Junpeng Yue

LG
h-index19
5papers
135citations
Novelty58%
AI Score39

5 Papers

LGMar 19, 2023Code
Reinforcement Learning Friendly Vision-Language Model for Minecraft

Haobin Jiang, Junpeng Yue, Hao Luo et al.

One of the essential missions in the AI research community is to build an autonomous embodied agent that can achieve high-level performance across a wide spectrum of tasks. However, acquiring or manually designing rewards for all open-ended tasks is unrealistic. In this paper, we propose a novel cross-modal contrastive learning framework architecture, CLIP4MC, aiming to learn a reinforcement learning (RL) friendly vision-language model (VLM) that serves as an intrinsic reward function for open-ended tasks. Simply utilizing the similarity between the video snippet and the language prompt is not RL-friendly since standard VLMs may only capture the similarity at a coarse level. To achieve RL-friendliness, we incorporate the task completion degree into the VLM training objective, as this information can assist agents in distinguishing the importance between different states. Moreover, we provide neat YouTube datasets based on the large-scale YouTube database provided by MineDojo. Specifically, two rounds of filtering operations guarantee that the dataset covers enough essential information and that the video-text pair is highly correlated. Empirically, we demonstrate that the proposed method achieves better performance on RL tasks compared with baselines. The code and datasets are available at https://github.com/PKU-RL/CLIP4MC.

LGOct 25, 2022
Entity Divider with Language Grounding in Multi-Agent Reinforcement Learning

Ziluo Ding, Wanpeng Zhang, Junpeng Yue et al. · pku

We investigate the use of natural language to drive the generalization of policies in multi-agent settings. Unlike single-agent settings, the generalization of policies should also consider the influence of other agents. Besides, with the increasing number of entities in multi-agent settings, more agent-entity interactions are needed for language grounding, and the enormous search space could impede the learning process. Moreover, given a simple general instruction,e.g., beating all enemies, agents are required to decompose it into multiple subgoals and figure out the right one to focus on. Inspired by previous work, we try to address these issues at the entity level and propose a novel framework for language grounding in multi-agent reinforcement learning, entity divider (EnDi). EnDi enables agents to independently learn subgoal division at the entity level and act in the environment based on the associated entities. The subgoal division is regularized by opponent modeling to avoid subgoal conflicts and promote coordinated strategies. Empirically, EnDi demonstrates the strong generalization ability to unseen games with new dynamics and expresses the superiority over existing methods.

CVAug 11, 2024
Egocentric Vision Language Planning

Zhirui Fang, Ming Yang, Weishuai Zeng et al.

We explore leveraging large multi-modal models (LMMs) and text2image models to build a more general embodied agent. LMMs excel in planning long-horizon tasks over symbolic abstractions but struggle with grounding in the physical world, often failing to accurately identify object positions in images. A bridge is needed to connect LMMs to the physical world. The paper proposes a novel approach, egocentric vision language planning (EgoPlan), to handle long-horizon tasks from an egocentric perspective in varying household scenarios. This model leverages a diffusion model to simulate the fundamental dynamics between states and actions, integrating techniques like style transfer and optical flow to enhance generalization across different environmental dynamics. The LMM serves as a planner, breaking down instructions into sub-goals and selecting actions based on their alignment with these sub-goals, thus enabling more generalized and effective decision-making. Experiments show that EgoPlan improves long-horizon task success rates from the egocentric view compared to baselines across household scenarios.

AIMar 5, 2024
Cradle: Empowering Foundation Agents Towards General Computer Control

Weihao Tan, Wentao Zhang, Xinrun Xu et al.

Despite the success in specific scenarios, existing foundation agents still struggle to generalize across various virtual scenarios, mainly due to the dramatically different encapsulations of environments with manually designed observation and action spaces. To handle this issue, we propose the General Computer Control (GCC) setting to restrict foundation agents to interact with software through the most unified and standardized interface, i.e., using screenshots as input and keyboard and mouse actions as output. We introduce Cradle, a modular and flexible LMM-powered framework, as a preliminary attempt towards GCC. Enhanced by six key modules, Cradle can understand input screenshots and output executable code for low-level keyboard and mouse control after high-level planning, so that Cradle can interact with any software and complete long-horizon complex tasks without relying on any built-in APIs. Experimental results show that Cradle exhibits remarkable generalizability and impressive performance across four previously unexplored commercial video games, five software applications, and a comprehensive benchmark, OSWorld. Cradle is the first to enable foundation agents to follow the main storyline and complete 40-minute-long real missions in the complex AAA game Red Dead Redemption 2 (RDR2). Cradle can also create a city of a thousand people in Cities: Skylines, farm and harvest parsnips in Stardew Valley, and trade and bargain with a maximal weekly total profit of 87% in Dealer's Life 2. Cradle can not only operate daily software, like Chrome, Outlook, and Feishu, but also edit images and videos using Meitu and CapCut. Cradle greatly extends the reach of foundation agents by enabling the easy conversion of any software, especially complex games, into benchmarks to evaluate agents' various abilities and facilitate further data collection, thus paving the way for generalist agents.

ROJun 15, 2025
RL from Physical Feedback: Aligning Large Motion Models with Humanoid Control

Junpeng Yue, Zepeng Wang, Yuxuan Wang et al.

This paper focuses on a critical challenge in robotics: translating text-driven human motions into executable actions for humanoid robots, enabling efficient and cost-effective learning of new behaviors. While existing text-to-motion generation methods achieve semantic alignment between language and motion, they often produce kinematically or physically infeasible motions unsuitable for real-world deployment. To bridge this sim-to-real gap, we propose Reinforcement Learning from Physical Feedback (RLPF), a novel framework that integrates physics-aware motion evaluation with text-conditioned motion generation. RLPF employs a motion tracking policy to assess feasibility in a physics simulator, generating rewards for fine-tuning the motion generator. Furthermore, RLPF introduces an alignment verification module to preserve semantic fidelity to text instructions. This joint optimization ensures both physical plausibility and instruction alignment. Extensive experiments show that RLPF greatly outperforms baseline methods in generating physically feasible motions while maintaining semantic correspondence with text instruction, enabling successful deployment on real humanoid robots.