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Guanzhi Wang

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

8 papers
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8

ICLR Conference 2025 Conference Paper

Strategist: Self-improvement of LLM Decision Making via Bi-Level Tree Search

  • Jonathan Light
  • Min Cai
  • Weiqin Chen 0003
  • Guanzhi Wang
  • Xiusi Chen
  • Wei Cheng
  • Yisong Yue
  • Ziniu Hu

Traditional reinforcement learning and planning require a lot of data and training to develop effective strategies. On the other hand, large language models (LLMs) can generalize well and perform tasks without prior training but struggle with complex planning and decision-making. We introduce **STRATEGIST**, a new approach that combines the strengths of both methods. It uses LLMs to generate and update high-level strategies in text form, while a Monte Carlo Tree Search (MCTS) algorithm refines and executes them. STRATEGIST is a general framework that optimizes strategies through self-play simulations without requiring any training data. We test STRATEGIST in competitive, multi-turn games with partial information, such as **Game of Pure Strategy (GOPS)** and **The Resistance: Avalon**, a multi-agent hidden-identity discussion game. Our results show that STRATEGIST-based agents outperform traditional reinforcement learning models, other LLM-based methods, and existing LLM agents while achieving performance levels comparable to human players.

ICLR Conference 2024 Conference Paper

Eureka: Human-Level Reward Design via Coding Large Language Models

  • Yecheng Jason Ma 0001
  • William Liang
  • Guanzhi Wang
  • De-An Huang
  • Osbert Bastani
  • Dinesh Jayaraman
  • Yuke Zhu
  • Linxi Fan

Large Language Models (LLMs) have excelled as high-level semantic planners for sequential decision-making tasks. However, harnessing them to learn complex low-level manipulation tasks, such as dexterous pen spinning, remains an open problem. We bridge this fundamental gap and present Eureka, a human-level reward design algorithm powered by LLMs. Eureka exploits the remarkable zero-shot generation, code-writing, and in-context improvement capabilities of state-of-the-art LLMs, such as GPT-4, to perform evolutionary optimization over reward code. The resulting rewards can then be used to acquire complex skills via reinforcement learning. Without any task-specific prompting or pre-defined reward templates, Eureka generates reward functions that outperform expert human-engineered rewards. In a diverse suite of 29 open-source RL environments that include 10 distinct robot morphologies, Eureka outperforms human experts on 83% of the tasks, leading to an average normalized improvement of 52%. The generality of Eureka also enables a new gradient-free in-context learning approach to reinforcement learning from human feedback (RLHF), readily incorporating human inputs to improve the quality and the safety of the generated rewards without model updating. Finally, using Eureka rewards in a curriculum learning setting, we demonstrate for the first time, a simulated Shadow Hand capable of performing pen spinning tricks, adeptly manipulating a pen in circles at rapid speed.

ICRA Conference 2024 Conference Paper

Open X-Embodiment: Robotic Learning Datasets and RT-X Models: Open X-Embodiment Collaboration

  • Abby O'Neill
  • Abdul Rehman
  • Abhiram Maddukuri
  • Abhishek Gupta 0004
  • Abhishek Padalkar
  • Abraham Lee
  • Acorn Pooley
  • Agrim Gupta

Large, high-capacity models trained on diverse datasets have shown remarkable successes on efficiently tackling downstream applications. In domains from NLP to Computer Vision, this has led to a consolidation of pretrained models, with general pretrained backbones serving as a starting point for many applications. Can such a consolidation happen in robotics? Conventionally, robotic learning methods train a separate model for every application, every robot, and even every environment. Can we instead train "generalist" X-robot policy that can be adapted efficiently to new robots, tasks, and environments? In this paper, we provide datasets in standardized data formats and models to make it possible to explore this possibility in the context of robotic manipulation, alongside experimental results that provide an example of effective X-robot policies. We assemble a dataset from 22 different robots collected through a collaboration between 21 institutions, demonstrating 527 skills (160266 tasks). We show that a high-capacity model trained on this data, which we call RT-X, exhibits positive transfer and improves the capabilities of multiple robots by leveraging experience from other platforms. The project website is robotics-transformer-x. github.io.

TMLR Journal 2024 Journal Article

Voyager: An Open-Ended Embodied Agent with Large Language Models

  • Guanzhi Wang
  • Yuqi Xie
  • Yunfan Jiang
  • Ajay Mandlekar
  • Chaowei Xiao
  • Yuke Zhu
  • Linxi Fan
  • Anima Anandkumar

We introduce Voyager, the first LLM-powered embodied lifelong learning agent in an open-ended world that continuously explores, acquires diverse skills, and makes novel discoveries without human intervention in Minecraft. Voyager consists of three key components: 1) an automatic curriculum that maximizes exploration, 2) an ever-growing skill library of executable code for storing and retrieving complex behaviors, and 3) a new iterative prompting mechanism that incorporates environment feedback, execution errors, and self-verification for program improvement. Voyager interacts with GPT-4 via blackbox queries, which bypasses the need for model parameter fine-tuning. The skills developed by Voyager are temporally extended, interpretable, and compositional, which compounds the agent’s capability rapidly and alleviates catastrophic forgetting. Empirically, Voyager demonstrates strong in-context lifelong learning capabilities. It outperforms prior SOTA by obtaining 3.1x more unique items, unlocking tech tree milestones up to 15.3x faster, and traveling 2.3x longer distances. Voyager is able to utilize the learned skill library in a new Minecraft world to solve novel tasks from scratch, while other techniques struggle to generalize.

ICML Conference 2023 Conference Paper

VIMA: Robot Manipulation with Multimodal Prompts

  • Yunfan Jiang 0001
  • Agrim Gupta
  • Zichen Zhang 0011
  • Guanzhi Wang
  • Yongqiang Dou
  • Yanjun Chen
  • Li Fei-Fei 0001
  • Anima Anandkumar

Prompt-based learning has emerged as a successful paradigm in natural language processing, where a single general-purpose language model can be instructed to perform any task specified by input prompts. Yet task specification in robotics comes in various forms, such as imitating one-shot demonstrations, following language instructions, and reaching visual goals. They are often considered different tasks and tackled by specialized models. We show that a wide spectrum of robot manipulation tasks can be expressed with multimodal prompts, interleaving textual and visual tokens. Accordingly, we develop a new simulation benchmark that consists of thousands of procedurally-generated tabletop tasks with multimodal prompts, 600K+ expert trajectories for imitation learning, and a four-level evaluation protocol for systematic generalization. We design a transformer-based robot agent, VIMA, that processes these prompts and outputs motor actions autoregressively. VIMA features a recipe that achieves strong model scalability and data efficiency. It outperforms alternative designs in the hardest zero-shot generalization setting by up to $2. 9\times$ task success rate given the same training data. With $10\times$ less training data, VIMA still performs $2. 7\times$ better than the best competing variant. Code and video demos are available at https: //vimalabs. github. io

NeurIPS Conference 2022 Conference Paper

MineDojo: Building Open-Ended Embodied Agents with Internet-Scale Knowledge

  • Linxi Fan
  • Guanzhi Wang
  • Yunfan Jiang
  • Ajay Mandlekar
  • Yuncong Yang
  • Haoyi Zhu
  • Andrew Tang
  • De-An Huang

Autonomous agents have made great strides in specialist domains like Atari games and Go. However, they typically learn tabula rasa in isolated environments with limited and manually conceived objectives, thus failing to generalize across a wide spectrum of tasks and capabilities. Inspired by how humans continually learn and adapt in the open world, we advocate a trinity of ingredients for building generalist agents: 1) an environment that supports a multitude of tasks and goals, 2) a large-scale database of multimodal knowledge, and 3) a flexible and scalable agent architecture. We introduce MineDojo, a new framework built on the popular Minecraft game that features a simulation suite with thousands of diverse open-ended tasks and an internet-scale knowledge base with Minecraft videos, tutorials, wiki pages, and forum discussions. Using MineDojo's data, we propose a novel agent learning algorithm that leverages large pre-trained video-language models as a learned reward function. Our agent is able to solve a variety of open-ended tasks specified in free-form language without any manually designed dense shaping reward. We open-source the simulation suite, knowledge bases, algorithm implementation, and pretrained models (https: //minedojo. org) to promote research towards the goal of generally capable embodied agents.

IROS Conference 2021 Conference Paper

iGibson 1. 0: A Simulation Environment for Interactive Tasks in Large Realistic Scenes

  • Bokui Shen
  • Fei Xia 0002
  • Chengshu Li 0002
  • Roberto Martín-Martín
  • Linxi Fan
  • Guanzhi Wang
  • Claudia Pérez-D'Arpino
  • Shyamal Buch

We present iGibson 1. 0, a novel simulation environment to develop robotic solutions for interactive tasks in large-scale realistic scenes. Our environment contains 15 fully interactive home-sized scenes with 108 rooms populated with rigid and articulated objects. The scenes are replicas of real-world homes, with distribution and the layout of objects aligned to those of the real world. iGibson 1. 0 integrates several key features to facilitate the study of interactive tasks: i) generation of high-quality virtual sensor signals (RGB, depth, segmentation, LiDAR, flow and so on), ii) domain randomization to change the materials of the objects (both visual and physical) and/or their shapes, iii) integrated sampling-based motion planners to generate collision-free trajectories for robot bases and arms, and iv) intuitive human-iGibson interface that enables efficient collection of human demonstrations. Through experiments, we show that the full interactivity of the scenes enables agents to learn useful visual representations that accelerate the training of downstream manipulation tasks. We also show that iGibson features enable the generalization of navigation agents, and that the human-iGibson interface and integrated motion planners facilitate efficient imitation learning of human demonstrated (mobile) manipulation behaviors. iGibson 1. 0 is open-source, equipped with comprehensive examples and documentation. For more information, visit our project website: http://svl.stanford.edu/igibson/.

ICML Conference 2021 Conference Paper

SECANT: Self-Expert Cloning for Zero-Shot Generalization of Visual Policies

  • Linxi Fan
  • Guanzhi Wang
  • De-An Huang
  • Zhiding Yu
  • Li Fei-Fei 0001
  • Yuke Zhu
  • Anima Anandkumar

Generalization has been a long-standing challenge for reinforcement learning (RL). Visual RL, in particular, can be easily distracted by irrelevant factors in high-dimensional observation space. In this work, we consider robust policy learning which targets zero-shot generalization to unseen visual environments with large distributional shift. We propose SECANT, a novel self-expert cloning technique that leverages image augmentation in two stages to *decouple* robust representation learning from policy optimization. Specifically, an expert policy is first trained by RL from scratch with weak augmentations. A student network then learns to mimic the expert policy by supervised learning with strong augmentations, making its representation more robust against visual variations compared to the expert. Extensive experiments demonstrate that SECANT significantly advances the state of the art in zero-shot generalization across 4 challenging domains. Our average reward improvements over prior SOTAs are: DeepMind Control (+26. 5%), robotic manipulation (+337. 8%), vision-based autonomous driving (+47. 7%), and indoor object navigation (+15. 8%). Code release and video are available at https: //linxifan. github. io/secant-site/.

v2026.09.13