# AgentGarten: Code Worlds for Evolving Agents

arXiv: https://arxiv.org/abs/2610.12374 · HTML: https://mlsanity.com/paper/2610.12374/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 63 of its 75 references that are in the map.
- First posted on arXiv 8 Oct 2026.

## Builds on (most cited first, 30 of 63)

- [Adding Conditional Control to Text-to-Image Diffusion Models](https://mlsanity.com/paper/2302.05543/) (2023)
- [Reflexion: Language Agents with Verbal Reinforcement Learning](https://mlsanity.com/paper/2303.11366/) (2023)
- [FlashAttention: Fast and Memory-Efficient Exact Attention with IO-Awareness](https://mlsanity.com/paper/2205.14135/) (2022)
- [Wan: Open and Advanced Large-Scale Video Generative Models](https://mlsanity.com/paper/2503.20314/) (2025)
- [Voyager: An Open-Ended Embodied Agent with Large Language Models](https://mlsanity.com/paper/2305.16291/) (2023)
- [One-step Diffusion with Distribution Matching Distillation](https://mlsanity.com/paper/2311.18828/) (2023)
- [SAM 3: Segment Anything with Concepts](https://mlsanity.com/paper/2511.16719/) (2025)
- [ExpeL: LLM Agents Are Experiential Learners](https://mlsanity.com/paper/2308.10144/) (2023)
- [Genie: Generative Interactive Environments](https://mlsanity.com/paper/2402.15391/) (2024)
- [Depth Anything 3: Recovering the Visual Space from Any Views](https://mlsanity.com/paper/2511.10647/) (2025)
- [Improved Distribution Matching Distillation for Fast Image Synthesis](https://mlsanity.com/paper/2405.14867/) (2024)
- [Self Forcing: Bridging the Train-Test Gap in Autoregressive Video Diffusion](https://mlsanity.com/paper/2506.08009/) (2025)
- [DL3DV-10K: A Large-Scale Scene Dataset for Deep Learning-based 3D Vision](https://mlsanity.com/paper/2312.16256/) (2023)
- [Habitat 2.0: Training Home Assistants to Rearrange their Habitat](https://mlsanity.com/paper/2106.14405/) (2021)
- [From Slow Bidirectional to Fast Autoregressive Video Diffusion Models](https://mlsanity.com/paper/2412.07772/) (2024)
- [ProcTHOR: Large-Scale Embodied AI Using Procedural Generation](https://mlsanity.com/paper/2206.06994/) (2022)
- [ManiSkill2: A Unified Benchmark for Generalizable Manipulation Skills](https://mlsanity.com/paper/2302.04659/) (2023)
- [Emergent Tool Use From Multi-Agent Autocurricula](https://mlsanity.com/paper/1909.07528/) (2019)
- [Diffusion Models Are Real-Time Game Engines](https://mlsanity.com/paper/2408.14837/) (2024)
- [Holodeck: Language Guided Generation of 3D Embodied AI Environments](https://mlsanity.com/paper/2312.09067/) (2023)
- [LongLive: Real-time Interactive Long Video Generation](https://mlsanity.com/paper/2509.22622/) (2025)
- [SAM 3D: 3Dfy Anything in Images](https://mlsanity.com/paper/2511.16624/) (2025)
- [World Simulation with Video Foundation Models for Physical AI](https://mlsanity.com/paper/2511.00062/) (2025)
- [Matrix-game 2.0: An open-source real-time and streaming interactive world model](https://mlsanity.com/paper/2508.13009/) (2025)
- [Causal Forcing: Autoregressive Diffusion Distillation Done Right for High-Quality Real-Time Interactive Video Generation](https://mlsanity.com/paper/2602.02214/) (2026)
- [ViPE: Video Pose Engine for 3D Geometric Perception](https://mlsanity.com/paper/2508.10934/) (2025)
- [WorldPlay: Towards Long-Term Geometric Consistency for Real-Time Interactive World Modeling](https://mlsanity.com/paper/2512.14614/) (2025)
- [Cosmos 3: Omnimodal World Models for Physical AI](https://mlsanity.com/paper/2606.02800/) (2026)
- [Diffusion Adversarial Post-Training for One-Step Video Generation](https://mlsanity.com/paper/2501.08316/) (2025)
- [GenAD: Generalized Predictive Model for Autonomous Driving](https://mlsanity.com/paper/2403.09630/) (2024)

## Abstract (arXiv)

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.
