OpenAI Blog

Learning to play Minecraft with Video PreTraining

We trained a neural network to play Minecraft by Video PreTraining (VPT) on a massive unlabeled video dataset of human Minecraft play, while using only a small amount of labeled contractor data. With fine-tuning, our model can learn to craft diamond tools, a task that usually takes proficient humans over 20 minutes (24,000 actions).

arXiv AI
Jun 2

From Human Videos to Robot Manipulation: A Survey on Scalable Vision-Language-Action Learning with Human-Centric Data

arXiv:2606. 00054v1 Announce Type: cross Abstract: Recent progress in generalizable embodied control has been driven by large-scale pretraining of Vision-Language-Action (VLA) models.

By Zhiyuan Feng, Qixiu Li, Huizhi Liang, Rushuai Yang, Yichao Shen, Zhiying Du, Zhaowei Zhang, Yu Deng, Li Zhao, Hao Zhao, Zongqing Lu, Oier Mees, Marc Pollefeys, Jiaolong Yang, Baining Guo
arXiv AI
Jul 9

WAM-TTT: Steering World-Action Models by Watching Human Play at Test Time

arXiv:2607. 06988v1 Announce Type: cross Abstract: Steering robot foundation models (RFMs) toward new task variants or user-preferred behaviors remains challenging, often requiring additional robot demonstrations, task-specific fine-tuning, or long-context conditioning.

By Yusen Feng, Bingchen Han, Jiangran Lyu, Kai Liu, Yixin Zheng, Yuxuan Wan, Weiheng Liu, Sun Han, Ruiqin Li, Yulong Zhang, Fangfu Liu, Xuesong Shi, Libin Liu, Yizhou Wang, Zhizheng Zhang, He Wang
Hugging Face Trending Papers
Jul 27

DeVA: Decoupled Video-Action Model with physical guidance for robot policy learning

Generalizable robot manipulation requires policies that can anticipate how visual scenes evolve while executing language instructions. While recent Vision-Language-Action models benefit from large-scale pretraining, their predominantly static pretraining objectives provide limited supervision for physical dynamics and temporal causality, leaving control-relevant knowledge to be learned from downstream robot demonstrations.

arXiv AI
Jun 3

Human-Like Goalkeeping in a Realistic Football Simulation: a Sample-Efficient Reinforcement Learning Approach

arXiv:2510. 23216v4 Announce Type: replace Abstract: While several high profile video games have served as testbeds for Deep Reinforcement Learning (DRL), this technique has rarely been employed by the game industry for crafting authentic AI behaviors.

By Alessandro Sestini, Joakim Bergdahl, Jean-Philippe Barrette-LaPierre, Florian Fuchs, Brady Chen, Fabio Zinno, Michael Jones, Linus Gissl\'en
arXiv Machine Learning
Jul 17

Augmentations for Robust and Efficient Imitation Learning in Streamed Video Games

arXiv:2607. 14200v1 Announce Type: new Abstract: Imitation learning is an appealing way to scale game-playing agents to complex 3D environments by training policies to map visual observations to actions from human demonstrations.

By Somjit Nath, Abdelhak Lemkhenter, Pallavi Choudhury, Chris Lovett, Katja Hofmann, Sergio Valcarcel Macua, Lukas Sch\"afer
arXiv AI
Jun 11

Grounding Computer Use Agents on Human Demonstrations

arXiv:2511. 07332v2 Announce Type: replace-cross Abstract: Building reliable computer-use agents requires grounding: accurately connecting natural language instructions to the correct on-screen elements.

By Aarash Feizi, Shravan Nayak, Xiangru Jian, Kevin Qinghong Lin, Kaixin Li, Rabiul Awal, Xing Han L\`u, Johan Obando-Ceron, Juan A. Rodriguez, Nicolas Chapados, David Vazquez, Adriana Romero-Soriano, Reihaneh Rabbany, Perouz Taslakian, Christopher Pal, Spandana Gella, Sai Rajeswar