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Oct 20

Counterfactual Action Evaluation, Observation Bottlenecks, and Representation Geometry in Joint-Embedding Predictive World Models

Low latent prediction error does not establish that a world model distinguishes the consequences of its actions. We introduce an evaluation protocol that traces the same intervention through simulator state, raster observations, target embeddings, and predictor outputs. Exact simulator-state forks in a controlled deformable-physics testbed reveal distinct bottlenecks. Changed commands alter particle motion, yet 41.5% of one-step raster pairs are identical. Observation loss is not the whole explanation: among 579 high-visibility counterfactuals, median predictor-to-target response is 0.0051 and 0.0217 across two seeds, falling to 0.0027 and 0.0116 after variance normalization. An isotropic state perturbation matched to the target counterfactual embedding shift produces 190x and 53x larger predictor changes on the same visible pairs, isolating action-path under-use rather than a dead or globally shrunk predictor. MSE-only training gives 8.36x lower 10-step latent error in matched seeds, but in spectrally concentrated spaces; one VICReg target encoder is also strongly concentrated, so neither error nor rank alone certifies physical state. Finally, stiffness remains near chance even from full-resolution rasters and mechanical state while privileged material parameters decode perfectly, indicating weak identifiability under this excitation rather than encoder discard. These results motivate auditing physical effect, observation visibility, representation geometry, and action dependence separately.

  • 1 authors
·
Oct 1

StatePlay: State-Aware Game World Models for Mechanics-Consistent Generation

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.

  • 5 authors
·
Jul 28 3

SocioVerse2: A Longitudinal Dynamic Social Simulation Framework under a Human-AI Co-evolutionary Paradigm

Social simulation offers the social sciences an experimental instrument that the real world cannot supply, and generative agents have transformed it by acting as silicon samples that unite agent-based modeling with real behavioral data. Existing platforms verify collective behavior, align simulated populations with real societies in cross-sections, and employ autonomous agents for the research process. However, two social science requirements remain without systematic support: intervention in the content of a simulation and the researcher's control over the process that produces it. We present SocioVerse2, which extends SocioVerse 1.0 into a human-AI co-evolutionary paradigm built from two loops and one infrastructure. The longitudinal simulation loop simulates the target population with evolving environments and forks counterfactual branches via interventions. The controllable research loop takes the study itself as an editable state and updates state versions via controllable editing. The social science agentic infrastructure carries both loops through composable skills with researcher checkpoints, a population service over five persona pools, and an environment service over 21 real-world signal sources with point-in-time guarantees. We validate SocioVerse2 across three case families and seven case studies, from reproducing canonical agent-based models to modeling policy processes on real records and nowcasting macro-economic indices beyond the response model's knowledge cutoff. With the human-AI co-evolutionary paradigm, these cases go beyond system demonstrations to become substantive studies that investigate frontier questions in their respective disciplines. Code, data services, and a workbench are released as open-source resources.

  • 22 authors
·
Sep 20

The Delegation Danger Band: Why Mid-Capability Sub-Agents Over-Trust Inherited Stale State

Agent frameworks increasingly delegate work by forking sub-agents; a common default makes the child inherit the parent's full working context. We measure how the effect of inherited state changes with capability, where C_m denotes clean fork-fresh accuracy. We compare 3 inheritance policies: Reset (fork fresh: base evidence only), Selective (curated handoff: + the useful prior conclusion), and Full (implicit fork: + the useful conclusion and d copies of a superseded conclusion) over a same-family ladder (Qwen3 0.6/1.7/4/8B) on a frozen, closed-set, action-scored benchmark. Every task is solvable from the base evidence, so performance loss can be attributed to reliance on stale state. (1) Deference to superseded state falls sharply with measured capability C_m (the slope's confidence interval, CI, excludes zero on every family) across 2 synthetic primitives plus MuSiQue and HotpotQA. (2) On the Qwen3 synthetic ladder, net inheritance harm follows a nonmonotone pattern: a mid-capability model (Qwen3-1.7B) is a statistically significant local minimum of net harm, falling below its fork-fresh baseline (Δ(32)=-0.19 [-0.25, -0.12]) and both neighbors, while the weakest model stays near-neutral and the strongest models stay robust. We call this harmful capability range a danger band. A within-model counting-difficulty sweep shows that the effect depends on model class even at matched C_m, and a live parent-to-child fork reproduces the mid-model harm. (3) Curated Selective handoff improves average accuracy over Full on all 3 datasets, largest at the in-band model, while the fixed-threshold capability router fails on the other datasets; a transferable router would need to predict the balance between reuse benefit and stale-context penalty. The benchmark is frozen and version-hashed.

  • 2 authors
·
Sep 2