NTH

Self-Improving Video-to-Action Models

AuthorsHyunwoo Ryu, Eric Ming Chen, Max Wilcoxson, Vincent Sitzmann

AffiliationsComputer Science & Artificial Intelligence Laboratory · Massachusetts Institute of Technology · Cambridge, MA 02139, USA

October 24, 2026 2 min read
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The one-line take

Mirror helps embodied agents turn visual plans into actions by learning from their own attempts in the environment.

Key results

14B
Cosmos3 planner size

Parameters in the NVIDIA video planner used by Mirror.

82%
BASALT FindCave success

Mirror success rate after 5 hours of self-play.

15.6%
Mirror iron-pickaxe success

Survival-mode success after 10M environment steps, without expert actions or rewards.

1.7%
Dreamer V3 iron-pickaxe success

Comparison after the same 10M-step budget, using rewards and simplified game mechanics.

5.5%
Mirror offline diamond success

Success using expert action labels without environment interaction.

0.7%
Dreamer V4 offline diamond success

Comparison with expert action labels and no environment interaction.

What the paper found

Self Improving Video-to-Action Models introduces Mirror, which teaches an agent to turn a video planner’s imagined actions into executable controls without expert action labels or task rewards. A planner generates a visual plan from the agent’s actual observations; a video-to-action model predicts controls, and the agent learns from the transitions it really achieves—even when it misses the plan. Stochastic action exploration helps it discover unfamiliar actions, while frequent replanning corrects drift and guides it toward harder stages. The authors build the planner from NVIDIA’s 14B-parameter Cosmos3 model, using cached history for efficient long-context planning. In Minecraft BASALT, Mirror reaches 82% success on FindCave after 5 hours of self-play. In survival mode, after 10M environment steps, it crafts an iron pickaxe in 15.6% of episodes without expert actions or rewards, compared with 1.7% for Dreamer V3, which uses rewards and simplified game mechanics. In a separate offline experiment using expert action labels but no environment interaction, Mirror obtains diamonds in 5.5% of episodes, versus 0.7% for Dreamer V4. The method also outperforms leading observation-based baselines across Atari and OGBench, and learns faster than LAIfO on DeepMind Control. The results suggest that a capable video planner can steer exploration, letting an agent progressively learn how to act from its own experience rather than relying on large collections of paired video and action data.

Original abstract

Video generative models are an emerging tool for embodied agents: they can serve as scalable visual planners, generating videos that depict how to complete previously unseen tasks. However, executing these plans typically requires a video-to-action or "inverse dynamics" model trained on large, human-collected video-action datasets, severely limiting scalability. We introduce Mirror, a self-supervised approach that learns video-to-action mappings through environment interactions, without prior action data or hand-crafted rewards. Mirror learns by attempting to follow a visual plan by executing its best guess of the underlying actions in the environment. Mirror then trains on the resulting video-action pairs, incrementally self-improving and following the visual planner more closely. Across Atari, OGBench, and DeepMind Control, Mirror outperforms leading learning-from-observation methods with learned video plans, and achieves near-expert performance with oracle plans. On Minecraft BASALT, it outperforms methods with access to expert actions or hand-engineered task knowledge. In Minecraft survival, it is the first method to acquire an iron pickaxe through self-improvement alone, without rewards or expert action labels. In the offline setting, with expert action labels but no environment interaction, it sets a new state of the art in obtaining diamonds. Our results suggest that advances in video models can translate into increasingly capable agents without a corresponding need for hand-crafted rewards or large collections of expert action data.

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