mlsanityData to 7 Oct 2026

ASH: Agents that Self-Hone in Long-Horizon Worlds

arXiv 2605.14211 ↗First posted 14 May 2026cs.AI cs.LGcited by 0

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Abstract (arXiv)

Long-horizon visuomotor tasks remain a fundamental challenge in AI, as current methods rely on hand-engineered rewards or action-labeled demonstrations, neither of which scales. We introduce ASH, an agentic system that learns a long-horizon policy from unlabeled, noisy internet video, without reward shaping or expert annotation. ASH follows a self-improvement loop; when it gets stuck, ASH learns an Inverse Dynamics Model (IDM) from its own trajectories, and uses its IDM to extract supervision from relevant internet video. ASH uses unsupervised learning to identify key moments from large-scale internet video and retains them as long-term memory - allowing it to tackle long-horizon problems. We evaluate ASH on two complementary environments demanding multi-hour planning: Pokemon Emerald, a turn-based RPG, and The Legend of Zelda: The Minish Cap, a real-time action-adventure game. In both games, behavioral cloning, retrieval-augmented and zero-shot foundation-model baselines plateau, while ASH sustains progression across our 8-hour evaluation. ASH reaches an average of 11.2/12 milestones in Pokemon Emerald and 9.9/12 in Legend of Zelda, while the strongest baseline gets stuck in both environments at an average of 9.3/12 and 7.8/12 milestones, respectively. We demonstrate that self-improving agents are a scalable recipe for learning in long-horizon worlds.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 30 of its 42 references that are in the map. First posted on arXiv 14 May 2026.

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30 of 42 references.

References · 30

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18 more
  1. 2018Behavioral Cloning from Observationcited by 482
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  1. 2024Optimus-1: Hybrid Multimodal Memory Empowered Agents Excel in Long-Horizon Tasks
  2. 2026GameBoyWorlds: A Testbed for Self-Improvement in Embodied Video Games
  3. 2026NitroGen: An Open Foundation Model for Generalist Gaming Agents
  4. 2025Beyond Needle(s) in the Embodied Haystack: Environment, Architecture, and Training Considerations for Long Context Reasoning
  5. 2024LARM: Large Auto-Regressive Model for Long-Horizon Embodied Intelligence
  6. 2025Game-TARS: Pretrained Foundation Models for Scalable Generalist Multimodal Game Agents
  7. 2022Behavioral Cloning via Search in Video PreTraining Latent Space
  8. 2026PEAM: Parametric Embodied Agent Memory through Contrastive Internalization of Experience in Minecraft