TaskFrame: Connecting Task-Level Planning with Frame-Level Control for Game Agents

Building general game agents requires both high-level task reasoning and low-latency action control in rapidly changing visual environments. These capabilities favor models with substantially different computational profiles, making them difficult to realize within a single model. In this work, we present TaskFrame, a hierarchical planner-controller framework that connects task-level planning with frame-level keyboard-and-mouse control. A vision-language task planner decomposes a high-level goal into an ordered sequence of atomic instructions and is optimized through supervised learning and dependency-aware GRPO. The hidden states of special goal tokens that terminate each atomic instruction provide continuous goal embeddings that are cached and reused across control steps. A causal Transformer controller combines the embedding of the active goal with recent observations to predict discrete keyboard and mouse-button actions and continuous camera motion at every game step. We train the system in three stages: planner training, controller pretraining, and joint alignment. Experiments in Minecraft show that TaskFrame is competitive with general-purpose vision-language models on instruction decomposition, and that in closed-loop evaluation the agent achieves a higher combat success rate than the evaluated baselines.

Authors

Publication Details

Journal
arXiv (Cornell University)
Published
2026-10-29
DOI
https://doi.org/10.48550/arxiv.2610.40276
Primary Topic
Artificial Intelligence in Games
Type
preprint
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preprint

TaskFrame: Connecting Task-Level Planning with Frame-Level Control for Game Agents

Yinuo Jiang, Xiaodong Cun, Junfu Pu, Lingen Li et al.
arXiv (Cornell University)
Artificial Intelligence in Games
preprint

TaskFrame: Connecting Task-Level Planning with Frame-Level Control for Game Agents

Yinuo Jiang, Xiaodong Cun, Junfu Pu, Lingen Li, Xingyilang Yin, Jiarui Wu, Honghao Chen, Hongbo Jin, Ying Shan, Cheng Cheng, Yiran Wang, Yinan Zhou, Guangzhi Wang
preprint en

Abstract

Building general game agents requires both high-level task reasoning and low-latency action control in rapidly changing visual environments. These capabilities favor models with substantially different computational profiles, making them difficult to realize within a single model. In this work, we present TaskFrame, a hierarchical planner-controller framework that connects task-level planning with frame-level keyboard-and-mouse control. A vision-language task planner decomposes a high-level goal into an ordered sequence of atomic instructions and is optimized through supervised learning and dependency-aware GRPO. The hidden states of special goal tokens that terminate each atomic instruction provide continuous goal embeddings that are cached and reused across control steps. A causal Transformer controller combines the embedding of the active goal with recent observations to predict discrete keyboard and mouse-button actions and continuous camera motion at every game step. We train the system in three stages: planner training, controller pretraining, and joint alignment. Experiments in Minecraft show that TaskFrame is competitive with general-purpose vision-language models on instruction decomposition, and that in closed-loop evaluation the agent achieves a higher combat success rate than the evaluated baselines.

arXiv (Cornell University)
Artificial Intelligence in Games
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TaskFrame: Connecting Task-Level Planning with Frame-Level Control for Game Agents — Yinuo Jiang, Xiaodong Cun, et al. · arXiv (Cornell University) (2026) | TGRS Research Map | TGRS