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Zhengyang Qi

Publications and source records attributed to Zhengyang Qi.

10 recordsLinked to original sources

OSWorld 2.0: Benchmarking Computer Use Agents on Long-Horizon Real-World Tasks

Existing computer-use benchmarks fail to capture the realism, complexity, and long-horizon demands of real-world computer use, limiting their ability to reveal the limitations of frontier agents. We introduce OSWorld 2.0, a benchmark of 108 long-horizon computer-use workflows across everyday and professional tasks, designed to capture complex and challenging real-world phenomena. Each task represents a realistic end-to-end workflow that takes human users a median of about 1.6 hours to complete and requires an average of 318 tool calls with Claude Opus 4.7 using maximum thinking, compared with about 30 in OSWorld 1.0. OSWorld 2.0 targets challenge phenomena that are common in real workflows yet underrepresented in prior benchmarks, spanning interaction-design challenges such as streaming interaction and dynamic environments, as well as agent-pattern challenges such as cross-source reasoning, implicit-state inference, and visual-spatial precision. Tasks are grounded in authentic input artifacts and cross-referenced against realistic stateful user profile data, and include separate safety reports auditing safety-sensitive execution. Under our primary binary-completion metric at 500 steps, Claude Opus 4.8 with maximum thinking and batched tool calls scores best but still completes only 20.6% of tasks at a 54.8% partial score; GPT-5.5 is far more token-efficient yet plateaus near 13%. These results show that current agents are still far from professional-level computer use: rather than stumbling on basic GUI control or coding, they lose track of constraints, miss information that arrives mid-task, guess rather than ask the user, and skip verification, struggling most when a task hinges on hidden state they must recover.

cs.AI

RIFT: A RubrIc Failure Mode Taxonomy and Automated Diagnostics

Rubric-based evaluation is widely used in LLM benchmarks and training pipelines for open-ended, less verifiable tasks. While prior work has demonstrated the effectiveness of rubrics using downstream signals such as reinforcement learning outcomes, there remains no principled way to diagnose how a rubric itself fails from such aggregated or downstream signals alone. To address this gap, we introduce RIFT: RubrIc Failure mode Taxonomy, a taxonomy for systematically characterizing failure modes in rubric composition and design. RIFT consists of eight failure modes organized into three high-level categories: Reliability Failures, Content Validity Failures, and Consequential Validity Failures. RIFT is developed using grounded theory by iteratively annotating rubrics drawn from five diverse data sources spanning general instruction following, code generation, creative writing, and expert-level deep research, until no new failure modes are identified. We evaluate the consistency of the taxonomy by measuring agreement among independent human annotators, observing fair agreement overall (87% pairwise agreement and 0.64 average Cohen's kappa). Finally, to support scalable diagnosis, we propose automated rubric quality metrics and show that they align with human failure-mode annotations, achieving up to 0.925 F1.

cs.AI

Automating Benchmark Design

The rapid progress and widespread deployment of LLMs and LLM-powered agents has outpaced our ability to evaluate them. Hand-crafted, static benchmarks are the primary tool for assessing model capabilities, but these quickly become saturated. In contrast, dynamic benchmarks evolve alongside the models they evaluate, but are expensive to create and continuously update. To address these challenges, we develop BeTaL (Benchmark Tuning with an LLM-in-the-loop), a framework that leverages environment design principles to automate the process of dynamic benchmark design. BeTaL works by parameterizing key design choices in base benchmark templates and uses LLMs to reason through the resulting parameter space to obtain target properties (such as difficulty and realism) in a cost-efficient manner. We validate this approach on its ability to create benchmarks with desired difficulty levels. Using BeTaL, we create two new benchmarks and extend a popular agentic benchmark $τ$-bench. Extensive evaluation on these three tasks and multiple target difficulty levels shows that BeTaL produces benchmarks much closer to the desired difficulty, with average deviations ranging from 5.3% to 13.2% -- a 2-4x improvement over the baselines.

cs.SE

Sotopia-RL: Reward Design for Social Intelligence

Social intelligence has become a critical capability for large language models (LLMs), enabling them to engage effectively in real-world social tasks such as collaboration and negotiation. Reinforcement learning (RL) is a natural fit for training socially intelligent agents because it allows models to learn sophisticated strategies directly through social interactions without requiring human annotations. However, there are two unique parts about social intelligence tasks: (1) the quality of individual utterances in social interactions is not strictly related to final success; (2) social interactions require multi-dimensional rubrics for success. Therefore, we argue that it is necessary to design rewards for building utterance-level multi-dimensional reward models to facilitate RL training for social intelligence tasks. To address these challenges, we propose Sotopia-RL, a novel framework that refines coarse episode-level feedback into utterance-level, multi-dimensional rewards. Utterance-level credit assignment attributes outcomes to individual utterances, while multi-dimensional rewards capture the full richness of social interactions and reduce reward hacking. Experiments in Sotopia, an open-ended social learning environment, demonstrate that Sotopia-RL achieves state-of-the-art social goal completion scores (7.17 on Sotopia-hard and 8.31 on Sotopia-full), significantly outperforming existing approaches. Ablation studies confirm the necessity of both utterance-level credit assignment and multi-dimensional reward design for RL training.

cs.CL

TrojFlow: Flow Models are Natural Targets for Trojan Attacks

Flow-based generative models (FMs) have rapidly advanced as a method for mapping noise to data, its efficient training and sampling process makes it widely applicable in various fields. FMs can be viewed as a variant of diffusion models (DMs). At the same time, previous studies have shown that DMs are vulnerable to Trojan/Backdoor attacks, a type of output manipulation attack triggered by a maliciously embedded pattern at model input. We found that Trojan attacks on generative models are essentially equivalent to image transfer tasks from the backdoor distribution to the target distribution, the unique ability of FMs to fit any two arbitrary distributions significantly simplifies the training and sampling setups for attacking FMs, making them inherently natural targets for backdoor attacks. In this paper, we propose TrojFlow, exploring the vulnerabilities of FMs through Trojan attacks. In particular, we consider various attack settings and their combinations and thoroughly explore whether existing defense methods for DMs can effectively defend against our proposed attack scenarios. We evaluate TrojFlow on CIFAR-10 and CelebA datasets, our experiments show that our method can compromise FMs with high utility and specificity, and can easily break through existing defense mechanisms.

cs.CV

MMoE: Enhancing Multimodal Models with Mixtures of Multimodal Interaction Experts

Advances in multimodal models have greatly improved how interactions relevant to various tasks are modeled. Today's multimodal models mainly focus on the correspondence between images and text, using this for tasks like image-text matching. However, this covers only a subset of real-world interactions. Novel interactions, such as sarcasm expressed through opposing spoken words and gestures or humor expressed through utterances and tone of voice, remain challenging. In this paper, we introduce an approach to enhance multimodal models, which we call Multimodal Mixtures of Experts (MMoE). The key idea in MMoE is to train separate expert models for each type of multimodal interaction, such as redundancy present in both modalities, uniqueness in one modality, or synergy that emerges when both modalities are fused. On a sarcasm detection task (MUStARD) and a humor detection task (URFUNNY), we obtain new state-of-the-art results. MMoE is also able to be applied to various types of models to gain improvement.

cs.CL

SOTOPIA-$π$: Interactive Learning of Socially Intelligent Language Agents

Humans learn social skills through both imitation and social interaction. This social learning process is largely understudied by existing research on building language agents. Motivated by this gap, we propose an interactive learning method, SOTOPIA-$π$, improving the social intelligence of language agents. This method leverages behavior cloning and self-reinforcement training on filtered social interaction data according to large language model (LLM) ratings. We show that our training method allows a 7B LLM to reach the social goal completion ability of an expert model (GPT-4-based agent), while improving the safety of language agents and maintaining general QA ability on the MMLU benchmark. We also find that this training paradigm uncovers some difficulties in LLM-based evaluation of social intelligence: LLM-based evaluators overestimate the abilities of the language agents trained specifically for social interaction.

cs.CL

SOTOPIA: Interactive Evaluation for Social Intelligence in Language Agents

Humans are social beings; we pursue social goals in our daily interactions, which is a crucial aspect of social intelligence. Yet, AI systems' abilities in this realm remain elusive. We present SOTOPIA, an open-ended environment to simulate complex social interactions between artificial agents and evaluate their social intelligence. In our environment, agents role-play and interact under a wide variety of scenarios; they coordinate, collaborate, exchange, and compete with each other to achieve complex social goals. We simulate the role-play interaction between LLM-based agents and humans within this task space and evaluate their performance with a holistic evaluation framework called SOTOPIA-Eval. With SOTOPIA, we find significant differences between these models in terms of their social intelligence, and we identify a subset of SOTOPIA scenarios, SOTOPIA-hard, that is generally challenging for all models. We find that on this subset, GPT-4 achieves a significantly lower goal completion rate than humans and struggles to exhibit social commonsense reasoning and strategic communication skills. These findings demonstrate SOTOPIA's promise as a general platform for research on evaluating and improving social intelligence in artificial agents.

cs.AI

Long-Horizon Dialogue Understanding for Role Identification in the Game of Avalon with Large Language Models

Deception and persuasion play a critical role in long-horizon dialogues between multiple parties, especially when the interests, goals, and motivations of the participants are not aligned. Such complex tasks pose challenges for current Large Language Models (LLM) as deception and persuasion can easily mislead them, especially in long-horizon multi-party dialogues. To this end, we explore the game of Avalon: The Resistance, a social deduction game in which players must determine each other's hidden identities to complete their team's objective. We introduce an online testbed and a dataset containing 20 carefully collected and labeled games among human players that exhibit long-horizon deception in a cooperative-competitive setting. We discuss the capabilities of LLMs to utilize deceptive long-horizon conversations between six human players to determine each player's goal and motivation. Particularly, we discuss the multimodal integration of the chat between the players and the game's state that grounds the conversation, providing further insights into the true player identities. We find that even current state-of-the-art LLMs do not reach human performance, making our dataset a compelling benchmark to investigate the decision-making and language-processing capabilities of LLMs. Our dataset and online testbed can be found at our project website: https://sstepput.github.io/Avalon-NLU/

cs.CL

Understanding people's needs in viewing diverse social opinions about controversial topics

Social media (i.e., Reddit) users are overloaded with people's opinions when viewing discourses about divisive topics. Traditional user interfaces in such media present those opinions in a linear structure, which can limit users in viewing diverse social opinions at scale. Prior work has recognized this limitation, that the linear structure can reinforce biases, where a certain point of view becomes widespread simply because many viewers seem to believe it. This limitation can make it difficult for users to have a truly conversational mode of mediated discussion. Thus, when designing a user interface for viewing people's opinions, we should consider ways to mitigate selective exposure to information and polarization of opinions. We conducted a needs-finding study with 11 Reddit users, who follow climate change threads and make posts and comments regularly. In the study, we aimed to understand key limitations in people viewing online controversial discourses and to extract design implications to address these problems. Our findings discuss potential future directions to address these problems.

cs.HC