InteractiveWorld: A Verifiable Human-Centric Environment for Building Better Interactive MLLM Assistants
Qinsi Wang, Wei Wen, Chong Zhou, Saksham Suri, Zechun Liu, Lemeng Wu, Hai Helen Li, Yiran Chen and 2 others
Meta · Duke University
Published October 25, 2026 · on the feed October 27, 2026 · ▲ 127 · arXiv 2610.33966
The abstract
People have long dreamed of an assistant that is always there to guide them and remind what they forget, from new dishes to lost keys. Powered by multimodal large language models (MLLMs), egocentric AI assistants on wearable devices are bringing this dream within reach: they see what the user sees and give instructions for user's physical work when necessary. However, testing such assistance is challenging and usually requires real people. The expensive and rare real interaction data leaves a key question unanswered: Can today's MLLMs truly help people in physical world? To answer this question, we propose InteractiveWorld, the first verifiable environment for closed-loop interaction between human and AI assistant. Unlike existing robot-centric simulators, InteractiveWorld lets the assistant guide a human agent who observes the scene, understands instructions, and acts independently. It thus realistically simulates how AI assistant collaborates with human: the assistant instructs, the human acts, and the environment executes actions and updates what they see next. Building on it, we introduce InteractiveBench, the first dynamic benchmark for egocentric AI assistants, with 120 multi-turn tasks across six categories. In each task, the assistant guides the human in real time, and every instruction shapes the outcome, which is scored by verifiable, state-based rewards. Experiments with 12 frontier MLLMs show they are still far from reliable assistants. Even the strongest model, Claude Fable 5.1, achieves at most 20% and 25% on long-horizon Guidance and Planning tasks, respectively. Overall, our work offers a verifiable platform and a rigorous evaluation set, laying a solid foundation for research on interactive MLLM assistants that truly help people in the physical world.
The Brief
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Transcript
InteractiveWorld. A Verifiable Human-Centric Environment for Building Better Interactive MLLM Assistants. By Qinsi Wang and nine others, from Meta and Duke University. Published on the twenty-fifth of October. Its code repository is worked out: about one hundred and seventy source files, with a readme and a licence.
The picture the authors start from is an old wish: an assistant that is always there, guiding you and reminding you of what you forget, whether that is a new dish you are cooking or the place you left your keys. Multimodal large language models are bringing that within reach in the form of egocentric AI assistants on wearable devices. They see what the user sees, and when necessary they give instructions for the user's physical work.
Testing that kind of help is the hard part. It usually requires real people, and real interaction data is both expensive and rare. So a basic question has stayed open: can today's MLLMs actually help people in the physical world? Without a way to run the assistant against someone who acts on its advice, there is no clean way to tell good guidance from guidance that only sounds good.
InteractiveWorld is built to answer it. The authors describe it as the first verifiable environment for closed-loop interaction between a human and an AI assistant. The difference from existing simulators is who does the acting. Those simulators are robot-centric. Here the assistant guides a human agent, and that human agent observes the scene, understands the instructions, and acts independently. The loop runs the way real collaboration would: the assistant instructs, the human acts, and the environment executes those actions and updates what both of them see next. What gets measured is whether the assistant's guidance actually leads to the right outcome in that loop.
On top of the environment sits InteractiveBench, described as the first dynamic benchmark for egocentric AI assistants. It holds one hundred and twenty multi-turn tasks across six categories. In every task the assistant guides the human in real time, and every instruction shapes how things turn out. Scoring is done with verifiable, state-based rewards, so success is read off the state of the world itself. Because each instruction changes what the human does and therefore what both of them see next, an early mistake carries forward through the rest of the task. A task cannot be passed by saying the right thing once. The assistant has to keep steering correctly, turn after turn, as the scene changes in response to its own advice.
Twelve frontier MLLMs were put through it, and the conclusion is that they are still far from reliable assistants. The categories that expose this most are the long-horizon ones. Even the strongest model, Claude Fable 5.1, reaches at most twenty percent on Guidance tasks. On Planning tasks its ceiling is twenty-five percent. Those are the best numbers in the field of models tested, and they leave most of the long tasks unfinished. The weaker models, by implication, do no better.
The authors present the work as a verifiable platform plus a rigorous evaluation set, a foundation for research on interactive MLLM assistants that genuinely help people in the physical world. What shifts is the framing. Instead of asking whether a model can act in a scene, the benchmark asks whether it can get someone else to act well, one instruction at a time, with the world keeping score.
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Chapter 1 🧩 · The problem
Smart glasses that guide you sound close. Testing them honestly is the wall.
You want to know whether an AI assistant on smart glasses, which sees what you see, can really guide someone through cooking or finding lost keys.
The road ahead
- 1 · The problem ~7 min Testing whether a wearable AI assistant really helps a person is hard, because real help changes what the person does and sees next.
- 2 · What came before ~3 min
- 3 · The key idea ~9 min Simulate the person as a model that acts on the assistant's advice in a 3D world, then judge success from the world's final state.
- 4 · Choose your own research ~3 min
- 5 · Build the method ~8 min Each turn, the assistant guides from the first-person view, the simulated person acts, the world updates, and at the end object states decide success.
- 6 · The experiment ~6 min You’ll guess: On long-horizon Guidance tasks in InteractiveBench, what is the highest success rate reached by any of the tested frontier models?
- 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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