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Sergio Hernández-Gutiérrez

Publications and source records attributed to Sergio Hernández-Gutiérrez.

4 recordsLinked to original sources

QVal: Cheaply Evaluating Dense Supervision Signals for Long-Horizon LLM Agents

LLM agents increasingly act over long horizons, where a single trajectory can contain hundreds or thousands of actions. In these settings, outcome-only rewards provide too sparse guidance, failing to inform the model about the goodness of intermediate actions. Dense supervision methods aim to solve this problem by scoring intermediate steps, from intrinsic confidence to self-distillation and embedding similarities. However, it is common practice to evaluate them by measuring the downstream performance of a training pipeline that integrates them. This is expensive, conflates supervision quality with training engineering confounders, and renders different methodological families requiring distinct training setups incomparable. As a result, dense supervision methods are rarely benchmarked on common ground. We introduce QVal, a training-free testbed for directly evaluating dense supervision signals. Given a state-action pair, QVal measures how well a method's score is Q-aligned: whether it orders actions according to the Q-values of a strong reference-policy. This lets us compare signals before any training run and separate signal quality from other engineering choices. We instantiate QVal as QVal-v1.0, benchmarking 21 dense supervision methods across four diverse environments and seven methodological families, with over 1.2K evaluation experiments across six open-weight model backbones. We find that simple prompting baselines consistently outperform recent dense supervision methods from the literature, and that performance clusters strongly by family. These findings hold across model sizes, environments, and observation modalities. QVal is designed to be easily extensible to new environments and methods, enabling researchers to iterate on dense supervision methods before any training run.

cs.LG↗

RevengeBench: Reverse Engineering Code-Space Policies from Behavioral Experiments

For most of scientific history, researchers studying behavior could only infer hidden mechanisms from outward actions: an inverse problem that becomes more tractable when observation is augmented by targeted intervention. We pose a computational analogue: given only behavioral traces of an agent in a game environment, can a learner reconstruct the underlying decision program as executable code, and how much does this reconstruction improve with the ability to design controlled experiments? We introduce RevengeBench, a benchmark of 75 LLM generated, Elo-calibrated policies across five game environments, drawn from CodeClash tournament trajectories. The learner observes the hidden target policy play against sampled opponents and designs behavioral probes in the form of custom opponent policies that elicit informative behavior. It then submits an executable hypothesis, which is evaluated using continuous action-distance metrics. We further validate that recovered code carries informative signal in downstream player-versus-player tournaments. Across twelve frontier LLMs, recovery quality varies substantially (34 to 72% of initial distance closed), with reconstructed policies yielding measurable competitive advantage, particularly for weaker models that otherwise struggle to design effective counter-strategies. Our benchmark positions behavioral recovery of programmatic policies as a tractable inverse problem in code-space, opening a path to opponent modeling, policy interpretability, and the broader question of inferring latent mechanisms from observations.

cs.LG↗

Intrinsic Credit Assignment for Long Horizon Interaction

How can we train agents to navigate uncertainty over long horizons? In this work, we propose ΔBelief-RL, which leverages a language model's own intrinsic beliefs to reward intermediate progress. Our method utilizes the change in the probability an agent assigns to the target solution for credit assignment. By training on synthetic interaction data, ΔBelief-RL teaches information-seeking capabilities that consistently outperform purely outcome-based rewards for Reinforcement Learning, with improvements generalizing to out-of-distribution applications ranging from customer service to personalization. Notably, the performance continues to improve as we scale test-time interactions beyond the training horizon, with interaction-efficiency increasing even on Pass@k metrics. Overall, our work introduces a scalable training strategy for navigating uncertainty over a long-horizon, by enabling credit assignment to intermediate actions via intrinsic ΔBelief rewards.

cs.LG↗

Recursive Decomposition with Dependencies for Generic Divide-and-Conquer Reasoning

Reasoning tasks are crucial in many domains, especially in science and engineering. Although large language models (LLMs) have made progress in reasoning tasks using techniques such as chain-of-thought and least-to-most prompting, these approaches still do not effectively scale to complex problems in either their performance or execution time. Moreover, they often require additional supervision for each new task, such as in-context examples. In this work, we introduce Recursive Decomposition with Dependencies (RDD), a scalable divide-and-conquer method for solving reasoning problems that requires less supervision than prior approaches. Our method can be directly applied to a new problem class even in the absence of any task-specific guidance. Furthermore, RDD supports sub-task dependencies, allowing for ordered execution of sub-tasks, as well as an error recovery mechanism that can correct mistakes made in previous steps. We evaluate our approach on two benchmarks with six difficulty levels each and in two in-context settings: one with task-specific examples and one without. Our results demonstrate that RDD outperforms other methods in a compute-matched setting as task complexity increases, while also being more computationally efficient.

cs.AI↗