Spatial Work: Can coding agents program the spatial world?
Spatial Work is the creation and editing of structured, executable representations—from objects and buildings to scenes and cities. Enactra benchmarks agents across real-world reconstruction — one building, then a whole city — along with text-to-scene and image-to-scene, then turns their failures into training data and interactive RL environments.
Spatial Work requires coding agents to generate a wide range of digital assets across industries and software — Revit and SolidWorks for CAD (.ifc, .step), Unreal and Unity for games (.umap), Maya and Houdini for film (.usd), ArcGIS and Cesium for cities (CityGML), ROS and Isaac Sim for robots (.urdf), CARLA for driving (.xodr), and .glb for the web, AR and simulation assets. Every one of them is a typed file some machine downstream has to consume, not a picture of a thing.
World construction is a real economic bottleneck
$174B of US labor a year goes into building 3D worlds — one-third of what coding costs — and almost none of it is automated.
Where the capability creates value
Digitally executable labor, and the market whose finished deliverable is a digital world.
1.79M architects, engineers, drafters and construction managers. Design, as-built, renovation, inspection.
Game environments, film and TV VFX, animation, virtual production. The deliverable is the world itself.
188k planners, surveyors, cartographers and GIS technicians. Terrain, footprints, road networks, city models.
Simulation worlds for robot and AV training. Behind it: 42.7M US workers in physical jobs.
1.36M mechanical, aerospace, industrial and electrical engineers. Parametric CAD and assemblies.
The benchmark gap
Tasks whose deliverable is spatial — every task in both public sets, read one by one.
The one 3D deliverable in all 220 tasks is a flashlight concept — no building, no scene, no world.
Only two of the nine reach building scale. And those two are checked rather than measured: the right file format, enough vertices, a few preset views.
Spatial Work matters, but these benchmarks sample the whole economy, too sparsely to optimize either tasks or verifiers for it. Ours is built for this one category — tasks and verifiers both.
Reconstruct the same real place
Generation benchmarks focus on appearance or geometry. VWE-Bench supports multi-turn editing and RL, but mainly composes predefined assets from text.
Sources & method
Labor = employment × mean wage × 1.429 loaded multiplier × digitally executable share. BLS OEWS May 2025; BLS ECEC March 2026. 32 BLS occupations give $164B; rows are cut from the OEWS occupation-by-industry table, with the cells BLS suppresses allocated pro rata. Games & film adds ~$6B of 3D roles BLS files under software occupations (~80k US game and film artists × $115k × 1.429 × 0.7 digitally executable share). Coding measured the same way: $471B. ~100 hrs: Concrete Bureau, data from 35 delivered scan-to-BIM projects — a building under 2,500 m² at LOD 300–350 takes 105–240 modeling hours for architecture, structure and MEP, of which architecture and structure are 50–60% (≈60–130 hrs). Consistent with a published 1,250 m² case: 96.5 desk hours, 68% manual modeling (Rocha et al., Heritage 2020). 5,000 hrs: Ubisoft senior level artist Caroline Miousse's own estimate in a Ubisoft Q&A, ~5,000 hrs over 14 months for Notre-Dame in Assassin's Creed Unity (2014). Digital market: Census AIES 2023, NAICS 5413 — architecture, landscape, engineering, drafting and building inspection $403.5B; surveying and mapping $12.5B; testing laboratories ($28.9B) excluded. Engineering services ($341B) has no NAICS split by project type, so product engineering sits inside the $403B. Film & TV $138B (Census QSS 2025, NAICS 512) + video-game content $52.4B (ESA 2025). Physical AI labor: our estimate, ~15k US simulation engineers × $200k loaded; no BLS occupation code exists for the role. The robotics synthetic-data market it serves is $2.5B, growing 33% a year (The Business Research Company, Feb 2026). $2.25T: annual labor of 42.7M US workers in physical jobs (five BLS major groups: production, construction, installation and repair, transportation, healthcare support). Construction and manufactured goods ($9.8T) are what this work specifies, not what it sells, and are excluded. Benchmark audit: task-by-task read of the released datasets. GDPval gold set (HF openai/gdpval, 220 tasks): deliverables are office documents almost throughout (PDF, XLSX, DOCX, PPTX); the one 3D deliverable is a flashlight CAD model in STEP format (Mechanical Engineers). ALE v1.0 public set (HF agents-last-exam, 153 task cards): building-scale construction is 2d_drawings_to_3d_bridge_model and 2d_drawings_to_3d_building_model, both Rhino 8, PDF drawings in, OBJ mesh out, a render of the finished answer staged in the agent's inputs, acceptance via magic-byte gates, vertex-count minimums and preset evaluator views; the remaining spatial-subdomain tasks are asset-scale (rig, UV, URDF, one tabletop scene) or simulation and analysis in real software (Civil 3D, PLAXIS, SUMO, Moldex3D).
Meanwhile, coding agents are starting to build worlds
Alexandr Wang agentic spatial simulation shows how fast AI evolves, on X
44% of Roblox’s top creators use AI — Studio is going agentic
6.2K likes GLM-5.3 builds a dream kitchen in Blender, on X
6.7K likes San Francisco turned into a playable world, on X
And the first real commission ↗
Beijing’s Haidian district opened 43.6 km² of real urban planning to agents only.
From the North 5th Ring to Beijing North Station — larger than Macau — with selected proposals going forward into implementation, and Claude Code named among the agents invited to enter. This is one submission: a nine-kilometre spine along the 1909 Jing–Zhang railway, drawn, argued and costed as a full design report.
Building reconstruction from real-world evidence
We begin with a concrete test: given aerial and street-level imagery, an agent must recover a coherent, executable 3D building—not merely produce a plausible image.
Overall and structure are normalized benchmark scores. Silhouette and Surface F are raw measurements.
2,336 triangles · 32.50 m reconstructed height vs. 31.66 m measured
What this reveals: Opus recovers the building’s stepped massing and height, while fine surface agreement remains much lower. The benchmark turns that visible gap into a precise training signal.
Evaluation breakdown
The blind tier grades each submitted glTF against held-out images, point clouds, and the file itself. Scores are normalized so 0 is the building's bounding-box baseline and 1 is perfect.
Leaderboard
Blind tier · snapshot 2026-09-03 · the shared set: every model over the same 11 buildings · 21 models. Hover any dot for that model's numbers; sort any column below.
Solid: the frontier — nothing cheaper scores higher, by a margin this bench can measure. Whiskers: one standard error either way, each model’s own. One dot per ranked model, at every reasoning effort it has been run at, named model (effort). Overlap is not the test: whiskers are ±1 s.e. (≈68%), each over that model’s own buildings — whether two models are truly separated is decided by the paired test on the buildings both ran, in the note below.
How the ranking is measured
How the chart is measured
The whisker through each dot is one standard error either way, and it is that model’s own: the deviation of its score from one building to the next, over the root of how many buildings it was ranked on. Repeats are inside those per-building scores already, averaged in before the mean is taken, so a cell run four times is one building’s worth of evidence with a tighter number on it. These bars are not all the same size — they run from 0.014 to 0.083 on this board — because what moves this score is which building far more than which afternoon. Where two dots are closer together than their bars are long, their order is not a result.
The solid line is the frontier: for every model on it, nothing beats it by more than this bench can measure — 0.027 on the score, the middle model’s standard error, and 15% on the cost, which is measured by running the same cell twice. A strict reading of “nothing cheaper scores higher” put a model on the line for costing two cents less than one scoring 0.079 above it, and two cents is not a decision anybody makes. Only the models on the frontier are named on the plot; every other point is a dot, and pointing at one says which model it is, what it is ranked on, and how far it moves.
The reasoning effort is part of the name — claude-opus-5 (high) is that model at its own default, because no lane has ever been given --effort and high is what the 5-series resolves to. A name with no bracket is a model that does not take the setting. Every setting is its own dot, and they are not joined up: the distance between one model’s settings is smaller than these bars, so two of them sitting apart is not yet evidence that thinking harder helped. Running the same cell again moves it by 0.106 on its own, and every run that was measured on is on the runs page.
Cost is the median of one run of that model, read off the agent CLI’s own ledger. Where it does not — the Gemini CLI reports tokens but no price — the run is priced from its own recorded tokens at the published list of 2026-08-25, cached prompt at the cached rate and thinking billed as output. Those rows carry an est. price tag, because an estimate and a bill are not the same fact.
Gallery
Claude Fable against Google's Photorealistic 3D Tiles, one shared camera. Drag to orbit both; the wipe divides the real place from the reconstruction.
Flatiron Building
S.R. Crown Hall
San Francisco Ferry Building
About these numbers
Scores are from the live benchmark snapshot for the standard Claude Fable submission. Surface F measures reconstructed surface agreement; silhouette measures matched-view shape consistency.
Rendering runs in your browser with the benchmark's own lighting rig and camera convention — the reference and the reconstruction share one camera, so a difference between the halves is a difference in the building, never in the view. If the tiles cannot stream, the exported ground-truth mesh stands in.
What current agents get wrong
Two scored Claude Fable runs beside the ground truth, on the benchmark's own cameras. The columns say where each went wrong.


Straightens what the architect bent


Paints the detail instead of building it
One infrastructure, four ways to build worlds
Building reconstruction provides the deepest evaluation. The same task, environment, and evaluation infrastructure scales out to a whole city, and across to language-grounded and image-grounded scene construction.
Reconstruct Sunnyvale, a real city
A kilometre of downtown rebuilt as an executable world — buildings, streets and the rail corridor — then flown, railed and driven through inside the engine.
Rendered in the engine from the generated city graph. Each camera path is also run frame-for-frame beside Google Earth's photorealistic mesh of the real Sunnyvale; shown here are the reconstruction's own renders.
Language → executable spatial world
From a natural-language specification, the coding agent composes a complete 3D environment that can be rendered, inspected, and evaluated.
Repair a 3D scene from visual evidence
The agent must understand what is wrong, edit the executable scene, and preserve everything else.
Switch views to verify the repair from three synchronized cameras.
The complete stack for teaching agents to build the spatial world.
We begin by measuring where models fail, then provide the data and environments needed to improve both coding agents and the vision models behind them.