Attacca: Goal-Directed Control under State Continuity for Long-Horizon Embodied Agents
Gyusik Seo, Jaehong Yoon
Nanyang Technological University
Published October 6, 2026 · on the feed October 7, 2026 · ▲ 6 · arXiv 2610.07785
The abstract
A central capability of embodied agents is to accomplish complex objectives through sequences of interdependent tasks. Yet existing visual goal-conditioned policies underlying these agents are typically evaluated on isolated interactions where the target is already visible, and thus do not capture the conditions that arise during continuous long-horizon task execution. In such settings, each task begins from the state left by the previous one: the agent may end at a different position and orientation, the world may have been modified, and the next interaction target may lie outside the current field of view. As a result, agents relying on such policies may struggle to proceed to the next task when they cannot ground their target in the current observation. To address this challenge, we propose Attacca, a new approach that trains visual goal-conditioned policies on complete search-to-interact trajectories using goal images decoupled from the execution environment. Attacca uses context-decoupled goal sampling to pair each demonstration with a class-compatible masked goal image from another world, removing direct scene and pose correspondence. It learns dense current-view grounding through a target-mask prediction head, providing auxiliary supervision beyond action imitation. We further introduce behavioral-phase conditioning that teaches the policy to distinguish Search, Approach, and Interact stages and adapt its control as execution progresses. We evaluate Attacca on multiple short- and long-horizon embodied tasks in Minecraft. Our method achieves 39.0-47.5% clean success, improving over the strongest baseline by 1.7-2.4x. On long-horizon tasks, it attains 54%, 30%, and 28% completion, yielding up to a 7x improvement.
The Brief
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Transcript
Attacca. Goal-Directed Control under State Continuity for Long-Horizon Embodied Agents. By Gyusik Seo and one other, from Nanyang Technological University. Published on the sixth of October. Its code repository is worked out: about seventy source files, with a readme and a licence.
Embodied agents are meant to accomplish complex objectives through chains of tasks that depend on one another. The visual goal-conditioned policies underneath those agents, though, are typically evaluated on isolated interactions in which the target is already in view. That does not capture what happens during continuous, long-horizon execution. There, each task starts from whatever state the previous task left behind. The agent may be standing somewhere else, facing a different way. The world may have been changed. And the next thing it needs to interact with may be outside its current field of view.
A policy trained only on the easy case meets a hard one. If the agent cannot ground its target in what it currently sees, it may struggle even to begin the next task. The difficulty is not the interaction itself. It is getting from the end of one task to the start of the next.
Attacca trains visual goal-conditioned policies on complete trajectories that run from search all the way to interaction, using goal images that are decoupled from the environment the agent is acting in. The policy learns to find its target, not only to act on a target it has been placed in front of.
Three components carry this. The first is context-decoupled goal sampling. Each demonstration is paired with a masked goal image from another world, one whose class is compatible, so the goal no longer shares the scene or pose of the demonstration. The second is a target-mask prediction head that learns dense grounding in the current view, giving supervision beyond imitating actions. The third is behavioral-phase conditioning, which teaches the policy to tell apart three stages, Search, Approach, and Interact, and to adapt its control as execution moves through them.
Attacca is evaluated on several short-horizon and long-horizon embodied tasks in Minecraft. Clean success ranges from thirty-nine percent to forty-seven point five percent, an improvement of one point seven to two point four times over the strongest baseline.
On the long-horizon tasks, completion reaches fifty-four percent, thirty percent, and twenty-eight percent, with improvements of up to seven times. Those are the settings where state carries over from one task to the next, which is the condition the method was built for.
The gap Attacca addresses is the space between tasks. An evaluation where the target is always visible never asks a policy to search, and a goal image from the same scene hands it a direct correspondence that continuous execution will not provide. Decoupling the goal, grounding it in the current view, and naming the phases of execution are each aimed at the moment one task hands over to the next.
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