Scaling Instructable Agents Across Many Simulated Worlds
Building embodied AI systems that can follow arbitrary language instructions in any 3D environment is a key challenge for creating general AI. Accomplishing this goal requires learning to ground language in perception and embodied actions, in order to accomplish complex tasks. The Scalable, Instruct...
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Main Authors: | , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , |
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Format: | Journal Article |
Language: | English |
Published: |
13-03-2024
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Subjects: | |
Online Access: | Get full text |
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Summary: | Building embodied AI systems that can follow arbitrary language instructions
in any 3D environment is a key challenge for creating general AI. Accomplishing
this goal requires learning to ground language in perception and embodied
actions, in order to accomplish complex tasks. The Scalable, Instructable,
Multiworld Agent (SIMA) project tackles this by training agents to follow
free-form instructions across a diverse range of virtual 3D environments,
including curated research environments as well as open-ended, commercial video
games. Our goal is to develop an instructable agent that can accomplish
anything a human can do in any simulated 3D environment. Our approach focuses
on language-driven generality while imposing minimal assumptions. Our agents
interact with environments in real-time using a generic, human-like interface:
the inputs are image observations and language instructions and the outputs are
keyboard-and-mouse actions. This general approach is challenging, but it allows
agents to ground language across many visually complex and semantically rich
environments while also allowing us to readily run agents in new environments.
In this paper we describe our motivation and goal, the initial progress we have
made, and promising preliminary results on several diverse research
environments and a variety of commercial video games. |
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DOI: | 10.48550/arxiv.2404.10179 |