# MineEvolve: Self-Evolution with Accumulated Knowledge for Long-Horizon Embodied Minecraft Agents

arXiv: https://arxiv.org/abs/2603.13131 · HTML: https://mlsanity.com/paper/2603.13131/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 28 of its 33 references that are in the map.
- First posted on arXiv 13 Mar 2026.

## Builds on (most cited first, 28 of 28)

- [Learning Transferable Visual Models From Natural Language Supervision](https://mlsanity.com/paper/2103.00020/) (2021)
- [Language Models are Few-Shot Learners](https://mlsanity.com/paper/2005.14165/) (2020)
- [GPT-4 Technical Report](https://mlsanity.com/paper/2303.08774/) (2023)
- [Retrieval-Augmented Generation for Knowledge-Intensive NLP Tasks](https://mlsanity.com/paper/2005.11401/) (2020)
- [Visual Instruction Tuning](https://mlsanity.com/paper/2304.08485/) (2023)
- [Reflexion: Language Agents with Verbal Reinforcement Learning](https://mlsanity.com/paper/2303.11366/) (2023)
- [Generative Agents: Interactive Simulacra of Human Behavior](https://mlsanity.com/paper/2304.03442/) (2023)
- [Self-Refine: Iterative Refinement with Self-Feedback](https://mlsanity.com/paper/2303.17651/) (2023)
- [Do As I Can, Not As I Say: Grounding Language in Robotic Affordances](https://mlsanity.com/paper/2204.01691/) (2022)
- [Voyager: An Open-Ended Embodied Agent with Large Language Models](https://mlsanity.com/paper/2305.16291/) (2023)
- [MemGPT: Towards LLMs as Operating Systems](https://mlsanity.com/paper/2310.08560/) (2023)
- [Continual Lifelong Learning with Neural Networks: A Review](https://mlsanity.com/paper/1802.07569/) (2018)
- [Code as Policies: Language Model Programs for Embodied Control](https://mlsanity.com/paper/2209.07753/) (2022)
- [Language Models as Zero-Shot Planners: Extracting Actionable Knowledge for Embodied Agents](https://mlsanity.com/paper/2201.07207/) (2022)
- [ExpeL: LLM Agents Are Experiential Learners](https://mlsanity.com/paper/2308.10144/) (2023)
- [MineDojo: Building Open-Ended Embodied Agents with Internet-Scale Knowledge](https://mlsanity.com/paper/2206.08853/) (2022)
- [Describe, Explain, Plan and Select: Interactive Planning with Large Language Models Enables Open-World Multi-Task Agents](https://mlsanity.com/paper/2302.01560/) (2023)
- [Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos](https://mlsanity.com/paper/2206.11795/) (2022)
- [MineRL: A Large-Scale Dataset of Minecraft Demonstrations](https://mlsanity.com/paper/1907.13440/) (2019)
- [Large Language Model Agent: A Survey on Methodology, Applications and Challenges](https://mlsanity.com/paper/2503.21460/) (2025)
- [JARVIS-1: Open-World Multi-task Agents with Memory-Augmented Multimodal Language Models](https://mlsanity.com/paper/2311.05997/) (2023)
- [Embodied Intelligence via Learning and Evolution](https://mlsanity.com/paper/2102.02202/) (2021)
- [STEVE-1: A Generative Model for Text-to-Behavior in Minecraft](https://mlsanity.com/paper/2306.00937/) (2023)
- [Optimus-1: Hybrid Multimodal Memory Empowered Agents Excel in Long-Horizon Tasks](https://mlsanity.com/paper/2408.03615/) (2024)
- [RAP: Retrieval-Augmented Planning with Contextual Memory for Multimodal LLM Agents](https://mlsanity.com/paper/2402.03610/) (2024)
- [MCU: An Evaluation Framework for Open-Ended Game Agents](https://mlsanity.com/paper/2310.08367/) (2023)
- [Optimus-2: Multimodal Minecraft Agent with Goal-Observation-Action Conditioned Policy](https://mlsanity.com/paper/2502.19902/) (2025)
- [Why Reasoning Fails to Plan: A Planning-Centric Analysis of Long-Horizon Decision Making in LLM Agents](https://mlsanity.com/paper/2601.22311/) (2026)

## Abstract (arXiv)

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 underlineemphtextbfding182Monitor to convert each subgoal execution into typed feedback, including state changes, inventory changes, failure types, progress signals, and stagnation indicators. underlineemphtextbfding183Inducer then derives reusable skills from successful executions and remedies from failed or stagnant executions. underlineemphtextbfding184Curator validates, merges, filters, and retrieves these knowledge entries, while underlineemphtextbfding185Adaptor 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.
