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Ruihan Yang

Publications and source records attributed to Ruihan Yang.

At least 19 recordsLinked to original sources

When Calibration Rankings Reverse: Accuracy-Controlled Evaluation for Fair Comparison of LLMs

Calibration evaluates whether a model confidence aligns with its empirical accuracy. Existing studies often compare the calibration of different large language models using global calibration metrics such as Expected Calibration Error and Brier Score. We begin by showing, both theoretically and empirically, that such comparisons are confounded by differences in model accuracy. For fairer cross-model comparison, we then propose ACE, an accuracy-controlled evaluation framework with three complementary views: Instance-Aligned, Distribution-Aligned, and Candidate-Aligned calibration. Across multiple benchmarks, model families, and confidence elicitation methods, we use ACE to study two practically important comparison axes, small versus large models and thinking versus non-thinking models. We find that many previously reported calibration advantages under raw global metrics weaken substantially after accuracy control. We also find that ranking reversal is frequent: models favored by raw metrics often cease to be favored once accuracy is controlled. Our results show that raw global calibration metrics are not robust for cross-model comparison, and that fair calibration comparison requires accuracy-aware evaluation.

cs.CL

GUI Agents for Continual Game Generation

Generating a game is not the same as making one that can be played. Despite advances in code generation, existing approaches treat game generation as one-shot translation from prompt to artifact, leaving interaction-level failures undetected. We argue that evaluating and improving game generation requires a player, and study two roles for graphical user interface (GUI) agents in this process: (1) as an objective evaluator, for which we introduce PlaytestArena, a new evaluation environment that pairs 200 browser-based game generation tasks across eight genres with rubrics of expected in-play behaviors, adjudicated by a GUI agent that loads each build in a browser and plays it; and (2) as a subjective playtester, for which we propose Play2Code, where a game agent and a GUI agent operate in a sustained loop with shared memory, turning game generation into a dialogue between coding and playing. Our experiments show that even frontier models struggle to generate playable games directly, while Play2Code achieves a 66.8\% rubric pass-rate, improving over single-pass and agentic-coding baselines by 37.1 and 14.6 points respectively. Further analysis shows that GUI playtester feedback is more traceable than a human report, yet idiosyncratic in ways reminiscent of human testers, establishing game playtesting as a critical testbed for interactive code generation. Our project website is available at https://continual-game-generation.vercel.app/.

cs.SE

RoadmapBench: Evaluating Long-Horizon Agentic Software Development Across Version Upgrades

Coding agents are increasingly deployed in real software development, where a single version iteration requires months of coordinated work across many files. However, most existing benchmarks focus predominantly on single-issue bug fixes from Python repositories, with coarse pass/fail evaluation outcomes, and thus fail to capture long-horizon, multi-target development at real engineering scale. To address this gap, we present RoadmapBench, a benchmark of 115 long-horizon coding tasks grounded in real open-source version upgrades across 17 repositories and 5 programming languages. Each task places the agent on a source-version code snapshot and provides a multi-target roadmap instruction requiring it to implement the functionality introduced in the target version, with a median modification of 3,700 lines across 51 files. We conduct a systematic evaluation on thirteen frontier models and find that even the strongest, Claude-Opus-4.7, resolves only 39.1% of tasks, while the weakest achieves merely 5.2%, in stark contrast to existing bug-fix benchmarks, suggesting that long-horizon software development remains a largely unsolved problem.

cs.SE

Penguin-VL: Exploring the Efficiency Limits of VLM with LLM-based Vision Encoders

Vision Language Model (VLM) development has largely relied on scaling model size, which hinders deployment on compute-constrained mobile and edge devices such as smartphones and robots. In this work, we explore the performance limits of compact (e.g., 2B and 8B) VLMs. We challenge the prevailing practice that state-of-the-art VLMs must rely on vision encoders initialized via massive contrastive pretraining (e.g., CLIP/SigLIP). We identify an objective mismatch: contrastive learning, optimized for discrimination, enforces coarse and category-level invariances that suppress fine-grained visual cues needed for dense captioning and complex VLM reasoning. To address this issue, we present Penguin-VL, whose vision encoder is initialized from a text-only LLM. Our experiments reveal that Penguin-Encoder serves as a superior alternative to traditional contrastive pretraining, unlocking a higher degree of visual fidelity and data efficiency for multimodal understanding. Across various image and video benchmarks, Penguin-VL achieves performance comparable to leading VLMs (e.g., Qwen3-VL) in mathematical reasoning and surpasses them in tasks such as document understanding, visual knowledge, and multi-perspective video understanding. Notably, these gains are achieved with a lightweight architecture, demonstrating that improved visual representation rather than model scaling is the primary driver of performance. Our ablations show that Penguin-Encoder consistently outperforms contrastive-pretrained encoders, preserving fine-grained spatial and temporal cues that are critical for dense perception and complex reasoning. This makes it a strong drop-in alternative for compute-efficient VLMs and enables high performance in resource-constrained settings. Code: https://github.com/tencent-ailab/Penguin-VL

cs.CV

Think Fast and Slow: Step-Level Cognitive Depth Adaptation for LLM Agents

Large language models (LLMs) are increasingly deployed as autonomous agents for multi-turn decision-making tasks. However, current agents typically rely on fixed cognitive patterns: non-thinking models generate immediate responses, while thinking models engage in deep reasoning uniformly. This rigidity is inefficient for long-horizon tasks, where cognitive demands vary significantly from step to step, with some requiring strategic planning and others only routine execution. In this paper, we introduce CogRouter, a framework that trains agents to dynamically adapt cognitive depth at each step. Grounded in ACT-R theory, we design four hierarchical cognitive levels ranging from instinctive responses to strategic planning. Our two-stage training approach includes Cognition-aware Supervised Fine-tuning (CoSFT) to instill stable level-specific patterns, and Cognition-aware Policy Optimization (CoPO) for step-level credit assignment via confidence-aware advantage reweighting. The key insight is that appropriate cognitive depth should maximize the confidence of the resulting action. Experiments on ALFWorld and ScienceWorld demonstrate that CogRouter achieves state-of-the-art performance with superior efficiency. With Qwen2.5-7B, it reaches an 82.3% success rate, outperforming GPT-4o (+40.3%), OpenAI-o3 (+18.3%), and GRPO (+14.0%), while using 62% fewer tokens.

cs.AI

Confidence Estimation for LLMs in Multi-turn Interactions

While confidence estimation is a promising direction for mitigating hallucinations in Large Language Models (LLMs), current research overwhelmingly focuses on single-turn settings. The dynamics of model confidence in multi-turn conversations, where context accumulates and ambiguity is progressively resolved, remain largely unexplored. This work presents the first systematic study of confidence estimation in multi-turn interactions, establishing a formal evaluation framework grounded in two key desiderata: per-turn calibration and monotonicity of confidence as more information becomes available. To facilitate this, we introduce novel metrics, including a length-normalized Expected Calibration Error (InfoECE), and a new "Hinter-Guesser" paradigm for generating controlled evaluation datasets. Our experiments reveal that widely-used confidence techniques struggle with calibration and monotonicity in multi-turn dialogues. In contrast, a novel logit-based probe we introduce, P(Sufficient), proves comparatively more effective, robustly tracking evidence accumulation and distinguishing it from conversational filler. Our work provides a foundational methodology for developing more reliable and trustworthy conversational agents.

cs.CL

EgoVLA: Learning Vision-Language-Action Models from Egocentric Human Videos

Real robot data collection for imitation learning has led to significant advancements in robotic manipulation. However, the requirement for robot hardware in the process fundamentally constrains the scale of the data. In this paper, we explore training Vision-Language-Action (VLA) models using egocentric human videos. The benefit of using human videos is not only for their scale but more importantly for the richness of scenes and tasks. With a VLA trained on human video that predicts human wrist and hand actions, we can perform Inverse Kinematics and retargeting to convert the human actions to robot actions. We fine-tune the model using a few robot manipulation demonstrations to obtain the robot policy, namely EgoVLA. We propose a simulation benchmark called Ego Humanoid Manipulation Benchmark, where we design diverse bimanual manipulation tasks with demonstrations. We fine-tune and evaluate EgoVLA with Ego Humanoid Manipulation Benchmark and show significant improvements over baselines and ablate the importance of human data. Videos can be found on our website: https://rchalyang.github.io/EgoVLA

cs.RO

Dex1B: Learning with 1B Demonstrations for Dexterous Manipulation

Generating large-scale demonstrations for dexterous hand manipulation remains challenging, and several approaches have been proposed in recent years to address this. Among them, generative models have emerged as a promising paradigm, enabling the efficient creation of diverse and physically plausible demonstrations. In this paper, we introduce Dex1B, a large-scale, diverse, and high-quality demonstration dataset produced with generative models. The dataset contains one billion demonstrations for two fundamental tasks: grasping and articulation. To construct it, we propose a generative model that integrates geometric constraints to improve feasibility and applies additional conditions to enhance diversity. We validate the model on both established and newly introduced simulation benchmarks, where it significantly outperforms prior state-of-the-art methods. Furthermore, we demonstrate its effectiveness and robustness through real-world robot experiments. Our project page is at https://jianglongye.com/dex1b

cs.RO

AstroCompress: A benchmark dataset for multi-purpose compression of astronomical data

The site conditions that make astronomical observatories in space and on the ground so desirable -- cold and dark -- demand a physical remoteness that leads to limited data transmission capabilities. Such transmission limitations directly bottleneck the amount of data acquired and in an era of costly modern observatories, any improvements in lossless data compression has the potential scale to billions of dollars worth of additional science that can be accomplished on the same instrument. Traditional lossless methods for compressing astrophysical data are manually designed. Neural data compression, on the other hand, holds the promise of learning compression algorithms end-to-end from data and outperforming classical techniques by leveraging the unique spatial, temporal, and wavelength structures of astronomical images. This paper introduces AstroCompress: a neural compression challenge for astrophysics data, featuring four new datasets (and one legacy dataset) with 16-bit unsigned integer imaging data in various modes: space-based, ground-based, multi-wavelength, and time-series imaging. We provide code to easily access the data and benchmark seven lossless compression methods (three neural and four non-neural, including all practical state-of-the-art algorithms). Our results on lossless compression indicate that lossless neural compression techniques can enhance data collection at observatories, and provide guidance on the adoption of neural compression in scientific applications. Though the scope of this paper is restricted to lossless compression, we also comment on the potential exploration of lossy compression methods in future studies.

cs.AI

ARIA: Training Language Agents with Intention-Driven Reward Aggregation

Large language models (LLMs) have enabled agents to perform complex reasoning and decision-making through free-form language interactions. However, in open-ended language action environments (e.g., negotiation or question-asking games), the action space can be formulated as a joint distribution over tokens, resulting in an exponentially large action space. Sampling actions in such a space can lead to extreme reward sparsity, which brings large reward variance, hindering effective reinforcement learning (RL). To address this, we propose ARIA, a method that Aggregates Rewards in Intention space to enable efficient and effective language Agents training. ARIA aims to project natural language actions from the high-dimensional joint token distribution space into a low-dimensional intention space, where semantically similar actions are clustered and assigned shared rewards. This intention-aware reward aggregation reduces reward variance by densifying reward signals, fostering better policy optimization. Extensive experiments demonstrate that ARIA not only significantly reduces policy gradient variance, but also delivers substantial performance gains of an average of 9.95% across four downstream tasks, consistently outperforming offline and online RL baselines.

cs.CL

UNCLE: Benchmarking Uncertainty Expressions in Long-Form Generation

Large Language Models (LLMs) are prone to hallucination, particularly in long-form generations. A promising direction to mitigate hallucination is to teach LLMs to express uncertainty explicitly when they lack sufficient knowledge. However, existing work lacks direct and fair evaluation of LLMs' ability to express uncertainty effectively in long-form generation. To address this gap, we first introduce UNCLE, a benchmark designed to evaluate uncertainty expression in both long- and short-form question answering (QA). UNCLE covers five domains and includes more than 1,000 entities, each with paired short- and long-form QA items. Our dataset is the first to directly link short- and long-form QA through aligned questions and gold-standard answers. Along with UNCLE, we propose a suite of new metrics to assess the models' capabilities to selectively express uncertainty. We then demonstrate that current models fail to convey uncertainty appropriately in long-form generation. We further explore both prompt-based and training-based methods to improve models' performance, with the training-based methods yielding greater gains. Further analysis of alignment gaps between short- and long-form uncertainty expression highlights promising directions for future research using UNCLE.

cs.CL

The Lighthouse of Language: Enhancing LLM Agents via Critique-Guided Improvement

Large language models (LLMs) have recently transformed from text-based assistants to autonomous agents capable of planning, reasoning, and iteratively improving their actions. While numerical reward signals and verifiers can effectively rank candidate actions, they often provide limited contextual guidance. In contrast, natural language feedback better aligns with the generative capabilities of LLMs, providing richer and more actionable suggestions. However, parsing and implementing this feedback effectively can be challenging for LLM-based agents. In this work, we introduce Critique-Guided Improvement (CGI), a novel two-player framework, comprising an actor model that explores an environment and a critic model that generates detailed nature language feedback. By training the critic to produce fine-grained assessments and actionable revisions, and the actor to utilize these critiques, our approach promotes more robust exploration of alternative strategies while avoiding local optima. Experiments in three interactive environments show that CGI outperforms existing baselines by a substantial margin. Notably, even a small critic model surpasses GPT-4 in feedback quality. The resulting actor achieves state-of-the-art performance, demonstrating the power of explicit iterative guidance to enhance decision-making in LLM-based agents.

cs.CL

WildLMa: Long Horizon Loco-Manipulation in the Wild

'In-the-wild' mobile manipulation aims to deploy robots in diverse real-world environments, which requires the robot to (1) have skills that generalize across object configurations; (2) be capable of long-horizon task execution in diverse environments; and (3) perform complex manipulation beyond pick-and-place. Quadruped robots with manipulators hold promise for extending the workspace and enabling robust locomotion, but existing results do not investigate such a capability. This paper proposes WildLMa with three components to address these issues: (1) adaptation of learned low-level controller for VR-enabled whole-body teleoperation and traversability; (2) WildLMa-Skill -- a library of generalizable visuomotor skills acquired via imitation learning or heuristics and (3) WildLMa-Planner -- an interface of learned skills that allow LLM planners to coordinate skills for long-horizon tasks. We demonstrate the importance of high-quality training data by achieving higher grasping success rate over existing RL baselines using only tens of demonstrations. WildLMa exploits CLIP for language-conditioned imitation learning that empirically generalizes to objects unseen in training demonstrations. Besides extensive quantitative evaluation, we qualitatively demonstrate practical robot applications, such as cleaning up trash in university hallways or outdoor terrains, operating articulated objects, and rearranging items on a bookshelf.

cs.RO

LoGU: Long-form Generation with Uncertainty Expressions

While Large Language Models (LLMs) demonstrate impressive capabilities, they still struggle with generating factually incorrect content (i.e., hallucinations). A promising approach to mitigate this issue is enabling models to express uncertainty when unsure. Previous research on uncertainty modeling has primarily focused on short-form QA, but realworld applications often require much longer responses. In this work, we introduce the task of Long-form Generation with Uncertainty(LoGU). We identify two key challenges: Uncertainty Suppression, where models hesitate to express uncertainty, and Uncertainty Misalignment, where models convey uncertainty inaccurately. To tackle these challenges, we propose a refinement-based data collection framework and a two-stage training pipeline. Our framework adopts a divide-and-conquer strategy, refining uncertainty based on atomic claims. The collected data are then used in training through supervised fine-tuning (SFT) and direct preference optimization (DPO) to enhance uncertainty expression. Extensive experiments on three long-form instruction following datasets show that our method significantly improves accuracy, reduces hallucinations, and maintains the comprehensiveness of responses.

cs.CL

Atomic Calibration of LLMs in Long-Form Generations

Large language models (LLMs) often suffer from hallucinations, posing significant challenges for real-world applications. Confidence calibration, as an effective indicator of hallucination, is thus essential to enhance the trustworthiness of LLMs. Prior work mainly focuses on short-form tasks using a single response-level score (macro calibration), which is insufficient for long-form outputs that may contain both accurate and inaccurate claims. In this work, we systematically study atomic calibration, which evaluates factuality calibration at a fine-grained level by decomposing long responses into atomic claims. We further categorize existing confidence elicitation methods into discriminative and generative types, and propose two new confidence fusion strategies to improve calibration. Our experiments demonstrate that LLMs exhibit poorer calibration at the atomic level during long-form generation. More importantly, atomic calibration uncovers insightful patterns regarding the alignment of confidence methods and the changes of confidence throughout generation. This sheds light on future research directions for confidence estimation in long-form generation.

cs.CL

Visual Manipulation with Legs

Animals use limbs for both locomotion and manipulation. We aim to equip quadruped robots with similar versatility. This work introduces a system that enables quadruped robots to interact with objects using their legs, inspired by non-prehensile manipulation. The system has two main components: a visual manipulation policy module and a loco-manipulator module. The visual manipulation policy, trained with reinforcement learning (RL) using point cloud observations and object-centric actions, decides how the leg should interact with the object. The loco-manipulator controller manages leg movements and body pose adjustments, based on impedance control and Model Predictive Control (MPC). Besides manipulating objects with a single leg, the system can select from the left or right leg based on critic maps and move objects to distant goals through base adjustment. Experiments evaluate the system on object pose alignment tasks in both simulation and the real world, demonstrating more versatile object manipulation skills with legs than previous work. Videos can be found at https://legged-manipulation.github.io/

cs.RO

ACE: A Cross-Platform Visual-Exoskeletons System for Low-Cost Dexterous Teleoperation

Learning from demonstrations has shown to be an effective approach to robotic manipulation, especially with the recently collected large-scale robot data with teleoperation systems. Building an efficient teleoperation system across diverse robot platforms has become more crucial than ever. However, there is a notable lack of cost-effective and user-friendly teleoperation systems for different end-effectors, e.g., anthropomorphic robot hands and grippers, that can operate across multiple platforms. To address this issue, we develop ACE, a cross-platform visual-exoskeleton system for low-cost dexterous teleoperation. Our system utilizes a hand-facing camera to capture 3D hand poses and an exoskeleton mounted on a portable base, enabling accurate real-time capture of both finger and wrist poses. Compared to previous systems, which often require hardware customization according to different robots, our single system can generalize to humanoid hands, arm-hands, arm-gripper, and quadruped-gripper systems with high-precision teleoperation. This enables imitation learning for complex manipulation tasks on diverse platforms.

cs.RO

Bunny-VisionPro: Real-Time Bimanual Dexterous Teleoperation for Imitation Learning

Teleoperation is a crucial tool for collecting human demonstrations, but controlling robots with bimanual dexterous hands remains a challenge. Existing teleoperation systems struggle to handle the complexity of coordinating two hands for intricate manipulations. We introduce Bunny-VisionPro, a real-time bimanual dexterous teleoperation system that leverages a VR headset. Unlike previous vision-based teleoperation systems, we design novel low-cost devices to provide haptic feedback to the operator, enhancing immersion. Our system prioritizes safety by incorporating collision and singularity avoidance while maintaining real-time performance through innovative designs. Bunny-VisionPro outperforms prior systems on a standard task suite, achieving higher success rates and reduced task completion times. Moreover, the high-quality teleoperation demonstrations improve downstream imitation learning performance, leading to better generalizability. Notably, Bunny-VisionPro enables imitation learning with challenging multi-stage, long-horizon dexterous manipulation tasks, which have rarely been addressed in previous work. Our system's ability to handle bimanual manipulations while prioritizing safety and real-time performance makes it a powerful tool for advancing dexterous manipulation and imitation learning.

cs.RO