Source-linked AI summary

Mine Odyssey: Benchmarking Spatial Agentic Intelligence in the Wild

Yuxuan Cao, Junlong Li, Hao Li, Junxian He

arXiv:2610.11328v1cs.AI

TL;DR

Existing benchmarks cover a limited range of spatial layouts, scales, and traversal requirements, although agents operating in the physical world must adapt to unfamiliar spaces and feedback. MINE ODYSSEY evaluates this capability with ordered waypoint tasks across diverse Minecraft reconstructions; GPT-6 Astra leads the evaluated models, but success rates vary substantially.

  • Problem

    Existing benchmarks cover a limited range of spatial layouts, scales, and traversal requirements, leaving performance across diverse environments insufficiently tested.

    Source: §1 · p. 2
  • Method

    MINE ODYSSEY evaluates agentic spatial intelligence through ordered waypoint navigation tasks in Minecraft reconstructions of real-world locations.

    Source: §1 · pp. 2–3
  • Results

    85.6% task success for GPT-6 Astra leads Claude Opus 5.5 at 73.9% and DeepSeek-V4.1-Flash at 23.9%.

    Source: §1 · p. 3
  • Takeaways & Limitations

    Analyses identify grounding spatial information, discovering traversable connections, and recovering from unsuccessful routes as key challenges for current agents.

    Source: §5 · p. 10

Abstract

from arXiv · show

Advances in foundation models are driving efforts to introduce agents to assist people in the physical world. Such agents require agentic spatial intelligence: exploring unfamiliar environments, updating spatial understanding through interaction, and adapting actions based on feedback to sustain progress toward a sequence of goals. Existing benchmarks cover only a limited range of spatial layouts, scales, and traversal requirements. We introduce Mine Odyssey, a benchmark for evaluating agentic spatial intelligence using Minecraft reconstructions of real-world locations. It comprises 180 tasks covering 30 such locations across 20 countries and regions on five continents, including 20 outdoor and 10 indoor settings. These settings span diverse spatial scales, layouts, terrains, and connectivity patterns, from Midtown Manhattan and rural Entrup to Santa Luc\'ia Hill and Buckingham Palace. We select meaningful waypoints, such as landmarks, buildings, and rooms, and manually verify their accessibility. Each task provides a natural-language instruction specifying which waypoints to visit and in what order. Completing these tasks requires agents to find accessible routes and entrances, open doors, and move between levels using stairs and ladders, while monitoring their progress and recovering from navigation errors. Across eight evaluated state-of-the-art models, GPT-6 Astra achieves the highest success rate of 85.6%. However, the second-best model, Claude Opus 5.5, completes 73.9% of tasks, while the strongest evaluated open-weight model, DeepSeek-V4.1-Flash, reaches 23.9%, highlighting substantial room for improvement in the agentic spatial intelligence of current models. Comprehensive analyses and ablation studies on Mine Odyssey reveal current models' limitations and provide insights for advancing agentic spatial intelligence.

1 INTRODUCTION

MINE ODYSSEY targets the limited spatial diversity of existing benchmarks with long-horizon navigation tasks in Minecraft reconstructions of real-world places. Evaluations show large success-rate differences across models.

1 INTRODUCTION

  • Existing benchmarks often focus on household or urban settings, leaving agents insufficiently tested across varied spatial structures and traversal requirements.The settings differ in scale, connectivity, access constraints, and elevation, while agents must maintain spatial information and revise plans during execution.Source: §1 · p. 2
  • MINE ODYSSEY comprises 180 tasks across 30 Minecraft reconstructions in 20 countries and regions on five continents, including 20 outdoor and 10 indoor environments.First-person movement, collision, opening doors, and climbing stairs and ladders make the reconstructed places interactive.Source: §1 · p. 2, Figure 2 · p. 3
  • Tasks use ordered sequences of recognizable waypoints, requiring agents to find feasible paths and reach each destination in order.The authors select named places such as landmarks, palace rooms, stadium facilities, and building entrances rather than arbitrary map points.Source: §1 · p. 3
  • The agent framework supports programmable control, intermediate feedback, and interruption of ongoing commands for closed-loop interaction.Isolated execution and independent arrival checks enable automated, parallel evaluation.Source: §1 · p. 3
  • 85.6% task success for GPT-6 Astra exceeds Claude Opus 5.5’s 73.9% and DeepSeek-V4.1-Flash’s 23.9%.The Astra–Opus gap is larger indoors than outdoors, and more than half of failed attempts do not reach the first destination.Source: §1 · p. 3

2 TASKS ENVIRONMENT AND EVALUATION FRAMEWORK

The benchmark combines diverse Minecraft reconstructions with manually verified waypoint tasks, independent arrival evaluation, and an interactive agent framework. Its controls support feedback-driven action while safeguards restrict access to hidden task data and automatic navigation.

2.1 ENVIRONMENTS

  • The 30 maps span 20 countries and regions, with 20 outdoor and 10 indoor environments featuring varied terrain, access constraints, and vertical circulation.Tasks may involve stairs, ladders, gates, or buttons; versioned world saves provide consistent starting map states.Source: §2.1 · p. 4
  • The catalog contains 1,059 waypoints, each matched to a reachable standing position on the correct floor, while precise arrival coordinates remain evaluator-only.Each waypoint links a human-readable place name to a three-dimensional position; agents can see its map marker and a first-person marker within 32 blocks.Source: §2.1 · p. 4
  • The 180 tasks specify a starting waypoint and orientation plus 2–12 ordered destinations, with routes manually traversed to verify reachability.Candidate instructions are selected and refined for semantic coherence, route plausibility, and diversity; tasks vary starting points, distances, elevation changes, and interactions.Source: §2.1 · p. 4

2.2 VERIFIER.

  • An independent evaluator samples player position at 1 Hz and credits only the next required waypoint when its arrival condition is met.Out-of-order visits do not advance progress, and episodes can fail through death, leaving the game, or going out of bounds.Source: §2.2 · pp. 4–5

2.3 AGENT FRAMEWORK

  • Agents control the game through API and keyboard–mouse tools, receiving screenshots, map views, and textual command feedback.The asynchronous observation–action loop lets agents continue, stop, or replace commands after intermediate observations.Source: §2.3 · pp. 5–6
  • Safeguards block coordinate disclosure, waypoint teleportation, and Baritone navigation, while sandbox isolation excludes hidden task data and separates runs.The sandbox also disables external network access while retaining approved AgentBridge APIs.Source: §2.3 · p. 6

3 EXPERIMENTS

The experiments compare eight models on 180 tasks using completion, checkpoint, and route-efficiency metrics. GPT-6 Astra leads overall, while results also show environment-dependent success gaps and differences between partial progress and full completion.

3.1 SETUP

  • The evaluation covers eight proprietary and open-weight models, each limited to 500 agent steps and six hours per task.It reports SR, CC, path length, SPL, and average turns; SR measures ordered completion, while CC measures the fraction of ordered intermediate stops reached.Source: §3.1 · pp. 6–7

3.2 MAIN RESULTS

  • 85.6% SR for GPT-6 Astra leads the 180-task benchmark, ahead of Claude Opus 5.5 at 73.9% and DeepSeek-V4.1-Flash at 23.9%.Astra’s lead over Opus 5.5 widens from 8.8 percentage points outdoors to 18.2 indoors; the indoor and outdoor subsets differ in layouts and route composition.Source: Table 1 · p. 7, §3.2 · p. 7
  • Opus 5.5 reaches 86.1% CC and 50.35% SPL, 2.9 and 3.35 percentage points below Astra despite an 11.7-point SR gap.High intermediate-stop coverage need not translate into full completion; these are full-cohort averages, including failures.Source: §3.2 · p. 7

4 ANALYSIS

The analyses show that spatial aids affect navigation differently, prolonged local stays vary widely across models, and case studies expose the value of exploring alternative routes and connections.

4.1 ABLATIONS

  • HUD raises success rate by 6.1 points for DeepSeek and 4.0 for GLM; route guidance slightly raises CC but lowers DeepSeek’s success rate by 2.8 points.Multi-view raises DeepSeek’s success rate by 2.2 points while lowering SPL by 0.3 points; midnight lowers success rate by 1.7 points for both models.Source: Table 2 · p. 8, §4.1 · p. 8

4.2 PROLONGED LOCAL STAYS.

  • Gemini spends 51.7% of turns in local stays, while Astra averages 0.17 episodes and 2.7% of turns in such stays.Stays are defined as at least ten consecutive turns within one block of a fixed 3D anchor; Gemini averages 7.09 episodes per task.Source: Figure 5 · p. 8, §4.2 · p. 8

4.3 CASE STUDIES

  • At the White House, Astra detours while DeepSeek revisits rooms; at the Plaza Hotel, Astra returns downstairs to the target in 12.6 minutes, while Grok remains upstairs until the step limit at 135.7 minutes.The displayed White House detour takes 2.4 minutes.Source: Figure 6 · p. 9, §4.3 · p. 9
  • At Hagia Sophia, Astra reveals and ascends a side-branch stair route, whereas Opus 5 leaves without exploring it.Both agents receive nearly matching views and see the same door ahead; the stair opening is visible on Astra’s right.Source: Figure 7 · p. 9, §4.3 · p. 10

5 CONCLUSION

Mine Odyssey evaluates spatial intelligence through navigation in varied real-world reconstructions, extending beyond existing benchmark settings. The paper positions this work among spatial reasoning and embodied-navigation evaluations.

5 CONCLUSION

  • Mine Odyssey covers 180 spatial tasks across 30 Minecraft reconstructions, and its evaluations identify challenges in grounding spatial information, discovering traversable connections, and recovering from unsuccessful routes.GPT-6 Astra achieves 85.6% success, versus 73.9% for Claude Opus 5.5 and 23.9% for DeepSeek-V4.1-Flash.Source: §5 · p. 10

A.1 SPATIAL INTELLIGENCE EVALUATION

  • Spatial intelligence evaluation has expanded from image relations to multi-view and video integration, perspective-taking, map understanding, and interactive spatial tasks; this work studies goal-directed navigation within that line.Source: §A.1 · p. 16

A.2 EMBODIED NAVIGATION EVALUATION

  • Embodied-navigation benchmarks cover single and successive goals in indoor and outdoor settings, while Mine Odyssey broadens coverage to real-world reconstructions and agent-written navigation programs.Its persistent workspace lets agents compose control routines, process feedback, and retain task information across decisions.Source: §A.2 · p. 16

A.3 INTERACTIVE EVALUATION OF GENERALIST AGENTS

Interactive benchmarks assess task completion in stateful environments, including web, desktop, and game workflows. Mine Odyssey’s programmable workspace and interaction records support analysis of navigation behavior.

A.3 INTERACTIVE EVALUATION OF GENERALIST AGENTS

  • Interactive evaluations include realistic web and desktop workflows, sustained execution, and extended game planning; Mine Odyssey adds programmable spatial interaction analyzed through logs, trajectories, and recorded waypoint visits.Source: §A.3 · p. 16

B MAP COLLECTION AND ENVIRONMENT DIVERSITY

The benchmark’s map collection spans varied real-world indoor and outdoor environments, supporting navigation tasks at multiple spatial scales and with different traversal demands.

B MAP COLLECTION AND ENVIRONMENT DIVERSITY

  • The maps range from districts, parks, hillsides, and waterfronts to palaces, religious buildings, hotels, stadiums, and ships, supporting district routing, entrance-finding, and movement between floors.Stairs, ladders, doors, and gates add local traversal and interaction contexts.Source: B MAP COLLECTION AND ENVIRONMENT… · p. 17

C.1 DEFAULT SETTINGS.

The default setup fixes shared comparison settings while preserving agent-controlled navigation through a constrained observation and interaction interface. SPL evaluates success relative to reference-route length, and resource-use means include failed runs.

C.1 DEFAULT SETTINGS.

  • Figure 8 shows all 30 environments; Table 4 summarizes main-comparison defaults, while controlled variants modify designated settings.The route-guidance condition displays a planned route while leaving movement under agent control.Source: Table 4 · p. 17, §C.1 · pp. 17–18, Figure 8 · p. 18

C.2 OBSERVATION AND INTERACTION.

  • Agents receive a first-person view and may use the world map, but cannot access exact target coordinates or evaluator state; flight and block modification are restricted.The minimap, navigation hints, automated navigation, and waypoint teleportation are disabled by default; the world continues running during inference.Source: §C.2 · p. 19

C.3 SPL AND REFERENCE PATH CONSTRUCTION

  • SPL combines task success with agent path length relative to a reference route through required stops; failed tasks score zero and each contribution is capped at one.Reference paths use A* on an approximate movement graph supporting walking, steps, ladders, bounded falls, and operable doors; several movement types are excluded.Source: §C.3 · p. 19

D.1 RESOURCE ACCOUNTING

  • Resource-use means cover all 180 tasks, including failures, and turn counts exclude automatic history-summary responses.Figures 9 and 10 report estimated monetary cost and output-token usage.Source: §D.1 · p. 19

D.2 PERFORMANCE AND RESOURCE USE

Resource use and completion do not move in lockstep: models differ in success at similar costs, and greater reasoning effort improves Claude Opus 5’s success while increasing output use. The effort transitions also differ in output required per gain.

D.2 PERFORMANCE AND RESOURCE USE

  • At $1.11 per task, DeepSeek-V4.1-Flash reaches 23.9% SR versus GLM-5.3-Flash’s 15.6% at $1.20; Gemini 3.8 Flash costs $5.13 for a 2.8-point SR gain.The estimated cost comparison is shown in Figure 9.Source: §D.2 · p. 19, Figure 9 · p. 20
  • 85.6% SR with 10.3K output tokens per task makes GPT-6 Astra the highest-SR, lowest-output model; DeepSeek-V4.1-Flash uses 618.0K tokens for 23.9% SR.GPT-5.6 Sol reaches 43.9% SR with 68.5K output tokens; output volume alone does not explain the completion ranking.Source: §D.2 · pp. 19–20, Figure 10 · p. 20

D.3 REASONING EFFORT

  • 35.0% to 50.6% SR accompanies Claude Opus 5’s low-to-max effort increase, while output use rises from 73.2K to 249.9K tokens per task, about 3.4×.Estimated cost rises from $10.47 to $19.21 per task for a 15.6-point SR gain; mean turns increase by 11.0%.Source: Figure 10 · p. 20, §D.3 · p. 20
  • 28.3K additional output tokens yield a 4.4-point SR gain from low to medium effort, versus 105.1K tokens for a 6.1-point gain from high to max.The comparisons average over all tasks and do not hold successful-task membership fixed.Source: Figure 10 · p. 20, §D.3 · p. 20

E FAILURE STAGES

Failure-stage outcomes distinguish runs that never reach the first required stop from those that reach it but do not complete successfully. Initial progress therefore does not guarantee task completion.

E FAILURE STAGES

  • 70.0% of tasks reach Gemini’s first stop, versus 67.8% for Sol, but Gemini fails afterward on 43.3% of all tasks compared with Sol’s 23.9%.Reaching a stop is based on the evaluator’s ordered-arrival record; failure afterward can include runs that visit every stop but lack an accepted completion claim.Source: E FAILURE STAGES · p. 21, Figure 11 · p. 21
  • Reaching the first stop is not equivalent to success: full completion additionally requires an accepted claim, even after all stops are visited.The first stop is the first intermediate stop, or the destination for tasks without intermediate stops.Source: E FAILURE STAGES · p. 21
  • 48.3–55.6% of all tasks end before the first stop for DeepSeek, Grok, and GLM.Figure 11 separates failure before the first stop, failure after reaching it, and successful completion.Source: Figure 11 · p. 21, E FAILURE STAGES · p. 21

F INTERACTION STATISTICS

Interaction statistics count command and information-access patterns per task rather than pooling requests. The reported patterns distinguish how models organize requests, not their navigation ability.

F INTERACTION STATISTICS

  • Across 400,571 execution requests, category percentages are averaged equally across tasks, and a request may count in multiple categories.Figure 12 shows information-access and command-structure categories; percentages need not sum to 100%.Source: Figure 12 · p. 21, F INTERACTION STATISTICS · p. 22
  • Over 90% of requests combine commands for Astra, Opus 5, DeepSeek, and GLM, compared with 25.6% for Gemini.Gemini has the highest explicit image-processing share; Opus 5 and Gemini use loops more often than Astra.Source: Figure 12 · p. 21, F INTERACTION STATISTICS · p. 22
  • Astra and Grok adjust viewing direction in about 59% of requests, while Astra toggles the map more frequently.Gemini often stays in one place while checking maps, operating menus, and processing screenshots without resuming movement.Source: Figure 12 · p. 21, F INTERACTION STATISTICS · p. 22

G CASE STUDIES

The case studies show how programming turns visual map information into explicit coordinates and individual movement commands into reusable action sequences.

  • Gemini converts player-to-marker pixel offsets into estimated coordinates to orient and move toward U20; the scale is uncalibrated and arrival is unverified.Source: G CASE STUDIES · p. 22, Figure 13 · p. 22
  • Astra packages four 1.3-second forward movements and turns into a loop, completing one stairwell circuit from Y40 to Y48 and three circuits through Y72.Source: G CASE STUDIES · pp. 22–23, Figure 14 · p. 23
  • Agents use programming to turn visual map information into explicit coordinates and individual movement commands into reusable action sequences.Source: G CASE STUDIES · p. 23
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