A game agent tests note-based memory for very long tasks

A agent was placed inside a to play , a classic dungeon-exploration game. It handled written information well but struggled to read maps and understand spatial relationships. A run can last for thousands of turns, so sending the complete game history back to the agent as was not practical.

The agent instead managed its own by creating and deleting notes. Those notes helped it remember earlier events and plan ahead to a limited degree, but the weaknesses of note-based memory quickly became clear.

Key points

  • The agent processed text better than maps and spatial relationships.
  • Feeding it thousands of turns of full history was not practical.
  • It created and deleted its own notes as .
  • Selected notes provided limited support for remembering and planning.
  • Note-based memory showed clear limitations during extended play.
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