6.2% to 12.5%. The graph on the right side of Figure 7
illustrates how the success rate of intermediate milestone
items changes over time, indicating that JARVIS-1 tends to
improve with longer game-playing time. We also conduct
two variants of JARVIS-1 with different self-improving cur-
riculum: human-written and random-generated. All three
JARVIS-1 have collect experiences into memory with the
curriculum for 4 epochs before evaluation in 60 minutes.
The results show that JARVIS-1 with GPT-generated cur-
riculum can finish the task within the shortest game-playing
steps and achieve the best performance in 60 minutes.
In contrast, VPT’s success rate barely changed when we in-
creased the time from 20 minutes to 60 minutes (from 2.5%
to 3%). This can be attributed to Minecraft’s durability sys-
tem where prolonged underground exploration often leads to
pickaxe damage. When JARVIS-1’s pickaxe breaks, it dy-
JARVIS-1