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Shaofei Cai

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.

5 papers
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Possible papers

5

AAAI Conference 2026 Conference Paper

Steering Visuomotor Policy in Open Worlds via Cross-View Goal Alignment

  • Shaofei Cai
  • Zhancun Mu
  • Anji Liu
  • Yitao Liang

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. We demonstrate 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.

ICLR Conference 2025 Conference Paper

GROOT-2: Weakly Supervised Multimodal Instruction Following Agents

  • Shaofei Cai
  • Bowei Zhang 0007
  • Zihao Wang
  • Haowei Lin
  • Xiaojian Ma 0001
  • Anji Liu
  • Yitao Liang

Developing agents that can follow multimodal instructions remains a fundamental challenge in robotics and AI. Although large-scale pre-training on unlabeled datasets 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 \agent, 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. \agent’s effectiveness is validated across four diverse environments, ranging from video games to robotic manipulation, demonstrating its robust multimodal instruction-following capabilities.

ICLR Conference 2024 Conference Paper

GROOT: Learning to Follow Instructions by Watching Gameplay Videos

  • Shaofei Cai
  • Bowei Zhang 0007
  • Zihao Wang
  • Xiaojian Ma 0001
  • Anji Liu
  • Yitao Liang

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.

NeurIPS Conference 2024 Conference Paper

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

  • Zihao Wang
  • Shaofei Cai
  • Zhancun Mu
  • Haowei Lin
  • Ceyao Zhang
  • Xuejie Liu
  • Qing Li
  • Anji Liu

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.

NeurIPS Conference 2023 Conference Paper

Describe, Explain, Plan and Select: Interactive Planning with LLMs Enables Open-World Multi-Task Agents

  • Zihao Wang
  • Shaofei Cai
  • Guanzhou Chen
  • Anji Liu
  • Xiaojian (Shawn) Ma
  • Yitao Liang

In this paper, we study the problem of planning in Minecraft, a popular, democratized yet challenging open-ended environment for developing multi-task embodied agents. We've found two primary challenges of empowering such agents with planning: 1) planning in an open-ended world like Minecraft requires precise and multi-step reasoning due to the long-term nature of the tasks, and 2) as vanilla planners do not consider the achievability of the current agent when ordering parallel sub-goals within a complicated plan, the resulting plan could be inefficient. To this end, we propose ``$\underline{D}$escribe, $\underline{E}$xplain, $\underline{P}$lan and $\underline{S}$elect'' ($\textbf{DEPS}$), an interactive planning approach based on Large Language Models (LLMs). Our approach helps with better error correction from the feedback during the long-haul planning, while also bringing the sense of proximity via goal $\textbf{Selector}$, a learnable module that ranks parallel sub-goals based on the estimated steps of completion and improves the original plan accordingly. Our experiments mark the milestone of the first zero-shot multi-task agent that can robustly accomplish 70+ Minecraft tasks and nearly double the overall performances. Further testing reveals our method's general effectiveness in popularly adopted non-open-ended domains as well (i. e. , ALFWorld and tabletop manipulation). The ablation and exploratory studies detail how our design beats the counterparts and provide a promising update on the $\texttt{ObtainDiamond}$ grand challenge with our approach.

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