cs.CVApr 11, 2026

Authoring for Living Worlds: Tool-Constrained LLM Agents for Executable Multi-Actor Scenarios

Authors: Nicolae CudlencoMihai MasalaMarius Leordeanu

Organizations: Institute of Mathematics of the Romanian Academy, Bucharest, Romania · Büchi Labortechnik AG, Flawil, Switzerland · National University of Science and Technology Politehnica Bucharest, Romania

Abstract

We use LLM agents to author executable specifications for a living world: formal Graphs of Events in Space and Time (GESTs) that a 3D game engine executes deterministically into multi-actor narrative videos, with per-frame spatial, temporal, and semantic ground truth as a byproduct of execution. This inverts the dominant paradigm of LLM agents driving neural video generators, which emit pixels with no semantic guarantees and no annotations. Authoring is the hard problem: the world's capability registry cannot be enumerated in a context window, validity of an action depends on accumulated world state, and a staged refinement pipeline driving GPT-5 through six validated stages produced zero executable specifications in 50 attempts. Our hierarchical Director / Scene Builder architecture instead operates through a constraint-enforcing tool layer, in which exploration tools paginate the registry and building tools validate every operation against simulator state, so every emitted specification is executable by construction. Driving a far smaller model (Claude Haiku 4.5), the system executes 20 of 25 attempts (80%) when seeded with a target narrative text. Because each seed text derives from a source graph, we can measure how faithfully the agent reconstructs specified intent: event-level F1 reaches 0.83 against a 0.55 matched-random floor, and sequential structure 0.77 against 0.43, with the residual gap dominated by information the text itself drops.

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