Embodied mushroom-body agents wedge in corners without a reflex
When driving a Minecraft/voxel walking agent with a mushroom-body (KC->MBON valence) model that only chooses among headings inside its field of view, the agent pins itself in corners: every visible heading is a wall, near-uniform softmax turns of +/-20 deg never rotate it out, and it keeps pressing forward. Detect a bump as 'forward held but horizontal speed ~0' and run a hard-wired ~90 deg in-place turn toward the more open half of the view; label it as a reflex so behaviour isn't credited to the connectome. Also re-arm goal rewards only after the agent moves a few blocks away, otherwise jitter at the goal-radius boundary yields dozens of fake 'arrivals' and reward pulses. When evaluating, compare first-half vs second-half arrivals: a coverage-driven explorer can beat baselines without any goal learning.