Building general game agents requires both high-level task reasoning and low-latency action control in rapidly changing visual environments. These capabilities favor models with substantially different computational profiles, making them difficult to realize within a single model. In this work, we present TaskFrame, a hierarchical planner-controller framework that connects task-level planning with frame-level keyboard-and-mouse control. A vision-language task planner decomposes a high-level goal into an ordered sequence of atomic instructions and is optimized through supervised learning and dependency-aware GRPO. The hidden states of special goal tokens that terminate each atomic instruction provide continuous goal embeddings that are cached and reused across control steps. A causal Transformer controller combines the embedding of the active goal with recent observations to predict discrete keyboard and mouse-button actions and continuous camera motion at every game step. We train the system in three stages: planner training, controller pretraining, and joint alignment. Experiments in Minecraft show that TaskFrame is competitive with general-purpose vision-language models on instruction decomposition, and that in closed-loop evaluation the agent achieves a higher combat success rate than the evaluated baselines.
Feed-forward Gaussian Splatting enables efficient novel view synthesis, but pixel-aligned prediction makes the primitive count grow with image resolution and view count, leading to substantial redundancy and increased computational cost. Non-pixel-aligned methods address this limitation by predicting a fixed number of Gaussians. Without explicit ray and depth constraints, these methods yield misplaced Gaussian centers, causing rendering artifacts under large viewpoint changes. To address this issue, we introduce GeoGSplat, a geometry-grounded feed-forward model that explicitly incorporates geometric priors into the non-pixel-aligned framework. A dual-branch encoder constructs Anchors and Triplane to capture coarse 3D structure and fine-grained scene features, respectively. Subsequently, a hierarchical decoder progressively decodes dense 3D points and Gaussian primitives, enabling 3D reconstruction and novel view synthesis. GeoGSplat surpasses both state-of-the-art pixel-aligned and non-pixel-aligned Gaussian Splatting methods on DTU and NRGBD in terms of novel view synthesis and reconstruction. The advantage of our geometry-grounded paradigm further increases as target viewpoints move farther from the input cameras, demonstrating stronger generalization to large viewpoint changes. Project Page: https://comedy0913.github.io/projects/geogsplat