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Xingdi Yuan

Publications and source records attributed to Xingdi Yuan.

At least 19 recordsLinked to original sources

FrogNano: Training a 4B Coding Agent via Online Task Synthesis

We present FrogNano, a 4B coding agent designed to tackle software engineering (SWE) tasks efficiently and effectively, even under resource-constrained environments. It is post-trained exclusively via RL on around 1,500 SWE environments with synthetic tasks. A key ingredient for improving performance is an online task synthesis pipeline that creates tasks calibrated to the frontier of learnability for the current checkpoint. This report provides evidence that competitive small coding agents can be trained with synthetic tasks alone, without traditional distillation from larger models, and that generating tasks at the learnability frontier of the current agent is important. We report details on the training methodology, evaluations across diverse environments, and in-depth analyses, serving as a foundation for our ongoing exploration of lightweight yet capable coding agents that can run on minimal hardware.

cs.AI

Orchard: An Open-Source Agentic Modeling Framework

Agentic modeling aims to transform LLMs into autonomous agents capable of solving complex tasks through planning, reasoning, tool use, and multi-turn interaction with external environments. We present Orchard, an open-source framework for scalable agentic modeling. At its core is Orchard Env, a lightweight Kubernetes-native environment service that provides reusable primitives for sandbox lifecycle management across task domains, agent harnesses, and training stages. On top of Orchard Env, we build three agentic modeling recipes. Orchard-SWE targets software engineering agents. We introduce credit-assignment supervised fine-tuning and a progression of RL signals: Balanced Adaptive Rollout (BAR) for sparse-reward optimization, on-policy distillation (OPD) and rubric-based process reward (RPR) for dense supervision, and historical experience distillation, which compresses rollouts from prior experiments into a compact value model for inference-time reranking. Built on the Qwen3.5-35B-A3B backbone, Orchard-SWE reaches 69.7% with RPR-based RL and 73.0% with value-model reranking on SWE-bench Verified, setting a new state of the art among open-source methods while approaching frontier systems over 10x larger. Orchard-GUI trains a 4B vision-language computer-use agent using only 0.4K distilled trajectories and 2.2K open-ended tasks, achieving 68.4% average success across WebVoyager, Online-Mind2Web, and DeepShop, making it the strongest open-source model while remaining competitive with proprietary systems. Orchard-Claw targets personal assistant agents. Trained with only 0.2K synthetic tasks, it achieves 59.6% pass@3 on Claw-Eval and 73.9% when paired with the stronger ZeroClaw harness. Collectively, these results demonstrate that a lightweight, open, harness-agnostic environment layer enables reusable agentic data, training recipes, and evaluation protocols across domains.

cs.AI

Test-Time Learning with an Evolving Library

We introduce EvoLib, a test-time learning framework that enables large language models to accumulate, reuse, and evolve knowledge across problem instances without parameter updates or external supervision. Instead of adapting model parameters, our approach maintains a shared library of knowledge abstractions, including modular skills and reflective insights, automatically extracted from the model's own inference trajectories. To support continual improvement, we introduce a principled weighting and consolidation mechanism that jointly optimizes for immediate utility and long-term value. This allows simple, instance-specific abstractions to evolve into more general and reusable ones over time. Across challenging benchmarks in mathematical reasoning, code generation, and multi-turn agentic environments, EvoLib improves substantially over the top test-time scaling and learning methods without ground-truth feedback.

cs.LG

Evolving Programmatic Skill Networks

We study continual skill acquisition in open-ended embodied environments where an agent must construct, refine, and reuse an expanding library of executable skills. We introduce the Programmatic Skill Network (PSN), a framework in which skills are executable symbolic programs forming a compositional network that evolves through experience. PSN defines three core mechanisms instantiated via large language models: (1)~\opreflect for structured fault localization over skill compositions, (2)~progressive optimization with maturity-aware update gating that stabilizes reliable skills while maintaining plasticity for uncertain ones, and (3)~canonical structural refactoring under rollback validation that maintains network compactness. We further show that PSN's learning dynamics exhibit structural parallels to neural network training. Experiments on MineDojo and Crafter demonstrate robust skill reuse, rapid adaptation, and strong generalization across open-ended task distributions.

cs.AI

Learning to Extract Context for Context-Aware LLM Inference

User prompts to large language models (LLMs) are often ambiguous or under-specified, and subtle contextual cues shaped by user intentions, prior knowledge, and risk factors strongly influence what constitutes an appropriate response. Misinterpreting intent or risks may lead to unsafe outputs, while overly cautious interpretations can cause unnecessary refusal of benign requests. In this paper, we question the conventional framework in which LLMs generate immediate responses to requests without considering broader contextual factors. User requests are situated within broader contexts such as intentions, knowledge, and prior experience, which strongly influence what constitutes an appropriate answer. We propose a framework that extracts and leverages such contextual information from the user prompt itself. Specifically, a reinforcement learning based context generator, designed in an autoencoder-like fashion, is trained to infer contextual signals grounded in the prompt and use them to guide response generation. This approach is particularly important for safety tasks, where ambiguous requests may bypass safeguards while benign but confusing requests can trigger unnecessary refusals. Experiments show that our method reduces harmful responses by an average of 5.6% on the SafetyInstruct dataset across multiple foundation models and improves the harmonic mean of attack success rate and compliance on benign prompts by 6.2% on XSTest and WildJailbreak. These results demonstrate the effectiveness of context extraction for safer and more reliable LLM inferences.

cs.LG

Gistify! Codebase-Level Understanding via Runtime Execution

As coding agents are increasingly deployed in large codebases, the need to automatically design challenging, codebase-level evaluation is central. We propose Gistify, a task where a coding LLM must create a single, minimal, self-contained file that can reproduce a specific functionality of a codebase. The coding LLM is given full access to a codebase along with a specific entrypoint (e.g., a python command), and the generated file must replicate the output of the same command ran under the full codebase, while containing only the essential components necessary to execute the provided command. Success on Gistify requires both structural understanding of the codebase, accurate modeling of its execution flow as well as the ability to produce potentially large code patches. Our findings show that current state-of-the-art models struggle to reliably solve Gistify tasks, especially ones with long executions traces.

cs.CL

BugPilot: Complex Bug Generation for Efficient Learning of SWE Skills

High quality bugs are key to training the next generation of language model based software engineering (SWE) agents. We introduce a novel method for synthetic generation of difficult and diverse bugs. Our method instructs SWE Agents to introduce a feature into the codebase whereby they may unintentionally break tests, resulting in bugs. Prior approaches often induce an out-of-distribution effect by generating bugs intentionally (e.g. by introducing local perturbation to existing code), which does not reflect realistic development processes. We perform qualitative analysis to demonstrate that our approach for generating bugs more closely reflects the patterns found in human-authored edits. Through extensive experiments, we demonstrate that our bugs provide more efficient training data for supervised fine-tuning, outperforming other bug datasets by 2% with half the training data (1.2k vs. 3k bugs). We train on our newly generated bugs in addition to existing bug datasets to get FrogBoss a state-of-the-art 32B parameter model on SWE-bench Verified with a pass@1 of 54.6% and FrogMini a state-of-the-art 14B model on SWE-bench Verified with a pass@1 of 45.3% on SWE-bench Verified averaged over three seeds.

cs.SE

ByteSized32Refactored: Towards an Extensible Interactive Text Games Corpus for LLM World Modeling and Evaluation

Simulating interactive world models remains a core challenge in Large Language Models(LLMs). In this work, we introduce the ByteSized32Refactored, a refactored, modular, and extensible implementation of the original ByteSized32 corpus to explore the task of text game generation. We further optimize the code structure of each text game and create the GameBasic.py foundation library, which centralizes common logic across all 32 games by abstracting 7 base classes (GameObject, etc.) into reusable modules, thereby reducing from 20k to 10k total lines of Python code compared to the original Bytesized32. Our refactored implementation enables extendability - with our centralized design, ByteSized32Refactored can be more efficiently extended to include text games of new scenarios and specifications by reusing the shared logic and functionalities. Extensive experiments with GPT-4o demonstrate a mix of performance - with Bytesized32Refactored, the generated text games for unseen scenarios showcase quality improvements on two of the four evaluation dimensions while decreases on the other two, indicating that the hierarchical structure of the refactored code presents new challenges for LLMs. Overall, we highlight that our extensible code structure, centered on the foundation library and the modular optimization, not only facilitates LLM adaptation to environment specifications but also establishes a scalable environment that supports future extensions.

cs.CL

Llama See, Llama Do: A Mechanistic Perspective on Contextual Entrainment and Distraction in LLMs

We observe a novel phenomenon, contextual entrainment, across a wide range of language models (LMs) and prompt settings, providing a new mechanistic perspective on how LMs become distracted by ``irrelevant'' contextual information in the input prompt. Specifically, LMs assign significantly higher logits (or probabilities) to any tokens that have previously appeared in the context prompt, even for random tokens. This suggests that contextual entrainment is a mechanistic phenomenon, occurring independently of the relevance or semantic relation of the tokens to the question or the rest of the sentence. We find statistically significant evidence that the magnitude of contextual entrainment is influenced by semantic factors. Counterfactual prompts have a greater effect compared to factual ones, suggesting that while contextual entrainment is a mechanistic phenomenon, it is modulated by semantic factors. We hypothesise that there is a circuit of attention heads -- the entrainment heads -- that corresponds to the contextual entrainment phenomenon. Using a novel entrainment head discovery method based on differentiable masking, we identify these heads across various settings. When we ``turn off'' these heads, i.e., set their outputs to zero, the effect of contextual entrainment is significantly attenuated, causing the model to generate output that capitulates to what it would produce if no distracting context were provided. Our discovery of contextual entrainment, along with our investigation into LM distraction via the entrainment heads, marks a key step towards the mechanistic analysis and mitigation of the distraction problem.

cs.CL

TALES: Text Adventure Learning Environment Suite

Reasoning is an essential skill to enable Large Language Models (LLMs) to interact with the world. As tasks become more complex, they demand increasingly sophisticated and diverse reasoning capabilities for sequential decision-making, requiring structured reasoning over the context history to determine the next best action. We introduce TALES, a diverse collection of synthetic and human-written text-adventure games designed to challenge and evaluate diverse reasoning capabilities. We present results over a range of LLMs, open- and closed-weights, performing a qualitative analysis on the top performing models. Despite an impressive showing on synthetic games, even the top LLM-driven agents fail to achieve 15% on games designed for human enjoyment. Code and visualization of the experiments can be found at https://microsoft.github.io/tale-suite.

cs.AI

debug-gym: A Text-Based Environment for Interactive Debugging

Large Language Models (LLMs) are increasingly relied upon for coding tasks, yet in most scenarios it is assumed that all relevant information can be either accessed in context or matches their training data. We posit that LLMs can benefit from the ability to interactively explore a codebase to gather the information relevant to their task. To achieve this, we present a textual environment, namely debug-gym, for developing LLM-based agents in an interactive coding setting. Our environment is lightweight and provides a preset of useful tools, such as a Python debugger (pdb), designed to facilitate an LLM-based agent's interactive debugging. Beyond coding and debugging tasks, this approach can be generalized to other tasks that would benefit from information-seeking behavior by an LLM agent.

cs.AI

Enhancing Agent Learning through World Dynamics Modeling

Large language models (LLMs) have been increasingly applied to tasks in language understanding and interactive decision-making, with their impressive performance largely attributed to the extensive domain knowledge embedded within them. However, the depth and breadth of this knowledge can vary across domains. Many existing approaches assume that LLMs possess a comprehensive understanding of their environment, often overlooking potential gaps in their grasp of actual world dynamics. To address this, we introduce Discover, Verify, and Evolve (DiVE), a framework that discovers world dynamics from a small number of demonstrations, verifies the accuracy of these dynamics, and evolves new, advanced dynamics tailored to the current situation. Through extensive evaluations, we assess the impact of each component on performance and compare the dynamics generated by DiVE to human-annotated dynamics. Our results show that LLMs guided by DiVE make more informed decisions, achieving rewards comparable to human players in the Crafter environment and surpassing methods that require prior task-specific training in the MiniHack environment.

cs.AI

Policy Improvement using Language Feedback Models

We introduce Language Feedback Models (LFMs) that identify desirable behaviour - actions that help achieve tasks specified in the instruction - for imitation learning in instruction following. To train LFMs, we obtain feedback from Large Language Models (LLMs) on visual trajectories verbalized to language descriptions. First, by using LFMs to identify desirable behaviour to imitate, we improve in task-completion rate over strong behavioural cloning baselines on three distinct language grounding environments (Touchdown, ScienceWorld, and ALFWorld). Second, LFMs outperform using LLMs as experts to directly predict actions, when controlling for the number of LLM output tokens. Third, LFMs generalize to unseen environments, improving task-completion rate by 3.5-12.0% through one round of adaptation. Finally, LFM can be modified to provide human-interpretable feedback without performance loss, allowing human verification of desirable behaviour for imitation learning.

cs.LG

V-STaR: Training Verifiers for Self-Taught Reasoners

Common self-improvement approaches for large language models (LLMs), such as STaR, iteratively fine-tune LLMs on self-generated solutions to improve their problem-solving ability. However, these approaches discard the large amounts of incorrect solutions generated during this process, potentially neglecting valuable information in such solutions. To address this shortcoming, we propose V-STaR that utilizes both the correct and incorrect solutions generated during the self-improvement process to train a verifier using DPO that judges correctness of model-generated solutions. This verifier is used at inference time to select one solution among many candidate solutions. Running V-STaR for multiple iterations results in progressively better reasoners and verifiers, delivering a 4% to 17% test accuracy improvement over existing self-improvement and verification approaches on common code generation and math reasoning benchmarks with LLaMA2 models.

cs.LG

Guiding Language Model Reasoning with Planning Tokens

Large language models (LLMs) have recently attracted considerable interest for their ability to perform complex reasoning tasks, such as chain-of-thought (CoT) reasoning. However, most of the existing approaches to enhance this ability rely heavily on data-driven methods, while neglecting the structural aspects of the model's reasoning capacity. To encourage a more structural generation of CoT steps, we propose a hierarchical generation scheme: we let the LM generate a planning token at the start of each reasoning step, intuitively serving as a high-level plan of the current step, and add their embeddings to the model parameters. Our approach requires a negligible increase in trainable parameters (0.001%) and can be applied through either full fine-tuning or a more parameter-efficient scheme. We demonstrate our method's effectiveness by applying it to three different LLMs, showing notable accuracy improvements across three math word problem datasets and one multihop QA dataset with respect to standard fine-tuning baselines.

cs.CL

Can Language Models Serve as Text-Based World Simulators?

Virtual environments play a key role in benchmarking advances in complex planning and decision-making tasks but are expensive and complicated to build by hand. Can current language models themselves serve as world simulators, correctly predicting how actions change different world states, thus bypassing the need for extensive manual coding? Our goal is to answer this question in the context of text-based simulators. Our approach is to build and use a new benchmark, called ByteSized32-State-Prediction, containing a dataset of text game state transitions and accompanying game tasks. We use this to directly quantify, for the first time, how well LLMs can serve as text-based world simulators. We test GPT-4 on this dataset and find that, despite its impressive performance, it is still an unreliable world simulator without further innovations. This work thus contributes both new insights into current LLM's capabilities and weaknesses, as well as a novel benchmark to track future progress as new models appear.

cs.CL

Think Before You Act: Decision Transformers with Working Memory

Decision Transformer-based decision-making agents have shown the ability to generalize across multiple tasks. However, their performance relies on massive data and computation. We argue that this inefficiency stems from the forgetting phenomenon, in which a model memorizes its behaviors in parameters throughout training. As a result, training on a new task may deteriorate the model's performance on previous tasks. In contrast to LLMs' implicit memory mechanism, the human brain utilizes distributed memory storage, which helps manage and organize multiple skills efficiently, mitigating the forgetting phenomenon. Inspired by this, we propose a working memory module to store, blend, and retrieve information for different downstream tasks. Evaluation results show that the proposed method improves training efficiency and generalization in Atari games and Meta-World object manipulation tasks. Moreover, we demonstrate that memory fine-tuning further enhances the adaptability of the proposed architecture.

cs.LG

Language-guided Skill Learning with Temporal Variational Inference

We present an algorithm for skill discovery from expert demonstrations. The algorithm first utilizes Large Language Models (LLMs) to propose an initial segmentation of the trajectories. Following that, a hierarchical variational inference framework incorporates the LLM-generated segmentation information to discover reusable skills by merging trajectory segments. To further control the trade-off between compression and reusability, we introduce a novel auxiliary objective based on the Minimum Description Length principle that helps guide this skill discovery process. Our results demonstrate that agents equipped with our method are able to discover skills that help accelerate learning and outperform baseline skill learning approaches on new long-horizon tasks in BabyAI, a grid world navigation environment, as well as ALFRED, a household simulation environment.

cs.LG