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MrSteve: Instruction-Following Agents in Minecraft with What-Where-When Memory

ICLR 2025 · Multi-agent systems and games › LLM agents · approach: Agentic benchmarks and orchestration · 0 citations (OpenAlex)

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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

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use Count-based high-level goal selection and VPT-Nav instead of Steve-1 explorationMrSteve exploration · 100×100 map, 6K-step explorationMap Coverage: 50.77 \pm 0.13 -> 84.42 \pm 0.06Helped
Use Count-based high-level goal selection and VPT-Nav instead of Steve-1 explorationMrSteve exploration · 100×100 map, 6K-step explorationRevisit Count: 2.68 \pm 1.36 -> 0.38 \pm 0.6Helped
Replace VPT-Nav with DQN as the low-level goal achiever (ablation)Count-based hierarchical exploration · 100×100 map, 6K-step explorationMap Coverage: 84.42 \pm 0.06 -> 31.83 \pm 0.11Hurt
Replace the Count-based goal selector with an RNN-based selector (ablation)Hierarchical exploration with VPT-Nav · 100×100 map, 6K-step explorationMap Coverage: 84.42 \pm 0.06 -> 29.82 \pm 0.07Hurt
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 explorationRevisit Count: 0.38 \pm 0.6 -> 6.2 \pm 1.73Hurt
Add Place Event Memory and memory-augmented exploration/task solving to Steve-1Steve-1 · ABA-Sparsesuccess rateHelped
Use Plan4MC exploration with FIFO Memory instead of Count-based exploration, VPT-Nav, and Place Event Memory (ablation)MrSteve · ABA-Sparsesuccess rateHurt
Use FIFO Memory instead of Place Event Memory (ablation)MrSteve · Find Watersuccess rate: about 60%Hurt
Use Place Memory instead of Place Event Memory (ablation)MrSteve · Find Zombies' Death Spotsuccess rate: about 60%Hurt
Use Event Memory without place clusters instead of Place Event Memory (ablation)MrSteve · Find First-Visited Housesuccess rate: about 50%Hurt
Use Event Memory without place clusters instead of Place Event Memory (ablation)MrSteve · Long-Instructiontasks completed: over $80$ tasks; around $50$ tasksHurt
Use Place Memory instead of Place Event Memory (ablation)MrSteve · Long-Navigationtasks completed: around $70$ tasks; less than $20$ tasksHurt

Surprising findings

Limitations

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

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