Large language models can perform well on many isolated tasks, yet they continue to struggle on multi-turn, long-horizon agentic problems that require skills such as planning, state tracking, and long context processing. In this work, we aim to better understand the relative importance of advancing these underlying capabilities for success on such tasks. We develop an oracle counterfactual framework for multi-turn problems that asks: how would an agent perform if it could leverage an oracle to perfectly perform a specific task? The change in the agent's performance due to this oracle assistance allows us to measure the criticality of such oracle skill in the future advancement of AI agents. We introduce a suite of procedurally generated, game-like tasks with tunable complexity. These controlled environments allow us to provide precise oracle interventions, such as perfect planning or flawless state tracking, and make it possible to isolate the contribution of each oracle without confounding effects present in real-world benchmarks. Our results show that while some interventions (e.g., planning) consistently improve performance across settings, the usefulness of other skills is dependent on the properties of the environment and language model. Our work sheds light on the challenges of multi-turn agentic environments to guide the future efforts in the development of AI agents and language models.
This paper investigates robust representation learning in offline goal-conditioned reinforcement learning (GCRL). Particularly in sparse reward scenarios, learning representations that align state and goal latents is a challenge that frequently culminates in representation divergence where the encoder drifts toward a low-dimensional, goal-agnostic subspace that destabilizes policy learning. We address this issue by showing that an agent must acquire a fundamental understanding of its environment across multiple scales, from local physical dynamics to long-horizon goal-directed structure. Building on this insight, we propose Ms.PR, a framework that leverages multi-scale predictive supervision to enforce goal-directed alignment within the latent space. We demonstrate that Ms.PR leads to improved representation quality and strong performance on both vision and state-based tasks. Furthermore, we show that our approach is exceptionally resilient under realistic, challenging data regimes, maintaining state-of-the-art performance across a wide variety of tasks, trajectory stitching scenarios, and extreme noise conditions.
Using Large Language Models to produce intermediate thoughts, a.k.a. Chain-of-thought (CoT), before providing an answer has been a successful recipe for solving complex language tasks. In robotics, similar embodied CoT strategies, generating thoughts before actions, have also been shown to lead to improved performance when using Vision-Language-Action models (VLAs). As these techniques increase the length of the model's generated outputs to include the thoughts, the inference time is negatively affected. Delaying an agent's actions in real-world executions, as in robotic manipulation settings, strongly affects the usability of a method, as tasks require long sequences of actions. However, is the generation of long chains-of-thought a strong prerequisite for achieving performance improvements? In this work, we explore the idea of Hybrid Training (HyT), a framework that enables VLAs to learn from thoughts and benefit from the associated performance gains, while enabling the possibility to leave out CoT generation during inference. Furthermore, by learning to conditionally predict a diverse set of outputs, HyT supports flexibility at inference time, enabling the model to either predict actions directly, generate thoughts or follow instructions. We evaluate the proposed method in a series of simulated benchmarks and real-world experiments.
Understanding the world in terms of objects and the possible interactions with them is an important cognitive ability. However, current world models adopted in reinforcement learning typically lack this structure and represent the world state in a global latent vector. To address this, we propose FOCUS, a model-based agent that learns an object-centric world model. This novel representation also enables the design of an object-centric exploration mechanism, which encourages the agent to interact with objects and discover useful interactions. We benchmark FOCUS in several robotic manipulation settings, where we found that our method can be used to improve manipulation skills. The object-centric world model leads to more accurate predictions of the objects in the scene and it enables more efficient learning. The object-centric exploration strategy fosters interactions with the objects in the environment, such as reaching, moving, and rotating them, and it allows fast adaptation of the agent to sparse reward reinforcement learning tasks. Using a Franka Emika robot arm, we also showcase how FOCUS proves useful in real-world applications. Website: focus-manipulation.github.io.
When deploying artificial agents in real-world environments where they interact with humans, it is crucial that their behavior is aligned with the values, social norms or other requirements of that environment. However, many environments have implicit constraints that are difficult to specify and transfer to a learning agent. To address this challenge, we propose a novel method that utilizes the principle of maximum causal entropy to learn constraints and an optimal policy that adheres to these constraints, using demonstrations of agents that abide by the constraints. We prove convergence in a tabular setting and provide an approximation which scales to complex environments. We evaluate the effectiveness of the learned policy by assessing the reward received and the number of constraint violations, and we evaluate the learned cost function based on its transferability to other agents. Our method has been shown to outperform state-of-the-art approaches across a variety of tasks and environments, and it is able to handle problems with stochastic dynamics and a continuous state-action space.
Vision-Language-Action (VLA) models offer a pivotal approach to learning robotic manipulation at scale by repurposing large pre-trained Vision-Language-Models (VLM) to output robotic actions. However, adapting VLMs for robotic domains comes with a high computational cost, which we attribute to the tokenization scheme of visual inputs. In this work, we aim to enable more efficient VLA training by proposing Oat-VLA, an Object-Agent-centric Tokenization for VLAs. Building on the insights of object-centric representation learning, our method introduces an inductive bias towards scene objects and the agent's own visual information. As a result, we find that Oat-VLA can drastically reduce the number of visual tokens to just a few tokens without sacrificing performance. We reveal that Oat-VLA converges at least twice as fast as OpenVLA on the LIBERO suite, as well as outperforms OpenVLA in diverse real-world pick and place tasks.
Object manipulation capabilities are essential skills that set apart embodied agents engaging with the world, especially in the realm of robotics. The ability to predict outcomes of interactions with objects is paramount in this setting. Although model-based control methods have started to be employed to tackle manipulation tasks, they have faced challenges in accurately manipulating objects. As we analyze the causes of this limitation, we identify the cause of underperformance in the way current world models represent crucial positional information, especially about the target's goal specification for object positioning tasks. We introduce a general approach that empowers world model-based agents to effectively solve object positioning tasks. We propose two declinations of this approach for generative world models: position-conditioned (PCP) and latent-conditioned (LCP) policy learning. In particular, LCP employs object-centric latent representations that explicitly capture object positional information for goal specification. This naturally leads to the emergence of multimodal capabilities, enabling the specification of goals through spatial coordinates or a visual goal. Our methods are rigorously evaluated across several manipulation environments, showing favorable performance compared to current model-based control approaches.
Imitation learning for robotic manipulation often suffers from limited generalization and data scarcity, especially in complex, long-horizon tasks. In this work, we introduce a hierarchical framework that leverages code-generating vision-language models (VLMs) in combination with low-level diffusion policies to effectively imitate and generalize robotic behavior. Our key insight is to treat open-source robotic APIs not only as execution interfaces but also as sources of structured supervision: the associated subtask functions - when exposed - can serve as modular, semantically meaningful labels. We train a VLM to decompose task descriptions into executable subroutines, which are then grounded through a diffusion policy trained to imitate the corresponding robot behavior. To handle the non-Markovian nature of both code execution and certain real-world tasks, such as object swapping, our architecture incorporates a memory mechanism that maintains subtask context across time. We find that this design enables interpretable policy decomposition, improves generalization when compared to flat policies and enables separate evaluation of high-level planning and low-level control.
Learning generalist embodied agents, able to solve multitudes of tasks in different domains is a long-standing problem. Reinforcement learning (RL) is hard to scale up as it requires a complex reward design for each task. In contrast, language can specify tasks in a more natural way. Current foundation vision-language models (VLMs) generally require fine-tuning or other adaptations to be adopted in embodied contexts, due to the significant domain gap. However, the lack of multimodal data in such domains represents an obstacle to developing foundation models for embodied applications. In this work, we overcome these problems by presenting multimodal-foundation world models, able to connect and align the representation of foundation VLMs with the latent space of generative world models for RL, without any language annotations. The resulting agent learning framework, GenRL, allows one to specify tasks through vision and/or language prompts, ground them in the embodied domain's dynamics, and learn the corresponding behaviors in imagination. As assessed through large-scale multi-task benchmarking in locomotion and manipulation domains, GenRL enables multi-task generalization from language and visual prompts. Furthermore, by introducing a data-free policy learning strategy, our approach lays the groundwork for foundational policy learning using generative world models. Website, code and data: https://mazpie.github.io/genrl/
Representing a scene and its constituent objects from raw sensory data is a core ability for enabling robots to interact with their environment. In this letter, we propose a novel approach for scene understanding, leveraging an object-centric generative model that enables an agent to infer object category and pose in an allocentric reference frame using active inference, a neuro-inspired framework for action and perception. For evaluating the behavior of an active vision agent, we also propose a new benchmark where, given a target viewpoint of a particular object, the agent needs to find the best matching viewpoint given a workspace with randomly positioned objects in 3D. We demonstrate that our active inference agent is able to balance epistemic foraging and goal-driven behavior, and quantitatively outperforms both supervised and reinforcement learning baselines by more than a factor of two in terms of success rate.
Joint space and task space control are the two dominant action modes for controlling robot arms within the robot learning literature. Actions in joint space provide precise control over the robot's pose, but tend to suffer from inefficient training; actions in task space boast data-efficient training but sacrifice the ability to perform tasks in confined spaces due to limited control over the full joint configuration. This work analyses the criteria for designing action spaces for robot manipulation and introduces ER ( E nd-effector R edundancy), a novel action space formulation that, by addressing the redundancies present in the manipulator, aims to combine the advantages of both joint and task spaces, offering fine-grained comprehensive control with overactuated robot arms whilst achieving highly efficient robot learning. We present two implementations of ER, ERAngle (ERA) and ERJoint (ERJ), and we show that ERJ in particular demonstrates superior performance across multiple settings, especially when precise control over the robot configuration is required. We validate our results both in simulated and real robotic environments.
Robotic affordances, providing information about what actions can be taken in a given situation, can aid robotic manipulation. However, learning about affordances requires expensive large annotated datasets of interactions or demonstrations. In this work, we argue that well-directed interactions with the environment can mitigate this problem and propose an information-based measure to augment the agent's objective and accelerate the affordance discovery process. We provide a theoretical justification of our approach and we empirically validate the approach both in simulation and real-world tasks. Our method, which we dub IDA, enables the efficient discovery of visual affordances for several action primitives, such as grasping, stacking objects, or opening drawers, strongly improving data efficiency in simulation, and it allows us to learn grasping affordances in a small number of interactions, on a real-world setup with a UFACTORY XArm 6 robot arm.
Joint control and end-effector control are the two most dominant control methods for robot arms within the robot learning literature. Joint control, while precise, often suffers from inefficient training; end-effector control boasts data-efficient training but sacrifices the ability to perform tasks in confined spaces due to limited control over the robot joint configuration. This paper introduces a novel action space formulation: End-Effector-Elbow (E3), which addresses the limitations of existing control paradigms by allowing the control of both the end-effector and elbow of the robot. E3 combines the advantages of both joint and end-effector control, offering fine-grained comprehensive control with overactuated robot arms whilst achieving highly efficient robot learning. E3 systematically outperforms other action spaces, when precise control over the robot configuration is required, both in simulated and real environments. Project website: https://doubleblind-repos.github.io/
Learning to navigate unknown environments from scratch is a challenging problem. This work presents a system that integrates world models with curiosity-driven exploration for autonomous navigation in new environments. We evaluate performance through simulations and real-world experiments of varying scales and complexities. In simulated environments, the approach rapidly and comprehensively explores the surroundings. Real-world scenarios introduce additional challenges. Despite demonstrating promise in a small controlled environment, we acknowledge that larger and dynamic environments can pose challenges for the current system. Our analysis emphasizes the significance of developing adaptable and robust world models that can handle environmental changes to prevent repetitive exploration of the same areas.
Controlling artificial agents from visual sensory data is an arduous task. Reinforcement learning (RL) algorithms can succeed but require large amounts of interactions between the agent and the environment. To alleviate the issue, unsupervised RL proposes to employ self-supervised interaction and learning, for adapting faster to future tasks. Yet, as shown in the Unsupervised RL Benchmark (URLB; Laskin et al. 2021), whether current unsupervised strategies can improve generalization capabilities is still unclear, especially in visual control settings. In this work, we study the URLB and propose a new method to solve it, using unsupervised model-based RL, for pre-training the agent, and a task-aware fine-tuning strategy combined with a new proposed hybrid planner, Dyna-MPC, to adapt the agent for downstream tasks. On URLB, our method obtains 93.59% overall normalized performance, surpassing previous baselines by a staggering margin. The approach is empirically evaluated through a large-scale empirical study, which we use to validate our design choices and analyze our models. We also show robust performance on the Real-Word RL benchmark, hinting at resiliency to environment perturbations during adaptation. Project website: https://masteringurlb.github.io/
Unsupervised skill learning aims to learn a rich repertoire of behaviors without external supervision, providing artificial agents with the ability to control and influence the environment. However, without appropriate knowledge and exploration, skills may provide control only over a restricted area of the environment, limiting their applicability. Furthermore, it is unclear how to leverage the learned skill behaviors for adapting to downstream tasks in a data-efficient manner. We present Choreographer, a model-based agent that exploits its world model to learn and adapt skills in imagination. Our method decouples the exploration and skill learning processes, being able to discover skills in the latent state space of the model. During adaptation, the agent uses a meta-controller to evaluate and adapt the learned skills efficiently by deploying them in parallel in imagination. Choreographer is able to learn skills both from offline data, and by collecting data simultaneously with an exploration policy. The skills can be used to effectively adapt to downstream tasks, as we show in the URL benchmark, where we outperform previous approaches from both pixels and states inputs. The learned skills also explore the environment thoroughly, finding sparse rewards more frequently, as shown in goal-reaching tasks from the DMC Suite and Meta-World. Project website: https://skillchoreographer.github.io/
When studying unconstrained behaviour and allowing mice to leave their cage to navigate a complex labyrinth, the mice exhibit foraging behaviour in the labyrinth searching for rewards, returning to their home cage now and then, e.g. to drink. Surprisingly, when executing such a "home run", the mice do not follow the exact reverse path, in fact, the entry path and home path have very little overlap. Recent work proposed a hierarchical active inference model for navigation, where the low level model makes inferences about hidden states and poses that explain sensory inputs, whereas the high level model makes inferences about moving between locations, effectively building a map of the environment. However, using this "map" for planning, only allows the agent to find trajectories that it previously explored, far from the observed mice's behaviour. In this paper, we explore ways of incorporating before-unvisited paths in the planning algorithm, by using the low level generative model to imagine potential, yet undiscovered paths. We demonstrate a proof of concept in a grid-world environment, showing how an agent can accurately predict a new, shorter path in the map leading to its starting point, using a generative model learnt from pixel-based observations.
Active inference is a first principles approach for understanding the brain in particular, and sentient agents in general, with the single imperative of minimizing free energy. As such, it provides a computational account for modelling artificial intelligent agents, by defining the agent’s generative model and inferring the model parameters, actions and hidden state beliefs. However, the exact specification of the generative model and the hidden state space structure is left to the experimenter, whose design choices influence the resulting behaviour of the agent. Recently, deep learning methods have been proposed to learn a hidden state space structure purely from data, alleviating the experimenter from this tedious design task, but resulting in an entangled, non-interpretable state space. In this paper, we hypothesize that such a learnt, entangled state space does not necessarily yield the best model in terms of free energy, and that enforcing different factors in the state space can yield a lower model complexity. In particular, we consider the problem of 3D object representation, and focus on different instances of the ShapeNet dataset. We propose a model that factorizes object shape, pose and category, while still learning a representation for each factor using a deep neural network. We show that models, with best disentanglement properties, perform best when adopted by an active agent in reaching preferred observations.
The human intrinsic desire to pursue knowledge, also known as curiosity, is considered essential in the process of skill acquisition. With the aid of artificial curiosity, we could equip current techniques for control, such as Reinforcement Learning, with more natural exploration capabilities. A promising approach in this respect has consisted of using Bayesian surprise on model parameters, i.e. a metric for the difference between prior and posterior beliefs, to favour exploration. In this contribution, we propose to apply Bayesian surprise in a latent space representing the agent's current understanding of the dynamics of the system, drastically reducing the computational costs. We extensively evaluate our method by measuring the agent's performance in terms of environment exploration, for continuous tasks, and looking at the game scores achieved, for video games. Our model is computationally cheap and compares positively with current state-of-the-art methods on several problems. We also investigate the effects caused by stochasticity in the environment, which is often a failure case for curiosity-driven agents. In this regime, the results suggest that our approach is resilient to stochastic transitions.
Reinforcement learning (RL) aims at au-tonomously performing complex tasks. To this end, a reward signal is used to steer the learning process. While successful in many circumstances, the approach is typically data hungry, requiring large amounts of task-specific interaction between agent and environment to learn efficient behaviors. To alleviate this, unsupervised RL proposes to collect data through self-supervised interaction to accelerate task-specific adaptation. However, whether current unsupervised strategies lead to improved generalization capabilities is still un-clear, more so when the input observations are high-dimensional. In this work, we advance the field by closing the performance gap in the Unsupervised RL Benchmark, a collection of tasks to be solved in a data-efficient manner, after interacting with the environment in a self-supervised way. Our approach uses unsupervised exploration for collecting experience to pre-train a world model. Then, when fine-tuning for downstream tasks, the agent leverages the learned model and a hybrid planner to efficiently adapt for the given tasks, achieving comparable results to task-specific baselines, while using 20x less data. We extensively evaluate our work, comparing several exploration methods and improving the fine-tuning process by studying the interactions between the learned components. Furthermore, we investigate the lim-itations of the pre-trained agent, gaining insights into how these influence the decision process and shedding light on new research directions.
Bart Dhoedt合作论文数 University of Ghent;Department of Information Technology 16