# Agents in the Sandbox: End-to-End Crash Bug Reproduction for Minecraft

arXiv: https://arxiv.org/abs/2503.20036 · HTML: https://mlsanity.com/paper/2503.20036/

## Key facts

- Cited by 4 papers in the map (data through 14 Oct 2026).
- Placed in Software engineering coding agents, one of 16 directions in LLM agents and tool use.
- Builds on 20 of its 43 references that are in the map.
- First posted on arXiv 25 Mar 2025.

## Placed in

- LLM agents and tool use / [Software engineering coding agents](https://mlsanity.com/agents/software-engineering-coding-agents/)

## Builds on (most cited first, 20 of 20)

- [Language Models are Few-Shot Learners](https://mlsanity.com/paper/2005.14165/) (2020)
- [Retrieval-Augmented Generation for Knowledge-Intensive NLP Tasks](https://mlsanity.com/paper/2005.11401/) (2020)
- [ReAct: Synergizing Reasoning and Acting in Language Models](https://mlsanity.com/paper/2210.03629/) (2022)
- [Efficient Memory Management for Large Language Model Serving with PagedAttention](https://mlsanity.com/paper/2309.06180/) (2023)
- [GPT-4o System Card](https://mlsanity.com/paper/2410.21276/) (2024)
- [Self-Refine: Iterative Refinement with Self-Feedback](https://mlsanity.com/paper/2303.17651/) (2023)
- [Voyager: An Open-Ended Embodied Agent with Large Language Models](https://mlsanity.com/paper/2305.16291/) (2023)
- [The Rise and Potential of Large Language Model Based Agents: A Survey](https://mlsanity.com/paper/2309.07864/) (2023)
- [OSWorld: Benchmarking Multimodal Agents for Open-Ended Tasks in Real Computer Environments](https://mlsanity.com/paper/2404.07972/) (2024)
- [A Survey on Large Language Models for Code Generation](https://mlsanity.com/paper/2406.00515/) (2024)
- [UI-TARS: Pioneering Automated GUI Interaction with Native Agents](https://mlsanity.com/paper/2501.12326/) (2025)
- [Tool Learning with Foundation Models](https://mlsanity.com/paper/2304.08354/) (2023)
- [OmniParser for Pure Vision Based GUI Agent](https://mlsanity.com/paper/2408.00203/) (2024)
- [The Effect of Sampling Temperature on Problem Solving in Large Language Models](https://mlsanity.com/paper/2402.05201/) (2024)
- [Large Language Models are Few-shot Testers: Exploring LLM-based General Bug Reproduction](https://mlsanity.com/paper/2209.11515/) (2022)
- [Prompting Is All You Need: Automated Android Bug Replay with Large Language Models](https://mlsanity.com/paper/2306.01987/) (2023)
- [Improving Retrieval Augmented Language Model with Self-Reasoning](https://mlsanity.com/paper/2407.19813/) (2024)
- [A Survey of Video Game Testing](https://mlsanity.com/paper/2103.06431/) (2021)
- [Feedback-Driven Automated Whole Bug Report Reproduction for Android Apps](https://mlsanity.com/paper/2407.05165/) (2024)
- [We'll Fix It in Post: What Do Bug Fixes in Video Game Update Notes Tell Us?](https://mlsanity.com/paper/2103.03997/) (2021)

## Built on by (most cited first, 4 of 4)

- [Past, Present, and Future of Bug Tracking in the Generative AI Era](https://mlsanity.com/paper/2510.08005/) (2025)
- [ImproBR: Bug Report Improver Using LLMs](https://mlsanity.com/paper/2604.26142/) (2026)
- [Reproducible, Explainable, and Effective Evaluations of Agentic AI for Software Engineering](https://mlsanity.com/paper/2604.01437/) (2026)
- [MIMIC-Py: An Extensible Tool for Personality-Driven Automated Game Testing with Large Language Models](https://mlsanity.com/paper/2604.07752/) (2026)

## Abstract (arXiv)

Reproducing game bugs, particularly crash bugs in continuously evolving games like Minecraft, is a notoriously manual, time-consuming, and challenging process to automate; insights from a key decision maker from Minecraft we interviewed confirm this, highlighting that a substantial portion of crash reports necessitate manual scenario reconstruction. Despite the success of LLM-driven bug reproduction in other software domains, games, with their complex interactive environments, remain largely unaddressed. This paper introduces BugCraft, a novel end-to-end framework designed to automate the reproduction of crash bugs in Minecraft directly from user-submitted bug reports, addressing the critical gap in automated game bug reproduction. BugCraft employs a two-stage approach: first, a Step Synthesizer leverages LLMs and Minecraft Wiki knowledge to transform bug reports into high-quality, structured steps to reproduce (S2R). Second, an Action Model, powered by a vision-based LLM agent and a custom macro API, executes these S2R steps within Minecraft to trigger the reported crash. To facilitate evaluation, we introduce BugCraft-Bench, a curated dataset of Minecraft crash bug reports. On BugCraft-Bench, our framework end-to-end reproduced 34.9% of crash bugs with GPT-4.1, outperforming baseline computer-use models by 37%. BugCraft demonstrates the feasibility of automated reproduction of crash bugs in complex game environments using LLMs, opening promising avenues for game testing and development. Finally, we make our code open at https://bugcraft2025.github.io
