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Shaofei Cai

Publications and source records attributed to Shaofei Cai.

At least 19 recordsLinked to original sources

CREATE: Cross-Layer Resilience Characterization and Optimization for Efficient yet Reliable Embodied AI Systems

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.

cs.AR

SmartSnap: Proactive Evidence Seeking for Self-Verifying Agents

Agentic reinforcement learning (RL) holds great promise for the development of autonomous agents under complex GUI tasks, but its scalability remains severely hampered by the verification of task completion. Existing task verification is treated as a passive, post-hoc process: a verifier (i.e., rule-based scoring script, reward or critic model, and LLM-as-a-Judge) analyzes the agent's entire interaction trajectory to determine if the agent succeeds. Such processing of verbose context that contains irrelevant, noisy history poses challenges to the verification protocols and therefore leads to prohibitive cost and low reliability. To overcome this bottleneck, we propose SmartSnap, a paradigm shift from this passive, post-hoc verification to proactive, in-situ self-verification by the agent itself. We introduce the Self-Verifying Agent, a new type of agent designed with dual missions: to not only complete a task but also to prove its accomplishment with curated snapshot evidences. Guided by our proposed 3C Principles (Completeness, Conciseness, and Creativity), the agent leverages its accessibility to the online environment to perform self-verification on a minimal, decisive set of snapshots. Such evidences are provided as the sole materials for a general LLM-as-a-Judge verifier to determine their validity and relevance. Experiments on mobile tasks across model families and scales demonstrate that our SmartSnap paradigm allows training LLM-driven agents in a scalable manner, bringing performance gains up to 26.08% and 16.66% respectively to 8B and 30B models. The synergizing between solution finding and evidence seeking facilitates the cultivation of efficient, self-verifying agents with competitive performance against DeepSeek V3.1 and Qwen3-235B-A22B. Code is available at: https://github.com/TencentYoutuResearch/SmartSnap

cs.CL

DeepSeek-V3.2: Pushing the Frontier of Open Large Language Models

We introduce DeepSeek-V3.2, a model that harmonizes high computational efficiency with superior reasoning and agent performance. The key technical breakthroughs of DeepSeek-V3.2 are as follows: (1) DeepSeek Sparse Attention (DSA): We introduce DSA, an efficient attention mechanism that substantially reduces computational complexity while preserving model performance in long-context scenarios. (2) Scalable Reinforcement Learning Framework: By implementing a robust reinforcement learning protocol and scaling post-training compute, DeepSeek-V3.2 performs comparably to GPT-5. Notably, our high-compute variant, DeepSeek-V3.2-Speciale, surpasses GPT-5 and exhibits reasoning proficiency on par with Gemini-3.0-Pro, achieving gold-medal performance in both the 2025 International Mathematical Olympiad (IMO) and the International Olympiad in Informatics (IOI). (3) Large-Scale Agentic Task Synthesis Pipeline: To integrate reasoning into tool-use scenarios, we developed a novel synthesis pipeline that systematically generates training data at scale. This methodology facilitates scalable agentic post-training, yielding substantial improvements in generalization and instruction-following robustness within complex, interactive environments.

cs.CL

CUARewardBench: A Benchmark for Evaluating Reward Models on Computer-using Agent

Computer-using agents (CUAs) enable task completion through natural interaction with operating systems and software interfaces. While script-based verifiers are widely adopted for evaluation, they suffer from limited scalability and inability to provide step-wise assessment. Reward models offer promising alternatives, but their effectiveness on CUA evaluation remains largely underexplored. To address this gap, we present CUARewardBench, comprising four key contributions: (1) First-ever Comprehensive CUA Reward Benchmark: We introduce the first benchmark for evaluating both outcome reward models (ORM) and process reward models (PRM) on CUA tasks, enabling systematic assessment across trajectory-level and step-level evaluation. (2) Diverse, Practical and Reliable Dataset: CUARewardBench encompasses trajectories from 10 software categories and 7 agent architectures with varying performance levels (25.9%-50.8% success rates). All trajectories are expertly annotated through carefully designed protocols, with rigorous quality control to ensure reliability and practical applicability. (3) Comprehensive Analysis and Insights: Through extensive experiments across 7 vision-language models and 3 prompt templates, we reveal critical limitations of current CUA RMs, including insufficient visual reasoning capabilities, knowledge deficiencies, and the superiority of general VLMs over specialized CUA models for reward evaluation. (4) Unanimous Prompt Ensemble (UPE): Based on the insights from our comprehensive analysis, we propose UPE, a novel ensemble method that significantly enhances reward model reliability through strict unanimous voting and strategic prompt-template configurations. UPE achieves 89.8% precision and 93.3% NPV for ORM, and 81.7% precision and 85.1% NPV for PRM, substantially outperforming single VLMs and traditional ensemble approaches.

cs.SE

UniCode: Augmenting Evaluation for Code Reasoning

Current coding benchmarks often inflate Large Language Model (LLM) capabilities due to static paradigms and data contamination, enabling models to exploit statistical shortcuts rather than genuine reasoning. To address this, we introduce UniCode, a generative evaluation framework that systematically probes LLM limits via: (1) multi-dimensional augmentation transforming seed problems into complex variations to disrupt fixed algorithmic patterns; (2) a highly reliable, automated test generation pipeline for scalable evaluation; and (3) fine-grained metrics for rich error signals. Experiments reveal a 31.2% performance collapse in state-of-the-art models on UniCode, primarily driven by deficiencies in conceptual modeling and scalability reasoning rather than syntactic errors. Furthermore, we uncover a seed-problem regression where models revert to memorized seed logic rather than following new specifications, signaling a reliance on shortcuts over reasoning. This work validates UniCode as a robust framework to expose model fragility and foster reasoning-oriented code intelligence.

cs.SE

Learn the Ropes, Then Trust the Wins: Self-imitation with Progressive Exploration for Agentic Reinforcement Learning

Reinforcement learning (RL) is the dominant paradigm for sharpening strategic tool use capabilities of LLMs on long-horizon, sparsely-rewarded agent tasks, yet it faces a fundamental challenge of exploration-exploitation trade-off. Existing studies stimulate exploration through the lens of policy entropy, but such mechanical entropy maximization is prone to RL instability due to the multi-turn distribution shifting. In this paper, we target the progressive exploration-exploitation balance under the guidance of the agent's own experiences without succumbing to either entropy collapsing or runaway divergence. We propose SPEAR, a self-imitation learning (SIL) recipe for training agentic LLMs. It extends the vanilla SIL, where a replay buffer stores good experience for off-policy update, by gradually steering the policy entropy across stages. Specifically, the proposed curriculum scheduling harmonizes intrinsic reward shaping and self-imitation to 1) expedite exploration via frequent tool interactions at the beginning, and 2) strengthen exploitation of successful tactics upon convergence towards familiarity with the environment. We also combine bag-of-tricks of industrial RL optimizations for a strong baseline Dr.BoT to demonstrate our effectiveness. In ALFWorld and WebShop, SPEAR increases the success rates of GRPO/GiGPO/Dr.BoT by up to 16.1%/5.1%/8.6% and 20.7%/11.8%/13.9%, respectively. In AIME24 and AIME25, SPEAR boosts Dr.BoT by up to 3.8% and 6.1%, respectively. Such gains incur only 10%-25% extra theoretical complexity and negligible runtime overhead in practice, demonstrating the plug-and-play scalability of SPEAR.

cs.LG

Scalable Multi-Task Reinforcement Learning for Generalizable Spatial Intelligence in Visuomotor Agents

While Reinforcement Learning (RL) has achieved remarkable success in language modeling, its triumph hasn't yet fully translated to visuomotor agents. A primary challenge in RL models is their tendency to overfit specific tasks or environments, thereby hindering the acquisition of generalizable behaviors across diverse settings. This paper provides a preliminary answer to this challenge by demonstrating that RL-finetuned visuomotor agents in Minecraft can achieve zero-shot generalization to unseen worlds. Specifically, we explore RL's potential to enhance generalizable spatial reasoning and interaction capabilities in 3D worlds. To address challenges in multi-task RL representation, we analyze and establish cross-view goal specification as a unified multi-task goal space for visuomotor policies. Furthermore, to overcome the significant bottleneck of manual task design, we propose automated task synthesis within the highly customizable Minecraft environment for large-scale multi-task RL training, and we construct an efficient distributed RL framework to support this. Experimental results show RL significantly boosts interaction success rates by $4\times$ and enables zero-shot generalization of spatial reasoning across diverse environments, including real-world settings. Our findings underscore the immense potential of RL training in 3D simulated environments, especially those amenable to large-scale task generation, for significantly advancing visuomotor agents' spatial reasoning.

cs.RO

A Survey on Vision-Language-Action Models: An Action Tokenization Perspective

The remarkable advancements of vision and language foundation models in multimodal understanding, reasoning, and generation has sparked growing efforts to extend such intelligence to the physical world, fueling the flourishing of vision-language-action (VLA) models. Despite seemingly diverse approaches, we observe that current VLA models can be unified under a single framework: vision and language inputs are processed by a series of VLA modules, producing a chain of \textit{action tokens} that progressively encode more grounded and actionable information, ultimately generating executable actions. We further determine that the primary design choice distinguishing VLA models lies in how action tokens are formulated, which can be categorized into language description, code, affordance, trajectory, goal state, latent representation, raw action, and reasoning. However, there remains a lack of comprehensive understanding regarding action tokens, significantly impeding effective VLA development and obscuring future directions. Therefore, this survey aims to categorize and interpret existing VLA research through the lens of action tokenization, distill the strengths and limitations of each token type, and identify areas for improvement. Through this systematic review and analysis, we offer a synthesized outlook on the broader evolution of VLA models, highlight underexplored yet promising directions, and contribute guidance for future research, hoping to bring the field closer to general-purpose intelligence.

cs.RO

LoopNav: Benchmarking Spatial Consistency in World Models

The ability to simulate the world in a spatially consistent manner is a crucial requirement for effective world models. Such a model enables high-quality visual generation, and also ensures the reliability of world models for downstream tasks such as simulation and planning. It must not only retain long-horizon observational information, but also enables the construction of explicit or implicit internal spatial representations. However, existing datasets do not explicitly enforce spatial consistency constraints, limiting both the ability to systematically evaluate this capability and to learn it through data-driven approaches. Furthermore, most existing benchmarks primarily emphasize visual coherence or generation quality, neglecting the requirement of long-range spatial consistency. To bridge this gap, we propose LoopNav, a dataset and corresponding benchmark centered on loop-based navigation for evaluating spatial consistency. The dataset comprises 250 hours (20 million frames) of loop-based navigation videos with actions, collected from diverse locations in the open-world environment of Minecraft. We further introduce a Scene Graph Consistency Score to quantify spatial consistency while remaining invariant to pixel-level variations. Dataset, benchmark, and code are open-sourced to support future research.

cs.CV

Open-World Skill Discovery from Unsegmented Demonstrations

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% and 52.1% on short-term atomic skill tasks, and their corresponding hierarchical agents by 11.3% and 20.8% on long-horizon tasks. Our method can leverage the diverse YouTube videos to train instruction-following agents. The project page can be found in https://craftjarvis.github.io/SkillDiscovery.

cs.CV

ROCKET-2: Steering Visuomotor Policy via Cross-View Goal Alignment

We aim to develop a goal specification method that is semantically clear, spatially sensitive, domain-agnostic, and intuitive for human users to guide agent interactions in 3D environments. Specifically, we propose a novel cross-view goal alignment framework that allows users to specify target objects using segmentation masks from their camera views rather than the agent's observations. We highlight that behavior cloning alone fails to align the agent's behavior with human intent when the human and agent camera views differ significantly. To address this, we introduce two auxiliary objectives: cross-view consistency loss and target visibility loss, which explicitly enhance the agent's spatial reasoning ability. According to this, we develop ROCKET-2, a state-of-the-art agent trained in Minecraft, achieving an improvement in the efficiency of inference 3x to 6x compared to ROCKET-1. We show that ROCKET-2 can directly interpret goals from human camera views, enabling better human-agent interaction. Remarkably, ROCKET-2 demonstrates zero-shot generalization capabilities: despite being trained exclusively on the Minecraft dataset, it can adapt and generalize to other 3D environments like Doom, DMLab, and Unreal through a simple action space mapping.

cs.AI

MineStudio: A Streamlined Package for Minecraft AI Agent Development

Minecraft's complexity and diversity as an open world make it a perfect environment to test if agents can learn, adapt, and tackle a variety of unscripted tasks. However, the development and validation of novel agents in this setting continue to face significant engineering challenges. This paper presents MineStudio, an open-source software package designed to streamline the development of autonomous agents in Minecraft. MineStudio represents the first comprehensive integration of seven critical engineering components: simulator, data, model, offline pre-training, online fine-tuning, inference, and benchmark, thereby allowing users to concentrate their efforts on algorithm innovation. We provide a user-friendly API design accompanied by comprehensive documentation and tutorials. Our project is released at https://github.com/CraftJarvis/MineStudio.

cs.AI

GROOT-2: Weakly Supervised Multi-Modal Instruction Following Agents

Developing agents that can follow multimodal instructions remains a fundamental challenge in robotics and AI. Although large-scale pre-training on unlabeled datasets (no language instruction) has enabled agents to learn diverse behaviors, these agents often struggle with following instructions. While augmenting the dataset with instruction labels can mitigate this issue, acquiring such high-quality annotations at scale is impractical. To address this issue, we frame the problem as a semi-supervised learning task and introduce GROOT-2, a multimodal instructable agent trained using a novel approach that combines weak supervision with latent variable models. Our method consists of two key components: constrained self-imitating, which utilizes large amounts of unlabeled demonstrations to enable the policy to learn diverse behaviors, and human intention alignment, which uses a smaller set of labeled demonstrations to ensure the latent space reflects human intentions. GROOT-2's effectiveness is validated across four diverse environments, ranging from video games to robotic manipulation, demonstrating its robust multimodal instruction-following capabilities.

cs.AI

Preference Goal Tuning: Post-Training as Latent Control for Frozen Policies

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.

cs.AI

ROCKET-1: Mastering Open-World Interaction with Visual-Temporal Context Prompting

Vision-language models (VLMs) have excelled in multimodal tasks, but adapting them to embodied decision-making in open-world environments presents challenges. One critical issue is bridging the gap between discrete entities in low-level observations and the abstract concepts required for effective planning. A common solution is building hierarchical agents, where VLMs serve as high-level reasoners that break down tasks into executable sub-tasks, typically specified using language. However, language suffers from the inability to communicate detailed spatial information. We propose visual-temporal context prompting, a novel communication protocol between VLMs and policy models. This protocol leverages object segmentation from past observations to guide policy-environment interactions. Using this approach, we train ROCKET-1, a low-level policy that predicts actions based on concatenated visual observations and segmentation masks, supported by real-time object tracking from SAM-2. Our method unlocks the potential of VLMs, enabling them to tackle complex tasks that demand spatial reasoning. Experiments in Minecraft show that our approach enables agents to achieve previously unattainable tasks, with a $\mathbf{76}\%$ absolute improvement in open-world interaction performance. Codes and demos are now available on the project page: https://craftjarvis.github.io/ROCKET-1.

cs.CV

OmniJARVIS: Unified Vision-Language-Action Tokenization Enables Open-World Instruction Following Agents

This paper presents OmniJARVIS, a novel Vision-Language-Action (VLA) model for open-world instruction-following agents in Minecraft. Compared to prior works that either emit textual goals to separate controllers or produce the control command directly, OmniJARVIS seeks a different path to ensure both strong reasoning and efficient decision-making capabilities via unified tokenization of multimodal interaction data. First, we introduce a self-supervised approach to learn a behavior encoder that produces discretized tokens for behavior trajectories $\tau = \{o_0, a_0, \dots\}$ and an imitation learning policy decoder conditioned on these tokens. These additional behavior tokens will be augmented to the vocabulary of pretrained Multimodal Language Models. With this encoder, we then pack long-term multimodal interactions involving task instructions, memories, thoughts, observations, textual responses, behavior trajectories, etc into unified token sequences and model them with autoregressive transformers. Thanks to the semantically meaningful behavior tokens, the resulting VLA model, OmniJARVIS, can reason (by producing chain-of-thoughts), plan, answer questions, and act (by producing behavior tokens for the imitation learning policy decoder). OmniJARVIS demonstrates excellent performances on a comprehensive collection of atomic, programmatic, and open-ended tasks in open-world Minecraft. Our analysis further unveils the crucial design principles in interaction data formation, unified tokenization, and its scaling potentials. The dataset, models, and code will be released at https://craftjarvis.org/OmniJARVIS.

cs.LG

JARVIS-1: Open-World Multi-task Agents with Memory-Augmented Multimodal Language Models

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

cs.AI

GROOT: Learning to Follow Instructions by Watching Gameplay Videos

We study the problem of building a controller that can follow open-ended instructions in open-world environments. We propose to follow reference videos as instructions, which offer expressive goal specifications while eliminating the need for expensive text-gameplay annotations. A new learning framework is derived to allow learning such instruction-following controllers from gameplay videos while producing a video instruction encoder that induces a structured goal space. We implement our agent GROOT in a simple yet effective encoder-decoder architecture based on causal transformers. We evaluate GROOT against open-world counterparts and human players on a proposed Minecraft SkillForge benchmark. The Elo ratings clearly show that GROOT is closing the human-machine gap as well as exhibiting a 70% winning rate over the best generalist agent baseline. Qualitative analysis of the induced goal space further demonstrates some interesting emergent properties, including the goal composition and complex gameplay behavior synthesis. The project page is available at https://craftjarvis-groot.github.io.

cs.AI