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Sherry Yang

Publications and source records attributed to Sherry Yang.

At least 19 recordsLinked to original sources

MLE-World: Predicting Machine Learning Experiment Outcomes with a Learned World Model

AI research agents can propose, execute, and improve programs that solve machine learning tasks. However, executing each candidate program requires training and evaluating ML models, limiting how many candidates an agent can explore at each step. We introduce MLE-World, a world model finetuned from Qwen3.5-4B that predicts a program's terminal output (error traces, training logs, and validation scores) from its code and data description without executing it, together with a confidence score estimating the prediction's correctness. Because a prediction costs one inference call rather than a training run, MLE-World makes test time scaling (TTS) affordable for these agents. We build five TTS policies, guided by MLE-World, that compare several candidates per step by their predicted outputs: Sequential revision, Best-of-N, Pairwise judging, Fusion, and a UCB style rule that also adds an exploration bonus from this confidence score. Since predictions can be wrong, we run a candidate for real only when its confidence score is low. On 17 MLE-bench Lite tasks, MLE-World matches the real terminal output on 77.9% of held out programs, versus 41.1% for much larger prompted models. MLE-World guided TTS achieves up to 22.1% higher observed mean performance than the agent without a world model, with less real execution. Project webpage: https://mle-world.github.io/.

cs.LG↗

Video World Models Need Predictable Latents

Video world models trained on large-scale robot data promise a safe and scalable approach for learning and evaluating policies that act in the physical world. However, they still struggle with long-horizon rollouts and out-of-distribution generalization, and they remain computationally demanding at inference time. Typically, video world models make predictions in the latent space of a reconstruction-trained autoencoder, which however is not directly optimized for dynamics modeling. On the other hand, world models designed for latent planning usually optimize latents to be predictable, but they forgo accurate prediction of observations in pixel space. In this paper, we show that it is possible to achieve the best of both worlds: a latent geometry optimized to make future prediction as simple as possible without sacrificing accurate prediction of future observations. More precisely, we find that temporal objectives for representation learning, paired with a past-conditioned decoder architecture, lead to consistent improvements in generative video world models at the same training budget. The gains include up to 5x cheaper inference, over 7x faster training, and 15-24% lower pixel and perceptual errors out of distribution and over long horizons. Our world models also agree more closely with real-world policy evaluation when using a vision-language model to judge task success from their pixel-space predictions. Overall, our study indicates that temporal predictability is an important design criterion for the latent space of video world models, and provides concrete guidance on how to incorporate it into the training of autoencoders.

cs.LG↗

JUICE: Unified Multimodal Modeling in Pretrained Representation Spaces

Most unified multimodal models treat images and text asymmetrically: a pretrained language model generates text, an attached diffusion head generates images, and outputs that contain both are produced in a fixed order, so the first output cannot adapt to the second. We ask whether both modalities can instead be generated by one process that is trained on them jointly from scratch. Pretrained encoder spaces hold both modalities in one continuous form and carry knowledge learned at scale, and recent work finds them effective as generative targets for vision and language. We therefore model the joint distribution directly in these spaces. We introduce JUICE (Joint Unified multimodal modeling In Continuous Encoder spaces), a single flow matching Transformer over frozen image and text representations, in which each modality has its own noise level. Which modalities are clean and which are generated then decides the task: image generation, captioning, visual question answering, or joint generation. Controlled pretraining runs test each design choice. At equal guidance, generating text as continuous states leaves image generation intact (48.41 GenEval, against 47.86 for a model trained only for text-to-image generation), while captions lose some exact wording. Training on joint and conditional denoising together beats either alone, and semantic encoder spaces beat VAE latents and raw pixels as targets. At 2.1B parameters, with no language model initialization and at 224x224, JUICE reaches up to 0.88 on GenEval and 73.1 on VQAv2. By sampling both modalities from the joint distribution (coupled sampling), it can also draw a route on a map while writing out the matching moves. On mazes with several valid solutions, joint success rises from 54.6% with independent sampling to 93.7%, and no modality has to go first. On visual spatial planning, JUICE solves 99.8% of maps at its training sizes.

cs.CV↗

CrystalReasoner: Reasoning and RL for Property-Conditioned Crystal Structure Generation

Generative modeling has emerged as a promising approach for crystal structure discovery. However, existing LLM-based generative models struggle with low-level atomic precision, while diffusion-based methods fall short in integrating high-level scientific knowledge. As a result, generated structures are often invalid, unstable, or do not possess desirable properties. To address this gap, we propose CrystalReasoner (CrysReas), an end-to-end LLM framework that generates crystal structures from natural language instructions through reasoning and alignment. CrysReas introduces physical priors as thinking tokens, which include crystallographic symmetry, local coordination environments and predicted physical properties before generating atomic coordinates. This bridges the gap between natural language and 3D structures. CrysReas then employs reinforcement learning (RL) with a multi-objective, dense reward function to align generation with physical validity, chemical consistency, and thermodynamic stability. For property-conditioned tasks, we design task-specific reward functions and train specialized models for discrete constraints (e.g., space group) and continuous properties (e.g., elasticity, thermal expansion). Empirical results demonstrate that compared to prior works and baselines without thinking traces or RL, CrysReas obtains better performance on diverse metrics, triples S.U.N. ratio, and achieves better performance for property conditioned generation. CrysReas also exhibits adaptive reasoning, increasing reasoning lengths as the number of atoms increases. Our work demonstrates the potential of leveraging thinking traces and RL for generating valid, stable, and property-conditioned crystal structures.

cs.AI↗

MoCaP: Mobile Code-as-Policies for Zero-Shot Mobile Manipulation from Passive Human Videos

Passive human videos of everyday activity offer robots access to a massive amount of human experience without requiring a demonstration for each task. However, using this experience requires recovering knowledge from unstructured video recordings and adapting it to a different body (i.e., the robot). To overcome these challenges, we present mobile code-as-policy (MoCaP), an agentic framework that turns passive human video recordings into guidance for an end-to-end mobile manipulation policy. MoCaP extracts spatial memory and cues of how people prepare to interact with objects, which inform navigation and the search for a manipulation-ready configuration. Guided by passive human experience and current observations, MoCaP uses a closed-loop code-as-policy to coordinate planning and tool use primitives to solve motions under the robot's geometry and kinematic constraints. On a real mobile manipulator, MoCaP achieves 80% success on each of two mobile manipulation tasks in an indoor environment whereas existing approaches cannot succeed at the task. Video-derived spatial memory improves object-navigation success from 70% to 100%, and human approach prior raises the rate of finding a reachable base pose from 0% to 100% at an unfavorable start location. Videos and code are available on the project website: https://mocap-7.github.io/MoCAP-page/.

cs.RO↗

Reward-rate Policy Gradient for Efficient Machine Learning Engineering Agents

Traditional reinforcement learning (RL) techniques focus on maximizing expected cumulative reward, where each action assumes to take a constant unit of time. However, this assumption does not hold for agentic RL tasks such as machine learning engineering (MLE) agents, where actions involve data loading, feature engineering, and model training that take variable durations. Efficiency matters in modern agentic RL where actions are costly. To address this limitation, we adapt from continuous-time RL and Semi-Markov Decision Process (SMDP) formulation and propose Reward-rate Policy Gradient (RPG), where we focus on optimizing the reward rate -- the long-term reward per unit of time. RPG estimates the reward rate from off-policy samples, then charges each action for the time it consumes at that rate. We first conduct theoretical analysis in the bandit setting to establish that RPG approximates the optimal reward rate and empirically demonstrate it outperforms baselines while avoiding enumeration over the policy space, a known issue for an existing method. We then further apply RPG on a small language model (Qwen3.5-4B) with self-improvement loops and empirically show it obtains higher rewards within a fixed time budget than vanilla RL on MLE-Bench and NanoGPT, with a 19.2% and 85.7% margin, respectively. Our method provides a practical solution for optimizing performance under wait time considerations in modern agentic RL tasks, where actions interact with external environments and cost time.

cs.LG↗

WetRobo: A Reproducible Robot Kit for Coding Agents in Biological Laboratories

Automating biological research requires general-purpose, reproducible robot systems that allow individual wet-lab researchers to delegate robot tasks without performing teleoperation or neural-network training. Vision-language-action policies have been proposed for general-purpose arms, but can lose performance when their operating environment changes. We therefore built WetRobo, a robot kit that can readily transfer between laboratories. It consists of one robot arm, laboratory equipment (an incubator, a reagent bottle with a cap, and a Petri dish), the existing code that moves the arm, teleoperation demonstrations of each task that we recorded, and a general AGENTS.md skill file. A biological experimentalist provides natural-language tasks without collecting local teleoperation training data or training a neural network. The coding agent observes the local laboratory and writes and executes programs, using external tools as needed for adaptation. We demonstrate use of WetRobo with OpenAI Codex (gpt-5.6-sol) on three successful tasks: lifting a Petri dish lid, removing a bottle cap, and opening the incubator door, all in real-world laboratories. The coding agent achieved the cap task in both laboratories, Lab X and Lab Y, whereas a VLA fine-tuned on Lab X demonstrations succeeded there but failed to transfer to Lab Y. These results point to a practical route for laboratory robotics: instead of training a policy for each laboratory, distribute a kit and let a coding agent adapt it in each laboratory. Code, demonstrations, and the evolved programs are available at https://github.com/tsudalab/WetRobo.

cs.AI↗

Improving Dynamic Object Interactions in Text-to-Video Generation with AI Feedback

Large text-to-video models hold immense potential for a wide range of downstream applications. However, they struggle to accurately depict dynamic object interactions, often resulting in unrealistic movements and frequent violations of real-world physics. One solution inspired by large language models is to align generated outputs with desired outcomes using external feedback. In this work, we investigate the use of feedback to enhance the quality of object dynamics in text-to-video models. We aim to answer a critical question: what types of feedback, paired with which specific self-improvement algorithms, can most effectively overcome movement misalignment and realistic object interactions? We first point out that offline RL-finetuning algorithms for text-to-video models can be equivalent as derived from a unified probabilistic objective. This perspective highlights that there is no algorithmically dominant method in principle; rather, we should care about the property of reward and data. While human feedback is less scalable, vision-language models could notice the video scenes as humans do. We then propose leveraging vision-language models to provide perceptual feedback specifically tailored to object dynamics in videos. Compared to popular video quality metrics measuring alignment or dynamics, the experiments demonstrate that our approach with binary AI feedback drives the most significant improvements in the quality of interaction scenes in video, as confirmed by AI, human, and quality metric evaluations. Notably, we observe substantial gains when using signals from vision language models, particularly in scenarios involving complex interactions between multiple objects and realistic depictions of objects falling.

cs.LG↗

GIANTS: Generative Insight Anticipation from Scientific Literature

Scientific breakthroughs often emerge from synthesizing prior ideas into novel contributions. While language models (LMs) show promise in scientific discovery, their ability to perform this targeted, literature-grounded synthesis remains underexplored. We introduce insight anticipation, a generation task in which a model predicts a downstream paper's core insight from its foundational parent papers. To evaluate this capability, we develop GiantsBench, a benchmark of 17k examples across eight scientific domains, where each example consists of a set of parent papers paired with the core insight of a downstream paper. We evaluate models using an LM judge that scores similarity between generated and ground-truth insights, and show that these similarity scores correlate with expert human ratings. Finally, we present GIANTS-4B, an LM trained via reinforcement learning (RL) to optimize insight anticipation using these similarity scores as a proxy reward. Despite its smaller open-source architecture, GIANTS-4B outperforms proprietary baselines and generalizes to unseen domains, achieving a 34% relative improvement in similarity score over gemini-3-pro. Human evaluations further show that GIANTS-4B produces insights that are more conceptually clear than those of the base model. In addition, SciJudge-30B, a third-party model trained to compare research abstracts by likely citation impact, predicts that insights generated by GIANTS-4B are more likely to lead to higher citations, preferring them over the base model in 68% of pairwise comparisons. We release our code, benchmark, and model to support future research in automated scientific discovery.

cs.CL↗

Learning Next Action Predictors from Human-Computer Interaction

Truly proactive AI systems must anticipate what we will do next. This foresight demands far richer information than the sparse signals we type into our prompts -- it demands reasoning over the entire context of what we see and do. We formalize this as next action prediction (NAP): given a sequence of a user's multimodal interactions with a computer (screenshots, clicks, sensor data), predict that user's next action. Progress on this task requires both new data and modeling approaches. To scale data, we annotate longitudinal, naturalistic computer use with vision-language models. We release an open-source pipeline for performing this labeling on private infrastructure, and label over 360K actions across one month of continuous phone usage from 20 users, amounting to 1,800 hours of screen time. We then introduce LongNAP, a user model that combines parametric and in-context learning to reason over long interaction histories. LongNAP is trained via policy gradient methods to generate user-specific reasoning traces given some context; retrieve relevant traces from a library of past traces; and then apply retrieved traces in-context to predict future actions. Using an LLM-as-judge evaluation metric (0-1 similarity to ground truth), LongNAP significantly outperforms supervised finetuning and prompted baselines on held-out data (by 79% and 39% respectively). Additionally, LongNAP generalizes to held out users when trained across individuals. The space of next actions a user might take at any moment is unbounded, spanning thousands of possible outcomes. Despite this, 17.1% of LongNAP's predicted trajectories are well-aligned with what a user does next (LLM-judge score $\geq$ 0.5). This rises to 26% when we filter to highly confident predictions. In sum, we argue that learning from the full context of user behavior to anticipate user needs is now a viable task with substantial opportunity.

cs.CL↗

World-Gymnast: Training Robots with Reinforcement Learning in a World Model

Robot learning from interacting with the physical world is fundamentally bottlenecked by the cost of physical interaction. The two alternatives, supervised finetuning (SFT) from expert demonstrations and reinforcement learning (RL) in a software-based simulator, are limited by the amount of expert data available and the sim-to-real gap for manipulation. With the recent emergence of world models learned from real-world video-action data, we ask the question of whether training a policy in a world model can be more effective than supervised learning or software simulation in achieving better real-robot performance. We propose World-Gymnast, which performs RL finetuning of a vision-language-action (VLA) policy by rolling out the policy in an action-conditioned video world model and rewarding the rollouts with a vision-language model (VLM). On the Bridge robot setup, World-Gymnast outperforms SFT by as much as 18x and outperforms software simulator by as much as 2x. More importantly, World-Gymnast demonstrates intriguing capabilities of RL with a world model, including training on diverse language instructions and novel scenes from the world model, test-time training in a novel scene, and online iterative world model and policy improvement. Our results suggest learning a world model and training robot policies in the cloud could be the key to bridging the gap between robots that work in demonstrations and robots that can work in anyone's household.

cs.RO↗

World Models as an Intermediary between Agents and the Real World

Large language model (LLM) agents trained using reinforcement learning has achieved superhuman performance in low-cost environments like games, mathematics, and coding. However, these successes have not translated to complex domains where the cost of interaction is high, such as the physical cost of running robots, the time cost of ML engineering, and the resource cost of scientific experiments. The true bottleneck for achieving the next level of agent performance for these complex and high-cost domains lies in the expense of executing actions to acquire reward signals. To address this gap, this paper argues that we should use world models as an intermediary between agents and the real world. We discuss how world models, viewed as models of dynamics, rewards, and task distributions, can overcome fundamental barriers of high-cost actions such as extreme off-policy learning and sample inefficiency in long-horizon tasks. Moreover, we demonstrate how world models can provide critical and rich learning signals to agents across a broad set of domains, including machine learning engineering, computer use, robotics, and AI for science. Lastly, we identify the challenges of building these world models and propose actionable items along dataset curation, architecture design, scaling, and evaluation of world models.

cs.AI↗

Evaluating Gemini Robotics Policies in a Veo World Simulator

Generative world models hold significant potential for simulating interactions with visuomotor policies in varied environments. Frontier video models can enable generation of realistic observations and environment interactions in a scalable and general manner. However, the use of video models in robotics has been limited primarily to in-distribution evaluations, i.e., scenarios that are similar to ones used to train the policy or fine-tune the base video model. In this report, we demonstrate that video models can be used for the entire spectrum of policy evaluation use cases in robotics: from assessing nominal performance to out-of-distribution (OOD) generalization, and probing physical and semantic safety. We introduce a generative evaluation system built upon a frontier video foundation model (Veo). The system is optimized to support robot action conditioning and multi-view consistency, while integrating generative image-editing and multi-view completion to synthesize realistic variations of real-world scenes along multiple axes of generalization. We demonstrate that the system preserves the base capabilities of the video model to enable accurate simulation of scenes that have been edited to include novel interaction objects, novel visual backgrounds, and novel distractor objects. This fidelity enables accurately predicting the relative performance of different policies in both nominal and OOD conditions, determining the relative impact of different axes of generalization on policy performance, and performing red teaming of policies to expose behaviors that violate physical or semantic safety constraints. We validate these capabilities through 1600+ real-world evaluations of eight Gemini Robotics policy checkpoints and five tasks for a bimanual manipulator.

cs.RO↗

Gemini 2.5: Pushing the Frontier with Advanced Reasoning, Multimodality, Long Context, and Next Generation Agentic Capabilities

In this report, we introduce the Gemini 2.X model family: Gemini 2.5 Pro and Gemini 2.5 Flash, as well as our earlier Gemini 2.0 Flash and Flash-Lite models. Gemini 2.5 Pro is our most capable model yet, achieving SoTA performance on frontier coding and reasoning benchmarks. In addition to its incredible coding and reasoning skills, Gemini 2.5 Pro is a thinking model that excels at multimodal understanding and it is now able to process up to 3 hours of video content. Its unique combination of long context, multimodal and reasoning capabilities can be combined to unlock new agentic workflows. Gemini 2.5 Flash provides excellent reasoning abilities at a fraction of the compute and latency requirements and Gemini 2.0 Flash and Flash-Lite provide high performance at low latency and cost. Taken together, the Gemini 2.X model generation spans the full Pareto frontier of model capability vs cost, allowing users to explore the boundaries of what is possible with complex agentic problem solving.

cs.CL↗

MLE-Smith: Scaling MLE Tasks with Automated Multi-Agent Pipeline

While Language Models (LMs) have made significant progress in automating machine learning engineering (MLE), the acquisition of high-quality MLE training data is significantly constrained. Current MLE benchmarks suffer from low scalability and limited applicability because they rely on static, manually curated tasks, demanding extensive time and manual effort to produce. We introduce MLE-Smith, a fully automated multi-agent pipeline, to transform raw datasets into competition-style MLE challenges through an efficient generate-verify-execute paradigm for scaling MLE tasks with verifiable quality, real-world usability, and rich diversity. The proposed multi-agent pipeline in MLE-Smith drives structured task design and standardized refactoring, coupled with a hybrid verification mechanism that enforces strict structural rules and high-level semantic soundness. It further validates empirical solvability and real-world fidelity through interactive execution. We apply MLE-Smith to 224 of real-world datasets and generate 606 tasks spanning multiple categories, objectives, and modalities, demonstrating that MLE-Smith can work effectively across a wide range of real-world datasets. Evaluation on the generated tasks shows that the performance of eight mainstream and cutting-edge LLMs on MLE-Smith tasks is strongly correlated with their performance on carefully human-designed tasks, highlighting the effectiveness of the MLE-Smith to scaling up MLE tasks, while maintaining task quality.

cs.LG↗

WorldGym: World Model as An Environment for Policy Evaluation

Evaluating robot control policies is difficult: real-world testing is costly, and handcrafted simulators require manual effort to improve in realism and generality. We propose a world-model-based policy evaluation environment (WorldGym), an autoregressive, action-conditioned video generation model which serves as a proxy to real world environments. Policies are evaluated via Monte Carlo rollouts in the world model, with a vision-language model providing rewards. We evaluate a set of VLA-based real-robot policies in the world model using only initial frames from real robots, and show that policy success rates within the world model highly correlate with real-world success rates. Moreoever, we show that WorldGym is able to preserve relative policy rankings across different policy versions, sizes, and training checkpoints. Due to requiring only a single start frame as input, the world model further enables efficient evaluation of robot policies' generalization ability on novel tasks and environments. We find that modern VLA-based robot policies still struggle to distinguish object shapes and can become distracted by adversarial facades of objects. While generating highly realistic object interaction remains challenging, WorldGym faithfully emulates robot motions and offers a practical starting point for safe and reproducible policy evaluation before deployment.

cs.RO↗

Reinforcement Learning for Machine Learning Engineering Agents

Existing agents for solving tasks such as ML engineering rely on prompting powerful language models. As a result, these agents do not improve with more experience. In this paper, we show that agents backed by weaker models that improve via reinforcement learning (RL) can outperform agents backed by much larger, but static models. We identify two major challenges with RL in this setting. First, actions can take a variable amount of time (e.g., executing code for different solutions), which leads to asynchronous policy gradient updates that favor faster but suboptimal solutions. To tackle variable-duration actions, we propose duration-aware gradient updates in a distributed asynchronous RL framework to amplify high-cost but high-reward actions. Second, using only test split performance as a reward provides limited feedback. A program that is nearly correct is treated the same as one that fails entirely. To address this, we propose environment instrumentation to offer partial credit, distinguishing almost-correct programs from those that fail early (e.g., during data loading). Environment instrumentation uses a separate static language model to insert print statement to an existing program to log the agent's experimental progress, from which partial credit can be extracted as reward signals for learning. Our experimental results on MLEBench suggest that performing gradient updates on a much smaller model (Qwen2.5-3B) trained with RL outperforms prompting a much larger model (Claude-3.5-Sonnet) with agent scaffolds, by an average of 22% across 12 Kaggle tasks.

cs.LG↗

Object-centric 3D Motion Field for Robot Learning from Human Videos

Learning robot control policies from human videos is a promising direction for scaling up robot learning. However, how to extract action knowledge (or action representations) from videos for policy learning remains a key challenge. Existing action representations such as video frames, pixelflow, and pointcloud flow have inherent limitations such as modeling complexity or loss of information. In this paper, we propose to use object-centric 3D motion field to represent actions for robot learning from human videos, and present a novel framework for extracting this representation from videos for zero-shot control. We introduce two novel components in its implementation. First, a novel training pipeline for training a ''denoising'' 3D motion field estimator to extract fine object 3D motions from human videos with noisy depth robustly. Second, a dense object-centric 3D motion field prediction architecture that favors both cross-embodiment transfer and policy generalization to background. We evaluate the system in real world setups. Experiments show that our method reduces 3D motion estimation error by over 50% compared to the latest method, achieve 55% average success rate in diverse tasks where prior approaches fail~($\lesssim 10$\%), and can even acquire fine-grained manipulation skills like insertion.

cs.RO↗