Abstract:Open-world embodied agents must solve long-horizon tasks where the main bottleneck is not single-step planning quality but how interaction experience is organized and evolved. To this end, we present Steve-Evolving, a non-parametric self-evolving framework that tightly couples fine-grained execution diagnosis with dual-track knowledge distillation in a closed loop. The method follows three phases: Experience Anchoring, Experience Distillation, and Knowledge-Driven Closed-Loop Control. In detail, Experience Anchoring solidifies each subgoal attempt into a structured experience tuple with a fixed schema (pre-state, action, diagnosis-result, and post-state) and organizes it in a three-tier experience space with multi-dimensional indices (e.g., condition signatures, spatial hashing, and semantic tags) plus rolling summarization for efficient and auditable recall. To ensure sufficient information density for attribution, the execution layer provides compositional diagnosis signals beyond binary outcomes, including state-difference summaries, enumerated failure causes, continuous indicators, and stagnation/loop detection. Moreover, successful trajectories of Experience Distillation are generalized into reusable skills with explicit preconditions and verification criteria, while failures are distilled into executable guardrails that capture root causes and forbid risky operations at both subgoal and task granularities. Besides, Knowledge-Driven Closed-Loop Control retrieved skills and guardrails are injected into an LLM planner, and diagnosis-triggered local replanning updates the active constraints online, forming a continual evolution process without any model parameter updates. Experiments on the long-horizon suite of Minecraft MCU demonstrate consistent improvements over static-retrieval baselines.
Abstract:As multimodal agents evolve from passive observers to long-horizon decision-makers, they require memory systems that provide not just information availability but logical verifiability. A fundamental limitation of current architectures is the epistemic asymmetry inherent in probabilistic vision-language models and dense associative memories: they conflate semantic affinity with factual existence and structurally fail to encode negative constraints. To this end, we introduce PolarMem, a training-free Polarized Latent Graph Memory designed to ground agent reasoning in verifiable evidence. PolarMem transforms fuzzy perceptual likelihoods into discrete logical constraints through non-parametric distributional partitioning. Furthermore, it employs a polarized graph topology with orthogonal inhibitory connections to explicitly store verified negation as a primary cognitive state. At inference time, we enforce a logic-dominant retrieval paradigm, suppressing hallucinatory patterns that violate negative constraints. Extensive evaluation across eight frozen Vision--Language Models and six benchmarks demonstrates that PolarMem functions as a robust cognitive system, establishing a foundation for verifiable multimodal agents. Our code is available at https://github.com/czs-ict/PolarMem.
Abstract:Existing long-horizon memory benchmarks mostly use multi-turn dialogues or synthetic user histories, which makes retrieval performance an imperfect proxy for person understanding. We present \BenchName, a publicly releasable benchmark built from long-form autobiographical narratives, where actions, context, and inner thoughts provide dense evidence for inferring stable motivations and decision principles. \BenchName~reconstructs each narrative into a flashback-aware, time-anchored stream and evaluates models with evidence-linked questions spanning factual recall, subjective state attribution, and principle-level reasoning. Across diverse narrative sources, retrieval-augmented systems mainly improve factual accuracy, while errors persist on temporally grounded explanations and higher-level inferences, highlighting the need for memory mechanisms beyond retrieval. Our data is in \href{KnowMeBench}{https://github.com/QuantaAlpha/KnowMeBench}.