MineEvolve: Self-Evolution with Accumulated Knowledge for Long-Horizon Embodied Minecraft Agents
Organizations: USTC · NTU · CityU-DG · THU ·
Abstract
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 MineEvolve, a knowledge-driven self-evolution framework that converts execution feedback into actionable behavioral knowledge. MineEvolve first uses \underline{\emph{\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{\ding{183}Inducer}} then derives reusable skills from successful executions and remedies from failed or stagnant executions. \underline{\emph{\ding{184}Curator}} validates, merges, filters, and retrieves these knowledge entries, while \underline{\emph{\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.
Figures & tables
| Method | Qwen3.5-Flash | Qwen3.5-Plus | GLM-4.7 | Gemini-3-Flash | GPT-5.5 |
|---|---|---|---|---|---|
| Weighted Easy Task Average | |||||
| DEPS | 57.69 | 58.65 | 56.60 | 59.07 | 61.34 |
| JARVIS-1 | 70.47 | 71.04 | 69.30 | 70.62 | 72.41 |
| Optimus-1 | 73.76 | 73.66 | 72.55 | 73.26 | 75.29 |
| Optimus-2 (GOAP) | 73.93 | 74.50 | 73.28 | 74.86 | 75.60 |
| MineEvolve | 74.14 | 75.61 | 72.97 | 75.47 | 76.98 |
| Source of Remedies | Iron | Redstone | Diamond | Armor | Hard Avg. |
|---|---|---|---|---|---|
| Binary Feedback | 42.36 | 24.72 | 10.28 | 18.36 | 27.06 |
| Trajectory-level Reflection | 46.88 | 26.79 | 11.94 | 20.36 | 29.98 |
| Typed Execution Feedback | 55.83 | 31.24 | 17.06 | 27.63 | 37.13 |
Appendix figures & tables11 assets
Supplementary material from the paper’s appendix.
Appendix
| Group | Task Num. | Representative Task Types |
|---|---|---|
| Wooden | 11 | Wooden tools and weapons; wood, planks, sticks, and saplings gathering |
| Stone | 10 | Stone tools and weapons; stone and cobblestone mining; basic tool upgrades |
| Iron | 16 | Iron ore mining; smelting; iron tools and weapons; villager trading |
| Gold | 7 | Gold-related tools; golden foods; repairing golden equipment |
| Redstone | 6 | Redstone components; simple mechanisms; basic circuits and clocks |
| Diamond | 7 | Diamond mining; diamond tools; repairing and trading for high-tier items |
| Planner backbone | Method | Wo. | St. | Ir. | Go. | Re. | Di. | Ar. | Overall |
|---|---|---|---|---|---|---|---|---|---|
| Qwen3.5-Flash | DEPS | 82.91 | 68.37 | 16.48 | 2.79 | 5.84 | 2.11 | 7.25 | 28.90 |
| JARVIS-1 | 92.37 | 88.14 | 34.76 | 10.83 | 23.41 | 8.39 | 14.92 | 41.75 | |
| Optimus-1 | 98.30 | 92.75 | 45.24 | 8.07 | 28.17 | 8.21 | 14.80 | 45.83 | |
| Optimus-2 (GOAP) | 98.60 | 92.45 | 51.30 | 8.70 | 28.10 | 12.40 | 20.95 | 48.84 | |
| MineEvolve | 98.09 | 92.61 | 52.43 | 10.11 | 30.77 | 14.58 | 23.47 | 50.09 | |
| Qwen3.5-Plus | DEPS | 84.05 | 69.34 | 17.39 | 3.47 | 8.94 | 2.43 | 4.36 | 29.25 |
| Method | Low-level policy | Use of failure feedback | Typed feedback | Continual knowledge update | Same-policy comparison |
|---|---|---|---|---|---|
| DEPS | STEVE-1 | Feedback interpretation and subgoal selection | No | No | Yes |
| JARVIS-1 | STEVE-1 | Weak; mainly successful-case retrieval | No | No | Yes |
| Optimus-1 | STEVE-1 | Retrieved as part of the experience pool | No | Partial | Yes |
| Optimus-2 | GOAP | Not a core mechanism | No | No | No |
| MineEvolve | STEVE-1 | Remedy generation | Yes | Yes | Yes |
| Method | Task group | 0 eps. | 50 eps. | 100 eps. | 200 eps. | 400 eps. |
|---|---|---|---|---|---|---|
| Static Store | Iron | 39.8 | 40.8 | 41.9 | 42.9 | 43.6 |
| Redstone | 24.2 | 24.9 | 25.6 | 26.2 | 26.5 | |
| Diamond | 9.0 | 9.5 | 9.9 | 10.4 | 10.9 | |
| Armor | 16.2 | 17.2 | 18.2 | 19.3 | 19.4 | |
| Hard Avg. | 25.13 | 26.01 | 26.90 | 27.79 | 28.22 | |
| Text Reflection | Iron | 39.8 | 42.3 | 44.1 | 44.9 | 45.4 |
| Checkpoint | #Skills | #Remedies | Retrieved tokens | Retrieval latency | Eval. LLM calls |
|---|---|---|---|---|---|
| 0 eps. | 0 | 0 | 0 | 0.00 s | 7.82 |
| 50 eps. | 31 | 44 | 628 | 0.10 s | 7.96 |
| 100 eps. | 56 | 78 | 846 | 0.14 s | 8.07 |
| 200 eps. | 94 | 128 | 1087 | 0.19 s | 8.18 |
| 400 eps. | 143 | 191 | 1216 | 0.25 s | 8.31 |
| Strategy | Knowledge initialization | Training-stage update | Purpose |
|---|---|---|---|
| Cold Start (Empty KB) | Empty | No cross-episode knowledge writing | Estimate the lower bound without external behavioral knowledge |
| Diamond-only Self-learning | Empty | Write Diamond-only experience | Test whether self-learning only on the target hard tasks is sufficient |
| Curriculum Pretrain Freeze | Knowledge pretrained on lower-tier tasks | Freeze lower-tier knowledge during the Diamond stage | Test whether lower-tier knowledge transfers to Diamond tasks |
| Mixed Sampling (1:1) | Unified online knowledge base | Jointly update with lower-tier and Diamond experience | Test whether mixed updates yield stronger continual improvement |
| Strategy | SR@20% | SR@40% | SR@60% | SR@80% | SR@100% |
|---|---|---|---|---|---|
| Cold Start (Empty KB) | 2.6 | 2.8 | 2.7 | 2.8 | 2.9 |
| Diamond-only Self-learning | 3.0 | 6.1 | 9.6 | 12.2 | 13.9 |
| Curriculum Pretrain Freeze | 5.7 | 8.9 | 11.8 | 14.3 | 16.4 |
| Mixed Sampling (1:1) | 6.2 | 9.8 | 13.1 | 15.8 | 17.6 |
| Strategy | Checkpoint Avg. | Final SR | Final gain vs. Diamond-only |
|---|---|---|---|
| Cold Start (Empty KB) | 2.76 | 2.9 | -11.0 |
| Diamond-only Self-learning | 8.96 | 13.9 | 0.0 |
| Curriculum Pretrain Freeze | 11.42 | 16.4 | +2.5 |
| Mixed Sampling (1:1) | 12.50 | 17.6 | +3.7 |
Self-Evolving Agents
Self-evolving agents improve their skills, memory, tools, policies, or environments by learning from interaction and evaluation feedback.
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