Programmable World Model

Zheng-Hui Huang, Guixu Lin, Jiacheng Lin, Yi-Chuan Huang, Ruihan Yu, Muyao Niu, Siqi Yang, Yu-Lun Liu and 3 others

Alaya Lab

Published September 9, 2026 · on the feed September 10, 2026 · ▲ 113 · arXiv 2609.10540

3D, worlds & gamesVideoCode & software Empty repo arXiv ↗Hugging Face ↗

The 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.

The Brief

2:35

A short podcast summary of the paper. Written and voiced by AI.

Transcript

Programmable World Model. By Zheng-Hui Huang and ten others, from Alaya Lab. Published on the ninth of September. Its code repository is a placeholder: a readme, and nothing to run yet.

Video world models now generate visual experiences that are increasingly realistic and interactive. What they lack is a reliable way to keep a persistent world state, and to enforce rules that can be programmed, across long interactions. A world drawn frame by frame has nowhere to store what is true about it, so an object off screen or a character's hidden attribute has no guaranteed existence.

Programmable World Model separates two things video world models usually fuse: how the state of the world evolves, and how observations of it are generated visually. State is kept explicitly and updated by programs. Rendering is left to a video model. The world's facts live in one place and its appearance is produced in another, so the facts no longer depend on what the video model happens to draw.

An agent translates natural-language instructions into executable programs. Those programs specify the states of entities and the rules by which states change, giving direct control over individual entities and their interactions. A lightweight engine runs the programs and maintains an explicit, persistent global world state, one that includes entities off screen and attributes that are not visual at all.

To connect state to pictures, the authors introduce state-augmented 3D oriented bounding boxes, OBBs, as an intermediate representation. Those boxes, together with the target camera trajectory, are compiled deterministically into conditioning signals that are pixel-aligned in space and time. A pretrained video model receives those signals and acts as the generative renderer. Each step in that chain has a job. The program says what should happen, the engine records that it did, the boxes say where things are and what state they are in, and the video model turns all of that into frames.

The design lets users create playable games with predefined mechanics, direct control of individual entities, and a world state that persists throughout play. An entity can leave the view and return with its state intact, because its state never lived in the pixels.

To evaluate systems of this kind, the authors also introduce CombatStateBench. On it the method reaches ninety-four percent Count Accuracy and ninety-eight percent State Accuracy, substantially ahead of existing interactive video world models, while keeping generation coherent over long horizons.

The principle is a division of labour. Let an engine keep the books, and let the video model paint. The authors read the results as showing that separating explicit state evolution from generative rendering is an effective way to build worlds that persist and can be programmed.

Paper Quest · 7 chapters · about 42 min

Play this paper

Learn it by doing: make the calls the authors made, guess the result before you see it, and defend it in a viva graded on your own words. Chapter 1 is right here.

Chapter 1 🧩 · The problem

Every quest starts with a wall. Here it is a beautiful world that cannot remember what is true.

You are building a playable game on top of a video model that draws each new frame from the frames before it and the player's actions. The pictures look great.

The road ahead

  1. 1 · The problem ~7 min A video model that draws each frame from earlier frames looks great, but it cannot reliably remember facts or follow rules you write.
  2. 2 · What came before ~3 min
  3. 3 · The key idea ~9 min Keep the world's facts in a program-run engine, pass them as state-carrying 3D boxes, and let the video model only draw.
  4. 4 · Choose your own research ~3 min
  5. 5 · Build the method ~8 min Words become programs, the engine updates state, boxes and camera compile into control maps, and a video model renders.
  6. 6 · The experiment ~7 min You’ll guess: On CombatStateBench, what Count Accuracy did Programmable World Model reach?
  7. 7 · The viva ~5 min Three questions from the examiners, answered in your own words. Win it for the paper’s trophy.
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