20.0AISep 19, 2024
Can VLMs Play Action Role-Playing Games? Take Black Myth Wukong as a Study CasePeng Chen, Pi Bu, Jun Song et al.
Recently, large language model (LLM)-based agents have made significant advances across various fields. One of the most popular research areas involves applying these agents to video games. Traditionally, these methods have relied on game APIs to access in-game environmental and action data. However, this approach is limited by the availability of APIs and does not reflect how humans play games. With the advent of vision language models (VLMs), agents now have enhanced visual understanding capabilities, enabling them to interact with games using only visual inputs. Despite these advances, current approaches still face challenges in action-oriented tasks, particularly in action role-playing games (ARPGs), where reinforcement learning methods are prevalent but suffer from poor generalization and require extensive training. To address these limitations, we select an ARPG, ``Black Myth: Wukong'', as a research platform to explore the capability boundaries of existing VLMs in scenarios requiring visual-only input and complex action output. We define 12 tasks within the game, with 75% focusing on combat, and incorporate several state-of-the-art VLMs into this benchmark. Additionally, we will release a human operation dataset containing recorded gameplay videos and operation logs, including mouse and keyboard actions. Moreover, we propose a novel VARP (Vision Action Role-Playing) agent framework, consisting of an action planning system and a visual trajectory system. Our framework demonstrates the ability to perform basic tasks and succeed in 90% of easy and medium-level combat scenarios. This research aims to provide new insights and directions for applying multimodal agents in complex action game environments. The code and datasets will be made available at https://varp-agent.github.io/.
CombatVLA: An Efficient Vision-Language-Action Model for Combat Tasks in 3D Action Role-Playing GamesPeng Chen, Pi Bu, Yingyao Wang et al.
Recent advances in Vision-Language-Action models (VLAs) have expanded the capabilities of embodied intelligence. However, significant challenges remain in real-time decision-making in complex 3D environments, which demand second-level responses, high-resolution perception, and tactical reasoning under dynamic conditions. To advance the field, we introduce CombatVLA, an efficient VLA model optimized for combat tasks in 3D action role-playing games(ARPGs). Specifically, our CombatVLA is a 3B model trained on video-action pairs collected by an action tracker, where the data is formatted as action-of-thought (AoT) sequences. Thereafter, CombatVLA seamlessly integrates into an action execution framework, allowing efficient inference through our truncated AoT strategy. Experimental results demonstrate that CombatVLA not only outperforms all existing models on the combat understanding benchmark but also achieves a 50-fold acceleration in game combat. Moreover, it has a higher task success rate than human players. We will open-source all resources, including the action tracker, dataset, benchmark, model weights, training code, and the implementation of the framework at https://combatvla.github.io/.
9.6CVDec 19, 2024
Token Preference Optimization with Self-Calibrated Visual-Anchored Rewards for Hallucination MitigationJihao Gu, Yingyao Wang, Meng Cao et al.
Direct Preference Optimization (DPO) has been demonstrated to be highly effective in mitigating hallucinations in Large Vision Language Models (LVLMs) by aligning their outputs more closely with human preferences. Despite the recent progress, existing methods suffer from two drawbacks: 1) Lack of scalable token-level rewards; and 2) Neglect of visual-anchored tokens. To this end, we propose a novel Token Preference Optimization model with self-calibrated rewards (dubbed as TPO), which adaptively attends to visual-correlated tokens without fine-grained annotations. Specifically, we introduce a token-level \emph{visual-anchored} \emph{reward} as the difference of the logistic distributions of generated tokens conditioned on the raw image and the corrupted one. In addition, to highlight the informative visual-anchored tokens, a visual-aware training objective is proposed to enhance more accurate token-level optimization. Extensive experimental results have manifested the state-of-the-art performance of the proposed TPO. For example, by building on top of LLAVA-1.5-7B, our TPO boosts the performance absolute improvement for hallucination benchmarks.
12.4AISep 26, 2025
Mixture-of-Visual-Thoughts: Exploring Context-Adaptive Reasoning Mode Selection for General Visual ReasoningZejun Li, Yingxiu Zhao, Jiwen Zhang et al.
Current visual reasoning methods mainly focus on exploring specific reasoning modes. Although improvements can be achieved in particular domains, they struggle to develop general reasoning capabilities. Inspired by this, we propose a novel adaptive reasoning paradigm, Mixture-of-Visual-Thoughts (MoVT), which unifies different reasoning modes within a single model and guides it to select the appropriate mode based on context. To achieve this, we introduce AdaVaR, a two-stage Adaptive Visual Reasoning learning framework: different modes are unified and learned during the supervised cold-start stage, and the mode selection capability is induced via an RL process with a carefully designed AdaGRPO algorithm. Extensive experiments show that AdaVaR effectively guides the model to learn and differentiate multiple modes and perform context-adaptive mode selection, achieving consistent improvement across various scenarios, highlighting MoVT as an effective solution for building general visual reasoning models.