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Xinyu Che

Publications and source records attributed to Xinyu Che.

10 recordsLinked to original sources

Rome Wasn't Built in One Turn: Replay-Grounded Reward Signals for Long-Horizon Freeciv Agents

Training language-model agents to play long-horizon strategy games is hard because deterministic feedback is sparse and often arrives only at the end of a game. In-game scores can offer dense signals, but they do not reliably predict future outcomes: in 8-68% of position pairs across eight strategy games, the higher-scoring position leads to the worse outcome. We term this phenomenon scoreboard traps. In Freeciv, an open-source turn-based empire-building game where several players manage units, cities, and diplomacy over hundreds of turns, we look into better reward signals for gameplay agents. To facilitate this, we build CivHarness, an open system that saves current game states, branches on different decisions, and replays the game to future turns to provide measurable long-horizon feedback from saved positions. We use CivHarness to train CivTelescope, an LLM Judge that predicts which one of two game positions will yield the better outcome. On scoreboard-trap pairs, CivTelescope is 1.3-2.0 times more accurate than off-the-shelf language models, and it generalizes to new game starts, later turns, and unseen rules. We then train a Freeciv gameplay agent with CivTelescope as a dense reward, and call this recipe CivMarshmallow. When used in the middle stage of the game where scoreboard traps are common, CivMarshmallow reaches an average training phase gain of 8.94 points, 77% more than the best baseline, the end-of-game reward. Over the full 120-turn game, CivMarshmallow uses a hybrid reward that starts from the scoreboard or the end-of-game reward and shifts to CivTelescope as the game advances; this hybrid reward scores highest among the rewards we compare.

cs.AI↗

OdysseyArena: Benchmarking Large Language Models For Long-Horizon, Active and Inductive Interactions

The advancement of Large Language Models (LLMs) has catalyzed the development of autonomous agents capable of navigating complex environments. However, existing evaluations primarily adopt a deductive paradigm, where agents execute tasks based on explicitly provided rules and static goals, often within limited planning horizons. Crucially, this neglects the inductive necessity for agents to discover latent transition laws from experience autonomously, which is the cornerstone for enabling agentic foresight and sustaining strategic coherence. To bridge this gap, we introduce OdysseyArena, which re-centers agent evaluation on long-horizon, active, and inductive interactions. We formalize and instantiate four primitives, translating abstract transition dynamics into concrete interactive environments. Building upon this, we establish OdysseyArena-Lite for standardized benchmarking, providing a set of 120 tasks to measure an agent's inductive efficiency and long-horizon discovery. Pushing further, we introduce OdysseyArena-Challenge to stress-test agent stability across extreme interaction horizons (e.g., > 200 steps). Extensive experiments on 15+ leading LLMs reveal that even frontier models exhibit a deficiency in inductive scenarios, identifying a critical bottleneck in the pursuit of autonomous discovery in complex environments. Project homepage: https://os-copilot.github.io/OdysseyArena-Home/

cs.CL↗

From Code to Playable Systems: CEGame-Bench for Long-Horizon Game Creation Agents

A game ships when a player can launch it, finish it, and return to a saved world, none of which a successful build guarantees, yet game-creation agents are mostly tested on one engine or on one-prompt browser games. We present CEGame-Bench, the first long-horizon benchmark for complete-game creation across five production engines: Defold, Godot, Roblox Studio, Unity, and Unreal Engine. Agents build each game from an empty project and a design document in runs averaging up to 295 steps and 65M tokens; the document doubles as a contract, and a hidden evaluator accepts a game only by real-input play. Under four scaffolds, agents earn most integration points but usually under half the gameplay points, and their games reach the ending in only 16% of runs, while references built by engineers with coding agents score near the maximum, which places this artifact-to-play gap in the agents. No two engines rank configurations alike (Kendall's tau 0.14-0.62), and the same game usually scores higher on Unity and Unreal Engine, which check more before play. We release Game Completion Boost, an agent skill for requirement-driven playtesting and repair that raises the execution-based score of three models by 14.1-24.3 points.

cs.AI↗

Socratic Skill Learning: Interleaving Teaching and Practice for Transferable Agent Skills

Agent Skills improve LLM agents by making task knowledge reusable across sessions. Learning transferable Skills requires evidence about a procedure and its conditions of use, which a successful task attempt can leave untested. We introduce Socratic Skill Learning (SSL), which interleaves expert teaching with Student practice. An Educator guides investigation while the Student remains the sole environment operator and Skill author, able to question, test, and adapt advice. To test reuse beyond the learning task, we construct SkillTransferBench, with 35 task families and 408 executable cases, pairing public variation specifications with held-out evaluation in fresh solver sessions. On the main 22-family, 155-case cohort, Fixed-Window SSL reaches 0.801 utility, versus 0.723 without a Skill, 0.761 for adapted Trace2Skill (trajectory distillation), and 0.751 for adapted SKILL-KD (contrastive distillation). Across three model pairs on shared families, interleaved guidance outperforms expert authoring and post-hoc teaching. Process analysis links guidance to Student writing and package revision; a case study shows the Student testing and refining a proposed procedure for later reuse. As demand for new lessons falls, the cost of fixed-window review grows. Issue-Guided SSL tracks unresolved questions across Skill revisions to select and focus review, reaching 0.805 utility with 61.7% fewer Educator tokens and 16.9% fewer total acquisition tokens than Fixed-Window SSL on the main cohort.

cs.AI↗

Does Learning to Predict the World Help Agents Act? Auditing World-Model Post-Training

Predicting how an environment will change before acting is a natural route to better decision making for agents. Recent post-training methods therefore require agents to predict the next observation and turn that prediction into a reward or a direct supervision signal, which is called world model. Existing next-observation training methods help the agent to learn the environmental content. However, they additionally involve an optimization process, which may introduce several effects other than learning to predict the world. Consequently, where the performance gain comes from during the training process remains an open question. We answer this research question through replacing true next-observation targets with in-distribution mismatched observations during the training process. Across two interactive text environments, mismatched targets lower prediction accuracy by 15.3-61.6% relative to ground-truth targets, yet retain substantial task gains over the base model. Compared with the base model, trained models consider more candidate actions and exhibit less looping. We also introduce a setting that replaces prediction-based rewards with independent random signals. This training expands task coverage (pass@64) even when the reward carries no environment information. We also generalize this finding to VisualWebArena, where random-reward training raises pass@64 by 14.3% relative to the base model, without observation-matching rewards or an external multimodal teacher for reward construction.

cs.CL↗

GameLogicBench: Evaluating Coding Agents on Runtime Game Logic with Tick-Level State Assertions

Coding agents can modify and test code across large software projects. Game development is a domain where agents must implement gameplay rules. A game can end in a valid state even after violating its rules during the run. Current game-development benchmarks replay fixed examples, score videos, or ask another model to judge the result. However, no existing benchmark checks game rules throughout execution across varied evaluator-selected scenarios while ensuring exactly reproducible verdicts. We introduce GameLogicBench, a benchmark of 72 gameplay-logic tasks in Godot projects. An automated evaluator checks each game's rules at every simulation tick. Across 403 hand-designed scenarios, seeded parameter variations produce 1,451 test cases. To ensure that the evaluator measures behavior rather than implementation choice, it must accept different correct implementations for each task while rejecting mutants, implementations with one required capability removed. The tasks span isolated mechanics, multi-system interactions, and repository-scale features. Across 20 combinations of language models and scaffolds, the best observed run solves 52.78% of tasks. Under Claude Code, all twelve models solve fewer tasks as task scope expands from isolated mechanics, through interacting systems, to repository-scale features. Agents inspect code more often and make more tool calls on repository-scale tasks than on isolated-mechanic tasks. Most unsuccessful submissions are runnable, but implement some required game behavior incorrectly. We compared versions of our benchmark evaluator built with and without validation using mutants. Without this validation, incorrect agent submissions passed. A separate analysis finds agents copying code from public repositories when network access is open. Reliable evaluation thus depends both on what the tests reject and on what external code agents can access.

cs.SE↗

QUMem: Personalized Memory for Query-Conditioned User-State Inference in LLM Agents

Large language model (LLM) agents increasingly use external memory systems to support personalization by drawing on long and evolving interaction histories, in which user preferences may be distributed across time, change with context, and conflict with earlier evidence. However, existing systems face three limitations: fixed-turn, fixed-token, or session-based boundaries can mix unrelated dialogue or split an event from its causes, decisions, and outcomes; storing multiple pieces of user information from the same interaction as a single memory binds together items that serve different functions and should be independently retrievable; and treating the current task as a single top-$k$ retrieval query can return fragments that are individually relevant but fail to jointly capture preference evolution, temporal validity, and contextual applicability. We introduce \textsc{QUMem}, a structured memory framework for query-conditioned user-state inference. \textsc{QUMem} first segments interaction histories into variable-length episodes according to semantic continuity, then decomposes each episode into independently retrievable factual, preference, and transferable insight memories while preserving temporal positions and source evidence. At inference time, three sequential agents identify task-specific information needs, plan multi-query retrieval over the typed memory stores, and jointly infer a temporally and contextually valid user state for downstream response generation. \textsc{QUMem} achieves state-of-the-art performance on both PersonaMem and KnowU-Bench, demonstrating the effectiveness of query-conditioned user-state inference for long-term personalization.

cs.CL↗

MMG2Skill: Can Agents Distill In-the-Wild Guides into Self-Evolving Skills?

Abundant procedural knowledge on the Web holds great potential for helping agents solve long-horizon tasks. However, such knowledge is often multimodal, heterogeneous, noisy, and implicitly assumes human executors, making it difficult to use directly as the skills required by agents. To bridge the gap between human-oriented guides and agent-executable skills, we formalize this problem as guide-to-skill learning: converting in-the-wild guides into executable skills and continuously improving them from trajectories observable to the agent. To evaluate the capability of existing agents on this task, we introduce MMG2Skill-Bench, the first benchmark designed for this problem. We further propose MMG2Skill, a closed-loop framework that compiles guides into editable skills, conditions a fixed vision-language model (VLM) agent on these skills during execution, and revises the skills from trajectory-level root-cause feedback without using benchmark scores. Across GUI control, open-ended gameplay, and strategic card play with six VLM backbones, MMG2Skill consistently outperforms vanilla baseline agents in every model-domain setting, achieving macro-average gains of +12.8 to +25.3 percentage points across backbones. Ablation studies show that directly prompting agents with raw guides can degrade performance, while both structured skill construction and trajectory-driven revision are necessary for the observed improvements. On success-inferable tasks, analyzer-based early stopping further prevents late-stage performance regressions and saves 25%-53% of attempts when the success signal is properly calibrated.

cs.CL↗

WebCompass: Towards Multimodal Web Coding Evaluation for Code Language Models

Large language models are rapidly evolving into interactive coding agents capable of end-to-end web coding, yet existing benchmarks evaluate only narrow slices of this capability, typically text-conditioned generation with static-correctness metrics, leaving visual fidelity, interaction quality, and codebase-level reasoning largely unmeasured. We introduce WebCompass, a multimodal benchmark that provides unified lifecycle evaluation of web engineering capability. Recognizing that real-world web coding is an iterative cycle of generation, editing, and repair, WebCompass spans three input modalities (text, image, video) and three task types (generation, editing, repair), yielding seven task categories that mirror professional workflows. Through a multi-stage, human-in-the-loop pipeline, we curate instances covering 15 generation domains, 16 editing operation types, and 11 repair defect types, each annotated at Easy/Medium/Hard levels. For evaluation, we adopt a checklist-guided LLM-as-a-Judge protocol for editing and repair, and propose a novel Agent-as-a-Judge paradigm for generation that autonomously executes generated websites in a real browser, explores interactive behaviors via the Model Context Protocol (MCP), and iteratively synthesizes targeted test cases, closely approximating human acceptance testing. We evaluate representative closed-source and open-source models and observe that: (1) closed-source models remain substantially stronger and more balanced; (2) editing and repair exhibit distinct difficulty profiles, with repair preserving interactivity better but remaining execution-challenging; (3) aesthetics is the most persistent bottleneck, especially for open-source models; and (4) framework choice materially affects outcomes, with Vue consistently challenging while React and Vanilla/HTML perform more strongly depending on task type.

cs.SE↗

TIDE: Trajectory-based Diagnostic Evaluation of Test-Time Improvement in LLM Agents

Recent advances in autonomous LLM agents demonstrate their ability to improve performance through iterative interaction with the environment. We define this paradigm as Test-Time Improvement (TTI). However, the mechanisms under how and why TTI succeed or fail remain poorly understood, and existing evaluation metrics fail to capture their task optimization efficiency, behavior adaptation after erroneous actions, and the specific utility of working memory for task completion. To address these gaps, we propose Test-time Improvement Diagnostic Evaluation (TIDE), an agent-agnostic and environment-agnostic framework that decomposes TTI into three comprehensive and interconnected dimensions. The framework measures (1) the overall temporal dynamics of task completion and (2) identifies whether performance is primarily constrained by recursive looping behaviors or (3) by burdensome accumulated memory. Through extensive experiments across diverse agents and environments, TIDE highlights that improving agent performance requires more than scaling internal reasoning, calling for explicitly optimizing the interaction dynamics between the agent and the environment.

cs.AI↗