The popular 2009 voxel based videogame, Minecraft, contains several distinct disciplines. One of which is "parkour," gameplay that focuses on traversing a world's environment with maximum efficiency. The Minecraft online community has turned the game's physics engine into dynamic puzzles, requiring players to masterfully manipulate motion mechanics through frame precise timing of keystrokes. Actions such as sprinting, sneaking, and mouse direction are all combined to clear specific difficult jumps. Through this project, we design a genetic algorithm to generate weights for a neural network to autonomously evaluate inputs for block distances, terrain, and obstacles to determine the most optimal pathing.
To navigate a space, the brain makes an internal representation of the environment using different cells such as place cells, grid cells, head direction cells, border cells, and speed cells. All these cells, along with sensory inputs, enable an organism to explore the space around it. Inspired by these biological principles, we developed NEATNC, a Neuro-Evolution of Augmenting Topology guided Navigation Cells. The goal of the paper is to improve NEAT algorithm performance in path planning in dynamic environments using spatial cognitive cells. This approach uses navigation cells as inputs and evolves recurrent neural networks, representing the hippocampus part of the brain. The performance of the proposed algorithm is evaluated in different static and dynamic scenarios. This study highlights NEAT's adaptability to complex and different environments, showcasing the utility of biological theories. This suggests that our approach is well-suited for real-time dynamic path planning for robotics and games.
Multimodal large language models (MLLMs) have shown strong capabilities in perception, reasoning, and action generation. However, their ability to sustain exploration in dynamic open worlds remains unclear. Existing embodied and game-based benchmarks often compress interaction into short-horizon tasks or entangle success with domain-specific game mechanics. In this paper, we introduce MineExplorer benchmark for evaluating open-world exploration capabilities of MLLM agents in Minecraft. We first filter atomic tasks whose solutions rely heavily on Minecraft-specific knowledge to better reflect general open-world reasoning. Then we organize the benchmark around a ReAct-style capability formulation and compose atomic tasks into implicit multi-hop tasks. To further construct reliable instances, MineExplorer uses a multi-agent synthesis workflow that jointly designs task graphs, sandbox scenes, and rule-based milestone evaluators. Human evaluation shows that the multi-agent synthesis workflow produces significantly more reliable instances than a single-agent baseline. Experiments with advanced MLLM agents show that open-world exploration remains challenging, as strong models can handle many single-hop tasks but degrade sharply when hidden prerequisites must be coordinated over longer trajectories. Further analysis finds that task difficulty tracks agent completion, and larger models or thinking modes do not consistently translate into better performance. Code and dataset are available at https://github.com/Jometeorie/MineExplorer.
Underground mines present extreme conditions for autonomous robot navigation: GPS is denied, lighting is degraded, and tunnel topology is loop-rich and non-convex. Simulation benchmarks grounded in real production-mine geometry and compatible with GPU-accelerated learning pipelines do not yet exist in the open-source ecosystem. We present MineXplore, an open-source MuJoCo-based navigation benchmark derived from the Leung et al. 2017 Chilean underground copper mine dataset. The environment reconstructs a 104,423 sq.m tunnel network through an six-stage contour-to-MJCF pipeline incorporating octagonal wall cross-sections, LiDAR-sourced jagged wall geometry, three terrain friction zones, a global 5 degree incline, and periodic spot lighting. Geometric fidelity is validated at an Intersection over Union (IoU) of 0.9538 against the source survey map, and surface texture similarity scores 79.4% across six structural dimensions. A single-agent PPO baseline trained via RLlib across five independent random seeds achieves a best rolling coverage of 88.89% (3 of 5 seeds reaching the 90% coverage target), confirming that MineXplore supports stable and reproducible policy learning under realistic underground sensing and topology.