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Shaoxuan Li

Publications and source records attributed to Shaoxuan Li.

5 recordsLinked to original sources

DiabAgent: Toward Agentic Physiological Control

As pretraining scales, medical language models have advanced rapidly in clinical question answering. Their ability to achieve effective physiological control through sustained intervention still lacks systematic quantitative evaluation. Type 1 diabetes provides a concrete setting: impaired insulin secretion creates dependence on exogenous insulin, with dosing continually adjusted using information about meals, exercise, illness, and glucose measurements. We introduce DiabAgent, a research suite for agentic physiological control comprising the Agentic Physiological Control (APC) framework, the DiabetSim simulator, and the SweetBench benchmark. APC controls glucose through medical-device tools, using ongoing observations to infer individual states, accumulate personal experience, and choose treatment actions. We build DiabetSim to simulate different patients, events, and device conditions for scalable virtual testing and training. Using DiabetSim, we construct SweetBench by instantiating 32 scenario designs as 212 glucose-control tasks. With Claude Opus 5.5 and a fixed decision interval of one hour, APC achieves a COGI of 73.5, compared with 71.2 for the open-source closed-loop baseline OpenAPS. Ablations further show that individual adaptation and contextual information improve glucose control. Combining high-frequency rule-based control with lower-frequency agent decisions shows potential for balancing control performance and computational cost. Our work provides a framework, simulator, and evaluation foundation for agents to participate in human physiological control.

cs.AI↗

AutoSFT: An Agentic System for Automated Data Research in Supervised Fine-Tuning

Language model agents increasingly automate post-training, but when given the full training stack they converge on supervised fine-tuning and spend most effort revising training data. Existing systems give the agent one kind of control, selecting rows from a fixed pool or calling a generator, whereas a human data engineer adjusts proportions, prunes, repairs, replaces and synthesizes the data. We design a data action space for these changes and ask whether an automated system can make the full range rather than one of them, and what structure that requires. We first run this loop with a single agent, and it reaches only one action, adjusting category proportions, while its context fills with execution output and is discarded mid-search. We therefore introduce \textbf{AutoSFT}, a multi-agent system where a meta agent separates execution from analysis, gathers proposals from independent angles, and calls a synthesis subagent for capabilities the pool cannot cover, with the model, the trainer, and the budget fixed within each comparison. Adding each component in turn helps: the executor halves context loss, the analysis subagents lift the best IFEval by $+6.5$, and synthesis adds $+3.4$ IFEval and $+2.9$ IFBench. The same loop transfers to code, where analysis adds $+3.7$ MBPP+ over a single agent that does not improve. Every result comes from runs that retrain from the base model each round, so each component's effect is individually attributable. Our findings suggest that automating SFT data research depends more on covering diverse data actions than on a stronger single action.

cs.AI↗

Can AI Agents Learn Their Way to the Top? Evaluating Heuristic Learning in a Long-Running Game Agent Competition

Adversarial games have driven advances from heuristic search to reinforcement learning, yet learning and adapting strategies from limited samples remain challenging. AI agents offer an alternative by turning game experience into revisions of executable policies. Building on heuristic learning (HL), we formalize Adversarial Heuristic Learning (AHL), a paradigm that uses AI agents as learning engines to refine game policies and supporting software while keeping model weights fixed. We introduce AAArena, a benchmark comprising 12 authentic adversarial games and 1,920 archived human programs, with an evaluation protocol modeled on real-world game competitions. Agents interpret rules, choose opponents, analyze replays, and revise game agents to achieve their highest ranking within fixed match and evaluation budgets. We evaluate \val{completedmodels} model and harness configurations: Opus5.5 with Claude Code earns 6 gold medals, while no evaluated configuration tops the remaining 6 human ladders. Performance is generally weaker in games with more complex rule specifications. Further experiments show that opponent selection and dense feedback support policy improvement, and that agents learn from both on-policy replays of their own matches and off-policy replays of other players' matches. These results highlight HL's potential in adversarial games and identify persistent challenges in game understanding, strategy implementation, and long-horizon policy development.

cs.AI↗

CLOSER-VLN: Closed-Loop Self-Verified Retrieval-Augmented Reasoning for Aerial Vision-Language Navigation

Vision-language navigation (VLN) has recently advanced with large language and multimodal models, enabling agents to follow natural-language instructions in unseen environments without training a task-specific navigation policy. However, most existing VLN methods relying on large models still adopt an open-loop decision-execution approach, where candidate actions are generated from instructions and observations but are rarely verified or corrected before execution. This causes critical issues in aerial VLN, where minor errors in intermediate actions may quickly accumulate into large trajectory deviations and lead to target loss. To address this issue, we propose Closed-loop Self-verified Retrieval-augmented Reasoning (CLOSER), a training-policy-free method that sequentially performs action reasoning, reliability verification, targeted retrieval, and action correction in a closed-loop manner before executing concrete actions. We instantiate the CLOSER in aerial VLN tasks and develop a CLOSER-VLN framework, which is composed of three components: a hierarchical reasoner for generating candidate actions based on available information, a multidimensional action verifier for assessing the reliability of actions generated by the reasoner, and a verification-triggered multimodal retriever for retrieving targeted exemplars from a memory bank only when verification fails. We conduct experimental evaluations on the CityNav benchmark, where CLOSER-VLN achieves 32.01% SR and 21.28% SPL on the test-unseen split, confirming the effectiveness of closed-loop reasoning.

cs.CV↗

PerceptionComp: A Video Benchmark for Complex Perception-Centric Reasoning

We introduce PerceptionComp, a manually annotated benchmark for complex, long-horizon, perception-centric video reasoning. PerceptionComp is designed so that no single moment is sufficient: answering each question requires multiple temporally separated pieces of visual evidence and compositional constraints under conjunctive and sequential logic, spanning perceptual subtasks such as objects, attributes, relations, locations, actions, and events, and requiring skills including semantic recognition, visual correspondence, temporal reasoning, and spatial reasoning. The benchmark contains 1,114 highly complex questions on 279 videos from diverse domains including city walk tours, indoor villa tours, video games, and extreme outdoor sports, with 100% manual annotation. Human studies show that PerceptionComp requires substantial test-time thinking and repeated perception steps: participants take much longer than on prior benchmarks, and accuracy drops to near chance (18.97%) when rewatching is disallowed. State-of-the-art MLLMs also perform substantially worse on PerceptionComp than on existing benchmarks: the best model in our evaluation, Gemini-3-Flash, reaches only 45.96% accuracy in the five-choice setting, while open-source models remain below 40%. These results suggest that perception-centric long-horizon video reasoning remains a major bottleneck, and we hope PerceptionComp will help drive progress in perceptual reasoning.

cs.CV↗