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Marc-Alexandre Côté

Publications and source records attributed to Marc-Alexandre Côté.

At least 19 recordsLinked to original sources

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↗

Dialectics of Alignment: Harnessing Unsafe Knowledge for Dynamic Safety Routing

The prevailing paradigm in large language model (LLM) alignment operates via erasure, filtering unsafe data or training models to strictly refuse harmful prompts. While effective at reducing immediate toxicity, this approach fundamentally constricts the model's epistemological scope, resulting in over-cautious systems that output uninformative blanket refusals to sensitive yet benign queries. In this work, we challenge the orthodoxy that unsafe data must be discarded. We propose a dialectical approach to alignment, positing that unsafe data encodes rich, domain specific knowledge critical for nuanced, safe, and informative generation. To operationalize this, we introduce SafeMoE, a Mixture-of-Experts (MoE) framework that isolates unsafe knowledge into domain-specific Low-Rank Adapters (LoRA experts) trained exclusively on harmful corpora. To synthesize safety from these unsafe primitives, we train a lightweight gating network using a minimal, highly curated set of safe-informative responses. During inference, this router dynamically orchestrates the unsafe experts, effectively steering the generation trajectory to harness their deep domain knowledge while strictly enforcing safety constraints. Extensive empirical evaluations across stringent safety benchmarks demonstrate that SafeMoE is not only safer, achieving over a 20% relative improvement in safe response rate (more than a 15% absolute gain), but also produces more informative responses when safety and harmfulness are of paramount concern. Furthermore, the routing mechanism exhibits strong zero-shot generalization to unseen domains and broader safety tasks without domain-specific supervision. Our findings suggest a paradigm shift in alignment: true safety requires not the masking of unsafe knowledge, but its controlled integration.

cs.LG↗

KV-streams for Efficient Compaction in Agentic Reinforcement Learning

Scaling the horizon of agentic LLMs is bottlenecked by the need to fit ever longer context traces in GPU memory. Context compaction has been the most popular mechanism to alleviate this issue, keeping GPU memory constant for a given trace. Unfortunately, most compaction strategies rely on prefilling the LLM context many times over, hindering training throughput. To alleviate this bottleneck and enable efficient trainable compaction, we propose KV-streams, a plug-and-play strategy compatible with any compaction strategy that substantially increases throughput while showing no evidence of hindering performance. KV-streams enable scalable compaction by streaming the KV cache forward rather than flushing it after each compaction. We show that KV-streams enable three different compaction strategies, achieving a 2.6 to 5x wall-clock speedup in training. Beyond efficiency, we find that the streamed KV cache can act as a recurrent state, carrying forward information that has long since disappeared from the context. Specifically, in a controlled setting we show that, contrary to prior work, RL alone is all that is needed for this behavior to emerge. Overall, we show KV-streams to be an efficient and lightweight plug-and-play addition to any post-training pipeline.

cs.LG↗

GlyphBench: A Playground for Language-Model Reinforcement Learning

We introduce GlyphBench, an environment suite for reinforcement learning (RL) post-training of language-model agents, with over 360 tasks spanning diverse games. GlyphBench renders spatial observations as two-dimensional Unicode grids and connects training, evaluation, and trajectory replay through a unified interface designed to support efficient and reproducible research. We use GlyphBench to study how observation interfaces, reasoning effort, and agent harnesses affect performance, and how RL configurations shape learning dynamics. Our results show that glyph observations outperform native text and pixels in our Craftax experiments, with further gains on several BALROG environments. RL on 100 GlyphBench tasks improves Qwen3.5-4B on held-out Reasoning Gym problems, reaching 63.48% accuracy and outperforming the base model, a math-trained baseline, and a code-trained baseline. These experiments provide empirical evidence that reasoning gains from gameplay can yield stronger transfer than math or code. Together, these results highlight GlyphBench's value as a testbed for systematic research on how language-model agents learn, interact, and generalize.

cs.AI↗

Shockingly Simple Self-retrospection Improves Agentic Models Without RL

People learn not only by repeating successful actions, but also by recounting and explaining their experiences, revising their understanding to guide future behavior. Can a language-model agent improve its future actions by training only on explanations of its own experience? We investigate this question by studying Retrospection-Only Fine-Tuning (ROFT), a minimal online procedure designed to isolate the effect of explanation-only training on subsequent behavior. The agent attempts a task, observes available feedback, generates a retrospective explanation, and is fine-tuned with a next-token prediction loss on the explanation tokens alone. The procedure uses neither an external teacher nor a reward-based policy update. In software-engineering experiments with Qwen3.5-4B, ROFT is trained on problems with mixed successful and unsuccessful base-model attempts. On held-out SWE-bench Verified and Pro, it reaches 49.2% and 26.8% solve rates after 20 updates without using a verifier, compared with GRPO's 48.0% and 25.3% after 40 updates in the evaluated runs, and makes faster early progress in training time and sampled attempts. It also learns to solve individual tasks on which all 64 sampled base-model attempts failed, showing that learning can begin without any initially successful trajectories. Behavioral analyses find that ROFT indirectly assigns credit to actions, encouraging good actions and discouraging incorrect ones. Moreover, prompting retrospections to emphasize more direct solutions yields shorter subsequent attempts even without an explicit length penalty. Together, these findings show that learning to explain can also improve learning to do, establishing self-generated retrospections as useful training targets and motivating further study of explanation-to-action transfer.

cs.AI↗

ProgramDistill: From Interactive Web Apps to Verifiable Reference-Guided SWE Tasks

Coding agents are typically evaluated with desired behavior specified through issues or instructions. In practical web development, however, agents may need to infer behavior from working software and implement it in an incomplete application. We introduce ProgramDistill, a benchmark evaluating coding agents on features discovered through interaction with fully functional reference applications. We build ProgramDistill by factorizing applications into features of different granularities, each associated with replayable behaviors executable via its gold patch. Our pipeline, mine-craft-patch, discovers 1,975 replay-verified behaviors across 26 applications and constructs 4,063 tasks without human intervention. Across nine frontier coding agents, GPT-6 Astra and Claude Opus 5 achieve 49.2% and 28.8% success on cumulative workflows in full-application reconstruction. In partial-application reconstruction, success falls from 100% to 64.0% and from 96% to 32% as restoration depth increases from 1 to 8. ProgramDistill thus provides a scalable benchmark with controlled difficulty for evaluating and diagnosing coding agents, and a natural basis for future curriculum-based training.

cs.SE↗

The Devil Is in the Interface: Evaluating How Tool Architecture Shapes Coding Agent Behavior

As large language models continue to improve, agentic systems are becoming increasingly important, and tools are a key design dimension because they determine how agents access information and take action in their environments. Prior work on agent tooling has primarily focused on expanding what agents can do, but has paid less systematic attention to how those capabilities are organized and exposed to the model. We refer to this latter design dimension as tool architecture. We study tool architecture in coding agents through controlled experiments on repository-level issue fixing, comparing six tool architectures that hold the underlying information and actions similar while varying how they are organized and exposed to the model, across three actors and a total of 11,700 trajectories. Our experiments show that, even when tools provide similar capabilities, tool architecture changes agent behavior: Compared to a basic architecture where the agent has only the bash tool, more structured low-level interfaces improve consistency across repeated attempts by up to 4.7 $\times$; natural-language search broadens repository exploration and increases access to relevant files by more than 11%; and Python CodeAct-style interfaces achieve similar task performance with 41.6% fewer steps and 56.3% lower token usage. By contrast, lightweight text-based cognitive-scaffolding tools, such as tools that let the agent record intermediate reasoning, have limited effect on actor behavior.

cs.SE↗

Learning to Extract Context for Context-Aware LLM Inference

User prompts to large language models (LLMs) are often ambiguous or under-specified, and subtle contextual cues shaped by user intentions, prior knowledge, and risk factors strongly influence what constitutes an appropriate response. Misinterpreting intent or risks may lead to unsafe outputs, while overly cautious interpretations can cause unnecessary refusal of benign requests. In this paper, we question the conventional framework in which LLMs generate immediate responses to requests without considering broader contextual factors. User requests are situated within broader contexts such as intentions, knowledge, and prior experience, which strongly influence what constitutes an appropriate answer. We propose a framework that extracts and leverages such contextual information from the user prompt itself. Specifically, a reinforcement learning based context generator, designed in an autoencoder-like fashion, is trained to infer contextual signals grounded in the prompt and use them to guide response generation. This approach is particularly important for safety tasks, where ambiguous requests may bypass safeguards while benign but confusing requests can trigger unnecessary refusals. Experiments show that our method reduces harmful responses by an average of 5.6% on the SafetyInstruct dataset across multiple foundation models and improves the harmonic mean of attack success rate and compliance on benign prompts by 6.2% on XSTest and WildJailbreak. These results demonstrate the effectiveness of context extraction for safer and more reliable LLM inferences.

cs.LG↗

Gistify! Codebase-Level Understanding via Runtime Execution

As coding agents are increasingly deployed in large codebases, the need to automatically design challenging, codebase-level evaluation is central. We propose Gistify, a task where a coding LLM must create a single, minimal, self-contained file that can reproduce a specific functionality of a codebase. The coding LLM is given full access to a codebase along with a specific entrypoint (e.g., a python command), and the generated file must replicate the output of the same command ran under the full codebase, while containing only the essential components necessary to execute the provided command. Success on Gistify requires both structural understanding of the codebase, accurate modeling of its execution flow as well as the ability to produce potentially large code patches. Our findings show that current state-of-the-art models struggle to reliably solve Gistify tasks, especially ones with long executions traces.

cs.CL↗

BugPilot: Complex Bug Generation for Efficient Learning of SWE Skills

High quality bugs are key to training the next generation of language model based software engineering (SWE) agents. We introduce a novel method for synthetic generation of difficult and diverse bugs. Our method instructs SWE Agents to introduce a feature into the codebase whereby they may unintentionally break tests, resulting in bugs. Prior approaches often induce an out-of-distribution effect by generating bugs intentionally (e.g. by introducing local perturbation to existing code), which does not reflect realistic development processes. We perform qualitative analysis to demonstrate that our approach for generating bugs more closely reflects the patterns found in human-authored edits. Through extensive experiments, we demonstrate that our bugs provide more efficient training data for supervised fine-tuning, outperforming other bug datasets by 2% with half the training data (1.2k vs. 3k bugs). We train on our newly generated bugs in addition to existing bug datasets to get FrogBoss a state-of-the-art 32B parameter model on SWE-bench Verified with a pass@1 of 54.6% and FrogMini a state-of-the-art 14B model on SWE-bench Verified with a pass@1 of 45.3% on SWE-bench Verified averaged over three seeds.

cs.SE↗

TALES: Text Adventure Learning Environment Suite

Reasoning is an essential skill to enable Large Language Models (LLMs) to interact with the world. As tasks become more complex, they demand increasingly sophisticated and diverse reasoning capabilities for sequential decision-making, requiring structured reasoning over the context history to determine the next best action. We introduce TALES, a diverse collection of synthetic and human-written text-adventure games designed to challenge and evaluate diverse reasoning capabilities. We present results over a range of LLMs, open- and closed-weights, performing a qualitative analysis on the top performing models. Despite an impressive showing on synthetic games, even the top LLM-driven agents fail to achieve 15% on games designed for human enjoyment. Code and visualization of the experiments can be found at https://microsoft.github.io/tale-suite.

cs.AI↗

debug-gym: A Text-Based Environment for Interactive Debugging

Large Language Models (LLMs) are increasingly relied upon for coding tasks, yet in most scenarios it is assumed that all relevant information can be either accessed in context or matches their training data. We posit that LLMs can benefit from the ability to interactively explore a codebase to gather the information relevant to their task. To achieve this, we present a textual environment, namely debug-gym, for developing LLM-based agents in an interactive coding setting. Our environment is lightweight and provides a preset of useful tools, such as a Python debugger (pdb), designed to facilitate an LLM-based agent's interactive debugging. Beyond coding and debugging tasks, this approach can be generalized to other tasks that would benefit from information-seeking behavior by an LLM agent.

cs.AI↗

Enhancing Agent Learning through World Dynamics Modeling

Large language models (LLMs) have been increasingly applied to tasks in language understanding and interactive decision-making, with their impressive performance largely attributed to the extensive domain knowledge embedded within them. However, the depth and breadth of this knowledge can vary across domains. Many existing approaches assume that LLMs possess a comprehensive understanding of their environment, often overlooking potential gaps in their grasp of actual world dynamics. To address this, we introduce Discover, Verify, and Evolve (DiVE), a framework that discovers world dynamics from a small number of demonstrations, verifies the accuracy of these dynamics, and evolves new, advanced dynamics tailored to the current situation. Through extensive evaluations, we assess the impact of each component on performance and compare the dynamics generated by DiVE to human-annotated dynamics. Our results show that LLMs guided by DiVE make more informed decisions, achieving rewards comparable to human players in the Crafter environment and surpassing methods that require prior task-specific training in the MiniHack environment.

cs.AI↗

Policy Improvement using Language Feedback Models

We introduce Language Feedback Models (LFMs) that identify desirable behaviour - actions that help achieve tasks specified in the instruction - for imitation learning in instruction following. To train LFMs, we obtain feedback from Large Language Models (LLMs) on visual trajectories verbalized to language descriptions. First, by using LFMs to identify desirable behaviour to imitate, we improve in task-completion rate over strong behavioural cloning baselines on three distinct language grounding environments (Touchdown, ScienceWorld, and ALFWorld). Second, LFMs outperform using LLMs as experts to directly predict actions, when controlling for the number of LLM output tokens. Third, LFMs generalize to unseen environments, improving task-completion rate by 3.5-12.0% through one round of adaptation. Finally, LFM can be modified to provide human-interpretable feedback without performance loss, allowing human verification of desirable behaviour for imitation learning.

cs.LG↗

DISCOVERYWORLD: A Virtual Environment for Developing and Evaluating Automated Scientific Discovery Agents

Automated scientific discovery promises to accelerate progress across scientific domains. However, developing and evaluating an AI agent's capacity for end-to-end scientific reasoning is challenging as running real-world experiments is often prohibitively expensive or infeasible. In this work we introduce DISCOVERYWORLD, the first virtual environment for developing and benchmarking an agent's ability to perform complete cycles of novel scientific discovery. DISCOVERYWORLD contains a variety of different challenges, covering topics as diverse as radioisotope dating, rocket science, and proteomics, to encourage development of general discovery skills rather than task-specific solutions. DISCOVERYWORLD itself is an inexpensive, simulated, text-based environment (with optional 2D visual overlay). It includes 120 different challenge tasks, spanning eight topics each with three levels of difficulty and several parametric variations. Each task requires an agent to form hypotheses, design and run experiments, analyze results, and act on conclusions. DISCOVERYWORLD further provides three automatic metrics for evaluating performance, based on (a) task completion, (b) task-relevant actions taken, and (c) the discovered explanatory knowledge. We find that strong baseline agents, that perform well in prior published environments, struggle on most DISCOVERYWORLD tasks, suggesting that DISCOVERYWORLD captures some of the novel challenges of discovery, and thus that DISCOVERYWORLD may help accelerate near-term development and assessment of scientific discovery competency in agents. Code available at: www.github.com/allenai/discoveryworld

cs.AI↗

IDAT: A Multi-Modal Dataset and Toolkit for Building and Evaluating Interactive Task-Solving Agents

Seamless interaction between AI agents and humans using natural language remains a key goal in AI research. This paper addresses the challenges of developing interactive agents capable of understanding and executing grounded natural language instructions through the IGLU competition at NeurIPS. Despite advancements, challenges such as a scarcity of appropriate datasets and the need for effective evaluation platforms persist. We introduce a scalable data collection tool for gathering interactive grounded language instructions within a Minecraft-like environment, resulting in a Multi-Modal dataset with around 9,000 utterances and over 1,000 clarification questions. Additionally, we present a Human-in-the-Loop interactive evaluation platform for qualitative analysis and comparison of agent performance through multi-turn communication with human annotators. We offer to the community these assets referred to as IDAT (IGLU Dataset And Toolkit) which aim to advance the development of intelligent, interactive AI agents and provide essential resources for further research.

cs.AI↗

Can Language Models Serve as Text-Based World Simulators?

Virtual environments play a key role in benchmarking advances in complex planning and decision-making tasks but are expensive and complicated to build by hand. Can current language models themselves serve as world simulators, correctly predicting how actions change different world states, thus bypassing the need for extensive manual coding? Our goal is to answer this question in the context of text-based simulators. Our approach is to build and use a new benchmark, called ByteSized32-State-Prediction, containing a dataset of text game state transitions and accompanying game tasks. We use this to directly quantify, for the first time, how well LLMs can serve as text-based world simulators. We test GPT-4 on this dataset and find that, despite its impressive performance, it is still an unreliable world simulator without further innovations. This work thus contributes both new insights into current LLM's capabilities and weaknesses, as well as a novel benchmark to track future progress as new models appear.

cs.CL↗

Language-guided Skill Learning with Temporal Variational Inference

We present an algorithm for skill discovery from expert demonstrations. The algorithm first utilizes Large Language Models (LLMs) to propose an initial segmentation of the trajectories. Following that, a hierarchical variational inference framework incorporates the LLM-generated segmentation information to discover reusable skills by merging trajectory segments. To further control the trade-off between compression and reusability, we introduce a novel auxiliary objective based on the Minimum Description Length principle that helps guide this skill discovery process. Our results demonstrate that agents equipped with our method are able to discover skills that help accelerate learning and outperform baseline skill learning approaches on new long-horizon tasks in BabyAI, a grid world navigation environment, as well as ALFRED, a household simulation environment.

cs.LG↗