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OS-Genesis: Automating GUI Agent Trajectory Construction via Reverse Task Synthesis

Qiushi Sun, Kanzhi Cheng, Zichen Ding, Chuanyang Jin, Yian Wang, Fangzhi Xu, Zhenyu Wu, Chengyou Jia, Liheng Chen, Zhoumianze Liu, Ben Kao, Guohao Li, Junxian He, Yu Qiao, Zhiyong Wu

arXiv:2412.19723v3cs.AIcs.CLcs.CVcs.HC

TL;DR

GUI-agent training is bottlenecked by costly human annotation, predefined-task dependence, limited diversity, and unreliable synthetic trajectories. OS-Genesis explores environments first, reverse-synthesizes hierarchical tasks, and applies graded trajectory rewards. It improves performance on challenging online benchmarks, including nearly doubling AndroidWorld performance from 9.82% to 17.41%.

  • Problem

    High-quality GUI trajectories are difficult to collect because human supervision is costly, predefined-task synthesis limits diversity, and synthetic trajectories may be incomplete or incoherent.

    Source: §1 · p. 2
  • Method

    OS-Genesis explores GUI environments through interactions, retrospectively derives low- and high-level tasks from observed transitions, and uses a trajectory reward model to assess generated trajectories.

    Source: §1 · p. 2, §3.2 · p. 4
  • Results

    17.41% versus 9.82%: OS-Genesis nearly doubles performance on AndroidWorld compared with task-driven methods and improves GUI-agent performance on challenging online benchmarks.

    Source: §1 · p. 2, §4.3 · pp. 6–7
  • Takeaways & Limitations

    OS-Genesis produces more diverse, higher-quality trajectory data and substantially narrows the quality gap between synthetic data and human annotations.

    Source: §6 · p. 9

    The quantity of successfully constructed trajectories is constrained by the capabilities of the task-executing model, while exploration and reward modeling rely on GPT-4o because current open-source VLMs lack sufficient online GUI ability.

    Source: Limitations · p. 10

Abstract

from arXiv · show

Graphical User Interface (GUI) agents powered by Vision-Language Models (VLMs) have demonstrated human-like computer control capability. Despite their utility in advancing digital automation, a critical bottleneck persists: collecting high-quality trajectory data for training. Common practices for collecting such data rely on human supervision or synthetic data generation through executing pre-defined tasks, which are either resource-intensive or unable to guarantee data quality. Moreover, these methods suffer from limited data diversity and significant gaps between synthetic data and real-world environments. To address these challenges, we propose OS-Genesis, a novel GUI data synthesis pipeline that reverses the conventional trajectory collection process. Instead of relying on pre-defined tasks, OS-Genesis enables agents first to perceive environments and perform step-wise interactions, then retrospectively derive high-quality tasks to enable trajectory-level exploration. A trajectory reward model is then employed to ensure the quality of the generated trajectories. We demonstrate that training GUI agents with OS-Genesis significantly improves their performance on highly challenging online benchmarks. In-depth analysis further validates OS-Genesis's efficiency and its superior data quality and diversity compared to existing synthesis methods. Our codes, data, and checkpoints are available at https://qiushisun.github.io/OS-Genesis-Home/.

1 Introduction

GUI agents require high-quality trajectories containing goals, step instructions, actions, and states, but existing collection methods are costly, task-dependent, and difficult to scale or quality-control. OS-Genesis addresses this bottleneck by discovering interactions first, synthesizing tasks retrospectively, and using rewards to select useful trajectories.

Trajectory Data

  • Ideal GUI trajectories combine high-level instructions, low-level instructions, actions, and visual or textual states for end-to-end agent training.These components support progression from action automation toward full-process autonomy.Source: §1 · pp. 1–2

Motivation

  • Existing GUI trajectory collection is costly for humans and limited by predefined tasks, restricted diversity, and inconsistent intermediate-step quality.Human collection requires full-trajectory annotation and manual task design, while model-based synthesis can produce incomplete or incoherent trajectories.Source: §1 · p. 2

Approach

  • OS-Genesis explores GUI environments through interactions, converts observed state transitions into low-level instructions, and derives broader high-level tasks for trajectory collection.The pipeline avoids human supervision and predefined tasks while linking abstract objectives to dynamic GUI behavior.Source: §1 · p. 2

Results

  • 17.41% versus 9.82%: OS-Genesis nearly doubles AndroidWorld performance over task-driven methods.Experiments on AndroidWorld and WebArena demonstrate effectiveness on challenging online benchmarks.Source: §1 · p. 2

2 Related Works

Prior work develops language agents and GUI datasets across platforms, but trajectory resources remain incomplete, costly to curate, and often narrowly tied to specific environments. OS-Genesis is positioned against these limitations through interaction-driven, cross-environment data construction.

Agents for Digital Automation

  • Language-agent research spans prompting, collaboration, tool use, self-improvement, and model integration, alongside fine-tuning for perception, action generation, and multi-environment operation.These efforts target digital automation across web, desktop, and mobile platforms.Source: §2 · p. 2

Data for Building Computer Agents

  • GUI datasets cover mobile, web, and desktop applications, but effective agent training requires trajectories pairing states, hierarchical instructions, and actions.Existing resources include Rico, Mini-Wob, and later platform-specific datasets.Source: §2 · p. 3
  • Current trajectory resources often omit essential components, depend on costly manual curation, or target a single GUI platform.These limitations restrict broader applicability.Source: §2 · p. 3

3 OS-Genesis

OS-Genesis constructs GUI training trajectories by exploring interactive environments, reverse-synthesizing hierarchical tasks from observed transitions, and grading completed trajectories with a reward model. The resulting process produces diverse instructions without human intervention while retaining useful incomplete explorations through graded sampling.

3.1 Interaction-Driven Functional Discovery

  • Interaction-driven discovery systematically traverses mobile and web interfaces with actions such as CLICK, TYPE, and SCROLL, collecting pre-action state, action, and post-action state triplets.The exploration is rule-based except for generating contextually appropriate input-field contents.Source: §3.1 · pp. 3–4

3.2 Reverse Task Synthesis

  • Reverse task synthesis maps each observed transition to an atomic executable low-level instruction, then associates it with a broader goal-oriented high-level task.For example, opening a dropdown can become a step toward configuring application settings.Source: §3.2 · p. 4
  • The synthesis process generates semantically rich, environment-aligned high-level instructions without human intervention, which are then executed to produce complete trajectories.The resulting instruction set is denoted T and the generated trajectories G.Source: §3.2 · p. 4

3.3 Trajectory Reward Model

  • The Trajectory Reward Model scores trajectories from 1 to 5 using completion and coherence, rather than discarding every incomplete trajectory.It considers the high-level instruction, action history or low-level instructions, and the last three states.Source: §3.3 · p. 5
  • Reward-based sampling uses trajectory rewards to select training data, preserving diverse exploratory trajectories while emphasizing higher-quality examples.Algorithm 1 samples trajectories according to normalized reward-based probabilities.Source: §3.3 · p. 5

4 Experiments

Experiments evaluate OS-Genesis against task-driven baselines on mobile and web benchmarks, using standardized GUI-agent training and success-rate metrics. OS-Genesis improves performance across AndroidControl, AndroidWorld, and WebArena, including out-of-distribution settings.

4.1 Experimental Settings

  • Experiments use AndroidControl, AndroidWorld, and WebArena with InternVL2 and Qwen2-VL backbones, comparing zero-shot, task-driven, and self-instruction baselines.Training uses trajectory-based supervised fine-tuning with separate planning and action objectives.Source: §4.1 · p. 5, §4.2 · pp. 5–6

4.2 Baseline Construction and Training

  • OS-Genesis and task-driven baselines use 1K trajectories, while self-instruction uses 1.5K trajectories for training.The comparison therefore includes a larger-data self-instruction baseline.Source: §4.2 · p. 6

4.3 Main Results

  • On AndroidWorld, training with OS-Genesis often achieves performance improvements double those of task-driven baselines, narrowing the gap between open-source agents and the GPT-4o-based M3A agent.Even with 1.5 × more data, the self-instruct baseline fails to match OS-Genesis trajectory quality in online settings.Source: §4.3 · p. 6
  • On AndroidControl, OS-Genesis consistently improves action and planning abilities across various backbones, outperforms GPT-4o especially in the low-level setting, and excels in the high-level setting.Only 20 of 833 apps covered by AndroidControl were directly encountered during data synthesis, making the evaluation a test of out-of-distribution performance.Source: §4.3 · pp. 6–7
  • On WebArena, OS-Genesis training improves performance across backbones and enables substantial gains for models weak under zero-shot evaluation.Its advantage over task-driven baselines is especially apparent in websites with many interactive elements.Source: §4.3 · p. 7

5 Analysis

Analysis finds that OS-Genesis produces diverse instructions and trajectories, benefits from trajectory reward modeling, scales with more data before saturation, and approaches human-data performance.

5.1 How Diverse is Our Synthesized Data?

  • OS-Genesis achieves the greatest instruction and trajectory diversity among synthetic methods across mobile and web environments.Human data has high instruction diversity but lower trajectory diversity, whereas OS-Genesis is high on both dimensions.Source: §5.1 · pp. 7–8

5.2 How TRM Impacts Performance?

  • Trajectory Reward Modeling improves high-level performance, while labeler filtering provides slight high-level gains but reduces low-level performance.Low-level performance improves consistently across reward strategies because individual OS-Genesis steps remain useful.Source: §5.2 · p. 8, Figure 5 · p. 8

5.3 How Scaling Trajectory Data Improves Agentic Ability?

  • Performance generally rises as the number of OS-Genesis trajectories increases, but saturation appears at larger scales.The authors attribute saturation to VLM capacity and limits in exploration and trajectory materialization.Source: §5.3 · p. 8, Figure 6 · p. 8

5.4 How Far are We from Human Data?

  • Human-written high-level instructions underperform OS-Genesis instructions when used to construct training trajectories.The paper attributes this to task-environment misalignment and errors in interpreting annotator intentions.Source: §5.4 · p. 9, Figure 7 · p. 9
  • OS-Genesis trajectories narrow the gap to human demonstrations, retaining more than 80% of the human-data average success rate.The effect is especially evident for high-level tasks, where OS-Genesis agents plan and solve problems more like humans.Source: §5.4 · p. 9, Figure 8 · p. 9

6 Conclusion

OS-Genesis is an interaction-driven GUI trajectory synthesis pipeline designed to support diversified computer-control agents. Evaluations show that its synthesized data improves planning and action capabilities while narrowing the gap between synthetic and human-annotated trajectories.

  • OS-Genesis provides a promising interaction-driven direction for generating high-quality trajectory data for GUI agent training.The pipeline targets diversified computer-control agents and addresses bottlenecks in constructing meaningful and diverse GUI tasks.Source: §6 · p. 9

Limitations

The paper identifies limitations involving proprietary models, data representation choices, and model-based trajectory construction. These constraints leave dependence on GPT-4o, full textual and visual representations, and the capabilities of the task-executing model.

Proprietary Models

  • GPT-4o is used for exploration and reward modeling because existing open-source VLMs cannot reliably follow instructions and proactively explore online environments.The authors expect more capable action models to replace these proprietary components in the future.Source: Limitations · p. 10

Data usage

  • The agents use both textual and visual representations, while using either modality alone and partial full-trajectory data remain future work.The multimodal choice is intended to support planning and action in semantically rich environments and maintain evaluation consistency.Source: Limitations · p. 10

Model-based Trajectory Construction

  • The number of successfully constructed trajectories is constrained by the capabilities of the task-executing model.More advanced VLMs with GUI capability are expected to address this limitation.Source: Limitations · p. 10

Broader Impacts

The paper conducts all experiments in virtual environments, so potential effects of computer agents on normal system functioning are not considered a concern.

  • Virtual environments limit concern about computer agents affecting normal system functioning.Source: Broader Impacts · p. 10

A Details of Benchmarks

The evaluation uses AndroidControl, AndroidWorld, and WebArena to assess GUI agents across mobile and web settings. Each benchmark has distinct task construction, observations, metrics, and evaluation procedures.

AndroidControl

  • AndroidControl evaluates real-world mobile control using 7,708 tasks across 1,412 human-collected trajectories and reports success rate and action-type accuracy.The setup adds screenshots’ accessibility trees and historical actions, with coordinates counted correct within 14% of screen width from ground truth.Source: A Details of Benchmarks · p. 14

AndroidWorld

  • AndroidWorld evaluates autonomous agents on 112 usable tasks across 20 real-world Android apps, using randomized inputs and system-state inspections for success.Tasks remaining incomplete after NaN retesting are marked false for fair comparisons.Source: A Details of Benchmarks · p. 14

WebArena

  • WebArena evaluates autonomous web agents on 812 navigation tasks derived from 241 templates using functional-correctness success rates.The setup uses the default click-and-input action space with screenshots and accessibility trees as observations.Source: A Details of Benchmarks · p. 14

B Experimental Details

OS-Genesis evaluations use mobile and web action spaces with benchmark-aligned prompts and implementation-specific action extensions.

Experimental Details

C Reverse Task Synthesis Details

The paper details reverse task synthesis, model-training configurations, task-driven baselines, and trajectory-reward validation. These analyses examine both model compatibility and alignment between trajectory rewards and human judgments.

C Reverse Task Synthesis Details

D Model and Training Details

  • Training configurations include dynamic image processing, filtered accessibility trees, and benchmark-consistent data formats for GUI agents.InternVL2 uses up to 24 image tiles, Qwen2-VL uses image_resolution 1024, and accessibility trees retain visible-element position or index information.Source: D Model and Training Details · p. 15

E.1 Task-Driven

  • The task-driven baseline prompts GPT-4o to infer high-level instructions from initial interfaces and task examples.Source: §E.1 · p. 15

E.2 Task-Driven w. Self Instruct

  • The self-instruct baseline samples three task-driven demonstrations as in-context examples, while matching or exceeding OS-Genesis trajectory counts for fair comparison.Source: §E.2 · p. 15

F Details of Trajectory Reward Model

  • The Trajectory Reward Model scores trajectories from 1 to 5 using completion and coherence, based on the instruction, action history, and final three screenshots.The same TRM is applied to mobile and web tasks.Source: F Details of Trajectory Reward Model · p. 15

F.1 Model Scoring Alignment

F.2 Human Scoring Alignment

  • TRM rewards align well with human evaluations on sampled web and mobile trajectories.The comparison uses human labels collected under the same guidelines as the GPT-4o-based TRM.Source: §F.2 · p. 16, Table 6 · p. 16

G Details about Diversity Analysis

This section details OS-Genesis’s diversity analysis across domains and its evaluation setup, including WebArena prompts and a trajectory reward model for assessing GUI-agent trajectories.

Instruction Diversity

Instruction Length

  • 18.01 words for mobile and 19.68 words for web, making OS-Genesis instructions longer and more context-rich than baseline instructions.For mobile tasks, human instructions average 18.71 words; for web tasks, Task-Driven and Self-Instruction average 11.79 and 8.45 words, respectively.Source: G Details about Diversity Analysis · p. 16

WebArena Evaluation Prompt

  • The WebArena evaluation prompt instructs agents to issue one valid browser action at a time from accessibility-tree observations, URLs, screenshots, and task objectives.It defines page, tab, navigation, and completion actions, requires a fixed answer phrase and action format, and supports step-by-step reasoning.Source: G Details about Diversity Analysis · p. 24

Trajectory Reward Model

  • The trajectory reward model evaluates high-level instructions, stepwise reasoning and actions, and GUI screenshots from the trajectory.For trajectories with at least three states, it includes screenshots of the last state; otherwise, it includes all states.Source: G Details about Diversity Analysis · p. 25
  • The reward model scores trajectory coherence by checking logical progress, action specificity, and the absence of redundant or unnecessary actions.It also evaluates whether the instructed task is completed, all necessary interactions occur, and errors are handled appropriately.Source: G Details about Diversity Analysis · p. 25
  • Scores range from 1 to 5, with 5 denoting perfect completion through clear, multi-action execution without noticeable redundancies.Lower scores represent partial completion, inefficient or goal-divergent behavior, loops, deadlocks, inaccessible tasks, or no meaningful initial actions; complex attempts may receive upward adjustment when they contribute meaningfully.Source: G Details about Diversity Analysis · p. 25
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