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Paper review · October 27, 2026

HiSTEVE 1.0: A Human-Interface VLA Agent for Open-World Games

HiSTEVE 1.0: Harnessing Human-Interface VLA Agents for Open-World Games

AgentsRobotics & physical AIReinforcement learning Advanced Upvotes 38 cs.CV Tencent

By combining a harness with a VLM planner, structured memory and a completion detector with a VLA that operates directly through keyboard and mouse, the system achieved top performance on atomic tasks in Minecraft and carried out long-horizon tasks.

Problem

An agent that plays games like a human needs both long-horizon autonomy and control through native interfaces (keyboard and mouse). Existing Minecraft agents either do only visuomotor control with weak long-horizon planning, or plan long-horizon but rely on environment APIs or predefined skills for execution. Deciding when a subtask has ended and interference between GUI and non-GUI actions are also difficult.

Method

The architecture is hierarchical. The upper-level harness has the VLM planner choose the next task only within a schema of atomic subtasks the VLA can execute. Four types of memory (task, episodic, procedural and world) track verified progress. When a completion-state detector that takes the VLA policy context as input flags a completion candidate, the harness verifies it and then decides whether to proceed, recover or replan. The lower-level VLA (based on Qwen2.5-VL-7B) sees only the first-person screen and generates keyboard and mouse action tokens at 20Hz. RS-Norm, which uses separate RMSNorm scales for GUI and non-GUI actions, and Dual-Mouse, which separates mouse-movement tokens, reduce interference. Training has three stages: world-knowledge injection, imitation learning, and reinforcement learning from environment feedback (GRPO and a DPO-style pairwise loss).

Results

Limitations

Experiments are limited to a single environment, Minecraft. The improvement over the baseline on OpenHA is small at 0.6 percentage points. The authors state that better atomic-task execution does not raise long-horizon task performance by a comparable amount. The atomic subtask schema has to be designed by humans.

Why it matters

This is a concrete example of designing an agent that performs complex tasks without APIs, using only the same screen and inputs a human uses. The "harness" design linking high-level planning to low-level execution, and the techniques for reducing interference between heterogeneous control modes, are also relevant to computer-use agents and robots.

Key terms

VLA(Vision-Language-Action)
A model that takes images and language instructions and directly outputs actions (here, keyboard and mouse inputs).
Agent harness
An orchestration layer outside the model calls that coordinates planning, memory, completion verification and recovery.
RS-Norm(Regime-Specific RMSNorm)
A method that uses different RMSNorm scale vectors for GUI actions and for ordinary movement and camera control. It reduces interference between the two modes with only a small increase in parameters.
Negative transfer
A phenomenon in which, when tasks of different kinds are trained together, learning one task actually lowers performance on another.

Original

Authors: Zecong Tang, Zian Guan, Yuncheng Guo, Zhanqiu Zhang, Yiwen Guo, Bo Dai · Posted 2026-10-22 · License arXiv 비독점 배포 라이선스 · Based on the full text

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