Maxence Faldor@maxencefaldorOct 16
Four Gemini 4 Argon agents, one shared Minecraft world, one goal: defeat the Ender Dragon. 27 hours and 2,783 self-written programs later, the dragon fell.

Oct 16, 2026 · 9:16 AM UTC

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Maxence Faldor@maxencefaldorOct 16
An independent research experiment, not an official Minecraft milestone, and not approved by or associated with Mojang or Microsoft.Visuals use the Pixel Perfection pack by XSSheep & Nova_Wostra (CC BY-SA 4.0).
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As someone who in past years never did get to the dragon, good job!
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Which agents can’t beat Minecraft is kinda interesting now. I think we ought to swap to dark souls next
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Could we watch a video of the run please?
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this would be 10x cooler if it is vision-based and black-box. playing the game through game_state and code is literally scripting.
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Congratulations on the great results!
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Please share the world seed, I wanna speedrun it myself :)
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finally, a standup where “blocked by a dragon” is an accurate status update
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Great run 🎮 The interface stands out: agents wrote JavaScript through Mineflayer and read game state directly, on Easy, in a single run. So the 27 hours reads less like playing as a human and more like four agents coordinating over chat and shared memory.
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Seems we have new benchmark for agents 🤔
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Congrats, look very cool
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we use argon as a reviewer. lesson: it read parent folders and judged files we never gave it, so every review now runs in an empty temp folder
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also make the model supergood in professional CAD design while you're at it.
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Four AI agents teaming up to beat the Ender Dragon in Minecraft? That's actually kind of wild. Did they even coordinate or just each go for their own
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But Mineflayer is also something similar to "human-programmed Minecraft tools"🤔
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Now get every achievement in Skyrim
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我觉得最有意思的是打龙那段:塔顶 10 颗水晶会一直给龙回满血,大概到第 21 小时,有个 agent 才指出这一点,想出垫土爬上去拆的办法;10 颗拆完 39 分钟后,龙就死了。 目标函数怎么都降不下去时,别急着加大步长,先找是哪一项一直在把你往回拉。 不过这是简单难度、只跑了一局,只能算一次演示,不能说它每次都能通关。
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Now beat it with Google Pro account, you will only manage to open the game and they quit will hit the screen
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Simply the argon can write a injection code to expose the Java files and code structure of the game, edit to a single final match and nerf the dragon and make it fall by itself. But Argon took the game seriously
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Assuming Pretrained data was present or models had access to minecraft data, I am suprised it took them so long? What do you think has been this issue? I have personally worked on crafter with and without pretrianing and there have been some substantial results.
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27 小时 / 2783 程序这组数字很好记。复述给同学时,你更怕他们听成「开四个就稳赢」,还是忽略死亡与重试也是协作成本?第一次跟进你更想问他们:共享笔记里先写坐标,还是先写失败教训?
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27 hours, four agents, one world and nobody rage quit. already better coordination than most minecraft servers
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how much of those 2,783 programs was actual reuse vs rewrites? did the 4 agents share a single voyager-style skill library, or did each one maintain its own and keep reinventing the same mining/crafting routines?
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Finally some actually good research
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a replay with the shared notes alongside each failed attempt would be great. you could follow whether the next agent actually used what the last one learned.
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This is so cool! Thanks for sharing!
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Awesome work!
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Looks like the AI Agents are coming for your record @ishowspeedsui @KaiCenat
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2,783 programs over 27h14m is about 1.7 programs a minute across the team. With 22% ending in errors, the recovery process is at least as interesting as the final win.
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A mistake in shared memory can spread pretty quickly when multiple agents rely on the same information. Correcting the original record is only half the problem. You also need to make sure every agent that used it knows something changed.
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2,783 self written programs is the stat that matters here agents building their own skill library beats one giant plan every time
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@maxencefaldor Impressive result, especially the unassigned roles and the recoveries after failure. But there's one comparison I'd love to see. Keep four Minecraft bots, the same world seeds, tools, shared memory, and total model-call budget. In one condition, four independent agents coordinate. In the other, a single agent controls all four bots. Across several seeds, how would their success rates, completion times, and recovery costs compare? Your paper shows that the agents spontaneously divided the work. But how much of the success came from decentralized coordination, rather than simply having four characters acting in parallel? Did the teamwork matter—or just the extra hands?
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The achievement is meaningful. Its implications, however, depend on distinguishing agent capability from environmental affordances. 1. A successful trajectory establishes capability, not reliability. The authors explicitly acknowledge that this was a single successful run—the first launch of their experimental setup. It demonstrates that the configured agents could complete the objective under one sampled set of conditions. It does not establish a success probability across random seeds, repeated trials, or altered operational constraints. Claims about reliability therefore require independent trials with predefined budgets, stopping conditions, and failure classifications. This limitation is recognized by the researchers themselves and should not be misrepresented as an overlooked methodological defect. 2. The most consequential experimental variable may be recoverability. The agents died 605 times—approximately once every 2.7 minutes across the four-player team. Yet the mission continued. Why? Minecraft survival permits respawning while preserving substantial environmental progress: constructed infrastructure, discovered locations, opened routes, and persistent shared resources. The environment allows many locally unsuccessful actions without necessarily invalidating the global objective. This distinction matters in control-theoretic terms. Long-horizon task completion depends not only on the probability of individual action failures, but also on the transition dynamics following those failures and the extent to which useful state survives. However, recovery was not free or guaranteed. The paper documents lost blaze powder, items destroyed by a Ghast, and an urgent rescue of twelve Eyes of Ender before despawning. The correct interpretation is therefore not that Minecraft provides an unconditional, zero-cost recovery mechanism. Rather, its failure dynamics permit repeated attempts while retaining enough progress to make eventual completion possible. A stronger experiment would explicitly vary recovery costs, checkpoint availability, resource persistence, and terminal-failure conditions. The crucial question is how long-horizon performance changes when errors become progressively less recoverable. 3. The agents demonstrated autonomous execution of a familiar task, not discovery of an unknown world. Mineflayer supplied a structured programmatic interface, including environmental information unavailable to ordinary human players. Its pathfinding plugin also handled substantial navigation complexity. Equally important, the authors explicitly acknowledge that Gemini 4 Argon already possessed extensive Minecraft and Mineflayer knowledge from training. The experiment therefore demonstrates the ability to transform existing domain knowledge into executable programs, coordinate their use, debug failures, and sustain task progress. That is a legitimate and useful capability. It is not equivalent to discovering previously unknown environmental dynamics or mastering visual-motor control from raw observations. Future evaluations should distinguish prior domain knowledge, tool-interface advantages, and online adaptation rather than combining them into a single measure of autonomous intelligence. 4. Four agents succeeded together. Whether four agents were necessary remains unknown. The observed coordination was substantial. Agents divided responsibilities, shared coordinates, reused helper functions, corrected inaccurate reports, and recovered teammates’ lost resources. The rescue of twelve Eyes of Ender shortly before despawning is particularly informative: distributed information and rapid coordination preserved a critical resource. But multi-agent advantage has several possible sources. Performance may improve through cognitive specialization and information exchange. It may also benefit from concurrent execution, inventory distribution, redundancy, and game-world mechanics associated with mult-players.
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27 hours actually sounds pretty fast considering they had to figure out everything from gear progression to finding the stronghold without human intervention.
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