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Main Authors: Xie, Zhengwei, Chen, Zhisheng, Weng, Ziyan, Li, Jinhan, Li, Chenglong, Xiao, Zikai, Song, Jingwei, Jing, Jinhao, Zhang, Vireo, Wang, Kun
Format: Preprint
Published: 2026
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Online Access:https://arxiv.org/abs/2603.13131
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author Xie, Zhengwei
Chen, Zhisheng
Weng, Ziyan
Li, Jinhan
Li, Chenglong
Xiao, Zikai
Song, Jingwei
Jing, Jinhao
Zhang, Vireo
Wang, Kun
author_facet Xie, Zhengwei
Chen, Zhisheng
Weng, Ziyan
Li, Jinhan
Li, Chenglong
Xiao, Zikai
Song, Jingwei
Jing, Jinhao
Zhang, Vireo
Wang, Kun
contents Long-horizon embodied intelligence requires agents to improve through interaction, not merely to execute plans generated from static goals. A central challenge is therefore to transform past executions into knowledge that can shape future decisions. Minecraft provides a representative testbed for this problem, where tasks such as crafting tools, building redstone components, and obtaining diamond equipment involve long prerequisite chains and are frequently disrupted by missing tools, blocked paths, GUI failures, or stagnant execution. To this end, we propose \textbf{MineEvolve}, a knowledge-driven self-evolution framework that converts execution feedback into actionable behavioral knowledge. MineEvolve first uses \underline{\emph{\textbf{\ding{182}Monitor}}} to convert each subgoal execution into typed feedback, including state changes, inventory changes, failure types, progress signals, and stagnation indicators. \underline{\emph{\textbf{\ding{183}Inducer}}} then derives reusable skills from successful executions and remedies from failed or stagnant executions. \underline{\emph{\textbf{\ding{184}Curator}}} validates, merges, filters, and retrieves these knowledge entries, while \underline{\emph{\textbf{\ding{185}Adaptor}}} uses them to repair the unfinished part of the plan under repeated failures or stagnation. Experiments on the Minecraft MCU long-horizon task suite show that MineEvolve consistently improves performance across multiple language-model planners, with larger gains on high-dependency task groups. Ablation and knowledge-accumulation studies further demonstrate that converting execution signals into structured behavioral knowledge is an effective path toward self-evolving embodied agents in long-horizon environments. Our code is available at https://github.com/xzw-ustc/MC-MineEvolve.
format Preprint
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publishDate 2026
record_format arxiv
spellingShingle MineEvolve: Self-Evolution with Accumulated Knowledge for Long-Horizon Embodied Minecraft Agents
Xie, Zhengwei
Chen, Zhisheng
Weng, Ziyan
Li, Jinhan
Li, Chenglong
Xiao, Zikai
Song, Jingwei
Jing, Jinhao
Zhang, Vireo
Wang, Kun
Artificial Intelligence
Long-horizon embodied intelligence requires agents to improve through interaction, not merely to execute plans generated from static goals. A central challenge is therefore to transform past executions into knowledge that can shape future decisions. Minecraft provides a representative testbed for this problem, where tasks such as crafting tools, building redstone components, and obtaining diamond equipment involve long prerequisite chains and are frequently disrupted by missing tools, blocked paths, GUI failures, or stagnant execution. To this end, we propose \textbf{MineEvolve}, a knowledge-driven self-evolution framework that converts execution feedback into actionable behavioral knowledge. MineEvolve first uses \underline{\emph{\textbf{\ding{182}Monitor}}} to convert each subgoal execution into typed feedback, including state changes, inventory changes, failure types, progress signals, and stagnation indicators. \underline{\emph{\textbf{\ding{183}Inducer}}} then derives reusable skills from successful executions and remedies from failed or stagnant executions. \underline{\emph{\textbf{\ding{184}Curator}}} validates, merges, filters, and retrieves these knowledge entries, while \underline{\emph{\textbf{\ding{185}Adaptor}}} uses them to repair the unfinished part of the plan under repeated failures or stagnation. Experiments on the Minecraft MCU long-horizon task suite show that MineEvolve consistently improves performance across multiple language-model planners, with larger gains on high-dependency task groups. Ablation and knowledge-accumulation studies further demonstrate that converting execution signals into structured behavioral knowledge is an effective path toward self-evolving embodied agents in long-horizon environments. Our code is available at https://github.com/xzw-ustc/MC-MineEvolve.
title MineEvolve: Self-Evolution with Accumulated Knowledge for Long-Horizon Embodied Minecraft Agents
topic Artificial Intelligence
url https://arxiv.org/abs/2603.13131