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This research establishes world editing as a distinct capability from generation, using game modding in Minecraft and Terraria to benchmark how AI agents can intervene on executable environments while preserving existing properties. The study reveals that while frontier coding agents achieve high success rates on simple edits, reliability drops significantly with deeper interventions that couple entities, dynamics, and systems, highlighting visual consistency as a persistent bottleneck. These findings provide a rigorous framework for evaluating the limits of current models in modifying complex, deterministic worlds without breaking their underlying logic.
Sources coveringarXiv, sofokleousin.gr
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World Editing: Intervening on Executable Worlds at Increasing Depth

arXiv3 min read

arXiv:2610.02331v1 Announce Type: new 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.

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.

Preprint. Project page: this https URL

Artificial Intelligence (cs.AI)

arXiv:2610.02331 [cs.AI]

(or arXiv:2610.02331v1 [cs.AI] for this version)

https://doi.org/10.48550/arXiv.2610.02331 Focus to learn more arXiv-issued DOI via DataCite (pending registration)

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Full text under the publisher's open licence · 315 words

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