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arXiv:2507.03293

LTLCrit: A Temporal Logic-based LLM Critic for Safe and Efficient Embodied Agents

Large language models (LLMs) have demonstrated promise in reasoning tasks and general decision-making in static environments. In long-term planning tasks, however, errors tend to accumulate, often leading to unsafe or inefficient behavior, limiting their use in general-purpose settings. We propose a modular actor-critic architecture in which an LLM actor is guided by LTLCrit, a trajectory-level LLM critic that communicates via linear temporal logic (LTL). Our setup combines the reasoning strengths of language models with the guarantees of formal logic. The actor selects high-level actions from natural language observations, while the critic analyzes full trajectories and proposes new LTL constraints that shield the actor from future unsafe or inefficient behavior. The architecture supports both fixed, hand-specified safety constraints and adaptive, learned soft constraints that promote long-term efficiency. Our architecture is model-agnostic: any LLM-based planner can serve as the actor, and LTLCrit serves as a logic-generating wrapper. We formalize planning as graph traversal under symbolic constraints, allowing LTLCrit to analyze failed or suboptimal trajectories and generate new temporal logic rules that improve future behavior. We evaluate our system on the Minecraft diamond-mining benchmark, achieving 100% completion rates and improving efficiency compared to baseline LLM planners. Our results suggest that enabling LLMs to supervise each other through logic is a powerful and flexible paradigm for safe, generalizable decision making.

arXiv:2506.17103공식 코드 · Papers with Code

TransDreamerV3: Implanting Transformer In DreamerV3

This paper introduces TransDreamerV3, a reinforcement learning model that enhances the DreamerV3 architecture by integrating a transformer encoder. The model is designed to improve memory and decision-making capabilities in complex environments. We conducted experiments on Atari-Boxing, Atari-Freeway, Atari-Pong, and Crafter tasks, where TransDreamerV3 demonstrated improved performance over DreamerV3, particularly in the Atari-Freeway and Crafter tasks. While issues in the Minecraft task and limited training across all tasks were noted, TransDreamerV3 displays advancement in world model-based reinforcement learning, leveraging transformer architectures.

arXiv:2506.18701공식 코드 · Papers with Code

Matrix-Game: Interactive World Foundation Model

We introduce Matrix-Game, an interactive world foundation model for controllable game world generation. Matrix-Game is trained using a two-stage pipeline that first performs large-scale unlabeled pretraining for environment understanding, followed by action-labeled training for interactive video generation. To support this, we curate Matrix-Game-MC, a comprehensive Minecraft dataset comprising over 2,700 hours of unlabeled gameplay video clips and over 1,000 hours of high-quality labeled clips with fine-grained keyboard and mouse action annotations. Our model adopts a controllable image-to-world generation paradigm, conditioned on a reference image, motion context, and user actions. With over 17 billion parameters, Matrix-Game enables precise control over character actions and camera movements, while maintaining high visual quality and temporal coherence. To evaluate performance, we develop GameWorld Score, a unified benchmark measuring visual quality, temporal quality, action controllability, and physical rule understanding for Minecraft world generation. Extensive experiments show that Matrix-Game consistently outperforms prior open-source Minecraft world models (including Oasis and MineWorld) across all metrics, with particularly strong gains in controllability and physical consistency. Double-blind human evaluations further confirm the superiority of Matrix-Game, highlighting its ability to generate perceptually realistic and precisely controllable videos across diverse game scenarios. To facilitate future research on interactive image-to-world generation, we will open-source the Matrix-Game model weights and the GameWorld Score benchmark at https://github.com/SkyworkAI/Matrix-Game.

arXiv:2506.10357

Optimus-3: Towards Generalist Multimodal Minecraft Agents with Scalable Task Experts

Recently, agents based on multimodal large language models (MLLMs) have achieved remarkable progress across various domains. However, building a generalist agent with capabilities such as perception, planning, action, grounding, and reflection in open-world environments like Minecraft remains challenges: insufficient domain-specific data, interference among heterogeneous tasks, and visual diversity in open-world settings. In this paper, we address these challenges through three key contributions. 1) We propose a knowledge-enhanced data generation pipeline to provide scalable and high-quality training data for agent development. 2) To mitigate interference among heterogeneous tasks, we introduce a Mixture-of-Experts (MoE) architecture with task-level routing. 3) We develop a Multimodal Reasoning-Augmented Reinforcement Learning approach to enhance the agent's reasoning ability for visual diversity in Minecraft. Built upon these innovations, we present Optimus-3, a general-purpose agent for Minecraft. Extensive experimental results demonstrate that Optimus-3 surpasses both generalist multimodal large language models and existing state-of-the-art agents across a wide range of tasks in the Minecraft environment. Project page: https://cybertronagent.github.io/Optimus-3.github.io/

arXiv:2505.22976공식 코드 · Papers with Code

Toward Memory-Aided World Models: Benchmarking via Spatial Consistency

The ability to simulate the world in a spatially consistent manner is a crucial requirements for effective world models. Such a model enables high-quality visual generation, and also ensures the reliability of world models for downstream tasks such as simulation and planning. Designing a memory module is a crucial component for addressing spatial consistency: such a model must not only retain long-horizon observational information, but also enables the construction of explicit or implicit internal spatial representations. However, there are no dataset designed to promote the development of memory modules by explicitly enforcing spatial consistency constraints. Furthermore, most existing benchmarks primarily emphasize visual coherence or generation quality, neglecting the requirement of long-range spatial consistency. To bridge this gap, we construct a dataset and corresponding benchmark by sampling 150 distinct locations within the open-world environment of Minecraft, collecting about 250 hours (20 million frames) of loop-based navigation videos with actions. Our dataset follows a curriculum design of sequence lengths, allowing models to learn spatial consistency on increasingly complex navigation trajectories. Furthermore, our data collection pipeline is easily extensible to new Minecraft environments and modules. Four representative world model baselines are evaluated on our benchmark. Dataset, benchmark, and code are open-sourced to support future research.

arXiv:2505.20148공식 코드 · Papers with Code

MineAnyBuild: Benchmarking Spatial Planning for Open-world AI Agents

Spatial Planning is a crucial part in the field of spatial intelligence, which requires the understanding and planning about object arrangements in space perspective. AI agents with the spatial planning ability can better adapt to various real-world applications, including robotic manipulation, automatic assembly, urban planning etc. Recent works have attempted to construct benchmarks for evaluating the spatial intelligence of Multimodal Large Language Models (MLLMs). Nevertheless, these benchmarks primarily focus on spatial reasoning based on typical Visual Question-Answering (VQA) forms, which suffers from the gap between abstract spatial understanding and concrete task execution. In this work, we take a step further to build a comprehensive benchmark called MineAnyBuild, aiming to evaluate the spatial planning ability of open-world AI agents in the Minecraft game. Specifically, MineAnyBuild requires an agent to generate executable architecture building plans based on the given multi-modal human instructions. It involves 4,000 curated spatial planning tasks and also provides a paradigm for infinitely expandable data collection by utilizing rich player-generated content. MineAnyBuild evaluates spatial planning through four core supporting dimensions: spatial understanding, spatial reasoning, creativity, and spatial commonsense. Based on MineAnyBuild, we perform a comprehensive evaluation for existing MLLM-based agents, revealing the severe limitations but enormous potential in their spatial planning abilities. We believe our MineAnyBuild will open new avenues for the evaluation of spatial intelligence and help promote further development for open-world AI agents capable of spatial planning.

arXiv:2505.18607

Knowledge Retrieval in LLM Gaming: A Shift from Entity-Centric to Goal-Oriented Graphs

Large Language Models (LLMs) demonstrate impressive general capabilities but often struggle with step-by-step reasoning, especially in complex applications such as games. While retrieval-augmented methods like GraphRAG attempt to bridge this gap through cross-document extraction and indexing, their fragmented entity-relation graphs and overly dense local connectivity hinder the construction of coherent reasoning. In this paper, we propose a novel framework based on Goal-Oriented Graphs (GoGs), where each node represents a goal and its associated attributes, and edges encode logical dependencies between goals. This structure enables explicit retrieval of reasoning paths by first identifying high-level goals and recursively retrieving their subgoals, forming coherent reasoning chains to guide LLM prompting. Our method significantly enhances the reasoning ability of LLMs in game-playing tasks, as demonstrated by extensive experiments on the Minecraft testbed, outperforming GraphRAG and other baselines.

arXiv:2505.20171

Long-Context State-Space Video World Models

Video diffusion models have recently shown promise for world modeling through autoregressive frame prediction conditioned on actions. However, they struggle to maintain long-term memory due to the high computational cost associated with processing extended sequences in attention layers. To overcome this limitation, we propose a novel architecture leveraging state-space models (SSMs) to extend temporal memory without compromising computational efficiency. Unlike previous approaches that retrofit SSMs for non-causal vision tasks, our method fully exploits the inherent advantages of SSMs in causal sequence modeling. Central to our design is a block-wise SSM scanning scheme, which strategically trades off spatial consistency for extended temporal memory, combined with dense local attention to ensure coherence between consecutive frames. We evaluate the long-term memory capabilities of our model through spatial retrieval and reasoning tasks over extended horizons. Experiments on Memory Maze and Minecraft datasets demonstrate that our approach surpasses baselines in preserving long-range memory, while maintaining practical inference speeds suitable for interactive applications.

arXiv:2505.14079공식 코드 · Papers with Code

BAR: A Backward Reasoning based Agent for Complex Minecraft Tasks

Large language model (LLM) based agents have shown great potential in following human instructions and automatically completing various tasks. To complete a task, the agent needs to decompose it into easily executed steps by planning. Existing studies mainly conduct the planning by inferring what steps should be executed next starting from the agent's initial state. However, this forward reasoning paradigm doesn't work well for complex tasks. We propose to study this issue in Minecraft, a virtual environment that simulates complex tasks based on real-world scenarios. We believe that the failure of forward reasoning is caused by the big perception gap between the agent's initial state and task goal. To this end, we leverage backward reasoning and make the planning starting from the terminal state, which can directly achieve the task goal in one step. Specifically, we design a BAckward Reasoning based agent (BAR). It is equipped with a recursive goal decomposition module, a state consistency maintaining module and a stage memory module to make robust, consistent, and efficient planning starting from the terminal state. Experimental results demonstrate the superiority of BAR over existing methods and the effectiveness of proposed modules.

arXiv:2505.12321공식 코드 · Papers with Code

BeliefNest: A Joint Action Simulator for Embodied Agents with Theory of Mind

This paper introduces an open-source simulator, BeliefNest, designed to enable embodied agents to perform collaborative tasks by leveraging Theory of Mind. BeliefNest dynamically and hierarchically constructs simulators within a Minecraft environment, allowing agents to explicitly represent nested belief states about themselves and others. This enables agent control in open-domain tasks that require Theory of Mind reasoning. The simulator provides a prompt generation mechanism based on each belief state, facilitating the design and evaluation of methods for agent control utilizing large language models (LLMs). We demonstrate through experiments that agents can infer others' beliefs and predict their belief-based actions in false-belief tasks.

arXiv:2505.12707

PLAICraft: Large-Scale Time-Aligned Vision-Speech-Action Dataset for Embodied AI

Advances in deep generative modelling have made it increasingly plausible to train human-level embodied agents. Yet progress has been limited by the absence of large-scale, real-time, multi-modal, and socially interactive datasets that reflect the sensory-motor complexity of natural environments. To address this, we present PLAICraft, a novel data collection platform and dataset capturing multiplayer Minecraft interactions across five time-aligned modalities: video, game output audio, microphone input audio, mouse, and keyboard actions. Each modality is logged with millisecond time precision, enabling the study of synchronous, embodied behaviour in a rich, open-ended world. The dataset comprises over 10,000 hours of gameplay from more than 10,000 global participants.\footnote{We have done a privacy review for the public release of an initial 200-hour subset of the dataset, with plans to release most of the dataset over time.} Alongside the dataset, we provide an evaluation suite for benchmarking model capabilities in object recognition, spatial awareness, language grounding, and long-term memory. PLAICraft opens a path toward training and evaluating agents that act fluently and purposefully in real time, paving the way for truly embodied artificial intelligence.

arXiv:2504.15785공식 코드 · Papers with Code

WALL-E 2.0: World Alignment by NeuroSymbolic Learning improves World Model-based LLM Agents

Can we build accurate world models out of large language models (LLMs)? How can world models benefit LLM agents? The gap between the prior knowledge of LLMs and the specified environment's dynamics usually bottlenecks LLMs' performance as world models. To bridge the gap, we propose a training-free "world alignment" that learns an environment's symbolic knowledge complementary to LLMs. The symbolic knowledge covers action rules, knowledge graphs, and scene graphs, which are extracted by LLMs from exploration trajectories and encoded into executable codes to regulate LLM agents' policies. We further propose an RL-free, model-based agent "WALL-E 2.0" through the model-predictive control (MPC) framework. Unlike classical MPC requiring costly optimization on the fly, we adopt an LLM agent as an efficient look-ahead optimizer of future steps' actions by interacting with the neurosymbolic world model. While the LLM agent's strong heuristics make it an efficient planner in MPC, the quality of its planned actions is also secured by the accurate predictions of the aligned world model. They together considerably improve learning efficiency in a new environment. On open-world challenges in Mars (Minecraft like) and ALFWorld (embodied indoor environments), WALL-E 2.0 significantly outperforms existing methods, e.g., surpassing baselines in Mars by 16.1%-51.6% of success rate and by at least 61.7% in score. In ALFWorld, it achieves a new record 98% success rate after only 4 iterations.

arXiv:2505.01979

D3HRL: A Distributed Hierarchical Reinforcement Learning Approach Based on Causal Discovery and Spurious Correlation Detection

Current Hierarchical Reinforcement Learning (HRL) algorithms excel in long-horizon sequential decision-making tasks but still face two challenges: delay effects and spurious correlations. To address them, we propose a causal HRL approach called D3HRL. First, D3HRL models delayed effects as causal relationships across different time spans and employs distributed causal discovery to learn these relationships. Second, it employs conditional independence testing to eliminate spurious correlations. Finally, D3HRL constructs and trains hierarchical policies based on the identified true causal relationships. These three steps are iteratively executed, gradually exploring the complete causal chain of the task. Experiments conducted in 2D-MineCraft and MiniGrid show that D3HRL demonstrates superior sensitivity to delay effects and accurately identifies causal relationships, leading to reliable decision-making in complex environments.

arXiv:2504.17950

Collaborating Action by Action: A Multi-agent LLM Framework for Embodied Reasoning

Collaboration is ubiquitous and essential in day-to-day life -- from exchanging ideas, to delegating tasks, to generating plans together. This work studies how LLMs can adaptively collaborate to perform complex embodied reasoning tasks. To this end we introduce MINDcraft, an easily extensible platform built to enable LLM agents to control characters in the open-world game of Minecraft; and MineCollab, a benchmark to test the different dimensions of embodied and collaborative reasoning. An experimental study finds that the primary bottleneck in collaborating effectively for current state-of-the-art agents is efficient natural language communication, with agent performance dropping as much as 15% when they are required to communicate detailed task completion plans. We conclude that existing LLM agents are ill-optimized for multi-agent collaboration, especially in embodied scenarios, and highlight the need to employ methods beyond in-context and imitation learning. Our website can be found here: https://mindcraft-minecollab.github.io/

arXiv:2504.08388

MineWorld: a Real-Time and Open-Source Interactive World Model on Minecraft

World modeling is a crucial task for enabling intelligent agents to effectively interact with humans and operate in dynamic environments. In this work, we propose MineWorld, a real-time interactive world model on Minecraft, an open-ended sandbox game which has been utilized as a common testbed for world modeling. MineWorld is driven by a visual-action autoregressive Transformer, which takes paired game scenes and corresponding actions as input, and generates consequent new scenes following the actions. Specifically, by transforming visual game scenes and actions into discrete token ids with an image tokenizer and an action tokenizer correspondingly, we consist the model input with the concatenation of the two kinds of ids interleaved. The model is then trained with next token prediction to learn rich representations of game states as well as the conditions between states and actions simultaneously. In inference, we develop a novel parallel decoding algorithm that predicts the spatial redundant tokens in each frame at the same time, letting models in different scales generate $4$ to $7$ frames per second and enabling real-time interactions with game players. In evaluation, we propose new metrics to assess not only visual quality but also the action following capacity when generating new scenes, which is crucial for a world model. Our comprehensive evaluation shows the efficacy of MineWorld, outperforming SoTA open-sourced diffusion based world models significantly. The code and model have been released.

arXiv:2504.07091공식 코드 · Papers with Code

AssistanceZero: Scalably Solving Assistance Games

Assistance games are a promising alternative to reinforcement learning from human feedback (RLHF) for training AI assistants. Assistance games resolve key drawbacks of RLHF, such as incentives for deceptive behavior, by explicitly modeling the interaction between assistant and user as a two-player game where the assistant cannot observe their shared goal. Despite their potential, assistance games have only been explored in simple settings. Scaling them to more complex environments is difficult because it requires both solving intractable decision-making problems under uncertainty and accurately modeling human users' behavior. We present the first scalable approach to solving assistance games and apply it to a new, challenging Minecraft-based assistance game with over $10^{400}$ possible goals. Our approach, AssistanceZero, extends AlphaZero with a neural network that predicts human actions and rewards, enabling it to plan under uncertainty. We show that AssistanceZero outperforms model-free RL algorithms and imitation learning in the Minecraft-based assistance game. In a human study, our AssistanceZero-trained assistant significantly reduces the number of actions participants take to complete building tasks in Minecraft. Our results suggest that assistance games are a tractable framework for training effective AI assistants in complex environments. Our code and models are available at https://github.com/cassidylaidlaw/minecraft-building-assistance-game.

arXiv:2503.19607공식 코드 · Papers with Code

Enabling Rapid Shared Human-AI Mental Model Alignment via the After-Action Review

In this work, we present two novel contributions toward improving research in human-machine teaming (HMT): 1) a Minecraft testbed to accelerate testing and deployment of collaborative AI agents and 2) a tool to allow users to revisit and analyze behaviors within an HMT episode to facilitate shared mental model development. Our browser-based Minecraft testbed allows for rapid testing of collaborative agents in a continuous-space, real-time, partially-observable environment with real humans without cumbersome setup typical to human-AI interaction user studies. As Minecraft has an extensive player base and a rich ecosystem of pre-built AI agents, we hope this contribution can help to facilitate research quickly in the design of new collaborative agents and in understanding different human factors within HMT. Our mental model alignment tool facilitates user-led post-mission analysis by including video displays of first-person perspectives of the team members (i.e., the human and AI) that can be replayed, and a chat interface that leverages GPT-4 to provide answers to various queries regarding the AI's experiences and model details.

arXiv:2503.20036

BugCraft: End-to-End Crash Bug Reproduction Using LLM Agents in Minecraft

Reproducing game bugs, in our case crash bugs in continuously evolving games like Minecraft, is a notoriously manual, time-consuming, and challenging process to automate. Despite the success of LLM-driven bug reproduction in other software domains, games, with their complex interactive environments, remain largely unaddressed. This paper introduces BugCraft, a novel end-to-end framework designed to automate the reproduction of crash bugs in Minecraft directly from user-submitted bug reports, addressing the critical gap in automated game bug reproduction. BugCraft employs a two-stage approach: first, a Step Synthesizer leverages LLMs and Minecraft Wiki knowledge to transform bug reports into high-quality, structured steps to reproduce (S2R). Second, an Action Model, powered by a vision-based LLM agent (GPT-4o) and a custom macro API, executes these S2R steps within Minecraft to trigger the reported crash. To facilitate evaluation, we introduce BugCraft-Bench, a curated dataset of Minecraft crash bug reports. Evaluated on BugCraft-Bench, our framework successfully reproduced 30.23% of crash bugs end-to-end. The Step Synthesizer demonstrated a 66.28% accuracy in generating correct bug reproduction plans, highlighting its effectiveness in interpreting and structuring bug report information. BugCraft demonstrates the feasibility of automated reproduction of crash bugs in complex game environments using LLMs, opening promising avenues for game testing and development. The framework and the BugCraft-Bench dataset pave the way for future research in automated game bug analysis and hold potential for generalization to other interactive game platforms. Finally, we make our code open at https://bugcraft2025.github.io/

arXiv:2503.16365

JARVIS-VLA: Post-Training Large-Scale Vision Language Models to Play Visual Games with Keyboards and Mouse

Recently, action-based decision-making in open-world environments has gained significant attention. Visual Language Action (VLA) models, pretrained on large-scale web datasets, have shown promise in decision-making tasks. However, previous work has primarily focused on action post-training, often neglecting enhancements to the foundational model itself. In response, we introduce a novel approach, Act from Visual Language Post-Training, which refines Visual Language Models (VLMs) through visual and linguistic guidance in a self-supervised manner. This enhancement improves the models' capabilities in world knowledge, visual recognition, and spatial grounding in open-world environments. Following the above post-training paradigms, we obtain the first VLA models in Minecraft that can follow human instructions on over 1k different atomic tasks, including crafting, smelting, cooking, mining, and killing. Our experiments demonstrate that post-training on non-trajectory tasks leads to a significant 40% improvement over the best agent baseline on a diverse set of atomic tasks. Furthermore, we demonstrate that our approach surpasses traditional imitation learning-based policies in Minecraft, achieving state-of-the-art performance. We have open-sourced the code, models, and datasets to foster further research. The project page can be found in https://craftjarvis.github.io/JarvisVLA.

arXiv:2503.10684

Open-World Skill Discovery from Unsegmented Demonstrations

Learning skills in open-world environments is essential for developing agents capable of handling a variety of tasks by combining basic skills. Online demonstration videos are typically long but unsegmented, making them difficult to segment and label with skill identifiers. Unlike existing methods that rely on sequence sampling or human labeling, we have developed a self-supervised learning-based approach to segment these long videos into a series of semantic-aware and skill-consistent segments. Drawing inspiration from human cognitive event segmentation theory, we introduce Skill Boundary Detection (SBD), an annotation-free temporal video segmentation algorithm. SBD detects skill boundaries in a video by leveraging prediction errors from a pretrained unconditional action-prediction model. This approach is based on the assumption that a significant increase in prediction error indicates a shift in the skill being executed. We evaluated our method in Minecraft, a rich open-world simulator with extensive gameplay videos available online. Our SBD-generated segments improved the average performance of conditioned policies by 63.7% and 52.1% on short-term atomic skill tasks, and their corresponding hierarchical agents by 11.3% and 20.8% on long-horizon tasks. Our method can leverage the diverse YouTube videos to train instruction-following agents. The project page can be found in https://craftjarvis.github.io/SkillDiscovery.