Organizations: Shanghai Jiao Tong University · University of the Chinese Academy of Sciences · South China University of Technology · Huazhong University of Science and Technology · Beihang University · The Chinese University of Hong Kong (Shenzhen) · University of Science and Technology of China
A central challenge in embodied recursive self-improvement is enabling agents to convert interaction history into capabilities that persist beyond one world and transfer to later tasks. A saved memory or successful final action does not by itself establish that a reusable capability was acquired; evaluation must separate capability change from carried-over resources, unequal source exposure, and early execution failures. We construct MC-EvoBench as a controlled Minecraft benchmark with a fixed catalog of 19 registered evolution chains, including 12 primary evaluation chains and seven calibration or probe chains, together with three graph-aligned paired probe families for transfer. The benchmark represents each task as a task-state graph, defines stage-level environment verifiers, assigns matched source and target roles, resets the target world, and permits only a declared agent artifact to cross the source-target boundary. For each probe, no-prior, related, unrelated, and shuffled source conditions are evaluated under matched environment-step budgets and five seeds; we report TSR, WGP, and VMP and retain provenance records. The benchmark reveals a consistent direct-capability gap between controller and planner-backed variants, while related experience yields no stable transfer: it does not improve either tool probe, its small wood-species gain hinges on one seed, and all intervals include zero. Stage audits further show that early wood-collection and crafting bottlenecks often leave later capabilities unobserved. MC-EvoBench thus offers a controlled testbed for durable, transferable embodied capabilities. Code and data are available at https://github.com/xzw-ustc/mc-bench-open-source
Figures & tables
Figure 1: Evaluation mechanism of MC-EvoBench. A conventional benchmark records only whether an agent reaches the goal. MC-EvoBench also measures progress through the task graph, transfers only a declared experience artifact into a reset target world, and compares related, unrelated, and shuffled source conditions. We separate partial progress, physical carryover, and source-specific experience gains from improvements caused by favorable initial states or execution luck.
Table 1: Minecraft benchmark comparison for embodied RSI.
Figure 2: Benchmark design of MC-EvoBench. Panel (a) follows a paired evaluation from source interaction and artifact formation to target-world reset, target execution, stage verification, and metric reporting. Panel (b) shows how the task catalog is organized into tasks, states, relations, chains, and profiles. These components support graph-based progress measurement, controlled transfer probes, and coverage of embodied capabilities across long-horizon task chains.
Method
Core progression (5)
Catalog transfer (4)
Diversity (3)
Average (12)
TSR
WGP
VMP
TSR
WGP
VMP
TSR
WGP
VMP
TSR
WGP
VMP
Environment baseline
no-op
3.5
1.5
0.0
0.0
0.0
0.0
0.0
0.0
0.0
1.5
0.6
0.0
STEVE and JARVIS controller variants
STEVE-1
12.9
8.8
36.1
7.5
6.9
27.1
1.9
1.9
5.6
8.4
6.4
25.5
JARVIS-1 (controller-only)
9.9
5.7
26.7
8.7
8.0
37.5
1.9
1.9
5.6
7.5
5.5
25.0
Table 2: Direct capability matrix over the 12 primary evaluation chains, grouped by method family. All entries are measured and reported as TSR / WGP / VMP in percent; the final group is the weighted average over all 12 chains.
Probe family
Target-condition means
TSR (N/R/U/S)
WGP (N/R/U/S)
VMP (N/R/U/S)
Wood species
0.400 / 0.400 / 0.200 / 0.500
0.360 / 0.400 / 0.200 / 0.480
0.400 / 0.400 / 0.200 / 0.500
Wooden tool
0.320 / 0.200 / 0.160 / 0.240
0.225 / 0.150 / 0.100 / 0.167
0.560 / 0.367 / 0.333 / 0.467
Stone tool
0.150 / 0.050 / 0.025 / 0.075
0.082 / 0.021 / 0.010 / 0.031
0.533 / 0.200 / 0.100 / 0.300
Table 3: Paired transfer results for the three probe families. Values are target-condition means over five matched seeds; each cell lists no-prior (N), related (R), unrelated (U), and shuffled (S) conditions in that order. TSR, WGP, and VMP measure stage completion, graph progress, and verified milestone progress, respectively, after the target world is reset.
Metric
Wood species
Wooden tool
Stone tool
ΔR
GATG
95% CI
ΔR
GATG
95% CI
ΔR
GATG
95% CI
TSR
0.000
0.050
[-0.723, 0.823]
-0.120
0.000
[-0.152, 0.152]
-0.100
0.000
[-0.095, 0.095]
WGP
0.040
0.060
[-0.718, 0.838]
-0.075
0.017
[-0.132, 0.166]
-0.062
0.000
[-0.039, 0.039]
VMP
0.000
0.050
[-0.723, 0.823]
-0.193
-0.033
[-0.248, 0.181]
-0.333
0.000
[-0.380, 0.380]
Table 4: Paired transfer contrasts over five matched seeds. Columns are grouped by probe family and report the related-source change ( ΔR ), the diagnostic GATG contrast, and its two-sided 95% Student- t confidence interval. GATG is not an additional benchmark metric.
Family
Source
Execution budget
Observed cost
Termination summary
Env. steps
Episodes
Source TSR
LLM calls
Wood species
Related
900±0
2.00±0.00
0.100±0.224
4.40±0.89
budget_exhausted =1; passed =1; timeout =9
Wood species
Unrelated
900±0
2.60±0.89
0.000±0.000
5.80±2.68
budget_exhausted =2; passed =6; timeout =8
Wood species
Shuffled
900±0
2.00±0.00
0.000±0.000
4.00±0.00
timeout =10
Wooden tool
Related
2,250±0
5.00±0.71
0.080±0.110
14.80±1.10
budget_exhausted =5; passed =12; timeout =20
Wooden tool
Unrelated
2,250±0
6.00±0.00
0.000±0.000
12.00±0.00
budget_exhausted =5; timeout =25
Table 5: Observed source-side cost under matched family-level exposure. Values are mean ± standard deviation where applicable; environment steps are fixed within each probe family, while episode counts, source TSR, planner calls, and termination states are recorded from the runs.
Figure 3: Failure-stage and per-seed diagnostics. (a) Runs, out of 42 attempts per configuration, reaching each wood and crafting stage. (b) Related-source ΔR and (c) control-adjusted GATG on TSR; dots are matched seeds; diamonds with shaded bars give the mean and 95% Student- t interval.
Agent self-evolution in long-horizon LLM systems is largely procedural: useful experience is not merely stored information, but reusable procedures for searching, debugging, and verification. Yet current evaluations do not isolate this form of transfer. Agent benchmarks test single-episode task solving; memory benchmarks target information retention rather than procedural reuse. We introduce EvoAgentBench, a benchmark for agent self-evolution via Ability-guided transfer across four agentic domains: web research, algorithmic reasoning, software engineering, and knowledge work. EvoAgentBench extracts trace-grounded Abilities from agent executions, canonicalizes them into operational units, and builds domain-specific Ability Graphs linking tasks that share procedural overlap. By design, every test task is backed by verified training-side Ability support. Across a 528/267 train/test split, two scaffolds, and three backbones, curated Ability content transfers reliably across model families, but no current automatic method sustains positive gain in all settings. EvoAgentBench shifts self-evolution evaluation from aggregate accuracy comparison to fine-grained diagnosis of experience encoding, routing, and uptake. The benchmark is publicly available at https://huggingface.co/datasets/EverMind-AI/EvoAgentBench.
Xingze Gao, Chuanrui Hu, Hongda Chen +9
1Anhui University · 2EverMind, Shanda Group · 3Southeast University
Self-evolving agents convert interaction feedback into persistent artifacts, such as memories or skills, which in turn guide subsequent decisions. As these artifacts are iteratively updated throughout an experience stream, the capabilities they support may evolve. Consequently, endpoint performance alone offers an incomplete view of self-evolution. Process-level evaluation is therefore essential to identify when a target capability emerges and whether later updates strengthen, preserve, or weaken it. Motivated by this, we propose \textsc{EvoPathBench}, a benchmark that tracks individual capabilities during artifact-level self-evolution. EvoPathBench fixes the base model, tools, freezes evolving artifacts at successive checkpoints, and evaluates the target capability on held-out episodes. This benchmark evaluates agent self-evolution using public trading data and calibrated trajectories. It tests three capabilities: generalization to unseen tasks, retention after unrelated learning, and rule adaptation to new evidence. Experimental results show that gains on similar unseen tasks often weaken under distribution shift, retention losses are concentrated in a minority of evolution paths, and no method achieves reliable rule adaptation. Moreover, while self-evolution enables agents to generate candidate artifacts with substantial held-out gains, the selected updates consistently fall short of realizing this potential. Together, these findings establish capability-level process evaluation as a foundation for analyzing self-evolution, identifying candidate evaluation and selection as key targets for improvement.
Continual learning requires models to accumulate past experience and transfer it to new tasks. Despite substantial research on continual learning, existing work remains largely confined to non-embodied settings, without extending to embodied environments. To address this gap, we introduce EmbodiedCLBench, the first benchmark in embodied simulation for evaluating the continual learning capability of self-evolving agents. With compositional generalization as the core evaluation principle, our benchmark evaluates whether agents can first learn from basic tasks and then recombine the acquired skills to solve complex, unseen advanced tasks. Based on EmbodiedCLBench, we conduct extensive experiments across multiple agent harnesses and learning methods, revealing consistent limitations and distinctive behaviors. Our results show that while advanced tasks can be hardly solved under zero-shot setting, the experience from basic tasks enables consistent improvement. Such benefit from the experience remains stable even if the task complexity increases. However, this improvement does not scale accordingly with the number of learning samples, and current agents cannot extract meaningful information from additional experience. Collectively, our findings highlight continual learning as a fundamental yet underexplored capability, and our benchmark offers valuable resources for designing effective self-evolving agents in embodied environments. Our code and dataset are available at https://pku-value-lab.github.io/EmbodiedCLBench-homepage.
Jie Huang, Yanan Chen, Ruixun Liu +6
School of Intelligence Science and Technology, Peking University · State Key Laboratory of General Artificial Intelligence, BIGAI, Beijing, China · University of Hong Kong