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JARVIS-VLA: Post-Training Large-Scale Vision Language Models to Play Visual Games with Keyboards and Mouse

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arxiv 2503.16365 v2 pith:ML4WTEX5 submitted 2025-03-20 cs.CV cs.AI

classification cs.CVcs.AI
keywords modelsvisualpost-traininglanguagetasksactionapproachatomic
verification ladder T0 review T1 audit T2 compute T3 formal
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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% improvement over the best agent baseline on a diverse set of atomic tasks. Furthermore, we demonstrate that our approach surpasses traditional imitation learning-based policies in Minecraft, achieving state-of-the-art performance. We have open-sourced the code, models, and datasets to foster further research. The project page can be found in https://craftjarvis.github.io/JarvisVLA.

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Cited by 8 Pith papers

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score.

  1. Do Vision-Language-Models show human-like logical problem-solving capability in point and click puzzle games?

    cs.AI 2026-05 unverdicted novelty 7.0 of 10

    VLATIM benchmark reveals large VLMs excel at high-level planning in physics puzzles but struggle with precise visual grounding and mouse control, so they lack human-like problem-solving capabilities.

  2. World2Minecraft: Occupancy-Driven Simulated Scenes Construction

    cs.CV 2026-04 unverdicted novelty 7.0 of 10

    World2Minecraft turns real scenes into Minecraft worlds via occupancy prediction and releases a large indoor occupancy dataset to improve such models.

  3. DREAM-S: Speculative Decoding with Searchable Drafting and Target-Aware Refinement for Multimodal Generation

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    DREAM-S combines neural architecture search, target-aware supernet training, and attention-entropy-guided distillation to accelerate speculative decoding in VLMs, reporting up to 3.85x speedup over standard methods.

  4. GameWorld: Towards Standardized and Verifiable Evaluation of Multimodal Game Agents

    cs.CV 2026-04 unverdicted novelty 6.0 of 10

    GameWorld is a new benchmark providing standardized interfaces, 34 games, 170 tasks, and verifiable outcome metrics to evaluate multimodal large language model agents in video game environments.

  5. Society of Mind Meets Real-Time Strategy: A Hierarchical Multi-Agent Framework for Strategic Reasoning

    cs.AI 2025-08 conditional novelty 6.0 of 10

    A hierarchical framework of specialized imitation agents plus a strategic planner improves win rates and cuts LLM calls in text-based StarCraft II across all race matchups.

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

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    The survey frames VLA models as pipelines that generate progressively grounded action tokens and classifies those tokens into eight types to guide future development.

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