PlayWorld is introduced, a benchmark providing 171 scenarios, each with a specified objective, to assess models along four core dimensions: geometry consistency, interaction fidelity, out-of-sight evolution, and insight evolution, and basic ability metrics for video quality and controllability.
Abstract
Video world models simulate future states conditioned on current observations and user actions. Recent systems have demonstrated impressive video consistency and action controllability over long sequences. However, fairly comparing these interactive models remains challenging. In practice, a human player typically evaluates a world model by pursuing long-horizon objectives through interaction. For example, a user may turn around 360 degrees to see whether the environment remains consistent, or walk into the water and inspect whether realistic water ripples are generated. The action sequence required to achieve the same objective may vary substantially between models, making fixed action-conditioned evaluation unsuitable for cross-model comparison. To address this, we employ multi-modal Agent Players to interact with world models toward specified long-horizon objectives. Building on this paradigm, we introduce PlayWorld, a benchmark providing 171 scenarios, each with a specified objective. To evaluate performance thoroughly, we assess models along four core dimensions: geometry consistency, interaction fidelity, out-of-sight evolution, and insight evolution. In addition, we incorporate basic ability metrics for video quality and controllability. Experiments across nine state-of-the-art world models reveal that current models remain unreliable on long-horizon interactive objectives, particularly in maintaining spatial consistency and persistent state evolution. Code and data are available at https://github.com/kxding/PlayWorld.
This work studies action-conditioned predictors built on five frozen self-supervised visual backbones, finding that a world model guides action selection reliably only when the goal lies within, or slightly beyond, the trajectory it imagines during planning.
A. Alrasheed, Basim Azam, Naveed Akhtar· 0 citations
World-model agents are usually evaluated in simulators that can wait for the policy; live games impose the opposite constraint, requiring capture, prediction, and action before the next frame. We present DashVMC, which learns a compact, action-conditioned world model from approximately two hours of recorded Geometry Da...
This analysis shows that world models have achieved functional substitution in interaction and controllability for specific scenarios, but remain short of traditional simulators in formal guarantees of physical laws, structured state feedback, and reproducible long-horizon evolution.
Tong Wang, Huan Deng, Mucheng Yang et al.· 0 citations
World-action models (WAMs) couple future prediction with robot control, yet existing systems often vary the video backbone, interaction structure, supervision, and inference procedure simultaneously, making their design choices difficult to compare. We introduce OPENWAM, an open world-action modeling framework built ar...
Heng Yu, David Yuan, Ju-Ze Zhang et al.· 0 citations
Building interactive simulators from real-world observations is a promising way to scale embodied data, but current pipelines still rely heavily on manual environment construction and calibration. We study whether frontier foundation models and coding agents can automate this process end to end. We formulate \emph{auto...
Jin-Zhou Tang, Z. Zhang, Jing Yang et al.· 1 citation
HappyWorld-Bench is introduced, a comprehensive benchmark that evaluates whether generated worlds remain reliable as agents interact with them, and highlights the need to evaluate world models not only by visual quality, but also by state consistency and the correctness of their responses to actions and interventions.
Zhi-Qi Bai, Ju-Nai Cai, Yi-Xin Chen et al.· 0 citations
We use cookies to run the site and, with your consent, for analytics and to show ads.
See our Cookie Policy.