# AGWM: Affordance-Grounded World Models for Environments with Compositional Prerequisites

arXiv: https://arxiv.org/abs/2605.06841 · HTML: https://mlsanity.com/paper/2605.06841/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in World models for language agents, one of 11 directions in World models.
- Builds on 6 of its 46 references that are in the map.
- First posted on arXiv 7 May 2026.

## Placed in

- World models / [World models for language agents](https://mlsanity.com/wm/world-models-for-language-agents/)

## Builds on (most cited first, 6 of 6)

- [Concrete Problems in AI Safety](https://mlsanity.com/paper/1606.06565/) (2016)
- [LeWorldModel: Stable End-to-End Joint-Embedding Predictive Architecture from Pixels](https://mlsanity.com/paper/2603.19312/) (2026)
- [Training Agents Inside of Scalable World Models](https://mlsanity.com/paper/2509.24527/) (2025)
- [Causal World Models by Unsupervised Deconfounding of Physical Dynamics](https://mlsanity.com/paper/2012.14228/) (2020)
- [ResWM: Residual-Action World Model for Visual RL](https://mlsanity.com/paper/2603.11110/) (2026)
- [Learn to Change the World: Multi-level Reinforcement Learning with Model-Changing Actions](https://mlsanity.com/paper/2510.15056/) (2025)

## Abstract (arXiv)

In model-based learning, the agent learns behaviors by simulating trajectories based on world model predictions. Standard world models typically learn a stationary transition function that maps states and actions to next states, when an action and an outcome frequently co-occur in training data, the model tends to internalize this correlation as a general causal rule while ignoring action preconditions. In interactive environments, however, agent actions can reshape the future affordance space. At each timestep, an action may becomes executable only after its prerequisites are met, or non-executable when they are destroyed. We term such events structure-changing events (SC events). As a result, a conventional world model often fails to determine whether a given action is executable in the current state, especially in multi-step predictions. Each imagined step is conditioned on an incorrect affordance state, and therefore the prediction error compounds over the rollout horizon. In this paper, we propose AGWM (Affordance-Grounded World Model), which learns an abstract affordance structure represented as a DAG of prerequisite dependencies to explicitly track the dynamic executability of actions. Experiments on game-based simulated environments demonstrate the effectiveness of our method by achieving lower multi-step prediction error, better generalization to novel configurations, and improved interpretability.
