World Editing: Intervening on Executable Worlds at Increasing Depth

Max Ku, Nok-Kan Law, Yu-Chien Tang, Shih-Ying Yeh, Ping Nie, Andy Zheng, Tat Hei Lai, Fei-Yueh Chen and 10 others

University of Waterloo · G-G-G · Comfy Org Research · University of Illinois Urbana-Champaign

Published October 1, 2026 · on the feed October 6, 2026 · ▲ 29 · arXiv 2610.02331

3D, worlds & gamesVision & multimodal Empty repo arXiv ↗Hugging Face ↗

The abstract

Interactive world models are increasingly capable of generating environments and acting within them, yet deliberately editing an existing executable world remains underexplored. We formulate world editing as intervening on an existing world while preserving properties that should remain unchanged, and introduce intervention depth as an axis describing how strongly an edit couples world entities, dynamics, and systems. We instantiate this capability through industry-grade game modding and introduce IGMWorld, together with IGMBench, a benchmark of 110 tasks and over 1.1K executable state and behavioral criteria across Minecraft and Terraria. The tasks span property, entity, dynamics, and system interventions and are evaluated through deterministic executability, behavioral, preservation, and visual checks. Frontier coding agents already exhibit substantial world-editing capability: the strongest configuration solves 78.2% of tasks under a strict task-level criterion, while criterion-level performance reaches 94.8%. Reliability generally decreases with intervention depth, and this pattern persists even among tasks with similar numbers of evaluation criteria. Most failed edits still build and load successfully, suggesting that the main difficulty is making the edited world behave as requested. Visual consistency remains a separate weakness, with all evaluated configurations below 50% joint visual pass rate. These results show that world editing is a distinct capability from world generation and interaction, and that executable games provide a practical testbed for studying it.

The Brief

2:42

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

Transcript

World Editing. Intervening on Executable Worlds at Increasing Depth. By Max Ku and seventeen others, from the University of Waterloo, G-G-G, and two other institutions. Published on the first of October. Its code repository is a placeholder: a readme, and nothing to run yet.

Interactive world models are getting better at generating environments and at acting inside them. Deliberately editing an existing executable world is a different matter, and it remains underexplored. The authors define world editing as intervening on an existing world while preserving whatever should stay unchanged. That second half is what separates editing from building something new. A change that works but breaks the rest of the world has not done the job.

The axis they introduce is intervention depth: how strongly an edit couples a world's entities, its dynamics and its systems. Tasks are spread along that axis, spanning interventions on properties, on entities, on dynamics, and on whole systems. Depth is meant as a measure of entanglement rather than of effort. The deeper an edit, the more of the world's parts it ties together, and the more there is that could go wrong around it.

The capability is instantiated through industry-grade game modding. Alongside IGMWorld comes IGMBench, a benchmark of one hundred ten tasks with more than eleven hundred executable criteria about state and behaviour, across Minecraft and Terraria. Edits are evaluated through deterministic checks of four kinds: whether the result executes, whether it behaves as asked, whether what should be preserved was preserved, and whether it looks right. Because the worlds are executable, each of these can be checked by running them, and the scores come from that rather than from a judgement call.

Frontier coding agents already show substantial world-editing capability. The strongest configuration solves seventy-eight point two percent of tasks under a strict task-level criterion, and at the level of individual criteria its performance reaches ninety-four point eight percent. Reliability generally falls as intervention depth rises. That pattern holds even among tasks with similar numbers of evaluation criteria, so it is not simply that deeper tasks carry more checks.

Most failed edits still build and load successfully. The main difficulty, the authors suggest, is making the edited world behave as requested. Getting the change to compile is the easy part. Getting the world to do the new thing, while still doing all the old things it should, is where agents fall short. Visual consistency is a separate weakness: every evaluated configuration stays below fifty percent joint visual pass rate.

Two conclusions follow from the results. World editing is a capability distinct from generating a world or interacting with one, and executable games give a practical testbed for studying it. Within that testbed, depth rather than the count of criteria is what tracks the edits agents get wrong.

More with an account

Listen to every day’s papers

Daily playlists, deep dives, quests for the papers, and quizzes on their key terms.

Join free
KipQuest: the day’s AI research, as podcasts and quests. All papers Android app Privacy Contact Episodes are written and voiced by AI from each paper. Summaries can contain mistakes: the paper is the source.