SearcharxivSearch

arXiv subjects

Wenzhe Li

Publications and source records attributed to Wenzhe Li.

At least 19 recordsLinked to original sources

ASI-Bench: At the Dawn of Artificial Superintelligence

Artificial superintelligence (ASI) requires AI to move beyond mastering existing knowledge toward exploring the unknown, creating new knowledge, and turning new ideas into verifiable results. However, the capabilities of today's AI systems are still largely built on learning, compressing, and applying existing human knowledge. Accordingly, existing benchmarks primarily test whether AI can produce correct answers based on learned knowledge, or whether it can complete tasks under extensive human guidance. We therefore introduce ASI-Bench, the first benchmark to jointly evaluate AI systems' capabilities of innovative exploration and autonomous scientific execution across general research domains, and the first to progressively withdraw human methodological guidance within the same research project to test how far AI can proceed on its own. Built by over 40 experts with the cost of 31,000+ human hours, ASI-Bench contains 60 project-level research tasks across 11 scientific domains and progressively reduces methodological guidance to test whether AI can independently select methods, conduct research, and produce verifiable results. All tasks undergo expert review, AI-assisted auditing, sandbox execution, and scorer validation. Across 18 state-of-the-art agent--model configurations, the average score drops from 50.91 with full methodological guidance to 29.10 with only the method specified and 26.62 when agents must determine the method themselves. This sharp decline shows that current systems remain heavily dependent on human guidance and are still far from autonomously conducting end-to-end, project-level scientific research. ASI-Bench is open to the world. We invite researchers and builders everywhere to contribute new tasks, challenge the limits of today's AI, and help accelerate humanity's collective path toward artificial superintelligence at https://asibench.apexin.ai/submit.

cs.AI

Continual Harness: Online Adaptation for Self-Improving Foundation Agents

Coding harnesses such as Claude Code and OpenHands wrap foundation models with tools, memory, and planning, but no equivalent exists for embodied agents' long-horizon partial-observability decision-making. We first report our Gemini Plays Pokemon (GPP) experiments. With iterative human-in-the-loop harness refinement, GPP became the first AI system to complete Pokemon Blue, Yellow Legacy on hard mode, and Crystal without a lost battle. In the hardest stages, the agent itself began iterating on its strategy through long-context memory, surfacing emergent self-improvement signals alongside human-in-the-loop refinement. Continual Harness removes the human fully from this loop: a reset-free self-improving harness for embodied agents that formalizes and automates what we observed. Starting from only a minimal environment interface, the agent alternates between acting and refining its own prompt, sub-agents, skills, and memory, drawing on any past trajectory data. Prompt-optimization methods require episode resets; Continual Harness adapts online within a single run. On Pokemon Red and Emerald across frontier models, Continual Harness starting from scratch substantially reduces button-press cost relative to the minimalist baseline and recovers a majority of the gap to a hand-engineered expert harness, with capability-dependent gains, despite starting from the same raw interface with no curated knowledge, no hand-crafted tools, and no domain scaffolding. We then close the loop with the model itself: an online process-reward co-learning loop, in which an open-source agent's rollouts through the refining harness are relabeled by a frontier teacher and used to update the model, drives sustained in-game milestone progress on Pokemon Red without resetting the environment between training iterations.

cs.LG

Odysseus: Scaling VLMs to 100+ Turn Decision-Making in Games via Reinforcement Learning

Given the rapidly growing capabilities of vision-language models (VLMs), extending them to interactive decision-making tasks such as video games has emerged as a promising frontier. However, existing approaches either rely on large-scale supervised fine-tuning (SFT) on human trajectories or apply reinforcement learning (RL) only in relatively short-horizon settings (typically around 20--30 turns). In this work, we study RL-based training of VLMs for long-horizon decision-making in Super Mario Land, a visually grounded environment requiring 100+ turns of interaction with coordinated perception, reasoning, and action. We begin with a systematic investigation of key algorithmic components and propose an adapted variant of PPO with a lightweight turn-level critic, which substantially improves training stability and sample efficiency over critic-free methods such as GRPO and Reinforce++. We further show that pretrained VLMs provide strong action priors, significantly improving sample efficiency during RL training and reducing the need for manual design choices such as action engineering, compared to classical deep RL trained from scratch. Building on these insights, we introduce Odysseus, an open training framework for VLM agents, achieving substantial gains across multiple levels of the game and at least 3 times average game progresses than frontier models. Moreover, the trained models exhibit consistent improvements under both in-game and cross-game generalization settings, while maintaining general-domain capabilities. Overall, our results identify key ingredients for making RL stable and effective in long-horizon, multi-modal settings, and provide practical guidance for developing VLMs as embodied agents.

cs.LG

SIQA: Toward Reliable Scientific Image Quality Assessment

Scientific images fundamentally differ from natural and AI-generated images in that they encode structured domain knowledge rather than merely depict visual scenes. Assessing their quality therefore requires evaluating not only perceptual fidelity but also scientific correctness and logical completeness. However, existing image quality assessment (IQA) paradigms primarily focus on perceptual distortions or image-text alignment, implicitly assuming that depicted content is factually valid. This assumption breaks down in scientific contexts, where visually plausible figures may still contain conceptual errors or incomplete reasoning. To address this gap, we introduce Scientific Image Quality Assessment (SIQA), a framework that models scientific image quality along two complementary dimensions: Knowledge (Scientific Validity and Scientific Completeness) and Perception (Cognitive Clarity and Disciplinary Conformity). To operationalize this formulation, we design two evaluation protocols: SIQA-U (Understanding), which measures semantic comprehension of scientific content through multiple-choice tasks, and SIQA-S (Scoring), which evaluates alignment with expert quality judgments. We further construct the SIQA Challenge, consisting of an expert-annotated benchmark and a large-scale training set. Experiments across representative multimodal large language models (MLLMs) reveal a consistent discrepancy between scoring alignment and scientific understanding. While models can achieve strong agreement with expert ratings under SIQA-S, their performance on SIQA-U remains substantially lower. Fine-tuning improves both metrics, yet gains in scoring consistently outpace improvements in understanding. These results suggest that rating consistency alone may not reliably reflect scientific comprehension, underscoring the necessity of multidimensional evaluation for scientific image quality assessment.

cs.CV

MUSIC: MUlti-Step Instruction Contrast for Multi-Turn Reward Models

Evaluating the quality of multi-turn conversations is crucial for developing capable Large Language Models (LLMs), yet remains a significant challenge, often requiring costly human evaluation. Multi-turn reward models (RMs) offer a scalable alternative and can provide valuable signals for guiding LLM training. While recent work has advanced multi-turn \textit{training} techniques, effective automated \textit{evaluation} specifically for multi-turn interactions lags behind. We observe that standard preference datasets, typically contrasting responses based only on the final conversational turn, provide insufficient signal to capture the nuances of multi-turn interactions. Instead, we find that incorporating contrasts spanning \textit{multiple} turns is critical for building robust multi-turn RMs. Motivated by this finding, we propose \textbf{MU}lti-\textbf{S}tep \textbf{I}nstruction \textbf{C}ontrast (MUSIC), an unsupervised data augmentation strategy that synthesizes contrastive conversation pairs exhibiting differences across multiple turns. Leveraging MUSIC on the Skywork preference dataset, we train a multi-turn RM based on the Gemma-2-9B-Instruct model. Empirical results demonstrate that our MUSIC-augmented RM outperforms baseline methods, achieving higher alignment with judgments from advanced proprietary LLM judges on multi-turn conversations, crucially, without compromising performance on standard single-turn RM benchmarks.

cs.CL

AdvancedIF: Rubric-Based Benchmarking and Reinforcement Learning for Advancing LLM Instruction Following

Recent progress in large language models (LLMs) has led to impressive performance on a range of tasks, yet advanced instruction following (IF)-especially for complex, multi-turn, and system-prompted instructions-remains a significant challenge. Rigorous evaluation and effective training for such capabilities are hindered by the lack of high-quality, human-annotated benchmarks and reliable, interpretable reward signals. In this work, we introduce AdvancedIF (we will release this benchmark soon), a comprehensive benchmark featuring over 1,600 prompts and expert-curated rubrics that assess LLMs ability to follow complex, multi-turn, and system-level instructions. We further propose RIFL (Rubric-based Instruction-Following Learning), a novel post-training pipeline that leverages rubric generation, a finetuned rubric verifier, and reward shaping to enable effective reinforcement learning for instruction following. Extensive experiments demonstrate that RIFL substantially improves the instruction-following abilities of LLMs, achieving a 6.7% absolute gain on AdvancedIF and strong results on public benchmarks. Our ablation studies confirm the effectiveness of each component in RIFL. This work establishes rubrics as a powerful tool for both training and evaluating advanced IF in LLMs, paving the way for more capable and reliable AI systems.

cs.CL

Q-Mirror: Unlocking the Multi-Modal Potential of Scientific Text-Only QA Pairs

High-quality, multi-modal benchmarks are crucial for advancing scientific reasoning in large models yet their manual creation is costly and unscalable. To address this bottleneck, we explore the potential for transforming Text-Only QA Pairs (TQAs) into high-quality Multi-Modal QA Pairs (MMQAs), which include three parts: 1) Task Definition \& Evaluation Rubric: We develop a TQA-to-MMQA framework and establish a comprehensive, multi-dimensional MMQA quality rubric that provides principles for the transformation. 2) Benchmark Construction: Then we construct two extensive benchmarks to rigorously evaluate state-of-the-art generation \& understanding models on the distinct tasks of MMQA generation \& MMQA quality evaluation. 3) Preliminary Solution: We develop an agentic system (Q-Mirror), which operationalizes our framework by integrating MMQA generation and evaluation into a closed loop for iterative refinement. Our experiments show that while state-of-the-art models can generate MMQAs, their outputs still leave substantial gaps, underscoring the need for reliable evaluation. We further demonstrate that top-tier understanding models align closely with human judgment in MMQA quality assessment. Leveraging both insights, the Q-Mirror agent raises average scores from 78.90 to 85.22 and pass rates from 72\% to 95\%, offering a practical path to large-scale scientific benchmarks.

cs.CL

The Ever-Evolving Science Exam

As foundation models grow rapidly in capability and deployment, evaluating their scientific understanding becomes increasingly critical. Existing science benchmarks have made progress towards broad Range, wide Reach, and high Rigor, yet they often face two major challenges: data leakage risks that compromise benchmarking validity, and evaluation inefficiency due to large-scale testing. To address these issues, we introduce the Ever-Evolving Science Exam (EESE), a dynamic benchmark designed to reliably assess scientific capabilities in foundation models. Our approach consists of two components: 1) a non-public EESE-Pool with over 100K expertly constructed science instances (question-answer pairs) across 5 disciplines and 500+ subfields, built through a multi-stage pipeline ensuring Range, Reach, and Rigor, 2) a periodically updated 500-instance subset EESE, sampled and validated to enable leakage-resilient, low-overhead evaluations. Experiments on 32 open- and closed-source models demonstrate that EESE effectively differentiates the strengths and weaknesses of models in scientific fields and cognitive dimensions. Overall, EESE provides a robust, scalable, and forward-compatible solution for science benchmark design, offering a realistic measure of how well foundation models handle science questions. The project page is at: https://github.com/aiben-ch/EESE.

cs.CL

LLM Economist: Large Population Models and Mechanism Design in Multi-Agent Generative Simulacra

We present the LLM Economist, a novel framework that uses agent-based modeling to design and assess economic policies in strategic environments with hierarchical decision-making. At the lower level, bounded rational worker agents -- instantiated as persona-conditioned prompts sampled from U.S. Census-calibrated income and demographic statistics -- choose labor supply to maximize text-based utility functions learned in-context. At the upper level, a planner agent employs in-context reinforcement learning to propose piecewise-linear marginal tax schedules anchored to the current U.S. federal brackets. This construction endows economic simulacra with three capabilities requisite for credible fiscal experimentation: (i) optimization of heterogeneous utilities, (ii) principled generation of large, demographically realistic agent populations, and (iii) mechanism design -- the ultimate nudging problem -- expressed entirely in natural language. Experiments with populations of up to one hundred interacting agents show that the planner converges near Stackelberg equilibria that improve aggregate social welfare relative to Saez solutions, while a periodic, persona-level voting procedure furthers these gains under decentralized governance. These results demonstrate that large language model-based agents can jointly model, simulate, and govern complex economic systems, providing a tractable test bed for policy evaluation at the societal scale to help build better civilizations.

cs.MA

Affordance Benchmark for MLLMs

Affordance theory suggests that environments inherently provide action possibilities shaping perception and behavior. While Multimodal Large Language Models (MLLMs) achieve strong performance in vision-language tasks, their ability to perceive affordance, which is crucial for intuitive and safe interactions, remains underexplored. To address this, we introduce **A4Bench**, a novel benchmark designed to evaluate the affordance perception abilities of MLLMs across two dimensions: 1) Constitutive Affordance, assessing understanding of inherent object properties through 1,282 questionanswer pairs spanning nine sub-disciplines, and 2) Transformative Affordance, probing dynamic and contextual nuances (e.g., misleading, time-dependent, cultural, or individual-specific affordance) with 718 challenging question-answer pairs. We evaluate 17 MLLMs (nine proprietary and eight open-source) and compare them to human performance. Results show that proprietary models generally outperform open-source ones, yet all models perform far below humans, especially in transformative affordance. Furthermore, even top-performing models, such as Gemini-2.0-Pro (18.05% overall exact match accuracy), significantly lag behind human performance (best: 85.34%, worst: 81.25%). These findings highlight critical gaps in environmental understanding of MLLMs and provide a foundation for advancing AI systems toward more robust, context-aware interactions.

cs.CL

MATH-Perturb: Benchmarking LLMs' Math Reasoning Abilities against Hard Perturbations

Large language models have demonstrated impressive performance on challenging mathematical reasoning tasks, which has triggered the discussion of whether the performance is achieved by true reasoning capability or memorization. To investigate this question, prior work has constructed mathematical benchmarks when questions undergo simple perturbations -- modifications that still preserve the underlying reasoning patterns of the solutions. However, no work has explored hard perturbations, which fundamentally change the nature of the problem so that the original solution steps do not apply. To bridge the gap, we construct MATH-P-Simple and MATH-P-Hard via simple perturbation and hard perturbation, respectively. Each consists of 279 perturbed math problems derived from level-5 (hardest) problems in the MATH dataset (Hendrycksmath et. al., 2021). We observe significant performance drops on MATH-P-Hard across various models, including o1-mini (-16.49%) and gemini-2.0-flash-thinking (-12.9%). We also raise concerns about a novel form of memorization where models blindly apply learned problem-solving skills without assessing their applicability to modified contexts. This issue is amplified when using original problems for in-context learning. We call for research efforts to address this challenge, which is critical for developing more robust and reliable reasoning models.

cs.LG

Rethinking Mixture-of-Agents: Is Mixing Different Large Language Models Beneficial?

Ensembling outputs from diverse sources is a straightforward yet effective approach to boost performance. Mixture-of-Agents (MoA) is one such popular ensemble method that aggregates outputs from multiple different Large Language Models (LLMs). This paper raises the question in the context of language models: is mixing different LLMs truly beneficial? We propose Self-MoA -- an ensemble method that aggregates outputs from only the single top-performing LLM. Our extensive experiments reveal that, surprisingly, Self-MoA outperforms standard MoA that mixes different LLMs in a large number of scenarios: Self-MoA achieves $6.6\%$ improvement over MoA on the AlpacaEval 2.0 benchmark, and an average of $3.8\%$ improvement across various benchmarks, including MMLU, CRUX, and MATH. Applying Self-MoA to one of the top-ranking models in AlpacaEval 2.0 directly achieves the new state-of-the-art performance on the leaderboard. To understand the effectiveness of Self-MoA, we systematically investigate the trade-off between diversity and quality of outputs under various MoA settings. We confirm that the MoA performance is rather sensitive to the quality, and mixing different LLMs often lowers the average quality of the models. To complement the study, we identify the scenarios where mixing different LLMs could be helpful. This paper further introduces a sequential version of Self-MoA, that is capable of aggregating a large number of LLM outputs on-the-fly over multiple rounds, and is as effective as aggregating all outputs at once.

cs.CL

Securing Equal Share: A Principled Approach for Learning Multiplayer Symmetric Games

This paper examines multiplayer symmetric constant-sum games with more than two players in a competitive setting, including examples like Mahjong, Poker, and various board and video games. In contrast to two-player zero-sum games, equilibria in multiplayer games are neither unique nor non-exploitable, failing to provide meaningful guarantees when competing against opponents who play different equilibria or non-equilibrium strategies. This gives rise to a series of long-lasting fundamental questions in multiplayer games regarding suitable objectives, solution concepts, and principled algorithms. This paper takes an initial step towards addressing these challenges by focusing on the natural objective of equal share -- securing an expected payoff of C/n in an n-player symmetric game with a total payoff of C. We rigorously identify the theoretical conditions under which achieving an equal share is tractable and design a series of efficient algorithms, inspired by no-regret learning, that provably attain approximate equal share across various settings. Furthermore, we provide complementary lower bounds that justify the sharpness of our theoretical results. Our experimental results highlight worst-case scenarios where meta-algorithms from prior state-of-the-art systems for multiplayer games fail to secure an equal share, while our algorithm succeeds, demonstrating the effectiveness of our approach.

cs.LG

FightLadder: A Benchmark for Competitive Multi-Agent Reinforcement Learning

Recent advances in reinforcement learning (RL) heavily rely on a variety of well-designed benchmarks, which provide environmental platforms and consistent criteria to evaluate existing and novel algorithms. Specifically, in multi-agent RL (MARL), a plethora of benchmarks based on cooperative games have spurred the development of algorithms that improve the scalability of cooperative multi-agent systems. However, for the competitive setting, a lightweight and open-sourced benchmark with challenging gaming dynamics and visual inputs has not yet been established. In this work, we present FightLadder, a real-time fighting game platform, to empower competitive MARL research. Along with the platform, we provide implementations of state-of-the-art MARL algorithms for competitive games, as well as a set of evaluation metrics to characterize the performance and exploitability of agents. We demonstrate the feasibility of this platform by training a general agent that consistently defeats 12 built-in characters in single-player mode, and expose the difficulty of training a non-exploitable agent without human knowledge and demonstrations in two-player mode. FightLadder provides meticulously designed environments to address critical challenges in competitive MARL research, aiming to catalyze a new era of discovery and advancement in the field. Videos and code at https://sites.google.com/view/fightladder/home.

cs.MA

A Survey on Transformers in Reinforcement Learning

Transformer has been considered the dominating neural architecture in NLP and CV, mostly under supervised settings. Recently, a similar surge of using Transformers has appeared in the domain of reinforcement learning (RL), but it is faced with unique design choices and challenges brought by the nature of RL. However, the evolution of Transformers in RL has not yet been well unraveled. In this paper, we seek to systematically review motivations and progress on using Transformers in RL, provide a taxonomy on existing works, discuss each sub-field, and summarize future prospects.

cs.LG

Flow to Control: Offline Reinforcement Learning with Lossless Primitive Discovery

Offline reinforcement learning (RL) enables the agent to effectively learn from logged data, which significantly extends the applicability of RL algorithms in real-world scenarios where exploration can be expensive or unsafe. Previous works have shown that extracting primitive skills from the recurring and temporally extended structures in the logged data yields better learning. However, these methods suffer greatly when the primitives have limited representation ability to recover the original policy space, especially in offline settings. In this paper, we give a quantitative characterization of the performance of offline hierarchical learning and highlight the importance of learning lossless primitives. To this end, we propose to use a \emph{flow}-based structure as the representation for low-level policies. This allows us to represent the behaviors in the dataset faithfully while keeping the expression ability to recover the whole policy space. We show that such lossless primitives can drastically improve the performance of hierarchical policies. The experimental results and extensive ablation studies on the standard D4RL benchmark show that our method has a good representation ability for policies and achieves superior performance in most tasks.

cs.LG

Improving Graph-Based Text Representations with Character and Word Level N-grams

Graph-based text representation focuses on how text documents are represented as graphs for exploiting dependency information between tokens and documents within a corpus. Despite the increasing interest in graph representation learning, there is limited research in exploring new ways for graph-based text representation, which is important in downstream natural language processing tasks. In this paper, we first propose a new heterogeneous word-character text graph that combines word and character n-gram nodes together with document nodes, allowing us to better learn dependencies among these entities. Additionally, we propose two new graph-based neural models, WCTextGCN and WCTextGAT, for modeling our proposed text graph. Extensive experiments in text classification and automatic text summarization benchmarks demonstrate that our proposed models consistently outperform competitive baselines and state-of-the-art graph-based models.

cs.CL

Latent-Variable Advantage-Weighted Policy Optimization for Offline RL

Offline reinforcement learning methods hold the promise of learning policies from pre-collected datasets without the need to query the environment for new transitions. This setting is particularly well-suited for continuous control robotic applications for which online data collection based on trial-and-error is costly and potentially unsafe. In practice, offline datasets are often heterogeneous, i.e., collected in a variety of scenarios, such as data from several human demonstrators or from policies that act with different purposes. Unfortunately, such datasets can exacerbate the distribution shift between the behavior policy underlying the data and the optimal policy to be learned, leading to poor performance. To address this challenge, we propose to leverage latent-variable policies that can represent a broader class of policy distributions, leading to better adherence to the training data distribution while maximizing reward via a policy over the latent variable. As we empirically show on a range of simulated locomotion, navigation, and manipulation tasks, our method referred to as latent-variable advantage-weighted policy optimization (LAPO), improves the average performance of the next best-performing offline reinforcement learning methods by 49% on heterogeneous datasets, and by 8% on datasets with narrow and biased distributions.

cs.LG