Open-World Multi-Task Control Through Goal-Aware Representation Learning and Adaptive Horizon Prediction
Open accessAbstract
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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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.”
From Voyager: An Open-Ended Embodied Agent with Large Language Models (2023) · cites this paper as [54]
Cites
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Voyager: An Open-Ended Embodied Agent with Large Language Models
Wang, G., Xie, Y., Jiang, Y., Mandlekar, A., Xiao, C., Zhu, Y., Fan, L., & Anandkumar, A. (2023) · arXiv · doi:10.48550/arxiv.2305.16291 · Cited by 222 · see citing works
“[55] Shaofei Cai, Zihao Wang, Xiaojian Ma, Anji Liu, and Yitao Liang.”
Background<b>JARVIS</b> -1: Open-World Multi-Task Agents With Memory-Augmented Multimodal Language Models
Wang, Z., Cai, S., Liu, A., Jin, Y., Hou, J., Zhang, B., Lin, H., He, Z., Zheng, Z., Yang, Y., et al. (2025) · IEEE Transactions on Pattern Analysis and Machine Intelligence · doi:10.1109/tpami.2024.3511593 · Cited by 36 · see citing works
“Compared to canonical scenarios with relatively small scale, simple dynamics, and limited tasks, open-world environments impose substantial challenges to building agents that can accomplish a diverse set of tasks [14, 18, 17, 23, 9, 49, 10].”
Self-citation
- 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
- green
- arxiv.org
- 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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