Odysseus: Scaling VLMs to 100+ Turn Decision-Making in Games via Reinforcement Learning

Fuente: arXiv
Salvato in:
Dettagli Bibliografici
Autori principali: Shi, Chengshuai, Li, Wenzhe, Liang, Xinran, Lu, Yizhou, Yang, Wenjia, Feng, Ruirong, Karten, Seth, Yang, Ziran, Ding, Zihan, Sarch, Gabriel, Chen, Danqi, Narasimhan, Karthik, Jin, Chi
Natura: Preprint
Pubblicazione: 2026
Soggetti:
Accesso online:
Tags: Aggiungi Tag
Nessun Tag, puoi essere il primo ad aggiungerne!!
_version_ 1866910183435796480
author Shi, Chengshuai
Li, Wenzhe
Liang, Xinran
Lu, Yizhou
Yang, Wenjia
Feng, Ruirong
Karten, Seth
Yang, Ziran
Ding, Zihan
Sarch, Gabriel
Chen, Danqi
Narasimhan, Karthik
Jin, Chi
author_facet Shi, Chengshuai
Li, Wenzhe
Liang, Xinran
Lu, Yizhou
Yang, Wenjia
Feng, Ruirong
Karten, Seth
Yang, Ziran
Ding, Zihan
Sarch, Gabriel
Chen, Danqi
Narasimhan, Karthik
Jin, Chi
contents Given the rapidly growing capabilities of vision-language models (VLMs), extending them to interactive decision-making tasks such as video games has emerged as a promising frontier. However, existing approaches either rely on large-scale supervised fine-tuning (SFT) on human trajectories or apply reinforcement learning (RL) only in relatively short-horizon settings (typically around 20--30 turns). In this work, we study RL-based training of VLMs for long-horizon decision-making in Super Mario Land, a visually grounded environment requiring 100+ turns of interaction with coordinated perception, reasoning, and action. We begin with a systematic investigation of key algorithmic components and propose an adapted variant of PPO with a lightweight turn-level critic, which substantially improves training stability and sample efficiency over critic-free methods such as GRPO and Reinforce++. We further show that pretrained VLMs provide strong action priors, significantly improving sample efficiency during RL training and reducing the need for manual design choices such as action engineering, compared to classical deep RL trained from scratch. Building on these insights, we introduce Odysseus, an open training framework for VLM agents, achieving substantial gains across multiple levels of the game and at least 3 times average game progresses than frontier models. Moreover, the trained models exhibit consistent improvements under both in-game and cross-game generalization settings, while maintaining general-domain capabilities. Overall, our results identify key ingredients for making RL stable and effective in long-horizon, multi-modal settings, and provide practical guidance for developing VLMs as embodied agents.
format Preprint
id arxiv_https___arxiv_org_abs_2605_00347
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Odysseus: Scaling VLMs to 100+ Turn Decision-Making in Games via Reinforcement Learning
Shi, Chengshuai
Li, Wenzhe
Liang, Xinran
Lu, Yizhou
Yang, Wenjia
Feng, Ruirong
Karten, Seth
Yang, Ziran
Ding, Zihan
Sarch, Gabriel
Chen, Danqi
Narasimhan, Karthik
Jin, Chi
Machine Learning
Artificial Intelligence
Computation and Language
Given the rapidly growing capabilities of vision-language models (VLMs), extending them to interactive decision-making tasks such as video games has emerged as a promising frontier. However, existing approaches either rely on large-scale supervised fine-tuning (SFT) on human trajectories or apply reinforcement learning (RL) only in relatively short-horizon settings (typically around 20--30 turns). In this work, we study RL-based training of VLMs for long-horizon decision-making in Super Mario Land, a visually grounded environment requiring 100+ turns of interaction with coordinated perception, reasoning, and action. We begin with a systematic investigation of key algorithmic components and propose an adapted variant of PPO with a lightweight turn-level critic, which substantially improves training stability and sample efficiency over critic-free methods such as GRPO and Reinforce++. We further show that pretrained VLMs provide strong action priors, significantly improving sample efficiency during RL training and reducing the need for manual design choices such as action engineering, compared to classical deep RL trained from scratch. Building on these insights, we introduce Odysseus, an open training framework for VLM agents, achieving substantial gains across multiple levels of the game and at least 3 times average game progresses than frontier models. Moreover, the trained models exhibit consistent improvements under both in-game and cross-game generalization settings, while maintaining general-domain capabilities. Overall, our results identify key ingredients for making RL stable and effective in long-horizon, multi-modal settings, and provide practical guidance for developing VLMs as embodied agents.
title Odysseus: Scaling VLMs to 100+ Turn Decision-Making in Games via Reinforcement Learning
topic Machine Learning
Artificial Intelligence
Computation and Language
url https://arxiv.org/abs/2605.00347