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Zichen Liu

Publications and source records attributed to Zichen Liu.

At least 19 recordsLinked to original sources

SPADE: Self-Play in Adaptive Synthetic Executable Environments

Continuous self-improvement requires an ever-expanding pool of self-generated, diverse, adaptive goals. For language agents, existing training environment pools (hand-curated, statically synthesized, or frozen-verifier) keep the goal distribution fixed as the learner scales. We introduce SPADE (Self-Play in Adaptive Synthetic Executable Environments), a self-play RL framework in which a single LLM plays two roles: an Environment Designer that writes complete, long-horizon training environments as executable code with an OpenAI Gym-style reset()/step() interface, and a Reasoning Agent that learns to act in them. Each is a stateful, multi-turn environment (state transitions, reward functions, and verification code), so one interface spans reasoning problems and multi-step agentic tool use. The Reasoning Agent's regret is estimated using the gap between its reward with and without privileged hints; in optimizing this regret signal the Environment Designer learns to target environments at the edge of the agent's capabilities while keeping them feasible. Through extensive experimentation, we find several components critical to success: grounding the Environment Designer on documents sampled from a large pretraining corpus, and giving it an accumulated environment memory. Scaling to 30B-parameter models, SPADE improves over the strongest fixed-environment baseline by +5.3 on average across eight held-out math, science, code, and reasoning benchmarks, and lifts the tool-use setting by +5.7 on BFCL-v4 multi-turn and +13.9 on ACEBench-Agent; on the games setting, the margin over the strongest baseline grows with model scale. By making environment design itself a learnable component, SPADE takes a concrete step toward open-ended self-improvement.

cs.CL

Infinite Worlds with Versatile Interactions

We present LingBot-World 2.0 (also known as LingBot-World-Infinity), an advanced iteration of LingBot-World featuring four distinct upgrades. (1) Our model achieves an unbounded interaction horizon while maintaining consistent output quality, benefiting from a carefully crafted causal pretraining paradigm. (2) Through distilling a real-time variant from the base model, our system guarantees rapid response time, sufficient to drive 720p video streams at 60 fps. (3) Compared to the previous version, this update introduces highly diverse interactive elements, comprising a broader spectrum of actions (e.g., attacking, archery, spell-casting, and shooting) alongside a richer variety of text-driven events. (4) We pioneer the integration of an agentic harness within the domain of world modeling, wherein a pilot agent is tasked with planning and executing character behaviors, while a director agent is responsible for synthesizing novel environmental elements as the scene progresses. Additionally, to facilitate a shared experience, we develop an interface that permits multiple players to simultaneously immerse themselves in this vivid world simulator. We pair our primary 14B model with a lightweight 1.3B counterpart, which supports effortless deployment on a single GPU.

cs.CV

WorldDirector: Building Controllable World Simulators with Persistent Dynamic Memory

We present WorldDirector, a highly controllable video world model framework designed for persistent dynamic object memory and unrestricted viewpoint exploration. Unlike existing world models that entangle physical dynamics with pixel rendering and rely on continuous visual observation to sustain motion, our framework explicitly decouples semantic motion orchestration from visual generation. By leveraging an LLM to coordinate 3D trajectories with camera movements and subsequently employing these orchestrated trajectories as control signals for video generation, our approach ensures strict physical logic and appearance stability, successfully preserving the exact visual identities of dynamic entities even when they re-enter the scene after prolonged periods out of view. Experimental results demonstrate that our method supports the synthesis of complex and extended events with unprecedented controllability and persistent dynamic object memory. Project Page: https://worlddirector.github.io/

cs.CV

The Anatomy of Scam Scenarios: Large-Scale Characterization and Conversation-Aware Detection

Online scams have become a pervasive global threat, causing substantial financial, psychological, and operational harm. Scammers embed psychological techniques (PTs) within reusable operational schemes to scale scam campaigns with minimal adaptation. However, existing studies often analyze PTs as isolated features, overlooking the recurring scam scenarios in which they are systematically deployed. To address this gap, we first conduct a large-scale empirical study to jointly characterize scam scenarios and their associated PTs. Specifically, we develop a data-driven pipeline to derive a hierarchical taxonomy of scam scenarios, consisting of 18 fine-grained scenarios grouped into 6 high-level tactics based on their PT profiles. Furthermore, to transfer this scenario-level knowledge to practical defense, we design a conversation-aware scam scenario detection approach for financial-institution customer interactions, enabling timely warning and intervention. Our study on 102,054 real-world scam incident reports, spanning 2024-02-01 to 2025-10-31, reveals that PT usage is significantly associated with scam scenarios. We further show that scammers organize scenarios around different operational goals, such as broad victim exposure, high victim conversion, and high-value extraction, and reuse infrastructure, including IP addresses, domains, email addresses, and phone numbers, to launch coordinated campaigns at scale. Evaluation on

cs.CR

MobileGym: A Verifiable and Highly Parallel Simulation Platform for Mobile GUI Agent Research

We present MobileGym, a browser-hosted, lightweight, fully controllable environment for everyday mobile use, targeting interaction fidelity without replicating proprietary backends. It enables two capabilities previously out of reach for everyday apps: verifiable outcome signals through deterministic state-based judging over structured JSON state, and scalable online RL through low-cost parallel rollouts. The full environment state is captured, configured, forked, and compared as structured JSON, and a single server can host hundreds of parallel instances, with about 400 MB memory per instance and about 3 s cold start. A layered state model and a declarative task-definition framework keep state programmability and task creation practical at scale, and a single programmatic judging mechanism delivers both deterministic evaluation verdicts and dense RL rewards. The accompanying MobileGym-Bench provides 416 parameterized task templates, including 256 test and 160 train templates, over 28 apps, with deterministic judges and a structured AnswerSheet protocol that avoids free-text matching failures. In a Sim-to-Real case study, GRPO on Qwen3-VL-4B-Instruct gains +12.8 percentage points on the 256-task test set, and on a 59-task real-device signal subset, real-device execution retains 95.1% of the simulation-side training gain. Project page: https://mobilegym.github.io.

cs.AI

Learning Stateful Predictive Knowledge From Experience

As large language model (LLM) agents increasingly learn from experience, they primarily rely on trajectory-level reflection to extract insights. Viewed through the lens of predictive knowledge, we argue that this approach operates on episodic hindsight rather than predictive foresight, yielding brittle, path-dependent heuristics. To address this, we propose Stateful Knowledge Learning (SKL). SKL shifts the agent's focus from trajectory-level summarization to maintaining Stateful Knowledge: explicit, declarative predictive assessments anchored to state. We first demonstrate a motivating example showing how stateful knowledge provides granularity, enhances generalization, and enables knowledge bootstrapping. To further scale up the idea, we introduce two algorithms via self-distillation (SKL-SD) and reinforcement learning (SKL-RL), training agents to autonomously extract state-grounded predictive knowledge from experience and learn to leverage it for policy making. Experiments on interactive environments (WebShop, ScienceWorld) and a complex reasoning task (ChessPuzzles) demonstrate that equipping models with the inherent ability to learn stateful predictive knowledge significantly outpaces current reflection-based training paradigms.

cs.CL

GRID: Graph Representation of Intelligence Data for Security Text Knowledge Graph Construction

Security knowledge graphs can provide computable external memory for security agents, but constructing them from long-form cyber threat intelligence (CTI) remains difficult: LLMs often lack grounded security-domain knowledge, and end-to-end document-to-graph training is hard to supervise with cheap, stable rewards. We present GRID (Graph Representation of Intelligence Data), an end-to-end framework for security text knowledge graph construction. GRID first builds security-domain supervision from CTI articles by creating traceable article-graph alignments through graph extraction and knowledge-graph-conditioned text revision. It then turns document-to-graph learning into a scripted task bank combining four-option multi-select questions with triple-level regex matching targets, yielding more stable task-specific rewards than repeatedly scoring full graph outputs with an LLM judge. Using this supervision pipeline, we train two Qwen3-4B-Instruct-2507-based 4B extractors: a primary Task-bank Reward model and a secondary End2End Reward model with LLM-as-judge precision/recall rewards. On 249 CTI articles from GRID, CASIE, CTINexus, MalKG, and SecureNLP, the Task-bank Reward model with the ontology-guided GRID extraction pipeline reaches 84.62% source-averaged precision, 64.91% source-averaged recall, and 68.53% Avg F1, achieving the best source-averaged recall and near-top Avg F1 with lower token usage and deployment cost. The End2End Reward model reaches 76.91% precision, 53.85% recall, and 58.06% Avg F1. Further analyses show that task-bank rewards can be built once offline and reused across later post-training runs, outperforming online End2End LLM-as-judge reward and weaker alternatives such as Choice-only Reward and End2End SFT without RL.

cs.AI

CausalCine: Real-Time Autoregressive Generation for Multi-Shot Video Narratives

Autoregressive video generation aims at real-time, open-ended synthesis. Yet, cinematic storytelling is not merely the endless extension of a single scene; it requires progressing through evolving events, viewpoint shifts, and discrete shot boundaries. Existing autoregressive models often struggle in this setting. Trained primarily for short-horizon continuation, they treat long sequences as extended single shots, inevitably suffering from motion stagnation and semantic drift during long rollouts. To bridge this gap, we introduce CausalCine, an interactive autoregressive framework that transforms multi-shot video generation into an online directing process. CausalCine generates causally across shot changes, accepts dynamic prompts on the fly, and reuses context without regenerating previous shots. To achieve this, we first train a causal base model on native multi-shot sequences to learn complex shot transitions prior to acceleration. We then propose Content-Aware Memory Routing (CAMR), which dynamically retrieves historical KV entries according to attention-based relevance scores rather than temporal proximity, preserving cross-shot coherence under bounded active memory. Finally, we distill the causal base model into a few-step generator for real-time interactive generation. Extensive experiments demonstrate that CausalCine significantly outperforms autoregressive baselines and approaches the capability of bidirectional models while unlocking the streaming interactivity of causal generation. Demo available at https://yihao-meng.github.io/CausalCine/

cs.CV

Breaking the Impasse: Dual-Scale Evolutionary Policy Training for Social Language Agents

While Reinforcement Learning with Verifiable Rewards (RLVR) has proven effective for closed-ended tasks, extending it to open-ended social language games via self-play reveals a critical issue: evolution impasse. Due to the vast strategy space, language agents frequently converge to homogenized behaviors, leading to deterministic match outcomes that eliminate the gradient signals necessary for policy evolution. To tackle this issue, we propose Dual-scale Evolutionary Policy Training (DEPT) for social language games. DEPT introduces a time-scaled evolutionary perception mechanism that detects impasse by quantifying dual-scale value baseline divergence alongside match entropy. Upon perceiving the collapse, it then activates asymmetric advantage reshaping to dynamically modulate the optimization landscape for intervention. Thus, our method effectively restores gradient signals and enforces sustained strategic exploration. Extensive experiments on multiple social language games demonstrate that DEPT outperforms strong baselines, avoiding policy degeneration and driving the continuous evolution of social language agents.

cs.CL

FES-FM: Free Energy Surface Sampling via Reduced Flow Matching

Sampling the distribution of collective variables (CVs) and estimating the associated free energy surface are crucial problems in statistical physics, as they underpin a better understanding of chemical reactions and conformational transitions. Traditional methods usually rely on simulations in high-dimensional configuration space and project the resulting configurations onto the CV space. To improve sampling speed, we propose FES-FM, a reduced flow matching (FM) method for free energy surface (FES) sampling. We train a dynamical transport map in the CV space, thereby enabling direct sampling of CV distributions and reconstruction of the corresponding free energy surface. For many-particle systems, we construct a prior distribution based on the Hessian at a local minimum of the potential, which ensures both rotation-translation invariance and physically meaningful configurations. We evaluate the proposed method across a variety of potential functions and collective variables, including alanine dipeptide in implicit solvent as a molecular benchmark. Comparative experiments demonstrate that our approach significantly improves sampling speed while maintaining accuracy.

cs.LG

From $P(y|x)$ to $P(y)$: Investigating Reinforcement Learning in Pre-train Space

While reinforcement learning with verifiable rewards (RLVR) significantly enhances LLM reasoning by optimizing the conditional distribution P(y|x), its potential is fundamentally bounded by the base model's existing output distribution. Optimizing the marginal distribution P(y) in the Pre-train Space addresses this bottleneck by encoding reasoning ability and preserving broad exploration capacity. Yet, conventional pre-training relies on static corpora for passive learning, leading to a distribution shift that hinders targeted reasoning enhancement. In this paper, we introduce PreRL (Pre-train Space RL), which applies reward-driven online updates directly to P(y). We theoretically and empirically validate the strong gradient alignment between log P(y) and log P(y|x), establishing PreRL as a viable surrogate for standard RL. Furthermore, we uncover a critical mechanism: Negative Sample Reinforcement (NSR) within PreRL serves as an exceptionally effective driver for reasoning. NSR-PreRL rapidly prunes incorrect reasoning spaces while stimulating endogenous reflective behaviors, increasing transition and reflection thoughts by 14.89x and 6.54x, respectively. Leveraging these insights, we propose Dual Space RL (DSRL), a Policy Reincarnation strategy that initializes models with NSR-PreRL to expand the reasoning horizon before transitioning to standard RL for fine-grained optimization. Extensive experiments demonstrate that DSRL consistently outperforms strong baselines, proving that pre-train space pruning effectively steers the policy toward a refined correct reasoning subspace.

cs.LG

Gym-V: A Unified Vision Environment System for Agentic Vision Research

As agentic systems increasingly rely on reinforcement learning from verifiable rewards, standardized ``gym'' infrastructure has become essential for rapid iteration, reproducibility, and fair comparison. Vision agents lack such infrastructure, limiting systematic study of what drives their learning and where current models fall short. We introduce \textbf{Gym-V}, a unified platform of 179 procedurally generated visual environments across 10 domains with controllable difficulty, enabling controlled experiments that were previously infeasible across fragmented toolkits. Using it, we find that observation scaffolding is more decisive for training success than the choice of RL algorithm, with captions and game rules determining whether learning succeeds at all. Cross-domain transfer experiments further show that training on diverse task categories generalizes broadly while narrow training can cause negative transfer, with multi-turn interaction amplifying all of these effects. Gym-V is released as a convenient foundation for training environments and evaluation toolkits, aiming to accelerate future research on agentic VLMs.

cs.CV

RetroAgent: From Solving to Evolving via Retrospective Dual Intrinsic Feedback

Standard reinforcement learning (RL) for large language model (LLM) agents primarily optimizes extrinsic task rewards, often favoring isolated task completion over continual adaptation. This paradigm can cause premature convergence to suboptimal policies and leaves useful experience only implicitly encoded in model parameters, limiting its retrieval and reuse for future decisions. We introduce RetroAgent, an online RL framework that trains agents to master interactive environments not merely by solving tasks, but by evolving across episodes. Inspired by human retrospective self-improvement, RetroAgent augments extrinsic rewards with hindsight-generated dual intrinsic feedback: (1) Intrinsic Numerical Feedback, which rewards beneficial exploration by measuring incremental subtask progress relative to prior attempts; and (2) Intrinsic Language Feedback which distills successes and failures into reusable textual lessons for explicit experience reuse. To leverage these lessons effectively, we propose Similarity & Utility-Aware Upper Confidence Bound (SimUtil-UCB), a retrieval strategy that balances semantic relevance, historical utility, and exploration. Across four challenging agentic benchmarks, RetroAgent achieves new state-of-the-art performance, outperforming GRPO by +18.3% on ALFWorld, +15.4% on WebShop, +27.1% on Sokoban, and +8.9% on MineSweeper, while demonstrating strong test-time adaptation and out-of-distribution generalization.

cs.AI

Rethinking the Trust Region in LLM Reinforcement Learning

Reinforcement learning (RL) has become a cornerstone for fine-tuning Large Language Models (LLMs), with Proximal Policy Optimization (PPO) serving as the de facto standard algorithm. Despite its ubiquity, we argue that the core ratio clipping mechanism in PPO is structurally ill-suited for the large vocabularies inherent to LLMs. PPO constrains policy updates based on the probability ratio of sampled tokens, which serves as a noisy single-sample Monte Carlo estimate of the true policy divergence. This creates a sub-optimal learning dynamic: updates to low-probability tokens are aggressively over-penalized, while potentially catastrophic shifts in high-probability tokens are under-constrained, leading to training inefficiency and instability. To address this, we propose Divergence Proximal Policy Optimization (DPPO), which substitutes heuristic clipping with a more principled constraint based on a direct estimate of policy divergence (e.g., Total Variation or KL). To avoid huge memory footprint, we introduce the efficient Binary and Top-K approximations to capture the essential divergence with negligible overhead. Extensive empirical evaluations demonstrate that DPPO achieves superior training stability and efficiency compared to existing methods, offering a more robust foundation for RL-based LLM fine-tuning. Our code is available at https://github.com/sail-sg/Stable-RL.

cs.LG

Analytical Covariance Propagation for DVL-Aided Loosely Coupled SINS Under Attitude Uncertainty

In loosely coupled strapdown inertial navigation system/Doppler velocity log (SINS/DVL) integration, the body-frame DVL velocity is projected into the navigation frame using the SINS-computed attitude. Attitude uncertainty consequently affects both the projected velocity observation and its associated measurement covariance. This paper develops an analytical covariance propagation (ACP) method that treats these two effects consistently. The attitude-error-aware observation model represents perturbations in the projected DVL velocity, whereas the covariance construction propagates the body-frame DVL covariance at the matrix level and adds a closed-form term derived from the predicted attitude-error covariance, rather than directly rotating component-wise standard deviations. Simulation and a controlled surface-water field experiment compare ACP with conventional SINS/DVL and adaptive-covariance benchmarks. For the evaluated data sets and parameterizations, ACP yields the lowest position-error metrics among the compared methods. Relative to the variational Bayesian adaptive Kalman filter (VBAKF) in the field experiment, ACP reduces the northward, eastward, and downward position root-mean-square errors (RMSEs) by 48.5%, 55.0%, and 74.8%, respectively. Beyond DVL aiding, ACP provides a transferable covariance-construction principle for attitude-dependent vector-measurement fusion and a physically interpretable alternative to heuristic frame-dependent covariance assignment.

cs.RO

RollArt: Disaggregated Multi-Task Agentic RL Training at Scale

Agentic Reinforcement Learning (RL) trains LLMs through multi-turn interactions with environments, producing workloads that mix compute-bound prefill, bandwidth-bound decoding, CPU-heavy environment execution, and bursty reward evaluation. Existing systems either colocate all stages on a single GPU cluster or decouple them only at a coarse granularity, overlooking hardware heterogeneity and incurring substantial synchronization overhead across stages. We present ROLLART, a system for multi-task agentic RL on disaggregated infrastructure. ROLLART maps each pipeline stage to best-fit hardware, routing prefill-heavy tasks to compute-optimized GPUs, decode-heavy tasks to bandwidth-optimized GPUs, and environments to CPU clusters. It decouples rollout at the trajectory level, allowing generation, environment interaction, and reward scoring to proceed independently, so that slow or failed environments never block the others. ROLLART offloads stateless reward computation to serverless infrastructure and overlaps rollout with training via staleness-bounded asynchronous weight synchronization. Our results demonstrate that ROLLART effectively improves training throughput and achieves 1.31--2.05 \(\times\) training time reduction compared to various RL systems. We also evaluated ROLLART by training a hundreds-of-billions-parameter MoE model for Qoder product on an Alibaba cluster with above 3,000 GPUs, demonstrating its stability and scalability.

cs.DC

MagicQuillV2: Precise and Interactive Image Editing with Layered Visual Cues

We propose MagicQuill V2, a novel system that introduces a \textbf{layered composition} paradigm to generative image editing, bridging the gap between the semantic power of diffusion models and the granular control of traditional graphics software. While diffusion transformers excel at holistic generation, their use of singular, monolithic prompts fails to disentangle distinct user intentions for content, position, and appearance. To overcome this, our method deconstructs creative intent into a stack of controllable visual cues: a content layer for what to create, a spatial layer for where to place it, a structural layer for how it is shaped, and a color layer for its palette. Our technical contributions include a specialized data generation pipeline for context-aware content integration, a unified control module to process all visual cues, and a fine-tuned spatial branch for precise local editing, including object removal. Extensive experiments validate that this layered approach effectively resolves the user intention gap, granting creators direct, intuitive control over the generative process.

cs.CV

Defeating the Training-Inference Mismatch via FP16

Reinforcement learning (RL) fine-tuning of large language models (LLMs) often suffers from instability due to the numerical mismatch between the training and inference policies. While prior work has attempted to mitigate this issue through algorithmic corrections or engineering alignments, we show that its root cause lies in the floating point precision itself. The widely adopted BF16, despite its large dynamic range, introduces large rounding errors that breaks the consistency between training and inference. In this work, we demonstrate that simply reverting to \textbf{FP16} effectively eliminates this mismatch. The change is simple, fully supported by modern frameworks with only a few lines of code change, and requires no modification to the model architecture or learning algorithm. Our results suggest that using FP16 uniformly yields more stable optimization, faster convergence, and stronger performance across diverse tasks, algorithms and frameworks. We hope these findings motivate a broader reconsideration of precision trade-offs in RL fine-tuning.

cs.LG