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MrSteve: Instruction-Following Agents in Minecraft with What-Where-When Memory
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Proposes MrSteve, a low-level Minecraft instruction-following controller with Place Event Memory (what-where-when episodic memory), a count-based hierarchical exploration strategy, and a goal-conditioned VPT-Nav navigator, improving exploration and sparse sequential task solving over Steve-1.
Problem
Low-level instruction-following controllers in Minecraft (e.g., Steve-1) have only short-term Transformer-XL memory (128 steps), so they forget previously seen resources and re-explore randomly, becoming bottlenecks in LLM-augmented hierarchical agents.
Approach
Augment the low-level controller with Place Event Memory, a hierarchical store that clusters MineCLIP frame embeddings first by place (2D position and yaw) and then by distinct events (DP-Means on embeddings), enabling task-relevant recall via MineCLIP similarity; combine with count-based goal selection and a goal-conditioned VPT-Nav navigator trained with PPO and LoRA.
Key results
- On the 100x100 exploration task, the count-based plus VPT-Nav method reaches 84.42% map coverage with 0.38 revisit count, versus 50.77% coverage and 2.68 revisits for Steve-1.
- In Memory Tasks with 2K memory capacity, MrSteve with Place Event Memory shows high success rates while MrSteve-FM reaches about 60% on Find Water and MrSteve-EM about 50% on Find First-Visited House.
- In Long-Instruction (500K steps), MrSteve and MrSteve-PM solve over 80 tasks, while in Long-Navigation MrSteve solves around 70 tasks versus under 10 for the weakest baselines.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use Count-based high-level goal selection and VPT-Nav instead of Steve-1 exploration | MrSteve exploration · 100×100 map, 6K-step exploration | Map Coverage: 50.77 \pm 0.13 -> 84.42 \pm 0.06 | Helped |
| Use Count-based high-level goal selection and VPT-Nav instead of Steve-1 exploration | MrSteve exploration · 100×100 map, 6K-step exploration | Revisit Count: 2.68 \pm 1.36 -> 0.38 \pm 0.6 | Helped |
| Replace VPT-Nav with DQN as the low-level goal achiever (ablation) | Count-based hierarchical exploration · 100×100 map, 6K-step exploration | Map Coverage: 84.42 \pm 0.06 -> 31.83 \pm 0.11 | Hurt |
| Replace the Count-based goal selector with an RNN-based selector (ablation) | Hierarchical exploration with VPT-Nav · 100×100 map, 6K-step exploration | Map Coverage: 84.42 \pm 0.06 -> 29.82 \pm 0.07 | Hurt |
| Use the Plan4MC RNN-based selector and DQN goal achiever instead of Count-based and VPT-Nav (ablation) | Hierarchical exploration · 100×100 map, 6K-step exploration | Revisit Count: 0.38 \pm 0.6 -> 6.2 \pm 1.73 | Hurt |
| Add Place Event Memory and memory-augmented exploration/task solving to Steve-1 | Steve-1 · ABA-Sparse | success rate | Helped |
| Use Plan4MC exploration with FIFO Memory instead of Count-based exploration, VPT-Nav, and Place Event Memory (ablation) | MrSteve · ABA-Sparse | success rate | Hurt |
| Use FIFO Memory instead of Place Event Memory (ablation) | MrSteve · Find Water | success rate: about 60% | Hurt |
| Use Place Memory instead of Place Event Memory (ablation) | MrSteve · Find Zombies' Death Spot | success rate: about 60% | Hurt |
| Use Event Memory without place clusters instead of Place Event Memory (ablation) | MrSteve · Find First-Visited House | success rate: about 50% | Hurt |
| Use Event Memory without place clusters instead of Place Event Memory (ablation) | MrSteve · Long-Instruction | tasks completed: over $80$ tasks; around $50$ tasks | Hurt |
| Use Place Memory instead of Place Event Memory (ablation) | MrSteve · Long-Navigation | tasks completed: around $70$ tasks; less than $20$ tasks | Hurt |
Surprising findings
- Event-only memory (MrSteve-EM) performs worse than place-based memory in long-instruction tasks because visually similar events in different places merge into one cluster.
Limitations
- Experiments are limited to surface-level navigation, omitting underground mining.
- VPT-Nav is shown only on plains biomes; cliffs and bridge-building terrain are not addressed.
- Uses exact position data, which may not transfer to noisy-position robotics settings; PEM is not yet accessible to the high-level planner.
Experimental setup
Datasets: MineDojo environment interaction
Benchmarks: MineDojo custom exploration map (100x100) ABA-Sparse tasks Memory Tasks (Find Water, Find Zombies' Death Spot, Find First-Visited House) Long-Instruction Long-Navigation
Metrics: map coverage revisit count success rate task duration number of tasks solved
Baselines: Steve-1 Plan4MC exploration (RNN high-level + DQN low-level) FIFO Memory variant (MrSteve-FM) Event Memory variant (MrSteve-EM) Place Memory variant (MrSteve-PM)
Builds on: Steve-1 VPT MineCLIP Place Memory DP-Means PPO
Closest papers by meaning
- ADAM: An Embodied Causal Agent in Open-World Environments (ICLR 2025 · similarity 0.88)
- Experience Transfer for Multimodal LLM Agents in Minecraft Game (CVPR 2026 · similarity 0.88)
- Optimus-1: Hybrid Multimodal Memory Empowered Agents Excel in Long-Horizon Tasks (NeurIPS 2024 · similarity 0.87)
- AUTOMEM: Automated Learning of Memory as a Cognitive Skill (NeurIPS 2026 · similarity 0.86)
- MemSkill: Learning and Evolving Memory Skills for Self-Evolving Agents (NeurIPS 2026 · similarity 0.86)
- MP5: A Multi-modal Open-ended Embodied System in Minecraft via Active Perception (CVPR 2024 · similarity 0.86)
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