We formulate world editing as an intervention on an existing executable world. Let a world be abstractly represented as \(W = (S, T, R, \dots)\), where \(S\) denotes its entities and state space, \(T\) its transition dynamics, and \(R\) the rules and systems that govern interactions. Given a natural-language editing instruction, a world-editing agent transforms \(W\) as
$$W \xrightarrow{\;\Delta_k\;} W' = f(W, \Delta_k), \qquad k \in \{\text{property},\, \text{entity},\, \text{dynamics},\, \text{system}\}$$
where \(\Delta_k\) denotes an intervention of type \(k\), and \(W'\) is the resulting world that realizes the requested intervention while preserving unrelated properties of \(W\). We characterize interventions by their depth, running from property edits (L1) through entity and dynamics changes to system-level interventions (L4). In game-modding terminology these correspond to parameter, content, mechanic, and system editing.
The levels characterize the semantic scope and coupling of a requested intervention rather than prescribing which implementation components must change. Intervention depth therefore measures how strongly an edit must coordinate multiple parts of the world, not how much code it requires: a system-level edit may be small in implementation yet still need several interacting components to remain consistent.