# Attacca: Goal-Directed Control under State Continuity for Long-Horizon Embodied Agents

arXiv: https://arxiv.org/abs/2610.07785 · HTML: https://mlsanity.com/paper/2610.07785/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in RL for robot locomotion and manipulation, one of 15 directions in Deep reinforcement learning methods.
- Builds on 4 of its 38 references that are in the map.
- First posted on arXiv 6 Oct 2026.

## Placed in

- Deep reinforcement learning methods / [RL for robot locomotion and manipulation](https://mlsanity.com/deeprl/rl-for-robot-locomotion-and-manipulation/)

## Builds on (most cited first, 4 of 4)

- [EnvGen: Generating and Adapting Environments via LLMs for Training Embodied Agents](https://mlsanity.com/paper/2403.12014/) (2024)
- [Skill Reinforcement Learning and Planning for Open-World Long-Horizon Tasks](https://mlsanity.com/paper/2303.16563/) (2023)
- [MineStudio: A Streamlined Package for Minecraft AI Agent Development](https://mlsanity.com/paper/2412.18293/) (2024)
- [ROCKET-2: Steering Visuomotor Policy via Cross-View Goal Alignment](https://mlsanity.com/paper/2503.02505/) (2025)

## Abstract (arXiv)

A central capability of embodied agents is to accomplish complex objectives through sequences of interdependent tasks. Yet existing visual goal-conditioned policies underlying these agents are typically evaluated on isolated interactions where the target is already visible, and thus do not capture the conditions that arise during continuous long-horizon task execution. In such settings, each task begins from the state left by the previous one: the agent may end at a different position and orientation, the world may have been modified, and the next interaction target may lie outside the current field of view. As a result, agents relying on such policies may struggle to proceed to the next task when they cannot ground their target in the current observation. To address this challenge, we propose Attacca, a new approach that trains visual goal-conditioned policies on complete search-to-interact trajectories using goal images decoupled from the execution environment. Attacca uses context-decoupled goal sampling to pair each demonstration with a class-compatible masked goal image from another world, removing direct scene and pose correspondence. It learns dense current-view grounding through a target-mask prediction head, providing auxiliary supervision beyond action imitation. We further introduce behavioral-phase conditioning that teaches the policy to distinguish Search, Approach, and Interact stages and adapt its control as execution progresses. We evaluate Attacca on multiple short- and long-horizon embodied tasks in Minecraft. Our method achieves 39.0-47.5% clean success, improving over the strongest baseline by 1.7-2.4x. On long-horizon tasks, it attains 54%, 30%, and 28% completion, yielding up to a 7x improvement.
