PROWBench: Do Video Models Render What the Program Specifies?
cs.CV
Submitted: 2026-10-01
Updated: 2026-10-05
Comments: Project page: https://alaya-lab.github.io/PROWBench
Code: https://github.com/AlayaLab/PROWBench
Project page: https://alaya-lab.github.io/PROWBench
License: http://creativecommons.org/licenses/by/4.0/
The gist: Programmable world models separate executable dynamics from visual generation, offering a promising foundation for next-generation game engines.
Terminology
Abstract
Programmable world models separate executable dynamics from visual generation, offering a promising foundation for next-generation game engines. However, their visual adherence to explicit rules and interactions remains insufficiently evaluated. Existing benchmarks assess visual quality, controllability, and instruction or physical adherence, but rarely test fidelity to fine-grained, program-specified world events. We introduce PROWBench, comprising 170 programmatically constructed episodes and 600 proxy videos covering diverse scenes and interactions. PROWBench logs entity states and timestamped events, including those outside the camera's field of view, as replayable world records, from which it renders synchronized views and proxy representations. This enables generated videos to be checked against the observable consequences of program execution. An extensible framework constructs scenes, controls behaviors, and can render each camera view in different representations, such as coarse 3D, and bounding boxes. The benchmark covers first- and third-person perspectives, with synchronized multi-view observations available for a subset of episodes. Grounded in these records, PROWBench evaluates entity control, long-horizon memory, and, with two VLM-based metrics, Logic-Render Alignment and Interaction Success Rate, adherence to the prescribed timeline and the visual realization of timestamped engine-recorded events.
Sources
- World Simulation with Video Foundation Models for Physical AI
- MemoBench: Benchmarking World Modeling in Dynamically Changing Environments
- Code World Model: Coding Agent as World Brain
- PlayWorld: Benchmarking World Models with Agent Players over Long-Horizon Objectives
- Coarse-to-Real: Generative Rendering for Populated Dynamic Scenes
- ViPE: Video Pose Engine for 3D Geometric Perception
- Programmable World Model
- Generative World Renderer
- Generative World Renderer at the Speed of Play
- Advancing Open-source World Models
- WorldPlay: Towards Long-Term Geometric Consistency for Real-Time Interactive World Modeling
- AlayaWorld: Interactive Long-Horizon World Modeling -- Full Technical Report
- Matrix-Game 3.0: Real-Time and Streaming Interactive World Model with Long-Horizon Memory
- Omni-WorldBench: Towards a Comprehensive Interaction-Centric Evaluation for World Models
- WorldMark: A Unified Benchmark Suite for Interactive Video World Models
- MIND: Benchmarking Memory Consistency and Action Control in World Models
- WBench: A Comprehensive Multi-turn Benchmark for Interactive Video World Model Evaluation
- Matrix-Game: Interactive World Foundation Model
- CamI2V: Camera-Controlled Image-to-Video Diffusion Model
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