<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Minecraft Agent on RockB</title><link>https://baeseokjae.github.io/tags/minecraft-agent/</link><description>Recent content in Minecraft Agent on RockB</description><image><title>RockB</title><url>https://baeseokjae.github.io/images/og-default.png</url><link>https://baeseokjae.github.io/images/og-default.png</link></image><generator>Hugo</generator><language>en-us</language><lastBuildDate>Mon, 20 Jul 2026 19:02:40 +0000</lastBuildDate><atom:link href="https://baeseokjae.github.io/tags/minecraft-agent/index.xml" rel="self" type="application/rss+xml"/><item><title>JARVIS-1: Open-World Multi-Task Agents with Memory-Augmented Multimodal LLMs — Full Review</title><link>https://baeseokjae.github.io/posts/jarvis-1-memory-augmented-multimodal-2026/</link><pubDate>Mon, 20 Jul 2026 19:02:40 +0000</pubDate><guid>https://baeseokjae.github.io/posts/jarvis-1-memory-augmented-multimodal-2026/</guid><description>JARVIS-1 is a memory-augmented multimodal LLM agent that completes 200+ Minecraft tasks with 5x reliability over prior SOTA through self-improving multimodal memory.</description><content:encoded><![CDATA[<h2 id="what-is-jarvis-1-and-why-does-it-matter-for-open-world-ai-agents">What Is JARVIS-1 and Why Does It Matter for Open-World AI Agents?</h2>
<p>JARVIS-1 is an open-world multi-task agent that combines multimodal large language models with a growing memory system to complete over 200 different tasks in Minecraft using human-like control and observation spaces. Developed by Team CraftJarvis at Peking University and BIGAI, JARVIS-1 achieves a 5x reliability improvement over previous state-of-the-art agents on the challenging ObtainDiamondPickaxe task and near-perfect performance on short-horizon tasks like chopping trees. Its key innovation is a multimodal memory that blends pre-trained knowledge from the LLM with actual game survival experiences, enabling self-improvement without retraining.</p>
<h2 id="how-does-jarvis-1s-architecture-work">How Does JARVIS-1&rsquo;s Architecture Work?</h2>
<p>JARVIS-1 follows a three-stage pipeline: multimodal perception, plan generation, and goal-conditioned control. Each stage is designed to handle the unique challenges of open-world environments where the agent must interpret visual observations, reason about long-term goals, and execute precise actions.</p>
<h3 id="how-does-multimodal-input-processing-work">How Does Multimodal Input Processing Work?</h3>
<p>The agent receives visual observations from the Minecraft environment as RGB frames and textual instructions describing the task. A pre-trained multimodal language model processes both modalities jointly, mapping visual observations and text instructions into a shared representation space. This allows JARVIS-1 to understand what it sees (a tree, a crafting table, a furnace) in the context of what it needs to do (chop wood, craft tools, smelt ore).</p>
<p>Unlike pure text-based approaches like GITM that rely on structured action spaces and text-only knowledge, JARVIS-1 operates in a human-like observation space — it sees pixel frames just as a human player would. This makes the approach more transferable to real-world robotics scenarios where raw visual input is the norm.</p>
<h3 id="how-does-plan-generation-work-with-multimodal-llms">How Does Plan Generation Work with Multimodal LLMs?</h3>
<p>Once the visual and textual inputs are processed, the multimodal LLM generates high-level plans. These plans decompose the task into sub-goals that the agent can execute sequentially. For example, to obtain a diamond pickaxe, the agent must plan: gather wood → craft a wooden pickaxe → mine stone → craft a stone pickaxe → mine iron ore → smelt iron → craft an iron pickaxe → mine diamonds → craft a diamond pickaxe.</p>
<p>The LLM&rsquo;s pre-trained knowledge provides commonsense reasoning about these dependencies — it knows that you need a furnace before you can smelt iron, and that you need a pickaxe before you can mine stone. This commonsense reasoning is what separates JARVIS-1 from pure reinforcement learning approaches that must discover these dependencies through trial and error.</p>
<h3 id="how-do-goal-conditioned-controllers-execute-plans">How Do Goal-Conditioned Controllers Execute Plans?</h3>
<p>After the plan is generated, goal-conditioned controllers translate each sub-goal into low-level actions. These controllers are trained to execute specific behaviors — moving to a location, interacting with a block, crafting an item — given a goal state. The controllers bridge the gap between high-level symbolic planning and low-level embodied control, a critical challenge for any open-world agent.</p>
<h2 id="what-makes-multimodal-memory-the-key-innovation">What Makes Multimodal Memory the Key Innovation?</h2>
<p>The defining feature of JARVIS-1 is its multimodal memory system, which stores both visual and textual experiences from past episodes. This memory grows over time and directly influences future planning and execution.</p>
<h3 id="pre-trained-knowledge-vs-game-experience">Pre-Trained Knowledge vs. Game Experience</h3>
<p>JARVIS-1&rsquo;s memory has two sources. First, the pre-trained multimodal LLM brings vast knowledge about the world — how tools work, what materials are needed for crafting, the structure of the Minecraft tech tree. Second, the agent accumulates actual game experiences: what happened when it tried to smelt iron without fuel, where it found diamonds, which sequence of actions led to success.</p>
<p>The combination is powerful. Pre-trained knowledge gives the agent a strong starting point, while game experience allows it to adapt to the specific environment and recover from mistakes. This mirrors how humans learn — we start with general knowledge and refine it through practice.</p>
<h3 id="self-improvement-through-growing-memory-the-epoch-13-analysis">Self-Improvement Through Growing Memory: The Epoch 1→3 Analysis</h3>
<p>The JARVIS-1 project page demonstrates self-improvement across three training epochs on the ObtainDiamondPickaxe task:</p>
<table>
  <thead>
      <tr>
          <th>Epoch</th>
          <th>Outcome</th>
          <th>Key Failure / Improvement</th>
      </tr>
  </thead>
  <tbody>
      <tr>
          <td>Epoch 1</td>
          <td>Fails</td>
          <td>Agent attempts to smelt iron but has no furnace</td>
      </tr>
      <tr>
          <td>Epoch 2</td>
          <td>Fails</td>
          <td>Agent builds a furnace but lacks fuel (coal/wood)</td>
      </tr>
      <tr>
          <td>Epoch 3</td>
          <td>Succeeds efficiently</td>
          <td>Agent mines extra logs for fuel before smelting, completing the full chain</td>
      </tr>
  </tbody>
</table>
<p>In Epoch 1, the agent&rsquo;s pre-trained knowledge told it to smelt iron, but it didn&rsquo;t know a furnace was needed. After failing, the memory recorded this gap. In Epoch 2, the agent built a furnace but didn&rsquo;t gather fuel — another failure recorded. By Epoch 3, the accumulated multimodal memory contained both failures, and the agent planned ahead: mine extra wood for fuel, build the furnace, then smelt. The task succeeded efficiently.</p>
<p>This three-epoch trajectory is remarkable because no model weights were updated. The agent improved purely through its growing memory, demonstrating that multimodal memory can substitute for expensive retraining in many scenarios.</p>
<h2 id="what-performance-benchmarks-does-jarvis-1-achieve">What Performance Benchmarks Does JARVIS-1 Achieve?</h2>
<p>JARVIS-1 was evaluated across a comprehensive suite of Minecraft tasks, from simple atomic actions to complex multi-step crafting chains spanning the entire tech tree.</p>
<h3 id="short-horizon-tasks-near-perfect-performance">Short-Horizon Tasks: Near-Perfect Performance</h3>
<p>On short-horizon tasks — actions that require only a few steps, such as chopping a tree, mining dirt, or crafting a wooden plank — JARVIS-1 achieves near-perfect performance. These tasks benefit from the agent&rsquo;s strong pre-trained knowledge and the fact that fewer steps mean fewer opportunities for error accumulation.</p>
<h3 id="long-horizon-tasks-5x-improvement-on-obtaindiamondpickaxe">Long-Horizon Tasks: 5x Improvement on ObtainDiamondPickaxe</h3>
<p>The ObtainDiamondPickaxe task is the standard benchmark for Minecraft agents. It requires the agent to navigate the full tech tree: collect wood, craft tools, mine progressively better materials, and finally craft a diamond pickaxe. JARVIS-1 achieves a 5x reliability improvement over previous state-of-the-art agents on this task.</p>
<table>
  <thead>
      <tr>
          <th>Metric</th>
          <th>JARVIS-1</th>
          <th>Prior SOTA</th>
          <th>Improvement</th>
      </tr>
  </thead>
  <tbody>
      <tr>
          <td>ObtainDiamondPickaxe success rate</td>
          <td>5x more reliable</td>
          <td>Baseline</td>
          <td>5x improvement</td>
      </tr>
      <tr>
          <td>Short-horizon task accuracy</td>
          <td>Near-perfect</td>
          <td>Variable</td>
          <td>Significant</td>
      </tr>
      <tr>
          <td>Total tasks supported</td>
          <td>200+</td>
          <td>~70 (DEPS)</td>
          <td>2.85x more tasks</td>
      </tr>
      <tr>
          <td>Self-improvement method</td>
          <td>Growing memory (no retrain)</td>
          <td>Skill library (Voyager)</td>
          <td>No GPU needed</td>
      </tr>
  </tbody>
</table>
<h3 id="200-tasks-across-the-minecraft-tech-tree">200+ Tasks Across the Minecraft Tech Tree</h3>
<p>JARVIS-1 can complete over 200 different tasks spanning the entire Minecraft technology tree. This includes atomic tasks (chop a tree, mine stone), programmatic tasks (craft a pickaxe, build a furnace), and open-ended tasks (explore a cave, survive a night). The breadth of tasks demonstrates that memory-augmented multimodal LLMs can generalize across diverse objectives without task-specific fine-tuning.</p>
<h2 id="how-does-jarvis-1-compare-to-other-minecraft-agents">How Does JARVIS-1 Compare to Other Minecraft Agents?</h2>
<p>Several notable approaches have tackled the Minecraft agent problem. Here is how JARVIS-1 stacks up against its predecessors and competitors.</p>
<h3 id="voyager-the-llm-powered-skill-library">Voyager: The LLM-Powered Skill Library</h3>
<p>Voyager, published in May 2023, was the first LLM-powered embodied lifelong learning agent in Minecraft. It uses GPT-4 via blackbox queries and features three components: an automatic curriculum, a skill library of executable code, and iterative prompting. Voyager obtained 3.3x more unique items, traveled 2.3x longer distances, and achieved 15.3x faster tech tree milestones than prior SOTA.</p>
<p>However, Voyager relies entirely on text-based prompting of GPT-4 and does not use multimodal input. It cannot see the game world — it only receives text descriptions. JARVIS-1 improves on this by processing visual observations directly, making it more suitable for real-world applications where text descriptions are unavailable.</p>
<h3 id="gitm-text-based-llm-knowledge-and-memory">GITM: Text-Based LLM Knowledge and Memory</h3>
<p>Ghost in the Minecraft (GITM) uses LLMs with text-based knowledge and memory, achieving a +47.5% improvement in success rate on the ObtainDiamond task. It was the first agent to procure all items in the Minecraft Overworld technology tree. Notably, GITM requires no GPU for training — only 32 CPU cores.</p>
<p>GITM&rsquo;s structured action space is both a strength and a limitation. It enables efficient planning but restricts the agent to predefined actions. JARVIS-1&rsquo;s human-like observation space is more flexible and transferable.</p>
<h3 id="deps-interactive-planning-with-goal-selection">DEPS: Interactive Planning with Goal Selection</h3>
<p>DEPS (Describe, Explain, Plan and Select) introduced an interactive planning approach for zero-shot multi-task agents handling 70+ Minecraft tasks. Its goal selector module ranks parallel candidate sub-goals, achieving nearly double overall performance versus baselines. DEPS also demonstrated effectiveness in ALFWorld and tabletop manipulation environments.</p>
<h3 id="plan4mc-skill-rl-and-graph-based-planning">Plan4MC: Skill RL and Graph-Based Planning</h3>
<p>Plan4MC combines skill reinforcement learning with planning for open-world long-horizon tasks. It introduces three types of fine-grained basic skills with intrinsic rewards, including a novel Finding-skill for exploration. Its LLM-based skill graph enables structured planning across 40 diverse Minecraft tasks, making it the most sample-efficient demonstration-free RL method at the time.</p>
<h3 id="omnijarvis-unified-vla-tokenization-successor">OmniJARVIS: Unified VLA Tokenization (Successor)</h3>
<p>OmniJARVIS, published in July 2024 by the same research group, represents the next evolution. It introduces unified Vision-Language-Action tokenization with a self-supervised behavior encoder that produces discretized tokens. OmniJARVIS creates unified token sequences for instructions, memories, thoughts, observations, and actions, enabling a single model to reason, plan, answer questions, and act. It achieves excellent results on atomic, programmatic, and open-ended tasks.</p>
<h3 id="comparison-table">Comparison Table</h3>
<table>
  <thead>
      <tr>
          <th>Feature</th>
          <th>JARVIS-1</th>
          <th>Voyager</th>
          <th>GITM</th>
          <th>DEPS</th>
          <th>Plan4MC</th>
          <th>OmniJARVIS</th>
      </tr>
  </thead>
  <tbody>
      <tr>
          <td>Multimodal input</td>
          <td>Yes (vision + text)</td>
          <td>No (text only)</td>
          <td>No (text only)</td>
          <td>No (text only)</td>
          <td>No (text only)</td>
          <td>Yes (unified tokens)</td>
      </tr>
      <tr>
          <td>Memory type</td>
          <td>Multimodal (growing)</td>
          <td>Skill library (code)</td>
          <td>Text-based memory</td>
          <td>None</td>
          <td>Skill graph</td>
          <td>Unified token memory</td>
      </tr>
      <tr>
          <td>Tasks supported</td>
          <td>200+</td>
          <td>Unlimited (curriculum)</td>
          <td>Full tech tree</td>
          <td>70+</td>
          <td>40</td>
          <td>200+</td>
      </tr>
      <tr>
          <td>Self-improvement</td>
          <td>Growing memory</td>
          <td>Iterative prompting</td>
          <td>N/A</td>
          <td>N/A</td>
          <td>RL training</td>
          <td>Unified tokens</td>
      </tr>
      <tr>
          <td>GPU needed</td>
          <td>Yes (multimodal LLM)</td>
          <td>No (GPT-4 API)</td>
          <td>No (32 CPU cores)</td>
          <td>No (API)</td>
          <td>Yes (RL)</td>
          <td>Yes</td>
      </tr>
      <tr>
          <td>Publication</td>
          <td>Nov 2023</td>
          <td>May 2023</td>
          <td>May 2023</td>
          <td>Feb 2023</td>
          <td>Mar 2023</td>
          <td>Jul 2024</td>
      </tr>
  </tbody>
</table>
<h2 id="what-are-the-critical-limitations-of-jarvis-1">What Are the Critical Limitations of JARVIS-1?</h2>
<p>Despite its impressive results, JARVIS-1 has several limitations worth examining.</p>
<p><strong>Computational requirements.</strong> JARVIS-1 requires a multimodal LLM for inference, which demands GPU resources. This contrasts with GITM, which runs on 32 CPU cores, and Voyager, which uses the GPT-4 API. For researchers without GPU access, JARVIS-1&rsquo;s approach may be less accessible.</p>
<p><strong>Minecraft-specific evaluation.</strong> All benchmarks are conducted within Minecraft. While Minecraft is a rich open-world environment, it is still a game with simplified physics and clear reward structures. Transfer to real-world robotics — with noisy sensors, continuous action spaces, and physical constraints — remains unproven.</p>
<p><strong>Memory growth management.</strong> The multimodal memory grows over time as the agent accumulates experiences. Without a forgetting or summarization mechanism, the memory could become unwieldy after thousands of episodes. The paper does not fully address how memory scales with long-term deployment.</p>
<p><strong>Dependency on pre-trained models.</strong> JARVIS-1&rsquo;s performance is bounded by the capabilities of its underlying multimodal LLM. If the LLM lacks knowledge about a particular domain or makes reasoning errors, the agent inherits those limitations. The self-improvement mechanism can compensate for some gaps but cannot overcome fundamental model weaknesses.</p>
<p><strong>Evaluation methodology.</strong> The 5x reliability improvement figure is impressive, but the paper does not provide extensive statistical analysis across multiple seeds or environments. Reproducibility and variance across runs would strengthen the claims.</p>
<h2 id="what-are-the-future-directions-for-memory-augmented-multimodal-agents">What Are the Future Directions for Memory-Augmented Multimodal Agents?</h2>
<p>The trajectory from Voyager to JARVIS-1 to OmniJARVIS suggests several clear research directions.</p>
<p><strong>Unified tokenization.</strong> OmniJARVIS&rsquo;s approach of representing instructions, memories, thoughts, observations, and actions as a unified token sequence points toward a future where a single model handles all aspects of agent behavior without separate planning and control modules.</p>
<p><strong>Scalable memory architectures.</strong> As agents accumulate more experiences, efficient memory retrieval and summarization become critical. Future work will likely explore hierarchical memory, attention-based retrieval, and learned forgetting mechanisms.</p>
<p><strong>Transfer to robotics.</strong> The ultimate test for open-world agents is deployment on physical robots. JARVIS-1&rsquo;s human-like observation space makes it a strong candidate for transfer, but the gap between Minecraft and the real world remains substantial.</p>
<p><strong>Multi-agent collaboration.</strong> Minecraft supports multiplayer environments. Extending JARVIS-1 to multi-agent settings where agents share memories and coordinate tasks is a natural next step.</p>
<p><strong>Sample efficiency.</strong> While JARVIS-1 improves through memory rather than retraining, it still requires multiple episodes to accumulate useful experiences. Combining memory augmentation with more sample-efficient exploration strategies could accelerate learning.</p>
<h2 id="conclusion">Conclusion</h2>
<p>JARVIS-1 represents a significant step forward in open-world multi-task agents by demonstrating that memory-augmented multimodal LLMs can achieve reliable, self-improving performance across 200+ diverse tasks. Its 5x reliability improvement on the ObtainDiamondPickaxe benchmark and near-perfect short-horizon task performance validate the approach of combining pre-trained multimodal knowledge with growing experiential memory.</p>
<p>The evolution from Voyager&rsquo;s skill library approach to JARVIS-1&rsquo;s multimodal memory to OmniJARVIS&rsquo;s unified tokenization shows a clear trajectory toward more integrated, capable agents. While limitations remain — particularly around computational requirements, Minecraft-specific evaluation, and memory scaling — the direction is promising for anyone building generalist embodied AI systems.</p>
<p>For researchers and practitioners, JARVIS-1 offers a compelling architecture that balances pre-trained knowledge with experiential learning, achieving self-improvement without the cost of model retraining. As the field moves toward unified vision-language-action models, the lessons from JARVIS-1&rsquo;s multimodal memory design will likely influence the next generation of open-world agents.</p>
<h2 id="frequently-asked-questions">Frequently Asked Questions</h2>
<h3 id="what-is-jarvis-1">What is JARVIS-1?</h3>
<p>JARVIS-1 is an open-world multi-task agent that uses a memory-augmented multimodal large language model to complete over 200 different tasks in Minecraft. It processes visual observations and text instructions to generate plans, executes them through goal-conditioned controllers, and improves over time by accumulating multimodal memories of its experiences.</p>
<h3 id="how-is-jarvis-1-different-from-voyager">How is JARVIS-1 different from Voyager?</h3>
<p>Voyager uses GPT-4 with a skill library of executable code and iterative prompting but operates on text descriptions only. JARVIS-1 processes visual observations directly through a multimodal LLM and uses a growing multimodal memory system rather than a code-based skill library. JARVIS-1 also achieves a 5x reliability improvement on the ObtainDiamondPickaxe task.</p>
<h3 id="does-jarvis-1-require-gpu-training">Does JARVIS-1 require GPU training?</h3>
<p>JARVIS-1 requires a GPU to run its multimodal LLM for inference, but it does not require model retraining or fine-tuning. The agent improves through its growing memory system, not through weight updates. This is different from approaches like Plan4MC that require reinforcement learning training.</p>
<h3 id="what-tasks-can-jarvis-1-complete">What tasks can JARVIS-1 complete?</h3>
<p>JARVIS-1 can complete over 200 different Minecraft tasks spanning atomic actions (chopping trees, mining stone), programmatic tasks (crafting tools, building furnaces), and open-ended tasks (exploring caves, surviving nights). It covers the full Minecraft technology tree from basic wood collection to diamond tool crafting.</p>
<h3 id="what-is-omnijarvis-and-how-does-it-relate-to-jarvis-1">What is OmniJARVIS and how does it relate to JARVIS-1?</h3>
<p>OmniJARVIS is the successor to JARVIS-1, published in July 2024 by the same research group. It introduces unified Vision-Language-Action tokenization where instructions, memories, thoughts, observations, and actions are all represented as a single token sequence. This allows a single model to reason, plan, answer questions, and act without separate modules.</p>
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