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Yijiang Li

Publications and source records attributed to Yijiang Li.

At least 19 recordsLinked to original sources

GenoMAS: Guided Multi-Agent Programming for Scientific Discovery from Genomic Data

Gene expression analysis holds the key to many biomedical discoveries, yet extracting insights from raw transcriptomic data remains challenging due to the complexity of multiple large, semi-structured files and the need for extensive domain expertise. Current approaches either rely on inflexible workflows that fail in edge cases or fully autonomous agents that lack the precision required for rigorous scientific inquiry. GenoMAS addresses this by presenting a team of LLM-based agents that integrates structured workflows with autonomous adaptability, orchestrating diverse specialized agents through typed message-passing protocols. At its core lies a guided-planning framework where programming agents decompose task guidelines into Action Units and dynamically choose to advance, revise, bypass, or backtrack, maintaining logical coherence while adapting to the idiosyncrasies of genomic data. On the GenoTEX benchmark, GenoMAS achieves 89.13% CSC for data preprocessing and 60.48% $F_1$ for identifying trait-associated genes, surpassing prior art by 10.61% and 16.85%. Beyond transcriptomics, it outperforms strong agent baselines on ScienceAgentBench and DiscoveryBench, two independent bioinformatics benchmarks. Qualitative analysis shows that GenoMAS identifies gene-phenotype associations that are biologically plausible and corroborated by the literature.

cs.AI↗

Learning to Think and Explore in 3D World

We study how vision-language models (VLMs) can learn to think and actively explore in 3D space. Instead of providing multi-view images, videos, or 3D representations to the model, we preserve the native visual encoding of VLMs, i.e., a single image, one at a time, just like humans, and treat the 3D representation only as an environment with which the model can interact through actions (e.g., move left) and observations (rendered images). Each rollout begins from an initial first-person view and a visual question. The model can then iteratively reason, navigate, and reorient its viewpoint before committing to a final answer. Following an initial trajectory-supervised finetuning, we apply reinforcement learning (RL) with rewards driven primarily by final-answer correctness. Crucially, RL provides no direct supervision over which viewpoints the model should visit or which exploration actions it should take. Instead, the model must learn an effective exploration policy solely from the extent to which its interactions improve performance. Across six 3D benchmarks, our model ACT3D achieves an average accuracy of 53.2% that improves its base Qwen model by 22.0% and surpasses proprietary Gemini 3.6 Flash. ACT3D also outperforms existing open-source 3D methods while using 50-70% fewer input frames, and generalizes to unseen domains with an average improvement of 5.9% over its supervised initialization. Further analysis reveals adaptive, question-conditioned exploration. Performance gains over the base model increase from 0.6% on questions answerable from the initial view to 16.3% on those requiring extensive exploration. ACT3D searches for occluded targets, avoids unnecessary exploration, and acquires complementary viewpoints for spatial comparisons. These findings demonstrate that outcome-based RL enables VLMs not only to reason over visual evidence, but also to learn when and how to acquire it.

cs.CV↗

Deep Search in Real-World Web Environments

Despite substantial progress in Deep Search agents, their ability to conduct end-to-end research in real-world open Web environments remains insufficiently evaluated. Unlike static retrieval settings, information on the real-world Web is distributed across diverse sources, modalities, and heterogeneous formats, often involving complex interaction mechanisms that require agents to autonomously search for, access, and integrate relevant evidence during execution. To address this gap, we introduce the OpenDS task, designed to evaluate agents' ability to perform multi-step deep search in the live, open Web. This task requires agents to autonomously explore the real Web, discover and connect relevant evidence from multiple independent sources through Web search, browser interaction, and evidence processing, and ultimately determine a unique factual answer. Building on this task formulation, we construct OpenDS-World, a benchmark comprising 200 challenging tasks spanning diverse information modalities, heterogeneous file formats, and interactive access requirements, with independent human verification to ensure evidence validity and answer uniqueness. We evaluate 12 frontier models under a unified tool environment and execution protocol. The best-performing model achieves 39.0% accuracy, while human evaluation across 1,000 independent attempts yields 21.1% accuracy. Further analyses of tool usage, search cost, termination behavior, and failure recovery reveal substantial differences in research strategies across models, as well as persistent challenges in tool coordination and long-horizon search management. OpenDS-World provides a unified evaluation platform for systematically assessing and advancing agents' autonomous deep search capabilities in real-world open Web environments.

cs.IR↗

Visual Contrastive Self-Distillation

On-policy self-distillation (OPSD) removes the external teacher required by on-policy distillation (OPD), but still needs asymmetric information between teacher and student so that the self-teacher provides a stronger learning signal. Existing methods create this asymmetry through privileged answers or visual evidence. We ask whether both can be removed, yielding a simpler form of OPSD driven purely by input conditioning. We propose Visual Contrastive Self-Distillation, namely VCSD, which converts image-content removal into an on-policy self-distillation signal. At each student-generated response prefix, the EMA teacher produces two next-token distributions under the same prompt and prefix: one conditioned on the original image and the other on a content-erased control. Their token-wise log-probability difference highlights candidates whose likelihood is specifically increased by the instance-level visual content. We use this contrast to sharpen the teacher's original-image distribution within its plausible support, and distill the resulting full-distribution target into the student. On ViRL39K, VCSD consistently outperforms matched OPSD across Qwen3-VL and Qwen3.5 models. It improves the seven-benchmark aggregate from 72.51% to 76.26% on Qwen3-VL-8B and from 74.97% to 79.24% on Qwen3.5-9B, with gains at all six evaluated scales. VCSD requires no external teacher, privileged answers, visual evidence signals, reasoning traces, or additional inference-time cost.

cs.CV↗

3DCodeVerse: Exploring 3D Worlds as Code

We introduce 3DCodeVerse, a research ecosystem that enables coding agents to create editable and verifiable 3D content at scale. 3DCodeVerse comprises large-scale, high-quality datasets of executable 3D code, a coding harness for spatial reasoning and automated verification, and practical guidance for 3D coding. First, we construct 3DCodeVerse-2M, a large-scale curated dataset of standalone 3D executable code. We build this corpus by collecting open-source data, converting specialized representations, and generating new programs with coding agents. Each program is packaged with the source files and associated assets required for execution in its declared environment, along with available descriptions and verification records. Second, we develop the 3DCodeVerse Harness, a multi-agent directed acyclic graph framework for generating and refining 3D content. It uses execution checks, spatial measurements, and visual feedback to automatically evaluate and revise generated programs without human feedback during generation. Third, we conduct systematic empirical studies of 3D coding, establishing baselines with fine-tuned open models and deriving practical guidance through component-level analyses of our harness. Extensive experiments demonstrate that fine-tuning on our dataset significantly improves the 3D coding capabilities of open-source models. Notably, our 3DCodeVerse harness achieves a 90% win rate against Claude Design (3D Object) in pairwise human evaluations, when both are utilized by Claude Opus 5.5.

cs.CV↗

From Pilots to Production: Lessons in Cross-Institutional Federated Training and Artificial Intelligence for Science

Many of the most valuable scientific datasets cannot be centralized: they are proprietary, export-controlled, classified, or bound by data-sovereignty restrictions. This inverts the usual paradigm: the model must move to the data, making federated artificial intelligence (AI) core infrastructure for open science. We synthesize lessons from U.S. Department of Energy national laboratories, industry deployments, and the open-source community into a structured account of moving federated AI from pilot demonstrations to dependable, multi-site production. The lessons come from five concurrent efforts spanning leadership-class supercomputers and cloud infrastructure in regulated settings. We organize them around an adapted \textit{five-domain readiness frame} and a stratified view of the stack beneath a trained model: data architecture, privacy and security controls, trust and verification, governance and socio-technical factors, and operations, the layers that decide whether a pilot becomes dependable. The question shifts from ``can we train it?'' to ``can we operate it, audit it, and change it safely?'' We report systems lessons in memory efficiency, reliability, and synchronization; set out what privacy, security, and decentralized trust require in production, and what is not yet validated there; and identify cross-cutting open problems (asynchronous federation, leakage auditing, verification standards, and harmonized data contracts) that we argue warrant a dedicated, international, open-science working group.

cs.DC↗

Think3D: Thinking with Space for Spatial Reasoning

While Vision-Language Models (VLMs) excel at 2D visual understanding, they remain constrained by 2D-centric paradigm that severely limits genuine 3D spatial reasoning. To bridge this gap, we introduce Think3D, a novel framework that equips VLM agents with interactive, 3D chain-of-thought reasoning capabilities. By integrating a suite of 3D manipulation tools, Think3D transforms perception into active spatial exploration, mirroring human geometric reasoning. Think3D consistently improves proprietary models, including GPT-4.1 and Gemini 2.5 Pro, across BLINK Multi-view, MindCube-1K, and VSI-Bench-Tiny. We further propose Think3D-RL to teach smaller open-weight models how to manipulate 3D space effectively. Using only final-answer rewards, without process supervision or handcrafted exploration trajectories, Think3D-RL enables Qwen3-VL-4B to autonomously learn effective 3D exploration strategies. After training, the model exhibits tool-use patterns similar to those of stronger proprietary models, while shifting the effect of 3D tool use on MindCube-1K from a performance drop to a substantial improvement. These results show that active exploration in 3D space provides an effective and general paradigm for improving spatial reasoning in multimodal agents. Code, models, and data are available at https://github.com/zhangzaibin/spagent.

cs.CV↗

Learn What's Left, Not What's Mastered: Saturation Aware Advantage Reweighting for Multi-Reward Policy Optimization

Reinforcement learning (RL) with group-relative advantages has become the de facto standard for post-training language model reasoners. However, when optimizing multiple reward objectives, existing methods typically scalarize the reward vector with a fixed weighted sum before group-wise standardization. We show that this design leads to two fundamental problems: rollouts with distinct reward profiles can receive identical advantages, and all objectives are optimized with fixed relative weights regardless of their current level of saturation. Consequently, an objective whose rewards are already near their upper bound can retain substantial influence when its rewards still vary within rollout groups. We introduce Saturation Aware Advantage Reweighting for Multi-Reward Policy Optimization (SA-MRPO), which standardizes each reward objective independently and adaptively discounts its contribution according to a batch-level estimate of objective saturation. This changes the relative contribution of each objective according to its observed reward headroom. We further derive an exact condition under which saturation aware reweighting reverses the sign of a rollout's aggregate advantage. Across mathematical reasoning with two- and three-objective reward combinations, SA-MRPO improves the harder correctness objective over GDPO in 12 of 15 benchmark comparisons, with gains of up to $5\%$ on AIME24. On adaptive reasoning it improves accuracy on all five benchmarks, by $3.8\%$ on average and up to $9.2 \%$ on AMC23, and on coding benchmarks it improves pass rate by up to $2.3\%$, while in all settings maintaining the easier objectives near their already satisfied levels. Additional experiments characterize the accompanying reward tradeoffs and sensitivity to corrupted rewards.

cs.LG↗

EgoForge: Goal-Directed Egocentric World Simulator

Generative world models have shown promise for simulating dynamic environments, yet egocentric video remains challenging due to rapid viewpoint changes, frequent hand-object interactions, and goal-directed procedures whose evolution depends on latent human intent. Existing approaches either focus on hand-centric instructional synthesis with limited scene evolution, perform static view translation without modeling action dynamics, or rely on dense supervision, such as camera trajectories, long video prefixes, and synchronized multi-camera capture. In this work, we introduce EgoForge, an egocentric goal-directed world simulator that generates coherent, first-person video rollouts from minimal static inputs: a single egocentric image, a high-level instruction, and an optional auxiliary exocentric view. To improve intent alignment and temporal coherence, we introduce GRAFT, a trajectory-level diffusion refinement method that uses positive and negative rollout distributions, derived from goal, temporal, scene-consistency, and perceptual rewards, to steer the diffusion velocity field toward coherent, goal-complete egocentric simulations. Extensive experiments show EgoForge achieves consistent gains in semantic alignment, geometric stability, and motion fidelity over strong baselines, and performs robustly in real-world smart-glasses experiments.

cs.CV↗

Video2Skill: From Streaming Experience to Reusable Embodied Skills

Manipulation behaviors vary widely across objects and scenes, but they share a small set of reusable skills, and planning with these skills helps embodied agents generalize to new tasks. Yet an agent can only plan with skills it knows. Recovering skills from observed experience, the inverse of planning, builds this knowledge over time and yields skill data for training future agents. Vision-Language Models (VLMs) describe individual manipulation events well, but can they organize a stream of events into reusable skills? We formulate this problem as Streaming Embodied Skill Discovery (SESD): a model watches videos in sequence and maintains a persistent skill library that shapes its later decisions. To systematically measure this ability, we introduce Video2Skill, a benchmark that covers robot tabletop manipulation and human kitchen activity and tests three core capabilities: (i) locating manipulation events in time, (ii) grouping events of the same transformation, and (iii) deciding when to reuse an existing skill or create a new one. Across 19 open-source VLMs, many models group events at near-chance level, and scale does not consistently help. Their errors depend on how perception and library updates are coupled: joint models merge distinct transformations into one skill, while models that update the library from text descriptions duplicate recurring ones. Supervised fine-tuning, including our counterfactual library-state rebalancing (CLaRe), improves grouping but exposes a deeper bottleneck: trained models consolidate familiar skills yet rarely expand the library. Their libraries stall below half the reference size, and transformations unseen in training are located in time but almost never given a new skill. Recognizing when existing skills are insufficient thus emerges as the central challenge.

cs.CL↗

Scalable Heterogeneous Graph Foundation Models for Data-Driven Optimal Power Flow in Smart Grids

Fast and reliable optimal power flow (OPF) approximation is important for power system operation, yet heterogeneous OPF graph models are often evaluated either with architecture-specific implementations or on limited training corpora. This paper presents a large-scale heterogeneous graph-learning workflow, built on HydraGNN, for data-driven OPF surrogate modeling and graph foundation-model (GFM) development. The workflow preserves buses, generators, loads, shunts, alternating-current (AC) lines, transformers, and device-to-bus relations and provides a common implementation for distributed preprocessing, multi-graphics-processing-unit (GPU) training, hyperparameter optimization (HPO), and downstream adaptation. Using approximately three million heterogeneous graphs from ten Power Grid Library for Benchmarking AC Optimal Power Flow Algorithms (PGLib-OPF) cases spanning 14 to 13,659 buses, we compare six heterogeneous graph neural network (GNN) families under a common HPO campaign on Frontier, resulting in two compact HeteroSAGE and HeteroHEAT models (~1.6-1.7 million parameters) that achieve the lowest observed validation MSE. Strong and weak scaling using up to 1,024 Frontier nodes show that 256 nodes (corresponding to 1,024 AMD MI250X GPUs) provides the best time-to-solution balance for the measured workload. Two downstream tasks evaluate task adaptation on the IEEE 118-bus case: a classification task to distinguish nominal operating conditions from artificially generated extreme-overload conditions and N-1 single-component-outage regression to predict bus voltage magnitude and phase angle. Partial fine-tuning provides the strongest balance between predictive performance and computational requirements.

cs.LG↗

Scaling Laws for Physics-Aware ACOPF Surrogate Learning

Learning-based surrogates for AC optimal power flow (ACOPF) promise large speedups over classical solvers, but their operational value depends on physical feasibility as much as predictive accuracy. Physics-aware objectives such as the augmented Lagrangian (AL) improve constraint satisfaction at additional per-step cost, yet how this trade-off behaves with scale is uncharacterized. We sweep model and dataset sizes under MSE and AL training, and measure how violation changes with network size. Both objectives improve as power laws: MSE prediction loss depends more on model size than on data, while the AL composite of prediction loss and violation improves comparably along both axes. Violation grows markedly more slowly with network size under AL. On matched hardware and equal training samples, AL reduces violation about $19\times$ with $2.4\times$ the training time and negligible added memory. The training objective shapes not only where a surrogate lands but how its quality evolves with scale.

cs.LG↗

Reward-Decomposed Reinforcement Learning for Immersive Video Role-Playing

Text-based role-playing models can imitate character styles, but often fail to capture scene atmosphere and evolving tension, which are crucial for immersive applications such as VR games and interactive narratives. We study video-grounded role-playing dialogue and introduce EBM-RL (Eye--Brain--Mouth Reinforcement Learning), a decoupled GRPO-based framework that separates observation ( ), reasoning ( ), and utterance generation ( ). This design mimics the human See-Think-Speak process, enabling the model to ground dialogue in visual perception before reasoning and response generation. To optimize this See-Think-Speak process, EBM-RL integrates complementary rewards for scene--text alignment, perceptual--cognitive utility, answer faithfulness, and format consistency. Extensive experiments show that EBM-RL substantially outperforms text-only role-playing baselines and larger-scale vision-language models on our immersive role-playing benchmark, improving both visual-atmosphere consistency and character authenticity. Moreover, EBM-RL demonstrates strong zero-shot transfer to out-of-domain VideoQA benchmarks without additional fine-tuning. We also release an open-source dataset for video-grounded role-playing dialogue.

cs.AI↗

Attention Sinks and Outliers in Attention Residuals

We propose OASIS, an outlier- and sink-aware method that stabilizes dual-normalized attention-residual architectures through explicit null routing and token-to-depth null coupling. AttnResidual introduces an additional depth-wise normalization channel that improves inter-layer routing flexibility but can also amplify attention sinks, activation outliers, and low-bit quantization error. OASIS builds on explicit Softmax1-based null routes at both the token and depth levels and uses token-level null evidence to downweight depth branches exhibiting stronger null behavior. Theoretically, we characterize a conditional mechanism for sink-like attention concentration under dual normalization, offering insight into the low-bit sensitivity observed in AttnResidual. Experimentally, we compare OASIS against five baselines on three language-model backbones and multiple language-modeling, reasoning, and long-context benchmarks and observe consistent improvements in both attention sink mitigation and post-quantization performance. Notably, relative to Vanilla AttnResidual, OASIS reduces maximum infinity norm by 81.75% and average kurtosis by 95.90%, lowers W8A8 perplexity by 82.00%, and improves W4A4 GSM8K Pass@1 by 42.11% on average across LLaMA-3.2-1B, Qwen3-0.6B, and Phi-4. Code is available at: https://github.com/robinzixuan/OASIS.

cs.LG↗

A Very Big Video Reasoning Suite

Rapid progress in video models has largely focused on visual quality, leaving their reasoning capabilities underexplored. Video reasoning grounds intelligence in spatiotemporally consistent visual environments that go beyond what text can naturally capture, enabling intuitive reasoning over spatiotemporal structure such as continuity, interaction, and causality. However, systematically studying video reasoning and its scaling behavior is hindered by the lack of large-scale training data. To address this gap, we introduce the Very Big Video Reasoning (VBVR) Dataset, an unprecedentedly large-scale resource spanning 200 curated reasoning tasks following a principled taxonomy and over one million video clips, approximately three orders of magnitude larger than existing datasets. We further present VBVR-Bench, a verifiable evaluation framework that moves beyond model-based judging by incorporating rule-based, human-aligned scorers, enabling reproducible and interpretable diagnosis of video reasoning capabilities. Leveraging the VBVR suite, we conduct one of the first large-scale scaling studies of video reasoning and observe early signs of emergent generalization to unseen reasoning tasks. Together, VBVR lays a foundation for the next stage of research in generalizable video reasoning. The data, benchmark toolkit, and models are publicly available at https://video-reason.com/?v=vbvr .

cs.CV↗

Harbor Adapters and Harbor-Index: Infrastructure and a Curated Meta-Dataset for Large-Scale Agentic Evaluation

Evaluating agents on the growing number of agentic benchmarks is challenging because they often require complex environments and agent integrations. We introduce Harbor Adapters, a unified evaluation infrastructure for agentic benchmarks. Our work makes three contributions. First, we develop benchmark adapters that port more than 80 benchmarks to evaluate arbitrary agents, and validate them through rigorous code review and parity experiments. Second, we conduct a large-scale evaluation of 8 models spanning capability tiers across 54 benchmarks; every model is run with Terminus-2 and with one of 3 native harnesses. This enables a broader analysis of agent capabilities and failure modes than was previously possible. Third, we introduce Harbor-Index, a curated set of 82 difficult, diverse, and high-quality tasks spanning 29 benchmarks, refined from the adapted suite through difficulty filtering, AI and human audit, and an audit-and-fix loop. Harbor-Index preserves the challenge and breadth of large-scale agentic evaluations while being affordable to run; no evaluated model-harness configuration exceeds 30% pass rate, and the strongest (GPT-5.5 with Codex) reaches 28.0%. We release the adapters, evaluation results, in-depth analysis, and Harbor-Index as open-source artifacts to support more reliable and comprehensive evaluation of language-model agents.

cs.AI↗

Co-RL: Unsupervised Reasoning Emerges from Diverse Cohort in Multi-agent RL

Reinforcement learning (RL) has emerged as a powerful approach for improving reasoning in language and vision-language models, yet its strongest successes still depend heavily on ground-truth supervision (e.g., verifiable reward). Such annotations are costly to obtain and become increasingly scarce as reasoning capabilities advance beyond what humans can reliably evaluate. Self-rewarding RL reduces this dependence by enabling models to derive reward signals from their own completions. However, training solely on self-generated feedback can reinforce existing biases and suboptimal behaviors, reduce response diversity, and ultimately lead to homogenized responses and training collapse. In this work, we show that unsupervised reasoning can emerge through cooperative multi-agent training. We introduce Co-RL, a framework in which multiple decoupled models, sharing no parameters, are simultaneously optimized through RL using rewards derived from their peers. We further show that increasing cohort diversity, through heterogeneous model families, sizes, and rephrased training samples, reduces the correlated errors that drive self-reinforcing feedback loops. This diversity consistently improves reasoning performance, maintains behavioral diversity, and mitigates training collapse. Across text-only and multimodal domains, Co-RL consistently outperforms the base models and prior label-free approaches, while matching or surpassing supervised methods, without access to any ground-truth labels. Concretely, Co-RL yields average gains of 3.0-8.6% across seven text-only benchmarks for LLMs and 2.3-7.2% across four multimodal benchmarks for VLMs. Code is available at https://github.com/DrStranded/Co-RL.

cs.LG↗

Demystifying Agent Skills: Why They Work-Until They Don't

Skills have emerged as a practical and effective approach for enhancing LLM agents at inference time through structured packages of knowledge. However, existing evaluations largely measure whether skills improve aggregated task success, leaving a more fundamental question underexplored: \emph{\textbf{When do skills help, why do they work, and where do they fail?}} Through controlled experiments across various benchmarks, agent harnesses and LLMs, we isolate the effects of representation, outcome annotation, retrieval difficulty, and cross-framework robustness of skills. To further answer this question, we design a contrastive study that combines controlled quantitative experiments with paired trajectory analysis. We normalize 8,135 trial records from controlled experiments and retain 238 valid unique labels from 240 open-coded records. We consolidate these observations into a taxonomy of three high-level categories and twelve skill-use modes: skills work when noisy trajectories become procedural anchors that stabilize execution. Skills improve over Workflow Memory by 6.06 points in matched comparisons. Procedural anchoring accounts for 65.7\% of skill cases, versus 4.5\% for explicit knowledge injection, showing that skills stabilize action rather than inject missing facts. Retrieval is a separate bottleneck: as pools grow from 5 to 100, actual-use precision falls from 29.6\% to 3.3\%. Confusable distractors impair offline identification, yet downstream success remains stable; exact ground-truth invocation is neither sufficient nor necessary. Skills fail under brittle assumptions, incompatible contexts, or insufficient adaptation. These findings move evaluation beyond aggregate success rates and guide reliable self-evolving agents.

cs.AI↗