# PlayWorld: Benchmarking World Models with Agent Players over Long-Horizon Objectives

arXiv: https://arxiv.org/abs/2608.13552 · HTML: https://mlsanity.com/paper/2608.13552/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- Placed in Video-generation world models and simulators, one of 11 directions in World models.
- Builds on 35 of its 42 references that are in the map.
- First posted on arXiv 13 Aug 2026.

## Placed in

- World models / [Video-generation world models and simulators](https://mlsanity.com/wm/video-generation-world-models-and-simulators/)

## Builds on (most cited first, 30 of 35)

- [Learning Transferable Visual Models From Natural Language Supervision](https://mlsanity.com/paper/2103.00020/) (2021)
- [You Only Look Once: Unified, Real-Time Object Detection](https://mlsanity.com/paper/1506.02640/) (2015)
- [Wan: Open and Advanced Large-Scale Video Generative Models](https://mlsanity.com/paper/2503.20314/) (2025)
- [VBench: Comprehensive Benchmark Suite for Video Generative Models](https://mlsanity.com/paper/2311.17982/) (2023)
- [VGGT: Visual Geometry Grounded Transformer](https://mlsanity.com/paper/2503.11651/) (2025)
- [Depth Anything V2](https://mlsanity.com/paper/2406.09414/) (2024)
- [WorldSimBench: Towards Video Generation Models as World Simulators](https://mlsanity.com/paper/2410.18072/) (2024)
- [Cosmos World Foundation Model Platform for Physical AI](https://mlsanity.com/paper/2501.03575/) (2025)
- [GAIA-1: A Generative World Model for Autonomous Driving](https://mlsanity.com/paper/2309.17080/) (2023)
- [Vista: A Generalizable Driving World Model with High Fidelity and Versatile Controllability](https://mlsanity.com/paper/2405.17398/) (2024)
- [DriveDreamer: Towards Real-world-driven World Models for Autonomous Driving](https://mlsanity.com/paper/2309.09777/) (2023)
- [Matrix-game 2.0: An open-source real-time and streaming interactive world model](https://mlsanity.com/paper/2508.13009/) (2025)
- [T2V-CompBench: A Comprehensive Benchmark for Compositional Text-to-video Generation](https://mlsanity.com/paper/2407.14505/) (2024)
- [WorldPlay: Towards Long-Term Geometric Consistency for Real-Time Interactive World Modeling](https://mlsanity.com/paper/2512.14614/) (2025)
- [WorldScore: A Unified Evaluation Benchmark for World Generation](https://mlsanity.com/paper/2504.00983/) (2025)
- [Advancing Open-source World Models](https://mlsanity.com/paper/2601.20540/) (2026)
- [IRASim: A Fine-Grained World Model for Robot Manipulation](https://mlsanity.com/paper/2406.14540/) (2024)
- [Matrix-Game 3.0: Real-Time and Streaming Interactive World Model with Long-Horizon Memory](https://mlsanity.com/paper/2604.08995/) (2026)
- [Hunyuan-GameCraft: High-dynamic Interactive Game Video Generation with Hybrid History Condition](https://mlsanity.com/paper/2506.17201/) (2025)
- [Yume-1.5: A Text-Controlled Interactive World Generation Model](https://mlsanity.com/paper/2512.22096/) (2025)
- [Yume: An Interactive World Generation Model](https://mlsanity.com/paper/2507.17744/) (2025)
- [Large Video Planner Enables Generalizable Robot Control](https://mlsanity.com/paper/2512.15840/) (2025)
- [DrivingWorld: Constructing World Model for Autonomous Driving via Video GPT](https://mlsanity.com/paper/2412.19505/) (2024)
- [Hunyuan-GameCraft-2: Instruction-following Interactive Game World Model](https://mlsanity.com/paper/2511.23429/) (2025)
- [SANA-WM: Efficient Minute-Scale World Modeling with Hybrid Linear Diffusion Transformer](https://mlsanity.com/paper/2605.15178/) (2026)
- [RoboScape: Physics-informed Embodied World Model](https://mlsanity.com/paper/2506.23135/) (2025)
- [WBench: A Comprehensive Multi-turn Benchmark for Interactive Video World Model Evaluation](https://mlsanity.com/paper/2605.25874/) (2026)
- [MIND: Benchmarking Memory Consistency and Action Control in World Models](https://mlsanity.com/paper/2602.08025/) (2026)
- [Astra: General Interactive World Model with Autoregressive Denoising](https://mlsanity.com/paper/2512.08931/) (2025)
- [Out of Sight but Not Out of Mind: Hybrid Memory for Dynamic Video World Models](https://mlsanity.com/paper/2603.25716/) (2026)

## Built on by (most cited first, 5 of 5)

- [AI for Games in the Foundation Model Era](https://mlsanity.com/paper/2609.16679/) (2026)
- [Search-to-World: Evaluation of 3D World Delivery from User Request through Web Search](https://mlsanity.com/paper/2609.07605/) (2026)
- [Precise Editing and Flexible Referencing for Interactable Worlds](https://mlsanity.com/paper/2609.34470/) (2026)
- [HappyWorld-Bench](https://mlsanity.com/paper/2609.24308/) (2026)
- [ROWBench: Do Video Models Render What the Program Specifies?](https://mlsanity.com/paper/2610.02205/) (2026)

## Abstract (arXiv)

Video world models simulate future states conditioned on current observations and user actions. Recent systems have demonstrated impressive video consistency and action controllability over long sequences. However, fairly comparing these interactive models remains challenging. In practice, a human player typically evaluates a world model by pursuing long-horizon objectives through interaction. For example, a user may turn around 360 degrees to see whether the environment remains consistent, or walk into the water and inspect whether realistic water ripples are generated. The action sequence required to achieve the same objective may vary substantially between models, making fixed action-conditioned evaluation unsuitable for cross-model comparison. To address this, we employ multi-modal Agent Players to interact with world models toward specified long-horizon objectives. Building on this paradigm, we introduce PlayWorld, a benchmark providing 171 scenarios, each with a specified objective. To evaluate performance thoroughly, we assess models along four core dimensions: geometry consistency, interaction fidelity, out-of-sight evolution, and insight evolution. In addition, we incorporate basic ability metrics for video quality and controllability. Experiments across nine state-of-the-art world models reveal that current models remain unreliable on long-horizon interactive objectives, particularly in maintaining spatial consistency and persistent state evolution. Code and data are available at https://github.com/kxding/PlayWorld.
