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Tianyi Bai

Publications and source records attributed to Tianyi Bai.

At least 19 recordsLinked to original sources

Qwen-CUA: Native Computer Use for (almost) Everything

Native computer use offers a general interface for agents to operate almost any software available to people, but requires long-horizon state tracking, large-scale interactive experience, and learning from sparse yet verifiable outcomes. We introduce Qwen-CUA, a native computer-use agent with a 397B-A17B Qwen mixture-of-experts backbone. It observes only screenshots and acts through keyboard and mouse events, without DOM trees, accessibility metadata, or task-specific APIs. Its scaffold maintains up to 20 active screenshots and folds older visual history in fixed-size blocks to retain recent evidence while preserving reusable prompt prefixes. For training, we build a cloud rollout fleet with access to nearly 100,000 vCPUs and tens of thousands of concurrent environments, construct approximately 40,000 verifiable tasks, and collect personalized long-horizon workflows across everyday and professional software. We optimize complete trajectories with verifiable rewards and trajectory slicing, while iterative training runs refresh supervised data and recalibrate reinforcement-learning tasks. Across eight benchmarks, Qwen-CUA outperforms Qwen3.7 and remains competitive with leading proprietary systems, reaching 86.2 on OSWorld-Verified and 18.5/48.4 binary/partial completion on OSWorld 2.0. Scaling the same recipe to a model with over one trillion parameters yields Qwen-CUA-Max, improving these scores to 87.6 and 21.2/53.3. Qwen-CUA also reduces RedTeamCUA attack success from 36.6 to 16.4 relative to Qwen3.7. Efficiency analyses, a browser deployment, and Bash-augmented experiments further characterize practical behavior. These results establish native computer use as a broadly capable agent foundation and highlight scalable verifiable interaction and hybrid tool use as key directions.

cs.LG

Qwen-AgentWorld: Language World Models for General Agents

A world model predicts environment dynamics based on current observations and actions, serving as a core cognitive mechanism for reasoning and planning. In this work, we investigate how world modeling based on language models can further push the boundaries of general agents. (i) We first focus on building foundation models for agentic environment simulation. We introduce Qwen-AgentWorld-35B-A3B and Qwen-AgentWorld-397B-A17B, the first language world models capable of simulating agentic environments covering 7 domains via long chain-of-thought reasoning. Leveraging more than 10M environment interaction trajectories of 7 domains in real-world environments, we develop Qwen-AgentWorld through a three-stage training pipeline: CPT injects general-purpose world modeling capabilities from the state transition dynamics and augmented professional corpora, SFT activates next-state-prediction reasoning, and RL sharpens simulation fidelity through a tailored framework with hybrid rubric-and-rule rewards. To evaluate language world models, we present AgentWorldBench, a comprehensive benchmark constructed from real-world interactions of 5 frontier models on 9 established benchmarks. Empirical results demonstrate that Qwen-AgentWorld significantly outperforms existing frontier models. (ii) Beyond foundation models, we further investigate two complementary paradigms through which world modeling enhances general agents. First, as a decoupled environment simulator, Qwen-AgentWorld supports scalable and controllable simulation of thousands of real-world environments for agentic RL, yielding gains that surpass real-environment training alone. Second, as a unified agent foundation model, world-model training acts as a highly effective warm-up that improves downstream performance across 7 agentic benchmarks. Code: https://github.com/QwenLM/Qwen-AgentWorld

cs.CL

PhoneBuddy: Training Open Models for Agentic Phone Use

Phones are becoming an important execution surface for general-purpose agents, but training open models for reliable phone use remains difficult because the environment that matters at deployment, real devices running real apps, is slow, stateful, side-effectful, and hard to reset or verify, while scalable mock environments only approximate real behavior. We present PhoneBuddy, a training recipe and open-model line for agentic phone use that combines a real-app environment with a mock-app environment, PhoneWorld, which reconstructs runnable mock apps from real GUI usage structure. PhoneBuddy first builds a shared supervised fine-tuning stage from trajectories collected in both environments, then compares real-app RL against mixed RL across both environments. Across a 150-task human evaluation on real phones spanning apps, mini-apps, and cross-app workflows, task success rate improves from 36.67\% after supervised fine-tuning to 40.67\% after real-app RL and 45.33\% after mixed RL. On AndroidWorld, the same progression rises from 60.3\% to 77.2\% to 83.2\%. These results show that mock-app training is not a replacement for real-app RL, but a complementary source of scalable, resettable, and automatically checked interaction. The gains are strongest on app and mini-app tasks, while long-horizontal cross-app workflows remain an important open challenge.

cs.CL

GameCraft-Bench: Can Agents Build Playable Games End-to-End in a Real Game Engine?

Game generation is an emerging application of coding agents, requiring models to transform natural-language specifications into playable interactive systems. Unlike traditional coding tasks, game generation takes place within a game engine, where scripts, scenes, assets, rendering, and runtime interactions must jointly produce coherent gameplay. We formalize end-to-end game generation as the problem of producing a complete game artifact that realizes a specification through observable player-game interaction in a target environment. We argue that evaluating this setting requires three desiderata: Engine Grounding, Artifact Completeness, and Interactive Verification. We propose an interaction-grounded evaluation framework that assesses executable gameplay through replayed demonstrations and rubric-guided multimodal judging. We instantiate this framework as GameCraft-Bench, a benchmark comprising 140 Godot tasks across 15 game families. Evaluations of frontier coding agents show that end-to-end game generation remains highly challenging: the strongest agent achieves only 41.46%, and most agents score below 40%. Further analysis reveals that while agents often implement recognizable mechanics, they struggle to deliver complete games with sufficient content, functional visual feedback, and coherent presentation. See https://tongxuluo.github.io/gamecraft-bench-website for demos, code, and data.

cs.CL

CUA-Gym: Scaling Verifiable Training Environments and Tasks for Computer-Use Agents

Reinforcement learning with verifiable rewards (RLVR) has driven breakthroughs in domains such as math, tool-use, and software engineering, yet its extension to computer-use agents (CUAs) has been bottlenecked by the scarcity of scalable training data with deterministic rewards. Constructing such data for CUAs requires consistent task instruction, executable environment, and verifiable reward. However, hand-curated benchmarks achieve high reward fidelity but cover few applications and LLM-as-judge-based datasets scale broadly but lack reliable verification. We present CUA-Gym, a scalable pipeline that co-generates task instructions, environment states, and reward functions. Concretely, a Generator agent constructs the initial and golden environment states, and a separate Discriminator agent writes the reward function from the task specification. An orchestrator agent drives the two through iterative rounds upon execution. Generated tuples then pass a final filter combining LLM majority voting and agent rollouts, ensuring quality beyond the per-task adversarial loop. To address the scarcity of training environments, we further synthesize CUA-Gym-Hub, a broad suite of high-fidelity mock web applications grounded in real-world software-use distributions, expanding the scale of CUA RLVR data by magnitude. Using this pipeline, we construct CUA-Gym, a dataset of 32,112 verified RLVR training tuples grounded in 110 environments. Trained with GSPO on CUA-Gym, our CUA-Gym-A3B and CUA-Gym-A17B achieve 62.1% and 72.6% on OSWorld-Verified, outperforming prior open-source CUAs at comparable scales, with performance scaling smoothly in both data volume and environment diversity. The same checkpoints also improve on the held-out WebArena benchmark, indicating transfer beyond the training environments. We will open-source the full synthesis pipeline, dataset, CUA-Gym-Hub environments, and models.

cs.AI

OpenWorldLib: A Unified Codebase and Definition of Advanced World Models

World models have garnered significant attention as a promising research direction in artificial intelligence, yet a clear and unified definition remains lacking. In this paper, we introduce OpenWorldLib, a comprehensive and standardized inference framework for Advanced World Models. Drawing on the evolution of world models, we propose a clear definition: a world model is a model or framework centered on perception, equipped with interaction and long-term memory capabilities, for understanding and predicting the complex world. We further systematically categorize the essential capabilities of world models. Based on this definition, OpenWorldLib integrates models across different tasks within a unified framework, enabling efficient reuse and collaborative inference. Finally, we present additional reflections and analyses on potential future directions for world model research. Code link: https://github.com/OpenDCAI/OpenWorldLib

cs.CV

Synthesizing Multimodal Geometry Datasets from Scratch and Enabling Visual Alignment via Plotting Code

Multimodal geometry reasoning requires models to jointly understand visual diagrams and perform structured symbolic inference, yet current vision--language models struggle with complex geometric constructions due to limited training data and weak visual--symbolic alignment. We propose a pipeline for synthesizing complex multimodal geometry problems from scratch and construct a dataset named \textbf{GeoCode}, which decouples problem generation into symbolic seed construction, grounded instantiation with verification, and code-based diagram rendering, ensuring consistency across structure, text, reasoning, and images. Leveraging the plotting code provided in GeoCode, we further introduce code prediction as an explicit alignment objective, transforming visual understanding into a supervised structured prediction task. GeoCode exhibits substantially higher structural complexity and reasoning difficulty than existing benchmarks, while maintaining mathematical correctness through multi-stage validation. Extensive experiments show that models trained on GeoCode achieve consistent improvements on multiple geometry benchmarks, demonstrating both the effectiveness of the dataset and the proposed alignment strategy. The code will be available at https://github.com/would1920/GeoCode.

cs.CV

TAG: Thinking with Action Unit Grounding for Facial Expression Recognition

Facial Expression Recognition (FER) is a fine-grained visual understanding task where reliable predictions require reasoning over localized and meaningful facial cues. Recent vision--language models (VLMs) enable natural language explanations for FER, but their reasoning is often ungrounded, producing fluent yet unverifiable rationales that are weakly tied to visual evidence and prone to hallucination, leading to poor robustness across different datasets. We propose TAG (Thinking with Action Unit Grounding), a vision--language framework that explicitly constrains multimodal reasoning to be supported by facial Action Units (AUs). TAG requires intermediate reasoning steps to be grounded in AU-related facial regions, yielding predictions accompanied by verifiable visual evidence. The model is trained via supervised fine-tuning on AU-grounded reasoning traces followed by reinforcement learning with an AU-aware reward that aligns predicted regions with external AU detectors. Evaluated on RAF-DB, FERPlus, and AffectNet, TAG consistently outperforms strong open-source and closed-source VLM baselines while simultaneously improving visual faithfulness. Ablation and preference studies further show that AU-grounded rewards stabilize reasoning and mitigate hallucination, demonstrating the importance of structured grounded intermediate representations for trustworthy multimodal reasoning in FER. The code will be available at https://github.com/would1920/FER_TAG .

cs.CV

Research on World Models Is Not Merely Injecting World Knowledge into Specific Tasks

World models have emerged as a critical frontier in AI research, aiming to enhance large models by infusing them with physical dynamics and world knowledge. The core objective is to enable agents to understand, predict, and interact with complex environments. However, current research landscape remains fragmented, with approaches predominantly focused on injecting world knowledge into isolated tasks, such as visual prediction, 3D estimation, or symbol grounding, rather than establishing a unified definition or framework. While these task-specific integrations yield performance gains, they often lack the systematic coherence required for holistic world understanding. In this paper, we analyze the limitations of such fragmented approaches and propose a unified design specification for world models. We suggest that a robust world model should not be a loose collection of capabilities but a normative framework that integrally incorporates interaction, perception, symbolic reasoning, and spatial representation. This work aims to provide a structured perspective to guide future research toward more general, robust, and principled models of the world.

cs.CV

From Completion to Editing: Unlocking Context-Aware Code Infilling via Search-and-Replace Instruction Tuning

The dominant Fill-in-the-Middle (FIM) paradigm for code completion is constrained by its rigid inability to correct contextual errors and reliance on unaligned, insecure Base models. While Chat LLMs offer safety and Agentic workflows provide flexibility, they suffer from performance degradation and prohibitive latency, respectively. To resolve this dilemma, we propose Search-and-Replace Infilling (SRI), a framework that internalizes the agentic verification-and-editing mechanism into a unified, single-pass inference process. By structurally grounding edits via an explicit search phase, SRI harmonizes completion tasks with the instruction-following priors of Chat LLMs, extending the paradigm from static infilling to dynamic context-aware editing. We synthesize a high-quality dataset, SRI-200K, and fine-tune the SRI-Coder series. Extensive evaluations demonstrate that with minimal data (20k samples), SRI-Coder enables Chat models to surpass the completion performance of their Base counterparts. Crucially, unlike FIM-style tuning, SRI preserves general coding competencies and maintains inference latency comparable to standard FIM. We empower the entire Qwen3-Coder series with SRI, encouraging the developer community to leverage this framework for advanced auto-completion and assisted development.

cs.SE

DataFlow: An LLM-Driven Framework for Unified Data Preparation and Workflow Automation in the Era of Data-Centric AI

The rapidly growing demand for high-quality data in Large Language Models (LLMs) has intensified the need for scalable, reliable, and semantically rich data preparation pipelines. However, current practices remain dominated by ad-hoc scripts and loosely specified workflows, which lack principled abstractions, hinder reproducibility, and offer limited support for model-in-the-loop data generation. To address these challenges, we present DataFlow, a unified and extensible LLM-driven data preparation framework. DataFlow is designed with system-level abstractions that enable modular, reusable, and composable data transformations, and provides a PyTorch-style pipeline construction API for building debuggable and optimizable dataflows. The framework consists of nearly 200 reusable operators and six domain-general pipelines spanning text, mathematical reasoning, code, Text-to-SQL, agentic RAG, and large-scale knowledge extraction. To further improve usability, we introduce DataFlow-Agent, which automatically translates natural-language specifications into executable pipelines via operator synthesis, pipeline planning, and iterative verification. Across six representative use cases, DataFlow consistently improves downstream LLM performance. Our math, code, and text pipelines outperform curated human datasets and specialized synthetic baselines, achieving up to +3\% execution accuracy in Text-to-SQL over SynSQL, +7\% average improvements on code benchmarks, and 1--3 point gains on MATH, GSM8K, and AIME. Moreover, a unified 10K-sample dataset produced by DataFlow enables base models to surpass counterparts trained on 1M Infinity-Instruct data. These results demonstrate that DataFlow provides a practical and high-performance substrate for reliable, reproducible, and scalable LLM data preparation, and establishes a system-level foundation for future data-centric AI development.

cs.LG

Are We Ready for RL in Text-to-3D Generation? A Progressive Investigation

Reinforcement learning (RL), earlier proven to be effective in large language and multi-modal models, has been successfully extended to enhance 2D image generation recently. However, applying RL to 3D generation remains largely unexplored due to the higher spatial complexity of 3D objects, which require globally consistent geometry and fine-grained local textures. This makes 3D generation significantly sensitive to reward designs and RL algorithms. To address these challenges, we conduct the first systematic study of RL for text-to-3D autoregressive generation across several dimensions. (1) Reward designs: We evaluate reward dimensions and model choices, showing that alignment with human preference is crucial, and that general multi-modal models provide robust signal for 3D attributes. (2) RL algorithms: We study GRPO variants, highlighting the effectiveness of token-level optimization, and further investigate the scaling of training data and iterations. (3) Text-to-3D Benchmarks: Since existing benchmarks fail to measure implicit reasoning abilities in 3D generation models, we introduce MME-3DR. (4) Advanced RL paradigms: Motivated by the natural hierarchy of 3D generation, we propose Hi-GRPO, which optimizes the global-to-local hierarchical 3D generation through dedicated reward ensembles. Based on these insights, we develop AR3D-R1, the first RL-enhanced text-to-3D model, expert from coarse shape to texture refinement. We hope this study provides insights into RL-driven reasoning for 3D generation. Code is released at https://github.com/Ivan-Tang-3D/3DGen-R1.

cs.CV

From Pixels to Feelings: Aligning MLLMs with Human Cognitive Perception of Images

While Multimodal Large Language Models (MLLMs) are adept at answering what is in an image-identifying objects and describing scenes-they often lack the ability to understand how an image feels to a human observer. This gap is most evident when considering subjective cognitive properties, such as what makes an image memorable, funny, aesthetically pleasing, or emotionally evocative. To systematically address this challenge, we introduce CogIP-Bench, a comprehensive benchmark for evaluating MLLMs on such image cognitive properties. Our evaluation reveals a significant gap: current models are poorly aligned with human perception of these nuanced properties. We then demonstrate that a post-training phase can effectively bridge this gap, significantly enhancing the model's alignment with human judgments. Furthermore, we show that this learned cognitive alignment is not merely predictive but also transferable to downstream creative tasks. By integrating our cognitively-aligned MLLM into an image generation pipeline, we can guide the synthesis process to produce images that better embody desired traits, such as being more memorable or visually appealing. Our work provides a benchmark to measure this human-like perception, a post-training pipeline to enhance it, and a demonstration that this alignment unlocks more human-centric AI.

cs.CV

VADE: Variance-Aware Dynamic Sampling via Online Sample-Level Difficulty Estimation for Multimodal RL

Group-based policy optimization methods like GRPO and GSPO have become standard for training multimodal models, leveraging group-wise rollouts and relative advantage estimation. However, they suffer from a critical \emph{gradient vanishing} problem when all responses within a group receive identical rewards, causing advantage estimates to collapse and training signals to diminish. Existing attempts to mitigate this issue fall into two paradigms: filtering-based and sampling-based methods. Filtering-based methods first generate rollouts broadly and then retroactively filter out uninformative groups, leading to substantial computational overhead. Sampling-based methods proactively select effective samples before rollout but rely on static criteria or prior dataset knowledge, lacking real-time adaptability. To address these issues, we propose \textbf{VADE}, a \textbf{V}ariance-\textbf{A}ware \textbf{D}ynamic sampling framework via online sample-level difficulty \textbf{E}stimation. Our framework integrates three key components: online sample-level difficulty estimation using Beta distributions, a Thompson sampler that maximizes information gain through the estimated correctness probability, and a two-scale prior decay mechanism that maintains robust estimation under policy evolution. This three components design enables VADE to dynamically select the most informative samples, thereby amplifying training signals while eliminating extra rollout costs. Extensive experiments on multimodal reasoning benchmarks show that VADE consistently outperforms strong baselines in both performance and sample efficiency, while achieving a dramatic reduction in computational overhead. More importantly, our framework can serves as a plug-and-play component to be seamlessly integrated into existing group-based RL algorithms. Code and models are available at https://VADE-RL.github.io.

cs.LG

LAST: LeArning to Think in Space and Time for Generalist Vision-Language Models

Humans can perceive and understand 3D space and long videos from sequential visual observations. But do vision-language models (VLMs) can? Recent work demonstrates that even state-of-the-art VLMs still struggle to understand 3D space and long videos, although they are powerful in typical vision-language tasks. Current methods often rely on specialized architectural designs to improve performance for 3D tasks and video understanding tasks separately. In contrast, we propose LAST, short for LeArn to Think in Space and Time, to jointly improve 3D spatial and long video understanding for general VLMs with only a set of 2D images as inputs. LAST makes VLMs think in space and time rather than only with text before giving the final answer, building visual thinking trajectories in 3D space and temporal dimension. We demonstrate the effectiveness of LAST in two scenarios: 1) zero-shot, where we directly prompt proprietary models; and 2) fine-tuning general VLMs with data that include thinking trajectories in 3D space and time. We show that LAST brings substantial gains in various benchmarks, including 3 spatial understanding, 4 video understanding, and 3 image understanding tasks. Notably, 15.8% gains on EgoSchema with GPT-4o in a zero-shot manner and 8.3 gains on VSI-Bench compared with Qwen2.5-VL-7B.

cs.CV

Central limit theorem for the range of critical branching random walk

In this paper, we study second order fluctuations for the size of the range of a critical branching random walk (BRW) in $\mathbb Z^d$. We consider the BRW with geometric offspring indexed by the Kesten tree, and show that the size of its range has linear variance when $d>8$, and satisfies a central limit theorem (CLT) with Gaussian limiting distribution when $d>16$. The proof combines the stationarity of the model under depth-first exploration, the general CLT of Dedecker and Merlev\`ede [7], a truncation scheme exploiting the local independence of the tree, and a recursive method for controlling moments.

math.PR

UltraLLaDA: Scaling the Context Length to 128K for Diffusion Large Language Models

Diffusion LLMs have attracted growing interest, with plenty of recent work emphasizing their great potential in various downstream tasks; yet the long-context behavior of diffusion LLMs remains largely uncharted. We present a case study of post-training techniques for extending the context window of diffusion LLMs (i.e., LLaDA) without retraining from scratch. We show that a simple modification to the standard Rotary Positional Embeddings (RoPE) extension effectively accommodates the probabilistic modeling inherent in the diffusion process, enabling stable scaling to longer context ranges. We further compare masking strategies used during post-training and analyze their impact on optimization stability and long-range recall. Instantiating these insights, we introduce UltraLLaDA, a diffusion LLM with a 128K-token context window that, in our empirical evaluation on long-context tasks, significantly outperforms training-free baselines. Our experimental results highlight the special positional extension as a key lever for scaling diffusion LLMs to extended contexts and offer practical guidance for practitioners seeking 128K-scale context via efficient post-training.

cs.CL

Hallucination at a Glance: Controlled Visual Edits and Fine-Grained Multimodal Learning

Multimodal large language models (MLLMs) have achieved strong performance on vision-language tasks but still struggle with fine-grained visual differences, leading to hallucinations or missed semantic shifts. We attribute this to limitations in both training data and learning objectives. To address these issues, we propose a controlled data generation pipeline that produces minimally edited image pairs with semantically aligned captions. Using this pipeline, we construct the Micro Edit Dataset (MED), containing over 50K image-text pairs spanning 11 fine-grained edit categories, including attribute, count, position, and object presence changes. Building on MED, we introduce a supervised fine-tuning (SFT) framework with a feature-level consistency loss that promotes stable visual embeddings under small edits. We evaluate our approach on the Micro Edit Detection benchmark, which includes carefully balanced evaluation pairs designed to test sensitivity to subtle visual variations across the same edit categories. Our method improves difference detection accuracy and reduces hallucinations compared to strong baselines, including GPT-4o. Moreover, it yields consistent gains on standard vision-language tasks such as image captioning and visual question answering. These results demonstrate the effectiveness of combining targeted data and alignment objectives for enhancing fine-grained visual reasoning in MLLMs.

cs.CV