Goto

Collaborating Authors

 Ma, Xiaojian


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

arXiv.org Artificial Intelligence

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.


Fast Visuomotor Policies via Partial Denoising

arXiv.org Artificial Intelligence

Diffusion policies are widely adopted in complex visuomotor tasks for their ability to capture multimodal action distributions. However, the multiple sampling steps required for action generation significantly harm real-time inference efficiency, which limits their applicability in long-horizon tasks and real-time decision-making scenarios. Existing acceleration techniques reduce sampling steps by approximating the original denoising process but inevitably introduce unacceptable performance loss. Here we propose Falcon, which mitigates this trade-off and achieves further acceleration. The core insight is that visuomotor tasks exhibit sequential dependencies between actions at consecutive time steps. Falcon leverages this property to avoid denoising from a standard normal distribution at each decision step. Instead, it starts denoising from partial denoised actions derived from historical information to significantly reduce the denoising steps while incorporating current observations to achieve performance-preserving acceleration of action generation. Importantly, Falcon is a training-free algorithm that can be applied as a plug-in to further improve decision efficiency on top of existing acceleration techniques. We validated Falcon in 46 simulated environments, demonstrating a 2-7x speedup with negligible performance degradation, offering a promising direction for efficient visuomotor policy design.


LongViTU: Instruction Tuning for Long-Form Video Understanding

arXiv.org Artificial Intelligence

This paper introduce LongViTU, a large-scale (~121k QA pairs, ~900h videos), automatically generated dataset for long-form video understanding. We developed a systematic approach that organizes videos into a hierarchical tree structure and incorporates self-revision mechanisms to ensure high-quality QA pairs. Each QA pair in LongViTU features: 1) long-term context (average certificate length of 4.6 minutes); 2) rich knowledge and condensed reasoning (commonsense, causality, planning, etc.); and 3) explicit timestamp labels for relevant events. LongViTU also serves as a benchmark for instruction following in long-form and streaming video understanding. We evaluate the open-source state-of-the-art long video understanding model, LongVU, and the commercial model, Gemini-1.5-Pro, on our benchmark. They achieve GPT-4 scores of 49.9 and 52.3, respectively, underscoring the substantial challenge posed by our benchmark. Further supervised fine-tuning (SFT) on LongVU led to performance improvements of 12.0% on our benchmark, 2.2% on the in-distribution (ID) benchmark EgoSchema, 1.0%, 2.2% and 1.2% on the out-of-distribution (OOD) benchmarks VideoMME (Long), WorldQA and OpenEQA, respectively. These outcomes demonstrate LongViTU's high data quality and robust OOD generalizability.


Multi-modal Agent Tuning: Building a VLM-Driven Agent for Efficient Tool Usage

arXiv.org Artificial Intelligence

Query: I want to buy a PS5 for each child in the photo. Thought: Use the `facedetection` tool to detect Thought: First analyze the image 1 to find the number human faces in the two images. Faces in Image 1: 4 bounding boxes Thought: There are 4 children in total. The price of Price of PS5: $479.99 a PS5 is approximately $500, so the cost is 4* 500. Thought: Using the price of $479.99 for each console. Query: The men in the picture want to buy one NVIDIA GeForce RTX 4070 SUPER each. According to the price in January, how many dollars will they need to spend in total? Observation: This image does not provide any price. On January 8, 2024, Nvidia released the RTX Thought: I cannot obtain useful information. I 4070 SUPER at $599, think the price is about $1800 for three men. Thought: The price is $599. Our agent chooses more precise tools based on the given files and intermediate observations. The advancement of large language models (LLMs) prompts the development of multi-modal agents, which are used as a controller to call external tools, providing a feasible way to solve practical tasks. In this paper, we propose a multi-modal agent tuning method that automatically generates multi-modal tool-usage data and tunes a vision-language model (VLM) as the controller for powerful tool-usage reasoning. To preserve the data quality, we prompt the GPT-4o mini model to generate queries, files, and trajectories, followed by query-file and trajectory verifiers. Based on the data synthesis pipeline, we collect the MM-Traj dataset that contains 20K tasks with trajectories of tool usage. Then, we develop the T3-Agent via Trajectory Tuning on VLMs for Tool usage using MM-Traj. Evaluations on the GTA and GAIA benchmarks show that the T3-Agent consistently achieves improvements on two popular VLMs: MiniCPM-V-8.5B Integrating external tools to solve diverse multi-modal tasks is a promising research direction towards multi-modal agents (Surรญs et al., 2023; Gupta & Kembhavi, 2023; Gao et al., 2024; Yuan et al., 2024; Zhong et al., 2023). Existing agents usually use a large language model (LLM) as the controller that generates plans via prompt engineering to call tools, achieving impressive performance in multiple domains, such as image editing (Wu et al., 2023), robotic manipulation (ichter et al., 2023), question answering (Shen et al., 2024), video understanding (Fan et al., 2024), and desktop APPs (Trivedi et al., 2024). Despite their success, prompt engineering faces limited reasoning abilities for tool usage in tackling practical tasks, as shown in Figure 1.


GROOT-2: Weakly Supervised Multi-Modal Instruction Following Agents

arXiv.org Artificial Intelligence

Developing agents that can follow multimodal instructions remains a fundamental challenge in robotics and AI. Although large-scale pre-training on unlabeled datasets (no language instruction) has enabled agents to learn diverse behaviors, these agents often struggle with following instructions. While augmenting the dataset with instruction labels can mitigate this issue, acquiring such high-quality annotations at scale is impractical. To address this issue, we frame the problem as a semi-supervised learning task and introduce GROOT-2, a multimodal instructable agent trained using a novel approach that combines weak supervision with latent variable models. Our method consists of two key components: constrained self-imitating, which utilizes large amounts of unlabeled demonstrations to enable the policy to learn diverse behaviors, and human intention alignment, which uses a smaller set of labeled demonstrations to ensure the latent space reflects human intentions. GROOT-2's effectiveness is validated across four diverse environments, ranging from video games to robotic manipulation, demonstrating its robust multimodal instruction-following capabilities.


ROCKET-1: Mastering Open-World Interaction with Visual-Temporal Context Prompting

arXiv.org Artificial Intelligence

Vision-language models (VLMs) have excelled in multimodal tasks, but adapting them to embodied decision-making in open-world environments presents challenges. One critical issue is bridging the gap between discrete entities in low-level observations and the abstract concepts required for effective planning. A common solution is building hierarchical agents, where VLMs serve as high-level reasoners that break down tasks into executable sub-tasks, typically specified using language. However, language suffers from the inability to communicate detailed spatial information. We propose visual-temporal context prompting, a novel communication protocol between VLMs and policy models. This protocol leverages object segmentation from past observations to guide policy-environment interactions. Using this approach, we train ROCKET-1, a low-level policy that predicts actions based on concatenated visual observations and segmentation masks, supported by real-time object tracking from SAM-2. Our method unlocks the potential of VLMs, enabling them to tackle complex tasks that demand spatial reasoning. Experiments in Minecraft show that our approach enables agents to achieve previously unattainable tasks, with a $\mathbf{76}\%$ absolute improvement in open-world interaction performance. Codes and demos are now available on the project page: https://craftjarvis.github.io/ROCKET-1.


Latent Energy-Based Odyssey: Black-Box Optimization via Expanded Exploration in the Energy-Based Latent Space

arXiv.org Artificial Intelligence

Offline Black-Box Optimization (BBO) aims at optimizing a black-box function using the knowledge from a pre-collected offline dataset of function values and corresponding input designs. However, the high-dimensional and highly-multimodal input design space of black-box function pose inherent challenges for most existing methods that model and operate directly upon input designs. These issues include but are not limited to high sample complexity, which relates to inaccurate approximation of black-box function; and insufficient coverage and exploration of input design modes, which leads to suboptimal proposal of new input designs. In this work, we consider finding a latent space that serves as a compressed yet accurate representation of the design-value joint space, enabling effective latent exploration of high-value input design modes. To this end, we formulate an learnable energy-based latent space, and propose Noise-intensified Telescoping density-Ratio Estimation (NTRE) scheme for variational learning of an accurate latent space model without costly Markov Chain Monte Carlo. The optimization process is then exploration of high-value designs guided by the learned energy-based model in the latent space, formulated as gradient-based sampling from a latent-variable-parameterized inverse model. We show that our particular parameterization encourages expanded exploration around high-value design modes, motivated by inversion thinking of a fundamental result of conditional covariance matrix typically used for variance reduction. We observe that our method, backed by an accurately learned informative latent space and an expanding-exploration model design, yields significant improvements over strong previous methods on both synthetic and real world datasets such as the design-bench suite.


RAT: Retrieval Augmented Thoughts Elicit Context-Aware Reasoning in Long-Horizon Generation

arXiv.org Artificial Intelligence

We explore how iterative revising a chain of thoughts with the help of information retrieval significantly improves large language models' reasoning and generation ability in long-horizon generation tasks, while hugely mitigating hallucination. In particular, the proposed method -- *retrieval-augmented thoughts* (RAT) -- revises each thought step one by one with retrieved information relevant to the task query, the current and the past thought steps, after the initial zero-shot CoT is generated. Applying RAT to GPT-3.5, GPT-4, and CodeLLaMA-7b substantially improves their performances on various long-horizon generation tasks; on average of relatively increasing rating scores by 13.63% on code generation, 16.96% on mathematical reasoning, 19.2% on creative writing, and 42.78% on embodied task planning. The demo page can be found at https://craftjarvis.github.io/RAT


JARVIS-1: Open-World Multi-task Agents with Memory-Augmented Multimodal Language Models

arXiv.org Artificial Intelligence

Achieving human-like planning and control with multimodal observations in an open world is a key milestone for more functional generalist agents. Existing approaches can handle certain long-horizon tasks in an open world. However, they still struggle when the number of open-world tasks could potentially be infinite and lack the capability to progressively enhance task completion as game time progresses. We introduce JARVIS-1, an open-world agent that can perceive multimodal input (visual observations and human instructions), generate sophisticated plans, and perform embodied control, all within the popular yet challenging open-world Minecraft universe. Specifically, we develop JARVIS-1 on top of pre-trained multimodal language models, which map visual observations and textual instructions to plans. The plans will be ultimately dispatched to the goal-conditioned controllers. We outfit JARVIS-1 with a multimodal memory, which facilitates planning using both pre-trained knowledge and its actual game survival experiences. JARVIS-1 is the existing most general agent in Minecraft, capable of completing over 200 different tasks using control and observation space similar to humans. These tasks range from short-horizon tasks, e.g., "chopping trees" to long-horizon tasks, e.g., "obtaining a diamond pickaxe". JARVIS-1 performs exceptionally well in short-horizon tasks, achieving nearly perfect performance. In the classic long-term task of $\texttt{ObtainDiamondPickaxe}$, JARVIS-1 surpasses the reliability of current state-of-the-art agents by 5 times and can successfully complete longer-horizon and more challenging tasks. The project page is available at https://craftjarvis.org/JARVIS-1


GROOT: Learning to Follow Instructions by Watching Gameplay Videos

arXiv.org Artificial Intelligence

We study the problem of building a controller that can follow open-ended instructions in open-world environments. We propose to follow reference videos as instructions, which offer expressive goal specifications while eliminating the need for expensive text-gameplay annotations. A new learning framework is derived to allow learning such instruction-following controllers from gameplay videos while producing a video instruction encoder that induces a structured goal space. We implement our agent GROOT in a simple yet effective encoder-decoder architecture based on causal transformers. We evaluate GROOT against open-world counterparts and human players on a proposed Minecraft SkillForge benchmark. The Elo ratings clearly show that GROOT is closing the human-machine gap as well as exhibiting a 70% winning rate over the best generalist agent baseline. Qualitative analysis of the induced goal space further demonstrates some interesting emergent properties, including the goal composition and complex gameplay behavior synthesis. The project page is available at https://craftjarvis-groot.github.io.