HiSTEVE 1.0: Harnessing Human-Interface VLA Agents for Open-World Games
Read the original on arXiv Computer Vision →The Flow has not summarised this story yet — read it at arXiv Computer Vision.
The Flow has not summarised this story yet — read it at arXiv Computer Vision.
MineExplorer is a benchmark designed to assess the open‑world exploration abilities of multimodal large language models (MLLMs) in Minecraft. It filters out tasks that rely heavily on Minecraft‑specific knowledge, organizes tasks into ReAct‑style capabilities, and composes atomic tasks into implicit multi‑hop challenges. A multi‑agent synthesis workflow creates reliable task graphs, sandbox scenes, and rule‑based milestone evaluators, and human evaluation confirms its superiority over a single‑agent baseline. Experiments show that while advanced MLLMs can handle many single‑hop tasks, they struggle with longer trajectories that require coordinating hidden prerequisites, and larger models or different thinking modes do not consistently improve performance.
EmbodiedSkills is a unified framework that treats each skill decision as an execution proposal, checking prerequisites and verifying outcomes during long‑horizon vision‑language‑action tasks. It connects high‑level skill selection, bounded low‑level VLA execution, and post‑action verification through a fixed executable‑skill interface, enabling easy replacement of low‑level policies and recording of structured trajectories for supervision and adaptation. Instantiated with Qwen3‑VL and OpenPI/pi0.5 on RoboTwin 2.0 and LIBERO, the framework achieves high success rates (86.20% and 97.40% respectively) and demonstrates effective memory‑dependent task performance.
A central capability of embodied agents is to accomplish complex objectives through sequences of interdependent tasks. Yet existing visual goal-conditioned policies underlying these agents are typical...
arXiv:2607. 05377v1 Announce Type: cross Abstract: While recent Vision-Language-Action (VLA) models show promise toward generalist manipulation policies, they struggle with long-horizon tasks due to their Markovian nature-relying solely on current observations.
arXiv:2606. 27251v1 Announce Type: cross Abstract: Building persistent embodied agents in unstructured environments demands unified orchestration of heterogeneous tools spanning both cyber (APIs, IoT) and physical (manipulation, navigation) domains, coupled with autonomous recovery from physical failures that inevitably arise over extended operation.
The paper introduces Instruct-to-Act, a system that decouples planning and control by combining a vision‑language model (VLM) planner with a world‑model controller. The VLM generates sparse, high‑level text instructions, while the controller executes them at high frequency, trained via relabeling rollouts with synthetic instructions and joint optimization of behavior cloning, reward, and world‑model objectives. Across seven embodied environments—including multi‑agent settings—this approach outperforms controller‑only and direct VLM action methods, maintains fast control, and allows swapping pretrained VLM planners without fine‑tuning, achieving competitive results with strong baselines on most tasks.