CRAFT-GUI: Curriculum-Reinforced Agent For GUI Tasks
As autonomous agents become adept at understanding and interacting with graphical user interface (GUI) environments, a new era of automated task execution is emerging. Recent studies have demonstrated that Reinforcement Learning (RL) can effectively enhance agents' performance in dynamic interactive GUI environments. However, these methods face two key limitations: (1) they overlook the significant variation in difficulty across different GUI tasks by treating the entire training data as a uniform set, which hampers the agent's ability to adapt its learning process; and (2) most approaches collapse task-specific nuances into a single, coarse reward, leaving the agent with a uniform signal that yields inefficient policy updates. To address these limitations, we propose CRAFT-GUI, a curriculum learning framework based on Group Relative Policy Optimization (GRPO) that explicitly accounts for the varying difficulty across trajectories. To enable more fine-grained policy optimization, we design a reward function that combines simple rule-based signals with model-judged evaluation, providing richer and more nuanced feedback during training. Experimental results demonstrate that our method achieves significant improvements over previous state-of-the-art approaches, outperforming them by 5.6% on public benchmarks Android Control and 10.3% on our internal online benchmarks, respectively. These findings empirically validate the effectiveness of integrating reinforcement learning with curriculum learning in GUI interaction tasks.
Code (0)
등록된 구현이 없습니다.
Tasks
Reinforcement LearningSimilar Papers 제목 키워드 기반
Multi-task curriculum learning in a complex, visual, hard-exploration domain: Minecraft
An important challenge in reinforcement learning is training agents that can solve a wide variety of tasks. If tasks depend on each other (e.g. needing to learn to walk before learning to run), curriculum learning can sp…
Minecraftreinforcement-learningReinforcement Learning (RL)Learning to Guide Multiple Heterogeneous Actors from a Single Human Demonstration via Automatic Curriculum Learning in StarCraft II
Traditionally, learning from human demonstrations via direct behavior cloning can lead to high-performance policies given that the algorithm has access to large amounts of high-quality data covering the most likely scena…
Deep Reinforcement Learningreinforcement-learningReinforcement LearningReinforcement Learning (RL)+2Maneuver Decision-Making Through Automatic Curriculum Reinforcement Learning Without Handcrafted Reward functions
Maneuver decision-making is the core of unmanned combat aerial vehicle for autonomous air combat. To solve this problem, we propose an automatic curriculum reinforcement learning method, which enables agents to learn eff…
Decision Makingreinforcement-learningReinforcement LearningGrowing Action Spaces
In complex tasks, such as those with large combinatorial action spaces, random exploration may be too inefficient to achieve meaningful learning progress. In this work, we use a curriculum of progressively growing action…
reinforcement-learningReinforcement LearningReinforcement Learning (RL)StarcraftTeacher-Student Curriculum Learning
We propose Teacher-Student Curriculum Learning (TSCL), a framework for automatic curriculum learning, where the Student tries to learn a complex task and the Teacher automatically chooses subtasks from a given set for th…
Minecraft