# WorldSolver: Can LLM Agents Simulate the Physical Dynamics via Solver Generation?

arXiv: https://arxiv.org/abs/2610.08720 · HTML: https://mlsanity.com/paper/2610.08720/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in Multimodal and embodied agents, one of 16 directions in LLM agents and tool use.
- Builds on 13 of its 53 references that are in the map.
- First posted on arXiv 6 Oct 2026.

## Placed in

- LLM agents and tool use / [Multimodal and embodied agents](https://mlsanity.com/agents/multimodal-and-embodied-agents/)

## Builds on (most cited first, 13 of 13)

- [Evaluating Large Language Models Trained on Code](https://mlsanity.com/paper/2107.03374/) (2021)
- [Program Synthesis with Large Language Models](https://mlsanity.com/paper/2108.07732/) (2021)
- [Understanding the planning of LLM agents: A survey](https://mlsanity.com/paper/2402.02716/) (2024)
- [DiscoveryBench: Towards Data-Driven Discovery with Large Language Models](https://mlsanity.com/paper/2407.01725/) (2024)
- [EmbodiedGen: Towards a Generative 3D World Engine for Embodied Intelligence](https://mlsanity.com/paper/2506.10600/) (2025)
- [GameCraft-Bench: Can Agents Build Playable Games End-to-End in a Real Game Engine?](https://mlsanity.com/paper/2606.17861/) (2026)
- [OpenGame: Open Agentic Coding for Games](https://mlsanity.com/paper/2604.18394/) (2026)
- [PhysCodeBench: Benchmarking Physics-Aware Symbolic Simulation of 3D Scenes via Self-Corrective Multi-Agent Refinement](https://mlsanity.com/paper/2604.23580/) (2026)
- [PDEAgent-Bench: A Multi-Metric, Multi-Library Benchmark for PDE Solver Generation](https://mlsanity.com/paper/2605.09636/) (2026)
- [SimWorlds: A Multi-Agent System for Dynamic 3D Scene Creation](https://mlsanity.com/paper/2607.01766/) (2026)
- [PhysAgent: Automating Physics-Based 4D Synthesis via Trajectory-Grounded Multi-Agent Feedback](https://mlsanity.com/paper/2606.08688/) (2026)
- [GS-Agent: Creating 4D Physical Worlds With Generative Simulation](https://mlsanity.com/paper/2607.21522/) (2026)
- [Training and Benchmarking Code Generation for Physics-Inspired Animations](https://mlsanity.com/paper/2602.10840/) (2026)

## Abstract (arXiv)

LLM-based agents are increasingly advancing scientific and engineering problem solving, with physics simulation emerging as a challenging yet practical testbed for reproducing complex physical phenomena with application in embodied AI, games and films. As the workhorse of such simulation, a solver computes how the state of a dynamic system evolves over time. Building such solvers requires physical understanding to identify appropriate models, mathematical reasoning to formulate the underlying dynamics, and software engineering to implement them as executable code, yet this capability of LLM agents remains underexplored. To this end, we introduce WorldSolver, a benchmark of 168 simulation tasks derived from physical phenomena in 61 classic computer graphics papers, spanning 7 physical domains. Each task contains a code scaffold that provides a fixed simulation environment for the scene, with the solver implementation left for the agent to complete. Specifically, we evaluate them along three dimensions: Execution Checks for successful execution, Visual Fidelity for reproducing the intended dynamic behavior in the rendered simulation, and Physical Plausibility for physics-grounded verification of the generated dynamics. Experiments on frontier agents reveal that producing executable solvers is difficult itself, and satisfying visual and physical correctness is even harder. GPT-5.6-Sol and Claude-Opus-5 perform comparatively better than the other evaluated agents, yet achieve overall scores of only 48.7% and 46.7%, respectively. WorldSolver is an early step toward agentic solver generation, and we hope it helps drive progress toward agents that can faithfully simulate the dynamic physical world. Code is available at https://github.com/sirujiang/WorldSolver.
