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Chenxin Li

Publications and source records attributed to Chenxin Li.

At least 19 recordsLinked to original sources

MetaRSI / RSI2: A Meta-Recursive Self-Improving System for Recursive Self-Improving Systems Themselves

Recursive self-improvement (RSI) lets a system improve the model-building machinery from its own failures, so every later model inherits the gain. Yet RSI has been validated almost exclusively on coding and formal benchmarks such as science QA and mathematics. This format bound limits RSI to improvement within a machine-checkable slice, not general capability where questions are open and correctness is settled by argument, replication, or measurement. We argue RSI must next operate across real, diverse scientific, engineering, and meta-scientific domains, not where formal evaluation is merely tractable. To that end we present MetaRSI-v1, where improvement is the scheduled composition of three typed operators over one unified paradigm. Data-RSI amplifies existing competence and marks its boundary; Harness-RSI edits a five-slot scaffold without touching weights; Model-RSI internalizes capability into parameters through bounded training. Sharing one loop kernel and artifact vocabulary, they make data, scaffold, and model changes composable rather than exclusive. A two-axis optimizer jointly decides operator order and each operator's proposal policy, while a meta-level policy revises the schedule across terms. We validate MetaRSI-v1 under the field's standard evaluations, on code and closed-form science, with no external teacher: the target model plays every role in its own loop. MetaRSI-v1 reframes self-improvement from a single-surface edit to a composition across the full model-production pipeline, opening two paths: a model route internalizing capability through training, and a harness route leaving weights untouched and thus extending self-improvement to any model reachable through an interface, with Data-RSI redefined as the shared substrate feeding both. The framework further yields refutable laws on where loops exist, how operators compose, and what supervision buys.

cs.LG

Scaling Large Reasoning Models beyond Human Supervision: A Path toward Superintelligence

Recent advances in large reasoning models (LRMs) have shown that reinforcement learning with verifiable rewards (RLVR) can substantially improve reasoning in mathematics and code, where outcomes can be checked automatically. Extending this progress to open-ended and agentic tasks remains difficult because reliable rewards are harder to obtain and direct human supervision cannot keep pace with the scale and complexity of model-generated experience. This paper studies how LRMs can continue to improve as human supervision gradually recedes from the learning loop. We examine two connected dimensions of this problem. The reward axis traces the development from per-instance human judgments to reusable verifiers and rewards that operate even without human feedback. The experience axis examines how learning can progress from human-curated tasks and environments toward self-generated curricula, constructed environments, and autonomous co-evolution. We connect these dimensions through a five-level ladder from L0 to L4 that identifies which parts of the learning process remain under continued human control. Our analysis further highlights the risks introduced by increasingly autonomous rewards and experience generation, including reward hacking, feedback drift, curriculum collapse, and environment errors. Consequently, we also provide the evaluation around three complementary objects: policy capability, feedback fidelity, and experience quality. This analysis provides a structured account of current approaches to scaling LRMs beyond human supervision and the open problems involved in developing self-sustaining learning systems toward superintelligence. Furthermore, we maintain a continuously updated \href{https://github.com/visitworld123/Awesome-Scaling-LRM-Beyond-Human-Supervision}{GitHub repository} to track the latest advances.

cs.AI

TAU-Bench: From Anomaly Instance Tracking to Fine-Grained Video Anomaly Understanding

Humans understand anomalous events through a coherent perceptual process in which they identify the focal instance, follow its behavior as the event unfolds, and interpret why it violates the expectations of the surrounding scene. Video anomaly understanding (VAU) seeks to endow models with a similar capability, moving beyond deciding whether a video is anomalous toward explaining how the event develops and why it matters. Although recent vision--language models (VLMs) can generate detailed and plausible anomaly descriptions, their semantic fluency does not ensure that these interpretations remain grounded in the correct anomaly instance over time. Existing benchmarks typically evaluate tracking and semantic understanding through separate protocols, leaving such instance--semantic inconsistency largely unmeasured. We therefore introduce TAU-Bench, a track-centric benchmark for jointly evaluating anomaly instance tracking and fine-grained anomaly understanding. TAU-Bench contains 1,118 videos, 1,454 tracks, and 202,438 pixel-level masks spanning 49 event and 45 scene categories, together with track-centric annotations that connect instance-level identification, event-level understanding, and scene-level reasoning. To build TAU-Bench at scale, we developed an automated data engine integrating anomaly suitability filtering, anomaly instance track construction, hierarchical caption annotation, and human quality control. Evaluations across representative VLM families show that models producing plausible anomaly interpretations may still fail to localize and track the correct instance reliably, revealing a persistent gap between semantic reasoning and visual grounding. These findings therefore highlight instance-grounded evaluation as an important step toward more faithful and reliable VAU systems.

cs.CV

JarvisHub: An Open Harness for Canvas-Native Multimodal Creative Agents

Creative AI is moving from single-step asset generation toward long-horizon multimodal production. Although recent generative models can synthesize high-quality images, videos, audio clips, UI elements, storyboards, slides, and other creative assets, real-world creative work requires more than isolated prompt-output interactions. It involves references, drafts, alternatives, edits, failed attempts, version relations, tool actions, evaluation signals, and human feedback, which together form an evolving project state. Existing prompt-based, chat-based, and node-based generation systems only partially support this state, as they often discard intermediate context, rely on linear conversations, or require manually specified workflows. Recent commercial systems indicate a shift toward agent-assisted creative production, but their closed architectures make it difficult to study how agents represent context, choose tools, revise artifacts, recover from failures, and maintain consistency over time. To address this gap, we introduce JarvisHub, a canvas-native creative agent harness for long-horizon multimodal creation. JarvisHub treats an editable canvas as the user workspace, the agent's external memory, action space, and shared project state, representing multimodal artifacts, dependencies, versions, and feedback as typed canvas nodes and links. Through a three-layer architecture of canvas state, protocol bridge, and agent runtime, JarvisHub enables agents to act within an inspectable and editable creative state. This design moves creative agents beyond isolated tool use toward sustained, human-steerable creative automation, where agents can progressively plan, generate, revise, and organize multimodal projects while users remain able to inspect, guide, and intervene throughout the process.

cs.CV

HyMobileAgent: Data-Environment Co-Scaling for Efficient GUI Agents

As large multimodal models move from understanding content to operating on digital environments, mobile GUI has emerged as a challenging and consequential testbed for digital embodied intelligence. Mobile agents operate under three coupled constraints: precise perception of complex interfaces, scalable acquisition of high-quality interaction data, and robust long-horizon decision making under compounding execution errors. This report presents HyMobileAgent, a mobile GUI agent built on Hy3.0-VL-A3B, a vision-native foundation model featuring native any-resolution input, an A3B-scale deployment budget, and a 32K context window to model extended interaction histories. Rather than relying solely on model scaling, we develop a joint data and environment centric scaling framework to address the key bottlenecks of mobile interaction. Our framework integrates a GUI perception flywheel combining mock-interface synthesis, rejection sampling, and icon-specific augmentation; a knowledge pipeline that transforms tutorial videos into structured interaction data; a million-scale action data pipeline deployed across more than 2000 sandbox and real-device instances with automated failure attribution; the PhoneWorld Mock App Factory, providing a resettable training environment with 34 mock applications and over 34000 tasks; and a structured Planning-and-Reflection mechanism with explicit dead-loop detection for reliable long-horizon execution. We also introduce a progressive training recipe consisting of mid-training, supervised fine-tuning, and reinforcement learning with task-specific reward designs.

cs.CV

PhoneBuddy: Training Open Models for Agentic Phone Use

Phones are becoming an important execution surface for general-purpose agents, but training open models for reliable phone use remains difficult because the environment that matters at deployment, real devices running real apps, is slow, stateful, side-effectful, and hard to reset or verify, while scalable mock environments only approximate real behavior. We present PhoneBuddy, a training recipe and open-model line for agentic phone use that combines a real-app environment with a mock-app environment, PhoneWorld, which reconstructs runnable mock apps from real GUI usage structure. PhoneBuddy first builds a shared supervised fine-tuning stage from trajectories collected in both environments, then compares real-app RL against mixed RL across both environments. Across a 150-task human evaluation on real phones spanning apps, mini-apps, and cross-app workflows, task success rate improves from 36.67\% after supervised fine-tuning to 40.67\% after real-app RL and 45.33\% after mixed RL. On AndroidWorld, the same progression rises from 60.3\% to 77.2\% to 83.2\%. These results show that mock-app training is not a replacement for real-app RL, but a complementary source of scalable, resettable, and automatically checked interaction. The gains are strongest on app and mini-app tasks, while long-horizontal cross-app workflows remain an important open challenge.

cs.CL

GameCraft-Bench: Can Agents Build Playable Games End-to-End in a Real Game Engine?

Game generation is an emerging application of coding agents, requiring models to transform natural-language specifications into playable interactive systems. Unlike traditional coding tasks, game generation takes place within a game engine, where scripts, scenes, assets, rendering, and runtime interactions must jointly produce coherent gameplay. We formalize end-to-end game generation as the problem of producing a complete game artifact that realizes a specification through observable player-game interaction in a target environment. We argue that evaluating this setting requires three desiderata: Engine Grounding, Artifact Completeness, and Interactive Verification. We propose an interaction-grounded evaluation framework that assesses executable gameplay through replayed demonstrations and rubric-guided multimodal judging. We instantiate this framework as GameCraft-Bench, a benchmark comprising 140 Godot tasks across 15 game families. Evaluations of frontier coding agents show that end-to-end game generation remains highly challenging: the strongest agent achieves only 41.46%, and most agents score below 40%. Further analysis reveals that while agents often implement recognizable mechanics, they struggle to deliver complete games with sufficient content, functional visual feedback, and coherent presentation. See https://tongxuluo.github.io/gamecraft-bench-website for demos, code, and data.

cs.CL

PhoneHarness: Harnessing Phone-Use Agents through Mixed GUI, CLI, and Tool Actions

Phone agents are increasingly expected to complete real mobile workflows rather than merely predict the next screen action. However, much of the current mobile-agent literature still evaluates agents primarily as GUI controllers that observe a screen, emit taps and swipes, and are scored by target app state. Real phone-use tasks are broader: they require deciding when to use app GUIs, device-side commands, or structured tools, while leaving evidence that the intended side effect actually occurred. We introduce PhoneHarness, a mixed-action benchmark and execution harness for studying phone-use agents on verifiable mobile workflows. PhoneHarness runs a device-side agent loop over GUI, CLI, and host-side tool actions, combining deterministic action routing with bounded GUI delegation and auditable execution traces. Its benchmark, PhoneHarness Bench, evaluates whether agents complete tasks with observable side effects, not only whether they produce plausible final answers. On the annotated evaluation split, PhoneHarness reaches a 75.0% pass rate, outperforming the strongest non-PhoneHarness settings by 12.9 percentage points. PhoneHarness and PhoneHarness Bench therefore play distinct but mutually dependent roles: the harness makes mixed phone workflows executable, while the benchmark measures whether agents can use that harness reliably and safely. Our findings suggest that reliable phone automation depends on action-surface routing and verifiable execution, not only visual GUI control.

cs.CL

Two Bridges, One Pathway: From VLMs to Generalizable VLAs with Embodied Trajectory-Coupled Data

Vision-language models (VLMs) are powerful general-purpose reasoners, yet converting them into robot control policies (VLAs) is surprisingly difficult. The root cause is a two-fold gap: VLMs are trained on internet-scale images with language-understanding objectives, while VLAs must perceive robot scenes and predict motor actions. Fine-tuning a VLM directly on robot action data forces the model to cross both gaps at once -- the learning curve is steep and the rich generalizations learned during pretraining tend to degrade rather than transfer. We argue that this gap can be bridged gradually with the right intermediate data. We introduce \emph{embodied trajectory-coupled (ETC) data} -- vision-language supervision derived from the same robot scenes and trajectories used for action learning. Because ETC data shares the visual context of robot operation while retaining familiar language-understanding objectives, it provides a natural stepping stone between VLM pretraining and VLA fine-tuning. Building on this, we design a three-stage training recipe. Distribution Bridging first adapts the VLM to embodied visual-language semantics. Objective Bridging then gradually shifts the model toward action prediction while preserving the acquired representations. Retentive Adaptation finally specializes the policy to the target deployment domain. We further show that mixing task-relevant out-of-distribution ETC data with a small amount of action data enables the model to generalize to novel visual-language conditions without requiring additional robot demonstrations. Simulation and real-robot experiments confirm that this gradual bridging strategy is the key to transferring VLM generalization into robust, deployable robot policies.

cs.RO

Towards On-Policy Data Evolution for Visual-Native Multimodal Deep Search Agents

Multimodal deep search requires an agent to solve open-world problems by chaining search, tool use, and visual reasoning over evolving textual and visual context. Two bottlenecks limit current systems. First, existing tool-use harnesses treat images returned by search, browsing, or transformation as transient outputs, so intermediate visual evidence cannot be re-consumed by later tools. Second, training data is usually built by fixed curation recipes that cannot track the target agent's evolving capability. To address these challenges, we first introduce a visual-native agent harness centered on an image bank reference protocol, which registers every tool-returned image as an addressable reference and makes intermediate visual evidence reusable by later tools. On top of this harness, On-policy Data Evolution (ODE) runs a closed-loop data generator that refines itself across rounds from rollouts of the policy being trained. This per-round refinement makes each round's data target what the current policy still needs to learn. The same framework supports both diverse supervised fine-tuning data and policy-aware reinforcement learning data curation, covering the full training lifecycle of the target agent. Across 8 multimodal deep search benchmarks, ODE improves the Qwen3-VL-8B agent from 24.9% to 39.0% on average, surpassing Gemini-2.5 Pro in standard agent-workflow setting (37.9%). At 30B, ODE raises the average score from 30.6% to 41.5%. Further analyses validate the effectiveness of image-bank reuse, especially on complex tasks requiring iterative visual refinement, while rollout-feedback evolution yields more grounded SFT traces and better policy-matched RL tasks than static synthesis.

cs.CL

Safe, or Simply Incapable? Rethinking Safety Evaluation for Phone-Use Agents

When a phone-use agent avoids harm, does that show safety, or simply inability to act? Existing evaluations often cannot tell. A harmful outcome may be avoided because the agent recognized the risk and chose the safe action, or because it failed to understand the screen or execute any relevant action at all. These cases have different causes and call for different fixes, yet current benchmarks often merge them under task success, refusal, or final harmful outcome. We address this problem with PhoneSafety, a benchmark of 700 safety-critical moments drawn from real phone interactions across more than 130 apps. Each instance isolates the next decision at a risky moment and asks a simple question: does the model take the safe action, take the unsafe action, or fail to do anything useful? We evaluate eight representative phone-use agents under this framework. Our results reveal two main patterns. First, stronger general phone-use ability does not reliably imply safer choices at risky moments. Models that perform better on ordinary app tasks are not always the ones that behave more safely when the next action matters. Second, failures to do anything useful behave like a capability signal rather than a safety signal: they are concentrated in more visually and operationally demanding settings and remain stable when the evaluation protocol changes. Across models, failures split into two recurring patterns: unsafe choices in settings where the model can act but chooses wrongly, and inability to act in more visually and operationally demanding screens. Overall, a harmless outcome is not enough to count as evidence of safety. Evaluating phone-use agents requires separating unsafe judgment from inability to act.

cs.CL

Claw-Eval-Live: A Live Agent Benchmark for Evolving Real-World Workflows

LLM agents are expected to complete end-to-end units of work across software tools, business services, and local workspaces. Yet many agent benchmarks freeze a curated task set at release time and grade mainly the final response, making it difficult to evaluate agents against evolving workflow demand or verify whether a task was executed. We introduce Claw-Eval-Live, a live benchmark for workflow agents that separates a refreshable signal layer, updated across releases from public workflow-demand signals, from a reproducible, time-stamped release snapshot. Each release is constructed from public workflow-demand signals, with ClawHub Top-500 skills used in the current release, and materialized as controlled tasks with fixed fixtures, services, workspaces, and graders. For grading, Claw-Eval-Live records execution traces, audit logs, service state, and post-run workspace artifacts, using deterministic checks when evidence is sufficient and structured LLM judging only for semantic dimensions. The release contains 105 tasks spanning controlled business services and local workspace repair, and evaluates 13 frontier models under a shared public pass rule. Experiments reveal that reliable workflow automation remains far from solved: the leading model passes only 66.7% of tasks and no model reaches 70%. Failures are structured by task family and execution surface, with HR, management, and multi-system business workflows as persistent bottlenecks and local workspace repair comparatively easier but unsaturated. Leaderboard rank alone is insufficient because models with similar pass rates can diverge in overall completion, and task-level discrimination concentrates in a middle band of tasks. Claw-Eval-Live suggests that workflow-agent evaluation should be grounded twice, in fresh external demand and in verifiable agent action.

cs.SE

Do Phone-Use Agents Respect Your Privacy?

We study whether phone-use agents respect privacy while completing benign mobile tasks. This question has remained hard to answer because privacy-compliant behavior is not operationalized for phone-use agents, and ordinary apps do not reveal exactly what data agents type into which form entries during execution. To make this question measurable, we introduce MyPhoneBench, a verifiable evaluation framework for privacy behavior in mobile agents. We operationalize privacy-respecting phone use as permissioned access, minimal disclosure, and user-controlled memory through a minimal privacy contract, iMy, and pair it with instrumented mock apps plus rule-based auditing that make unnecessary permission requests, deceptive re-disclosure, and unnecessary form filling observable and reproducible. Across five frontier models on 10 mobile apps and 300 tasks, we find that task success, privacy-compliant task completion, and later-session use of saved preferences are distinct capabilities, and no single model dominates all three. Evaluating success and privacy jointly reshuffles the model ordering relative to either metric alone. The most persistent failure mode across models is simple data minimization: agents still fill optional personal entries that the task does not require. These results show that privacy failures arise from over-helpful execution of benign tasks, and that success-only evaluation overestimates the deployment readiness of current phone-use agents. All code, mock apps, and agent trajectories are publicly available at~ https://github.com/FreedomIntelligence/MyPhoneBench.

cs.CR

Harnessing Lightweight Transformer with Contextual Synergic Enhancement for Efficient 3D Medical Image Segmentation

Transformers have shown remarkable performance in 3D medical image segmentation, but their high computational requirements and need for large amounts of labeled data limit their applicability. To address these challenges, we consider two crucial aspects: model efficiency and data efficiency. Specifically, we propose Light-UNETR, a lightweight transformer designed to achieve model efficiency. Light-UNETR features a Lightweight Dimension Reductive Attention (LIDR) module, which reduces spatial and channel dimensions while capturing both global and local features via multi-branch attention. Additionally, we introduce a Compact Gated Linear Unit (CGLU) to selectively control channel interaction with minimal parameters. Furthermore, we introduce a Contextual Synergic Enhancement (CSE) learning strategy, which aims to boost the data efficiency of Transformers. It first leverages the extrinsic contextual information to support the learning of unlabeled data with Attention-Guided Replacement, then applies Spatial Masking Consistency that utilizes intrinsic contextual information to enhance the spatial context reasoning for unlabeled data. Extensive experiments on various benchmarks demonstrate the superiority of our approach in both performance and efficiency. For example, with only 10% labeled data on the Left Atrial Segmentation dataset, our method surpasses BCP by 1.43% Jaccard while drastically reducing the FLOPs by 90.8% and parameters by 85.8%. Code is released at https://github.com/CUHK-AIM-Group/Light-UNETR.

cs.CV

Thinking in Dynamics: How Multimodal Large Language Models Perceive, Track, and Reason Dynamics in Physical 4D World

Humans inhabit a physical 4D world where geometric structure and semantic content evolve over time, constituting a dynamic 4D reality (spatial with temporal dimension). While current Multimodal Large Language Models (MLLMs) excel in static visual understanding, can they also be adept at "thinking in dynamics", i.e., perceive, track and reason about spatio-temporal dynamics in evolving scenes? To systematically assess their spatio-temporal reasoning and localized dynamics perception capabilities, we introduce Dyn-Bench, a large-scale benchmark built from diverse real-world and synthetic video datasets, enabling robust and scalable evaluation of spatio-temporal understanding. Through multi-stage filtering from massive 2D and 4D data sources, Dyn-Bench provides a high-quality collection of dynamic scenes, comprising 1k videos, 7k visual question answering (VQA) pairs, and 3k dynamic object grounding pairs. We probe general, spatial and region-level MLLMs to express how they think in dynamics both linguistically and visually, and find that existing models cannot simultaneously maintain strong performance in both spatio-temporal reasoning and dynamic object grounding, often producing inconsistent interpretations of motion and interaction. Notably, conventional prompting strategies (e.g., chain-of-thought or caption-based hints) provide limited improvement, whereas structured integration approaches, including Mask-Guided Fusion and Spatio-Temporal Textual Cognitive Map (ST-TCM), significantly enhance MLLMs' dynamics perception and spatio-temporal reasoning in the physical 4D world. Code and benchmark are available at https://dyn-bench.github.io/.

cs.CV

Echoes of Norms: Investigating Counterspeech Bots' Influence on Bystanders in Online Communities

Counterspeech offers a non-repressive approach to moderate hate speech in online communities. Research has examined how counterspeech chatbots restrain hate speakers and support targets, but their impact on bystanders remains unclear. Therefore, we developed a counterspeech strategy framework and built \textit{Civilbot} for a mixed-method within-subjects study. Bystanders generally viewed Civilbot as credible and normative, though its shallow reasoning limited persuasiveness. Its behavioural effects were subtle: when performing well, it could guide participation or act as a stand-in; when performing poorly, it could discourage bystanders or motivate them to step in. Strategy proved critical: cognitive strategies that appeal to reason, especially when paired with a positive tone, were relatively effective, while mismatch of contexts and strategies could weaken impact. Based on these findings, we offer design insights for mobilizing bystanders and shaping online discourse, highlighting when to intervene and how to do so through reasoning-driven and context-aware strategies.

cs.HC

MedSAM-Agent: Empowering Interactive Medical Image Segmentation with Multi-turn Agentic Reinforcement Learning

Medical image segmentation is evolving from task-specific models toward generalizable frameworks. Recent research leverages Multi-modal Large Language Models (MLLMs) as autonomous agents, employing reinforcement learning with verifiable reward (RLVR) to orchestrate specialized tools like the Segment Anything Model (SAM). However, these approaches often rely on single-turn, rigid interaction strategies and lack process-level supervision during training, which hinders their ability to fully exploit the dynamic potential of interactive tools and leads to redundant actions. To bridge this gap, we propose MedSAM-Agent, a framework that reformulates interactive segmentation as a multi-step autonomous decision-making process. First, we introduce a hybrid prompting strategy for expert-curated trajectory generation, enabling the model to internalize human-like decision heuristics and adaptive refinement strategies. Furthermore, we develop a two-stage training pipeline that integrates multi-turn, end-to-end outcome verification with a clinical-fidelity process reward design to promote interaction parsimony and decision efficiency. Extensive experiments across 6 medical modalities and 21 datasets demonstrate that MedSAM-Agent achieves state-of-the-art performance, effectively unifying autonomous medical reasoning with robust, iterative optimization. Code is available \href{https://github.com/CUHK-AIM-Group/MedSAM-Agent}{here}.

cs.CV

DynamicVerse: A Physically-Aware Multimodal Framework for 4D World Modeling

Understanding the dynamic physical world, characterized by its evolving 3D structure, real-world motion, and semantic content with textual descriptions, is crucial for human-agent interaction and enables embodied agents to perceive and act within real environments with human-like capabilities. However, existing datasets are often derived from limited simulators or utilize traditional Structurefrom-Motion for up-to-scale annotation and offer limited descriptive captioning, which restricts the capacity of foundation models to accurately interpret real-world dynamics from monocular videos, commonly sourced from the internet. To bridge these gaps, we introduce DynamicVerse, a physical-scale, multimodal 4D world modeling framework for dynamic real-world video. We employ large vision, geometric, and multimodal models to interpret metric-scale static geometry, real-world dynamic motion, instance-level masks, and holistic descriptive captions. By integrating window-based Bundle Adjustment with global optimization, our method converts long real-world video sequences into a comprehensive 4D multimodal format. DynamicVerse delivers a large-scale dataset consisting of 100K+ videos with 800K+ annotated masks and 10M+ frames from internet videos. Experimental evaluations on three benchmark tasks, namely video depth estimation, camera pose estimation, and camera intrinsics estimation, demonstrate that our 4D modeling achieves superior performance in capturing physical-scale measurements with greater global accuracy than existing methods.

cs.CV