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Programmable World Model: Decoupling State Evolution from Visual Rendering

First seen · 9/9/2026, 04:00 AMLatest activity · 9/10/2026, 01:59 AM

Existing interactive video world models often struggle with object permanence and rule consistency across extended gameplay. The Programmable World Model addresses this by separating underlying state transitions from visual synthesis. Natural-language instructions compile into executable programs that track persistent global attributes—including off-screen entities—while state-augmented 3D bounding boxes guide a pretrained video renderer. On the new CombatStateBench, it achieves 98% state accuracy, showing how pairing symbolic state engines with generative models can anchor interactive simulations.

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There are 7 persisted snapshots in the last 24 hours. Peak heat was 0 at 9/12, 17:00; latest heat is 0.

There are 7 persisted snapshots in the last 24 hours. Peak heat was 0 at 9/12, 17:00; latest heat is 0.10.509/12, 17:00, event heat 09/12, 20:00, event heat 09/12, 23:00, event heat 09/13, 02:00, event heat 09/13, 05:00, event heat 09/13, 08:00, event heat 09/13, 11:00, event heat 024 hours agoNow
  1. 9/12, 17:00, event heat 0
  2. 9/12, 20:00, event heat 0
  3. 9/12, 23:00, event heat 0
  4. 9/13, 02:00, event heat 0
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  6. 9/13, 08:00, event heat 0
  7. 9/13, 11:00, event heat 0

Reporting Timeline

  1. AggregatorHuggingFace Daily Papers9/9, 04:00 AMnot independent
    Programmable World Model
  2. AggregatorarXiv9/10, 01:59 AMnot independentRepresentative
    Programmable World Model: Decoupling State Evolution from Visual Rendering