ADAM: An Embodied Causal Agent in Open-World Environments
In open-world environments like Minecraft, existing agents face challenges in continuously learning structured knowledge, particularly causality. These challenges stem from the opacity inherent in black-box models and an excessive reliance on prior knowledge during training, which impair their interpretability and generalization capability. To this end, we introduce ADAM, An emboDied causal Agent in Minecraft, that can autonomously navigate the open world, perceive multimodal contexts, learn causal world knowledge, and tackle complex tasks through lifelong learning. ADAM is empowered by four key components: 1) an interaction module, enabling the agent to execute actions while documenting the interaction processes; 2) a causal model module, tasked with constructing an ever-growing causal graph from scratch, which enhances interpretability and diminishes reliance on prior knowledge; 3) a controller module, comprising a planner, an actor, and a memory pool, which uses the learned causal graph to accomplish tasks; 4) a perception module, powered by multimodal large language models, which enables ADAM to perceive like a human player. Extensive experiments show that ADAM constructs an almost perfect causal graph from scratch, enabling efficient task decomposition and execution with strong interpretability. Notably, in our modified Minecraft games where no prior knowledge is available, ADAM maintains its performance and shows remarkable robustness and generalization capability. ADAM pioneers a novel paradigm that integrates causal methods and embodied agents in a synergistic manner. Our project page is at https://opencausalab.github.io/ADAM.
Code (0)
등록된 구현이 없습니다.
Tasks
Lifelong learningMinecraftNavigateWorld KnowledgeMethods 이 논문이 사용한 방법론
Similar Papers 제목 키워드 기반
The Essential Role of Causality in Foundation World Models for Embodied AI
Recent advances in foundation models, especially in large multi-modal models and conversational agents, have ignited interest in the potential of generally capable embodied agents. Such agents will require the ability to…
MisconceptionsEmbodied World Models Emerge from Navigational Task in Open-Ended Environments
Spatial reasoning in partially observable environments has often been approached through passive predictive models, yet theories of embodied cognition suggest that genuinely useful representations arise only when percept…
Meta Reinforcement LearningSpatial ReasoningRiemann-1.0: An Embodied World Action Model for Physical AI
We introduce Riemann-1.0, a fully causal autoregressive World Action Model for embodied intelligence. Riemann-1.0 jointly models multi-view visual observations, robot states, and embodiment-specific actions within a unif…
Robot ManipulationRoBoSR: Structured Scene Representations for Embodied Robotic Reasoning
Despite rapid progress, embodied reasoning under real-world variability remains challenging. Existing approaches rely on demonstration-driven sequential biases, limiting flexibility in open-ended and long-horizon tasks t…
Zero-shot GeneralizationScene UnderstandingTANGO: Training-free Embodied AI Agents for Open-world Tasks
Large Language Models (LLMs) have demonstrated excellent capabilities in composing various modules together to create programs that can perform complex reasoning tasks on images. In this paper, we propose TANGO, an appro…
Embodied Question AnsweringObjectGoal NavigationPointGoal NavigationQuestion Answering