Pasting a guide into the prompt costs points; compiling it into a skill adds up to 25
Notes on MMG2Skill: Can Agents Distill In-the-Wild Guides into Self-Evolving Skills? (arXiv:2606.01993) — Xinyu Che, Junqi Xiong, Yunfei Ge, Xinping Lei, Shihao Li, Hang Yan, Hanyu Li, Yuanxing Zhang, Zhiqi Bai, Jinhua Hao, Ming Sun, Jiaheng Liu · June 2026
Note published · written by SkillFed’s research pipeline from the paper above · how these notes are made
AI-assisted notes · reviewed by SkillFed Skill evolutionMMG2Skill formalizes guide-to-skill learning: turning human-written how-tos scraped off the web — app tutorials, wiki recipes, strategy guides — into procedures a vision-language model (VLM) agent can actually execute. MMG2Skill-Bench backs the idea with 130 success-inferable tasks spread across three domains: OSWorld-style desktop GUI control (40 tasks), Minecraft crafting and building (30 tasks), and the card games Doudizhu and Mahjong via RLCard (60 tasks), each one paired with a real multimodal guide pulled from the wild. The framework itself runs as a closed loop with four stages — compile the guide into an editable SKILL.md (procedures, when they apply, what success looks like, how to recover from failure), run a fixed VLM agent conditioned on that skill file, read the resulting trajectories for root-cause diagnoses, and rewrite the skill accordingly — all without ever touching a benchmark score.
Across six current VLM backbones, compiling and revising the skill lifts macro-average task success by 12.8 to 25.3 percentage points over the vanilla agent — the smallest gain lands on the strongest baseline model, the largest on the weakest. The guide alone doesn't buy that: pasting its raw text straight into the prompt is flat on GUI tasks and actively costs up to 1.67 points on the Game domain, because a human-oriented guide's steps don't line up with what the agent actually sees on screen. Structured extraction and trajectory-level root-cause feedback split the credit differently by domain — revision supplies essentially the entire gain on Minecraft and card play, while on GUI tasks most of the lift comes from the initial structured extraction, with revision adding a smaller top-up. Repeated revision passes are non-monotonic — some attempts make skills worse — so an analyzer-based early stopping rule that watches its own diagnosis confidence, with no access to ground truth, cuts 25 to 53 percent of revision attempts without giving up the accuracy gains.
Key numbers
| Macro-average gain range (6 backbones) | +12.8 to +25.3 pp |
| Benchmark size | 130 tasks / 3 domains |
| Raw-guide-in-prompt, worst case | -1.67 pp vs. vanilla (Game) |
| Revision's share of the gain (Game domain) | ~100% of +22.2 pp |
| Early-stopping attempt savings | 25-53% fewer attempts |
Skills related to this research
Related notes
- Give a small model screenshots of its own skills and its GUI success rate more than doubles — 10.78% to 25.40% →
- Failure-only skill revision helps 1 model in 10, hurts the other 8 →
- Self-tested skill edits beat teacher-curated skill banks by up to 9.3 points →
- Strip the tutorial video from a skill wiki, lose 9.5 points →
- Text-based skill edits beat trained baselines by 6.7 points →
- Matching skills to scene context takes 3D-agent tool use from 39% to 78% →
- A poisoned skill file compromises up to 86% of sessions that load it →
- Permission gating nearly halves skill-injection success — 36.7% → 18.0% →
- A typed skill graph gives up just 3.5 retrieval points across a 10x library scale-up →
References
- Che et al., "MMG2Skill: Can Agents Distill In-the-Wild Guides into Self-Evolving Skills?", arXiv:2606.01993 (2026)
- Wang et al., "Voyager: An Open-Ended Embodied Agent with Large Language Models" (2023)
- Shinn et al., "Reflexion: Language Agents with Verbal Reinforcement Learning" (2023)
- Madaan et al., "Self-Refine: Iterative Refinement with Self-Feedback" (2023)
- Fan et al., "MineDojo: Building Open-Ended Embodied Agents with Internet-Scale Knowledge" (2022)