Recent game world models can generate visually realistic and interactive environments conditioned on player actions. However, games are not defined by pixels alone; they are governed by explicit mechanics, namely state-dependent rules that control health reduction, skill activation, and game termination. These mechanics depend on precise internal states, such as health points, skill meters, and timers, which are tightly coupled with visual observations and determine how gameplay evolves. Without modeling these state dynamics, existing game world models may generate visually plausible rollouts but violate the underlying game rules. In this paper, we propose StatePlay, a novel state-aware game world model that jointly predicts visual content and game states to promote mechanics-consistent generation. StatePlay adopts a mixture-of-transformers (MoT)-style architecture that preserves specialized visual and state representations while enabling cross-modal interaction, allowing predicted states to guide frame generation. Each branch is further optimized with a distinct objective suited to its modality. Experiments show that StatePlay achieves an average normalized L1 distance below 0.06 for state prediction. Furthermore, compared with models without explicit state modeling, our method improves mechanics fidelity in generated game rollouts by 18.6%. Overall, our work highlights the importance of state-aware game world modeling and advances beyond pixel-level realism toward complete and mechanically faithful game generation.
Yuetian Du, Yucheng Wang, He Xu +9cs.MA cs.AI cs.CL
Large language model (LLM) agents may recover from a failure within an episode or after a retry, yet the same execution failure can recur in later tasks because post-episode feedback rarely revises the persistent harness that guides future interactions. Static harnesses improve reliability through fixed tools, context, memory, and workflow structures, but remain unchanged after deployment. We propose $\textbf{Living-Harness}$, a self-evolving agent harness that converts each completed trajectory and its evaluator signals into posterior evidence for bounded harness updates. Guided by a domain-level $\textbf{Evolution-SOP}$ ($\textbf{S}$tandard $\textbf{O}$perating $\textbf{P}$rocedure), Living-Harness extracts an episode abstraction and structured update evidence, and writes two complementary forms of procedural knowledge: episodic memory that records trigger conditions, failure patterns, and recovery actions, and a state graph that records state nodes, repair edges, and transition rules. The updated harness state is retrieved to guide future interactions, while tools and base context remain frozen, allowing procedural repairs to accumulate across evolution cycles. On eight interactive environments derived from $τ^2$-Bench and MultiWOZ-2.4, Living-Harness improves average Pass@1 over the strongest interactive baseline by 10.07 and 9.91 percentage points, respectively, and supports retrieval-only reuse of the evolved harness state across model backbones. Our code will be made publicly available soon at https://github.com/anotherbricki/Living-Harness.
AlayaWorld Team, Kaipeng Zhang, Chuanhao Li +14cs.CV cs.HC
Game worlds have traditionally been built through labor-intensive production pipelines, making them costly to develop, difficult to customization, and expensive to modify after deployment. Recent advances in video world models offer a fundamentally different paradigm. Rather than explicitly authoring every component of a virtual environment, these models autoregressively synthesize future observations conditioned on the current world state and user interactions, enabling playable worlds to be generated online. Trained on both gameplay recordings and real-world videos, they can capture diverse visual appearances and physical dynamics, opening new opportunities for interactive applications beyond gaming, including embodied intelligence. In this paper, we present \textbf{AlayaWorld}, a full-stack open-source framework for building interactive generative worlds. AlayaWorld enables open-ended real-time interaction, allowing users to freely navigate and perform diverse actions such as combat, spell casting, and monster summoning. The framework unifies the complete development-from data preparation model architecture, model training, inference acceleration, and deployment-within a modular and extensible architecture. Alongside the framework, we release reproducible pipelines, reference implementations, evaluation tools, and comprehensive documentation, establishing a practical foundation for future research and real-time applications of generative world models.
Autonomous agents are increasingly expected to improve executable policies through feedback, yet existing evaluations often collapse this process into a final score or confound it with open-ended software-engineering progress. We introduce Autonomous Policy Evolution, a controlled evaluation setting in which a harness-model agent repeatedly edits an executable policy system under a fixed interaction budget. We instantiate this setting in EvoPolicyGym, a benchmark built from compact interactive RL environments that evaluates how agents iteratively improve explored policies. On the EvoPolicyGym suite, GPT-5.5 achieves the strongest aggregate rank score and top-two performance on all 16 environments. Beyond leaderboard results, EvoPolicyGym also provides trajectory-level diagnostics that distinguish how agents allocate budget, convert feedback into parametric tuning. These analyses show that strong autonomous policy evolution depends not only on isolated task wins, but on discovering task-appropriate mechanisms and refining policies under bounded feedback.