mlsanityData to 7 Oct 2026

Playing Minecraft with Behavioural Cloning

arXiv 2005.03374 ↗First posted 7 May 2020cs.AI cs.LGcited by 8

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Abstract (arXiv)

MineRL 2019 competition challenged participants to train sample-efficient agents to play Minecraft, by using a dataset of human gameplay and a limit number of steps the environment. We approached this task with behavioural cloning by predicting what actions human players would take, and reached fifth place in the final ranking. Despite being a simple algorithm, we observed the performance of such an approach can vary significantly, based on when the training is stopped. In this paper, we detail our submission to the competition, run further experiments to study how performance varied over training and study how different engineering decisions affected these results.

Key facts. Cited by 8 papers in the map (data through 7 Oct 2026). First posted on arXiv 7 May 2020.

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Cited by year (2026 to 7 Oct)

Citing papers per year: 2021: 1; 2022: 1; 2023: 1; 2024: 3; 2025: 1; 2026: 1.

8 papers.

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  1. 2021Combining Learning from Human Feedback and Knowledge Engineering to Solve Hierarchical Tasks in Minecraft
  2. 2022Behavioral Cloning via Search in Video PreTraining Latent Space
  3. 2020Scaling Imitation Learning in Minecraft
  4. 2020Benchmarking End-to-End Behavioural Cloning on Video Games
  5. 2024Behavioural Cloning in VizDoom
  6. 2020Retrospective Analysis of the 2019 MineRL Competition on Sample Efficient Reinforcement Learning
  7. 2022Retrospective on the 2021 BASALT Competition on Learning from Human Feedback
  8. 2023Towards Solving Fuzzy Tasks with Human Feedback: A Retrospective of the MineRL BASALT 2022 Competition