SearcharxivSearch

arXiv subjects

Xian Guo

Publications and source records attributed to Xian Guo.

13 recordsLinked to original sources

LLM-Cave: A benchmark and light environment for large language models reasoning and decision-making system

Large language models (LLMs) such as ChatGPT o1, ChatGPT o3, and DeepSeek R1 have shown great potential in solving difficult problems. However, current LLM evaluation benchmarks are limited to one-step interactions. Some of the existing sequence decision-making environments, such as TextStarCraftII and LLM-PySC2, are too complicated and require hours of interaction to complete a game. In this paper, we introduce LLM-Cave, a benchmark and light environment for LLM reasoning and decision-making systems. This environment is a classic instance in the era of Symbolism. Artificial intelligence enables the agent to explore the environment and avoid potential losses by reasoning about nearby dangers using partial observable state information. In the experiment, we evaluated the sequential reasoning ability, decision-making performance and computational efficiency of mainstream large language models (LLMs) such as GPT-4o-mini, o1-mini, and DeepSeek-R1. Experiments show that while Deepseek-R1 achieved the highest success rate on complex reasoning tasks, smaller models like 4o-mini significantly narrowed the performance gap on challenges by employing Chain of Speculation and Planner-Critic strategies, at the expense of reduced computational efficiency. This indicates that structured, multi-step reasoning combined with an LLM-based feedback mechanism can substantially enhance an LLM's decision-making capabilities, providing a promising direction for improving reasoning in weaker models and suggesting a new reasoning-centered benchmark for LLM assessment. Our code is open-sourced in https://github.com/puleya1277/CaveEnv.

cs.LG

Phase-Based Multi-Gait Learning for a Salamander-Like Robot

Salamander-like robots are designed inspired by the skeletal structure of their biological counterparts. However, existing controllers cannot fully exploit these morphological features and largely rely on predefined patterns or joint trajectories, which prevents the generation of diverse and flexible gaits and limits their applicability in real-world scenarios. In this paper, we propose a phase-based learning framework that enables the robot to acquire a diverse repertoire of gaits without using reference motions. Each body part is controlled by a phase variable capable of forward and backward evolution, with a phase coverage reward to promote the exploration of the leg phase space. Additionally, morphological symmetry of the robot is incorporated via data augmentation, improving sample efficiency and enforcing both motion-level and task-level symmetry in learned behaviors. Extensive experiments show that the robot successfully acquires 22 representative gaits exhibiting both dynamic and symmetric movements, demonstrating the effectiveness of the proposed learning framework.

cs.RO

Memory-Augmented State Machine Prompting: A Novel LLM Agent Framework for Real-Time Strategy Games

This paper proposes Memory-Augmented State Machine Prompting (MASMP), a novel framework for LLM agents in real-time strategy games. Addressing key challenges like hallucinations and fragmented decision-making in existing approaches, MASMP integrates state machine prompting with memory mechanisms to unify structured actions with long-term tactical coherence. The framework features: (1) a natural language-driven state machine architecture that guides LLMs to emulate finite state machines and behavior trees through prompts, and (2) a lightweight memory module preserving strategic variables (e.g., tactics, priority units) across decision cycles. Experiments in StarCraft II demonstrate MASMP's 60% win rate against the hardest built-in AI (Lv7), vastly outperforming baselines (0%). Case studies reveal the method retains LLMs' semantic comprehension while resolving the "Knowing-Doing Gap" through strict state-action mapping, achieving both interpretability and FSM-like reliability. This work establishes a new paradigm for combining neural and symbolic AI in complex decision-making.

cs.AI

COINS: SemantiC Ids Enhanced COLd Item RepresentatioN for Click-through Rate Prediction in E-commerce Search

With the rise of modern search and recommendation platforms, insufficient collaborative information of cold-start items exacerbates the Matthew effect of existing platform items, challenging platform diversity and becoming a longstanding issue. Existing methods align items' side content with collaborative information to transfer collaborative signals from high-popularity items to cold-start items. However, these methods fail to account for the asymmetry between collaboration and content, nor the fine-grained differences among items. To address these issues, we propose COINS, an item representation enhancement approach based on fused alignment of semantic IDs. Specifically, we use RQ-OPQ encoding to quantize item content and collaborative information, followed by a two-step alignment: RQ encoding transfers shared collaborative signals across items, while OPQ encoding learns differentiated information of items. Comprehensive offline experiments on large-scale industrial datasets demonstrate superiority of COINS, and rigorous online A/B tests confirm statistically significant improvements: item CTR +1.66%, buyers +1.57%, and order volume +2.17%.

cs.IR

OneSearch: A Preliminary Exploration of the Unified End-to-End Generative Framework for E-commerce Search

Traditional e-commerce search systems employ multi-stage cascading architectures (MCA) that progressively filter items through recall, pre-ranking, and ranking stages. While effective at balancing computational efficiency with business conversion, these systems suffer from fragmented computation and optimization objective collisions across stages, which ultimately limit their performance ceiling. To address these, we propose \textbf{OneSearch}, the first industrial-deployed end-to-end generative framework for e-commerce search. This framework introduces three key innovations: (1) a Keyword-enhanced Hierarchical Quantization Encoding (KHQE) module, to preserve both hierarchical semantics and distinctive item attributes while maintaining strong query-item relevance constraints; (2) a multi-view user behavior sequence injection strategy that constructs behavior-driven user IDs and incorporates both explicit short-term and implicit long-term sequences to model user preferences comprehensively; and (3) a Preference-Aware Reward System (PARS) featuring multi-stage supervised fine-tuning and adaptive reward-weighted ranking to capture fine-grained user preferences. Extensive offline evaluations on large-scale industry datasets demonstrate OneSearch's superior performance for high-quality recall and ranking. The rigorous online A/B tests confirm its ability to enhance relevance in the same exposure position, achieving statistically significant improvements: +1.67% item CTR, +2.40% buyer, and +3.22% order volume. Furthermore, OneSearch reduces operational expenditure by 75.40% and improves Model FLOPs Utilization from 3.26% to 27.32%. The system has been successfully deployed across multiple search scenarios in Kuaishou, serving millions of users, generating tens of millions of PVs daily.

cs.IR

OneSug: The Unified End-to-End Generative Framework for E-commerce Query Suggestion

Query suggestion plays a crucial role in enhancing user experience in e-commerce search systems by providing relevant query recommendations that align with users' initial input. This module helps users navigate towards personalized preference needs and reduces typing effort, thereby improving search experience. Traditional query suggestion modules usually adopt multi-stage cascading architectures, for making a well trade-off between system response time and business conversion. But they often suffer from inefficiencies and suboptimal performance due to inconsistent optimization objectives across stages. To address these, we propose OneSug, the first end-to-end generative framework for e-commerce query suggestion. OneSug incorporates a prefix2query representation enhancement module to enrich prefixes using semantically and interactively related queries to bridge content and business characteristics, an encoder-decoder generative model that unifies the query suggestion process, and a reward-weighted ranking strategy with behavior-level weights to capture fine-grained user preferences. Extensive evaluations on large-scale industry datasets demonstrate OneSug's ability for effective and efficient query suggestion. Furthermore, OneSug has been successfully deployed for the entire traffic on the e-commerce search engine in Kuaishou platform for over 1 month, with statistically significant improvements in user top click position (-9.33%), CTR (+2.01%), Order (+2.04%), and Revenue (+1.69%) over the online multi-stage strategy, showing great potential in e-commercial conversion.

cs.IR

Retrieval Augmented Learning: A Retrial-based Large Language Model Self-Supervised Learning and Autonomous Knowledge Generation

The lack of domain-specific data in the pre-training of Large Language Models (LLMs) severely limits LLM-based decision systems in specialized applications, while post-training a model in the scenarios requires significant computational resources. In this paper, we present Retrial-Augmented Learning (RAL), a reward-free self-supervised learning framework for LLMs that operates without model training. By developing Retrieval-Augmented Generation (RAG) into a module for organizing intermediate data, we realized a three-stage autonomous knowledge generation of proposing a hypothesis, validating the hypothesis, and generating the knowledge. The method is evaluated in the LLM-PySC2 environment, a representative decision-making platform that combines sufficient complexity with domain-specific knowledge requirements. Experiments demonstrate that the proposed method effectively reduces hallucination by generating and utilizing validated knowledge, and increases decision-making performance at an extremely low cost. Meanwhile, the approach exhibits potential in out-of-distribution(OOD) tasks, robustness, and transferability, making it a cost-friendly but effective solution for decision-making problems and autonomous knowledge generation.

cs.AI

Reflection of Episodes: Learning to Play Game from Expert and Self Experiences

StarCraft II is a complex and dynamic real-time strategy (RTS) game environment, which is very suitable for artificial intelligence and reinforcement learning research. To address the problem of Large Language Model(LLM) learning in complex environments through self-reflection, we propose a Reflection of Episodes(ROE) framework based on expert experience and self-experience. This framework first obtains key information in the game through a keyframe selection method, then makes decisions based on expert experience and self-experience. After a game is completed, it reflects on the previous experience to obtain new self-experience. Finally, in the experiment, our method beat the robot under the Very Hard difficulty in TextStarCraft II. We analyze the data of the LLM in the process of the game in detail, verified its effectiveness.

cs.AI

Hierarchical Expert Prompt for Large-Language-Model: An Approach Defeat Elite AI in TextStarCraft II for the First Time

Since the emergence of the Large Language Model (LLM), LLM has been widely used in fields such as writing, translating, and searching. However, there is still great potential for LLM-based methods in handling complex tasks such as decision-making in the StarCraft II environment. To address problems such as lack of relevant knowledge and poor control over subtasks of varying importance, we propose a Hierarchical Expert Prompt (HEP) for LLM. Our method improves the understanding of game situations through expert-level tactical knowledge, improving the processing quality of tasks of varying importance through a hierarchical framework. Our approach defeated the highest level (Elite) standard built-in agent in TextStarCraft II for the first time and consistently outperformed the baseline method in other difficulties. Our experiments suggest that the proposed method is a practical solution for tackling complex decision-making challenges. The replay video can be viewed on https://www.bilibili.com/video/BV1uz42187EF and https://youtu.be/dO3PshWLV5M, and our codes have been open-sourced on https://github.com/luchang1113/HEP-LLM-play-StarCraftII.

cs.AI

LLM-PySC2: Starcraft II learning environment for Large Language Models

The tremendous potential has been demonstrated by large language models (LLMs) in intelligent decision-making problems, with unprecedented capabilities shown across diverse applications ranging from gaming AI systems to complex strategic planning frameworks. However, the StarCraft II platform, which has been widely adopted for validating decision-making algorithms in the past decade, has not yet provided substantial support for this emerging domain. To address issues that LLMs cannot interface with the hundreds of actions of the pysc2 backend and the lack of native support for multi-agent (MA) collaboration, we propose the LLM-PySC2 environment. This is the first environment that offers LLMs the complete pysc2 action space with sufficient multi-modal information and game Wiki knowledge. With an asynchronous query architecture, the environment efficiently interacts with LLMs that maintain a constant latency regardless of the scale of the agents' population. In the experiments, we evaluated LLMs' decision-making performance in both the macro-decision and micro-operation scenarios, with traditional StarCraft II Multi-Agent Challenge (SMAC) tasks and a series of new proposed. Results indicate that LLMs possess the potential to achieve victories in complex scenarios but cannot constantly generate correct decisions, especially in the recovered pysc2 action space and MA settings. Without task-relevant instructions, the pre-trained models suffer from issues such as hallucinations and inefficient collaboration. Our findings suggest that StarCraft II still challenges in the era of large models, revealing that there is a lot to do to develop an advanced LLM decision-making system, and the proposed LLM-PySC2 environment will support future development of LLM-based decision-making solutions.

cs.AI

Learning Generalizable Risk-Sensitive Policies to Coordinate in Decentralized Multi-Agent General-Sum Games

While various multi-agent reinforcement learning methods have been proposed in cooperative settings, few works investigate how self-interested learning agents achieve mutual coordination in decentralized general-sum games and generalize pre-trained policies to non-cooperative opponents during execution. In this paper, we present Generalizable Risk-Sensitive Policy (GRSP). GRSP learns the distributions over agent's return and estimate a dynamic risk-seeking bonus to discover risky coordination strategies. Furthermore, to avoid overfitting to training opponents, GRSP learns an auxiliary opponent modeling task to infer opponents' types and dynamically alter corresponding strategies during execution. Empirically, agents trained via GRSP can achieve mutual coordination during training stably and avoid being exploited by non-cooperative opponents during execution. To the best of our knowledge, it is the first method to learn coordination strategies between agents both in iterated prisoner's dilemma (IPD) and iterated stag hunt (ISH) without shaping opponents or rewards, and firstly consider generalization during execution. Furthermore, we show that GRSP can be scaled to high-dimensional settings.

cs.MA

Analysis of Spatial-temporal Behavior Pattern of the Share Bike Usage during COVID-19 Pandemic in Beijing

During the epidemics of COVID-19, the whole world is experiencing a serious crisis on public health and economy. Understanding human mobility during the pandemic helps one to design intervention strategies and resilience measures. The widely used Bike Sharing System (BSS) can characterize the activities of urban dwellers over time & space in big cities but is rarely reported in epidemiological research. In this paper, we present a human mobility analyzing framework} based on BSS data, which examines the spatiotemporal characteristics of share bike users, detects the key time nodes of different pandemic stages, and demonstrats the evolution of human mobility due to the onset of the COVID-19 threat and administrative restrictions. We assessed the net impact of the pandemic by using the result of co-location analysis between share bike usage and POIs (Point Of Interest). Our results show the pandemic reduced the overall bike usage by 64.8%, then an average increase (15.9%) in share bike usage appeared afterwards, suggesting that productive and residential activities have partially recovered but far from the ordinary days. These findings could be a reference for epidemiological researches and inform policymaking in the context of the current COVID-19 outbreak and other epidemic events at city-scale.

physics.soc-ph

Critic PI2: Master Continuous Planning via Policy Improvement with Path Integrals and Deep Actor-Critic Reinforcement Learning

Constructing agents with planning capabilities has long been one of the main challenges in the pursuit of artificial intelligence. Tree-based planning methods from AlphaGo to Muzero have enjoyed huge success in discrete domains, such as chess and Go. Unfortunately, in real-world applications like robot control and inverted pendulum, whose action space is normally continuous, those tree-based planning techniques will be struggling. To address those limitations, in this paper, we present a novel model-based reinforcement learning frameworks called Critic PI2, which combines the benefits from trajectory optimization, deep actor-critic learning, and model-based reinforcement learning. Our method is evaluated for inverted pendulum models with applicability to many continuous control systems. Extensive experiments demonstrate that Critic PI2 achieved a new state of the art in a range of challenging continuous domains. Furthermore, we show that planning with a critic significantly increases the sample efficiency and real-time performance. Our work opens a new direction toward learning the components of a model-based planning system and how to use them.

cs.LG