Executable Agentic Memory for GUI Agent
Zerui Qin 1 Sheng Yue 2 Xingyuan Hua 1 Yongjian Fu 1 Ju Ren 1
arXiv:2605.12294v1 [cs.AI] 12 May 2026
Abstract
achieves only 33% success rate on the long-horizon AndroidWorld benchmark (Rawles et al., 2024), while M3A, an agentic framework powered by GPT-4o, attains merely 40.5% (Rawles et al., 2024).
Modern GUI agents typically rely on a modelcentric and step-wise interaction paradigm, where LLMs must re-interpret the UI and re-decide actions at every screen, which is fragile in longhorizon tasks. In this paper, we propose Executable Agentic Memory (EAM), a structured Knowledge Graph (KG) that shifts GUI planning from free-form generation to a robust retrievaland-execution process. Our approach includes a sample-efficient memory construction pipeline using state-aware DFS and action-group mining to compress multi-step routines. To ensure efficient planning, we introduce a value-guided graph search where a lightweight Q-function model steers Monte Carlo Tree Search (MCTS) over the KG. We theoretically establish bias-consistency for the Q-model and derive sample complexity bounds for path recovery. Empirically, EAM outperforms state-of-the-art baselines like UI-TARS7B by up to 19.6% on AndroidWorld, while reducing token costs 6× relative to GPT-4o. With a 2.8s average latency, EAM enables reliable, quick, and long-horizon GUI automation.
To improve robustness, a natural direction is to equip agents with external knowledge and memory. Some efforts (Wang et al., 2024b; 2025; Cheng et al., 2025; Sun et al., 2026) maintain textual memory of historical interactions, such as workflow patterns and decision heuristics, and inject them into the LLM’s context to guide task planning. Others construct external knowledge bases by extracting action-level knowledge (e.g., element functionality or successful trajectories) from exploration, storing them as vector databases or knowledge graphs, and retrieving relevant knowledge at inference time to augment decision-making (Xie et al., 2025; Jiang et al., 2025; Guan et al., 2025b; Li et al., 2025). However, such in-context knowledge injection remains unreliable due to model-centric generation and ignorance of inherent structured information in historical trajectories, making it difficult to reliably reproduce executable paths from historical knowledge. Moreover, repeated retrieval and step-wise generation introduce substantial cost and latency, hindering real-time deployment. In this paper, we investigate Executable Agentic Memory (EAM), which can serve as a persistent, structured representation of the environment interaction logic, learned from historical interactions, and can be queried at test time so that planning can be augmented by retrieval and verification rather than free-form generation. Specifically, EAM enables the agent to (1) remember the GUl as a state machine (what states exist, which actions are available, and where they lead), and (2) reason over this memory to extract an executable path that is guaranteed to stay on valid transitions.
1. Introduction Modern Graphical User Interface (GUI) agents powered by (multimodal) LLMs can operate real-world apps by “seeing” screens and generating actions (Wen et al., 2024; Wang et al., 2024a; Zhang et al., 2025). However, the dominant interaction paradigm remains model-centric and step-wise: at every screen, an LLM must re-interpret the UI, re-decide the next action, and implicitly maintain task progress in its context window. This makes long-horizon automation fragile: small perceptual or reasoning errors would compound, easily producing hallucinated actions and incorrect detours, especially in heterogeneous app environments where training coverage is limited (Qin et al., 2025; Luo et al., 2025; Wu et al., 2025; Gou et al., 2024). For instance, UI-TARS7B (Qin et al., 2025), considered a SOTA GUI agent model, 1
To this end, we first propose a sample-efficient memory construction pipeline: a state-aware DFS exploration strategy that systematically covers task-relevant transitions with minimal redundant interactions, coupled with state deduplication and action-group mining to compress frequent multi-step routines into reusable high-level actions, yielding a compact yet executable GUI logic knowledge graph. We then propose a compute-efficient retrieval mechanism: a value-guided graph search procedure in which a lightweight
Tsinghua University, China 2 Sun Yat-sen University, China.
Preprint. May 13, 2026.
1
Executable Agentic Memory for GUI Agent
Q-function model steers MCTS over the constrained KG action space to rapidly select faithful high-reward paths from noisy experience; when needed, the agent can make only a single cloud call to summarize and validate the retrieved path into a grounded plan. Theoretically, we establish a bias-consistency guarantee for the learned Q-model on the critical set and derive a finite-sample complexity bound under which the value-guided MCTS recovers the optimal execution path with high probability.
terns from past experiences. Mobile-Agent-E (Wang et al., 2025) introduces a self-evolving framework accumulating general guidance over time. MAGNET (Sun et al., 2026) constructs dual-level memory for element grounding and workflow retrieval to handle UI drift. However, these methods rely solely on LLMs’ contextual understanding without accounting for dynamic environment interactions. Another line of work focuses on reliable action generation. AutoDroid (Wen et al., 2024) collects transition knowledge via random exploration. GUI-explorer (Xie et al., 2025) mines element functionality by analyzing GUI state changes. KGRAG (Guan et al., 2025b) transforms UI Transition Graphs into vector databases and distills reusable actions based on intent. While these approaches improve action accuracy, path generation still relies on LLM reasoning over retrieved context rather than direct extraction from an executable state machine. Moreover, massive API calls for step-wise decision-making incur substantial costs and latency.
We evaluate our method on the AndroidWorld, MobileMiniWob++, and DroidTask benchmarks. Results show that our framework consistently outperforms the existing baselines, surpassing the state-of-the-art UI-TARS-7B by up to 19.6% while reducing token costs 6× relative to GPT-4o. Our Q-guided MCTS and iterative self-training pipeline bridge the reasoning gap for small models through fine-grained credit assignment, while the action group mechanism minimizes search complexity to reach a 2.8s average latency. These findings demonstrate that grounding decision-making in structured knowledge graphs enables reliable, high-speed, and long-horizon planning for GUI agents.
LLM-based Monte Carlo Tree Search. Inspired by AlphaGo, recent work explores guiding LLM inference with tree search to improve reasoning on structured tasks. Zhou et al. (Zhou et al., 2023) propose an LLM-MCTS framework leveraging environment feedback for decision-making, while Xie et al. (Xie et al., 2024) construct a self-learning loop using MCTS to generate preference signals for training. However, these methods require multiple LLM rollouts during simulation, limiting efficiency. More recent work employs LLMs as both policy and value models. Hao et al. (Hao et al., 2023) treat the LLM as a world model for generation and evaluation. rStar-Math (Guan et al., 2025a) trains a reward model with trajectory-level binary rewards for node scoring. ReST-MCTS* (Zhang et al., 2024a) introduces a self-trained Process Reward Model for step-wise evaluation, and Mendes et al. (Mendes & Ritter, 2025) equip the value model with look-ahead capability. Despite these advances, most methods rely on heuristic value designs without theoretical guarantees and require separate policy and value models, incurring high computational overhead.
2. Related Work GUI Agents. Early efforts adapted foundation models (GPT4, GPT-4o) to GUI tasks (Wen et al., 2024; Wang et al., 2023), with Zheng et al. (Zheng et al., 2024) demonstrating that GPT-4V outperforms text-based models in web scenarios. Zhang et al. (Zhang et al., 2025) augment GPT-4V with a memory module for historical actions. Subsequent work explored modular frameworks: Wang et al. (Wang et al., 2024a) integrate planning, decision, and reflection modules; Zhang et al. (Zhang et al., 2024b) propose multiagent collaboration; and Zhu et al. (Zhu et al., 2024) design a hierarchical planner-executor architecture. However, these cloud-based frameworks incur high API costs and latency, and suffer from hallucinations due to limited GUI domain knowledge. More recent work pursues end-to-end GUI agents via parameter training. Cheng et al. (Cheng et al., 2024) train a dedicated GUI grounding model with crossplatform data, while UI-TARS (Qin et al., 2025) introduces a comprehensive pre-training to fine-tuning pipeline. To improve generalization, Luo et al. (Luo et al., 2025) and Lu et al. (Lu et al., 2025) apply rule-based RL algorithms such as GRPO (Shao et al., 2024). AutoDroid-V2 (Wen et al., 2025) fine-tunes a lightweight model to generate executable scripts in one shot. Despite these advances, on-device models (≤3B) remain limited in reasoning, struggling with complex multi-step tasks.
3. Problem Statement GUI Logic Knowledge Graph. We define the GUI Logic Knowledge Graph as a directed graph G = (S, A, E), where S denotes state nodes representing unique GUI pages, A denotes action nodes representing executable operations, and E ⊆ (S × A) ∪ (A × S) denotes edges connecting states to actions and actions to resulting states. Each state s ∈ S contains a page description ds , and each action a ∈ A is annotated with a functional description fa . We denote A(s) = {a ∈ A : (s, a) ∈ E} as the available actions at s.
Knowledge-aware GUI Agents. To mitigate hallucinations and improve adaptability, some works utilize historical memory to guide task planning. Wang et al. (Wang et al., 2024b) propose a workflow memory extracting reusable pat-
Path Extraction as Finite-Horizon MDP. Given a user instruction x ∈ X , we formulate path extraction from the KG as a finite-horizon episodic MDP, ⟨S, A, T, R, H⟩. The 2
Executable Agentic Memory for GUI Agent
state space S and action space A(s) are induced by the KG structure. T represents a deterministic transition function where s′ = T (s, a) follows the KG edges. R is a binary terminal reward function, where R(sH , x) = 1 if terminal state sH satisfies instruction x, and 0 otherwise. H is the horizon. At each step t, the agent selects at ∈ A(st ) according to policy π(·|st , x) and transits to st+1 = T (st , at ). The objective is to find π ∗ = arg maxπ Eat ∼π [R(sH , x)] that identifies a successful path τ ∗ for instruction x.
exploration trajectories. Let ξ = ⟨s0 , a0 , s1 , a1 , . . . , sn ⟩ denote an interaction trajectory. Following (Wen et al., 2025; Xie et al., 2025), we extract transition-aware GUI knowledge by analyzing consecutive transitions to construct the graph structure and enrich semantic attributes. 1) Graph Structure Construction: The KG is constructed as a Directed Acyclic Graph (DAG) where state nodes and action nodes alternate, with each trajectory incrementally merged into the KG. The key challenge lies in accurately mapping new trajectories to the existing state space. To this end, we design a state-aware deduplication mechanism featuring dual-layer filtering: (i) Coarse Filtering—each new state is encoded by an embedding model and matched against existing states via similarity retrieval; (ii) Finegrained Filtering—candidate duplicates are verified by a Vision-Language Model for rigorous semantic comparison. For duplicate states, we further perform element-level deduplication via IoU of bounding boxes, effectively connecting discrete exploration trajectories into a cohesive graph.
4. Methodology In this section, we introduce our proposed agentic memory system which comprises two main components: 1) Offline Knowledge Graph Construction, which autonomously explores the GUI environment to collect transition data and builds a structured knowledge graph G; and 2) Online Knowledge-Augmented Reasoning, which leverages the constructed KG to extract faithful execution paths via Q-model guided MCTS. An overview of the framework is presented in Fig. 1. We elaborate on each component in the following subsections.
2) Semantic Knowledge Enrichment: Once the topological structure is established, we enrich the graph with semantic attributes derived from state transitions. The knowledge mining process is formalized as:
4.1. Offline Knowledge Graph Construction The offline stage aims to construct a comprehensive GUI Logic Knowledge Graph G = (S, A, E) that captures both the structural logic and semantic knowledge of the target GUI environment. This process consists of three key components: autonomous exploration for trajectory collection, transition-aware knowledge mining for graph construction, and action group mining for efficient high-level guidance.
G ← G ⊕ Fextract (st , at , st+1 )
(1)
where Fextract : (st , at , st+1 ) 7→ (dst , dst+1 , fat ) generates page descriptions and action functional descriptions from the state transition, and ⊕ denotes the merge operator that continuously updates the extracted knowledge into G.
Autonomous Exploration. The core of our offline stage lies in task-oriented autonomous exploration that systematically discovers GUI states and transitions contributing to task completion. We propose an element-grounded hierarchical exploration based on depth-first search (DFS). Given a task goal g, we extract Exploration Anchors from the current GUI state—interactable elements serving as structural primitives for sub-goal generation. The MLLM uses these anchors to generate up to k candidate sub-goals ranked by their likelihood of progressing toward g. At each depth, the agent evaluates progress and determines one of three outcomes: (1) C ONTINUE—the sub-goal was achieved but g requires further operations; (2) BACKTRACK—the current state deviates from the path toward g; (3) C OMPLETE—the task goal g is achieved. This DFS-based design ensures comprehensive coverage of task-relevant transitions (up to O(k d ) distinct trajectories) while the collected trajectories naturally form a prefix tree structure that can be seamlessly transformed into the knowledge graph G.
Action Group Mining. Beyond atomic actions, real-world GUI tasks often involve recurring multi-step action patterns. While recent works extract high-level actions from trajectories (Jiang et al., 2025; Wang et al., 2025), they rely heavily on LLMs to summarize these groups, suffering from poor cross-task generalizability and high computational cost. To address these limitations, we propose a statistical approach inspired by Byte Pair Encoding (BPE). We conceptualize the KG as a “path heatmap,” where high-frequency action subsequences represent high-value generalizable skills. Formally, let V = {a1 , a2 , . . . , aM } denote the initial vocabulary of atomic actions, and let P = {τ1 , τ2 , . . . , τK } denote the corpus of all historical paths in the KG, where each path τ = (ai1 , ai2 , . . . , aiL ) is a sequence of atomic actions. The mining process proceeds iteratively. At each iteration j, we compute the frequency of all adjacent action pairs and identify the most frequent pair:
Transition-aware Knowledge Mining. The knowledge construction process builds a structured KG from collected
(a∗ , a′∗ ) = arg
max ′
(a,a )∈V×V
3
X τ ∈P
count((a, a′ ), τ )
(2)
Executable Agentic Memory for GUI Agent
Knowledge Graph with Action Group Mining
Expected State
Deviated State
Tasks
Open Connection Preference
Sub-goals Execution
-Turn on Bluetooth -Turn off WIFI -Open WIFI Config
…
Toggle On
Unexplored State
Navigate To Bluetooth Page
Click Bluetooth Toggle Off
CONTINUE
BACKTRACK
Trajectory Data
Open WIFI Settings
Open Network
BPE-based Action Merging
Open Config
Navigate To WIFI Settings
Task-oriented DFS Exploration
Disable WIFI
Page Node
Offline Exploration
Atomic action Node
Action Group Node
Knowledge Graph 𝑮
Exploration Tasks
Inference Instruction input “Turn on Bluetooth and enable WIFI”
MCTS on Graph
Q-value Guided MCTS
𝟐,𝟐 = 𝟎. 𝟐𝟓 𝑄2,2 𝟐,𝟏 = 𝟎. 𝟓 𝑸 𝑄2,1 𝑸
𝜏∗ Navigate to …
Execute
Toggle on
Navigate to WIFI…
𝟏,𝟐 = 𝟎. 𝟐𝟓 𝑄1,2 𝑸
𝑸𝟐,𝟏 = 𝟎. 𝟓 𝑄1,1
𝟑,𝟐 = 𝟏 𝑸 𝟑,𝟏 = 𝟎 𝑄 𝑸 3,1
…
𝑄3,2
𝑸𝟑,𝟑 = 𝟎. 𝟓
𝑄4,2
𝑄4,1 𝟒,𝟏 = 𝟏 𝑸
Filtering & Replace
𝟒,𝟐 = 𝟎 𝑸
𝟑,𝟒 = 𝟎 𝑄3,4 𝑸
𝑄3,3
𝑄4,3
Soft BCE
𝟒,𝟏 = 𝟏 𝑸
在此处键入公式。
Executable Task Plan
Q-model Update
Self-training Pipeline
Figure 1. Overview of Executable Agentic Memory (EAM). It comprises offline automatic memory construction and inference-time executable memory reuse guided by a trained Q-model.
where count((a, a′ ), τ ) denotes the number of occurrences of the adjacent pair (a, a′ ) in path τ . If the maximum frequency exceeds a predefined threshold δf , we merge the pair into a new action group and update the vocabulary: ∗ ′∗ a(j) new = a ◦ a ,
V ← V ∪ {a(j) new }.
lapse and introduce unnecessary computational overhead. To address this challenge, we introduce a path navigating agent that leverages Monte Carlo Tree Search (MCTS) guided by a lightweight Q-model to extract executable paths from the KG. Unlike generative agents that map generated tokens into the graph, our agent explicitly operates on the graph topology and treats reasoning as planning over discrete states and actions. This design offers three key advantages. First, by constraining the action space to valid edges in G, the agent naturally decouples graph reasoning from semantic generation and treats the KG as a rigorous state machine. Second, the agent automatically generates steplevel Q-value annotations through MCTS rollouts, which obviates the need for human-labeled training data. Third, instead of fine-tuning a generative model over a vast vocabulary, the agent relies on a compact Q-model to predict scalar values, which significantly reduces computational cost.
(3)
The corpus P is then updated by replacing all occurrences of (j) (a∗ , a′∗ ) with anew . This process iterates until the frequency of the most common pair falls below δf . The mined action groups are integrated into the KG as high-level action nodes, extending the action space from atomic operations to multistep reusable skills. 4.2. Online Knowledge-Augmented Path Extraction Given a user instruction x, extracting an executable path from the KG can be formulated as the finite-horizon MDP defined in Section 3. This MDP features deterministic transitions, binary terminal rewards, and a relatively small stateaction space constrained by the KG structure. Such a tabular setting differs fundamentally from classical agentic RL scenarios, which typically involve complex reward structures and vocabulary-scale action spaces. Due to this structural mismatch, directly employing mainstream GRPO-style RL frameworks (Shao et al., 2024; Feng et al., 2025; Jin et al., 2025) is suboptimal, as they easily suffer from entropy col-
Our path navigating agent consists of three components: Qmodel guided MCTS framework, random policy valuation for node evaluation, and a self-training pipeline for iterative model refinement. Q-model Guided MCTS. The agent performs tree search on the KG starting from a root node h0 = (x, s0 ), which encodes the instruction x and initial state s0 . Each node 4
Executable Agentic Memory for GUI Agent
ht = (st , at ) in the search tree corresponds to a state-action pair. The search proceeds through four MCTS phases:
with binary rewards (He et al., 2025; Laidlaw et al., 2023), which aligns precisely with our KG setting.
1) Selection: The agent traverses the tree by selecting child nodes according to the UCT criterion until reaching a leaf node: s ln N (s) UCT(s, a) = Q(s, a) + c (4) N (s, a)
Self-Training Pipeline. We train the agent’s Q-model Qθ through an iterative self-training procedure consisting of an initialization stage and a refinement stage. 1) Initialization: Directly deploying an untrained Q-model leads to random exploration and severe label imbalance, as the search predominantly encounters dead-end nodes with zero Q-values. To address this cold-start problem, we initialize Qθ using preference learning on an existing GUI dataset. For each step t along an expert trajectory, we construct preference pairs with the expert action a+ t as + positive and a randomly sampled a− t ∈ A(st ) \ {at } as negative. The agent is trained with a pairwise ranking loss based on the Bradley-Terry model: Linit (θ) = −E(τ + ,τ − )∼Dinit R(τt+ , τt− ) (7)
where Q(s, a) is the estimated Q-value, N (s, a) the visit count, and c the exploration constant. 2) Expansion: Upon reaching a non-terminal leaf state sl , the agent expands all available actions a ∈ A(sl ) as child nodes. 3) Evaluation: Unlike standard MCTS with random rollouts, the agent queries its Q-model to initialize Q-values: Q(sl , a) ← Qθ (sl , a), where Qθ (s, a) ∈ (0, 1) predicts the task success probability.
t
− where R(τt+ , τt− ) = log σ(Qθ (st , a+ t ) − Qθ (st , at )).
4) Back-propagation: The agent propagates Q-values back to the root, updating visit counts and Q-estimates along the path via incremental averaging.
2) Iterative Refinement: After initialization, the agent iteratively refines its Q-model using self-generated data. In each round, the agent samples instructions and executes MCTS guided by the current Qθ to construct search trees, then computes target Q-values via bottom-up Bellman backup:
N (st , at ) ← N (st , at ) + 1 Q(st , at ) ← Q(st , at ) +
Q(sl , al ) − Q(st , at ) . N (st , at )
(5)
Q̂(s, a) ← r(s, a) +
After M iterations, the top-K paths with the highest mean Q-values are extracted and processed by a cloud-based LLM for one-time filtering and parameter replacement into the final executable plan.
X
πu
′
X
Q̂(s′ , a′ ).
(8)
a′ ∈A(s′ )
(s,a)∼T
(9) where pθ = σ(Qθ (s, a)) and T denotes state-action pairs from the search trees. Through this iterative process, the agent progressively improves its ability to identify promising paths within the KG.
Instead, we define the Q-value as the expected success probability under a uniform random policy πu (a|s) = 1/|A(s)|. This value can be computed via the Bellman equation: 1 Q (s, a) = r(s, a) + |A(s′ )|
1 |A(s′ )|
Since Q-values represent probabilities in [0, 1], we formulate the optimization as binary classification with soft labels: h i Lupdate (θ) = − E Q̂ log pθ + (1 − Q̂) log(1 − pθ )
Random Policy Valuation. To effectively guide the search, the agent’s Q-model should not only identify superior actions but also quantify the likelihood of success after selecting each action. Most existing MCTS frameworks employ Outcome Reward Models (ORM) that assign binary values (Cobbe et al., 2021). Such coarse signals overlook the nuanced differences among intermediate steps.
πu
t
5. Theoretical Analysis
′
Q (s , a ). (6)
In this section, we provide theoretical guarantees for the proposed Q-model guided MCTS framework. We first formalize the problem setting, then present our two main results: (1) a bias consistency guarantee ensuring the learned Q-model is close to Qπu on critical states, and (2) a sample complexity bound for extracting the optimal path.
a′ ∈A(s′ )
s′ = T (s, a) is the successor state, and r(s, a) ∈ {0, 1} is the terminal reward. The value Qπu (s, a) represents the probability of reaching a successful terminal state when starting from (s, a) and acting uniformly at random thereafter. When Qπu (s, a) = 0, no feasible path exists from (s, a) to success, whereas higher values indicate greater likelihood of task completion. Crucially, recent theoretical results have shown that acting greedily with respect to Qπu achieves optimality in finite-horizon deterministic MDPs
5.1. Problem Setting We analyze path extraction on G under the MDP formulation from Section 3. Proposition 5.1 formalizes the optimality guarantee of the greedy policy with respect to Qπu . 5
Executable Agentic Memory for GUI Agent
Algorithm 1 Self-Training for Path-Navigating Agents
where
Input: Instruction dataset D, initialization dataset Dinit , knowledge graph G Output: Trained Q-model Qθ ▷ Model Initialization Construct preference pairs (τt+ , τt− ) from Dinit Initialize Qθ by minimizing ranking loss Linit (Eq. 7) ▷ Iterative Refinement via MCTS for each round r = 1, 2, . . . , R do Sample instruction batch B from D T ←∅ for each instruction x ∈ B do Execute MCTS guided by Qθ on G to construct search tree Compute Q̂(s, a) for all nodes (Eq. 8) T ← T ∪ {(s, a, Q̂(s, a))} end for Update Qθ by minimizing Lupdate (Eq. 9) end for Return: Qθ
r ϵbias (m, δ) :=
ϵapprox is the in-class approximation error, εgen (m, δ) is the generalization error depending on m and Rademacher complexity, and ϵopt is the optimization error. Theorem 5.2 shows that the proxy error decreases as training samples increase. This bias bound directly controls the accuracy of MCTS node evaluation: when ϵbias < ∆∗min /2, the learned Q-model preserves correct action rankings on the critical set (see Appendix A.1 for details). Our second main result establishes the sample complexity for optimal path extraction. Theorem 5.3 (Sample Complexity for Optimal Path Extraction). Suppose ϵbias (m, δ/2) < ∆∗min /2. Let ∆eff := ∆∗min − 2ϵbias > 0 and K = maxs |A(s)|. Then for the greedy path ât = arg maxa Q̄n (s∗t , a) to coincide with τ ∗ with probability at least 1 − δ, the number of MCTS simulations per node must satisfy 32(K − 1)c2 ln(Hn/δ) π2 n≥ + 2(K − 1) 2N0 + ∆2eff 3 (14)
Proposition 5.1 (Optimality of Greedy Policy (He et al., 2025)). Consider the KG-induced MDP with deterministic transitions, tree-structured state space, and binary terminal rewards r ∈ {0, 1}. Let πu be the uniform policy and Qπu its corresponding Q-function. Define the greedy policy πgreedy (s) = arg maxa∈A(s) Qπu (s, a). Then πgreedy is optimal. ∗
yielding total complexity Ntotal = O
= (s∗0 , a∗0 , . . . , s∗H−1 , a∗H−1 ) denote an optimal path
Let τ induced by πgreedy . Define the critical set C as the collection of state-actions that must be ranked correctly to recover τ ∗ : C=
H−1 [
{(s∗t , a) : a ∈ A(s∗t )} .
HKc2 ln(Hn/δ) 2 (∆∗ min −2ϵbias )
+
O(HKN0 ), where c is the UCT exploration constant and N0 is a burn-in threshold. Theorem 5.3 shows that the simulation complexity scales polynomially with horizon H, branching factor K, and inversely with the squared effective action gap. This provides a theoretical foundation for the efficiency of our approach: as the Q-model improves (reducing ϵbias ), fewer MCTS simulations are needed to recover the optimal path. Complete proofs are provided in Appendix A.2.
(10)
t=0
Let |C| = H · maxs |A(s)|. Define the minimum action gap along the optimal path: ∗ πu ∗ ∗ πu ∗ ∆min := min Q (st , at ) − max∗ Q (st , a) . t∈{0,...,H−1}
1 (ϵapprox + 2εgen (m, δ/2) + ϵopt ). 2 (13)
a̸=at
6. Experiment
(11) We train Qθ using target values computed via uniform Bellman backup (Eq. 8) and perform MCTS at inference to extract the optimal path.
In this section, we will present the results of our empirical study to answer the following question: • How does our proposed method perform on standard GUI benchmarks compared to both on-device and cloud-based baselines in terms of success rate and efficiency? • Does our self-training pipeline enable stable iterative performance improvements and exhibit theoretically expected properties? • How do the various components in our method affect performance, and does the trained Q-model demonstrate cross-environment generalization?
5.2. Main Results Next, we give the bias consistency guarantee on the critical set. Theorem 5.2 (Bias Consistency on C). With probability at least 1 − δ, the learned predictor Qθ satisfies ∥Qθ − Qπu ∥2,ρC ≤ ϵbias (m, δ)
(12) 6
Executable Agentic Memory for GUI Agent
Method GPT-4o Qwen 2.5-VL-3B UI-TARS-2B UI-TARS-7B M3A AutoDroid-V2 AppAgentX GUI-Explorer EAM (Ours)
Type
Input
AndroidWorld (%)
MobileMiniWob++ (%)
DroidTask (%)
GPT-4o Qwen 2.5-VL-3B UI-TARS-2B UI-TARS-7B GPT-4o Llama-3-8B-ft GPT-4o GPT-4o GPT-4o, Qwen2.5-3B-instruct-ft
SoM SoM screen screen SoM SoM SoM SoM SoM
34.5 2.6 6.9 33.0 40.5 26.0 62.5 47.4 52.6
56.5 32.6 31.5 53.3 68.5 53.3 72.8 80.4 76.1
57.0 13.3 34.8 55.0 72.2 54.4 88.6 88.0 86.1
Table 1. Success rate (%) comparison between our method and baselines on AndroidWorld, MobileMiniWob++, and DroidTask benchmarks. “SoM” refers to Set-of-Mark prompting, which utilizes the bounding boxes recorded in the accessibility tree to annotate UI elements with numerical labels in screenshots. All results are averaged over three independent runs.
Method GPT-4o Qwen2.5-VL-3B UI-TARS-2B UI-TARS-7B M3A AutoDroid-V2 AppAgentX GUI-Explorer EAM (Ours)
Latency (s)
API Tokens Cost (K)
9.3 7.7 6.0 8.8 16.9 2.1 16 66.4 2.8
50.8 32.7 62.6 6.2 73.1 8.3
an exploration-augmented framework that collects trajectories, extracts element-wise knowledge, and uses RAG for decision-making. Implementation. Our framework is implemented as a plugand-play module built on UI-TARS-2B, which serves as a local action executor following memory-grounded planning. We use GPT-4o for task-oriented exploration and knowledge mining. The knowledge base is constructed with Neo4j for app-wise knowledge graphs and Pinecone for screenshot embeddings. We fine-tune Qwen2.5-Instruct for path extraction with three model sizes: 0.5B, 1.5B, and 3B. For Q-value estimation, we append a value head to output scalar predictions. The self-training pipeline runs for four rounds. All training is conducted on 4×A800-80GB GPUs, and inference experiments are performed on a single RTX 4090-16GB to simulate on-device deployment.
Table 2. Efficiency comparison between EAM and baselines in terms of latency and token cost. “Latency (s)” denotes the average execution time per step. “API Tokens Cost (K)” indicates the total token consumption (in thousands) per step for LLM API calls. “-” indicates that the method uses locally deployed models without API calls.
6.2. Experimental Results Comparative results. Table 1 reports success rates on the three benchmarks. Our method achieves 52.6% on AndroidWorld, 76.1% on MobileMiniWob++, and 86.1% on DroidTask, surpassing all on-device baselines by significant margins (+19.6, +22.8, and +31.1, respectively). Notably, despite utilizing a 3B model for path extraction, our method substantially outperforms GPT-4o based M3A (+7.6, +13.9, and +29.1) and achieves performance comparable to knowledge-enhanced agents like AppAgentX and GUI-Explorer. These gains indicate that grounding decisionmaking in a structured knowledge graph effectively bridges the reasoning gap between small language models and frontier LLMs. Table 2 demonstrates that our approach achieves an average latency of 2.8 s and token cost of 8.3K per step. This efficiency stems from our plan-then-execute framework: unlike cloud-based agents requiring massive iterative API calls, our method necessitates only a single API call to filter the extracted paths, reducing token cost by approximately 6× compared to GPT-4o (50.8K). While AutoDroidV2 also adopts plan-then-execute to achieve low latency
6.1. Experimental Setup Benchmarks. We evaluate the effectiveness and efficiency our method on three benchmarks: AndroidWorld (Rawles et al., 2024) (116 tasks across 20 real-world apps), MobileMiniWob++ (Rawles et al., 2024) (92 web tasks), and DroidTask (Wen et al., 2024) (158 tasks across 13 apps). Baselines. For on-device agents, we consider four baselines: 1) Qwen2.5-VL-3B, the vanilla VLM for on-device deployment; 2) UI-TARS-2B (Qin et al., 2025), the lightweight SFT version of UI-TARS-7B; 3) UI-TARS-7B (Qin et al., 2025), a SOTA GUI agent model; 4) AutoDroid-V2 (Wen et al., 2025), a code-generation agent fine-tuned on Llama3-8B that produces executable scripts for one-shot task execution. For cloud-based and knowledge-enhanced agents, we consider: 1) GPT-4o, the base VLM for cloud-based agents; 2) M3A (Rawles et al., 2024), a SOTA ReActbased agent framework; 3) AppAgentX (Jiang et al., 2025), which extracts and reuses high-level actions from GUI transitions for task guidance; 4) GUI-Explorer (Xie et al., 2025), 7
Executable Agentic Memory for GUI Agent
(2.1 s), its performance suffers due to a lack of rigorous knowledge guidance during inference.
DroidTask and MobileMiniWob++, despite never seeing these environments during training. This addresses Q.3: the learned value estimation captures transferable knowledge about GUI navigation patterns, enabling reliable path extraction in unseen scenarios. While in-environment training remains optimal, cross-environment results suggest a welltrained Q-model can serve as strong initialization for new environments.