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Yiwen Guo

Publications and source records attributed to Yiwen Guo.

At least 19 recordsLinked to original sources

Compute Has Shape: Self-Morphing the Internal Computation of Frozen LLMs

Test-time scaling improves large language models through additional computation, but how to adapt the topology of internal computation to individual inputs remains underexplored. Existing approaches largely fix recurrent or parallel architectures during training, or reconfigure frozen models along a single structural axis. We introduce SelfMorph, which makes computational shape an input-dependent inference-time decision. It unifies the original forward path (BASE), serial reuse of a layer span (REPEAT), and local branching and merging of perturbed hidden states (BRANCH) in a unified space parameterized by type, location, and intensity. Since they offer complementary benefits rather than uniform dominance, we use a lightweight selector that reads the backbone's depth-wise hidden state trajectory on the prompt to choose a morphology before response generation. We train the selector by distilling utility-based distribution from offline morphing that jointly account for task performance and computational cost. Evaluated on three LLMs spanning 4B-27B, SelfMorph achieves a 8.06% mean relative improvement on five in-distribution benchmarks and 4.45% on four unseen benchmarks. It achieves the strongest performance in 24 of 27 settings. These findings identify input-adaptive computational topology as a complementary axis of test-time scaling beyond generating more tokens. Our code is available at https://github.com/creator-xi/SelfMorph.

cs.AI↗

MOER: Mix-Policy Optimization under Expert Prefix Guidance with Selective Rollback

Mix-policy optimization incorporates off-policy expert data into the reinforcement learning (RL) loop to transcend the capability boundary of on-policy RL. However, existing methods either provide static full-trace guidance that suppresses self-exploration, or adopt expert prefix guidance without correctness guarantees, leading to suboptimal performance or even training collapse. In this paper, we propose MOER, a mix-policy optimization framework that harmonizes expert guidance with self-exploration. MOER injects a decaying expert chain-of-thought prefix into the prompt and lets the model complete the remaining reasoning, with the prefix length progressively annealed to encourage self-exploration. A selective rollback mechanism replaces failed completions with the original full expert trace, guaranteeing the correctness of every off-policy trajectory. Furthermore, a harmonized mix-policy objective optimizes on-policy tokens with a GRPO loss while supervising both expert prefix and completion tokens with a trust-region SFT loss, substantially stabilizing training. Extensive experiments show that MOER achieves the highest average scores in mathematical and general domain reasoning tasks, outperforming all basic and mix-policy baselines, and generalizes consistently across diverse tasks, model scales, and base model categories. Codes are available at https://github.com/CityU-MLO/MOER.

cs.LG↗

HiSTEVE 1.0: Harnessing Human-Interface VLA Agents for Open-World Games

Building virtual embodied agents that operate in open-ended games like human players is a long-standing goal requiring both long-horizon autonomy and reliable native-interface control. As a procedurally generated open world, Minecraft provides a natural testbed for studying the integration of these capabilities. Existing agents typically provide either native visuomotor control without long-horizon autonomy or high-level planning executed through environment APIs or predefined skills. To bridge this gap, we propose HiSTEVE, a hierarchical VLA agent with a capability-aware agent harness. At the orchestration level, we equip the harness with structured memory for tracking progress and a VLM planner for selecting subtasks within the VLA's capabilities. To reliably determine subtask completion, we further introduce a policy-coupled task completion state detector that conditions on VLA policy context to signal candidate completion. At the control level, a single VLA executes all subtasks with vision-only perception and native keyboard-and-mouse actions. To mitigate interference between heterogeneous GUI and non-GUI interactions, we introduce regime-specific RMSNorm branches and separate mouse-movement token embeddings. We also train the VLA through world knowledge injection, imitation learning, and reinforcement learning with environment feedback to improve reliability and recovery. HiSTEVE achieves state-of-the-art atomic-task performance, scoring 85.0% on MineStudio Bench and a 37.4% average success rate on OpenHA, while also completing long-horizon tasks such as crafting an iron pickaxe from scratch like human players.

cs.CV↗

Factual Access States in Diffusion Language Models: From Mechanism to Knowledge Editing and Retrieval

Factual recall is a lookup: some representation inside the network serves as the key, and what that key is made of decides which queries can retrieve the fact, what an edit must cover, and what a retriever can read. We call it the factual access state. In autoregressive (AR) models the subject position enriches attributes largely independently of the relation, and relation-specific selection happens later, at the readout position. In masked diffusion language models (DLMs) we find the state is assembled differently, and much earlier: in the first attention layer the wording of the relation is routed into the position of whichever entity is visible and the early feed-forward layers look the fact up on this fused representation. The state therefore varies with the relation's surface form and with the query direction, so the queries about one fact occupy a region of state space rather than a point, and an operation on the fact succeeds only for queries that enter it. We treat the state as an interface to a DLM's factual knowledge, and put it to two uses. Writing to the state gives a knowledge editor: from one declarative statement, Multi-View Edit fits one shared value per direction across that region and installs it in the early-MLP block, preserving source-prompt reliability while substantially improving paraphrase and reverse question answering, where AR editors gain near zero. Reading it suggests a complementary use: the state at each entity position can serve as a relation-specific retrieval vector with no training, returning both pieces of evidence for two-entity queries on which pooled, prompted and lexical retrievers almost never return both.

cs.CL↗

Training the Whole Agent, Not Just the Model

Training coding agents typically updates the policy while keeping the harness fixed. During training, trajectories reveal flawed repair strategies and interaction problems that vary across tasks and change as the policy learns. We introduce HarnessAdapt-RL, which trains the policy and adapts its harness during reinforcement learning. For flawed repair strategies, a frozen teacher generates task-specific mechanism-level skills. For interaction problems recurring across tasks, a separate teacher model evolves tools and hooks, keeping each change only if it improves the observed pass rate or the observed trainable rate without lowering either. The policy trains with the adapted harness, and its new trajectories guide further adaptation. With a 9B base model, HarnessAdapt-RL improves pass@1 over GRPO by 9.8, 12.6, and 6.4 percentage points on SWE-bench Verified, Multilingual, and Pro, and outperforms GRPO with the human-designed OpenHands harness. Gains from mechanism-level skills persist after their removal at evaluation. Re-evolving tools and hooks as the policy changes outperforms freezing early versions. Removing them at deployment, in contrast, costs up to 7.7 percentage points. Training therefore produces a model-harness pair: the trained policy and the evolved tools and hooks, with skills removed at deployment.

cs.SE↗

ADIAS: Automated Design of Interactive Agentic Systems

Self-evolving agents can improve without updating model weights by iteratively optimizing the harness based on evaluation feedback. Existing methods are largely candidate-centric: they record evolution outcomes (which agent variants have been produced and how they perform), rather than evolution progress (which issues, i.e., recurring failure patterns, have been fixed and which remain). Such methods pose two difficulties for cumulative harness evolution. First, repair context is scattered across candidate records and must be reconstructed every round, which leads to inefficient, redundant, or misdirected revisions. Second, because candidates are evaluated as a whole, partial fixes across different agents are difficult to combine, while ineffective changes persist alongside beneficial ones. To address these problems, we formulate issue-centric agent optimization, which explicitly carries forward evolutionary progress through a persistent issue state. We instantiate this paradigm in ADIAS, a harness-evolution framework with two key components. An Issue Manager maintains the issue state with stable issue identities, lifecycle status, supporting evidence, and intervention-outcome histories. An Issue-Guided Optimizer proposes repair targets from the issue state and performs focused harness revision. On five interactive benchmarks, ADIAS outperforms the strongest baseline by 25.2% on average and achieves consistent gains across four backbone models. Controlled ablations show that removing the Issue Manager or the Issue-Guided Optimizer reduces performance by up to 40.7%.

cs.AI↗

LLM Agents for Automated Post-Training via Structured Recipe Optimization

Automated post-training transforms pre-trained large language models (LLMs) into models capable of handling diverse domains by automatically constructing and optimizing a recipe of coupled decisions over data sources, data processing, cross-domain composition, and training configuration under a limited experimental budget. Existing automation either searches predefined recipe spaces that enable systematic optimization but remain fixed rather than adapting their available choices to the target tasks, or uses open-ended agents that discover task-specific choices but leave them implicit in trial-level edits, limiting their systematic reuse and recombination across trials. To fill this gap, we introduce optimization over a task-adapted recipe space, a novel paradigm that can adapt the recipe space itself to the target tasks while representing its choices explicitly for systematic reuse, recombination, and joint optimization. We instantiate this paradigm with Structured Recipe Optimization (SRO), comprising an LLM-based Recipe-Space Designer that constructs the task-adapted recipe space and a Multi-Domain Recipe Optimizer that uses structured trial evidence to guide LLM candidate construction and multi-objective Bayesian trial selection. Extensive experiments show that SRO achieves the highest average score in all evaluated target-model and agent-LLM combinations. In joint post-training across three capability domains and six benchmarks, SRO reaches 41.1 versus 15.4 for the strongest baseline on Qwen3-1.7B with GPT-5.4, and 53.8 versus 40.8 on Qwen3-4B with DeepSeek-V4-Flash. Our code is available at https://github.com/RuohLiuq/SRO.

cs.AI↗

A Decade in a Day: Synthesizing Agent-Native Interfaces from Human-Oriented Software Evolution

Large language model agents are emerging as an important new class of users of desktop applications. However, existing desktop interfaces were designed for human end users or application developers, leaving agents to interpret visual controls or discover and compose low-level software operations. This mismatch can hinder even capable agents, yet it remains unclear what interface properties make desktop software easier for agents to use. To study this question, we treat software evolution as a natural source of interface variation and introduce DeskIF-Bench, a benchmark of 255 artifact-verified tasks across six desktop applications. By holding the task, agent, and verifier fixed while varying the software release, we measure how interface changes affect agent performance. Across two models and six applications, the newest release consistently outperforms the oldest. Trajectory analysis identifies three relevant interface properties: discoverability, granularity, and observability. Guided by these properties, we develop ANIS, a framework that synthesizes agent-native interfaces from the capabilities of installed applications. On an expanded evaluation of 368 tasks across eight applications, atomic interfaces improve success over native SDK use by 3.8 and 3.5 percentage points with DeepSeek V4 Flash and Claude Haiku 4.5, respectively, while reducing online token usage by approximately 73%. Goal-level commands further raise success to 74.5% and 67.4%, respectively.

cs.SE↗

Progressive Agent Skill Generation via Reinforcement Learning

Recent large language model agents often use external skills as modular procedural units that condition inference and improve complex task solving. Thus, automatically generating high-quality skills from documents or experience has become an important problem. Existing skill generation methods largely rely on heuristics or pipeline-style consolidation, which must be specially designed for different evidence sources. In contrast, learning-based approaches offer a more unified way to model skill generation across heterogeneous sources. However, learning-based skill generation remains challenging because skills lack a natural supervision signal based on relevance or correctness; their value can largely be determined only by whether they improve the behavior of the agent on downstream tasks. To address this challenge, we propose Skill-$α$, a reinforcement learning method that learns a unified policy for progressive skill generation. Specifically, we construct each skill by repeatedly applying the learned policy to successive source evidence and introduce a novel rollback reward that evaluates each edit by comparing downstream execution under the original and edited skills on an anchored query. Extensive experiments show that Skill-$α$ generates more effective skills than methods based on heuristics or pipelines in both document-to-skill and experience-to-skill settings. Under the main GPT-4o worker, Skill-$α$ improves average downstream success rates over the strongest skill-generation baseline by 3.1 points on CL-Bench and 6.7 points on tau2-bench. Further ablations and analysis validate the importance of rollback reward and progressive generation.

cs.LG↗

Real-Time Joint Audio-Video Generation by Parallel Adapter Composition

Deploying a joint audio-video diffusion transformer for real-time, interactive generation normally requires two essential modifications: block-autoregressive attention, so frames can be emitted before the whole clip is finished, and few-step sampling, so each block is cheap. Conventionally, the streaming video literature obtains both capabilities from a chained pipeline. It first distills a bidirectional teacher into a causal student, then into a few-step one, or proceeds in reverse order. Each stage of such a chain fine-tunes the weights the previous one produced, so a later objective can undo an earlier capability. Following the idea of model merging, we show that on a packed audio-video backbone the two capabilities can be acquired in parallel. A causal adapter is trained against the frozen backbone, and an off-the-shelf few-step adapter provides the few-step capability. As the two edit different functional axes, we predict, and then verify, that their weight-update directions are near-orthogonal, without any explicit orthogonality constraint during training. Orthogonal updates should combine without interfering, so parallel composition is a direct sum. The two adapters are simply added at inference, with no joint training, yielding few-step, streaming audio-video whose image quality tracks the bidirectional teacher. Compared to the chained baselines, the composed model matches or beats them on most metrics, making parallel composition a practical approach. The resulting streaming system generates joint audio-video in real time, $\approx$26 fps at $480\times832$ without quantization, and sustains 30 s of continuous generation with stable image quality. Demo Page: https://pac-demo-2027.github.io/demo/

cs.CV↗

Edit Who Speaks, Control How They Speak: Global Timbre Editing and Local Instruction Control for TTS

Instruction-based text-to-speech (TTS) offers control over voice characteristics and speech expression through interfaces including voice cloning and text-based voice design. Voice cloning reproduces a reference voice, whereas text-based voice design creates a voice from a natural-language description. However, neither interface directly enables users to modify the timbre of a given reference and synthesize speech with the modified voice. Meanwhile, utterance-level expressive instructions leave changes across individual text segments underspecified. We introduce \textbf{EDICT}, a framework that unifies global timbre editing and local expressive control by using an edited acoustic reference to anchor voice identity across segments. To enable synthesis with an instruction-edited voice, EDICT combines reference audio with structured timbre edits to generate an edited reference in codec-token space. This representation serves as a shared voice anchor for a frozen TTS backbone, allowing segment-specific natural-language instructions to guide expression. To accommodate instruction changes while supporting acoustic continuity, EDICT rebuilds the KV cache at each segment boundary, refreshing instruction conditioning while retaining bounded acoustic context from previously generated speech. Evaluations on our proposed TimbreEdit-Bench and IntraTTS-Bench demonstrate improved timbre editing and a favorable balance between local instruction adherence, speaker consistency, and transition quality. Audio demos are available.

cs.SD↗

Safe, Persistent, and Evolving Agent Harness for Understanding Partially Observable Worlds

Large language model agents can invoke tools fluently, but enterprise workflows demand more than selecting the right tools: actions must strictly comply with organizational policies, tool feedback often conceals hidden side effects under partial observability, and long-horizon tasks require persistent state tracking across multiple records. To address these challenges, we introduce E-Ledger, a multi-agent harness for safe and persistent execution. E-Ledger employs a code approval layer that checks every proposed action against policy before execution, and maintains a world ledger of verified hidden rules alongside evidence-backed dynamic state. Because hidden rules are typically unknown a priori, we further propose WorldAbduct, an abductive, world-model-driven harness evolution framework. WorldAbduct diagnoses execution trajectories across four complementary views (state consistency, world-observation gap, policy-gate correctness, and goal judgment) to hypothesize latent rules, and verifies them through targeted abductive interactions before integrating them into the ledger. On the enterprise benchmark World of Workflows, E-Ledger with WorldAbduct improves safe task completion across four LLM backbones, outperforming the strongest evolution baseline by 5--15 percentage points. Experiments in ScienceWorld and DiscoveryWorld further show that abductive harness evolution carries over to scientific environments. Our code is available at https://github.com/HKUST-KnowComp/E-LEDGER-WorldAbduct.

cs.AI↗

PlayCoder: Making LLM-Generated GUI Code Playable

Large language models (LLMs) have achieved strong results in code generation, but their ability to generate GUI applications, especially games, remains insufficiently studied. Existing benchmarks mainly evaluate correctness through test cases, which are inadequate for GUI applications because these systems are interactive, event-driven, and require correct state transitions across sequences of user actions. Their evaluation therefore should consider interaction flows and UI logic rather than only pass/fail outcomes. To study this problem, we introduce PlayEval, a repository-aware benchmark built from 43 multilingual GUI applications in Python, TypeScript, and JavaScript. Unlike prior GUI benchmarks that are difficult to adapt to desktop environments, PlayEval covers six major GUI application categories and directly supports code-generation evaluation. We further propose Play@k, a metric that measures whether at least one of *k* generated candidates can be played end-to-end without logical errors. To support reliable evaluation, we develop PlayTester, an LLM-based agent that performs task-oriented GUI playthroughs and detects logic violations automatically. Experiments on 10 state-of-the-art code LLMs show that, despite high compilation rates, they achieve near-zero Play@3, revealing major weaknesses in generating logically correct GUI applications. To address this limitation, we present PlayCoder, a multi-agent, repository-aware framework that generates, evaluates, and iteratively repairs GUI application code in a closed loop. PlayCoder substantially improves both functional correctness and semantic alignment for open-source and closed-source models, reaching up to 38.1% Exec@3 and 20.3% Play@3. Case studies further show that it can uncover silent logic bugs missed by traditional metrics and fix them through targeted edits.

cs.SE↗

Just MLPs: Efficient Visual State Reconstruction for Multimodal Language Models

Long visual token sequences often account for a substantial fraction of the computational overhead in multimodal large language models~(MLLMs). Existing approaches reduce this cost by pruning redundant visual tokens, but permanently discard visual evidence that may become useful in subsequent layers. We instead ask whether all visual tokens can be preserved while reducing the cost of repeatedly evolving the representations through the Transformer. To answer this question, we perform low-rank interventions on visual-to-text information flow. We find that, after visual-to-text attention is blocked, restoring only a few directions recovers most of the lost accuracy, suggesting the relevant visual influence is concentrated in a low-dimensional subspace. We further observe strong predictability in layer-specific visual states: lightweight MLPs approximate them with high cosine similarity and low reconstruction error. Motivated by these findings, we propose $δ$-Vision, which replaces repeated Transformer evolution of visual tokens with lightweight low-rank adapters that construct layer-wise visual memories while preserving all visual tokens for text retrieval. Across image and video benchmarks, $δ$-Vision achieves higher accuracy than visual token pruning baselines at comparable or lower computation, while delivering competitive inference efficiency without discarding visual tokens.

cs.CV↗

GameSmith: Scaling Zero-Sum Self-Play with Synthesised Games

Post-training large language models (LLMs) on two-player zero-sum games provides a verifiable reward, and the gains have been shown to transfer to general reasoning. Existing pipelines, however, rely on a handful of hand-written games and on advantage estimators tied to them, so both the supply of games and the advantage estimate on a large corpus limit scaling. We present GameSmith, which scales both. An LLM synthesises games inside templates whose reward, observation, and hidden-information code is fixed. Each game is verified by seed-paired replay and by an independent re-implementation of its specification, then expanded into encoding, rule, and size variants, giving 26 new games in 29 families and 336 verified variants from the three SPIRAL templates. The model is distilled from the self-play of a larger teacher (Qwen3-32B) on these games and then trained by self-play reinforcement learning with CRAB, an advantage estimator that credits each decision against a shrinkage estimate of the expected return of its position and is defined on every variant. On Qwen3-4B-Base, distillation raises the 13-benchmark mean pass@1 from 45.5 to 62.5, above the three SPIRAL games at the same budget, and self-play with CRAB reaches 64.9. The ordering holds across models, and transfer grows with the number of game families.

cs.LG↗

Motion-Omni: End-to-End Joint Speech and Full-Body Motion for Spoken Dialogue

An avatar that holds a conversation should decide what to say and to move while saying it, yet these abilities live in separate model families: spoken dialogue models produce speech without motion, and co-speech motion models produce motion only from audio handed to them. The standard remedy is a cascade that first generates the spoken response and then runs a motion model over the finished audio, which requires a second full inference pass and precludes any joint optimisation between the two. We present Motion-Omni, an end-to-end framework in which a spoken dialogue model natively outputs explicit facial expression together with hand, upper-body and lower-body motion, generated directly from the hidden states that produce the speech. Joint training is not optional here: with the speech pathway frozen, motion remains misaligned with the audio, and co-adapting the LLM, Speech Generator and Motion Generator under both objectives is what recovers alignment while retaining spoken-dialogue ability. Supervision comes from a scalable, model-agnostic pipeline that pseudo-labels consistent-voice speech responses with a replaceable motion teacher, yielding 422,856 quality-ranked pairs (1,402 hours). We further release SwDA-500 and, to our knowledge, the first public evaluation protocol for stochastic open-ended full-body spoken dialogue, matching audio across motion systems while unifying rendering, automatic metrics, human evaluation, and latency measurement. Instantiated with a Qwen2.5-7B-Instruct backbone, Motion-Omni-Q7 matches the same-audio teacher cascade to within 2% on reference-free motion metrics while responding 5.4 x faster (RTF=0.78, faster than real time), surpasses all non-teacher cascades on beat correlation and diversity, and reaches a 2.62% word error rate, the lowest among the omni-modal systems compared.

cs.SD↗

Omni-Streaming Thinking

Streaming omni-modal models must decide what and when to answer from the video chunks and synchronized audio observed so far. Visual cues often support an interpretation before an utterance or sound event is complete. If that interpretation enters memory as a fact, later reasoning can keep relaying it even after audio contradicts it. We call this failure premature cross-modal commitment. We propose Omni-Streaming Thinking (OST), which generates structured outputs that include evidence observed so far, forecasts of future evidence, and claims based on this evidence. Each claim is initially marked as pending and linked to a future verification interval. Audio and visual evidence are stored separately, and OST checks a claim against the evidence from the specified modality at the end of the verification interval. When contradictory evidence is detected, a refutation process reduces the influence of the claim and its dependent states, and then guides a state update using the new evidence. An answer gate decides whether the answer-critical claims meet the conditions for giving a response. Using a frozen Qwen3-Omni-30B-A3B-Instruct backbone with lightweight adaptation, OST outperforms the strongest open baselines on five streaming and audio-visual benchmarks by more than 10% relative on average. We also introduce OST-DiagBench, which holds video fixed and edits audio to test agreement, absence, contradiction, coexistence, and subtitle-speech conflict. OST reaches d-prime = 2.95, compared with at most 1.38 for open baselines, while reducing vision-induced auditory hallucinations.

cs.LG↗

GameWAM: A World Action Model for Video Games

Modern video games combine first-person perception, rapid visual changes, persistent world state, and heterogeneous native controls. Existing game agents map visual and task context directly to actions but lack explicit world dynamics modeling, whereas interactive game world models predict visual futures from supplied actions but do not serve as task policies. World-Action Models (WAMs) unify these objectives, but remain largely unexplored under the dynamics and open-ended interaction of video games. We introduce GameWAM, to our knowledge the first WAM for native closed-loop gameplay and GUI control. GameWAM jointly generates future visual observations and executable keyboard-mouse trajectories through parallel visual and action generative processes with block-causal conditioning and flow matching. To support joint world-action learning, we construct synchronized gameplay and GUI trajectories. To handle heterogeneous native control, GameWAM predicts a gameplay/GUI mode per action step and generates actions with mode-specific prediction distributions and continuous-action normalization. For long-horizon interaction, block-cycle control coordinates prediction, execution, and temporal context: it predicts beyond the committed horizon, executes short action blocks, replans from new observations, and hierarchically structures context from fine-grained within-cycle history to persistent cross-cycle history. Experiments demonstrate competitive task success with fewer executed native actions than the compared agents. We further uncover Low-Frequency Action Source Imprinting (LASI), in which low-frequency components of the sampled action source systematically steer coarse generated camera motion under fixed conditioning, revealing a source-sensitivity failure mode in generative control. Project page is available at https://yunncheng.github.io/GameWAM/.

cs.AI↗