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#World Models (147)

AgentGarten: Code Worlds for Evolving Agents

AgentGarten: Code Worlds for Evolving Agents

Interactive virtual worlds allow agents to learn through exploration and interaction. What agents can learn is bounded by the environments they practice in, which must be faithful, with consistent state, rules, and dynamics, and realistic, with observations that follow the real-world visual distributions. Achieving both across diverse worlds remains a bottleneck. We introduce AgentGarten, a framework that couples simulators and game engines with a shared neural renderer to build real-time interactive environments. Its simulation backends maintain persistent world state and execute program-defined interaction rules, while the renderer generates visual observations from structured conditions exported through a common interface. To build the neural renderer, we adapt a pretrained video model to geometry conditions, distill it with our proposed Adversarial Forcing, and optimize inference for real-time interaction. Adversarial Forcing makes history prefilling differentiable through exact replay, so that losses on later predictions update how the renderer encodes prior observations, and adds real-data adversarial supervision to improve its visual quality. In AgentGarten, agents perceive the world through visual observations, interact with it in real time, and improve by distilling each round of experience into playbooks that subsequent agents inherit and refine. Our empirical study demonstrates a substantial gain in learning efficiency, with agents learning from just 4 rounds compared with millions for a conventional reinforcement learning counterpart. As new worlds can be written as code and rendered through the same interface, environments can scale in both number and difficulty alongside their agents, a step toward agents that keep evolving through interactive experience.

Jiawei Chi, Shangchen Miao, Zhiyuan Shi · 351 views · Oct 8, 2026
World ModelsNeural renderingEmbodied AIOct 8, 2026
Introducing PROWL-2: Fidelity-Gated Dual Curricula — Jointly Learning Simulation and Decision-Making

Introducing PROWL-2: Fidelity-Gated Dual Curricula — Jointly Learning Simulation and Decision-Making

Odyssey (with UCL AI Centre and the University of Basel) released PROWL-2 on Oct 1: the first framework coupling an agent curriculum and a world-model repair curriculum inside one continual training loop. Core insight: in imagination training, a high-learning-signal trajectory is ambiguous — a real policy weakness or just a wrong world-model prediction; prioritizing it indiscriminately reinforces the model's own hallucinations. A fidelity gate separates 'useful' from 'trustworthy': reliable high-potential imagined experience feeds the policy curriculum, unreliable rollouts — with their already-stored real continuations — go to a repair pool, fixed by a randomly-initialized, KL-anchored developer policy exploring the real environment, re-audited and readmitted once repaired. First place on all nine SMACv2 scenarios (+4-18% at 5v5, +20-91% at 10v10/10v11 over the backbone); big margins on hard MQE tasks — Gate-3 70.4% vs 29.8%, Shepherd-Hard 28.2% vs 7.3%, all other baselines at 0. Ablations show the curricula are not additive: repair alone is marginal, the ungated curriculum falls below the backbone in all nine scenarios, and the gate turns the same curriculum into the largest single gain. Architecture- and algorithm-agnostic; next steps point at humanoid coordination and long-horizon multi-agent games.

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PROWL-2World ModelsMARLReinforcement LearningCurriculum Learning

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