A critical challenge in developing capable AI agents is defining their "action space''—the set of possible actions they can take. These spaces can range widely, from generating code and using language skills to operating on latent representations or raw joystick controls. Through a large-scale study in Minecraft, we discovered a major dilemma: no single action space is universally best. The most effective action space is highly task-dependent, which complicates the goal of building one generalist agent that can handle everything. To solve this, we introduce Chain-of-Action (CoA), a novel framework that unifies high-level abstracted actions and low-level control actions within a single model. With CoA, an abstract goal is not just a final command; instead, it serves as an intermediate reasoning step that guides the model to generate the precise, executable actions needed to complete the task. Furthermore, we show that an All-in-One generalist agent, trained on a diverse mix of action spaces using CoA, learns a more generalizable policy. This unified agent achieves a new state-of-the-art, outperforming strong, specialized baselines. To support the research community, we are releasing the OpenHA (Open Hierarchical Agents) suite, which includes our benchmark of over 800 tasks, curated datasets, source code, and all model checkpoints at: \url{https://anonymous.4open.science/anonymize/OpenHA-ACFE}.
Prevailing autonomous agents are often constrained by a single, predefined action space, which limits their generalization capabilities across diverse tasks and can introduce compounding errors through decoupled policy execution. To address these limitations, we introduce the Deep Hierarchical Agent (DeepHA), a unified architecture that operates across a mixture of heterogeneous action spaces, flexibly generating actions ranging from high-level semantic skills to low-level motor controls. We further propose a Chain-of-Action (CoA) reasoning framework, which enables the agent to use higher-level abstract actions as structured `thoughts' to guide the generation of more granular, subsequent actions. To manage the computational demands of this deep reasoning in long-horizon tasks, we develop a memory-efficient mechanism that dynamically compresses historical context and leverages Key-Value (KV) caching, reducing context length by approximately 75% without sacrificing performance. We conduct extensive evaluations on a new, large-scale benchmark of over 800 diverse Minecraft tasks. Results show that DHA significantly outperforms prior methods, establishing a new state-of-the-art and demonstrating superior generalization, particularly in complex, multi-step planning tasks. Our work presents a novel, unified framework for building more capable and efficient autonomous agents.
A tool call can be perfectly valid yet still leave an autonomous agent unable to determine what to do next. For example, if an external effect commits but its response is lost, committed and uncommitted states may become indistinguishable to the agent even though they require different continuation actions. We study this gap between callability and operability: whether a tool interface exposes the action-relevant state and semantics needed for an agent to continue safely under operational uncertainty. We operationalize tool operability through Agent-First Tooling (AFT), a set of interface mechanisms spanning selective capability discovery, execution lifecycle and recovery, explicit external-effect semantics, machine-readable results, and postcondition verification. We introduce AFT-Bench, a controlled interface-intervention framework that holds the task, backend, initial state, injected failure, agent, and language model fixed while varying the interface exposed to the agent.
Autonomous end-to-end agents are increasingly required to operate in environments where actions are not derived directly from the environment's raw actions but instead selected from higher-level action spaces. These actions are then mapped to the corresponding low-level interactions with the environment through controllers. In existing research, the action space is typically predefined. However, in practice, the optimal action space is context-dependent and difficult to determine in advance. For example, in complex domains such as Minecraft, relying solely on low-level raw actions or high-level planning actions is insufficient to handle the wide range of open-ended tasks, which vary in complexity and time horizons. The effective granularity of the control inevitably varies depending on the situation.To address this challenge, we propose CrossAgent, which introduces a novel adaptive action-space selection framework. CrossAgent is built through two stages of reinforcement learning fine-tuning: cold-start single-step reinforcement learning and multi-step reinforcement learning. Within Minecraft, we define three complementary action spaces: motion, grounding, and raw action—each with distinct advantages and limitations. Our framework enables agents to dynamically switch among these spaces and balance task rewards against reasoning costs.Experiments on over 30 diverse tasks in Minecraft demonstrate that CrossAgent exhibits strong long-horizon planning, precise execution, generalization, and efficiency, significantly outperforming fixed-action baselines. These results highlight the critical role of dynamic action-space adaptation in the development of generalist agents capable of tackling open-ended environments.
We tackle the task of long-form music generation–particularly the challenging lyrics-to-song problem–by introducing YuE, a family of open foundation models based on the LLaMA2 architecture. Specifically, YuE scales to trillions of tokens and generates up to five minutes of music while maintaining lyrical alignment, coherent musical structure, and engaging vocal melodies with appropriate accompaniment. It achieves this through (1) track-decoupled next-token prediction to overcome dense mixture signals, (2) structural progressive conditioning for long-context lyrical alignment, and (3) a multitask, multiphase pre-training recipe to converge and generalize. In addition, we redesign the in-context learning technique for music generation, enabling versatile style transfer (e.g., converting Japanese city pop into an English rap while preserving the original accompaniment) and bidirectional generation. Through extensive evaluation, we demonstrate that YuE matches or even surpasses some of the proprietary systems in musicality and vocal agility. In addition, fine-tuning YuE enables additional controls and enhanced support for tail languages. Furthermore, beyond generation, we show that YuE's learned representations can perform well on music understanding tasks, where the results of YuE match or exceed state-of-the-art methods on the MARBLE benchmark. Keywords: lyrics2song, song generation, long-form, foundation model, music generation
Embodied Artificial Intelligence (AI) has recently attracted significant attention as it bridges AI with the physical world. Modern embodied AI systems often combine a Large Language Model (LLM)-based planner for high-level task planning and a reinforcement learning (RL)-based controller for low-level action generation, enabling embodied agents to tackle complex tasks in real-world environments. However, deploying embodied agents remains challenging due to their high computation requirements, especially for battery-powered local devices. Although techniques like lowering operating voltage can improve energy efficiency, they can introduce bit errors and result in task failures. In this work, we propose CREATE, a general design principle that leverages heterogeneous resilience at different layers for synergistic energy-reliability co-optimization. For the first time, we conduct a comprehensive error injection study on modern embodied AI systems and observe an inherent but heterogeneous fault tolerance. Building upon these insights, we develop an anomaly detection and clearance mechanism at the circuit level to eliminate outlier errors. At the model level, we propose a weight-rotation-enhanced planning algorithm to improve the fault tolerance of the LLM-based planner. Furthermore, we introduce an application-level technique, autonomy-adaptive voltage scaling, to dynamically adjust the operating voltage of the controllers. The voltage scaling circuit is co-designed to enable online voltage adjustment. Extensive experiments demonstrate that without compromising task quality, CREATE achieves 40.6% computational energy savings on average over nominal-voltage baselines and 35.0% over prior-art techniques. This further leads to 29.5% to 37.3% chip-level energy savings and approximately a 15% to 30% improvement in battery life.
Video-to-music (V2M) generation aims to create music that aligns with visual content. However, two main challenges persist in existing methods: (1) the lack of explicit rhythm modeling hinders audiovisual temporal alignments; (2) effectively integrating various visual features to condition music generation remains non-trivial. To address these issues, we propose Diff-V2M, a general V2M framework based on a hierarchical conditional diffusion model, comprising two core components: visual feature extraction and conditional music generation. For rhythm modeling, we begin by evaluating several rhythmic representations, including low-resolution mel-spectrograms, tempograms, and onset detection functions (ODF), and devise a rhythmic predictor to infer them directly from videos. To ensure contextual and affective coherence, we also extract semantic and emotional features. All features are incorporated into the generator via a hierarchical cross-attention mechanism, where emotional features shape the affective tone via the first layer, while semantic and rhythmic features are fused in the second cross-attention layer. To enhance feature integration, we introduce timestep-aware fusion strategies, including feature-wise linear modulation (FiLM) and weighted fusion, allowing the model to adaptively balance semantic and rhythmic cues throughout the diffusion process. Extensive experiments identify low-resolution ODF as a more effective signal for modeling musical rhythm and demonstrate that Diff-V2M outperforms existing models on both in-domain and out-of-domain datasets, achieving state-of-the-art performance in terms of objective metrics and subjective comparisons.
Goal-conditioned policies enable decision-making models to execute diverse behaviors based on specified goals, yet their downstream performance is often highly sensitive to the choice of instructions or prompts. To bypass the limitations of discrete text prompts, we formulate post-training adaptation as a latent control problem, where the goal embedding serves as a continuous control variable to modulate the behavior of a frozen policy. We propose Preference Goal Tuning (PGT), a framework that optimizes this latent control variable to align the induced trajectory distribution with task preferences. Unlike standard fine-tuning that updates policy parameters, PGT keeps the policy frozen and updates only the latent goal using a trajectory-level preference objective. This approach essentially searches for the optimal conditioning input that maximizes the likelihood of preferred behaviors while suppressing undesirable ones. We evaluate PGT on the Minecraft SkillForge benchmark across 17 tasks. With minimal data, PGT achieves average relative improvements of 72.0\% and 81.6\% on two foundation policies, consistently outperforming expert-crafted prompts. Crucially, by decoupling task alignment (latent goal) from physical dynamics (frozen policy), PGT surpasses full fine-tuning by 13.4\% in out-of-distribution settings, demonstrating superior robustness and generalization.
Text-to-music generation has advanced rapidly, but current systems still rely primarily on global text prompts, leaving the structural organization of generated music implicit and difficult to inspect, control, or revise before audio generation. To address this issue, we introduce MusicLayout, an explicit intermediate representation for controlling musical structure in text-to-music generation. MusicLayout describes a musical piece as a time-aligned layout of sections, textures, repetitions, variations, and instrument-level arrangements, serving as an interpretable planning layer between textual intent and the generated music. We integrate MusicLayout into a text-to-music framework built on a unified autoregressive formulation, where the model first generates a MusicLayout representation and subsequently predicts audio tokens conditioned on this representation within a single sequence. The resulting MusicLayout can be inspected and modified prior to audio generation, providing a mechanism for layout-level structural control. We evaluate MusicLayout through layout-conditioned generation, layout manipulation experiments, and matched-data ablations, providing evidence that explicit layout planning can improve long-range structural organization and support layout-level control.
Embodied Artificial Intelligence (AI) has recently attracted significant attention as it bridges AI with the physical world. Modern embodied AI systems often combine a Large Language Model (LLM)-based planner for high-level task planning and a reinforcement learning (RL)-based controller for low-level action generation, enabling embodied agents to tackle complex tasks in real-world environments. However, deploying embodied agents remains challenging due to their high computation requirements, especially for battery-powered local devices. Although techniques like lowering operating voltage can improve energy efficiency, they can introduce bit errors and result in task failures. In this work, we propose CREATE, a general design principle that leverages heterogeneous resilience at different layers for synergistic energy-reliability co-optimization. For the first time, we conduct a comprehensive error injection study on modern embodied AI systems and observe an inherent but heterogeneous fault tolerance. Building upon these insights, we develop an anomaly detection and clearance mechanism at the circuit level to eliminate outlier errors. At the model level, we propose a weight-rotation-enhanced planning algorithm to improve the fault tolerance of the LLM-based planner. Furthermore, we introduce an application-level technique, autonomy-adaptive voltage scaling, to dynamically adjust the operating voltage of the controllers. The voltage scaling circuit is co-designed to enable online voltage adjustment. Extensive experiments demonstrate that without compromising task quality, CREATE achieves 40.6
ABSTRACT The concept of the intelligent agent represents a long‐standing pursuit in artificial intelligence. Recent breakthroughs in large language models (LLMs) have catalyzed a paradigm shift, enabling the development of sophisticated agents that exhibit advanced reasoning, planning, and tool‐use capabilities across diverse domains. These LLM‐based agents, which leverage natural language as a universal interface for cognition and interaction, are rapidly advancing from theoretical constructs to practical applications, ranging from autonomous task assistants to complex multi‐agent simulations of social and economic systems. This paper provides an integrative survey of this burgeoning field. We first establish an organizing framework for understanding LLM‐based agents, systematically deconstructing both single‐agent and multi‐agent systems into their core components. We analyze the architectural principles and key mechanisms that underpin their intelligence, including planning paradigms, memory structures, and reflection‐based self‐improvement. We further investigate the dynamics of multi‐agent systems, exploring coordination strategies, communication protocols, and organizational structures. The paper also covers the crucial aspects of performance evaluation, highlighting influential benchmarks and identifying key challenges. Finally, we synthesize the current landscape to discuss the primary challenges, such as the intrinsic limitations of LLMs and the complexities of ensuring safety and alignment, and chart a course for future research directions, including the drive toward continual learning and enhanced multi‐modal capabilities.
Pre-trained language models in natural language processing (NLP) have substantially advanced music understanding and generation. However, traditional pre-training methods for symbolic melody generation are limited in their ability to capture multi-scale, multi-dimensional musical structures, primarily due to fundamental differences between textual and musical domains. In addition, the scarcity of large-scale symbolic melody datasets constrains further progress. In this paper, we introduce MelodyGLM, a novel multi-task pre-training framework tailored for structured symbolic melody generation. MelodyGLM enhances autoregressive blank infilling pre-training through melodic n-gram and long-span sampling strategies, which target local and global structural modeling, respectively. Specifically, we define three types of melodic n-grams (pitch-based, rhythm-based, and pitch-rhythm hybrid) to model multi-dimensional melodic structures and their intra- and inter-dimensional dependencies. Furthermore, we construct MelodyNet, one of the largest symbolic melody datasets for pre-training, which comprises 440,102 melody pieces extracted from nearly 1.6 million MIDI files. Both subjective and objective evaluations demonstrate that MelodyGLM outperforms previous masked pre-training methods and other symbolic music generation models in modeling melodic structure. In particular, subjective evaluations show that MelodyGLM achieves average gains of 0.75 and 0.69 points in melody continuation and inpainting tasks, respectively, across consistency, rhythmicity, structure, and overall quality.
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
Long-context video understanding in Multimodal Large Language Models (MLLMs) faces a critical challenge: balancing computational efficiency with the retention of fine-grained spatio-temporal patterns. Existing approaches (e.g., sparse sampling, dense sampling with low resolution, and token compression) suffer from significant information loss in temporal dynamics, spatial details, or subtle interactions, particularly in videos with complex motion or varying resolutions. To address this, we propose Mavors, a novel framework that introduces Multi-granularity video representation for holistic long-video modeling. Specifically, Mavors directly encodes raw video content into latent representations through two core components: 1) an Intra-chunk Vision Encoder (IVE) that preserves high-resolution spatial features via 3D convolutions and Vision Transformers, and 2) an Inter-chunk Feature Aggregator (IFA) that establishes temporal coherence across chunks using transformer-based dependency modeling with chunk-level rotary position encodings. Moreover, the framework unifies image and video understanding by treating images as single-frame videos via sub-image decomposition. Experiments across diverse benchmarks demonstrate Mavors' superiority in maintaining both spatial fidelity and temporal continuity, significantly outperforming existing methods in tasks requiring fine-grained spatio-temporal reasoning.
The choice of action spaces is a critical yet unresolved challenge in developing capable, end-to-end trainable agents. This paper first presents a large-scale, systematic comparison of prominent abstracted action spaces and tokenizers for Vision-Language-Action (VLA) or hierarchical agent models in the open-ended Minecraft. Our analysis reveals that no single action space is universally optimal; instead, the most effective abstraction is highly task-dependent, creating a dilemma for building generalist agents. To resolve this, we introduce Chain of Action (CoA), a novel framework that unifies high-level planning and low-level control within a single, monolithic VLA model. CoA treats an abstracted action not as a command for a separate policy, but as an intermediate reasoning step–akin to a chain of thought–that guides the generation of the final, executable action. Furthermore, we demonstrate that an All-in-One agent trained on a diverse mixture of action spaces using the CoA paradigm learns a more robust and generalizable policy. This unified agent achieves a new state-of-the-art, improving the overall task success rate over strong, specialized baselines. To foster reproducible research, we release the OpenHA (Open Hierarchical Agents) suite, which includes our comprehensive benchmark of over 800 distinct tasks, curated datasets, source code, and all pretrained model checkpoints at https://github.com/CraftJarvis/OpenHA
The paradigm of agentic AI is shifting from engineered complex workflows to post-training native models. However, existing agents are typically confined to static, predefined action spaces–such as exclusively using APIs, GUI events, or robotic commands. This rigidity limits their adaptability in dynamic environments where the optimal granularity of interaction varies contextually. To bridge this gap, we propose CrossAgent, a unified agentic model that masters heterogeneous action spaces and autonomously selects the most effective interface for each step of a trajectory. We introduce a comprehensive training pipeline that integrates cold-start supervised fine-tuning with a Multi-Turn Group Relative Policy Optimization (GRPO) algorithm. This approach enables the agent to learn adaptive action switching–balancing high-level efficiency with low-level precision–without human-specified rules. Extensive experiments on over 800 tasks in the open-world Minecraft environment demonstrate that CrossAgent achieves state-of-the-art performance. By dynamically leveraging the strengths of diverse action spaces, our model significantly outperforms fixed-action baselines, exhibiting superior generalization and efficiency in long-horizon reasoning. All code and models are available at https://github.com/CraftJarvis/OpenHA
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
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
We present Game-TARS, a generalist game agent trained with a unified, scalable action space anchored to human-aligned native keyboard-mouse inputs. Unlike API- or GUI-based approaches, this paradigm enables large-scale continual pre-training across heterogeneous domains, including OS, web, and simulation games. Game-TARS is pre-trained on over 500B tokens with diverse trajectories and multimodal data. Key techniques include a decaying continual loss to reduce causal confusion and an efficient Sparse-Thinking strategy that balances reasoning depth and inference cost. Experiments show that Game-TARS achieves about 2 times the success rate over the previous sota model on open-world Minecraft tasks, is close to the generality of fresh humans in unseen web 3d games, and outperforms GPT-5, Gemini-2.5-Pro, and Claude-4-Sonnet in FPS benchmarks. Scaling results on training-time and test-time confirm that the unified action space sustains improvements when scaled to cross-game and multimodal data. Our results demonstrate that simple, scalable action representations combined with large-scale pre-training provide a promising path toward generalist agents with broad computer-use abilities.
With powerful large language models (LLMs) demonstrating superhuman reasoning capabilities, a critical question arises: Do LLMs genuinely reason, or do they merely recall answers from their extensive, web-scraped training datasets? Publicly released benchmarks inevitably become contaminated once incorporated into subsequent LLM training sets, undermining their reliability as faithful assessments. To address this, we introduce KUMO, a generative evaluation framework designed specifically for assessing reasoning in LLMs. KUMO synergistically combines LLMs with symbolic engines to dynamically produce diverse, multi-turn reasoning tasks that are partially observable and adjustable in difficulty. Through an automated pipeline, KUMO continuously generates novel tasks across open-ended domains, compelling models to demonstrate genuine generalization rather than memorization. We evaluated 23 state-of-the-art LLMs on 5,000 tasks across 100 domains created by KUMO, benchmarking their reasoning abilities against university students. Our findings reveal that many LLMs have outperformed university-level performance on easy reasoning tasks, and reasoning-scaled LLMs reach university-level performance on complex reasoning challenges. Moreover, LLM performance on KUMO tasks correlates strongly with results on newly released real-world reasoning benchmarks, underscoring KUMO's value as a robust, enduring assessment tool for genuine LLM reasoning capabilities.