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Memento 3: Model-Based Recursive Self-Improvement through Reflective Rulebooks

Haoyu Zhao, Zhengxu Yu, Zhiyuan He, Meng Fang, Rasul Tutunov, Haitham Bou-Ammar et al.

arXiv 2610.11794 30 pages Read the paper

The short version

The problem
When an agent enters a new game or environment, it may not know what its actions do or what rules lead to success. A few observations can fit several explanations, so a plan based on a plausible but wrong rule can fail in a situation the agent has not yet seen.
The idea
The paper gives the agent a written, editable rulebook about how it thinks the world works, then turns that rulebook into code it can use to predict outcomes and plan. After acting, it compares predictions with what actually happened, revises the rules or fixes the code, and accepts an update only when the code matches the written rules and can replay the observed events exactly. It can also keep several competing models, like trying out multiple maps of the same place, so different models can suggest different explorations.
What it got
On 25 public unfamiliar games, the agent completed every level and reached a score of 100.0, the benchmark’s ceiling, using 44% of the human action count. Its learned Pong controller also won three evaluated games 21–0, without calling the language model while playing.

Modules from this paper

Population-Based Exploration with Competing World Models

A single plausible world model can steer an agent into self-confirming behavior; Memento 3 retains competing models that share evidence and samples distinct plans to broaden exploration.

world modelsexplorationmodel-based learningMemento 3

Rulebooks That Compile into World Models

When an agent must learn hidden environment rules from interaction, Memento 3 keeps those hypotheses in a revisable rulebook and compiles them into executable code for prediction, replay, and planning.

world-modelslanguage-model-agentsplanningverification