Shelter and Access: One-Sided, Falsifiable Interior Measures for Generated Voxel Buildings

Jen-Kai Lin

NeurIPS 2026 Workshop on Embodied Spatial Reasoning (ESR)

A player-built cottage and the horizontal slice of its interior field on the ground-floor layer
A player-built cottage (left) and the horizontal slice of its interior field Ω on the ground-floor layer y = 1 (right). The middle of the interior is close to saturation (Ω ≈ 1), and the field decays towards the openings at both ends and the outer ring.

Abstract

Evaluation of open-ended building generation in embodied environments (whether the builder is a procedural generator, a diffusion model or an LLM agent) still rests on human ratings, on visual models, or on similarity to a reference solution. The first two yield no falsifiable quality claim about a single building, and similarity requires a reference solution that open-ended building does not have. None of them answers the question: can an agent with a body use this structure as a house?

We propose the interior field Ω, defined by voxel geometry alone, which measures how enclosed each air cell is; it has no trainable parameters. On top of it we build two one-sided measures: shelter indicates whether a building can provide cover, and access indicates whether there exists an agent-centric path (one a player-sized body can walk) from relatively outdoor space to relatively indoor space. One-sided means the measure's house-quality claim is made in the low direction only and is falsifiable there: a low score means the building fails a necessary condition of a usable house (no cover, or no way in), a fact checkable in its geometry; a high score means only that the condition is met, not that the house is good. We also propose VoxHouse3D, a dataset of 2,007 player-built houses and 2,023 same-provenance non-house structures, taken from 28 archived worlds of real community servers, one map file each.

Two one-sided measures

Shelter

Can the building provide cover? Low means no roof or open sides.

Access

Can a player-sized body walk from outdoor to indoor space? Low means no way in.

One build: its render, the shelter exposure map and the walkable components for access on one layer

What each measure sees on the same build (VH3D-w07-700de289), on the layer y = 1. (b) Openings on both sides and at the top edge let wind in, so only the middle counts towards shelter. (c) Walkable components for access, one colour per component. Whole-build values: shelter 0.6194, access 0.7726.

Results

On VoxHouse3D, both measures separate houses from same-provenance non-houses far better than building size does.

MeasureAUC (house vs non-house)95% CI (cluster bootstrap)
Shelter0.8681[0.8421, 0.8805]
Access0.8424[0.8255, 0.8653]
Size-only baseline (solid fraction)0.6550[0.6081, 0.6895]
Size-only baseline (log block count)0.6275[0.5808, 0.6683]
Isovist openness0.7643[0.7199, 0.7947]

We then apply the measures to current generators. Each number below is the share of a source's buildings that score lower than 90% of human houses do (shelter 0.3748, access 0.4526). “Either” counts a building that falls below on at least one of the two measures. For every generator, each rate is at least twice the human one. Confidence intervals are in the paper.

SourcenShelterAccessEither
Human house (reference)2,00710.0%10.0%18.1%
Same-provenance non-house2,02370.4%65.5%87.9%
Creative Agents (image-to-voxel reconstruction)1,00090.5%66.9%94.4%
Build-with-Bombs (voxel diffusion)2,00088.6%20.5%92.2%
MSG (autoregressive completion)30086.0%47.3%92.3%
Direct LLM (pooled)17827.0%53.4%73.6%

BibTeX

@inproceedings{structgauge_2026,
  title     = {Shelter and Access: One-Sided, Falsifiable Interior Measures for Generated Voxel Buildings},
  author    = {Lin, Jen-Kai},
  booktitle = {NeurIPS 2026 Workshop on Embodied Spatial Reasoning (ESR)},
  year      = {2026}
}