VDAWorld

Three wooden blocks stacked into an unstable cantilever on a table, with a gripper releasing the top block.

Input “A tower of wooden blocks is built on a table. The top block is released...”

VDAWorld predicted from that single frame

What if a vision-language model wrote its own world model — in code?

0.00s

</> The edit that produced this world

          

Abstract

World Modelling via VLM-Directed Abstraction and Simulation

Generative video models, a leading approach to world modeling, face fundamental limitations. They often violate physical and logical rules, lack interactivity, and operate as opaque black boxes ill-suited for building structured, queryable worlds. To overcome these challenges, we propose a new paradigm focused on distilling an image caption pair into a tractable, abstract representation optimized for simulation.

We introduce VDAWorld, a framework where a Vision-Language Model (VLM) acts as an intelligent agent to orchestrate this process. The VLM autonomously constructs a grounded (2D or 3D) scene representation optimized for simulation, by selecting from a suite of vision tools, and accordingly chooses a compatible physics simulator (e.g. rigid body, fluid) to act upon it. VDAWorld can then infer latent dynamics from the static scene to predict plausible future states.

Our experiments show that this combination of intelligent abstraction and adaptive simulation results in a versatile world model capable of producing high quality simulations across a wide range of scenarios. We demonstrate several applications of VDAWorld across interactive control and counterfactual generation, and physical and logical reasoning, achieving state-of-the-art results on several benchmarks.

Method

The VLM is the agent, not the simulator.

Given an image and a caption, the model writes three programs: how to build the scene, what acts on it, and how it steps forward. It then runs its own code, looks at the frames, and fixes what it got wrong.

The VDAWorld pipeline
The VLM selects tools from a vision API, writes a world program, executes it, and refines it by inspecting the frames it produced.

Results

Strong performance on physical estimation.

We evaluate on Physics-IQ, a benchmark of 174 real-world test scenes spanning solid mechanics, fluid dynamics, thermodynamics and magnetism. VDAWorld scores higher than every baseline in both the one-trial and best-of-three settings.

49.7Physics-IQ combined scorevs 46.2 for Wan 2.2, the strongest video baseline
11 minMean computation per Physics-IQ scenevs 30 min for Wan 2.2
ModelSolid mech.Fluid dyn.Thermo.MagnetismCombined
Best of three trials
VDAWorld54.944.732.625.549.7
PhysGen29.724.629.623.028.3
PhysGen3D12.210.20.417.211.7
Wan 2.247.349.746.520.046.2
One trial
VDAWorld42.634.917.422.037.3
PhysGen26.922.028.721.525.7
PhysGen3D6.67.70.417.27.1
Wan 2.239.239.523.611.336.8
VideoPoet †35.124.629.144.032.8
Runway27.527.220.717.927.1
Lumiere †27.323.541.519.726.9
Lumiere22.025.433.819.523.5
Results on the Physics-IQ benchmark (higher is better). Scores combine Spatial IoU, Weighted Spatial IoU and Spatiotemporal IoU over 174 test samples. † denotes methods that take video as input rather than a single frame.
Input
Wan 2.2
VDAWorld
InputInput
Wan 2.2
VDAWorld
InputInput
Wan 2.2
VDAWorld
Input
Ground truth
VDAWorld
InputInput
Ground truth
VDAWorld
InputInput
Ground truth
VDAWorld

Results

Further results showing physical correctness.

Where video models produce plausible-looking frames that quietly break object permanence or gravity, a simulator cannot: the dynamics are enforced rather than learned.

Input
Veo 3
VDAWorld

A tower of blocks

InputInput
Veo 3
VDAWorld

A double pendulum

InputInput
Veo 3
VDAWorld

Results

State-of-the-art physical and logical VQA performance.

Alongside Physics-IQ we introduce two new benchmarks, each designed to test a kind of correctness that pixel-space models are not equipped to provide.

The first, HSPBench, requires a model to understand how a physics setup will evolve in order to answer a question about it. It consists of 40 high-school level problems — mass-spring systems, damped pendulums, projectile motion, elastic collisions — each specified precisely enough that the future is deterministic. For every scene we ask two questions with a single correct answer, such as where a ball will be on the x-axis after five seconds, giving 80 question-answer pairs. Because the answer follows from the initial conditions, the benchmark measures adherence to physical law rather than visual plausibility.

The second, ConwayBench, leaves physics behind entirely. We task the model with predicting the evolution of Conway's Game of Life from a single input frame, across six scenes with different starting configurations and textures. The rule is discrete, deterministic and utterly unforgiving. Because VDAWorld generates an executable simulation rather than predicting pixels, it acts as a guaranteed correct rule engine and achieves a perfect F1 score; video models degrade within a few frames and accumulate artefacts thereafter.

Answering questions from a VDAWorld simulation also beats asking a frontier VLM the same question directly — a VQA error of 75 against 133 for Gemini Pro — which suggests the gain comes from having a world to interrogate, not merely from the backbone model.

75HSPBench VQA errorvs 227 for Wan 2.2 and 291 for Veo 3
1.00ConwayBench F1 scorecorrect by construction
MetricVDAWorldWan 2.2 + GeminiVeo 3 + GeminiGemini ProGemini Flash
VQA error ↓75227291133175
Spatial ↑0.660.190.22
Spatiotemporal ↑0.250.050.04
Weighted spatial ↑0.730.280.32
Combined ↑0.550.170.19
Results on HSPBench. The upper row measures error on questions about the future state of the scene; the lower rows measure simulation accuracy using the Physics-IQ metrics.
Ground truth
Wan 2.2
Veo 3
VDAWorld

A ball is dropped from rest into a frictionless half-pipe with circular cross-section radius R=1.5 m. The ball is of mass m=0.5 kg. Standard gravity g=9.81 m/s^2 acts downwards. No friction acts anywhere. A 2-metre ruler with 1-metre alternating white and black segments is shown in the lower left.

Ground truth
Wan 2.2
Veo 3
VDAWorld

Two circular pucks move on a frictionless surface in a rectangular bounding box. The red puck (mass 2.0 kg) starts with velocity (5.0, 1.5) m/s. The blue puck (mass 1.0 kg) starts with velocity (-1.0, -0.5) m/s. All collisions are perfectly elastic and frictionless. A 2-metre ruler with 1-metre alternating white and black segments is shown in the lower left. The coordinate system is defined with positive x to the right and positive y upwards.

Ground truth
Wan 2.2
Veo 3
VDAWorld
Input
Video model
VDAWorld
InputInput
Wan 2.2
VDAWorld
InputInput
Veo 3
VDAWorld

Control

Full counterfactual controllability.

There is no latent space to search and no prompt to coax. Four kinds of edit are available: the caption, the initial state, the action, and the transition function itself.

Input
As generated
After the edit
InputInput
As generated
After the edit

Intervention. Edit the initial state to add two more dominos.

InputInput
As generated
After the edit

Intervention. Edit the action to change the tool's trajectory.

InputInput
As generated
After the edit

Intervention. Edit the caption to change what happens.

InputInput
As generated
After the edit

Intervention. Edit the transition function to change Conway's rule.

Appearance

A path to photorealism.

VDAWorld predicts structure and dynamics, not texture. Where photorealistic output is needed, the simulation can condition an off-the-shelf transfer model.

Style
Simulation
+ Cosmos Transfer
StyleStyle
Simulation
+ Cosmos Transfer
StyleStyle
Simulation
+ Cosmos Transfer
StyleStyle
Simulation
+ Cosmos Transfer

Cite

BibTeX

@article{omahony2025vdaworld,
  title   = {VDAWorld: World Modelling via VLM-Directed Abstraction and Simulation},
  author  = {O'Mahony, Felix and Cipolla, Roberto and Tewari, Ayush},
  journal = {arXiv preprint arXiv:2512.11061},
  year    = {2025}
}

Acknowledgements. We thank Dr Matthew Johnson for discussions and advice. We acknowledge the use of resources provided by the Isambard-AI National AI Research Resource, operated by the University of Bristol and funded by the UK Government's Department for Science, Innovation and Technology via UKRI and the Science and Technology Facilities Council [ST/AIRR/I-A-I/1023].