Interactive game world models typically autoregress visual observations directly in pixel or latent space, forcing structured properties such as pose, geometry, and occlusion to be implicitly maintained by the same generative sequence. Over long horizons, errors in these latent world properties accumulate, making consistency and controllability fragile. We explicitly model the evolving world state, delegate exact geometric computation to a fixed, zero-parameter renderer, and leave the neural model to synthesize appearance. We instantiate this idea as Marionette, a world model for interactive games with articulated characters. First, a two-stage autoregressive dynamics model predicts an explicit and interpretable 276-dimensional 3D world state comprising multi-entity articulated skeletons, metric root trajectories, and rotations. Second, a zero-parameter graphics bridge converts the predicted state into pose-control videos, computing world-space geometry and occlusion in closed form. Third, a control-conditioned video-diffusion observation model synthesizes photorealistic RGB observations from the resulting structured controls. Our experiments establish two properties of Marionette. First, the predicted world state is directly controllable. Forcing a mismatched action stream changes root-aligned joint error by 31% across 48 held-out segments. Second, long-horizon behaviour is determined in the state, and can be repaired there. Left free, the two generated characters drift to 21.2 m apart (recorded sessions stay near 5 m) and a third of frames show ground penetration. Two rules imposed on the explicit state, a terrain collider and a separation cap, cut penetration by 66% and keep the pair engaged, with no change to the observation model. Routing appearance through the predicted state costs no fidelity we can detect, at an FVD of 831 against 799 for recorded pose.
Zhenhao Chen, Yongqiang Chen, Chenxi Liu +7cs.CL cs.AI cs.LG stat.ML
Building AI Scientist agents with Large Language Models (LLMs) has recently attracted growing attention. Since scientific discovery fundamentally relies on uncovering causal relationships from observations, the capability of causal thinking, i.e., distinguishing causation from correlation and recognizing hidden biases, is essential to LLM agents. Although a number of benchmarks exist for AI Scientists, none explicitly incorporate challenges from selection bias, measurement error, and hidden confounders that widely exist in real-world scientific discovery. To this end, we present CausalGame, a benchmark that evaluates the causal thinking capabilities of LLM agents through interactive games. CausalGame asks LLM agents to actively design experimental protocols, collect observation data, and derive a final solution with an explanation report. To emulate realistic scientific discovery challenges, we design 14 scenarios that incorporate selection bias, measurement error, and hidden confounders. Across 30 LLM agents, none demonstrates reliable causal thinking: the best model reaches only 68.0% survival against analytical optima of 78-85%, and merely 5-7% of sessions receive credits on the causal-reasoning rubrics. CausalGame provides a scalable and controlled testbed for evaluating the causal thinking of AI Scientist agents.