Vision-Language Agents Can Learn in Their Own Latent Worlds
Organizations: Department of Computer Science and Engineering, HKUST, Hong Kong, China · School of Computing, National University of Singapore, Singapore · Department of Computer Science, University of Southern California, Los Angeles, USA
Abstract
Learning from experience is essential for building the next generation of agents that continually expand their capabilities. Pretrained vision-language models (VLMs) already internalize rich world knowledge, yet this knowledge is rarely leveraged to drive policy improvement through online interaction. Realizing this potential efficiently remains challenging, as policy updates shift the agent's interaction distribution, requiring the world model to adapt accordingly, while continually updating large pretrained models is computationally expensive. To address this challenge, we introduce Dwell, a model-based reinforcement learning (RL) framework that reframes a VLM as a recurrent latent transition operator, endowing it with the ability to predict, adjust, and act in latent space. Leveraging the VLM's own representations and its dual role as both world model and policy, the agent continually learns from real interactions to anticipate and evaluate action outcomes, and from latent imagination to improve its behavior. Across five interactive visual environments, Dwell achieves the strongest overall performance among trainable methods while substantially reducing the compute required for imagination, showing that effective world models for VLM agents need not reconstruct the future; they need to predict futures that are useful for action. Our code is publicly available at https://github.com/Tom111-lhx/Dwell
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Supplementary material from the paper’s appendix.
Appendix
| Variant | Sokoban | FrozenLake | Navigation |
| Dwell (Shared) | |||
| Bridged Latent Interface |
| Environment | Observation | Actions | Horizon | Eval. episodes |
| Sokoban | top-down RGB, , one box | 4 moves | 25/25 | 256 |
| FrozenLake | top-down RGB, | 4 moves | 25/25 | 128 |
| Navigation | first-person RGB, instruction | 8 motions | 30/10 | 120 |
| PrimitiveSkill | RGB, instruction | 3 parameterized skills | 3/3 turns | 64 |
| EB-ALFRED | first-person RGB, instruction | 162 skills | 30/30 | 20 |
| Real reward | Dwell in imagination | ||||
| Environment | Success | Step | Label | Reward | Episode end |
| Sokoban | binary | ||||
| FrozenLake | 3-class | goal or hole | |||
| Navigation | binary | cutoff at | |||
| PrimitiveSkill | binary, stage | success or | |||
| EB-ALFRED | binary | cutoff at | |||
| Setting | Sokoban | FrozenLake | Navigation | EB-ALFRED |
| Backbone and latent state | ||||
| VLM backbone | Qwen2.5-VL-3B-Instruct (frozen) | |||
| LoRA rank / / dropout | / / | |||
| Latent slots / width | / | |||
| Visual teacher | vjepa2-vitg-fpc64-384-ssv2 (frozen) | |||
| World-model fitting | ||||
RL for VLMs
Reinforcement learning for vision-language models aligns multimodal reasoning, tool use, and action with task-specific feedback.
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