Probes long-horizon decision-making and multi-state object interaction in a procedurally generated 3D gridworld. Evaluates an agent's ability to plan and execute complex household tasks under sparse and dense reward signals. Use when the user wants to benchmark on Mini-BEHAVIOR, or asks about evaluating this task. Reports success_rate.
Installs into .claude/skills of the current project.
Are you the author of Mini Behavior Eval?
Add the live security badge to your README. It updates with every re-scan.
[](https://www.skillsdirectory.com/skills/qhjqhj00-mini-behavior-eval)
---
name: mini-behavior-eval
description: Probes long-horizon decision-making and multi-state object interaction in a procedurally generated 3D gridworld. Evaluates an agent's ability to plan and execute complex household tasks under sparse and dense reward signals. Use when the user wants to benchmark on Mini-BEHAVIOR, or asks about evaluating this task. Reports success_rate.
metadata:
skill_kind: dataset_eval
source_arxiv: 2310.01824
bibtex_key: [REDACTED]
confidence: high
---
# mini-behavior-eval
> Mini-BEHAVIOR: A Procedurally Generated Benchmark for Long-horizon Decision-Making in Embodied AI — Jin et al. (2023) (arXiv:2310.01824, 2023)
## What this evaluates
Probes long-horizon decision-making and multi-state object interaction in a procedurally generated 3D gridworld. Evaluates an agent's ability to plan and execute complex household tasks under sparse and dense reward signals.
## Datasets
- **Mini-BEHAVIOR** — total ?; splits: test (-1); repo https://github.com/StanfordVL/mini_behavior
## Metrics
- `success_rate` **(primary)** — range: [0, 1]
- Binary indicator: 1 if the agent completes the specified task within the 1000-step time limit, 0 otherwise.
- `normalized_reward` — range: [0, 1]
- Cumulative reward scaled such that 1.0 corresponds to successfully completing the task, used to track progress under dense reward shaping.
## Input / output format
**Input**: 3D gridworld state/observation and natural language task instruction.
**Output**: Discrete action (e.g., move, pick, place, open, close) executed sequentially within a 1000-step episode limit.
## Scoring recipe
```python
def compute_success_rate(predictions, gold):
successes = 0
for pred in predictions:
if pred.completed_task:
successes += 1
return successes / len(predictions)
```
## Common pitfalls
- Procedural generation yields infinite task variations, so fixed test splits must be explicitly sampled or regenerated for reproducibility.
- Sparse reward (+1 only on completion) causes learning failure for medium/hard tasks within 1M steps, necessitating dense reward shaping for meaningful evaluation.
- Fixed 1000-step time limit may truncate valid but longer successful trajectories.
## Evidence (verbatim from paper)
> We first examine these tasks under the sparse reward setting, where the agent will only receive a reward of +1 if it successfully completes the task. ... Notice that we normalize the reward in the plots such that a reward of 1 would correspond to successfully completing the task.
## Citation
```bibtex
@misc{jin2023minibehavior,
title={Mini-BEHAVIOR: A Procedurally Generated Benchmark for Long-horizon Decision-Making in Embodied AI},
author={Jin et al. (2023)},
year={2023},
note={arXiv:2310.01824}
}
```
- arXiv: 2310.01824