# What Spatial Memory Must Store: Occlusion as the Test for Language-Agent Memory

arXiv: https://arxiv.org/abs/2606.10299 · HTML: https://mlsanity.com/paper/2606.10299/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 13 of its 17 references that are in the map.
- First posted on arXiv 9 Jun 2026.

## Builds on (most cited first, 13 of 13)

- [Generative Agents: Interactive Simulacra of Human Behavior](https://mlsanity.com/paper/2304.03442/) (2023)
- [From Local to Global: A Graph RAG Approach to Query-Focused Summarization](https://mlsanity.com/paper/2404.16130/) (2024)
- [MemGPT: Towards LLMs as Operating Systems](https://mlsanity.com/paper/2310.08560/) (2023)
- [A-MEM: Agentic Memory for LLM Agents](https://mlsanity.com/paper/2502.12110/) (2025)
- [Mem0: Building Production-Ready AI Agents with Scalable Long-Term Memory](https://mlsanity.com/paper/2504.19413/) (2025)
- [RAPTOR: Recursive Abstractive Processing for Tree-Organized Retrieval](https://mlsanity.com/paper/2401.18059/) (2024)
- [Zep: A Temporal Knowledge Graph Architecture for Agent Memory](https://mlsanity.com/paper/2501.13956/) (2025)
- [HippoRAG: Neurobiologically Inspired Long-Term Memory for Large Language Models](https://mlsanity.com/paper/2405.14831/) (2024)
- [3D-Mem: 3D Scene Memory for Embodied Exploration and Reasoning](https://mlsanity.com/paper/2411.17735/) (2024)
- [Project Sid: Many-agent simulations toward AI civilization](https://mlsanity.com/paper/2411.00114/) (2024)
- [Vision to Geometry: 3D Spatial Memory for Sequential Embodied MLLM Reasoning and Exploration](https://mlsanity.com/paper/2512.02458/) (2025)
- [GSMem: 3D Gaussian Splatting as Persistent Spatial Memory for Zero-Shot Embodied Exploration and Reasoning](https://mlsanity.com/paper/2603.19137/) (2026)
- [RenderMem: Rendering as Spatial Memory Retrieval](https://mlsanity.com/paper/2603.14669/) (2026)

## Abstract (arXiv)

Language-agent "memory palace" systems anchor each memory to a world coordinate, on the intuition that geometry adds something text cannot. We make that intuition testable and report three results. First, the memory-palace default of folding spatial proximity into a linear blend beside recency and importance does not help and can hurt: in a pre-registered recall experiment the shipped blend fails its own frozen test (mean Delta-Hit@5 -0.0375, Wilcoxon p=0.306), sitting at a position-blind baseline, while a geometry-led weighting wins decisively (+0.3208, p<10^-15): geometry must lead recall when the query regime is spatial. Second, memory recall and visibility must be separated: recall is occlusion-blind by design (you correctly remember the next room behind a wall), while visibility is a perception predicate over stored geometry that the live system never computed. A one-line ray-versus-voxel digital differential analyzer (DDA), re-pointed from the gaze ray the agent already casts, supplies it: text and the live FoV cone both score 0.000 on 849 behind-wall targets while cone-plus-DDA reaches 0.982 (exact McNemar p<10^-6); coordinate recall separately resolves near-duplicate locations a cosine null cannot (1.000 vs 0.533, n=150). Third, the visibility predicate is confirmed live under a git-committed pre-registration (SPMEM-OCC-LIVE-v1: eight scripted worlds, automated oracle scoring, 96 behind-wall targets, false-visible 1.000->0.000, pooled exact McNemar p=2.5x10^-29), a run that surfaced and fixed a real relay anchor defect. We concede that occlusion-needs-geometry is near-tautological; the contribution is the measurement and isolation, separating what spatial memory must store from how it is read. These pilots power a frozen confirmatory study (SPMEM-ZERO-REAL-PREREG-v1); the full human-authored multi-world study with blind raters remains future work.
