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Tianle Li

Publications and source records attributed to Tianle Li.

At least 19 recordsLinked to original sources

Cross-Layer TopK: Dynamically Allocating Sparsity Across Layers in Transcoders

Cross-Layer Transcoders (CLTs) decompose the activations of large language models into human-interpretable features and trace how these features interact across layers to form circuits, making them a key tool for mechanistic interpretability. However, training CLTs effectively and efficiently is hard. Beyond the usual trade-off between sparsity and reconstruction quality, a CLT has to model all layers at once, which adds a further challenge. The common JumpReLU recipe controls sparsity only indirectly through a penalty, while the direct extension of TopK selects a fixed number of latents in every layer. Yet reconstruction difficulty differs widely across layers, and intermediate layers are much harder than others, so giving every layer the same budget is suboptimal. We propose Cross-Layer TopK, which sets a single L0 budget for the whole model and dynamically allocates it across layers during training. In a comparison with JumpReLU and other TopK variants on Qwen3-8B-Base, this gives lower FVU while using 20% fewer active latents than JumpReLU. The better reconstruction carries over to circuit tracing, yielding more complete circuits with higher replacement and completeness scores. The fixed per-token budget of Cross-Layer TopK also makes it easy to pair with sparse decoding, which cuts both computation and communication and gives a 2.9x speedup per training step. We further show that Cross-Layer TopK follows scaling laws in both latent size and sparsity. We have open-sourced the weights of our CLT at https://huggingface.co/ByteDance-Seed/Cross-Layer-TopK-CLT.

cs.LG↗

SimForcing: Distilling Simulation Motion Priors into Real-Domain Robot World Models

Action-conditioned robot world models must respond precisely to robot trajectories while preserving realistic visual dynamics, yet learning both from heterogeneous robot videos remains challenging. Simulation offers structured motion supervision, but appearance differences hinder direct transfer, and inaccurate simulation predictions can misguide real-video generation. We present SimForcing, a simulation-guided framework that uses simulation both as a source of transferable motion knowledge and as a controllable reference for prediction. First, we transfer motion knowledge from a simulation teacher through latent-motion distillation, aligning temporal changes in latent space to internalize motion priors while mitigating the influence of appearance differences. Second, we introduce multi-block simulation conditioning with condition dropout to exploit predicted simulation trajectories without relying excessively on their accuracy. Our simulation-conditioning classifier-free guidance scheme unifies these two ideas by balancing predictions based on internalized motion knowledge with those additionally guided by simulation latents. The jointly trained student generates both simulation conditions and real-domain videos, requiring no additional world model at inference. On Bridge, SimForcing achieves the best PSNR, SSIM, LPIPS, and FVD among the compared methods without external embodied pretraining. Evaluation on InternData-A1 further supports its applicability across robot datasets. Moreover, using our trained world model to initialize a vision-language-action model improves LIBERO success, suggesting its utility for downstream policy learning. https://github.com/Wang-Xiaodong1899/SimForcing

cs.RO↗

Dual-Evolving Reinforcement Learning for Automated Reward Design

Crafting effective reward signals remains a central challenge in reinforcement learning (RL) for complex reasoning. Existing methods for automated reward optimization search with a fixed proposer which never learns from its costly trials. We present Dual-Evolving Reinforcement Learning (DERL), a dual-training framework for autonomous discovery of reward structures. An outer-loop proposer composes a reward from task primitives, and an inner policy trains with this reward. The proposer itself learns by policy gradient from the validation performance of the inner policy. Thus, DERL utilizes past-trial feedback to shape its reward-proposal distribution, an empirical meta-gradient of task success. We validate DERL on embodied (ALFWorld), scientific (ScienceWorld), and mathematical (GSM8K, MATH) reasoning. On multi-turn agent benchmarks, DERL outperforms strong baselines, significantly on out-of-distribution tasks. In mathematics, DERL improves on the outcome reward where directly added primitives hurt. Further analyses under matched compute show that our proposer effectively captures the meta-gradient to discover useful reward signals.

cs.AI↗

Matrix-Game 4.0: Harnessing Video Models for Real-Time Playable Game Worlds

Moving from controllable videos to genuinely playable worlds requires persistent world state, executable game rules, and low-latency interaction. We outline a roadmap for the next generation of Matrix-Game that separates game execution from visual generation through an executable game harness, and introduce Matrix-Game 4.0 as the first system built on this design. A lightweight game engine maintains world state and executes interaction rules, a multimodal coding agent translates player ideas into game code and dynamic scene captions, and a renderer based on autoregressive video model transforms engine-rendered low-poly proxies into detailed visuals, conditioned on dynamic captions and memory references. This framework provides continuous guidance for visual generation and enables natural-language creation and modification of scenes and gameplay. Our renderer is trained on aligned low-poly and high-fidelity video pairs and distilled into a causal generator that generates in four-frame chunks with one or two denoising steps. Together with targeted inference optimizations, Matrix-Game 4.0 enables 480p, 60 FPS gameplay on a single NVIDIA RTX5090 with a key-press-to-display latency of 112ms. Single-step generation achieves 83FPS steady-state throughput with 18.2GiB of peak GPU memory usage. With fixed prompts, steady-state throughput also reaches 67FPS on an RTX5080 and 58FPS on an RTX5070Ti. We demonstrate customizable shooter and driving games with engine-enforced mechanics, and release code, model weights, and low-poly game assets to support research and creation of playable game worlds.

cs.CV↗

DoGMA: A Central-Dogma-Guided Foundation Model for Multi-Omics Alignment and Multi-Task Learning in Oncology

Attention mechanisms have been widely utilized in modern deep learning, and many existing multi-omics models inherit their conventional use to allow unrestricted bidirectional interactions. However, the fundamental logic of life is directional. Existing designs often overlook the directionality suggested by the central dogma, potentially limiting transfer across heterogeneous cancers, downstream tasks, and incomplete modality settings. In this work, we present DoGMA, a central-dogma-guided foundation model for pan-cancer multi-omics analysis, arguing that robust transfer requires representations with domain-specific inductive bias. Concretely, we build it on a Transformer-MoE architecture where directed attention biases inter-omics communication toward central-dogma information flow. We further pretrain our model with masked hierarchical omics reconstruction to guide it toward learning central-dogma-consistent interactions. Across diverse downstream tasks, including cancer representation learning, survival prediction, and metastasis prediction, DoGMA consistently demonstrates strong predictive performance. Ablations and analyses further suggest that the performance gains arise from the synergy between central-dogma-guided directed attention and reconstruction-based pretraining, which together promote more biologically consistent cross-omics information exchange. Overall, DoGMA demonstrates that domain-specific inductive biases can improve the robustness and transferability of multi-omics foundation models, offering new insights into the design of attention mechanisms for multi-omics representation learning.

cs.LG↗

Cross-Task Generalization Between Understanding and Generation in Unified Vision-Language Models: A Controlled Study

Unified vision-language models (VLMs) aim to support both visual understanding and generation within a single framework, but it remains unclear when mixed training benefits both capabilities and when it introduces conflicts. This paper presents a controlled empirical study of cross-task generalization between understanding and generation in unified VLMs. We construct two controllable image-text benchmarks, SmartWatch and modified CelebA, with paired VQA, captioning, and text-to-image generation tasks, and evaluate multiple LLM-based unified architectures built from SigLIP and VQ-VAE visual spaces. Our experiments show that mixed understanding-generation training can improve both tasks over task-specific training, but the benefit depends strongly on the relation between vision input and output spaces. Unified models with better aligned visual spaces exhibit stronger cross-task transfer, while reversible affine distortions of the input visual space substantially weaken this effect and can turn mutual benefits into conflicts. We further find that increasing data from one task can initially improve the other, but excessive imbalance between understanding and generation data may degrade the complementary task. By controlling attribute frequencies, we show that generation supervision can help recover underrepresented visual concepts for understanding. Adapter analyses suggest that this transfer is not primarily caused by richer visual adapter features, but by the base language model learning relationships that generalize across aligned visual spaces. A real-case experiment on LLaVA provides additional evidence that mixed understanding-generation training can benefit visual understanding beyond controlled benchmarks.

cs.CV↗

An Evidence-Grounded Multi-Agent System for High-Level Bio-Robot Design

In this paper, a bio-robot is an engineered living or biohybrid system in which living cells perform one or more core functions, such as sensing, information processing, actuation or output. We focus on systems whose cell-based functions are programmed by genetic circuits; physical movement is optional. Designing such a system requires translating application requirements into sensing, logic or memory, output, assembly, host and containment modules, while grounding each choice in traceable parts and evidence. We present micro_biorobot_agent, an offline multi-agent system built on Qwen3.5-27B. The system combines requirement analysis, module-specific retrieval, candidate assembly, conflict checking, local repair, independent review and validation over an integrated library of 23,762 records covering biological parts, measured combinations, literature-supported relationships and actuation evidence. Deterministic output checks align the final report with the retrieved part set and correct false gaps, unsupported part mentions and source-tracking errors. On two author-developed evaluation sets of 50 queries each, the system obtains mean overall scores of 7.35 and 8.04, the highest among the seven evaluated systems; on Scenario Design it exceeds the runner-up by 2.23 points. A 50-query paired ablation shows that the source-tracking check reduces false-gap incidents from 15 to 3, an 80% reduction, and increases source accuracy by 0.75 points. This paper reports the Qwen3.5-based v1 system and evaluates high-level design reports rather than experimentally validated circuits.

cs.MA↗

EvoPolicyGym: Evaluating Autonomous Policy Evolution in Interactive Environments

Autonomous agents are increasingly expected to improve executable policies through feedback, yet existing evaluations often collapse this process into a final score or confound it with open-ended software-engineering progress. We introduce Autonomous Policy Evolution, a controlled evaluation setting in which a harness-model agent repeatedly edits an executable policy system under a fixed interaction budget. We instantiate this setting in EvoPolicyGym, a benchmark built from compact interactive RL environments that evaluates how agents iteratively improve explored policies. On the EvoPolicyGym suite, GPT-5.5 achieves the strongest aggregate rank score and top-two performance on all 16 environments. Beyond leaderboard results, EvoPolicyGym also provides trajectory-level diagnostics that distinguish how agents allocate budget, convert feedback into parametric tuning. These analyses show that strong autonomous policy evolution depends not only on isolated task wins, but on discovering task-appropriate mechanisms and refining policies under bounded feedback.

cs.AI↗

GRAFT: Adaptive DLM-Based Draft Tree Construction with Target-Distilled Edge Scoring

Tree-based speculative decoding raises the mean accepted tokens of standard speculative decoding by verifying multiple draft paths, and existing tree builders typically construct these paths through parent-conditioned expansion, where each child token is generated conditioned on its parent path. This construction is incompatible with diffusion language model (DLM) drafters such as DFlash, which produces all future-position distributions in a single forward pass. DDTree bridges this gap by treating high-probability tokens from each future-position distribution as candidate nodes and selecting edges between consecutive positions under a fixed node budget. However, its edge selection relies on token probability alone without modeling parent--child compatibility, so target-compatible tokens can be attached to wrong parents; moreover, its fixed budget ignores that the throughput-optimal tree size varies with the decoding state. We propose GRAFT, a draft-tree construction framework for DLM-based speculative decoding. GRAFT introduces Target-Distilled Edge Scoring (TDES), which distills parent--child preferences from target-model traces to select target-compatible edges, and State-Aware Budget Allocation (SABA), which sets the per-round tree budget by balancing expected draft gain against verification cost. Across multiple models and tasks, GRAFT achieves $2.13\times$--$6.36\times$ end-to-end speedup over autoregressive decoding while adding less than $0.5$\,ms of overhead per round, approximately $1.4\%$ of the target-model verification latency.

cs.CL↗

EgoGuide: Egocentric Guidance for Efficient Robot-Free Demonstration Collection and Learning

Robot learning from real-world demonstrations is currently constrained by data scaling. Universal Manipulation Interface (UMI) provides an efficient robot-free data collection interface, yet current UMI-style pipelines often collect redundant demonstrations and lack global scene context. To improve data efficiency, we present EgoGuide, a collection interface that records synchronized wrist and head/egocentric observations and couples them with online visual-geometric data quality guidance. We also introduce a Gated Egocentric Residual Policy for robust learning from a viewpoint-varying egocentric camera, allowing head/egocentric context to correct ambiguous local observations while preserving stable wrist-view control. Real-world experiments show that EgoGuide reduces the required number of data episodes and improves data efficiency. The residual policy further improves robustness under visual occlusion. Project Page: https://silicx.github.io/EgoGuide

cs.RO↗

MaxProof: Scaling Mathematical Proof with Generative-Verifier RL and Population-Level Test-Time Scaling

We present MaxProof, a population-level test-time scaling framework for competition-level mathematical proof in the MiniMax-M3 series. M3 first trains three proof-oriented capabilities -- proof generation, proof verification, and critique-conditioned proof repair -- using a defense-in-depth generative verifier engineered for low false-positive rate. These capabilities are merged into a single released M3 model. At test time, MaxProof treats the model as a generator, verifier, refiner, and ranker, searches over a population of candidate proofs, and returns one final proof through tournament selection. With MaxProof test-time scaling, the M3 model reaches 35/42 on IMO 2025 and 36/42 on USAMO 2026, exceeding the human gold-medal threshold on both.

cs.LG↗

ClaimDiff-RL: Fine-Grained Caption Reinforcement Learning through Visual Claim Comparison

Long-form image captioning exposes a reward granularity problem in RL: captions are judged as whole sequences, while the important errors occur at the level of individual visual claims. A good dense caption should be both faithful and informative, avoiding hallucination without omitting salient details. Yet pairwise preferences, reference-based metrics, and holistic scalar rewards compress these local errors into a single sequence-level signal, obscuring the tradeoff between factuality and coverage. We introduce ClaimDiff-RL, a framework that uses reference-conditioned atomic claim differences as the reward unit for caption RL. Given an image, an actor caption, and a reference caption, a multimodal judge enumerates visually grounded differences, verifies each difference against the image, assigns open-vocabulary error types and severity levels, and produces per-difference statistics for reward composition. This makes hallucinated claims and omitted salient facts separately measurable and tunable. Experiments show that holistic scalar rewards can reduce hallucination by increasing missing facts, while ClaimDiff-RL exposes this faithfulness and coverage tradeoff and enables more balanced operating points. On a 160-image human-labeled diagnostic benchmark, public captioning benchmarks, and VQA benchmarks, ClaimDiff-RL improves the hallucination--missing-fact balance, preserves general capability, and even surpasses Gemini-3-Pro-Preview on several fine-grained Capability dimensions such as object counting, spatial relations, and scene recognition. These results suggest that typed, verifiable claim differences are an effective reward unit for fine-grained and diagnosable caption RL.

cs.LG↗

What Does Vision Tool-Use Reinforcement Learning Really Learn? Disentangling Tool-Induced and Intrinsic Effects for Crop-and-Zoom

Vision tool-use reinforcement learning (RL) can equip vision language models with visual operators such as crop-and-zoom and achieves strong performance gains, yet it remains unclear whether these gains are driven by improvements in tool use or evolving intrinsic capabilities. We introduce MED (Measure--Explain--Diagnose), a coarse-to-fine framework that disentangles intrinsic capability changes from tool-induced effects, decomposes the tool-induced performance difference into gain and harm terms, and probes the mechanisms driving their evolution. Across checkpoint-level analyses in the crop-and-zoom setting on two VLMs with different tool priors and six benchmarks, we find that improvements are dominated by intrinsic learning, while tool-use RL mainly reduces tool-induced harm (e.g., fewer call-induced errors and weaker tool schema interference) and yields limited progress in tool-based correction of intrinsic failures. Overall, in the crop-and-zoom setting studied here, current vision tool-use RL learns to coexist safely with tools rather than master them.

cs.CV↗

STALE: Can LLM Agents Know When Their Memories Are No Longer Valid?

Large Language Model (LLM) agents are increasingly expected to maintain coherent, long-term personalized memory, yet current benchmarks primarily measure static fact retrieval, overlooking the ability to revise stored beliefs when new evidence emerges. We identify a critical and underexplored failure mode, Implicit Conflict: a later observation invalidates an earlier memory without explicit negation, requiring contextual inference and commonsense reasoning to detect. To rigorously evaluate this capability, we introduce STALE, a benchmark of 400 expert-validated conflict scenarios (1,200 evaluation queries across three probing dimensions) spanning over 100 everyday topics with contexts up to 150K tokens. We propose a three-dimensional probing framework that tests State Resolution (detecting that a prior belief is outdated), Premise Resistance (rejecting queries that falsely presuppose a stale state), and Implicit Policy Adaptation (proactively applying updated states in downstream behavior). A systematic evaluation of frontier LLMs and specialized memory frameworks reveals a pervasive gap between retrieving updated evidence and acting on it, with even the best evaluated model achieving only 55.2% overall accuracy. Models often accept outdated assumptions embedded in a user's query, and they struggle to recognize when a change in one aspect of the user's state should invalidate related memories. To establish an initial baseline for state-aware memory, we further present CUPMem, a prototype that strengthens write-time revision through structured state consolidation and propagation-aware search, suggesting that explicit state adjudication is a promising direction for robust agentic memory.

cs.CL↗

AesRM: Improving Video Aesthetics with Expert-Level Feedback

Despite rapid advances in photorealistic video generation, real-world applications such as filmmaking require video aesthetics, e.g., harmonious colors and cinematic lighting, beyond visual fidelity. Prior work on visual aesthetics largely focuses on images, often reducing aesthetics to coarse definitions, e.g., visual pleasure, without a rigorous and systematic evaluation. To improve video aesthetics, we propose a hierarchical rubric that decomposes video aesthetics into three core dimensions, Visual Aesthetics (VA), Visual Fidelity (VF), and Visual Plausibility (VP), with 15 fine-grained criteria, e.g., shot composition. This framework enables a large-scale expert-annotated preference dataset and an evaluation benchmark, AesVideo-Bench, containing about 2500 video pairs with expert annotations on VA, VF, and VP. We then build a family of Video Aesthetic Reward Models (AesRM): AesRM-Base, which directly predicts pairwise preferences on these dimensions to provide efficient post-training rewards, and AesRM-CoT, which additionally generates CoT aligned with all 15 criteria to improve assessment interpretability. Specifically, we train AesRM with a three-stage progressive scheme: (1) Atomic Aesthetic Capability Learning, which strengthens AesRM's recognition of fundamental aesthetic concepts, e.g., accurately identifying centered composition; (2) Cold-Start, aligning the model with structured reasoning protocols; and (3) GRPO, further improving evaluation accuracy. To enhance AesRM-CoT, we additionally propose self-consistency-based CoT synthesis to improve CoT quality and design CoT-based process rewards during GRPO. Extensive experiments show AesRM outperforms baselines on multiple aesthetics benchmarks and is more robust, with lower position bias. Finally, we align Wan2.2 with AesRM and observe clear aesthetic gains over existing aesthetic reward models.

cs.CV↗

MemoryDiorama: Generating Dynamic 3D Diorama from Everyday Photos for Memory Recall

We present MemoryDiorama, a prototype system that introduces augmented memory cues, a concept that extends captured personal media with AI-generated contextual information to enhance autobiographical memory recall. MemoryDiorama transforms everyday photos into dynamic 3D dioramas in mixed reality by integrating LLM-based scene analysis with 3D object generation, animation, and spatial composition. The system extracts geographic information, object attributes, lighting conditions, and atmospheric elements from the photos. It then animates these elements with generative components such as object animations, human motion, geographical effects, and particle effects to provide richer cues for memory recall. We evaluated MemoryDiorama in a within-subject user study with 18 participants, comparing three conditions: Photo-Only, Static Diorama, and MemoryDiorama. Compared with both Photo-Only and Static Diorama, MemoryDiorama elicited more internal and in-cue details during recall. It also increased perceptual details and visual vividness ratings, suggesting richer recollective experience.

cs.HC↗

Agents on a Tree: Pathwise Coordination for Multi-Objective Molecular Optimization

Multi-objective molecular optimization requires searching vast chemical spaces under conflicting objectives, where early design decisions strongly constrain downstream outcomes. Existing methods typically rely on a single policy or fixed scalarization, which limits their ability to represent diverse trade-offs and to explore multiple promising design trajectories. We propose ATOM, a multi-agent framework that formulates molecular optimization as a tree-structured search. Each node corresponds to an atomic operation and hosts an agent specialized for a particular objective or decision context. Agents coordinate along different paths of the tree rather than enforcing a global consensus, enabling the method to maintain and compare alternative molecular evolution trajectories. A global memory of past optimization behaviors further supports balanced exploration and exploitation across objectives. This tree-structured interaction enables reasoning over long-horizon dependencies inherent in molecular design. Experiments on challenging multi-objective benchmarks involving activity, synthesizability, and ADMET-related properties show that ATOM consistently achieves improved Pareto coverage and hypervolume over strong baselines. These results demonstrate the effectiveness of pathwise multi-agent coordination for molecular optimization. Code is available at https://anonymous.4open.science/r/ATOM-41CE.

cs.AI↗

Diagnose, Correct, and Learn from Manipulation Failures via Visual Symbols

Vision-Language-Action (VLA) models have recently achieved remarkable progress in robotic manipulation, yet they remain limited in failure diagnosis and learning from failures. Additionally, existing failure datasets are mostly generated programmatically in simulation, which limits their generalization to the real world. In light of these, we introduce ViFailback, a framework designed to diagnose robotic manipulation failures and provide both textual and visual correction guidance. Our framework utilizes explicit visual symbols to enhance annotation efficiency. We further release the ViFailback dataset, a large-scale collection of 58,126 Visual Question Answering (VQA) pairs along with their corresponding 5,202 real-world manipulation trajectories. Based on the dataset, we establish ViFailback-Bench, a benchmark of 11 fine-grained VQA tasks designed to assess the failure diagnosis and correction abilities of Vision-Language Models (VLMs), featuring ViFailback-Bench Lite for closed-ended and ViFailback-Bench Hard for open-ended evaluation. To demonstrate the effectiveness of our framework, we built the ViFailback-8B VLM, which not only achieves significant overall performance improvement on ViFailback-Bench but also generates visual symbols for corrective action guidance. Finally, by integrating ViFailback-8B with a VLA model, we conduct real-world robotic experiments demonstrating its ability to assist the VLA model in recovering from failures. Project Website: https://x1nyuzhou.github.io/vifailback.github.io/

cs.RO↗