Cited by 12Reinforcement Learning in RoboticsArtificial Intelligence in GamesDomain Adaptation and Few-Shot Learning

Open-World Multi-Task Control Through Goal-Aware Representation Learning and Adaptive Horizon Prediction

Open access
Cai, Shaofei, Wang, Zihao, Ma, Xiaojian, Liu, Anji, Liang, Yitao·2023·2023 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR)

Abstract

We study the problem of learning goal-conditioned policies in Minecraft, a popular, widely accessible yet challenging open-ended environment for developing human-level multi-task agents. We first identify two main challenges of learning such policies: 1) the indistinguishability of tasks from the state distribution, due to the vast scene diversity, and 2) the non-stationary nature of environment dynamics caused by partial observability. To tackle the first challenge, we propose Goal-Sensitive Backbone (GSB) for the policy to encourage the emergence of goal-relevant visual state representations. To tackle the second challenge, the policy is further fueled by an adaptive horizon prediction module that helps alleviate the learning uncertainty brought by the non-stationary dynamics. Experiments on 20 Minecraft tasks show that our method significantly outperforms the best baseline so far; in many of them, we double the performance. Our ablation and exploratory studies then explain how our approach beat the counterparts and also unveil the surprising bonus of zero-shot generalization to new scenes (biomes). We hope our agent could help shed some light on learning goal-conditioned, multi-task agents in challenging, open-ended environments like Minecraft. The code is released at https://github.com/CraftJarvis/MC-Controller.

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Crossref · 10.1109/cvpr52729.2023.01320

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7 of 7 references verified0 citation errors · 0 not checkable

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  • It would not be an apple-to-apple comparison to directly compare with prior methods that take Minecraft screen pixels as input and output low-level controls, because VOYAGER relies on the high-level Mineflayer API to control the agent.

    “Note that we do not directly compare with prior methods that take Minecraft screen pixels as input and output low-level controls [53-55]. It would not be an apple-to-apple comparison, because we rely on the high-level Mineflayer [52] API to control the agent.”

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Authors
Cai, S., Wang, Z., Ma, X., Liu, A., & Liang, Y.
Affiliations
  • Peking University (CN)
  • University of California, Los Angeles (US)
Venue
2023 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR)
Publisher
IEEE
Published
2023-06
Pages
13734-13744
ISSN
1063-6919 (ISSN-L)
OpenAlex
W4386065365
Cited by
12
References
7
Citations by year
2026: 1 · 2025: 4 · 2024: 6 · 2023: 1
FWCI
2.13
Type
conference paper
Language
en
Open access
Locations
  • IEEE Computer Society Conference on Computer Vision and Pattern Recognition/Proceedings - IEEE Computer Society Conference on Computer Vision and Pattern Recognition/Proceedings (publishedVersion)
  • arXiv (Cornell University) (submittedVersion, cc-by)
  • arXiv (Cornell University) (cc-by)
Funders
  • National Key R&D Program of China (2022ZD0160301)
  • NSF (IIS-1943641,IIS-1956441,CCF-1837129)
Topics
  • Physical Sciences › Computer Science › Artificial Intelligence › Reinforcement Learning in Robotics
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
  • Physical Sciences › Computer Science › Artificial Intelligence › Domain Adaptation and Few-Shot Learning
Keywords
goal-conditioned policies, multi-task learning, open-ended environments, Minecraft, representation learning, non-stationary dynamics, partial observability, zero-shot generalization

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