CLApr 10, 2025
Seed1.5-Thinking: Advancing Superb Reasoning Models with Reinforcement LearningByteDance Seed, Jiaze Chen, Tiantian Fan et al. · bytedance
We introduce Seed1.5-Thinking, capable of reasoning through thinking before responding, resulting in improved performance on a wide range of benchmarks. Seed1.5-Thinking achieves 86.7 on AIME 2024, 55.0 on Codeforces and 77.3 on GPQA, demonstrating excellent reasoning abilities in STEM and coding. Beyond reasoning tasks, the method demonstrates notable generalization across diverse domains. For instance, it surpasses DeepSeek R1 by 8% in win rate on non-reasoning tasks, indicating its broader applicability. Compared to other state-of-the-art reasoning models, Seed1.5-Thinking is a Mixture-of-Experts (MoE) model with a relatively small size, featuring 20B activated and 200B total parameters. As part of our effort to assess generalized reasoning, we develop two internal benchmarks, BeyondAIME and Codeforces, both of which will be publicly released to support future research. Model trial link: https://www.volcengine.com/experience/ark.
LGMar 19, 2023Code
Reinforcement Learning Friendly Vision-Language Model for MinecraftHaobin 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.
AIAug 4, 2024Code
Visual Grounding for Object-Level Generalization in Reinforcement LearningHaobin Jiang, Zongqing Lu
Generalization is a pivotal challenge for agents following natural language instructions. To approach this goal, we leverage a vision-language model (VLM) for visual grounding and transfer its vision-language knowledge into reinforcement learning (RL) for object-centric tasks, which makes the agent capable of zero-shot generalization to unseen objects and instructions. By visual grounding, we obtain an object-grounded confidence map for the target object indicated in the instruction. Based on this map, we introduce two routes to transfer VLM knowledge into RL. Firstly, we propose an object-grounded intrinsic reward function derived from the confidence map to more effectively guide the agent towards the target object. Secondly, the confidence map offers a more unified, accessible task representation for the agent's policy, compared to language embeddings. This enables the agent to process unseen objects and instructions through comprehensible visual confidence maps, facilitating zero-shot object-level generalization. Single-task experiments prove that our intrinsic reward significantly improves performance on challenging skill learning. In multi-task experiments, through testing on tasks beyond the training set, we show that the agent, when provided with the confidence map as the task representation, possesses better generalization capabilities than language-based conditioning. The code is available at https://github.com/PKU-RL/COPL.
MAFeb 3, 2024
Settling Decentralized Multi-Agent Coordinated Exploration by Novelty SharingHaobin Jiang, Ziluo Ding, Zongqing Lu
Exploration in decentralized cooperative multi-agent reinforcement learning faces two challenges. One is that the novelty of global states is unavailable, while the novelty of local observations is biased. The other is how agents can explore in a coordinated way. To address these challenges, we propose MACE, a simple yet effective multi-agent coordinated exploration method. By communicating only local novelty, agents can take into account other agents' local novelty to approximate the global novelty. Further, we newly introduce weighted mutual information to measure the influence of one agent's action on other agents' accumulated novelty. We convert it as an intrinsic reward in hindsight to encourage agents to exert more influence on other agents' exploration and boost coordinated exploration. Empirically, we show that MACE achieves superior performance in three multi-agent environments with sparse rewards.
ROJun 15, 2025
From Experts to a Generalist: Toward General Whole-Body Control for Humanoid RobotsYuxuan Wang, Ming Yang, Ziluo Ding et al.
Achieving general agile whole-body control on humanoid robots remains a major challenge due to diverse motion demands and data conflicts. While existing frameworks excel in training single motion-specific policies, they struggle to generalize across highly varied behaviors due to conflicting control requirements and mismatched data distributions. In this work, we propose BumbleBee (BB), an expert-generalist learning framework that combines motion clustering and sim-to-real adaptation to overcome these challenges. BB first leverages an autoencoder-based clustering method to group behaviorally similar motions using motion features and motion descriptions. Expert policies are then trained within each cluster and refined with real-world data through iterative delta action modeling to bridge the sim-to-real gap. Finally, these experts are distilled into a unified generalist controller that preserves agility and robustness across all motion types. Experiments on two simulations and a real humanoid robot demonstrate that BB achieves state-of-the-art general whole-body control, setting a new benchmark for agile, robust, and generalizable humanoid performance in the real world. The project webpage is available at https://beingbeyond.github.io/BumbleBee/.
ROMay 10, 2025
JAEGER: Dual-Level Humanoid Whole-Body ControllerZiluo Ding, Haobin Jiang, Yuxuan Wang et al.
This paper presents JAEGER, a dual-level whole-body controller for humanoid robots that addresses the challenges of training a more robust and versatile policy. Unlike traditional single-controller approaches, JAEGER separates the control of the upper and lower bodies into two independent controllers, so that they can better focus on their distinct tasks. This separation alleviates the dimensionality curse and improves fault tolerance. JAEGER supports both root velocity tracking (coarse-grained control) and local joint angle tracking (fine-grained control), enabling versatile and stable movements. To train the controller, we utilize a human motion dataset (AMASS), retargeting human poses to humanoid poses through an efficient retargeting network, and employ a curriculum learning approach. This method performs supervised learning for initialization, followed by reinforcement learning for further exploration. We conduct our experiments on two humanoid platforms and demonstrate the superiority of our approach against state-of-the-art methods in both simulation and real environments.
RONov 24, 2025
SENTINEL: A Fully End-to-End Language-Action Model for Humanoid Whole Body ControlYuxuan Wang, Haobin Jiang, Shiqing Yao et al.
Existing humanoid control systems often rely on teleoperation or modular generation pipelines that separate language understanding from physical execution. However, the former is entirely human-driven, and the latter lacks tight alignment between language commands and physical behaviors. In this paper, we present SENTINEL, a fully end-to-end language-action model for humanoid whole-body control. We construct a large-scale dataset by tracking human motions in simulation using a pretrained whole body controller, combined with their text annotations. The model directly maps language commands and proprioceptive inputs to low-level actions without any intermediate representation. The model generates action chunks using flow matching, which can be subsequently refined by a residual action head for real-world deployment. Our method exhibits strong semantic understanding and stable execution on humanoid robots in both simulation and real-world deployment, and also supports multi-modal extensions by converting inputs into texts.
LGAug 4, 2021
Model-Based Opponent ModelingXiaopeng Yu, Jiechuan Jiang, Wanpeng Zhang et al.
When one agent interacts with a multi-agent environment, it is challenging to deal with various opponents unseen before. Modeling the behaviors, goals, or beliefs of opponents could help the agent adjust its policy to adapt to different opponents. In addition, it is also important to consider opponents who are learning simultaneously or capable of reasoning. However, existing work usually tackles only one of the aforementioned types of opponents. In this paper, we propose model-based opponent modeling (MBOM), which employs the environment model to adapt to all kinds of opponents. MBOM simulates the recursive reasoning process in the environment model and imagines a set of improving opponent policies. To effectively and accurately represent the opponent policy, MBOM further mixes the imagined opponent policies according to the similarity with the real behaviors of opponents. Empirically, we show that MBOM achieves more effective adaptation than existing methods in a variety of tasks, respectively with different types of opponents, i.e., fixed policy, naïve learner, and reasoning learner.
LGJun 10, 2021
Metric Policy Representations for Opponent ModelingHaobin Jiang, Yifan Yu, Zongqing Lu
In multi-agent reinforcement learning, the inherent non-stationarity of the environment caused by other agents' actions posed significant difficulties for an agent to learn a good policy independently. One way to deal with non-stationarity is opponent modeling, by which the agent takes into consideration the influence of other agents' policies. Most existing work relies on predicting other agents' actions or goals, or discriminating between different policies. However, such modeling fails to capture the similarities and differences between policies simultaneously and thus cannot provide enough useful information when generalizing to unseen agents. To address this, we propose a general method to learn representations of other agents' policies, such that the distance between policies is deliberately reflected by the distance between representations, while the policy distance is inferred from the sampled joint action distributions during training. We empirically show that the agent conditioned on the learned policy representation can well generalize to unseen agents in three multi-agent tasks.