AgentGarten: Code Worlds for Evolving Agents

Jiawei Chi, Shangchen Miao, Zhiyuan Shi, Kailu Wu, Hanyang Wang, Weiliang Chen, Qiyu Dai, Jinshan Ren and 6 others

MirroS

Published October 8, 2026 · on the feed October 9, 2026 · ▲ 260 · arXiv 2610.12374

AgentsVision & multimodalSafety, alignment & security arXiv ↗Hugging Face ↗

The abstract

Interactive virtual worlds allow agents to learn through exploration and interaction. What agents can learn is bounded by the environments they practice in, which must be faithful, with consistent state, rules, and dynamics, and realistic, with observations that follow the real-world visual distributions. Achieving both across diverse worlds remains a bottleneck. We introduce AgentGarten, a framework that couples simulators and game engines with a shared neural renderer to build real-time interactive environments. Its simulation backends maintain persistent world state and execute program-defined interaction rules, while the renderer generates visual observations from structured conditions exported through a common interface. To build the neural renderer, we adapt a pretrained video model to geometry conditions, distill it with our proposed Adversarial Forcing, and optimize inference for real-time interaction. Adversarial Forcing makes history prefilling differentiable through exact replay, so that losses on later predictions update how the renderer encodes prior observations, and adds real-data adversarial supervision to improve its visual quality. In AgentGarten, agents perceive the world through visual observations, interact with it in real time, and improve by distilling each round of experience into playbooks that subsequent agents inherit and refine. Our empirical study demonstrates a substantial gain in learning efficiency, with agents learning from just 4 rounds compared with millions for a conventional reinforcement learning counterpart. As new worlds can be written as code and rendered through the same interface, environments can scale in both number and difficulty alongside their agents, a step toward agents that keep evolving through interactive experience.

The Brief

2:51

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

Transcript

AgentGarten. Code Worlds for Evolving Agents. By Jiawei Chi and thirteen others, from MirroS. Published on the eighth of October.

Interactive virtual worlds let agents learn by exploring and interacting, and what an agent can learn is bounded by the world it practises in. That world has to meet two demands. It must be faithful, with consistent state, rules and dynamics. And it must be realistic, with observations that follow the visual distributions of the real world. A simulator can keep the rules straight, and a generated video can look real, but achieving both across many diverse worlds remains a bottleneck.

AgentGarten splits the two demands between two components. Simulators and game engines supply faithfulness: their simulation backends maintain persistent world state and execute interaction rules defined by programs. A shared neural renderer supplies realism: it generates the visual observations from structured conditions that every backend exports through one common interface. Coupled together, they make real-time interactive environments. The division matters because neither half has to do the other's job. The backend never has to look real, and the renderer never has to remember the rules. It only has to draw what the backend says is there.

Building the renderer takes three steps. A pretrained video model is adapted to geometry conditions. It is then distilled with a method the authors propose, Adversarial Forcing. Finally its inference is optimised for real-time interaction.

Adversarial Forcing does two things. It makes history prefilling differentiable through exact replay, so that losses on later predictions reach back and update how the renderer encodes earlier observations. In plain terms, a mistake that shows up later in a sequence can be traced to how the past was taken in, and corrected there. Second, it adds adversarial supervision from real data, aimed at improving visual quality.

Inside AgentGarten, agents perceive the world only through these visual observations and interact with it in real time. They improve by distilling each round of experience into playbooks, which the agents that follow inherit and refine. Learning, in other words, is passed forward in written form from one round to the next.

The empirical study reports a substantial gain in learning efficiency. Agents in AgentGarten learn from just four rounds of experience. A conventional reinforcement learning counterpart, by comparison, needs millions. The contrast is between learning spread across millions of rounds and a playbook that is refined after each of a handful.

The design choice underneath is that a world is written as code and rendered through a shared interface. A new world needs a new program, not a new renderer, so environments can grow in number and in difficulty alongside the agents that train in them. The authors frame this as a step toward agents that keep evolving through interactive experience, with the code holding the world consistent and the renderer making it look like the one outside.

Paper Quest · 7 chapters · about 41 min

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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 agent is only as good as the world it practises in. Here, nobody could build worlds both faithful and real-looking.

You want agents that learn by exploring virtual worlds. What they can learn is bounded by those worlds, which must be faithful, with consistent state and rules, and realistic, with images that look like the real world.

The road ahead

  1. 1 · The problem ~7 min Agents need practice worlds that are both faithful to their rules and realistic to look at, and today's tools give one or the other.
  2. 2 · What came before ~3 min
  3. 3 · The key idea ~9 min Split the work: an engine keeps state and rules, and a shared renderer only draws realistic frames from geometry the engine exports.
  4. 4 · Choose your own research ~3 min
  5. 5 · Build the method ~8 min Build a fast geometry-following renderer in three steps, then let agents practise in real time and pass lessons on in playbooks.
  6. 6 · The experiment ~6 min You’ll guess: How many rounds did AgentGarten's hiders need to build shelters, compared with a conventional reinforcement learning counterpart?
  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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