# active_reasoning_in_an_openworld_environment__bfa40acc.pdf Active Reasoning in an Open-World Environment Manjie Xu 1, : manjietsu@bit.edu.cn Guangyuan Jiang 2 jgy@stu.pku.edu.cn Wei Liang 1, 3, liangwei@bit.edu.cn Chi Zhang 4, zhangchi@bigai.ai Yixin Zhu 2, yixin.zhu@pku.edu.cn 1 School of Computer Science & Technology, Beijing Institute of Technology 2 Institute for AI, Peking University 3 Yangtze Delta Region Academy of Beijing Institute of Technology, Jiaxing, China 4 National Key Laboratory of General Artificial Intelligence, BIGAI https://sites.google.com/view/conan-active-reasoning Recent advances in vision-language learning have achieved notable success on complete-information question-answering datasets through the integration of extensive world knowledge. Yet, most models operate passively, responding to questions based on pre-stored knowledge. In stark contrast, humans possess the ability to actively explore, accumulate, and reason using both newfound and existing information to tackle incomplete-information questions. In response to this gap, we introduce Conan, an interactive open-world environment devised for the assessment of active reasoning. Conan facilitates active exploration and promotes multi-round abductive inference, reminiscent of rich, open-world settings like Minecraft. Diverging from previous works that lean primarily on single-round deduction via instruction following, Conan compels agents to actively interact with their surroundings, amalgamating new evidence with prior knowledge to elucidate events from incomplete observations. Our analysis on Conan underscores the shortcomings of contemporary state-of-the-art models in active exploration and understanding complex scenarios. Additionally, we explore Abduction from Deduction, where agents harness Bayesian rules to recast the challenge of abduction as a deductive process. Through Conan, we aim to galvanize advancements in active reasoning and set the stage for the next generation of AI agents adept at dynamically engaging in environments. 1 Introduction Active interaction with the environment is fundamental to human understanding of the world around us. Both neural and behavioral studies indicate that through active engagement with their surroundings, humans garner critical insights and foster a profound understanding of complex phenomena (Goodale and Milner, 1992; Rizzolatti et al., 1997; Rieber, 1996). When confronted with partial or ambiguous data, our innate response is to seek supplementary evidence, hypothesize, and put forth possible explanations, sometimes even reevaluating initial assumptions (Yuan et al., 2022). This iterative process persists until a satisfactory resolution emerges. The process of formulating theories based on observations and prior knowledge is classically termed as abductive reasoning or simply, abduction (Peirce, 1965; Douven, 2021). A topic of enduring :Work done while M. Xu was an intern at Peking University. 37th Conference on Neural Information Processing Systems (Neur IPS 2023). Task Initializer The Playground Survival-driven: Get Goal-driven: Kill_zombie Planner Parser Navigate Collect Make Goal What was the criminal s goal? To get the diamond. Intent Why did the criminal cut these trees? To make a wood pickaxe. Survival What happened between the criminal and the zombie? The criminal fought and killed the zombie despite being injured. Key Frames Question Answering (a) (b) (c) Figure 1: An example of Conan, an open-world environment for active reasoning. (a) Conan initialization. A vandal is randomly assigned a task from the task space while keeping alive. A probabilistic parser, utilizing a knowledge graph, selects a sequence of subgoals to fulfill the main objective. This decision is then conveyed to a planner which, in turn, invokes heuristic policies to execute atomic actions. Some of these actions leave discernible traces within the environment. (b) Conan playground with traces. (c) Conan questions. Here, a detective is spawned and is tasked with answering queries. It does so by actively exploring the environment, connecting keyframes, and reaching conclusions. interest among psychologists, abduction is perceived as a cornerstone of human cognitive processes. Historical and contemporary studies have delved into its cognitive mechanisms (Josephson and Josephson, 1996; Thagard, 1988; Peirce, 1965), practical applications (Hobbs et al., 1993; Shank, 1998), and ties to scientific thinking and decision-making (Hanson, 1965; Gigerenzer and Gaissmaier, 2011; Zhang et al., 2021a). With growing momentum in the machine learning sphere, recent years have witnessed the advent of dedicated benchmarks and models accentuating abductive reasoning (Bhagavatula et al., 2019; Kayser et al., 2021; Hessel et al., 2022; Liang et al., 2022). However, the bulk of prior work in this domain relies heavily on a single-round, passive questionanswering paradigm that offers complete information. This setup often sees an agent simply responding to queries, leveraging vast pre-trained knowledge, as evidenced by the latest strides in language and vision-language learning. Recent progress in the field has notably already improved performance in such complete-information information question-answering. Contrarily, humans demonstrate a far more nuanced approach when navigating abductive scenarios with incomplete data (Edmonds et al., 2018). We actively engage, explore, gather, and reason, drawing from both new information and prior knowledge. Our iterative approach allows for continuous refinement based on newly acquired evidence (Oaksford and Chater, 1994; Bramley et al., 2017; Edmonds et al., 2019, 2020). To capture the dynamic and exploratory essence of abductive reasoning termed herein as active reasoning we present Conan, a new open-world environment tailored for abductive reasoning. Standing head and shoulders above traditional single-round passive reasoning benchmarks, Conan boasts an open-world arena, urging agents to actively probe surroundings and engage in multi-round abductive inferences, all while leveraging in-situ collected evidence alongside pre-existing knowledge. At its core, Conan is conceived as a detective game, transmuted into a question-answering challenge. Here, the detective is tasked with a query and an incident scene riddled with traces left by a vandal. Given the initial paucity of conclusive information, the detective must embark on an in-depth exploration of the scene. As the inquiry progresses, the detective has the opportunity to actively scout its environment, continually reshaping and honing its hypotheses, especially when new revelations potentially contradict the prior hypothesis. Furthermore, we meticulously craft questions within Conan to span various levels of abstraction, from localized intentions (Intent) to overarching objectives (Goal) and survival states (Survival). To probe the proficiency of active reasoning, we evaluate state-of-the-art Reinforcement Learning (RL) and multimodal question-answering models on Conan. Our observations highlight an intriguing dichotomy: while these cutting-edge models exhibit prowess in addressing low-level, short-term tasks, they struggle with multi-round environmental interactions and high-level abductive reasoning. A plausible root of this challenge could be the absence of structurally represented knowledge. Predicated predominantly on associative training, these agents are versed in correlating traces with responses without genuinely internalizing holistic world models. In sharp contrast, humans seamlessly navigate abductive reasoning by forecasting potential trajectories leading to a perceived outcome. This intricate dance gradually transmutes from abductive to deductive reasoning, where humans harness their innate understanding of causality to deduce and mirror observed patterns. In our pursuit to mirror this quintessential human trait, we integrate Abduction from Deduction (Af D) into Conan via a Bayesian approach. Experimental results underscore the efficacy of Af D, indicating a substantial avenue for bolstering agent adeptness in To sum up, our work makes the following three contributions: We usher in the novel domain of active reasoning, underscoring the indispensable roles of active exploration and iterative inference in abductive reasoning. This paradigm shift transforms traditional single-round passive question-answering paradigms into a more immersive format, compelling agents to actively engage with the environment to procure pivotal evidence. We introduce Conan, a new environment tailored to evaluate the abductive reasoning ability of current machine learning models within dynamic settings. Conan surpasses its predecessors that hinge on step-by-step deductive reasoning, revealing the limitations of present-day models. We formulate a new learning method for abduction, Af D, grounded in Bayesian principles. This framework elegantly reformulates abduction into deduction, proving instrumental in navigating the complex active reasoning challenges posed by 2 Related Work Machine Abductive Reasoning Abductive reasoning, foundational to human cognition, is crucial for scientific exploration, decision-making, and problem-solving (Peirce, 1965; Magnani, 2011). In the Artificial Intelligence (AI) landscape, there is a rich history of efforts to equip machines with this ability, where they use prior knowledge and sparse observations to hypothesize amidst uncertainty (Josephson and Josephson, 1996; Xu et al., 2023). Key developments span logic-based abduction (Kakas et al., 1992; Poole, 1993) and hybrid neural-symbolic methods (Rocktäschel and Riedel, 2017; Zhang et al., 2021b; Li et al., 2022, 2023). With computational progress, Large Language Models (LLMs) have effectively addressed several challenges through text generation, exhibiting outstanding performance (Brown et al., 2020; Open AI, 2023; Thoppilan et al., 2022). Modern research usually frames abductive reasoning within natural language understanding (Bhagavatula et al., 2019) or multimodal vision-language integration (Hessel et al., 2022; Liang et al., 2022). However, there is still a notable gap: many benchmarks lean heavily on deduction, sidelining abduction s interactive essence. Our work addresses this gap, emphasizing the core of active reasoning in abductive contexts. Embodied Question Answering Embodied question answering enhances traditional Visual Question Answering (VQA) by placing agents in interactive environments (Johnson et al., 2017; Das et al., 2018; Gordon et al., 2018; Yu et al., 2019). In Conan, agents actively explore to gather data, preparing them to solve abductive questions based on partial information. Unlike standard embodied question-answering frameworks (Das et al., 2018; Gordon et al., 2018; Yu et al., 2019), where questions become simple instructions for agents, Conan introduces complexity: (i) its questions, rooted in high-level intent and goals, resist simple decomposition into a series of actions; (ii) agents in Conan act as detectives, constantly hypothesizing from observations and prior knowledge, and iterating their strategies in light of new data. For a comprehensive comparison of Conan with other benchmarks, see Tab. 1. Conan Environment Conan is crafted as an interactive question-answering environment aimed at evaluating a machine s active abductive reasoning capacity, as depicted in Fig. 1. Building on the foundation of the Crafter (Hafner, 2021), Conan evolves into a detective game featuring two agents: the vandal and the detective. The gameplay kickstarts with the vandal undertaking a randomly designated task, leaving behind traces for the detective to unravel. Subsequently, given these traces, pertinent queries are generated. Finally, the detective is spawned in the environment, tasked with navigating these traces and actively probing the environment, all to derive answers through abductive reasoning. Table 1: Comparison between Conan and related visual reasoning benchmarks. Conan is unique for its active reasoning and interactive multi-round setting on abductive reasoning tasks. Benchmark Format Multimodal Interactive Multi-round Abductive CLEVR (Johnson et al., 2017) image IQA (Gordon et al., 2018) embodied Embodied QA (Das et al., 2018) embodied ART (Bhagavatula et al., 2019) language VAR (Liang et al., 2022) video Sherlock (Hessel et al., 2022) image Conan (Ours) open-world 3.1 Basic Components Figure 2: Part of the task dependency graph. Starting from the root note, any path forms a multi-step task for an agent to interact with the environment. Playground Originating from the Crafter playground, Conan operates within a 64ˆ64 grid matrix. Agents navigate this space with a localized 9 ˆ 9 grid field of view centered on their current position. Once the detective is created in the environment, all traces left behind by the vandal persist, serving as clues for the detective to unravel. While pivotal studies (Johnson et al., 2016; Fan et al., 2022; Cai et al., 2023; Wang et al., 2023) address perception in 3D Minecraft settings using foundational models, our emphasis is on honing active abductive reasoning. To this end, we transition from a 3D visual perception to a 2D plane, ensuring a harmonious blend of reduced visual complexity and retaining rich interactivity (Xie et al., 2021). Items and Actions Conan offers an extensive assortment of interactive items: food, materials, mobs, and tools, each tied to specific actions, as illustrated in Fig. 2. It furnishes 26 unique actions to foster agent-environment engagement. Certain actions leave traces, and together, the items and their mechanics provide a rich set of affordances for agents in the playground. This knowledge about item operations and traces aids the detective in comprehending the incident scene. Advancing from its predecessor, the original Crafter, Conan now boasts over 30 achievements, a significant rise of over 50%. It features 32 distinct traces covering all agent actions such as crafting, collecting, defeating, eating, drinking, and incurring injuries. This enhancement enables the design of 60 varied abductive reasoning tasks within the scene. For an in-depth overview of the playground, refer to Appx. A. Vandal Each Conan map starts with the initialization of a vandal. This agent is driven by two primary aims: executing a specific task and preserving its existence within the environment. It is noteworthy that external threats might terminate the vandal prematurely. Traces left in the aftermath of the vandal s activities form the question foundation for the detective, with every trace potentially birthing several questions. For a detailed overview, see Sec. 3.2. We model the vandal as optimal: when given a random task and the full map, it strategically delineates a sequence of subgoals based on the task dependency graph, all while ensuring its survival. In scenarios with multiple viable paths to an objective, uniform sampling comes into play. This sampling, supported by a probabilistic parser, presents varied strategies for task completion. Hence, the detective must delve deeper to distinguish the actual sequence of events from possible decoys. The execution of the vandal s individual actions, as per the planned subgoal sequence, is steered by a collection of pre-established policies. Detective After generating questions from a given trace, a detective is spawned to answer them. Traces left by the vandal span multiple steps and are only partially observable within the detective s 9 ˆ 9 grid field of view. This requires the detective to actively interact with the environment and gather evidence to answer the questions. Though both detective and vandal share the same action space, the detective boasts a unique capability. It not only navigates and interacts like the vandal, but can also generate its own traces during its investigation. These overlaid traces from the detective enhance the environment s depth and complexity. This setup pushes the agent to actively derive conclusions from its dynamic interactions. Importantly, the detective is invulnerable; its focus lies squarely on problem-solving, eliminating concerns about survival or evasion. This design emphasizes active exploration and reasoning, ensuring Conan s primary goal remains addressing complex reasoning tasks and answering visual scenerelated questions. 3.2 Questions and Choices Conan is designed to assess the abductive reasoning capability of machine models through a diverse set of questions varying in difficulty and abstraction. These questions fall into three primary categories: Intent (local intent), Goal (global goal), and Survival (agent s survival status change). We approach evaluation as a multi-choice question-answering task. Each question offers four choices, with only one being correct. Questions and choices derive from predefined templates, as showcased in Tab. 2. For a more detailed explanation, see Appx. B.1. Table 2: Examples of three categories of questions in Conan created from predefined templates. Type Questions What did the vandal make on this table? A: wood sword; B: wood pickaxe; C: iron sword; D: stone sword; Why did the vandal cut a tree here? A: make table; B: make wood sword; C: make finance; D: collect apple; What was the vandal s primary objective in this scenario? A: get diamond; B: defeat zombie; C: collect apple; D: make iron sword; What was the desired outcome of the task performed by the vandal? A: make steak; B: make table; C: defeat skeleton; D: collect lava; Why did the vandal die in this situation? A: lack of water; B: lack of food; C: hurt by monster; D: hurt by lava; What could the vandal have done differently to avoid a negative outcome? A: avoid monsters; B: get sleep; C: get food; D: get water; Intent questions target the vandal s immediate objectives or intentions during its task. To decipher these traces, agents must deduce the vandal s underlying intent or subgoals. Solving these questions necessitates a learning model s comprehension of the local context. Goal questions probe the vandal s overarching objectives, extending beyond immediate intents. They necessitate grasping the wider context of a task or action sequence. Such questions query the vandal s ultimate aims, demanding a learning model to reason within the broader context of the traces. Survival questions address the wider investigative scope, posing added challenges to the detective. Centered on the vandal s survival status changes during tasks (e.g., collecting food for sustenance), they lead to deviations from the optimal action plan. While not tied to a task s primary objective, these questions require a deeper grasp of the present context, often necessitating reasoning around potential scenarios or alternate results. Compared with the prevalent VQA setup, wherein questions are based on factual information that is readily obtainable from the input, Conan questions cannot be deciphered given only the initial information, necessitating further exploration in the scene. Unlike standard embodied question answering, Conan questions cannot be directly parsed as modular primitives; they demand abductive reasoning, drawing from both new observation and former knowledge to hypothesize, validate, and revise. For benchmarking purposes, Conan produced a corpus comprising 100,000 questions. These were derived from 10,000 unique scenes, generated via the Crafter s scene generator, with each scene stemming from a task executed by a vandal. This resulted in an average generation of 10 questions per scene. Image Key-frame Extractor Encoder Vision-Language Model Text Encoder Text Encoder Question: What s the criminal s intention? Exploration Track Observation Incident Scene Conan Action Linear Linear Linear Linear Choice B: To get the diamond. Playground Figure 3: An illustration of the detective pipeline for Conan. An RL explorer is first trained to gather traces in accordance with the given question. Given a question and the incident scene, the detective calls the explorer subroutine to gather evidence. Next, the exploration sequence undergoes key-frame extraction, processed by a visual encoder, subsequently feeding into a vision-language model for answer selection. 4 The Detective Pipeline Conan casts the abductive reasoning challenge as a detective game, necessitating a detective to efficiently explore and gather information from the environment to deduce plausible explanations (i.e., answers) for the given question. This process involves taking into account the temporal dependencies and incompleteness of the traces. To tackle these challenges encountered in Conan, we devise a detective pipeline, as depicted in Fig. 3. Building on previous work that utilizes hierarchical models for task decomposition (Gordon et al., 2018; Das et al., 2018; Wijmans et al., 2019), our pipeline is structured into two primary phases: an exploration phase for trace collection, followed by an abductive reasoning phase. Initially, interaction with the playground is carried out to collect relevant visual information, which is subsequently leveraged in the reasoning phase to infer answers to the posed questions. Computationally, our pipeline first employs RL agents as explorers (see Sec. 4.1) that learn an exploration policy based on the traces and the question, thereby rendering it goal-oriented. Next, given the question, we recruit vision-language models (see Sec. 4.3) to predict the answer based on the observation. A key-frame extractor (see Sec. 4.2) is inserted into the two phases to selectively identify relevant frames for abduction. The individual components undergo separate training procedures. 4.1 Explorer for Trace Gathering The primary responsibility of an explorer is to efficiently collect information pertinent to the provided question. Initially, masks are employed to encode questions by highlighting relevant grids. Subsequently, the explorer takes in both the observation and the target question as input and outputs the action probability. We use a reward function that incentivizes the agent to scout for clues and traces relevant to the given question. Additionally, a penalty term is incorporated to discourage unnecessary actions and inefficient searching, thereby promoting a more targeted exploration strategy. Specifically, the agent is rewarded with 1 when a trace first appears within its local view, or 2 when the trace bears a close association with the question. A substantial reward of 100 is conferred upon the agent if it successfully uncovers all traces left by the vandal. Concurrently, the agent incurs a penalty of 0.1 for every timestep elapsed, with an additional penalty of 1 imposed for executing operating actions. We evaluate multiple well-regarded RL frameworks as our explorer, including Deep Q-Network (DQN) (Mnih et al., 2015), Trust Region Policy Optimization (TRPO) (Schulman et al., 2015), and Recurrent Proximal Policy Optimization (Recurrent PPO) (Schulman et al., 2017). The Stable Baselines3 library (Raffin et al., 2021) is employed for all implementations. 4.2 Key-Frame Extractor Given that the frames gathered by the explorer tend to be excessively lengthy and redundant, a keyframe extractor is utilized to sift through and select informative frames containing crucial evidence for the detective. We adopt a prevalent selection strategy employed in video understanding (Arnab et al., 2021). Specifically, frames within the temporal bounds determined by the detection of the first and last traces are retained, from which k frames are uniformly sampled. This design is intended to tailor the input with the constrained context window size to downstream vision-language models. 4.3 Vision-Language Models for Abductive Reasoning We employ a multi-choice question-answering paradigm akin to the one used in Ding et al. (2021). Specifically, the model is presented with a question, its corresponding exploration frame sequence, and each potential answer choice, subsequently generating a score for each choice. The model is trained with a categorical cross-entropy loss. During inference, the choice with the highest score is considered the answer. We evaluate several well-established multimodal models; these models are known for their efficacy in processing both visual and textual data. Additional details on model implementation can be found in Appx. D.1. Vanilla-Trans The first baseline method leverages a vanilla transformer encoder to fuse observation and textual inputs. Specifically,the raw symbolic map from Conan serves as the visual feature, while CLIP s text encoder (Radford et al., 2021) is employed to encode the textual input. Frozen Bi LM Frozen Bi LM (Yang et al., 2022), a state-of-the-art model for video question answering, combines visual input with frozen bidirectional language models, trained on web-scraped multimodal data. The approach integrates a frozen language model and a frozen vision encoder with light trainable visual projection modules. Frozen Bi LM is tested with BERT-Large (Kenton and Toutanova, 2019) and De BERTa-v3 (He et al., 2022) as the language model within our questionanswering system, utilizing the symbolic map from Conan for visual input. Flamingo-Mini Flamingo (Alayrac et al., 2022) is a family of vision-language models adept at rapid adaptation to novel tasks with minimal annotated examples. These models can handle sequences of visual and textual data, seamlessly accommodating interleaved images or videos as input. We finetune an open-sourced Flamingo-Mini model with frozen OPT-125M (Zhang et al., 2022), utilizing the symbolic map from Conan for visual input. 4.4 Abduction from Deduction (Af D) The adage Set a thief to catch a thief suggests the use of someone with a similar background or expertise to apprehend a wrongdoer: the best vandal catchers are vandals. This notion resonates with the core principle of Abduction from Deduction (Af D): for a skillful detective to abduce what a vandal does, it needs an in-depth grasp of vandals modus operandi, motivations, and decisionmaking process. Translating the implication to a mathematical language, we articulate the problem of abductive reasoning based on evidence and knowledge from known deductive transitions. It can also be seen as an extension of inverse planning (Baker et al., 2007, 2009; Baker and Tenenbaum, 2014). Formally, let g denote the goal of the vandal, O the detective s observation, and S the playground states post the vandal s actions. We then have: Ppg | Oq E P p S|Oqr Ppg | S, Oqs E P p S|Oqr Ppg | Sqs, (1) where we assume the independence of g w.r.t. O given S, as the goal ought to be clear given the states. Leveraging Bayesian rules, we further observe that Ppg | Sq 9 Pp S | gq 9 ź i πpai | si, gq, (2) assuming a uniform prior over g and known deterministic environment transitions. Eq. (2) asserts that Ppg | Sq is proportional to a goal-conditioned forward action policy, where si, ai Ñ si 1. Intuitively, Eqs. (1) and (2) can be understood as follows: to abduce the vandal s goal from observation, it is imperative to first reconstruct the actual states traversed by the vandal and subsequently ascertain the most plausible goal that, if pursued forward, would result in those states; see Eq. (1). Eq. (2) can be interpreted as a form of deduction, being contingent on transition knowledge derived from a forward action policy. Hence the name Abduction from Deduction (Af D). In practice, two approaches emerge for implementing Ppg | Sq based on Eq. (2). The first entails iterating over all g and utilizing a learned or predefined πp q to score a lengthy sequence of states. Conversely, the second approach embraces a data-driven strategy, wherein one arbitrarily selects g, samples S from πp q, and learns a model of Ppg | Sq using the pg, Sq pairs. The former approach proves time-intensive during inference due to the combinatorial temporal space and expansive goal space, thereby compelling us towards the latter approach. For implementation, we train Pp S | Oq independently as a Dirac delta function of δpfp Oqq and Ppg | Sq from sampled pairs from πp q employed in task execution in the vandal. The derived goal features, along with the question, are fed into the model for answer prediction. Please refer to Appx. F for additional details. 5 Experiments 5.1 Experimental Setup Exploration The explorer is trained using DQN, TRPO, and Recurrent PPO for 108 steps, with a buffer size of 107 and a batch size of 512. In the case of DQN, training is conducted with ϵ 0.96. Each episode is capped at a maximum of 500 steps for the explorer. A curriculum is employed to encourage long-term exploration whilst maintaining a balance with local search: initial training is carried out with traces from long-horizon tasks like get the diamond, compelling the agent to venture farther from its starting point. Subsequently, the agent undergoes further finetuning across the entire dataset. Such a curriculum design prevents a sole focus on local discovery. For downstream reasoning models, k 30 keyframes are extracted by the key-frame extractor. Abductive Inference Our reasoning models are tested under three different settings: Standard, Ideal Explorer, and Af D. In the Standard setting, models undergo training and testing based on the explorer s exploration. The Ideal Explorer setting sees models leveraging on an optimal exploration policy visible to the ground-truth vandal s trajectory, albeit imperfect, it facilitates the agent in gathering sufficient evidence for reasoning. This scenario can be conceived as a measure of the reasoning model s aptitude for passive reasoning given complete information. Under the Af D setting, models are trained and used as delineated in Sec. 4.4. All models are trained utilizing 8 NVIDIA Ge Force RTX 3090 GPUs. For further training specifics, please refer to Appx. D.2. 5.2 Results and Analysis 0 2e7 4e7 6e7 8e7 1e8 Step TRPO-500 Recurrent PPO-500 DQN-500 TRPO-5000 Recurrent PPO-5000 DQN-5000 Figure 4: Learning curves of various RL explorers. The suffix n denotes the maximum number of steps per episode during exploration. Results show that (i) TRPO and Recurrent PPO markedly outperform DQN in performance, and (ii) longer episodes marginally contribute to the performance at the expense of longer exploration time and the accrual of unrelated information. Fig. 4 shows the learning curves of various RL agents during exploration. TRPO and Recurrent PPO manifest similar performance in terms of rewards following a substantial number of steps, markedly surpassing the DQN explorer. Additionally, we probe the impact of augmenting the maximum number of exploration steps to 5, 000 on performance. The data suggests a marginal performance uplift. Nonetheless, we acknowledge that such a performance increment is at the expense of substantially longer exploration time and a notable surge in the accrual of unrelated information. Consequently, we select TRPO with a maximum of 500 steps per episode as our standard RL explorer. Quantitative results on Conan are depicted in Tab. 3; both the standard and Af D results reported employ TRPO as the explorer. In the standard setting, we discern that while models exhibit some aptitude in tackling low-level Intent questions, they struggle with higher-level questions pertaining to Goal and Survival. Among the models, Flamingo-Mini ascends to the pinnacle with an accuracy of 66.3%. Frozen Bi LM models also perform relatively well. Notably, the De BERTa variant slightly outperforms BERT, insinuating that a robust language backbone can improve general comprehension. Contrarily, the Vanilla-Trans model languishes across all tasks, achieving merely random-level performance. Table 3: Performance of abductive reasoning models on Conan. We report the question-answering accuracy (%) across various settings, with the overall accuracy averages over all question categories. F-Bi LM refers to the Frozen Bi LM model. I denotes Intent, G denotes Goal, S denotes Survival, and O denotes Overall. Results exhibiting the top individual performance are highlighted in bold, while models with the superior overall performance are shaded in gray. Standard Ideal Explorer Af D I G S O I G S O I G S O Vanilla-Trans 32.9 25.0 24.5 28.8 64.0 78.4 58.1 66.1 24.8 23.3 24.5 24.3 F-Bi LM-BERT 72.6 44.4 54.4 61.0 87.5 59.5 61.5 74.0 82.8 42.9 55.5 66.0 F-Bi LM-De BERTa 82.9 43.1 52.2 65.3 87.7 71.8 63.9 77.8 82.9 41.9 53.8 65.4 Flamingo-Mini 86.2 43.3 49.5 66.3 85.8 47.8 56.6 69.0 84.9 42.5 52.2 66.1 With the Ideal Explorer, we notice a clear performance boost across all tasks, particularly in the Goal and Survival questions. These results allude to the potential bottlenecking of models abductive reasoning capability due to the insufficient information collected, underscoring the significance of effective exploration. An adept explorer can significantly aid in the accrual of useful information, informatively pursuing a hypothesis to scrutinize evidence, swiftly self-correcting upon encountering conflicting evidence, and reasonably re-planning. The findings also hint sufficient room for the RL explorer to improve. Remarkably, the Vanilla-Trans exhibits the greatest increase, insinuating that, in comparison to other baseline models, it is markedly vulnerable to insufficient evidence. For Af D results, nearly all multimodal models exhibit performance on par with end-to-end supervisedly trained models. Remarkably, Frozen Bi LM models even surpass the performance observed in standard settings. The persisting failure of Vanilla-Trans can be ascribed to its weakness in reasoning amidst incomplete observations due to the significant disparity between the familiar complete state S and incomplete observation O. Examining task-specific results, a notable performance uplift in the Survival task models is discernible for almost all models relative to the standard setting, albeit sharing the same observation. These results intimate that the inclusion of deductive information sensitizes the detective to vandal s concerns during task execution. Nevertheless, the exhibited performance in long-term planning remains weak, reinforcing the pressing need for a better exploration policy. Critically, these models continue to find short-term intent questions to be most easily answered. 5.3 Further Discussion Additional Experiments We further experiment in the absence of visual inputs, serving as a negative control baseline, resulting in random performance across all settings; see Appx. E. This random-level performance underscores the severe constraints imposed on the agent without visual information. The TRPO explorer shows a noticeable improvement over the ones without visual inputs, suggesting that even minimal exploration is preferable to none. Nonetheless, the performance remains relatively modest. On the other hand, the Ideal Explorer demonstrates markedly superior performance, attesting to the substantial benefits its capacity to accrue perfect trace evidence renders to the downstream reasoning task. This accentuates the imperative of effective exploration. Table 4: Error analysis on Conan. We examine the accuracy of Frozen Bi LM-De BERTa across various tasks, comparing two explorer groups: reasoning based on the TRPO explorer and the Ideal explorer (in gray). get_drink defeat_cow get_apple defeat_skeleton make_iron_pickaxe 47.06 43.90 35.7 46.59 56.52 100.00 85.37 78.57 82.95 52.17 place_bed make_steak make_stone_pickaxe get_coal make_stone_sword 43.90 46.15 48.48 50.00 37.50 87.80 50.00 39.39 45.45 4.17 get_iron get_water get_stone make_iron_sword place_furnace 28.57 45.95 36.84 56.25 44.44 46.43 54.05 47.37 28.12 83.95 get_diamond place_table get_wood make_wood_pickaxe make_wood_sword 40.62 39.36 36.00 40.00 50.00 84.38 91.49 96.00 55.00 64.29 make_bed get_lava make_bucket get_beef defeat_zombie 47.83 50.00 35.29 53.85 52.50 39.13 66.67 73.53 42.31 75.00 Error Analysis We extend an error analysis for the goal split, probing the reasoning model across a spectrum of tasks. Table 4 compares two groups: reasoning based on the Ideal explorer and the TRPO explorer. The findings underscore that proficient exploration, i.e., the heuristic Ideal explorer who recovers the vandal s trajectory, is sufficient for satisfactory performance. However, to fully harness the potential, a more adept reasoner is requisite, one capable of deciphering the vandal s hidden states from observed traces. For instance, the act of felling trees could signify a need for either wood or food (apples), and discerning the intent solely from traces of felled trees presents a challenge. When it comes to trace-relevant frames or keyframes, the Ideal explorer could ostensibly furnish all trace-relevant frames. However, the concept of keyframes remains nebulous. Within the video understanding domain, a formidable challenge lies in the extraction of keyframes. This is a post-hoc concept that eludes straightforward acquisition upfront. A prevailing approach, aimed at augmenting efficiency (diminishing context length in Transformer), entails truncating it via every k-th frame. Joint Reasoning The collective enhancement of both exploration and reasoning elements emerges as quintessential, given its mirroring of human-like intelligence. For instance, by providing feedback, the reasoner can steer the explorer towards actions that are potentially more insightful and likely to produce pertinent traces. Nonetheless, practical implementation encounters significant hurdles. Assigning credit to exploratory decisions bearing long-term implications can be intricate, particularly when the outcomes of exploratory actions become evident after a substantial time lapse, thereby muddying the causal relationship between the decisions and their ultimate effect on reasoning and answering questions. This accentuates the mutual reliance between exploration and reasoning advancement in one facet demands progression in the other, introducing a bilateral dependency that complicates optimization. The reasoning component alone demands hefty training and computational resources, especially when utilizing large language models. The demand for formidable computational power renders the simultaneous optimization of exploration and reasoning exceedingly daunting. Collectively, this approach is also widely adopted (Gordon et al., 2018; Lei et al., 2018; Koˇcisk y et al., 2018). Consequently, we navigate along this trajectory, projecting that future endeavors on Conan should prioritize reasoning above exploration. To summarize, the engagement of a proficient explorer substantially enhances abductive reasoning, particularly in higher-level tasks such as goal-oriented and survival-centric inquiries. This underlines the criticality of exploration as a precursor to tackling abductive reasoning tasks in the presence of incomplete information. Furthermore, the achievement of the Af D hint at the potential for models to harness world knowledge, especially transition knowledge pertaining to tasks and traces, to transform abductive reasoning into deductive simulation. We posit that the presented approach resonates more with human-like reasoning, edging us closer to the core of human intelligence. 6 Conclusion In this paper, we introduce Conan, a benchmark tailored to evaluate and assess models active reasoning ability in addressing incomplete-information questions in an interactive environment. Conan sets itself apart from existing abductive reasoning benchmarks by incorporating an openworld playground facilitating active exploration. It differentiates itself from prevailing embodied question-answering benchmarks by introducing the demanding abductive process in question answering, necessitating multi-round abductive inference based on gathered evidence. Moreover, we propose a new learning paradigm, Abduction from Deduction (Af D), that turns the problem of abduction to deduction, exploiting the problem structure through Bayesian principles. Benchmarking the efficacy of contemporary machine learning models on Conan, we elucidate the model limitations in interacting with the environment that leads to failure in higher-level, longer-term abductive reasoning. Limitations and Future Work In general, we notice two significant limitations from the experimental results. For one, the explorer does not supply particularly relevant information for the reasoning model. In the human abductive reasoning process, exploration and reasoning should be closely intertwined, with an agent using the current hypothesis to guide exploration and improve its understanding. However, due to long-range exploration and complex vision-language reasoning, we only applied the conventional visual question-answering method and did not fully integrate these two processes. For another, learning naive question-answer mapping shall be sub-optimal. By leveraging the problem structure, Af D has shown improved performance on a particular set of problems. Nevertheless, the current Af D formulation is still rudimentary. We believe an in-depth understanding of the structure and well-crafted implementation could further boost performance. Acknowledgement The authors would like to thank Ms. Zhen Chen (BIGAI) for designing the figures, and NVIDIA for their generous support of GPUs and hardware. M.X., G.J., W.L., C.Z., and Y.Z. are supported in part by the National Key R&D Program of China (2022ZD0114900), M.X. and W.L. are supported in part by the NSFC (62172043), and Y.Z. is in part by the Beijing Nova Program. 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(2021a). Acre: Abstract causal reasoning beyond covariation. In Conference on Computer Vision and Pattern Recognition (CVPR). 2 Zhang, C., Jia, B., Zhu, S.-C., and Zhu, Y. (2021b). Abstract spatial-temporal reasoning via probabilistic abduction and execution. In Conference on Computer Vision and Pattern Recognition (CVPR). 3 Zhang, S., Roller, S., Goyal, N., Artetxe, M., Chen, M., Chen, S., Dewan, C., Diab, M., Li, X., Lin, X. V., et al. (2022). Opt: Open pre-trained transformer language models. ar Xiv preprint ar Xiv:2205.01068. 7 Conan Playground Conan s playground is a computationally efficient 2D open-world environment with diverse items and rich tasks. The most distinctive feature of Conan s playground over the original Crafter environment is that agents in Conan leave diverse traces when interacting with the environment. These traces serve as the foundation for abductive reasoning; the detective has to effectively connect the traces to figure out what the vandal has done. A.1 Items and Traces Land Based on Crafter, there are three types of terrains that agents can walk on: sand, grass, and path. Sand and grass are soft surfaces where agents leave directional footprints after walking on them (see Fig. A1 first 2 rows in Columns 2 and 3 for examples). If a grid is left with more than one footprint, the footprints will become melded (Fig. A1 Column 4 in first 2 rows). Agents actions will also leave traces on the terrain, e.g., water on the ground (Fig. A1 Column 5 first 2 rows). If an agent gets injured, blood will be shed on the ground (Fig. A1 Column 6 first 2 rows). Creatures There are four creatures in the playground: plant, cow, zombie and skeleton. plant grows from sapling to ripe plant. Cow randomly wander on the ground, whereas zombie and skeleton (monsters in general) will target agents in sight: zombie chases agents and skeleton shoots arrow at agents. Agents can fight with creatures and kill them. These actions will leave monster bodies on the ground. Tools Agents can make tools on the table. There are 7 tools in total: bucket, wood_sword, wood_pickaxe, stone_sword, stone_pickaxe, iron_sword, and iron_pickaxe. These tools can be made using different materials and used for certain tasks. Both swords and pickaxes can be used to fight with creatures, but only pickaxes can be used in mining. Buckets can be used to collect water and lava. Conan s playground enables agents to interact with objects, non-playable characters, and even other agents in the playground. Agents can cut tree to get apple and wood, as well as collect sapling and grow plant (Fig. A1 Row 3). They can also mine with different tools to get stone, coal, iron, and diamond. Using these materials, agents can make bed for sleep, furnace for keeping monsters away and grilling food, table for making tools, etc. Of note, these items should be placed in an empty grid to use and they can be destroyed by monsters. A.2 Achievements and Tasks There are 60 tasks and 39 achievements in Conan s playground. We list all achievements in Tab. A1. Tasks are composed achievements. We select 60 nontrivial and meaningful tasks from all compositions in Conan as the final task set. Table A1: Achievements in Type Achievements Survive drink_water eat_apple eat_beef eat_steak sleep sleep_on_bed wake_up eat_grilled_apple drink_water_from_bucket eat_plant Collect collect_wood collect_apple collect_water collect_stone collect_iron collect_diamond collect_beef collect_coal collect_water collect_lava collect_sapling collect_plant make_steak make_grilled_apple make_bucket make_fence make_wood_sword make_wood_pickaxe make_stone_sword make_stone_pickaxe make_iron_sword make_iron_pickaxe place_table place bed place_furnace place_plant Defeat defeat_cow defeat_zombie defeat_skeleton A.3 Observation and Action Conan offers both pixel representation and symbolic representation for training agents. For pixel representation, the environment returns a 900 ˆ 900 RGB image each time step for the detective s sand_unknown grass_unknown grass_water grass_blood young_plant dead_zombie dead_skeleton wood_pickaxe stone_sword stone_pickaxe iron_pickaxe sleep_player dead_player energy Figure A1: Items and related traces in 9 ˆ 9 local view. For symbolic representation, the environment returns a 9 ˆ 9 tensor, with each entry an index representing one of 50 grid types, covering materials, resources, objects, creatures, and etc. The agent is always at the center of the observation. Conan affords a larger action space. See Tab. A2 for a detailed list of actions. Table A2: Actions in Action Details Noop Do nothing. Move Left Move left if the grid is walkable. Move Right Move right if the grid is walkable. Move Up Move up if the grid is walkable. Move Down Move down if the grid is walkable. Do Collect materials or fight with monsters. Use tools if possible. Sleep Sleep to restore energy. Sleep on bed can restore energy faster; Place Stone Place a stone if the grid is not occupied. Should have a stone. Place Table Place a table if the grid is not occupied. Should have a table. Place Furnace Place a furnace if the grid is not occupied. Should have furnace. Place Plant Place a plant if the grid is grass. Should have sapling. Place Bed Place a bed if the grid is not occupied. Should have bed. Make Wood Pickaxe Nearby table. Should have wood. Make Stone Pickaxe Nearby table. Should have wood, stone. Make Iron Pickaxe Nearby table, furnace. Should have wood, coal, iron. Make Wood Sword Nearby table. Should have wood. Make Stone Sword Nearby table. Should have wood, stone. Make Iron Sword Nearby table, furnace. Should have wood, coal, iron. Make Bucket Nearby table. Should have wood, stone. Make Steak Nearby table, furnace. Should have beef. Eat Apple Restore 2 health. Should have apple. Eat Beef Restore 4 health. Should have beef. Eat Steak Restore 6 health. Should have steak. Collect Water Collect water to bucket. Should have empty bucket. Collect Lava Collect lava to bucket. Should have empty bucket. Drink Drink water. Drink water from water bucket if not near the water. Conan Questions B.1 Question Generation Questions in Conan are generated based on vandal s task-finishing process. To generate a question, (1) we initialize a playground and put the vandal in it; (2) the vandal is randomly assigned a task; (3) the vandal tries to finish the task with the help of the pre-build parser and planner, and generates logs along the way; (4) a question is generated based on a certain part of the log. We randomly select a template from the template pool and fill placeholders with related objects in it. The answer is also parsed from the log. Other choices are sampled based on the question and the context to avoid unrelated choices that can be easily excluded. B.2 Question Templates Tab. A3 lists all the templates we use for generating questions. B.3 Dataset Statistics See Tab. A4 and Tab. A5 for details. The Explorer in the detective is an RL agent. The agent receives an observation of a r64, 64, 2s tensor. This tensor combines the 9 ˆ 9 symbolic local view of the detective and a 64 ˆ 64 question mask. Table A3: Question templates in Conan. [] is the placeholder. Type Templates What was the vandal s objective in these area? What was the vandal s current intent? What did the vandal do after this step? What did the vandal do before this step? What did the vandal make on this table? Why did the vandal make this table? What item did the vandal most likely craft using the table? Why did the vandal make the []? What action did the [] perform immediately? What was the [] used for? What did the vandal make on this furnace? Why did the vandal make this furnace? What item did the vandal most likely craft using the furnace? Why was tree cut? What was the intended use for the wood? How was the tree cut? What was the purpose of mining []? Why was the [] mined? What was the intended use for the []? How did the vandal defeat the []? What did the vandal use to defeat the []? Why did the vandal defeat the []? Goal What was the vandal s final goal? What was this vandal trying to achieve? What did the vandal want to achieve? What was the vandal s survival intent for doing []? why did the vandal collect/make []? What was the vandal s goal for survival currently? Did the vandal die? Why? Why did the vandal die during the task? How did the vandal die? What was the vandal trying to do when died? What can the vandal do to avoid death? what helped keep the vandal away from hungry? what food did the vandal eat? Table A4: Dataset split and choice distribution. Category Train Test Val Choice A Choice B Choice C Choice D Intent 71162 9152 8822 24.99% 25.20% 24.89% 24.93% Goal 8000 1000 1000 24.89% 25.08% 24.87% 25.16% Suvival 7365 1560 1596 25.13% 24.95% 24.95% 24.97% Table A5: Task distribution. Task get_drink defeat_cow get_apple make_stone_pickaxe place_bed place_furnace Percentage 2.47 8.49 2.52 2.87 8.44 8.23 get_lava defeat_skeleton make_iron_sword get_coal get_beef get_diamond get_stone 2.72 8.7 2.64 2.42 2.7 2.39 2.67 make_bucket get_iron get_water make_iron_pickaxe make_bed make_steak make_wood_sword 3.11 2.44 2.2 2.95 2.71 2.81 2.53 defeat_zombie make_stone_sword place_table get_wood make_wood_pickaxe 7.8 2.65 8.24 2.67 2.63 The local view is zero-padded to 64 ˆ 64. This ensures the agent knows its relative position on the map. Additionally, the mask is generated based on the question, with the area related to the question unmasked. The mask serves as the goal of the exploration policy. All the RL baselines are trained for 108 steps. See more details below. Unless specified otherwise, parameters are set as default in Stable Baselines. C.1 Model Details DQN The DQN baseline is trained using a γ value of 0.98, a τ value of 1, a learning rate of 0.0001, a buffer size of 107, and a batch size of 512. We leverage an MLP policy with two layers of 64 neurons each. The model is updated every 10 steps. TRPO The TRPO baseline updates its policy with a special KL-divergence constraint on the distance between the new and old policies. We also leverage an MLP policy for TRPO, where the same multi-layer perceptron is used for both policy and value prediction. Recurrent PPO The Reucrrent PPO baseline uses long short-term memory (LSTM) (Hochreiter and Schmidhuber, 1997) as the recurrent policy. The LSTM layers weights are initialized with standard Gaussian. We reset LSTM states at the end of the episode. The LSTMs for both the actor and the critic have the same architecture, with two LSTM layers of 256 neurons each. C.2 Training Details Explorers are firstly trained on long-horizon tasks as explained in the main text. These long-horizon tasks include get diamond, get lava, get water, make iron sword, make iron pickaxe and eat steak. These tasks can be further broken down into over 20 subtasks and have an average episode length of more than 200 steps. We generate 10,000 unique scenes with traces given these tasks and train explorers on them for 108 steps. Then the explores are fine-tuned on all tasks in Conan for 107 steps. We also show the frame rate per second (FPS) for different RL baselines during training in Fig. A2. As can be seen from the figure, DQN exhibits the highest training efficiency, reaching an FPS exceeding 3000. TRPO maintains a stable FPS of 2000. On the contrary, Recurrent PPO operates significantly slower, requiring over 96 hours to complete training with 128 subproc environments, whereas TRPO accomplishes the task in just 14 hours. D VL Reasoning 0 2e7 4e7 6e7 8e7 1e8 Step 0 TRPO-500 Recurrent PPO-500 DQN-500 TRPO-5000 Recurrent PPO-5000 DQN-5000 Figure A2: Frame rate per second (FPS) curves of several RL explorers in training. Results show that DQN and TRPO are significantly faster than Recurrent PPO. In this section, we describe the experimental details for the Vision-Language (VL) models used in the paper. D.1 Model Details Vanilla-Trans For Vanilla-Trans, the visual features together with the text features are concatenated in the format of [frame_1, frame_2, ..., frame_n, question, choice_1, choice_2, ..., choice_4]. Visual features, if from the symbolic observation, are directly passed into the model. Otherwise, we utilize CLIP s pre-trained image encoder (Vi T-B/16) to extract features from pixel input. Text features are calculated using the text encoder of CLIP. These input features are then passed through a 6-layer Transformer model with an MLP head for classification. Frozen Bi LM We adopt the cross-modal Frozen Bi LM for Conan, drawing inspiration from models used in Multiple-choice Video QA benchmarks such as How2QA (Li et al., 2020) and TVQA (Lei et al., 2018)1. Conan can be formulated as a multiple-choice Video QA problem given the fixed explorer. We concatenate all of the observation frames as the video input. The questions and choices are converted into the following format: [ {question} Is it {choice_1}?, ..., {question} Is it {choice_4}? ]. We then evaluate the probabilities of the model producing Yes and No . The visual features are processed in the same way as in Vanilla Trans and then forwarded for visual-text projection. We utilize BERT-Large and De BERTa as our frozen language backbones in this work; however, other general language models are applicable as well. Flamingo-Mini Our Flamingo-Mini baseline is based on an open-source implementation of the Flamingo model2, as the original Flamingo model s pre-trained weights are not accessible. Flamingo Mini is built upon OPT-125M and CLIP pre-trained Vi T-L/14 model. We also formulate Conan as a multiple-choice problem for Flamingo-Mini. The questions and choices are converted into the following format: [ Question: {question} Answer: {choice_1}, ..., Question: {question} Answer: {choice_4} ]. Each question-choice pair is fed into the model and then a binary classifier head is used on Flamingo s last layer output to predict the final answer. 1https://github.com/antoyang/Frozen Bi LM 2https://github.com/lucidrains/flamingo-pytorch D.2 Training Details Vanilla-Trans was trained for 100 epochs, with a batch size of 128. Frozen Bi LM models were trained for 50 epochs, with a masking probability (for the MLM objective) of 0.15, a batch size of 32, a learning rate of 3 ˆ 10 4, a gradient clipping max norm of 0.1, and Adam as the optimizer (β1 0.9, β2 0.95, ϵ 1ˆ10 8). Flamingo-Mini was trained for 100 epochs, with a learning rate of 5 ˆ 10 5, a batch size of 8, and also Adam as the optimizer (β1 0.9, β2 0.999, ϵ 1 ˆ 10 8). E Additional Experiments E.1 Negative Control Baselines We compare our VL reasoning results on the trained explorers with those on empty visual inputs as a negative control baseline. The results are shown in Tab. A6. Table A6: VL Reasoning models performance on explorers compared with empty visual inputs. Vanilla-Trans F-Bi LM-BERT F-Bi LM-De BERTa Flamingo-mini Empty visual inputs 26.4 25.5 25.9 22.9 TRPO explorer 25.0 44.4 43.1 43.3 Ideal explorer 78.4 59.5 71.8 47.8 The results show that using empty visual inputs yields random performance across all settings. Besides, it also shows that the training QA pairs are unbiased. The TRPO explorer achieves higher performance, which suggests that the exploration strategy learned by TRPO helps gather some informative evidence for the reasoning process. The Ideal explorer is an oracle-like exploration policy that has access to perfect trace evidence and temporal information. It provides the most comprehensive information about the environment. This highlights the importance of effective exploration in improving reasoning performance. However, it does not mean that reasoning is less important, as even with the Ideal explorer, the model still could not achieve satisfactory performance. Based on all results, collecting informative evidence seems to be more important in the overall objective. F Abduction from Deduction (Af D) As mentioned in Sec. 4.4, we adopt a data-driven strategy to learn a model of Ppg | Sq and simultaneously answer the questions. To be more specific, we train the detective agent self-supervisedly. The detective is randomly assigned with one of all possible tasks. It then finishes the task by following the action policy πp q. Note that we assume the detective s πp q is the same as the vandal s in order to best implement the idea of Af D. Based on the task execution process, questions are generated. Since our ultimate goal is to have our models answer Conan s questions, we do not explicitly construct Ppg | Sq, but rather consider the question-answer process as the g. We then train Ppg | Sq, where S is the detective s observation during the task execution, and the label can be derived from the assigned tasks together with the πp q. Besides Ppg | Sq, we still need to learn a model of Pp S | Oq, which, intuitively, can be understood as inferring the true state of the environment from partial observation. In our experiment, we tried two ways to model Pp S | Oq. One approach is to directly train a model using multi-frame observations to predict the states. We employed a UNet (Ronneberger et al., 2015) and a multi-layer CNN as the network. However, this method did not work effectively. Reasoning based on the reconstructed states only achieved performance at a random level. The second approach, which was finally used to report performance, aligned the hidden feature spaces from true states and observations. When training Ppg | Sq, we added a head before the VL models, converting the input S into a 4096-dimensional vector. Then we trained a head on O with the same structure, minimizing the difference between features from O and features from S. Conan Task Demo Figure A3: The task structure of get diamond . To better illustrate the core components in Conan, We take the playground shown in Fig. 1 as an example. In this scenario, the assigned task is get diamond (Fig. A3 shows the task dependency). As shown in Fig. A4, once the vandal completes the task, it leaves behind traces in the playground. The vandal ends at the bottom of the figure. The detective then enters the playground, starting at the beginning of the traces. In this case, traces encompass footprints and remnants left after certain actions. Note that footprints cannot be left on sand or stone, and different footprints may overlap. The vandal will collect objects crafted on a table, making them invisible. Let s suppose the detective s exploration begins by following footprints (note the context window size is 9ˆ9). Firstly we can see some cut trees. As the footprints are not seriously overlapped and mostly one-directional, we can deduce the vandal did not return. After seeing the tool-making table, with the only resources being wood, we could say that the vandal could only make wooden tools, not stone swords or iron pickaxes, further restricting possible actions the vandal took. Note that this is already critical reasoning in Moving on, we note that footprints become missing on the sand surface. However, we note broken stones and coals. Therefore, the wooden tool to break stones and coals shall be a wooden pickaxe. So the agent should have made a wooden pickaxe on the table earlier. Despite the fact that the tool has been collected, we could still figure that out. Following the reemerged footprints, we note blood and a zombie body on the ground, suggesting the vandal should have had a fight. Searching on, we find the broken diamond. As an iron pickaxe is the only tool to collect diamonds. The vandal must have built an iron pickaxe with iron and coal in the furnace. With no other footprints around, we can safely conclude our search. Figure A4: A demostration of core components in Conan. We show how a detective can do reasoning based on the task structure and traces left in the playground. Zoom in for more details.