abstract
Creating dynamic and physically realistic 4D worlds from natural language descriptions is both fascinating and challenging. Traditional computer graphics methods rely on manual creation, requiring extensive human effort to fine-tune materials, motions, and visual fidelity. Recent advances in generative foundation models have sparked interest in learning to generate such 4D worlds from large-scale data; however, existing methods still struggle to ensure physical plausibility and controllability. In this work, we take a different path by leveraging foundation models to construct an agentic system that emulates how humans traditionally create 4D worlds, yet automates the entire process. We present GS-Agent, an end-to-end multi-agent framework that integrates physics engines in the loop to generate realistic, dynamic, and controllable 4D physical worlds from natural language. Inspired by how humans build 4D worlds, GS-Agent decomposes the task into entity management, covering 3D asset curation, material tuning, placement, and motion control, and rendering configuration, including camera and lighting manipulation. Multiple agents with distinct expertise interact with the physics engine via code, seek multimodal feedback, and collaborate to iteratively construct 4D worlds that align with the given descriptions. Experimental results show that GS-Agent effectively converts natural language into diverse and physically plausible 4D worlds exhibiting rich interactions among liquids, deformable objects, and rigid bodies, while achieving cinematic camera and lighting control. We envision GS-Agent as a foundation for a new paradigm in 4D world generation, empowering creative content creation and physical AI. Project page at https://umass-embodied-agi.github.io/gs-agent/
Embodied agents need environments that are visually diverse, physically interactive, and changing over time. Procedural simulators can generate large interactive scene collections, and recent 4D generators produce compelling visual dynamics. Combining these properties in one environment, however, still demands extensive manual effort, and the result is rarely editable or controllable enough to reuse at scale. We present 4DSynth, a controllable procedural system that turns a natural-language description, a blueprint mask, or a single photograph into an editable 4D environment with explicit geometry, animated actors, collision-free trajectories, and physics-ready simulation state. Multiple scene routes share one geometry-grounded representation, so the same pipeline handles animation, camera planning, rendering, and task generation. To validate the full pipeline, we construct 4DSynth-Nav, an interactive navigation benchmark generated entirely from 4DSynth's procedural scenes. Two vision-language models evaluated across three difficulty tiers both fail the majority of tasks and stall after early subtasks. The same procedural controllability that produces these environments also makes each failure reproducible and each difficulty axis independently tunable. This paper presents both a controllable generation pipeline and the scalable benchmark it enables, offering a practical foundation for developing and evaluating embodied agents.
Ze-Hao Qi, Hao-Chen Luo, Jia-Wang Bian et al.· 0 citations
Agentic Real2Sim is introduced, a framework for generalized physical world modeling with vision-language agents, converting a real-world recording of object-robot interaction into a simulatable episodic twin which preserves observations, geometries, robot interactions, and object states.
Efficient, fully automatic, and physically plausible 4D Gaussian synthesis is an important goal for dynamic scene generation. Recent physics-based methods couple 3D Gaussians with the Material Point Method (MPM) to generate physically driven motion, but extending this paradigm to heterogeneous multi-part objects and interacting multi-object scenes remains challenging. Object-level physical assignment collapses distinct parts into a single material state, while one-shot predictions from large language models, vision-language models, or agents neither reliably bind different materials to identified parts nor verify that the resulting MPM configuration is executable. Score Distillation Sampling (SDS)-based parameter optimization, meanwhile, requires repeated per-scene score evaluations and gradient backpropagation, incurring lengthy optimization and potentially yielding suboptimal or unstable solutions. We therefore present PhysMAS, a physics-grounded multi-agent framework. From a motion prompt and four scene views, an Object-Part Scene Agent establishes persistent identities and calls a Material Reasoning Agent for part-wise profiles. It invokes solver-aware skills to bind these identities and profiles to per-particle MPM fields and execute all objects in a shared domain; the framework then screens candidate forward-simulation results. This supports heterogeneous multi-part and interacting multi-object scenes without per-scene diffusion-score backpropagation. Extensive experiments demonstrate that, compared with recent physics-based 4D Gaussian baselines that rely on SDS, PhysMAS achieves better semantic alignment and perceived physical plausibility while requiring less runtime.
Jiang Qin, Chunji Lv, Yangguang Wei et al.· 0 citations
Particle systems are widely used in digital entertainment to create dynamic scene elements and visual effects. However, authoring high-quality particle effects remains labor-intensive and demands specialized expertise, requiring practitioners to navigate complex procedural rules and high-dimensional parameter spaces. Recent large language models (LLMs) enable users to specify particle effects through natural language, yet reliably translating high-level creative intent into executable procedural logic and low-level parameters remains difficult. In this work, we present a multi-agent framework for the from-scratch synthesis of structured and editable particle systems from natural language descriptions. Given a text prompt, our framework first generates an initial particle configuration through a decoupled planning and parameterization pipeline, and then iteratively improves the result based on rendered feedback. To support precise and targeted adjustments, we further introduce a diagnostic mechanism that links observed visual artifacts to their underlying procedural causes. We validate our approach in Unreal Engine 5's Niagara system across a diverse set of scenarios, including elemental spells, dynamic natural phenomena, and fireworks. Quantitative and qualitative evaluations show that our method achieves high semantic fidelity and visual quality. By directly synthesizing structured particle simulation logic, our framework reduces the technical barrier to particle effect authoring and improves the efficiency of creative iteration.
Junhao Zhuge, Junyi Yang, Yuqing Wang et al.· 1 citation
An Agent-centric Domain-Specific Language (aDSL) and a role-specialized multi-agent system to close the gap between programmatic interfaces and reasoning strengths of LLMs, which favor semantic structure and spatial relations over fragile numeric choices.
Rui-Huan Wang, Si-Tong Wei, Jia-Qi He et al.· 0 citations
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. We present WorldClaw, a fully agentic, coarse-to-fine framework for open-world 3D scene generation. Planning agents translate a text prompt into a structured specification of regions, terrain, assets, materials, and spatial relations. WorldClaw then builds a globally coherent terrain foundation from semantic layouts, reusable assets, generative or procedural materials, and a region-aware height field. For detail-demanding regions, it generates terrain-conditioned compositions, reconstructs editable textured meshes, and recovers their placement on the terrain; render-based agents further refine terrain, objects, appearance, and contacts. Across diverse open-world prompts, WorldClaw produces large-scale scenes with coherent spatial organization, visually compelling local content, and editable instance-level assets while preserving a consistent global terrain structure.
Chunchao Guo, Jinpeng Li, Yang Li et al.· 2 citations
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