MineExplorer is a benchmark designed to assess the open‑world exploration abilities of multimodal large language models (MLLMs) in Minecraft. It filters out tasks that rely heavily on Minecraft‑specific knowledge, organizes tasks into ReAct‑style capabilities, and composes atomic tasks into implicit multi‑hop challenges. A multi‑agent synthesis workflow creates reliable task graphs, sandbox scenes, and rule‑based milestone evaluators, and human evaluation confirms its superiority over a single‑agent baseline. Experiments show that while advanced MLLMs can handle many single‑hop tasks, they struggle with longer trajectories that require coordinating hidden prerequisites, and larger models or different thinking modes do not consistently improve performance.
By Tianjie Ju, Yueqing Sun, Zheng Wu, Wei Zhang, Yaqi Huo, Xi Su, Qi Gu, Xunliang Cai, Gongshen Liu, Zhuosheng Zhang
arXiv:2606. 15684v1 Announce Type: new Abstract: We present TickingCollabBench, a Minecraft-based multi-agent benchmark for a novel class of time-sensitive complementary collaboration tasks.
By Juheon Yi, Jinglu Wang, Xiaoyi Zhang, Yan Lu
arXiv:2606. 08340v1 Announce Type: new Abstract: As language models are increasingly deployed as autonomous agents, they must coordinate with others over long horizons in open-ended interactive tasks.
By Kale-ab Abebe Tessera, Andras Szecsenyi, Cameron Barker, Alexander Rutherford, Davide Paglieri, Aidan Scannell, Henry Gouk, Elliot J. Crowley, Tim Rockt\"aschel, Amos Storkey
arXiv:2605. 05138v2 Announce Type: replace Abstract: We evaluate an initial coding-agent system for ARC-AGI-3 in which the agent maintains an executable Python world model, verifies it against previous observations, refactors it toward simpler abstractions as a practical proxy for an MDL-like simplicity bias, and plans through the model before acting.
By Sergey Rodionov
The paper introduces Gauntlet, a framework that lets large language models autonomously build game-playing agents from a bare contract—just a game description, raw observation/action interface, and an empty policy file. In a single session, the model experiments with the game, compiles a standalone controller, and the resulting program is evaluated on held‑out instances without further model calls. The authors demonstrate that these compiled agents can win full‑scale games such as StarCraft II and Civilization, marking the first time a language‑agent system has achieved standalone victory in such complex titles.
By Joey Xiao, Haonan Huang
arXiv:2607. 29218v1 Announce Type: new Abstract: With the prosperity of the large language models (LLMs), it has become an interesting topic: how do LLM-based agents work in Minecraft?
By Jianxin Gao, Beini Hu, Runze Li, Wanli Peng, Ruohan Lei, Jinyuan Zhang, Linna Deng, Tianyi Yu, Zining Wang
arXiv:2606. 28514v1 Announce Type: new Abstract: Multimodal models are increasingly deployed to solve tasks collaboratively with humans or other artificial agents.
By Amit Parekh, Sabrina McCallum, Kareem Al-Hasan, Malvina Nikandrou, Alessandro Suglia, Ioannis Konstas
arXiv:2608.21833v1 Announce Type: new
Abstract: Recent large language models (LLMs) can operate as coding agents that build complete games from natural language requests. Game development is especial...
By Kun Chen, Haorong Hong, Peizhong Gao, Jianfeng Lin, Tongxu Luo, Yuxuan Xie, Chenxu Liu, Jieling He, Zhongyuan Liu, Zeno Zeng
arXiv:2510. 19771v4 Announce Type: replace Abstract: LLM-based agents are increasingly moving towards proactivity: rather than awaiting instruction, they exercise agency to anticipate user needs and solve them autonomously.
By Gil Pasternak, Dheeraj Rajagopal, Julia White, Dhruv Atreja, Matthew Thomas, George Hurn-Maloney, Ash Lewis
arXiv:2604. 02721v2 Announce Type: replace Abstract: Competitive programming remains one of the last few human strongholds in coding against AI.
By DeepReinforce Team, Xiaoya Li, Guoyin Wang, Songqiao Su, Chris Shum, Jiwei Li
The paper introduces Traverse, a benchmark of 2,518 agent trajectories and 6,967 annotated mistakes across software engineering, computer use, and science tasks, revealing that failures often go unrecovered and can cause irreversible harm before a run is deemed successful. It shows that human judges struggle to detect the first mistake in most runs, while a 4‑billion‑parameter verifier called Scout can locate failures more effectively and improve task success when used to select among candidate runs. The study demonstrates that making failure detection inexpensive and reliable can enable long‑horizon agents to learn from their own mistakes and increase trustworthiness in autonomous AI.
By Salman Rahman, Yubin Kim, Mihir Parmar, A. Ali Heydari, Genglin Liu, Simon A. Lee, Weizhi Zhang, Arian Hosseini, Ahmed A. Metwally, Yuzhe Yang, Baharan Mirzasoleiman, Xin Liu, Pavel Izmailov, Saadia Gabriel, Mark Malhotra, Shwetak Patel, Daniel McDuff, Hamid Palangi
arXiv:2606. 03103v1 Announce Type: new Abstract: Real-world professional desktop workflows in specialized creative and engineering software unfold over long horizons and often require human-in-the-loop coordination, where agents proactively seek necessary information and users provide additional instructions, clarifications, feedback, or corrections as the task progresses.
By Wenkai Wang, Tao Xiong, Jingchen Ni, Yunpeng Bao, Xiyun Li, Tianqi Liu, Hongcan Guo, Zilong Huang, Shengyu Zhang