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Christopher Cui

Publications and source records attributed to Christopher Cui.

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FrogNano: Training a 4B Coding Agent via Online Task Synthesis

We present FrogNano, a 4B coding agent designed to tackle software engineering (SWE) tasks efficiently and effectively, even under resource-constrained environments. It is post-trained exclusively via RL on around 1,500 SWE environments with synthetic tasks. A key ingredient for improving performance is an online task synthesis pipeline that creates tasks calibrated to the frontier of learnability for the current checkpoint. This report provides evidence that competitive small coding agents can be trained with synthetic tasks alone, without traditional distillation from larger models, and that generating tasks at the learnability frontier of the current agent is important. We report details on the training methodology, evaluations across diverse environments, and in-depth analyses, serving as a foundation for our ongoing exploration of lightweight yet capable coding agents that can run on minimal hardware.

cs.AI

Thespian: Multi-Character Text Role-Playing Game Agents

Text-adventure games and text role-playing games are grand challenges for reinforcement learning game playing agents. Text role-playing games are open-ended environments where an agent must faithfully play a particular character. We consider the distinction between characters and actors, where an actor agent has the ability to play multiple characters. We present a framework we call a thespian agent that can learn to emulate multiple characters along with a soft prompt that can be used to direct it as to which character to play at any time. We further describe an attention mechanism that allows the agent to learn new characters that are based on previously learned characters in a few-shot fashion. We show that our agent outperforms the state of the art agent framework in multi-character learning and few-shot learning.

cs.AI

Story Shaping: Teaching Agents Human-like Behavior with Stories

Reward design for reinforcement learning agents can be difficult in situations where one not only wants the agent to achieve some effect in the world but where one also cares about how that effect is achieved. For example, we might wish for an agent to adhere to a tacit understanding of commonsense, align itself to a preference for how to behave for purposes of safety, or taking on a particular role in an interactive game. Storytelling is a mode for communicating tacit procedural knowledge. We introduce a technique, Story Shaping, in which a reinforcement learning agent infers tacit knowledge from an exemplar story of how to accomplish a task and intrinsically rewards itself for performing actions that make its current environment adhere to that of the inferred story world. Specifically, Story Shaping infers a knowledge graph representation of the world state from observations, and also infers a knowledge graph from the exemplar story. An intrinsic reward is generated based on the similarity between the agent's inferred world state graph and the inferred story world graph. We conducted experiments in text-based games requiring commonsense reasoning and shaping the behaviors of agents as virtual game characters.

cs.AI

Neural Story Planning

Automated plot generation is the challenge of generating a sequence of events that will be perceived by readers as the plot of a coherent story. Traditional symbolic planners plan a story from a goal state and guarantee logical causal plot coherence but rely on a library of hand-crafted actions with their preconditions and effects. This closed world setting limits the length and diversity of what symbolic planners can generate. On the other hand, pre-trained neural language models can generate stories with great diversity, while being generally incapable of ending a story in a specified manner and can have trouble maintaining coherence. In this paper, we present an approach to story plot generation that unifies causal planning with neural language models. We propose to use commonsense knowledge extracted from large language models to recursively expand a story plot in a backward chaining fashion. Specifically, our system infers the preconditions for events in the story and then events that will cause those conditions to become true. We performed automatic evaluation to measure narrative coherence as indicated by the ability to answer questions about whether different events in the story are causally related to other events. Results indicate that our proposed method produces more coherent plotlines than several strong baselines.

cs.CL