NeurIPS 2026

Abstraction-Aligned Action Learning
for Vision-Language Agents in 3D Game Worlds

Zheyuan Zhou*Liang Du*Zixun Sun†Xiaoyu ZhouRuimin YeQihao ChenYinda ChenLemiao Qiu

Tencent IEG × Zhejiang University

Learning what matters. Aligning intent with the scene. Acting with purpose.

3A-VLA in action00:51

A shared intent. Different worlds.

From pixels to actionable abstractions.

Sparse intent. Structured affordances. Aligned action supervision.

FIGURE 1PDF ↗
From direct imitation to abstraction-aligned action learning

Intention and environment abstractions expose task-relevant concepts, such as walls and enemies, to guide action supervision.

Dynamic 3D games confront an agent with dense visual observations and context-dependent actions. 3A-VLA adds two compact auxiliary targets to action learning: intention abstraction (IA), which captures the goal and strategy, and environment semantics abstraction (ESA), which captures task-relevant scene structure. Abstraction alignment reweighting (AAR) uses their relation to adapt the action-imitation loss.

66.4%Game for Peace

Six-task average SR

40.4%Minecraft MCU Mini

Macro-average across three groups

+13.0ppOver Vanilla IL on GP

53.4% → 66.4%

Three components. One shared policy.

Qwen2-VL-7B · IA + ESA + AAR

FIGURE 2PDF ↗
The 3A-VLA framework

One shared causal Transformer learns actions together with IA and ESA targets. AAR reweights action supervision using their relation. At deployment, only the action chunk is decoded.

FIGURE 2 / EXPLORE THE MECHANISM

Follow the thought. Find the action.

Move across the signals or tap a brain region to explore.

INPUTS

One instruction. The whole scene.

The original image and “Shoot the nearby enemy.” enter one shared model. Keywords and semantic regions are outputs, not inputs.

Explore the evidence ↗

IA and ESA guide action learning during training. At deployment, the policy decodes actions.

01 / IA

Intention abstraction

Condense verbose instructions into compact semantic primitives, generated offline by zero-shot Qwen2-VL-7B.

[waypoint, safezone]See IA evidence ↗
02 / ESA

Environment semantics

Pool scene categories into an 8 × 8 grid, retaining top-K tactical classes per cell using an off-the-shelf SegFormer-B2.

person · vehicle · cover · item · otherSee ESA evidence ↗
03 / AAR

Alignment reweighting

Learn batch-relative action weights from the relation between IA and ESA, with an entropy regularizer and stop-gradient.

Action loss × alignment weightSee AAR evidence ↗
TRAIN WITH ABSTRACTIONSAction → IA → ESA↗DEPLOY WITH ACTIONSRGB + instruction → Action

The full picture, task by task.

TABLE 1

Minecraft: embodied, combat and GUI

Mini: 10 tasks per group
ModelSizeEmbodied stepsEmbodied Mini SREmbodied All SRCombat stepsCombat Mini SRCombat All SRGUI stepsGUI Mini SRGUI All SR
VPT248M37710.1 ± 2.86.0 ± 1.43963.6 ± 1.53.6 ± 1.23980.7 ± 0.10.8 ± 0.3
STEVE-1248M3848.4 ± 2.48.0 ± 1.83954.9 ± 1.43.9 ± 1.13910.03.2 ± 1.3
ROCKET-172B39219.2 ± 3.518.9 ± 3.632029.8 ± 4.227.9 ± 4.8---
JARVIS-VLA7B30531.0 ± 4.930.0 ± 5.335218.3 ± 3.118.5 ± 3.633925.3 ± 4.225.1 ± 4.5
OpenHA7B28737.0 ± 5.830.1 ± 4.931640.0 ± 6.131.9 ± 5.231433.3 ± 5.032.5 ± 5.3
3A-VLA7B27840.6 ± 3.233.5 ± 2.627145.9 ± 3.535.4 ± 2.930734.7 ± 2.734.8 ± 2.6

Compare success rates and environment steps across Mini and All tasks.

TABLE 2

Game for Peace: six atomic tasks

ModelParachutingScavengingCombatRevivalVehicleRotationAverageLatency (s)
GPT-4o41.431.418.647.138.640.036.21.6
Claude-3.7-Sonnet48.638.624.357.141.445.742.62.2
Gemini-2.5-Pro55.742.825.758.647.151.446.91.5
Qwen2-VL-7B22.915.78.627.118.621.419.11.1
Qwen2-VL-7B (Vanilla IL)54.348.644.368.651.452.953.41.1
Qwen2-VL-7B (IL + CoT)55.349.145.768.153.153.954.21.1
Qwen2-VL-7B (IL + Image caption)56.050.446.368.753.454.354.91.1
Qwen2-VL-7B (IL + CoT + Caption)56.350.946.869.353.755.055.31.1
3A-VLA (Ours)66.160.567.170.268.965.766.41.1

SR (%) for parachuting, scavenging, combat, revival, vehicle acquisition and rotation. Latency is in seconds; the default policy uses zero-shot Qwen2-VL-7B IA and SegFormer-B2 ESA.

The Minecraft and GP policies are fine-tuned separately on 50 h and 200 h of data. Main-table latency is 1.1 s per step on one L40S.

What makes abstraction useful?

Component controls, weighting controls and visual evidence.

01 / IA

The intent target matters.

Compact keywords outperform a full reasoning trace in the isolated IA comparison.

Revisit this mechanism ↗
INSTRUCTION

Find a way to quickly enter the safe zone to escape the hazard zone.

↓ Compact intent targets
waypointsafezone
TABLE 3 · IA

How should intent be represented?

IA targetMC steps ↓MC SR (%) ↑
None (baseline)33224.6
Full CoT31028.3
Keywords29830.2

IA alternatives, with ESA absent.

02 / ESA

Keep the useful scene structure.

The latent semantic target performs best among these isolated ESA alternatives.

Revisit this mechanism ↗
Game for Peace combat observation
personcover8 × 8 semantic target
TABLE 3 · ESA

What should the scene target contain?

ESA targetMC steps ↓MC SR (%) ↑
None (baseline)33224.6
Img. Caption32027.0
Img. Pred.32226.8
Full Sem.31827.4
Latent30430.6

ESA alternatives, with IA absent.

03 / IA + ESA

Two abstractions. A shared advantage.

Sparse intention and scene targets reach 36.5%; adding AAR brings the full model to 40.4%.

Revisit this mechanism ↗
INTENTIONenemywall
ENVIRONMENTpersoncover

Alignment → action-loss weight

TABLE 3 · COMBINATION

Bring the abstractions together

VariantIA targetESA targetMC steps ↓MC SR (%) ↑
Baseline--33224.6
BaselineFull CoTImg. Caption30932.3
Ours (w/o AAR)KeywordsLatent29736.5
OursKeywordsLatent28540.4

Dense targets, sparse targets, and the complete model.

04 / AAR

Alignment improves the learning signal.

Learned alignment weighting exceeds fixed and scalar weighting controls in this comparison.

Revisit this mechanism ↗
TABLE 4 · WEIGHTING

Learned or fixed action weights?

Weighting schemeMC steps ↓MC SR (%) ↑
Ours (w/o AAR)29736.5
Fixed w=0.3330336.9
Fixed w=0.6730237.0
Scalar cosine29937.1
Scalar Hadamard29537.6
AAR (Ours)28540.4

Compare fixed weights, scalar relations and AAR.

AAR / FURTHER CONTROLS

Test the weighting. Test its parts.

Dense-target controls and component removals complete the comparison.

TABLE 4 · DENSE TARGETS

Does reweighting help dense targets?

Dense-target configurationMC steps ↓MC SR (%) ↑
CoT+Cap. w/o AAR30932.3
CoT+Cap. w/ VLM-Score30732.8
CoT+Cap. w/ AAR30136.0

The same CoT + caption targets with three weighting settings.

TABLE 4 · COMPONENTS

Which parts of AAR matter?

AAR configurationMC steps ↓MC SR (%) ↑
Ours (w/o AAR)29736.5
AAR w/o H̄29138.2
AAR w/o stop-gradient28937.6
AAR (Ours)28540.4

Remove AAR, entropy regularization or stop-gradient.

FIGURE 3PDF ↗
Attention and zero-shot generalization

IA, ESA and AAR progressively concentrate attention on task-relevant regions. The paper’s first example reduces attention entropy from 7.58 to 3.42.

Cite this work+
@inproceedings{zhou20263avla,
  title={3A-VLA: Abstraction-Aligned Action Learning for Vision-Language Agents in 3D Game Worlds},
  author={Zhou, Zheyuan and Du, Liang and Sun, Zixun and Zhou, Xiaoyu and Ye, Ruimin and Chen, Qihao and Chen, Yinda and Qiu, Lemiao},
  booktitle={Advances in Neural Information Processing Systems},
  year={2026}
}

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