Gated Coordination for Efficient Multi-Agent Collaboration in Minecraft Game

Fuente: arXiv
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Auteurs principaux: Jian, HuaDong, Li, Chenghao, Wang, Haoyu, Shuai, Jiajia, Guo, Jinyu, Yang, Yang, Zhang, Chaoning
Format: Preprint
Publié: 2026
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author Jian, HuaDong
Li, Chenghao
Wang, Haoyu
Shuai, Jiajia
Guo, Jinyu
Yang, Yang
Zhang, Chaoning
author_facet Jian, HuaDong
Li, Chenghao
Wang, Haoyu
Shuai, Jiajia
Guo, Jinyu
Yang, Yang
Zhang, Chaoning
contents In long-horizon open-world multi-agent systems, existing methods often treat local anomalies as automatic triggers for communication. This default design introduces coordination noise, interrupts local execution, and overuses public interaction in cases that could be resolved locally. To address this issue, we propose a partitioned information architecture for MLLM agents that explicitly separates private execution states from public coordination states. Building on this design, we introduce two key mechanisms. First, we develop an event-triggered working memory based on system-verified outcomes to maintain compact and low-noise local state representations. Second, we propose a cost-sensitive gated escalation mechanism that determines whether cross-region communication should be initiated by jointly considering node criticality, local recovery cost, and downstream task impact. In this way, communication is transformed from a default reaction into a selective decision. Experiments conducted on long-term construction tasks in open environments demonstrate that, compared to baseline models based on strong communication and planned structures, the introduction of gated communication and a partitioned information architecture results in superior performance in terms of blueprint completion quality and execution chain length. It also improves local self-recovery, reduces ineffective escalations, and increases the utility of public communication.
format Preprint
id arxiv_https___arxiv_org_abs_2604_18975
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Gated Coordination for Efficient Multi-Agent Collaboration in Minecraft Game
Jian, HuaDong
Li, Chenghao
Wang, Haoyu
Shuai, Jiajia
Guo, Jinyu
Yang, Yang
Zhang, Chaoning
Multiagent Systems
In long-horizon open-world multi-agent systems, existing methods often treat local anomalies as automatic triggers for communication. This default design introduces coordination noise, interrupts local execution, and overuses public interaction in cases that could be resolved locally. To address this issue, we propose a partitioned information architecture for MLLM agents that explicitly separates private execution states from public coordination states. Building on this design, we introduce two key mechanisms. First, we develop an event-triggered working memory based on system-verified outcomes to maintain compact and low-noise local state representations. Second, we propose a cost-sensitive gated escalation mechanism that determines whether cross-region communication should be initiated by jointly considering node criticality, local recovery cost, and downstream task impact. In this way, communication is transformed from a default reaction into a selective decision. Experiments conducted on long-term construction tasks in open environments demonstrate that, compared to baseline models based on strong communication and planned structures, the introduction of gated communication and a partitioned information architecture results in superior performance in terms of blueprint completion quality and execution chain length. It also improves local self-recovery, reduces ineffective escalations, and increases the utility of public communication.
title Gated Coordination for Efficient Multi-Agent Collaboration in Minecraft Game
topic Multiagent Systems
url https://arxiv.org/abs/2604.18975