Paper Detail

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

Chengshuai Shi, Wenzhe Li, Xinran Liang, Yizhou Lu, Wenjia Yang, Ruirong Feng, Seth Karten, Ziran Yang, Zihan Ding, Gabriel Sarch, Danqi Chen, Karthik Narasimhan, Chi Jin

huggingface Score 13.4

Published 2026-05-01 · First seen 2026-05-05

General AI

Abstract

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.

Workflow Status

Review status
pending
Role
unreviewed
Read priority
now
Vote
Not set.
Saved
no
Collections
Not filed yet.
Next action
Not filled yet.

Reading Brief

No structured notes yet. Add `summary_sections`, `why_relevant`, `claim_impact`, or `next_action` in `papers.jsonl` to enrich this view.

Why It Surfaced

No ranking explanation is available yet.

Tags

No tags.

BibTeX

@misc{shi2026odysseus,
  title = {Odysseus: Scaling VLMs to 100+ Turn Decision-Making in Games via Reinforcement Learning},
  author = {Chengshuai Shi and Wenzhe Li and Xinran Liang and Yizhou Lu and Wenjia Yang and Ruirong Feng and Seth Karten and Ziran Yang and Zihan Ding and Gabriel Sarch and Danqi Chen and Karthik Narasimhan and Chi Jin},
  year = {2026},
  abstract = {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 La},
  url = {https://huggingface.co/papers/2605.00347},
  keywords = {huggingface daily},
  eprint = {2605.00347},
  archiveprefix = {arXiv},
}

Metadata

{}