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Qiaozhi He

Publications and source records attributed to Qiaozhi He.

At least 19 recordsLinked to original sources

Learning from Environmental Feedback: Credit Assignment across Multiple Timescales for Agentic Reinforcement Learning

Agentic reinforcement learning (RL) often suffers from delayed and sparse rewards in real-world environments. A promising solution to this challenge is credit assignment, which aims to decompose trajectory-level rewards and provide more fine-grained supervision for intermediate decisions. However, existing credit assignment approaches ignore the rich process information naturally generated during environment interaction, e.g., interaction history. We argue that such information provides valuable supervision for identifying the contribution of individual actions. To this end, we propose Environmental Feedback-based Credit Assignment (EFCA), a multi-timescale credit assignment approach for long-horizon agentic RL. EFCA complements the long-term outcome signal with two environment-grounded process signals: a short-term feedback signal that captures the immediate effect of the current action and a medium-term state-history signal that identifies ineffective patterns from recent interactions. Both signals are directly extracted from environment feedback and integrated through a return reweighting mechanism. Experiments on ALFWorld and WebShop demonstrate that EFCA consistently improves both task success and task quality over strong baselines, highlighting the effectiveness of environment-grounded multi-timescale credit assignment for long-horizon agentic RL.

cs.LG

RRC: Unlocking Generative Reward Models in LLM Reinforcement Learning via Ranking-Based Reward Construction

Recent advances in reward modeling show a paradigm shift from discriminative reward models to generative reward models. However, despite their strong capabilities in response ranking, generative reward models have not realized their potential in reinforcement learning (RL). Our analysis reveals that this limitation arises from a mismatch between the comparative nature of generative reward modeling and the scalar scoring paradigm adopted by existing RL algorithms. To bridge this gap, we propose a Ranking-based Reward Construction (RRC) approach, which enables generative reward models to provide more effective RL learning signals by deriving rewards from relative preference rankings. RRC introduces two complementary strategies: self-competitive ranking, which exploits comparisons among sampled responses, and anchor-guided ranking, which enables scalable ranking-based reward construction with a small set of reference responses. Experiments across open-ended chat and reasoning benchmarks demonstrate that RRC substantially improves RL training with generative reward models, achieving consistent gains over existing reward construction approaches. Our code can be found at https://github.com/wangclnlp/RRC.

cs.LG

SERM: Self-Evolving Relevance Model with Agent-Driven Learning from Massive Query Streams

Due to the dynamically evolving nature of real-world query streams, relevance models struggle to generalize to practical search scenarios. A sophisticated solution is self-evolution techniques. However, in large-scale industrial settings with massive query streams, this technique faces two challenges: (1) informative samples are often sparse and difficult to identify, and (2) pseudo-labels generated by the current model could be unreliable. To address these challenges, in this work, we propose a Self-Evolving Relevance Model approach (SERM), which comprises two complementary multi-agent modules: a multi-agent sample miner, designed to detect distributional shifts and identify informative training samples, and a multi-agent relevance annotator, which provides reliable labels through a two-level agreement framework. We evaluate SERM in a large-scale industrial setting, which serves billions of user requests daily. Experimental results demonstrate that SERM can achieve significant performance gains through iterative self-evolution, as validated by extensive offline multilingual evaluations and online testing.

cs.CL

Skill Retrieval Augmentation for Agentic AI

As large language models (LLMs) evolve into agentic problem solvers, they increasingly rely on external, reusable skills to handle tasks beyond their native parametric capabilities. In existing agent systems, the dominant strategy for incorporating skills is to explicitly enumerate available skills within the context window. However, this strategy fails to scale: as skill corpora expand, context budgets are consumed rapidly, and the agent becomes markedly less accurate in identifying the right skill. To this end, this paper formulates Skill Retrieval Augmentation (SRA), a new paradigm in which agents dynamically retrieve, incorporate, and apply relevant skills from large external skill corpora on demand. To make this problem measurable, we construct a large-scale skill corpus and introduce SRA-Bench, the first benchmark for decomposed evaluation of the full SRA pipeline, covering skill retrieval, skill incorporation, and end-task execution. SRA-Bench contains 5,400 capability-intensive test instances and 636 manually constructed gold skills, which are mixed with web-collected distractor skills to form a large-scale corpus of 26,262 skills. Extensive experiments show that retrieval-based skill augmentation can substantially improve agent performance, validating the promise of the paradigm. At the same time, we uncover a fundamental gap in skill incorporation: current LLM agents tend to load skills at similar rates, regardless of whether a gold skill is retrieved or whether the task actually requires external capabilities. This shows that the bottleneck in skill augmentation lies not only in retrieval but also in the base model's ability to determine which skill to load and when external loading is actually needed. These findings position SRA as a distinct research problem and establish a foundation for the scalable augmentation of capabilities in future agent systems.

cs.CL

DrawMotion: Generating 3D Human Motions by Freehand Drawing

Text-to-motion generation, which translates textual descriptions into human motions, faces the challenge that users often struggle to precisely convey their intended motions through text alone. To address this issue, this paper introduces DrawMotion, an efficient diffusion-based framework designed for multi-condition scenarios. DrawMotion generates motions based on both a conventional text condition and a novel hand-drawing condition, which provide semantic and spatial control over the generated motions, respectively. Specifically, we tackle the fine-grained motion generation task from three perspectives: 1) freehand drawing condition. To accurately capture users' intended motions without requiring tedious textual input, we develop an algorithm to automatically generate hand-drawn stickman sketches across different dataset formats; 2) multi-condition fusion. We propose a Multi-Condition Module (MCM) that is integrated into the diffusion process, enabling the model to exploit all possible condition combinations while reducing computational complexity compared to conventional approaches; and 3) training-free guidance. Notably, the MCM in DrawMotion ensures that its intermediate features lie in a continuous space, allowing classifier-guidance gradients to update the features and thereby aligning the generated motions with user intentions while preserving fidelity. Quantitative experiments and user studies demonstrate that the freehand drawing approach reduces user time by approximately 46.7% when generating motions aligned with their imagination. The code, demos, and relevant data are publicly available at https://github.com/InvertedForest/DrawMotion.

cs.CV

SPS: Steering Probability Squeezing for Better Exploration in Reinforcement Learning for Large Language Models

Reinforcement learning (RL) has emerged as a promising paradigm for training reasoning-oriented models by leveraging rule-based reward signals. However, RL training typically tends to improve single-sample success rates (i.e., Pass@1) while offering limited exploration of diverse reasoning trajectories, which is crucial for multi-sample performance (i.e., Pass@k). Our preliminary analysis reveals that this limitation stems from a fundamental squeezing effect, whereby probability mass is excessively concentrated on a narrow subset of high-reward trajectories, restricting genuine exploration and constraining attainable performance under RL training. To address this issue, in this work, we propose Steering Probability Squeezing (SPS), a training paradigm that interleaves conventional RL with inverse reinforcement learning (IRL). SPS treats on-policy rollouts as demonstrations and employs IRL to explicitly reshape the induced trajectory distribution, thereby enhancing exploration without introducing external supervision. Experiments on five commonly used reasoning benchmarks demonstrate that SPS can enable better exploration and improve Pass@k. Beyond algorithmic contributions, we provide an analysis of RL learning dynamics and identify an empirical upper bound on Pass@k, shedding light on intrinsic exploration limits in RL-based reasoning models. Our findings suggest that alternating between RL and IRL offers an effective pathway toward extending the exploration capacity of reasoning-oriented large language models.

cs.CL

MSRL: Scaling Generative Multimodal Reward Modeling via Multi-Stage Reinforcement Learning

Recent advances in multimodal reward modeling have been largely driven by a paradigm shift from discriminative to generative approaches. Building on this progress, recent studies have further employed reinforcement learning from verifiable rewards (RLVR) to enhance multimodal reward models (MRMs). Despite their success, RLVR-based training typically relies on labeled multimodal preference data, which are costly and labor-intensive to obtain, making it difficult to scale MRM training. To overcome this limitation, we propose a Multi-Stage Reinforcement Learning (MSRL) approach, which can achieve scalable RL for MRMs with limited multimodal data. MSRL replaces the conventional RLVR-based training paradigm by first learning a generalizable reward reasoning capability from large-scale textual preference data, and then progressively transferring this capability to multimodal tasks through caption-based and fully multimodal reinforcement-learning stages. Furthermore, we introduce a cross-modal knowledge distillation approach to improve preference generalization within MSRL. Extensive experiments demonstrate that MSRL effectively scales the RLVR-based training of generative MRMs and substantially improves their performance across both visual understanding and visual generation tasks (e.g., from 66.6% to 75.9% on VL-RewardBench and from 70.2% to 75.7% on GenAI-Bench), without requiring additional multimodal preference annotations. Our code is available at: https://github.com/wangclnlp/MSRL.

cs.CV

DaPT: A Dual-Path Framework for Multilingual Multi-hop Question Answering

Retrieval-augmented generation (RAG) systems have made significant progress in solving complex multi-hop question answering (QA) tasks in the English scenario. However, RAG systems inevitably face the application scenario of retrieving across multilingual corpora and queries, leaving several open challenges. The first one involves the absence of benchmarks that assess RAG systems' capabilities under the multilingual multi-hop (MM-hop) QA setting. The second centers on the overreliance on LLMs' strong semantic understanding in English, which diminishes effectiveness in multilingual scenarios. To address these challenges, we first construct multilingual multi-hop QA benchmarks by translating English-only benchmarks into five languages, and then we propose DaPT, a novel multilingual RAG framework. DaPT generates sub-question graphs in parallel for both the source-language query and its English translation counterpart, then merges them before employing a bilingual retrieval-and-answer strategy to sequentially solve sub-questions. Our experimental results demonstrate that advanced RAG systems suffer from a significant performance imbalance in multilingual scenarios. Furthermore, our proposed method consistently yields more accurate and concise answers compared to the baselines, significantly enhancing RAG performance on this task. For instance, on the most challenging MuSiQue benchmark, DaPT achieves a relative improvement of 18.3\% in average EM score over the strongest baseline.

cs.CL

When Scaling Fails: Mitigating Audio Perception Decay of LALMs via Multi-Step Perception-Aware Reasoning

Test-Time Scaling has shown notable efficacy in addressing complex problems through scaling inference compute. However, within Large Audio-Language Models (LALMs), an unintuitive phenomenon exists: post-training models for structured reasoning trajectories results in marginal or even negative gains compared to post-training for direct answering. To investigate it, we introduce CAFE, an evaluation framework designed to precisely quantify audio reasoning errors. Evaluation results reveal LALMs struggle with perception during reasoning and encounter a critical bottleneck: reasoning performance suffers from audio perception decay as reasoning length extends. To address it, we propose MPAR$^2$, a paradigm that encourages dynamic perceptual reasoning and decomposes complex questions into perception-rich sub-problems. Leveraging reinforcement learning, MPAR$^2$ improves perception performance on CAFE from 31.74% to 63.51% and effectively mitigates perception decay, concurrently enhancing reasoning capabilities to achieve a significant 74.59% accuracy on the MMAU benchmark. Further analysis demonstrates that MPAR$^2$ reinforces LALMs to attend to audio input and dynamically adapts reasoning budget to match task complexity.

cs.SD

APR: Penalizing Structural Redundancy in Large Reasoning Models via Anchor-based Process Rewards

Test-Time Scaling (TTS) has significantly enhanced the capabilities of Large Reasoning Models (LRMs) but introduces a critical side-effect known as Overthinking. We conduct a preliminary study to rethink this phenomenon from a fine-grained perspective. We observe that LRMs frequently conduct repetitive self-verification without revision even after obtaining the final answer during the reasoning process. We formally define this specific position where the answer first stabilizes as the Reasoning Anchor. By analyzing pre- and post-anchor reasoning behaviors, we uncover the structural redundancy fixed in LRMs: the meaningless repetitive verification after deriving the first complete answer, which we term the Answer-Stable Tail (AST). Motivated by this observation, we propose Anchor-based Process Reward (APR), a structure-aware reward shaping method that localizes the reasoning anchor and penalizes exclusively the post-anchor AST. Leveraging the policy optimization algorithm suitable for length penalties, our APR models achieved the performance-efficiency Pareto frontier at 1.5B and 7B scales averaged across five mathematical reasoning datasets while requiring substantially fewer computational resources for RL training.

cs.CL

GRAM: A Generative Foundation Reward Model for Reward Generalization

In aligning large language models (LLMs), reward models have played an important role, but are standardly trained as discriminative models and rely only on labeled human preference data. In this paper, we explore methods that train reward models using both unlabeled and labeled data. Building on the generative models in LLMs, we develop a generative reward model that is first trained via large-scale unsupervised learning and then fine-tuned via supervised learning. We also show that by using label smoothing, we are in fact optimizing a regularized pairwise ranking loss. This result, in turn, provides a new view of training reward models, which links generative models and discriminative models under the same class of training objectives. The outcome of these techniques is a foundation reward model, which can be applied to a wide range of tasks with little or no further fine-tuning effort. Extensive experiments show that this model generalizes well across several tasks, including response ranking, reinforcement learning from human feedback, and task adaptation with fine-tuning, achieving significant performance improvements over several strong baseline models.

cs.CL

Probing Preference Representations: A Multi-Dimensional Evaluation and Analysis Method for Reward Models

Previous methods evaluate reward models by testing them on a fixed pairwise ranking test set, but they typically do not provide performance information on each preference dimension. In this work, we address the evaluation challenge of reward models by probing preference representations. To confirm the effectiveness of this evaluation method, we construct a Multi-dimensional Reward Model Benchmark (MRMBench), a collection of six probing tasks for different preference dimensions. We design it to favor and encourage reward models that better capture preferences across different dimensions. Furthermore, we introduce an analysis method, inference-time probing, which identifies the dimensions used during the reward prediction and enhances its interpretability. Through extensive experiments, we find that MRMBench strongly correlates with the alignment performance of large language models (LLMs), making it a reliable reference for developing advanced reward models. Our analysis of MRMBench evaluation results reveals that reward models often struggle to capture preferences across multiple dimensions, highlighting the potential of multi-objective optimization in reward modeling. Additionally, our findings show that the proposed inference-time probing method offers a reliable metric for assessing the confidence of reward predictions, which ultimately improves the alignment of LLMs.

cs.CL

Cross-layer Attention Sharing for Pre-trained Large Language Models

To enhance the efficiency of the attention mechanism within large language models (LLMs), previous works primarily compress the KV cache or group attention heads, while largely overlooking redundancy between layers. Our comprehensive analyses across various LLMs show that highly similar attention patterns persist within most layers. It's intuitive to reduce the redundancy by sharing attention weights across layers. However, further analysis reveals two challenges: (1) Directly sharing the weight matrix without carefully rearranging the attention heads proves to be ineffective; (2) Shallow layers are vulnerable to small deviations in attention weights. Driven by these insights, we introduce LISA, a lightweight substitute for self-attention in well-trained LLMs. LISA employs tiny feed-forward networks to align attention heads between adjacent layers and low-rank matrices to approximate differences in layer-wise attention weights. Evaluations encompassing 13 typical benchmarks demonstrate that LISA maintains high response quality in terms of accuracy and perplexity while reducing redundant attention calculations within 53%-84% of the total layers. Our implementations of LISA achieve a 6x compression of Q and K matrices within the attention mechanism, with maximum throughput improvements 19.5%, 32.3%, and 40.1% for LLaMA3-8B, LLaMA2-7B, and LLaMA2-13B, respectively.

cs.CL

StickMotion: Generating 3D Human Motions by Drawing a Stickman

Text-to-motion generation, which translates textual descriptions into human motions, has been challenging in accurately capturing detailed user-imagined motions from simple text inputs. This paper introduces StickMotion, an efficient diffusion-based network designed for multi-condition scenarios, which generates desired motions based on traditional text and our proposed stickman conditions for global and local control of these motions, respectively. We address the challenges introduced by the user-friendly stickman from three perspectives: 1) Data generation. We develop an algorithm to generate hand-drawn stickmen automatically across different dataset formats. 2) Multi-condition fusion. We propose a multi-condition module that integrates into the diffusion process and obtains outputs of all possible condition combinations, reducing computational complexity and enhancing StickMotion's performance compared to conventional approaches with the self-attention module. 3) Dynamic supervision. We empower StickMotion to make minor adjustments to the stickman's position within the output sequences, generating more natural movements through our proposed dynamic supervision strategy. Through quantitative experiments and user studies, sketching stickmen saves users about 51.5% of their time generating motions consistent with their imagination. Our codes, demos, and relevant data will be released to facilitate further research and validation within the scientific community.

cs.CV

RoVRM: A Robust Visual Reward Model Optimized via Auxiliary Textual Preference Data

Large vision-language models (LVLMs) often fail to align with human preferences, leading to issues like generating misleading content without proper visual context (also known as hallucination). A promising solution to this problem is using human-preference alignment techniques, such as best-of-n sampling and reinforcement learning. However, these techniques face the difficulty arising from the scarcity of visual preference data, which is required to train a visual reward model (VRM). In this work, we continue the line of research. We present a Robust Visual Reward Model (RoVRM) which improves human-preference alignment for LVLMs. RoVRM leverages auxiliary textual preference data through a three-phase progressive training and optimal transport-based preference data selection to effectively mitigate the scarcity of visual preference data. We experiment with RoVRM on the commonly used vision-language tasks based on the LLaVA-1.5-7B and -13B models. Experimental results demonstrate that RoVRM consistently outperforms traditional VRMs. Furthermore, our three-phase progressive training and preference data selection approaches can yield consistent performance gains over ranking-based alignment techniques, such as direct preference optimization.

cs.CV

Boosting Text-To-Image Generation via Multilingual Prompting in Large Multimodal Models

Previous work on augmenting large multimodal models (LMMs) for text-to-image (T2I) generation has focused on enriching the input space of in-context learning (ICL). This includes providing a few demonstrations and optimizing image descriptions to be more detailed and logical. However, as demand for more complex and flexible image descriptions grows, enhancing comprehension of input text within the ICL paradigm remains a critical yet underexplored area. In this work, we extend this line of research by constructing parallel multilingual prompts aimed at harnessing the multilingual capabilities of LMMs. More specifically, we translate the input text into several languages and provide the models with both the original text and the translations. Experiments on two LMMs across 3 benchmarks show that our method, PMT2I, achieves superior performance in general, compositional, and fine-grained assessments, especially in human preference alignment. Additionally, with its advantage of generating more diverse images, PMT2I significantly outperforms baseline prompts when incorporated with reranking methods. Our code and parallel multilingual data can be found at https://github.com/takagi97/PMT2I.

cs.CL

LRHP: Learning Representations for Human Preferences via Preference Pairs

To improve human-preference alignment training, current research has developed numerous preference datasets consisting of preference pairs labeled as "preferred" or "dispreferred". These preference pairs are typically used to encode human preferences into a single numerical value through reward modeling, which acts as a reward signal during reinforcement learning from human feedback (RLHF). However, representing these human preferences as a numerical value complicates the analysis of these preferences and restricts their broader applications other than RLHF. In contrast, in this work, we introduce a preference representation learning task that aims to construct a richer and more structured representation of human preferences. We further develop a more generalizable framework, Learning Representations for Human Preferences via preference pairs (namely LRHP), which extends beyond traditional reward modeling to tackle this task. We verify the utility of preference representations in two downstream tasks: preference data selection and preference margin prediction. Building upon the human preferences in representations, we achieve strong performance in both tasks, significantly outperforming baselines.

cs.CL

Exploring Scaling Laws for Local SGD in Large Language Model Training

This paper investigates scaling laws for local SGD in LLM training, a distributed optimization algorithm that facilitates training on loosely connected devices. Through extensive experiments, we show that local SGD achieves competitive results compared to conventional methods, given equivalent model parameters, datasets, and computational resources. Furthermore, we explore the application of local SGD in various practical scenarios, including multi-cluster setups and edge computing environments. Our findings elucidate the necessary conditions for effective multi-cluster LLM training and examine the potential and limitations of leveraging edge computing resources in the LLM training process. This demonstrates its viability as an alternative to single large-cluster training.

cs.CL