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So Kuroki

Publications and source records attributed to So Kuroki.

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Sakana Fugu Technical Report

The capabilities of frontier Large Language Models (LLMs) continue to advance, with different providers increasingly specializing in distinct domains. This raises a natural next objective: how to combine the individual specializations of various LLMs into a collectively intelligent system. To this end, we report the development of Sakana Fugu, a family of orchestrator models that harness and amplify the capabilities of an LLM agent team. Fugu models are themselves language models trained to understand user queries and dynamically devise agentic scaffolds to solve them. Through these adaptive scaffolds, Fugu accesses performance beyond any individual LLM agent, achieving state-of-the-art results compared to other publicly accessible models across a range of challenging tasks, including SWE-Bench Pro, Terminal Bench, LiveCodeBench, GPQA-Diamond, Humanity's Last Exam, and CharXiv Reasoning. We release two models: Fugu, which balances performance with latency for everyday use, and Fugu-Ultra, which prioritizes answer quality on the hardest problems. We describe our training paradigm, which encompasses large-scale fine-tuning, evolutionary algorithms, and reinforcement learning approaches, along with the infrastructure and core design principles that turn these methods into a production system. We hope this report encourages further research into multi-agent systems and dynamic, query-adaptive agentic scaffolds as a path toward the next frontier of AI capabilities, accessed through collective intelligence.

cs.LG

Feedback-to-Rubrics: Can We Learn Expert Criteria from Inline Comments?

Large language models (LLMs) are increasingly used for writing and review support, but their usefulness depends on context-dependent criteria, such as expert preferences or organization-specific conventions, that are often tacit, undocumented, and difficult to elicit directly. We propose a problem setting for learning reusable natural-language rubrics from accumulated inline comments on artifacts such as human-written or LLM-generated drafts. Our method infers rubrics from these comments and iteratively refines them by observing comment-wise mismatches between rubric-conditioned predictions and reference comments. We evaluate the proposed method in real-world review settings and in controlled settings with reference rubrics. These results show that inline comments can be distilled into reusable rubrics that support comment prediction, rubric understanding, and automatic artifact revision.

cs.LG

SAIL: Test-Time Scaling for In-Context Imitation Learning with VLM

In-context imitation learning allows robots to acquire skills from demonstrations, yet one-shot trajectory generation remains fragile under environmental variation. We propose SAIL, a framework that reframes robot imitation as an iterative refinement problem capable of scaling with test-time compute. SAIL utilizes Monte Carlo Tree Search, where each node is a complete trajectory and edges correspond to trajectory refinements. The process is guided by three core components: an automated archive of successful trajectories for contextually relevant retrieval, a vision language model-based scoring mechanism for trajectory evaluation, and a step-level feedback that provides trajectory-aligned scores for iterative refinement. Experiments across six diverse manipulation tasks in simulation and real-world validation clearly demonstrate that increasing test-time compute consistently improves success rates, achieving up to 95% on complex tasks. Our results suggest that trajectory-level test-time scaling is a robust path toward more generalizable robotic agents.

cs.RO

LAPPI: Interactive Optimization with LLM-Assisted Preference-Based Problem Instantiation

Many real-world tasks, such as trip planning or meal planning, can be formulated as combinatorial optimization problems. However, using optimization solvers is difficult for end users because it requires problem instantiation: defining candidate items, assigning preference scores, and specifying constraints. We introduce LAPPI (LLM-Assisted Preference-based Problem Instantiation), an interactive approach that uses large language models (LLMs) to support users in this instantiation process. Through natural language conversations, the system helps users transform vague preferences into well-defined optimization problems. These instantiated problems are then passed to existing optimization solvers to generate solutions. In a user study on trip planning, our method successfully captured user preferences and generated feasible plans that outperformed both conventional and prompt-engineering approaches. We further demonstrate LAPPI's versatility by adapting it to an additional use case.

cs.HC

Wider or Deeper? Scaling LLM Inference-Time Compute with Adaptive Branching Tree Search

Recent advances demonstrate that increasing inference-time computation can significantly boost the reasoning capabilities of large language models (LLMs). Although repeated sampling (i.e., generating multiple candidate outputs) is a highly effective strategy, it does not leverage external feedback signals for refinement, which are often available in tasks like coding. In this work, we propose Adaptive Branching Monte Carlo Tree Search (AB-MCTS), a novel inference-time framework that generalizes repeated sampling with principled multi-turn exploration and exploitation. At each node in the search tree, AB-MCTS dynamically decides whether to "go wider" by expanding new candidate responses or "go deeper" by revisiting existing ones based on external feedback signals. We evaluate our method on complex coding and engineering tasks using frontier models. Empirical results show that AB-MCTS consistently outperforms both repeated sampling and standard MCTS, underscoring the importance of combining the response diversity of LLMs with multi-turn solution refinement for effective inference-time scaling. Code is available at https://github.com/SakanaAI/treequest .

cs.AI

Shachi: A Modular, Controllable Framework for LLM-Based Agent-Based Modeling of Emergent Collective Behavior

How collective behaviors emerge from the interactions of individual LLM-driven agents is a central question in artificial life, yet controlled study of these emergent dynamics has been hindered by the lack of a principled simulation framework for systematic experimentation. To address this, we introduce Shachi, a principled methodology and modular framework that decomposes an agent's cognition into core components: Configuration for intrinsic identity, Memory for contextual continuity, and Tools for extended capabilities, all orchestrated by an LLM reasoning engine. This decomposition treats each cognitive component as an independently controllable variable, enabling perturbation studies that trace how micro-level cognitive traits propagate into population-level dynamics. We investigate behavioral patterns across a 10-task benchmark spanning three levels of collective complexity. Shachi enables memory transfer across environment transitions, producing history-dependent behavioral shifts, and allows agents to simultaneously inhabit multiple environments, revealing cross-environment interference invisible in single-environment studies. Furthermore, in a real-world U.S. tariff shock case study, locally interacting agents with individually controlled cognitive components produce macro-level market dynamics directionally consistent with observed real-world outcomes. Our work provides a rigorous, open-source simulation framework for LLM-based ABM, aimed at fostering cumulative scientific inquiry into the emergent collective behaviors of interacting artificial agents.

cs.AI

KAME: Tandem Architecture for Enhancing Knowledge in Real-Time Speech-to-Speech Conversational AI

Real-time speech-to-speech (S2S) models excel at generating natural, low-latency conversational responses but often lack deep knowledge and semantic understanding. Conversely, cascaded systems combining automatic speech recognition, a text-based Large Language Model (LLM), and text-to-speech synthesis offer superior knowledge representation at the cost of high latency, which disrupts the flow of natural interaction. This paper introduces a novel hybrid architecture that bridges the gap between these two paradigms. Our framework processes user speech through an S2S transformer for immediate responsiveness while concurrently relaying the query to a powerful back-end LLM. The LLM's text-based response is then injected in real time to guide the S2S model's speech generation, effectively infusing its output with rich knowledge without the full latency penalty of a cascaded system. We evaluated our method using a speech-synthesized variant of the MT-Bench benchmark that consists of multi-turn question-answering sessions. The results demonstrate that our system substantially outperforms a baseline S2S model in response correctness, approaching that of a cascaded system, while maintaining a latency on par with the baseline.

cs.CL

Agent Skill Acquisition for Large Language Models via CycleQD

Training large language models to acquire specific skills remains a challenging endeavor. Conventional training approaches often struggle with data distribution imbalances and inadequacies in objective functions that do not align well with task-specific performance. To address these challenges, we introduce CycleQD, a novel approach that leverages the Quality Diversity framework through a cyclic adaptation of the algorithm, along with a model merging based crossover and an SVD-based mutation. In CycleQD, each task's performance metric is alternated as the quality measure while the others serve as the behavioral characteristics. This cyclic focus on individual tasks allows for concentrated effort on one task at a time, eliminating the need for data ratio tuning and simplifying the design of the objective function. Empirical results from AgentBench indicate that applying CycleQD to LLAMA3-8B-INSTRUCT based models not only enables them to surpass traditional fine-tuning methods in coding, operating systems, and database tasks, but also achieves performance on par with GPT-3.5-TURBO, which potentially contains much more parameters, across these domains. Crucially, this enhanced performance is achieved while retaining robust language capabilities, as evidenced by its performance on widely adopted language benchmark tasks. We highlight the key design choices in CycleQD, detailing how these contribute to its effectiveness. Furthermore, our method is general and can be applied to image segmentation models, highlighting its applicability across different domains.

cs.CL

Collective Intelligence for 2D Push Manipulations with Mobile Robots

While natural systems often present collective intelligence that allows them to self-organize and adapt to changes, the equivalent is missing in most artificial systems. We explore the possibility of such a system in the context of cooperative 2D push manipulations using mobile robots. Although conventional works demonstrate potential solutions for the problem in restricted settings, they have computational and learning difficulties. More importantly, these systems do not possess the ability to adapt when facing environmental changes. In this work, we show that by distilling a planner derived from a differentiable soft-body physics simulator into an attention-based neural network, our multi-robot push manipulation system achieves better performance than baselines. In addition, our system also generalizes to configurations not seen during training and is able to adapt toward task completions when external turbulence and environmental changes are applied. Supplementary videos can be found on our project website: https://sites.google.com/view/ciom/home

cs.RO

GenORM: Generalizable One-shot Rope Manipulation with Parameter-Aware Policy

Due to the inherent uncertainty in their deformability during motion, previous methods in rope manipulation often require hundreds of real-world demonstrations to train a manipulation policy for each rope, even for simple tasks such as rope goal reaching, which hinder their applications in our ever-changing world. To address this issue, we introduce GenORM, a framework that allows the manipulation policy to handle different deformable ropes with a single real-world demonstration. To achieve this, we augment the policy by conditioning it on deformable rope parameters and training it with a diverse range of simulated deformable ropes so that the policy can adjust actions based on different rope parameters. At the time of inference, given a new rope, GenORM estimates the deformable rope parameters by minimizing the disparity between the grid density of point clouds of real-world demonstrations and simulations. With the help of a differentiable physics simulator, we require only a single real-world demonstration. Empirical validations on both simulated and real-world rope manipulation setups clearly show that our method can manipulate different ropes with a single demonstration and significantly outperforms the baseline in both environments (62% improvement in in-domain ropes, and 15% improvement in out-of-distribution ropes in simulation, 26% improvement in real-world), demonstrating the effectiveness of our approach in one-shot rope manipulation.

cs.LG

GenDOM: Generalizable One-shot Deformable Object Manipulation with Parameter-Aware Policy

Due to the inherent uncertainty in their deformability during motion, previous methods in deformable object manipulation, such as rope and cloth, often required hundreds of real-world demonstrations to train a manipulation policy for each object, which hinders their applications in our ever-changing world. To address this issue, we introduce GenDOM, a framework that allows the manipulation policy to handle different deformable objects with only a single real-world demonstration. To achieve this, we augment the policy by conditioning it on deformable object parameters and training it with a diverse range of simulated deformable objects so that the policy can adjust actions based on different object parameters. At the time of inference, given a new object, GenDOM can estimate the deformable object parameters with only a single real-world demonstration by minimizing the disparity between the grid density of point clouds of real-world demonstrations and simulations in a differentiable physics simulator. Empirical validations on both simulated and real-world object manipulation setups clearly show that our method can manipulate different objects with a single demonstration and significantly outperforms the baseline in both environments (a 62% improvement for in-domain ropes and a 15% improvement for out-of-distribution ropes in simulation, as well as a 26% improvement for ropes and a 50% improvement for cloths in the real world), demonstrating the effectiveness of our approach in one-shot deformable object manipulation.

cs.RO

Multi-Agent Behavior Retrieval: Retrieval-Augmented Policy Training for Cooperative Push Manipulation by Mobile Robots

Due to the complex interactions between agents, learning multi-agent control policy often requires a prohibited amount of data. This paper aims to enable multi-agent systems to effectively utilize past memories to adapt to novel collaborative tasks in a data-efficient fashion. We propose the Multi-Agent Coordination Skill Database, a repository for storing a collection of coordinated behaviors associated with key vectors distinctive to them. Our Transformer-based skill encoder effectively captures spatio-temporal interactions that contribute to coordination and provides a unique skill representation for each coordinated behavior. By leveraging only a small number of demonstrations of the target task, the database enables us to train the policy using a dataset augmented with the retrieved demonstrations. Experimental evaluations demonstrate that our method achieves a significantly higher success rate in push manipulation tasks compared with baseline methods like few-shot imitation learning. Furthermore, we validate the effectiveness of our retrieve-and-learn framework in a real environment using a team of wheeled robots.

cs.RO

Swarm Body: Embodied Swarm Robots

The human brain's plasticity allows for the integration of artificial body parts into the human body. Leveraging this, embodied systems realize intuitive interactions with the environment. We introduce a novel concept: embodied swarm robots. Swarm robots constitute a collective of robots working in harmony to achieve a common objective, in our case, serving as functional body parts. Embodied swarm robots can dynamically alter their shape, density, and the correspondences between body parts and individual robots. We contribute an investigation of the influence on embodiment of swarm robot-specific factors derived from these characteristics, focusing on a hand. Our paper is the first to examine these factors through virtual reality (VR) and real-world robot studies to provide essential design considerations and applications of embodied swarm robots. Through quantitative and qualitative analysis, we identified a system configuration to achieve the embodiment of swarm robots.

cs.HC

Deep Billboards towards Lossless Real2Sim in Virtual Reality

An aspirational goal for virtual reality (VR) is to bring in a rich diversity of real world objects losslessly. Existing VR applications often convert objects into explicit 3D models with meshes or point clouds, which allow fast interactive rendering but also severely limit its quality and the types of supported objects, fundamentally upper-bounding the "realism" of VR. Inspired by the classic "billboards" technique in gaming, we develop Deep Billboards that model 3D objects implicitly using neural networks, where only 2D image is rendered at a time based on the user's viewing direction. Our system, connecting a commercial VR headset with a server running neural rendering, allows real-time high-resolution simulation of detailed rigid objects, hairy objects, actuated dynamic objects and more in an interactive VR world, drastically narrowing the existing real-to-simulation (real2sim) gap. Additionally, we augment Deep Billboards with physical interaction capability, adapting classic billboards from screen-based games to immersive VR. At our pavilion, the visitors can use our off-the-shelf setup for quickly capturing their favorite objects, and within minutes, experience them in an immersive and interactive VR world with minimal loss of reality. Our project page: https://sites.google.com/view/deepbillboards/

cs.CV