ROAIJul 17, 2025

Enter the Mind Palace: Reasoning and Planning for Long-term Active Embodied Question Answering

arXiv:2507.12846v212 citationsh-index: 24
Originality Highly original
AI Analysis

This addresses the challenge of enabling robots to operate effectively over days, weeks, or months by combining memory recall with active exploration, representing a novel task rather than an incremental improvement.

The paper tackles the problem of Long-term Active Embodied Question Answering (LA-EQA), where robots must recall past experiences and actively explore environments to answer complex, temporally-grounded questions over extended periods, and proposes a structured memory system with a reasoning and planning algorithm that significantly outperforms state-of-the-art baselines in answer accuracy and exploration efficiency.

As robots become increasingly capable of operating over extended periods -- spanning days, weeks, and even months -- they are expected to accumulate knowledge of their environments and leverage this experience to assist humans more effectively. This paper studies the problem of Long-term Active Embodied Question Answering (LA-EQA), a new task in which a robot must both recall past experiences and actively explore its environment to answer complex, temporally-grounded questions. Unlike traditional EQA settings, which typically focus either on understanding the present environment alone or on recalling a single past observation, LA-EQA challenges an agent to reason over past, present, and possible future states, deciding when to explore, when to consult its memory, and when to stop gathering observations and provide a final answer. Standard EQA approaches based on large models struggle in this setting due to limited context windows, absence of persistent memory, and an inability to combine memory recall with active exploration. To address this, we propose a structured memory system for robots, inspired by the mind palace method from cognitive science. Our method encodes episodic experiences as scene-graph-based world instances, forming a reasoning and planning algorithm that enables targeted memory retrieval and guided navigation. To balance the exploration-recall trade-off, we introduce value-of-information-based stopping criteria that determines when the agent has gathered sufficient information. We evaluate our method on real-world experiments and introduce a new benchmark that spans popular simulation environments and actual industrial sites. Our approach significantly outperforms state-of-the-art baselines, yielding substantial gains in both answer accuracy and exploration efficiency.

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