mlsanityData to 7 Oct 2026

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

arXiv 2605.00347 ↗First posted 1 May 2026cs.LG cs.AI cs.CLcited by 2

On the map: Multimodal LLMs / vision-language models → Embodied and 3D vision-language models

Abstract (arXiv)

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.

Key facts. Cited by 2 papers in the map (data through 7 Oct 2026). Placed in Embodied and 3D vision-language models, one of 16 directions in Multimodal LLMs / vision-language models. Builds on 71 of its 84 references that are in the map. First posted on arXiv 1 May 2026.

Builds on

71 of 84 references.

Closest ancestors · 9

Same direction, newest first

  1. 2025VAGEN: Reinforcing World Model Reasoning for Multi-Turn VLM Agents19 Oct
  2. 2025ERA: Transforming VLMs into Embodied Agents via Embodied Prior Learning and Online Reinforcement Learning14 Oct
  3. 2025VideoGameBench: Can Vision-Language Models complete popular video games?23 May
  4. 2025G1: Bootstrapping Perception and Reasoning Abilities of Vision-Language Model via Reinforcement Learning19 May
  5. 2024From Multimodal LLMs to Generalist Embodied Agents: Methods and Lessons11 Dec
  6. 2024Fine-Tuning Large Vision-Language Models as Decision-Making Agents via Reinforcement Learning16 May
  7. 2023RT-2: Vision-Language-Action Models Transfer Web Knowledge to Robotic Control28 Jul
  8. 2023EmbodiedGPT: Vision-Language Pre-Training via Embodied Chain of Thought24 May
  9. 2023PaLM-E: An Embodied Multimodal Language Model6 Mar

Other references · 62

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  4. 2022ReAct: Synergizing Reasoning and Acting in Language Modelscited by 8,355
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Citing papers per year: 2026: 2.

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  4. 2025VLM Q-Learning: Aligning Vision-Language Models for Interactive Decision-Making
  5. 2025The Evolving Landscape of LLM- and VLM-Integrated Reinforcement Learning
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  7. 2025Enhancing Vision-Language Model Training with Reinforcement Learning in Synthetic Worlds for Real-World Success
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