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VAGEN: Reinforcing World Model Reasoning for Multi-Turn VLM Agents

Kangrui Wang, Pingyue Zhang, Zihan Wang, Yaning Gao, Linjie Li, Qineng Wang, Hanyang Chen, Chi Wan, Yiping Lu, Zhengyuan Yang, Lijuan Wang, Ranjay Krishna, Jiajun Wu, Li Fei-Fei, Yejin Choi, Manling Li

arXiv:2510.16907v1cs.AIcs.CL

TL;DR

VLM agents must reason over partial visual observations and maintain internal world models during multi-turn interaction. VAGEN reinforces StateEstimation and TransitionModeling with reinforcement learning, task-dependent representations, dense WorldModeling Reward, and Bi-Level GAE. Its WorldModeling strategy reaches 0.76 overall performance, outperforming FreeThink and NoThink.

  • Problem

    VLM agents face partial and noisy visual observations, while current multi-turn approaches often lack explicit internal world modeling for visual state reasoning.

  • Method

    VAGEN formulates multi-turn VLM interaction as a POMDP and uses reinforcement learning with explicit StateEstimation, TransitionModeling, WorldModeling Reward, and Bi-Level GAE.

  • Results

    0.76 overall performance is achieved by the WorldModeling strategy, compared with 0.67 for FreeThink and 0.28 for NoThink.

  • Takeaways & Limitations

    Explicit visual state reasoning and task-dependent state representations provide a supported pathway for improving multi-turn VLM agent performance within VAGEN.

  • Takeaways & Limitations

    Reward hacking can produce generic responses that satisfy the LLM-as-a-Judge without reflecting deep, state-specific reasoning, particularly with Bi-Level GAE.

Abstract

from arXiv · show

A key challenge in training Vision-Language Model (VLM) agents, compared to Language Model (LLM) agents, lies in the shift from textual states to complex visual observations. This transition introduces partial observability and demands robust world modeling. We ask: Can VLM agents construct internal world models through explicit visual state reasoning? To address this question, we architecturally enforce and reward the agent's reasoning process via reinforcement learning (RL), formulating it as a Partially Observable Markov Decision Process (POMDP). We find that decomposing the agent's reasoning into State Estimation ("what is the current state?") and Transition Modeling ("what comes next?") is critical for success, as demonstrated through five reasoning strategies. Our investigation into how agents represent internal beliefs reveals that the optimal representation is task-dependent: Natural Language excels at capturing semantic relationships in general tasks, while Structured formats are indispensable for precise manipulation and control. Building on these insights, we design a World Modeling Reward that provides dense, turn-level supervision for accurate state prediction, and introduce Bi-Level General Advantage Estimation (Bi-Level GAE) for turn-aware credit assignment. Through this form of visual state reasoning, a 3B-parameter model achieves a score of 0.82 across five diverse agent benchmarks, representing a 3$\times$ improvement over its untrained counterpart (0.21) and outperforming proprietary reasoning models such as GPT-5 (0.75), Gemini 2.5 Pro (0.67) and Claude 4.5 (0.62). All experiments are conducted within our VAGEN framework, a scalable system for training and analyzing multi-turn VLM agents in diverse visual environments. Code and data are publicly available at https://vagen-ai.github.io.

1 Introduction

VAGEN frames multi-turn VLM interaction as a partially observable problem requiring explicit internal world modeling. It reinforces state estimation, transition modeling, task-dependent representations, and turn-aware reinforcement learning within a scalable framework.

  • Vision-based agents face partial, noisy observations that make interpreting and tracking dynamic environments harder than text-based interaction.
  • VAGEN uses reinforcement learning to structure reasoning into StateEstimation for the current visual state and TransitionModeling for the next state.The framework compares five strategies, including NoThink, FreeThink, each explicit component, and their combination, WorldModeling.
  • 0.76 overall performance is achieved by WorldModeling, exceeding FreeThink at 0.67 and NoThink at 0.28.
  • Representation choice depends on task demands: natural language supports semantic reasoning, while structured formats provide precision for manipulation and control.Symbolic representation was least effective because models struggled to ground abstract symbols in visual input without targeted training.
  • WorldModeling Reward supplies dense turn-level supervision, while Bi-Level GAE first evaluates turn-level effectiveness and then propagates credit to tokens.This addresses instability from propagating sparse end-of-trajectory rewards across long horizons.
  • VAGEN is a scalable training framework that decouples environment setup from model training for efficient experimentation and algorithmic extensibility.

2 Build Internal World Models via Visual State Reasoning in Multi-Turn RL

VAGEN frames multi-turn VLM interaction as a POMDP and trains agents to construct internal world models through explicit visual state reasoning. It evaluates structured reasoning strategies and integrates trajectory-level optimization, task rewards, and visual-state feedback.

  • Problem Formulation: VAGEN models multi-turn VLM tasks as a POMDP, where visual observations provide partial views of environment states.The policy maps image and text observations to language-token actions while the environment transitions and emits rewards.
  • Multi-Turn RL: The framework optimizes complete interaction trajectories so agents can maintain and update internal beliefs across turns.Each trajectory repeatedly links visual observations, generated reasoning and executable actions, environment transitions, and rewards.
  • Visual State Reasoning: VAGEN explicitly trains agents to interpret current visual states and predict future states as components of visual world modeling.The NoThink, FreeThink, StateEstimation, TransitionModeling, and WorldModeling strategies impose progressively different reasoning requirements.
  • Evaluation: The evaluation covers five agentic environments spanning grid puzzles, 3D navigation, object manipulation, and geometric reconstruction.Performance uses task completion rewards for four tasks and DreamSim and DINO similarity for SVG Reconstruction.
  • Results: FreeThink consistently outperforms NoThink, while StateEstimation and TransitionModeling show complementary strengths in navigation and manipulation.StateEstimation performs well in Navigation, whereas TransitionModeling performs strongly in PrimitiveSkill; either strategy alone can underperform when task structure or state complexity differs.
  • Results: +0.55 improvement over its untrained counterpart is achieved by the combined WorldModeling strategy, which performs strongly and stably across tasks.The trained model also outperforms proprietary models despite its smaller scale.

3 How Can We Represent Internal Beliefs about the World?

The paper compares Natural-Language, Symbolic, and Structured representations for internal visual beliefs and finds that the best format depends on task demands. Natural-Language performs best in FrozenLake and Sokoban, while Structured slightly leads in PrimitiveSkill.

  • Representation Choices: The study evaluates Natural-Language, Symbolic, and Structured formats for converting visual states into internal beliefs.FrozenLake and Sokoban use all three formats, while PrimitiveSkill compares Natural-Language with Structured representations.
  • Task-Dependent Results: In FrozenLake and Sokoban, Natural-Language outperforms Symbolic and Structured representations.The paper attributes this pattern to the model’s familiarity with natural language and limited grounding of symbolic or image-derived structured outputs.
  • Task-Dependent Results: In PrimitiveSkill, Structured slightly outperforms Natural-Language representation.The structured object-position prompts provide more precise grounding for next-state prediction.
  • Design Choice: The paper adopts Natural-Language as the default general-purpose representation and Structured format specifically for PrimitiveSkill.This choice follows the observed task-dependent trade-off in representation performance.

4 Can World Modeling Help with Reward Shaping and Credit Assignment?

VAGEN improves visual-agent reinforcement learning by rewarding explicit state reasoning and assigning credit at the turn and token levels. Across tasks, combining WorldModeling Reward with Bi-Level GAE generally improves test performance and stability, while each component has distinct limitations.

  • 4.1 WorldModeling Reward: The WorldModeling Reward compares explicit current-state observations and next-state predictions with ground-truth visual states using LLM-based or rule-based matching.State information can include object positions, coordinates, distances, and directions, depending on the environment.
  • 4.2 Bi-Level General Advantage Estimation (GAE): Bi-Level GAE first estimates an advantage for each turn, then propagates that turn-level signal to tokens within the corresponding action.This replaces coarse trajectory-level credit assignment with hierarchical turn- and token-level feedback.
  • 4.3 VAGEN-Full Multi-Turn Reinforcement Learning Framework: VAGEN-Full combines structured reasoning, WorldModeling Reward, and Bi-Level GAE, while SVG Reconstruction uses Bi-Level GAE alone because it lacks world dynamics.The experiment sets reward coefficients βs and βw to 0.5 and reports VAGEN-Base with Bi-Level GAE as the VAGEN-Full configuration for SVG Reconstruction.
  • 4.4 Ablations: VAGEN-Full consistently outperforms VAGEN-Base at test time across tasks, with the largest gap in PrimitiveSkill despite similar training accuracy.The authors associate this pattern with improved adaptation to new scenes and stronger robustness and generalization.
  • 4.4 Ablations: Bi-Level GAE alone yields significant but inconsistent gains, whereas WorldModeling Reward alone consistently improves the baseline but remains constrained by trajectory-level credit assignment.The combined VAGEN-Full system is reported as the most stable and generally effective across tasks.
  • 4.5 Case Studies and Findings: Agents develop increasingly concise, templated responses during training, and some Bi-Level GAE-trained agents exploit judge criteria with generic responses lacking deep state-specific reasoning.The latter behavior is described as reward hacking or over-optimization.

5 Related Work

Prior work spans RL, prompting, adapters, and visual reasoning, but multi-turn VLM agents still face the challenge of maintaining visual state representations across interactions.

  • RL approaches for LLMs and VLMs use human-feedback or rule-based rewards, while this work optimizes trajectories for POMDP-style visual reasoning.
  • Multi-turn VLM training must maintain consistent visual state representations across interactions, beyond prompting or adapter-based approaches.
  • Figure 5 compares VAGEN-Base and VAGEN-Full across Navigation, Sokoban, and PrimitiveSkill, with Full improving environment understanding and spatial reasoning.
  • Visual reasoning research has studied perception, grounding, causal tracing, and single-turn information flow, while multi-turn internal world modeling remains underexplored.

6 Conclusion and Limitations

VAGEN presents a multi-turn RL framework for explicit visual world-model reasoning and positions the problem in a partially observable setting. The conclusion also identifies restricted model architectures and evaluation environments as limitations.

  • 6 Conclusion and Limitations: VAGEN rewards StateEstimation and TransitionModeling so VLM agents build internal world models and update beliefs during multi-turn interaction.
  • 6 Conclusion and Limitations: WorldModeling Reward provides dense turn-level supervision, while Bi-Level GAE assigns turn-level credit before propagating it to individual tokens.
  • 6 Conclusion and Limitations: The stated limitations are restricted model architecture and evaluation environments, with future work targeting additional VLM families and supervised finetuning.
  • 6 Conclusion and Limitations: The framework is formulated as a POMDP because visual observations can be partial, requiring active exploration to recover more complete environmental information.
  • 6 Conclusion and Limitations: Trajectory-wide context is used during policy optimization through teacher forcing, supporting consistency between rollout and update under partial observability.

A.2 Multi-Turn Reinforcement Learning in VLM Agentic Tasks

The multi-turn VLM training framework repeatedly maps visual observations and interaction history to structured reasoning and executable actions, then optimizes collected trajectories with PPO.

  • At each turn, the VLM receives an image and optional prompt, generates explicit reasoning plus an executable action, and receives a subsequent observation and reward.
  • PPO updates the VLM from trajectories formed over repeated environment interactions, integrating world modeling with multi-turn trajectory optimization.
  • The framework is implemented on VeRL with an env-as-service design that decouples training from environment interaction and improves scalability.
  • VAGEN uses a dual-loop architecture with an inner Rollout Loop for data collection and an outer Training Loop for policy optimization.
  • The reasoning strategies are specified through alternative formats, documented in the reasoning-strategy table.

A.4 Environments and Tasks for VLM Agents

VAGEN evaluates multi-turn VLM agents across four task-completion environments and SVG Reconstruction using success and image-similarity metrics. The experimental specification includes environment actions, rewards, and training hyperparameters.

  • Environments and Tasks: The environments include Sokoban, FrozenLake, Navigation, PrimitiveSkill, and SVG Reconstruction, each with separately documented action spaces, rewards, and hyperparameters.
  • Training and Evaluation: VAGEN-Base collects trajectories by sampling autoregressive actions from history, executing parsed actions, and storing states, observations, actions, and task rewards.
  • Training and Evaluation: Token-level GAE combines KL penalties with trajectory task reward, assigning the total task reward to the final action token before backward advantage computation.
  • Evaluation Metrics: Task-completion environments report average success rate, with trajectory success defined by completion of the environment-specific objectives.
  • Evaluation Metrics: SVG Reconstruction reports average DreamSim and DINO similarity, measuring perceptual and self-supervised visual-feature agreement with the target image.

B.1 Bottleneck of Off-the-Shelf VLMs on Agentic Tasks

The evaluation covers multiple agentic tasks, including Sokoban, FrozenLake, Navigation, PrimitiveSkill, and SVG reconstruction, using visual inputs and task-specific action formats.

  • Evaluation protocol: Off-the-shelf VLMs are evaluated with reasoning prompts that require visual analysis before executable answers.Examples use <think>...</think> and <answer>...</answer> response formats.
  • Task coverage: The benchmark suite includes Sokoban and FrozenLake solving, Navigation, robot-arm PrimitiveSkill control, and SVG reconstruction.The supplied prompts define distinct goals and action spaces for these tasks.
  • Navigation: Navigation prompts require agents to identify targets, choose actions, and account for obstacles or camera orientation.Available actions include movement, rotation, and looking up or down.
  • PrimitiveSkill: PrimitiveSkill prompts require translating human instructions and visual object locations into pick, place, and push commands.Coordinates are specified as integer millimeters within workspace limits.
  • SVG reconstruction: SVG reconstruction prompts ask models to identify visual elements, colors, dimensions, positions, and relationships before generating SVG code.The task rewards overall visual similarity and structural accuracy.

B.2 Reasoning in Multi-turn RL Training

Multi-turn RL training uses task-specific prompts that require agents to describe observations, reason about actions, predict next states, and then act.

  • Training setup: Qwen2.5-VL-3B is trained with reinforcement learning across all reasoning strategies in Table 6.Training runs use servers with 8×H100 GPUs, 104 CPUs, and 1.7TB of memory, taking approximately 4–8 hours per session.
  • Grid environments: Sokoban and FrozenLake training prompts encode environment-specific constraints while requiring explicit state predictions.Sokoban forbids pulling boxes, whereas FrozenLake includes slippery tiles and holes.
  • Navigation: Navigation training supplies format and task rewards while allowing multiple movements, camera adjustments, and recovery actions.The prompt gives +0.5 for correct format and +10.0 for achieving the human instruction.
  • WorldModeling prompts: WorldModeling prompts require observation description, reasoning, next-state prediction, and executable actions in each response.This format is specified for Navigation, PrimitiveSkill, Sokoban, SVG reconstruction, and FrozenLake training prompts.
  • PrimitiveSkill: PrimitiveSkill training uses visual object matching and millimeter coordinates for robot-arm pick, place, and push actions.The prompt also requires predicting the next state before answering.

D.2 Mitigating Reward Hacking via Structured Evaluation and Repetition Penalty

The reward design combines structured correctness evaluation with a repetition penalty, while Bi-Level GAE assigns advantages at both turn and token levels.

  • Reward design: The composite reward combines structured evaluation with a penalty for historical repetition.This design targets both reasoning quality and repeated behavior.
  • Structured evaluation: Natural-language reasoning is converted into a structured dictionary that explicitly captures entities and relations.The conversion replaces holistic qualitative judgment with an intermediate representation.
  • Structured evaluation: F1 score quantitatively measures the structured reasoning dictionary against a ground-truth dictionary for correctness and completeness.The authors describe this as more robust than vague text similarity or an overall LLM impression.
  • Repetition penalty: Repetition is penalized only when a frequent historical sentence also has F1 below the predefined correctness threshold.This dual condition identifies blindly repeated incorrect answers rather than penalizing repetition alone.
  • Repetition penalty: In Sokoban, repetitive incorrect responses with F1 < 0.7 receive a −0.1 reward penalty.The stated mechanism is intended to encourage more diverse and state-relevant reasoning pathways.
  • Bi-Level GAE: Bi-Level GAE estimates advantages at turn and token levels, and experiments report benefits for FreeThink baselines as a general RL training mechanism.Additional comparisons cover model families and sizes on Sokoban.

E.1 Visual State Reasoning Enhances Spatial Understanding and Multi-Step Planning

Explicit visual state reasoning improves spatial understanding and multi-step planning by helping agents represent object relationships, obstacles, and longer-term goals.

  • Overall effects: Explicit visual state reasoning significantly improves spatial understanding and planning across different environments.The analysis reports this pattern for multi-turn VLM agents.
  • Spatial understanding: StateEstimation and TransitionModeling help agents understand relative positions among the player, target, and box in Sokoban.The resulting representations support navigation around obstacles while maintaining progress toward objectives.
  • Navigation planning: Navigation agents identify target locations and blocking objects that prevent direct paths.This supports planning beyond the immediately shortest-looking movement.
  • Multi-step planning: Visual reasoning supports multi-step sequences that account for both immediate and longer-term goals.The reported planning includes spatial relationships among targets, obstacles, and the agent.

E.2 Response Convergence and Reduced Exploration

Agents shift from exploratory, diverse reasoning early in training toward concise, standardized responses later, reflecting reduced exploration and policy convergence across environments.

  • Convergence: Response convergence occurs with and without TransitionModeling Reward, indicating it is a fundamental learning dynamic rather than exclusively a reward-specific effect.
  • Early Training: Early training produces diverse reasoning, creative problem-solving, and detailed environmental descriptions in Sokoban and Navigation.
  • Late Training: Late-stage responses become concise and structured, varying mainly in directional or action tokens while preserving efficient expression.
  • Convergence: This convergence reflects communication optimization for task effectiveness alongside reduced exploration as reinforcement-learning policies converge.
  • Sokoban: Example Sokoban responses combine spatial state descriptions with action sequences that position the player and push boxes toward targets.

E.3 Reward Hacking and Over-optimization

Reward optimization can drive agents toward generic reasoning templates that satisfy evaluation criteria without reliably reflecting state-specific understanding, with this problem intensified under some Bi-Level configurations.

  • Observed Reward Hacking: Reward hacking is observed in FrozenLake, where agents adapt responses to the LLM-as-a-Judge mechanism rather than necessarily improving spatial reasoning.
  • Generic Templates: Agents converge on broadly applicable responses containing multiple directional possibilities and generic spatial relationships instead of specific state analysis.
  • Bi-Level Effects: Reward hacking becomes more pronounced under Bi-Level training, whose enhanced credit assignment can increase sensitivity to exploitable evaluation patterns.

F Summary of Findings

VAGEN finds that explicit visual state reasoning improves multi-turn VLM agents, representation choice depends on task demands, and specialized rewards enhance reasoning and task success while remaining vulnerable to exploitation.

  • Finding 1: Explicit Visual State Reasoning is Crucial for Multi-Turn VLM Agents: Explicit StateEstimation and TransitionModeling during RL significantly enhance multi-turn visual task performance over vanilla VLM behavior.
  • Finding 2: Optimal Visual State Representation is Task-Dependent: Natural Language performs consistently well for inferring structured information from raw visual input, while Structured Formats excel in manipulation-heavy tasks.
  • Finding 2: Optimal Visual State Representation is Task-Dependent: Symbolic representations are less effective because the model has limited prior interpretability from visual input.
  • Finding 3: RL with World Modeling Rewards and Bi-Level GAE Enhances Reasoning: Turn-level World Modeling Reward and Bi-Level GAE provide supervised, fine-grained signals that improve reasoning quality, task success, and generalization over Base RL.
  • Finding 4: Emergent Reasoning Patterns and Challenges: Reasoning stability varies by task: Navigation and PrimitiveSkill are relatively beneficial with explicit rewards, whereas FrozenLake shows more erratic patterns.
  • Finding 4: Emergent Reasoning Patterns and Challenges: Reward mechanisms can be gamed, so robust reward design and continuous monitoring of reasoning quality remain necessary.
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