Abstract:Large language models (LLMs) are increasingly asked not only to write static interfaces, but to construct executable interactive worlds from natural language. Browser-native 3D, commonly built with Three.js, is a natural next frontier: generated programs must integrate assets, obey spatial and physical constraints, and keep user-facing controls synchronized with hidden runtime state. Existing web-generation benchmarks and evaluators, however, largely observe only pixels or DOM nodes, while the mechanics of a Three.js world unfold inside an opaque <canvas>. We introduce WorldCoder-Bench, a benchmark for autonomous, physically grounded 3D world synthesis. WorldCoder-Bench contains 2,026 expert-curated tasks across Simulation, Rendering, and Application scenarios, with optional .glb assets and hidden behavioral contracts. We further propose StateProbe, an execution-based protocol that probes generated programs in a sandboxed browser and verifies hidden, mutation-hardened contracts over runtime states and transitions. Beyond verification coverage, we report Return on Automation and Time Efficiency Multiplier to measure correctness-adjusted cost and time savings. Across nine frontier models, the best system reaches only 27.8% verification coverage on WorldCoder-Core and 19.9% on WorldCoder-Robust, with failures dominated by state-schema drift and broken interaction chains rather than missing scene elements. Utility metrics further show that cheap or fast models can still provide substantial value on easier domains. WorldCoder-Bench is available at https://anonymous.4open.science/r/WorldCoder-Bench/.
Abstract:Multimodal large language models (MLLMs) have achieved strong performance on perception-oriented tasks, yet their ability to perform mathematical spatial reasoning, defined as the capacity to parse and manipulate two- and three-dimensional relations, remains unclear. Humans easily solve textbook-style spatial reasoning problems with over 95\% accuracy, but we find that most leading MLLMs fail to reach even 60\% on the same tasks. This striking gap highlights spatial reasoning as a fundamental weakness of current models. To investigate this gap, we present MathSpatial, a unified framework for evaluating and improving spatial reasoning in MLLMs. MathSpatial includes three complementary components: (i) MathSpatial-Bench, a benchmark of 2K problems across three categories and eleven subtypes, designed to isolate reasoning difficulty from perceptual noise; (ii) MathSpatial-Corpus, a training dataset of 8K additional problems with verified solutions; and (iii) MathSpatial-SRT, which models reasoning as structured traces composed of three atomic operations--Correlate, Constrain, and Infer. Experiments show that fine-tuning Qwen2.5-VL-7B on MathSpatial achieves competitive accuracy while reducing tokens by 25\%. MathSpatial provides the first large-scale resource that disentangles perception from reasoning, enabling precise measurement and comprehensive understanding of mathematical spatial reasoning in MLLMs.