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TaskFrame Connects Task-Level Planning with Frame-Level Control for Game Agents

TaskFrame is a hierarchical planner-controller framework that pairs a vision-language task planner with a causal Transformer controller that emits keyboard and mouse actions at every game step. The planner decomposes a high-level goal into an ordered sequence of atomic instructions and is optimized with supervised learning plus dependency-aware GRPO, while hidden states of goal tokens provide cached goal embeddings reused across control steps. Training runs in three stages: planner training, controller pretraining, and joint alignment. In Minecraft, the system is competitive with general-purpose vision-language models on instruction decomposition and reaches a higher closed-loop combat success rate than the evaluated baselines.

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It gives a concrete, reproducible recipe for separating slow task reasoning from low-latency action control, which is the central engineering problem for real-time game and embodied agents.

arXiv:2610.40276v1 Announce Type: cross Abstract: Building general game agents requires both high-level task reasoning and low-latency action control in rapidly changing visual environments. These capabilities favor models with substantially different computational profiles, making them difficult to realize within a single model. In this work, we present TaskFrame, a hierarchical planner-controller framework that connects task-level planning with frame-level keyboard-and-mouse control. A vision-language task planner decomposes a high-level goal into an ordered sequence of atomic instructions and is optimized through supervised learning and dependency-aware GRPO. The hidden states of special goal tokens that terminate each atomic instruction provide continuous goal embeddings that are cached and reused across control steps. A causal Transformer controller combines the embedding of the active goal with recent observations to predict discrete keyboard and mouse-button actions and continuous camera motion at every game step. We train the system in three stages: planner training, controller pretraining, and joint alignment. Experiments in Minecraft show that TaskFrame is competitive with general-purpose vision-language models on instruction decomposition, and that in closed-loop evaluation the agent achieves a higher combat success rate than the evaluated baselines.
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