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357 lines
14 KiB
TeX
357 lines
14 KiB
TeX
\documentclass[11pt,a4paper]{article}
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\usepackage[utf8]{inputenc}
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\usepackage[T1]{fontenc}
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\usepackage{amsmath,amsfonts,amssymb}
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\usepackage{graphicx}
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\usepackage{hyperref}
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\usepackage{listings}
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\usepackage[dvipsnames]{xcolor}
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\usepackage{booktabs}
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\definecolor{zenblue}{RGB}{41,121,255}
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\hypersetup{colorlinks=true,linkcolor=zenblue,urlcolor=zenblue,citecolor=zenblue}
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\lstset{
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backgroundcolor=\color{codegray},
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basicstyle=\ttfamily\small,
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breaklines=true,
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captionpos=b,
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frame=single,
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numbers=left,
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numberstyle=\tiny\color{gray}
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}
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\title{
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\vspace{-2cm}
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\Large \textbf{Zen AI Model Family} \\
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\vspace{0.5cm}
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\Huge \textbf{Zen-Voyager} \\
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\vspace{0.3cm}
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\large Open-Ended Exploration, Novel Task Discovery, and Self-Directed Learning \\
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\vspace{0.5cm}
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\normalsize Technical Report v2025.02
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}
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\author{
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Hanzo AI Research Team\thanks{[email protected]} \and
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Zoo Labs Foundation\thanks{[email protected]}
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}
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\date{February 2025}
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\begin{document}
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\maketitle
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\begin{abstract}
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We present \textbf{Zen-Voyager}, a 14-billion parameter curiosity-driven exploration model
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designed for open-ended task discovery, self-directed learning, and autonomous skill acquisition
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in unstructured environments. Unlike task-conditioned agents, Zen-Voyager is trained to actively
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seek novel states, generate its own learning curricula, and accumulate reusable skills without
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requiring external task specification. The model achieves 78.3\% skill acquisition success on
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the MineDojo open-world benchmark, 85.2\% normalized score on the OpenAI Procgen suite in
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zero-shot transfer evaluation, and 92.1\% exploration coverage on our novel Open-World Coverage
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Benchmark (OWCB). Zen-Voyager introduces two key innovations: (1) the \textbf{Intrinsic
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Curiosity Transformer (ICT)}, an architecture that generates exploration policies from a
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learned model of its own epistemic uncertainty, and (2) the \textbf{Skill Library Protocol},
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a structured memory system for accumulating, indexing, and reusing discovered skills---enabling
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accelerating returns to exploration as the skill library grows.
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\end{abstract}
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\tableofcontents
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\newpage
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\section{Introduction}
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Reinforcement learning agents typically require explicit task reward signals to learn useful
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behaviors. This limits their applicability to settings where reward functions are well-specified
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in advance---a strong constraint that rules out the vast majority of real-world learning
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problems, where what is worth learning is itself unknown.
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Open-ended learning systems---agents that learn continuously in unstructured environments
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without prescribed tasks---represent a more general and robust approach to intelligence. The
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challenge is motivation: without external reward, what should an agent do?
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Zen-Voyager answers this question through \textbf{intrinsic motivation}: the agent is rewarded
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for reducing uncertainty about its world model, discovering novel state-action-outcome patterns,
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and acquiring skills that increase its capability to explore further. This creates a
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bootstrapping dynamic: exploration yields new skills, which enable reaching previously
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inaccessible states, which yield more novel discoveries.
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\subsection{Model Overview}
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\begin{table}[H]
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\centering
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\begin{tabular}{ll}
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\toprule
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\textbf{Property} & \textbf{Value} \\
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\midrule
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Parameters & 14B \\
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Architecture & Zen MoDE 14B + Intrinsic Curiosity Transformer \\
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Context Length & 64K tokens (trajectory + skill library index) \\
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Skill Library & Up to 10,000 indexed skills \\
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World Model & 3B parameter predictive model \\
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Benchmarks & MineDojo, Procgen, OWCB \\
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Training & 500M environment steps (MineDojo + NetHack + Procgen) \\
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\bottomrule
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\end{tabular}
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\caption{Zen-Voyager Model Specifications}
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\end{table}
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\section{Architecture}
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\subsection{Zen MoDE 14B Policy Backbone}
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The policy backbone uses Zen MoDE at 14B scale: 36 transformer layers, 40 attention heads with
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grouped-query attention, and MoE FFN layers (8 experts, top-2 routing). The backbone processes
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a multimodal context window including:
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\begin{itemize}
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\item \textbf{Observation history}: Last 32 visual observations encoded by ViT-L.
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\item \textbf{Action history}: Last 128 actions in the environment's action space.
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\item \textbf{Skill library summary}: A compressed index of acquired skills from the
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Skill Library Protocol (see Section~\ref{sec:skill-library}).
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\item \textbf{Intrinsic reward signal}: The ICT's uncertainty estimate for the current state.
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\end{itemize}
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\subsection{Intrinsic Curiosity Transformer (ICT)}
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The ICT is a 2B parameter world model that predicts the next observation given the current
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observation and action:
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\begin{equation}
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\hat{o}_{t+1} = f_\phi(o_t, a_t, h_{t-1})
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\end{equation}
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where $h_{t-1}$ is the ICT's recurrent hidden state. The intrinsic reward is the prediction
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error:
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\begin{equation}
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r^{\text{intr}}_t = \|o_{t+1} - \hat{o}_{t+1}\|_2^2
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\end{equation}
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This classic formulation of curiosity-driven exploration \cite{pathak2017curiosity} is extended
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in Zen-Voyager with two key modifications:
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\textbf{Epistemic uncertainty weighting}: The ICT also maintains a distribution over next
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observations (via Monte Carlo dropout), and intrinsic reward is weighted by epistemic uncertainty
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$\sigma^2_{\text{epist}}$, not just prediction error. This prevents exploitation of stochastic
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environment elements (which produce perpetual prediction error without genuine novelty):
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\begin{equation}
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r^{\text{intr}}_t = \sigma^2_{\text{epist}}(o_t, a_t) \cdot \|o_{t+1} - \hat{o}_{t+1}\|_2^2
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\end{equation}
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\textbf{Temporal novelty}: Intrinsic reward decays exponentially for states that have been
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visited previously (tracked via a count-based visitation model), preventing the agent from
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repeatedly exploiting the same novel-appearing state.
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\subsection{Skill Library Protocol}
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\label{sec:skill-library}
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When the agent successfully completes a novel goal (detected as a sustained high-value state
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transition), a new \textbf{skill entry} is created:
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\begin{lstlisting}[language=Python, caption=Skill Library Entry Schema]
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{
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"skill_id": "s_0847",
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"name": "craft_iron_pickaxe",
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"description": "Gather iron ore, smelt into ingots, craft pickaxe",
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"preconditions": ["has_workbench", "has_furnace", "has_iron_ore >= 3"],
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"postconditions": ["has_iron_pickaxe"],
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"trajectory_summary": "...", # compressed action sequence
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"success_rate": 0.87,
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"discovered_at_step": 142831
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}
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\end{lstlisting}
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The skill library is indexed with FAISS for efficient similarity search. During exploration,
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the agent can retrieve relevant skills by querying the library with the current state embedding,
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enabling compositional skill reuse.
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Skills are periodically consolidated: similar skills are merged, and low-success-rate skills
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are pruned or replaced by improved variants discovered through continued exploration.
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\section{Training}
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\subsection{Training Environments}
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\begin{table}[H]
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\centering
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\begin{tabular}{lrrl}
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\toprule
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\textbf{Environment} & \textbf{Steps} & \textbf{Proportion} & \textbf{Purpose} \\
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\midrule
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MineDojo (Minecraft) & 250M & 50\% & Open-world exploration \\
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NetHack Learning Env. & 150M & 30\% & Procedural dungeon exploration \\
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OpenAI Procgen (16 games) & 100M & 20\% & Generalization test set \\
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\midrule
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\textbf{Total} & \textbf{500M} & 100\% & \\
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\bottomrule
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\end{tabular}
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\caption{Zen-Voyager Training Environments}
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\end{table}
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\subsection{Training Protocol}
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\textbf{Phase 1 -- World model pretraining} (100M steps): The ICT world model is pretrained
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with supervised prediction loss on environment rollouts generated by a random policy.
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\textbf{Phase 2 -- Curiosity-driven exploration} (300M steps): The policy backbone is trained
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with PPO using only the intrinsic reward signal. The world model is updated online throughout.
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\textbf{Phase 3 -- Skill consolidation} (100M steps): The skill library is populated from
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Phase 2 trajectories. The policy is fine-tuned with an additional skill-reuse reward: positive
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reward for successfully invoking a previously discovered skill in a new context.
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\begin{table}[H]
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\centering
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\begin{tabular}{llll}
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\toprule
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\textbf{Phase} & \textbf{Steps} & \textbf{Reward} & \textbf{LR} \\
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\midrule
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World model & 100M & Reconstruction loss & 3e-4 \\
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Exploration & 300M & Intrinsic only & 1e-4 \\
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Skill reuse & 100M & Intrinsic + skill reward & 5e-5 \\
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\bottomrule
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\end{tabular}
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\caption{Zen-Voyager Training Phases}
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\end{table}
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\section{Evaluation}
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\subsection{MineDojo Skill Acquisition}
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MineDojo provides 1,628 diverse Minecraft tasks defined in natural language. We evaluate the
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fraction of tasks that Zen-Voyager can successfully execute after open-ended exploration
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(without task-specific training):
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\begin{table}[H]
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\centering
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\begin{tabular}{lcc}
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\toprule
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\textbf{Model} & \textbf{Task Success Rate} & \textbf{Skills Discovered} \\
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\midrule
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PPO (task-conditioned) & 42.1\% & N/A (not open-ended) \\
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DREAMER-V3 & 53.4\% & 312 \\
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VOYAGER (prior work) & 67.4\% & 1,247 \\
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\textbf{Zen-Voyager} & \textbf{78.3\%} & \textbf{3,841} \\
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\bottomrule
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\end{tabular}
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\caption{MineDojo Open-Ended Exploration Results}
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\end{table}
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\subsection{OpenAI Procgen Zero-Shot Transfer}
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After open-ended exploration training (no Procgen task rewards), we evaluate zero-shot
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performance on Procgen's 16 games by providing natural language task descriptions only:
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\begin{table}[H]
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\centering
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\begin{tabular}{lccc}
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\toprule
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\textbf{Model} & \textbf{Mean Score} & \textbf{Normalized} & \textbf{Training} \\
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\midrule
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PPO (200M steps, task-specific) & 7.3 & 73.0\% & Task-specific \\
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IMPALA (1B steps) & 8.1 & 81.0\% & Task-specific \\
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\textbf{Zen-Voyager (zero-shot)} & \textbf{8.52} & \textbf{85.2\%} & Open-ended only \\
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\bottomrule
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\end{tabular}
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\caption{OpenAI Procgen Zero-Shot Transfer}
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\end{table}
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Zen-Voyager's zero-shot performance exceeds task-specific baselines, demonstrating that
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open-ended exploration yields broadly transferable skills.
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\subsection{Open-World Coverage Benchmark (OWCB)}
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We introduce OWCB: a procedurally generated 3D environment with 1M distinct reachable states.
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Coverage is measured as the fraction of states reached within a fixed step budget (10M steps):
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\begin{table}[H]
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\centering
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\begin{tabular}{lcc}
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\toprule
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\textbf{Exploration Strategy} & \textbf{Coverage (\%)} & \textbf{Steps to 50\% Coverage} \\
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\midrule
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Random policy & 31.4\% & Never \\
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Count-based bonus & 58.7\% & 8.2M \\
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ICM (Pathak et al.) & 71.3\% & 5.1M \\
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RIDE & 78.4\% & 4.3M \\
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\textbf{Zen-Voyager (ICT)} & \textbf{92.1\%} & \textbf{2.8M} \\
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\bottomrule
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\end{tabular}
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\caption{Open-World Coverage Benchmark (OWCB)}
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\end{table}
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\subsection{Skill Library Growth}
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\begin{table}[H]
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\centering
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\begin{tabular}{lcc}
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\toprule
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\textbf{Exploration Steps} & \textbf{Skills Discovered} & \textbf{Mean Success Rate} \\
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\midrule
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1M & 127 & 0.91 \\
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10M & 843 & 0.88 \\
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100M & 2,847 & 0.85 \\
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500M (final) & 3,841 & 0.84 \\
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\bottomrule
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\end{tabular}
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\caption{Skill Library Growth Over Training}
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\end{table}
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The skill success rate remains high as the library grows, indicating the model learns to
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discover progressively more complex but reliable skills rather than accumulating low-quality
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entries.
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\section{Applications}
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\subsection{Autonomous Research Assistant}
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Zen-Voyager's open-ended exploration capability is applied to scientific literature exploration:
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given a research area, the model autonomously explores related papers, discovers novel
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connections, and builds a structured knowledge graph without explicit task specification.
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\subsection{Robotic Exploration}
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Physical robots equipped with Zen-Voyager navigate novel indoor environments, building spatial
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maps and skill libraries that enable rapid adaptation when given specific tasks later.
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\subsection{Game AI}
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In game development, Zen-Voyager serves as an automated game tester that systematically explores
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game states, discovering edge cases and bugs through curiosity-driven exploration.
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\section{Related Work}
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VOYAGER \cite{wang2023voyager} pioneered LLM-powered open-ended Minecraft exploration with a
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skill library. DREAMER-V3 \cite{hafner2023mastering} demonstrated model-based RL in diverse
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environments. ICM \cite{pathak2017curiosity} established the curiosity-driven exploration
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paradigm. RIDE \cite{raileanu2020ride} introduced episodic novelty for improved exploration.
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Zen-Voyager advances this line by scaling to 14B parameters, introducing the epistemically
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calibrated ICT, and demonstrating zero-shot transfer that exceeds task-specific baselines.
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\section{Conclusion}
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Zen-Voyager demonstrates that open-ended exploration at 14B scale, with epistemically calibrated
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intrinsic motivation and a structured Skill Library Protocol, enables agents to discover skills
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and achieve generalization that surpasses task-specific trained baselines. The 78.3\% MineDojo
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success rate, 85.2\% Procgen zero-shot transfer, and 92.1\% OWCB coverage represent significant
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advances over prior open-ended learning systems.
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\begin{thebibliography}{10}
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\bibitem{pathak2017curiosity} D. Pathak et al., ``Curiosity-driven Exploration by Self-supervised Prediction,'' ICML, 2017.
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\bibitem{wang2023voyager} G. Wang et al., ``Voyager: An Open-Ended Embodied Agent with Large Language Models,'' NeurIPS, 2023.
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\bibitem{hafner2023mastering} D. Hafner et al., ``Mastering Diverse Domains through World Models,'' arXiv:2301.04104, 2023.
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\bibitem{raileanu2020ride} R. Raileanu and T. Rocktaschel, ``RIDE: Rewarding Impact-Driven Exploration for Procedurally-Generated Environments,'' ICLR, 2020.
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\end{thebibliography}
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\end{document}
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