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Aug 6

Emergent Hierarchical Reasoning in LLMs through Reinforcement Learning

Reinforcement Learning (RL) has proven highly effective at enhancing the complex reasoning abilities of Large Language Models (LLMs), yet underlying mechanisms driving this success remain largely opaque. Our analysis reveals that puzzling phenomena like ``aha moments", ``length-scaling'' and entropy dynamics are not disparate occurrences but hallmarks of an emergent reasoning hierarchy, akin to the separation of high-level strategic planning from low-level procedural execution in human cognition. We uncover a compelling two-phase dynamic: initially, a model is constrained by procedural correctness and must improve its low-level skills. The learning bottleneck then decisively shifts, with performance gains being driven by the exploration and mastery of high-level strategic planning. This insight exposes a core inefficiency in prevailing RL algorithms like GRPO, which apply optimization pressure agnostically and dilute the learning signal across all tokens. To address this, we propose HIerarchy-Aware Credit Assignment (HICRA), an algorithm that concentrates optimization efforts on high-impact planning tokens. HICRA significantly outperforms strong baselines, demonstrating that focusing on this strategic bottleneck is key to unlocking advanced reasoning. Furthermore, we validate semantic entropy as a superior compass for measuring strategic exploration over misleading metrics such as token-level entropy.

  • 6 authors
·
Sep 3, 2025 3

Zero-shot 3D Map Generation with LLM Agents: A Dual-Agent Architecture for Procedural Content Generation

Procedural Content Generation (PCG) offers scalable methods for algorithmically creating complex, customizable worlds. However, controlling these pipelines requires the precise configuration of opaque technical parameters. We propose a training-free architecture that utilizes LLM agents for zero-shot PCG parameter configuration. While Large Language Models (LLMs) promise a natural language interface for PCG tools, off-the-shelf models often fail to bridge the semantic gap between abstract user instructions and strict parameter specifications. Our system pairs an Actor agent with a Critic agent, enabling an iterative workflow where the system autonomously reasons over tool parameters and refines configurations to progressively align with human design preferences. We validate this approach on the generation of various 3D maps, establishing a new benchmark for instruction-following in PCG. Experiments demonstrate that our approach outperforms single-agent baselines, producing diverse and structurally valid environments from natural language descriptions. These results demonstrate that off-the-shelf LLMs can be effectively repurposed as generalized agents for arbitrary PCG tools. By shifting the burden from model training to architectural reasoning, our method offers a scalable framework for mastering complex software without task-specific fine-tuning.

  • 5 authors
·
Dec 11, 2025

CCR-Bench: A Comprehensive Benchmark for Evaluating LLMs on Complex Constraints, Control Flows, and Real-World Cases

Enhancing the ability of large language models (LLMs) to follow complex instructions is critical for their deployment in real-world applications. However, existing evaluation methods often oversimplify instruction complexity as a mere additive combination of atomic constraints, failing to adequately capture the high-dimensional complexity arising from the intricate interplay of content and format, logical workflow control, and real-world applications. This leads to a significant gap between current evaluation practices and practical demands. To bridge this gap, we introduce CCR-Bench, a novel benchmark designed to assess LLMs' adherence to complex instructions. CCR-Bench is characterized by: (1) deep entanglement of content and formatting requirements in task specifications; (2) instructions that involve intricate task decomposition, conditional reasoning, and procedural planning; and (3) evaluation samples derived entirely from real-world industrial scenarios. Extensive experiments on CCR-Bench demonstrate that even state-of-the-art models exhibit substantial performance deficiencies, clearly quantifying the gap between current LLM capabilities and the demands of realworld instruction understanding. We believe that CCR-Bench offers a more rigorous and realistic evaluation framework, advancing the development of LLMs toward the next generation of models capable of understanding and executing complex tasks in industrial applications.

  • 12 authors
·
Mar 8

To Run or Not to Run: Analyzing the Cost-Effectiveness of Code Execution in LLM-Based Program Repair

LLM-based agents for program repair are increasingly built on a "generate-run-revise" paradigm, iteratively executing tests to evaluate and refine patches. This execution-based approach has become standard practice in state-of-the-art systems. However, executions can be time-consuming and expensive, yet their impact on these agents remains underexplored. In this paper, we conduct a two-stage empirical study over execution behavior in LLM-based program repair. To characterize execution behavior at scale, we first analyze 7,745 agent traces from SWE-bench leaderboard submissions. Second, we evaluate 3,000 end-to-end repair attempts across 200 SWE-bench instances and three agents (Claude Code, Codex, and the open-source OpenCode) under four execution paradigms, which allows for a fine-grained comparison of performance and cost. Our analysis reveals three key observations: (1) Code execution is used across all agents and models analyzed, with an average of 8.8 test runs per task. Execution behavior varies substantially across agents and models, with frequency ranging from 2 to 19 per task, and late-stage executions consistently achieve higher success rates than early-stage ones. (2) Execution restrictions have little effect on repair success: on commercial agents with SOTA models the resolve-rate gap between Prohibited and Unrestricted is only 1.25 percentage points and not statistically significant, while Prohibited saves substantial token and wall-clock cost. (3) Execution benefit is concentrated rather than uniform. These patterns suggest that current agents apply execution indiscriminately, paying its cost on instances where it provides little benefit. Execution, therefore, should be treated as a resource with an explicit cost-benefit tradeoff, not a default capability.

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

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

STEPWISE-CODEX-Bench: Evaluating Complex Multi-Function Comprehension and Fine-Grained Execution Reasoning

In recent years, large language models (LLMs) have made significant progress in code intelligence, yet systematically evaluating their code understanding and reasoning abilities remains challenging. Mainstream benchmarks such as HumanEval and MBPP primarily assess functional correctness, while reasoning benchmarks like CRUXEVAL are limited to single-function, low-complexity scenarios. As a result, advanced models achieve nearly saturated scores, limiting their discriminative power. To address this, we present STEPWISE-CODEX-Bench (SX-Bench), a novel benchmark designed for complex multi-function understanding and fine-grained execution reasoning. SX-Bench features tasks involving collaboration among multiple sub-functions (e.g., chained calls, nested loops), shifting evaluation towards overall control and data flow modeling. It defines "computation steps" as the minimal execution unit and requires models to predict the total number of steps in reasoning tasks, thereby assessing a model's in-depth understanding of dynamic execution beyond simple I/O matching. Evaluation on over 20 mainstream models (including 14 reasoning-enhanced models) demonstrates that SX-Bench is highly discriminative: even the state-of-the-art OpenAI-O3 achieves only 78.37 percent accuracy on Hard-Reasoning tasks, much lower than its saturated scores on previous benchmarks, thereby revealing bottlenecks in complex and fine-grained reasoning. We also release an automated pipeline combining program synthesis, symbolic execution, and LLM-aided validation for efficient benchmark generation and quality assurance. SX-Bench advances code evaluation from "single-function verification" to "multi-function dynamic reasoning," providing a key tool for the in-depth assessment of advanced code intelligence models.

  • 6 authors
·
Aug 7, 2025

Ambig-SWE: Interactive Agents to Overcome Underspecificity in Software Engineering

AI agents are increasingly being deployed to automate tasks, often based on underspecified user instructions. Making unwarranted assumptions to compensate for the missing information and failing to ask clarifying questions can lead to suboptimal outcomes, safety risks due to tool misuse, and wasted computational resources. In this work, we study the ability of LLM agents to handle underspecified instructions in interactive code generation settings by evaluating proprietary and open-weight models on their performance across three key steps: (a) detecting underspecificity, (b) asking targeted clarification questions, and (c) leveraging the interaction to improve performance in underspecified scenarios. We introduce Ambig-SWE, an underspecified variant of SWE-Bench Verified, specifically designed to evaluate agent behavior under ambiguity and interaction. Our findings reveal that models struggle to distinguish between well-specified and underspecified instructions. However, when models interact for underspecified inputs, they effectively obtain vital information from the user leading to significant improvements in performance, up to 74% over the non-interactive settings, underscoring the value of effective interaction. Our study highlights critical gaps in how current state-of-the-art models handle missing information in complex software engineering tasks and structures the evaluation into distinct steps to enable targeted improvements.

  • 5 authors
·
Feb 20

InteractWeb-Bench: Can Multimodal Agent Escape Blind Execution in Interactive Website Generation?

With the advancement of multimodal large language models (MLLMs) and coding agents, the website development has shifted from manual programming to agent-based project-level code synthesis. Existing benchmarks rely on idealized assumptions, especially for well-structured, information-rich inputs and static execution settings. In contrast, real-world development is constrained by a critical bottleneck: the semantic misalignment between ambiguous, low-quality instructions from non-expert users and model understanding, which results in a failure mode that we term blind execution. To address this gap, we introduce InteractWeb-Bench, the first multimodal interactive benchmark for website generation under non-expert low-code user conditions. InteractWeb-Bench introduces four types of user agents and persona-driven instruction perturbations to systematically simulate diverse user behaviors, including ambiguity, redundancy, and contradiction, grounded in requirement engineering defect taxonomies. We develop an interactive execution environment for agents, featuring a unified action space comprising Clarify, Implement, Verify, and Submit, enabling iterative intent refinement, code synthesis, and visual feedback-based validation. Extensive experiments and analysis reveal that frontier MLLM-based agents remain trapped in blind execution, exposing limitations in intent recognition and adaptive interaction.

HiERO-StepG @ Ego4D Step Grounding Challenge: hierarchical activity understanding enables zero-shot step grounding

Procedural activities follow well-defined structures: whether we consider a cooking recipe or a mechanic repairing a car, these activities naturally decompose in a hierarchy of steps and sub-steps. Traditional approaches for step grounding require extensive annotations and scale poorly. Instead, we argue that such hierarchical structure can emerge naturally from uncurated videos of human activities through recurring patterns of co-occurring actions and activities. Our approach builds on HiERO, a weakly-supervised representation learning approach that maps close in the feature space actions that are functionally related to each other, leveraging only fine-grained action-level narrations. In this feature space, procedure steps can be detected by a simple clustering, with no additional task-specific fine-tuning. For the Ego4D Step Grounding challenge, we augment this approach by ensuring fine and coarse level agreement in step assignments, enforcing strict temporal monotonicity of the grounded steps and post-processing the detected steps to reduce the impact of noisy predictions. We call this approach HiERO-StepG and it achieves 56.27 % on the R@1 (IoU = 0.3) metric on the global leaderboard at submission time, ranking second while being completely zero-shot and not requiring procedure-specific annotations. Project page: https://github.com/andreazenotto/HiERO-StepG.

  • 4 authors
·
May 28

LUMINA: Long-horizon Understanding for Multi-turn Interactive Agents

Large language models can perform well on many isolated tasks, yet they continue to struggle on multi-turn, long-horizon agentic problems that require skills such as planning, state tracking, and long context processing. In this work, we aim to better understand the relative importance of advancing these underlying capabilities for success on such tasks. We develop an oracle counterfactual framework for multi-turn problems that asks: how would an agent perform if it could leverage an oracle to perfectly perform a specific task? The change in the agent's performance due to this oracle assistance allows us to measure the criticality of such oracle skill in the future advancement of AI agents. We introduce a suite of procedurally generated, game-like tasks with tunable complexity. These controlled environments allow us to provide precise oracle interventions, such as perfect planning or flawless state tracking, and make it possible to isolate the contribution of each oracle without confounding effects present in real-world benchmarks. Our results show that while some interventions (e.g., planning) consistently improve performance across settings, the usefulness of other skills is dependent on the properties of the environment and language model. Our work sheds light on the challenges of multi-turn agentic environments to guide the future efforts in the development of AI agents and language models.

  • 6 authors
·
Jan 22

From Agent Loops to Structured Graphs:A Scheduler-Theoretic Framework for LLM Agent Execution

The dominant paradigm for building LLM based agents is the Agent Loop, an iterative cycle where a single language model decides what to do next by reading an ever growing context window. This paradigm has three structural weaknesses: implicit dependencies between steps, unbounded recovery loops, and mutable execution history that complicates debugging. We characterize the Agent Loop as a single ready unit scheduler: at any moment, at most one executable unit is active, and the choice of which unit to activate comes from opaque LLM inference rather than an inspectable policy. This perspective places Agent Loops and graph based execution engines on a single semantic continuum. We propose SGH, Structured Graph Harness, which lifts control flow from implicit context into an explicit static DAG. SGH makes three commitments: execution plans are immutable within a plan version, planning execution and recovery are separated into three layers, and recovery follows a strict escalation protocol. These choices trade some expressiveness for controllability, verifiability, and implementability. Our contributions are fourfold: a scheduler unified framework that applies classical scheduling theory to LLM agent execution and identifies challenges introduced by non deterministic LLM nodes; a trade off analysis of controllability, expressiveness, and implementability across 70 surveyed systems; a formal specification including a node state machine with termination and soundness guarantees; and an attributable experimental framework with a seven group design for future validation. This is a position paper and design proposal. We provide a theoretical framework, design analysis, and experimental protocol, not a production implementation or empirical results.

  • 1 authors
·
Apr 12

HumanEval Pro and MBPP Pro: Evaluating Large Language Models on Self-invoking Code Generation

We introduce self-invoking code generation, a new task designed to evaluate the progressive reasoning and problem-solving capabilities of LLMs. In this task, models are presented with a base problem and a related, more complex problem. They must solve the base problem and then utilize its solution to address the more complex one. This work features three key contributions. First, we propose a general recipe for generating more challenging versions of existing benchmarks, resulting in three new benchmarks: HumanEval Pro, MBPP Pro, and BigCodeBench-Lite Pro, specifically designed to assess LLMs on self-invoking code generation. Second, from the analysis of experimental results over twenty LLMs on our benchmarks, we have two important observations: (i) Most LLMs excel in traditional code generation benchmarks like HumanEval and MBPP, but their performance declines on self-invoking tasks. For example, o1-mini achieves 96.2% pass@1 on HumanEval but only 76.2% on HumanEval Pro. (ii) On self-invoking code generation task, the instruction-tuned models demonstrate only marginal improvements compared to the base models. Third, we disclose the types of failure modes that exist in our evaluation results. All these results underscore the need for further advancements in self-invoking code generation tasks and provide a new direction for future research on enhancing LLMs' code reasoning capabilities.

  • 4 authors
·
Dec 30, 2024 3

Progent: Programmable Privilege Control for LLM Agents

LLM agents are an emerging form of AI systems where large language models (LLMs) serve as the central component, utilizing a diverse set of tools to complete user-assigned tasks. Despite their great potential, LLM agents pose significant security risks. When interacting with the external world, they may encounter malicious commands from attackers, leading to the execution of dangerous actions. A promising way to address this is by enforcing the principle of least privilege: allowing only essential actions for task completion while blocking unnecessary ones. However, achieving this is challenging, as it requires covering diverse agent scenarios while preserving both security and utility. We introduce Progent, the first privilege control mechanism for LLM agents. At its core is a domain-specific language for flexibly expressing privilege control policies applied during agent execution. These policies provide fine-grained constraints over tool calls, deciding when tool calls are permissible and specifying fallbacks if they are not. This enables agent developers and users to craft suitable policies for their specific use cases and enforce them deterministically to guarantee security. Thanks to its modular design, integrating Progent does not alter agent internals and requires only minimal changes to agent implementation, enhancing its practicality and potential for widespread adoption. To automate policy writing, we leverage LLMs to generate policies based on user queries, which are then updated dynamically for improved security and utility. Our extensive evaluation shows that it enables strong security while preserving high utility across three distinct scenarios or benchmarks: AgentDojo, ASB, and AgentPoison. Furthermore, we perform an in-depth analysis, showcasing the effectiveness of its core components and the resilience of its automated policy generation against adaptive attacks.

  • 7 authors
·
Apr 15, 2025 2

Many-Tier Instruction Hierarchy in LLM Agents

Large language model agents receive instructions from many sources-system messages, user prompts, tool outputs, and more-each carrying different levels of trust and authority. When these instructions conflict, models must reliably follow the highest-privilege instruction to remain safe and effective. The dominant paradigm, instruction hierarchy (IH), assumes a fixed, small set of privilege levels (typically fewer than five) defined by rigid role labels (e.g., system > user). This is inadequate for real-world agentic settings, where conflicts can arise across far more sources and contexts. In this work, we propose Many-Tier Instruction Hierarchy (ManyIH), a paradigm for resolving instruction conflicts among instructions with arbitrarily many privilege levels. We introduce ManyIH-Bench, the first benchmark for ManyIH. ManyIH-Bench requires models to navigate up to 12 levels of conflicting instructions with varying privileges, comprising 853 agentic tasks (427 coding and 426 instruction-following). ManyIH-Bench composes constraints developed by LLMs and verified by humans to create realistic and difficult test cases spanning 46 real-world agents. Our experiments show that even the current frontier models perform poorly (~40% accuracy) when instruction conflict scales. This work underscores the urgent need for methods that explicitly target fine-grained, scalable instruction conflict resolution in agentic settings.

GPTNT: Benchmarking Real-Time Collaboration Between Multimodal Agents on Keep Talking And Nobody Explodes

Multimodal models are increasingly deployed to solve tasks collaboratively with humans or other artificial agents. Existing benchmarks show that these models possess many of the required component capabilities, but the conditions that coincide in collaboration, including time pressure, information asymmetry, and imperfect communication, are usually studied in isolation. We introduce GPTNT, a benchmark built on the cooperative video game Keep Talking and Nobody Explodes, in which two agents must coordinate to defuse procedurally generated bomb puzzles against a live countdown. One agent can see and manipulate the bomb but does not have the defusal instructions; the other has the instructions but cannot see or manipulate the bomb. Neither agent can succeed alone: success requires effective and efficient communication. Unlike turn-based proxies, GPTNT requires agents to act asynchronously and communicate in real time. GPTNT is designed to separate collaboration from reliance on memorized solutions: the instruction manual, the partner, or both can be withheld to isolate what a model derives in the moment from what it already knows. We show that GPTNT poses a substantial challenge for state-of-the-art systems: none of the closed- or open-source models we test defuses a single bomb in real time, a bar that human players clear. Through controlled experiments, we identify critical weaknesses in state tracking, efficient action under time pressure, ambiguity handling, and error recovery. We release GPTNT as a benchmark for collaborative performance that current evaluations leave unmeasured. Because it runs on the real game, GPTNT benefits from procedural generation and inherits a living modding community, allowing the benchmark to evolve as models improve rather than being solved once and retired.

  • 6 authors
·
Jun 25

SoK: Agentic Skills -- Beyond Tool Use in LLM Agents

Agentic systems increasingly rely on reusable procedural capabilities, a.k.a., agentic skills, to execute long-horizon workflows reliably. These capabilities are callable modules that package procedural knowledge with explicit applicability conditions, execution policies, termination criteria, and reusable interfaces. Unlike one-off plans or atomic tool calls, skills operate (and often do well) across tasks. This paper maps the skill layer across the full lifecycle (discovery, practice, distillation, storage, composition, evaluation, and update) and introduces two complementary taxonomies. The first is a system-level set of seven design patterns capturing how skills are packaged and executed in practice, from metadata-driven progressive disclosure and executable code skills to self-evolving libraries and marketplace distribution. The second is an orthogonal representation times scope taxonomy describing what skills are (natural language, code, policy, hybrid) and what environments they operate over (web, OS, software engineering, robotics). We analyze the security and governance implications of skill-based agents, covering supply-chain risks, prompt injection via skill payloads, and trust-tiered execution, grounded by a case study of the ClawHavoc campaign in which nearly 1{,}200 malicious skills infiltrated a major agent marketplace, exfiltrating API keys, cryptocurrency wallets, and browser credentials at scale. We further survey deterministic evaluation approaches, anchored by recent benchmark evidence that curated skills can substantially improve agent success rates while self-generated skills may degrade them. We conclude with open challenges toward robust, verifiable, and certifiable skills for real-world autonomous agents.

  • 7 authors
·
Feb 24

Procedural Knowledge at Scale Improves Reasoning

Test-time scaling has emerged as an effective way to improve language models on challenging reasoning tasks. However, most existing methods treat each problem in isolation and do not systematically reuse knowledge from prior reasoning trajectories. In particular, they underutilize procedural knowledge: how to reframe a problem, choose an approach, and verify or backtrack when needed. We introduce Reasoning Memory, a retrieval-augmented generation (RAG) framework for reasoning models that explicitly retrieves and reuses procedural knowledge at scale. Starting from existing corpora of step-by-step reasoning trajectories, we decompose each trajectory into self-contained subquestion-subroutine pairs, yielding a datastore of 32 million compact procedural knowledge entries. At inference time, a lightweight in-thought prompt lets the model verbalize the core subquestion, retrieve relevant subroutines within its reasoning trace, and reason under diverse retrieved subroutines as implicit procedural priors. Across six math, science, and coding benchmarks, Reasoning Memory consistently outperforms RAG with document, trajectory, and template knowledge, as well as a compute-matched test-time scaling baseline. With a higher inference budget, it improves over no retrieval by up to 19.2% and over the strongest compute-matched baseline by 7.9% across task types. Ablation studies show that these gains come from two key factors: the broad procedural coverage of the source trajectories and our decomposition and retrieval design, which together enable effective extraction and reuse of procedural knowledge.

  • 4 authors
·
Mar 31

Automatic Generation of High-Performance RL Environments

Translating complex reinforcement learning (RL) environments into high-performance implementations has traditionally required months of specialized engineering. We present a reusable recipe - a generic prompt template, hierarchical verification, and iterative agent-assisted repair - that produces semantically equivalent high-performance environments for <$10 in compute cost. We demonstrate three distinct workflows across five environments. Direct translation (no prior performance implementation exists): EmuRust (1.5x PPO speedup via Rust parallelism for a Game Boy emulator) and PokeJAX, the first GPU-parallel Pokemon battle simulator (500M SPS random action, 15.2M SPS PPO; 22,320x over the TypeScript reference). Translation verified against existing performance implementations: throughput parity with MJX (1.04x) and 5x over Brax at matched GPU batch sizes (HalfCheetah JAX); 42x PPO (Puffer Pong). New environment creation: TCGJax, the first deployable JAX Pokemon TCG engine (717K SPS random action, 153K SPS PPO; 6.6x over the Python reference), synthesized from a web-extracted specification. At 200M parameters, the environment overhead drops below 4% of training time. Hierarchical verification (property, interaction, and rollout tests) confirms semantic equivalence for all five environments; cross-backend policy transfer confirms zero sim-to-sim gap for all five environments. TCGJax, synthesized from a private reference absent from public repositories, serves as a contamination control for agent pretraining data concerns. The paper contains sufficient detail - including representative prompts, verification methodology, and complete results - that a coding agent could reproduce the translations directly from the manuscript.

EffiSkill: Agent Skill Based Automated Code Efficiency Optimization

Code efficiency is a fundamental aspect of software quality, yet how to harness large language models (LLMs) to optimize programs remains challenging. Prior approaches have sought for one-shot rewriting, retrieved exemplars, or prompt-based search, but they do not explicitly distill reusable optimization knowledge, which limits generalization beyond individual instances. In this paper, we present EffiSkill, a framework for code-efficiency optimization that builds a portable optimization toolbox for LLM-based agents. The key idea is to model recurring slow-to-fast transformations as reusable agent skills that capture both concrete transformation mechanisms and higher-level optimization strategies. EffiSkill adopts a two-stage design: Stage I mines Operator and Meta Skills from large-scale slow/fast program pairs to build a skill library; Stage II applies this library to unseen programs through execution-free diagnosis, skill retrieval, plan composition, and candidate generation, without runtime feedback. Results on EffiBench-X show that EffiSkill achieves higher optimization success rates, improving over the strongest baseline by 3.69 to 12.52 percentage points across model and language settings. These findings suggest that mechanism-level skill reuse provides a useful foundation for execution-free code optimization, and that the resulting skill library can serve as a reusable resource for broader agent workflows.

  • 7 authors
·
Mar 29

UI-Ins: Enhancing GUI Grounding with Multi-Perspective Instruction-as-Reasoning

GUI grounding, which maps natural-language instructions to actionable UI elements, is a core capability of GUI agents. Prior works largely treats instructions as a static proxy for user intent, overlooking the impact of instruction diversity and quality on grounding performance. Through a careful investigation of existing grounding datasets, we find a 23.3% flaw rate in their instructions and show that inference-time exploitation of instruction diversity yields up to a substantial 76% relative performance improvement. In this paper, we introduce the Instruction-as-Reasoning paradigm, treating instructions as dynamic analytical pathways that offer distinct perspectives and enabling the model to select the most effective pathway during reasoning. To achieve this, we propose a two-stage training framework: supervised fine-tuning (SFT) on synthesized, diverse instructions to instill multi-perspective reasoning, followed by reinforcement learning (RL) to optimize pathway selection and composition. Our resulting models, UI-Ins-7B and UI-Ins-32B, achieve state-of-the-art results on five challenging grounding benchmarks and exhibit emergent reasoning, selectively composing and synthesizing novel instruction pathways at inference. In particular, UI-Ins-32B attains the best grounding accuracy, scoring 87.3% on UI-I2E-Bench, 57.0% on ScreenSpot-Pro, and 84.9% on MMBench-GUI L2. Furthermore, our model demonstrates strong agentic potential, achieving a 74.1% success rate on AndroidWorld using UI-Ins-7B as the executor. Our in-depth analysis reveals additional insights such as how reasoning can be formulated to enhance rather than hinder grounding performance, and how our method mitigates policy collapse in the SFT+RL framework. All code and model checkpoints will be publicly released in https://github.com/alibaba/UI-Ins.

AlibabaTongyiLab TongyiLab
·
Oct 23, 2025 2

StepCodeReasoner: Aligning Code Reasoning with Stepwise Execution Traces via Reinforcement Learning

Existing code reasoning methods primarily supervise final code outputs, ignoring intermediate states, often leading to reward hacking where correct answers are obtained through inconsistent reasoning. We propose StepCodeReasoner, a framework that introduces explicit intermediate execution-state supervision. By automatically inserting structured print-based execution-trace anchors into code, the model is trained to predict runtime states at each step, transforming code reasoning into a verifiable, stepwise execution modeling problem. Building on this execution-aware method, we introduce Bi-Level GRPO, a reinforcement learning algorithm for structured credit assignment at two levels: inter-trajectory, comparing alternative execution paths, and intra-trajectory, rewarding intermediate accuracy based on its impact on downstream correctness. Extensive experiments demonstrate that StepCodeReasoner achieves SOTA performance in code reasoning. In particular, our 7B model achieves 91.1\% on CRUXEval and 86.5\% on LiveCodeBench, outperforming the CodeReasoner-7B baseline (86.0\% and 77.7\%) and GPT-4o (85.6\% and 75.1\%). Furthermore, on the execution-trace benchmark REval, our model scores 82.9\%, outperforming baseline CodeReasoner-7B (72.3\%), its 14B counterpart (81.1\%), and GPT-4o (77.3\%). Additionally, our approach also improves code generation performance, demonstrating that explicit execution modeling enhances both code reasoning and code generation.

  • 4 authors
·
May 11

Skill-to-LoRA: From Using Skills to Learning Behaviors for Token-Efficient LLM Agents

Agent skills are commonly distributed as SKILL.md files: human-readable procedural documents that describe workflows, tools, resources, and domain conventions. While convenient for inspection and reuse, this design requires the same reusable procedure to be repeatedly injected into the runtime context. We propose Skill-to-LoRA(S2L), a behavior-centric skill representation that replaces runtime skill text with skill-specific LoRA adapters. Rather than compressing the skill document itself, S2L models the behavioral change induced by the skill text: offline, the complete SKILL.md is used to synthesize skill-guided demonstrations; online, the full document is omitted and the corresponding LoRA adapter is dynamically loaded to activate the learned skill behavior. We evaluate S2L with Qwen3.6-27B on a 21-skill subset of SWE-Skills-Bench. Compared with the no-skill and Full Skill Text baselines, S2L improves pass rate by 2.9 and 5.2 percentage points, respectively, while reducing per-step token cost by 6.6% relative to Full Skill Text prompting. S2L matches or improves Full Skill Text on 18/21 skills and the no-skill baseline on 15/21 skills. Control experiments further show that the gains depend on skill-specific adapter alignment: Wrong-LoRA and Shared-LoRA both reduce performance. These results suggest that many procedural agent skills can be converted from runtime instructions into trainable, dynamically loadable behavioral modules. Code will be released upon acceptance.

  • 2 authors
·
Jun 14

SkillGenBench: Benchmarking Skill Generation Pipelines for LLM Agents

As LLM agents are increasingly built around reusable skills, a central challenge is no longer only whether agents can use provided skills, but whether they can generate correct, reusable, and executable skills from repositories and documents. Existing benchmarks primarily evaluate the efficacy of given skills or the ability of agents to solve downstream tasks from raw context, but they do not isolate skill generation itself as the object of study. We introduce SkillGenBench, a benchmark for evaluating skill generation pipelines under a unified and controlled protocol. In SkillGenBench, a generator receives raw corpora and produces standardized skill artifacts, which are then executed under fixed harnesses and assessed with unified evaluation procedures. The benchmark covers two generation regimes: task-conditioned generation, where a task-specific skill is synthesized after the task is revealed, and task-agnostic generation, where a reusable skill library must be distilled before downstream tasks are known. It also spans two complementary procedural sources: repository-grounded instances, where procedures are distributed across code, configuration, and scripts, and document-grounded instances, where procedures and constraints must be distilled from long-form text. We provide standardized task specifications, pinned environments, and evaluation protocols centered on deterministic execution-based checks, supplemented by auxiliary signals for diagnosis. Experiments across a range of skill-generation methods and backbones show substantial performance variation, highlight the difficulty of reusable skill distillation, and reveal distinct failure modes in skill generation from software repositories versus long-form documents. SkillGenBench establishes a reproducible testbed for studying skill generation as an independent research problem in agent systems.

  • 11 authors
·
May 17

MedSPOT: A Workflow-Aware Sequential Grounding Benchmark for Clinical GUI

Despite the rapid progress of Multimodal Large Language Models (MLLMs), their ability to perform reliable visual grounding in high-stakes clinical software environments remains underexplored. Existing GUI benchmarks largely focus on isolated, single-step grounding queries, overlooking the sequential, workflow-driven reasoning required in real-world medical interfaces, where tasks evolve across independent steps and dynamic interface states. We introduce MedSPOT, a workflow-aware sequential grounding benchmark for clinical GUI environments. Unlike prior benchmarks that treat grounding as a standalone prediction task, MedSPOT models procedural interaction as a sequence of structured spatial decisions. The benchmark comprises 216 task-driven videos with 597 annotated keyframes, in which each task consists of 2 to 3 interdependent grounding steps within realistic medical workflows. This design captures interface hierarchies, contextual dependencies, and fine-grained spatial precision under evolving conditions. To evaluate procedural robustness, we propose a strict sequential evaluation protocol that terminates task assessment upon the first incorrect grounding prediction, explicitly measuring error propagation in multi-step workflows. We further introduce a comprehensive failure taxonomy, including edge bias, small-target errors, no prediction, near miss, far miss, and toolbar confusion, to enable systematic diagnosis of model behavior in clinical GUI settings. By shifting evaluation from isolated grounding to workflow-aware sequential reasoning, MedSPOT establishes a realistic and safety-critical benchmark for assessing multimodal models in medical software environments. Code and data are available at: https://github.com/Tajamul21/MedSPOT.

  • 5 authors
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Mar 20

ChatGPT4PCG 2 Competition: Prompt Engineering for Science Birds Level Generation

This paper presents the second ChatGPT4PCG competition at the 2024 IEEE Conference on Games. In this edition of the competition, we follow the first edition, but make several improvements and changes. We introduce a new evaluation metric along with allowing a more flexible format for participants' submissions and making several improvements to the evaluation pipeline. Continuing from the first edition, we aim to foster and explore the realm of prompt engineering (PE) for procedural content generation (PCG). While the first competition saw success, it was hindered by various limitations; we aim to mitigate these limitations in this edition. We introduce diversity as a new metric to discourage submissions aimed at producing repetitive structures. Furthermore, we allow submission of a Python program instead of a prompt text file for greater flexibility in implementing advanced PE approaches, which may require control flow, including conditions and iterations. We also make several improvements to the evaluation pipeline with a better classifier for similarity evaluation and better-performing function signatures. We thoroughly evaluate the effectiveness of the new metric and the improved classifier. Additionally, we perform an ablation study to select a function signature to instruct ChatGPT for level generation. Finally, we provide implementation examples of various PE techniques in Python and evaluate their preliminary performance. We hope this competition serves as a resource and platform for learning about PE and PCG in general.

  • 8 authors
·
Mar 4, 2024

RLAD: Training LLMs to Discover Abstractions for Solving Reasoning Problems

Reasoning requires going beyond pattern matching or memorization of solutions to identify and implement "algorithmic procedures" that can be used to deduce answers to hard problems. Doing so requires realizing the most relevant primitives, intermediate results, or shared procedures, and building upon them. While RL post-training on long chains of thought ultimately aims to uncover this kind of algorithmic behavior, most reasoning traces learned by large models fail to consistently capture or reuse procedures, instead drifting into verbose and degenerate exploration. To address more effective reasoning, we introduce reasoning abstractions: concise natural language descriptions of procedural and factual knowledge that guide the model toward learning successful reasoning. We train models to be capable of proposing multiple abstractions given a problem, followed by RL that incentivizes building a solution while using the information provided by these abstractions. This results in a two-player RL training paradigm, abbreviated as RLAD, that jointly trains an abstraction generator and a solution generator. This setup effectively enables structured exploration, decouples learning signals of abstraction proposal and solution generation, and improves generalization to harder problems. We also show that allocating more test-time compute to generating abstractions is more beneficial for performance than generating more solutions at large test budgets, illustrating the role of abstractions in guiding meaningful exploration.

  • 7 authors
·
Oct 2, 2025 2

PaintBench: Deterministic Evaluation of Precise Visual Editing

While current multimodal models are proficient at open-ended visual editing, executing precise single-answer edits remains an important obstacle. To probe this challenge, we introduce PaintBench, a dynamically scalable benchmark targeting 20 fundamental precise visual editing operations across four categories: geometric transformation, structural manipulation, color change, and symbolic reasoning. Procedural generation with configurable complexity enables an effectively infinite, contamination-resistant evaluation suite, and deterministic pixel-level evaluation eliminates reliance on bias-prone judge models. Across 11 image editing models, we find overall low performance, with the current highest-performing industry leader scoring only 17.1% (mIoU). Task decomposition reveals especially challenging operation types (geometric transformation, most structural manipulation, formula-based color change) and model-specific specializations. Fine-grained benchmark diagnostics further show performance degradations induced by scene variations in object count, background complexity, color scheme, and edit-region size. To test generalization of PaintBench scores to applied task performance, we create a procedural, deterministic evaluation for data visualization editing (TinyGrafixBench) and find strong linear correlation with PaintBench scores (R^2 = 0.91, p < 0.001). Altogether, PaintBench provides a rigorous foundation for measuring and driving progress in precise multimodal visual editing.

nyu-visionx VISIONx @ NYU
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May 28 3

Tilus: A Virtual Machine for Arbitrary Low-Precision GPGPU Computation in LLM Serving

Serving Large Language Models (LLMs) is critical for AI-powered applications but demands substantial computational resources, particularly in memory bandwidth and computational throughput. Low-precision computation has emerged as a key technique to improve efficiency while reducing resource consumption. Existing approaches for generating low-precision kernels are limited to weight bit widths that are powers of two and suffer from suboptimal performance due to high-level GPU programming abstractions. These abstractions restrict critical optimizations, such as fine-grained register management and optimized memory access patterns, which are essential for efficient low-precision computations. In this paper, we introduce a virtual machine (VM) designed for General-Purpose GPU (GPGPU) computing, enabling support for low-precision data types with arbitrary bit widths while maintaining GPU programmability. The proposed VM features a thread-block-level programming model, a hierarchical memory space, a novel algebraic layout system, and extensive support for diverse low-precision data types. VM programs are compiled into highly efficient GPU programs with automatic vectorization and instruction selection. Extensive experiments demonstrate that our VM efficiently supports a full spectrum of low-precision data types, and outperforms state-of-the-art low-precision kernels on their supported types. Compared to existing compilers like Triton and Ladder, as well as hand-optimized kernels such as QuantLLM and Marlin, our VM achieves performance improvements of 1.75x, 2.61x, 1.29x and 1.03x, respectively.

  • 8 authors
·
Apr 17, 2025

SkVM: Compiling Skills for Efficient Execution Everywhere

LLM agents increasingly adopt skills as a reusable unit of composition. While skills are shared across diverse agent platforms, current systems treat them as raw context, causing the same skill to behave inconsistently for different agents. This fragility undermines skill portability and execution efficiency. To address this challenge, we analyze 118,000 skills and draw inspiration from traditional compiler design. We treat skills as code and LLMs as heterogeneous processors. To make portability actionable, we decompose a skill's requirements into a set of primitive capabilities, and measure how well each model-harness pair supports them. Based on these capability profiles, we propose SkVM, a compilation and runtime system designed for portable and efficient skill execution. At compile time, SkVM performs capability-based compilation, environment binding, and concurrency extraction. At runtime, SkVM applies JIT code solidification and adaptive recompilation for performance optimization. We evaluate SkVM across eight LLMs of varying scales and three agent harnesses, covering SkillsBench and representative skill tasks. Results demonstrate that SkVM significantly improves task completion rates across different models and environments while reducing token consumption by up to 40%. In terms of performance, SkVM achieves up to 3.2x speedup with enhanced parallelism, and 19-50x latency reduction through code solidification.

3DCodeBench: Benchmarking Agentic Procedural 3D Modeling Via Code

Procedural 3D modeling through code is emerging as a versatile paradigm, offering deterministic, engine-ready, and precisely editable assets that neural 3D generators inherently lack. Authoring such procedural content, however, demands deep expertise in 3D software APIs, parametric design, and code-level geometric reasoning. In this paper, we propose 3DCodeBench, a systematic benchmark for evaluating vision-language model (VLM) agents for procedural 3D generation in 3D modeling software. Specifically, 3DCodeBench evaluates how effectively 12 advanced VLMs can serve as procedural 3D modelers by translating text and image references into procedural code for 3D modeling software. Recognizing that automated metrics may not fully capture the perceptual quality of 3D shapes, we build 3DCodeArena, a ranking platform based on pairwise human preferences over generated 3D outputs. From extensive evaluations and results, we observe that: (1) Failures mostly arise from API mismatches, while successful renders still suffer from disconnected or floating 3D geometric components. (2) Test-time scaling, such as higher thinking budgets and multi-turn refinement, improves performance overall. Our findings highlight a critical need for high-quality procedural coding data to advance commercial VLMs. Furthermore, effective procedural 3D modeling requires a robust execution environment that provides high-fidelity feedback for iterative refinement. We release 3DCodeBench, including the curated large-scale dataset of multimodal (text/image) prompts, procedural code, 3D object triplets, evaluation protocol, and the public 3DCodeArena platform as a foundational toolkit for exploring VLM-based procedural 3D modelers.

deepmind Deepmind
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May 30 2

WorldCoder-Bench: Benchmarking Physically Grounded 3D World Synthesis

Large language models (LLMs) are increasingly asked not only to write static interfaces, but to construct executable interactive worlds from natural language. Browser-native 3D, commonly built with Three.js, is a natural next frontier: generated programs must integrate assets, obey spatial and physical constraints, and keep user-facing controls synchronized with hidden runtime state. Existing web-generation benchmarks and evaluators, however, largely observe only pixels or DOM nodes, while the mechanics of a Three.js world unfold inside an opaque <canvas>. We introduce WorldCoder-Bench, a benchmark for autonomous, physically grounded 3D world synthesis. WorldCoder-Bench contains 2,026 expert-curated tasks across Simulation, Rendering, and Application scenarios, with optional .glb assets and hidden behavioral contracts. We further propose StateProbe, an execution-based protocol that probes generated programs in a sandboxed browser and verifies hidden, mutation-hardened contracts over runtime states and transitions. Beyond verification coverage, we report Return on Automation and Time Efficiency Multiplier to measure correctness-adjusted cost and time savings. Across nine frontier models, the best system reaches only 27.8% verification coverage on WorldCoder-Core and 19.9% on WorldCoder-Robust, with failures dominated by state-schema drift and broken interaction chains rather than missing scene elements. Utility metrics further show that cheap or fast models can still provide substantial value on easier domains. WorldCoder-Bench is available at https://anonymous.4open.science/r/WorldCoder-Bench/.

  • 11 authors
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May 31

A Formal Hierarchical Architecture for Agentic Orchestration with Stack-Based Execution and Lazy Discovery

The rapid expansion of capabilities in Large Language Model (LLM) agents has exposed a critical architectural bottleneck: when agents are given access to a flat, monolithic registry of tools, the model must evaluate hundreds or thousands of options simultaneously. This leads to decision-space explosion, context window saturation, and degraded routing accuracy. To address these limitations, this paper presents a hierarchical, skill-based architecture for agentic orchestration. Capabilities are organized as a rooted tree where internal nodes make routing decisions and leaf nodes execute deterministic tasks. The runtime enforces a single-step execution loop governed by a Last-In-First-Out (LIFO) stack, giving the agent a form of memory akin to a Pushdown Automaton, therefore enabling it to track nested execution contexts and resume deterministically from any depth. Capability discovery follows a manifest-driven, lazy-loading protocol: only the immediate children of the active node are loaded, so memory and prompt costs scale with the explored path rather than the global registry. By replacing global memory with localized stack frames, the architecture prevents outputs from one execution branch from leaking into another, establishing the isolation guarantees required for deployment in regulated enterprise environments. We also discuss UPI Help, an AI-powered digital payments support product, as a motivating production deployment context. We provide a mathematical formalization of the orchestration state, detailed algorithmic analysis of the execution loop, and controlled benchmarks comparing flat and hierarchical routing under increasing tool catalogs, multi-step workflow pressure, and visible schema-token exposure per LLM call.

  • 12 authors
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Jul 12

How Efficient is LLM-Generated Code? A Rigorous & High-Standard Benchmark

The emergence of large language models (LLMs) has significantly pushed the frontiers of program synthesis. Advancement of LLM-based program synthesis calls for a thorough evaluation of LLM-generated code. Most evaluation frameworks focus on the (functional) correctness of generated code; efficiency, as an important measure of code quality, has been overlooked in existing evaluations. In this work, we develop ENAMEL (EfficeNcy AutoMatic EvaLuator), a rigorous and high-standard benchmark for evaluating the capability of LLMs in generating efficient code. Firstly, we propose a new efficiency metric called eff@k, which generalizes the pass@k metric from correctness to efficiency and appropriately handles right-censored execution time. Furthermore, we derive an unbiased and variance-reduced estimator of eff@k via Rao--Blackwellization; we also provide a numerically stable implementation for the new estimator. Secondly, to set a high-standard for efficiency evaluation, we employ a human expert to design best algorithms and implementations as our reference solutions of efficiency, many of which are much more efficient than existing canonical solutions in HumanEval and HumanEval+. Moreover, to ensure a rigorous evaluation, we employ a human expert to curate strong test case generators to filter out wrong code and differentiate suboptimal algorithms. An extensive study across 30 popular LLMs using our benchmark ENAMEL shows that LLMs still fall short of generating expert-level efficient code. Using two subsets of our problem set, we demonstrate that such deficiency is because current LLMs struggle in designing advanced algorithms and are barely aware of implementation optimization. Our benchmark is publicly available at https://github.com/q-rz/enamel .

  • 5 authors
·
Jun 10, 2024

PLSEMANTICSBENCH: Large Language Models As Programming Language Interpreters

As large language models (LLMs) excel at code reasoning, a natural question arises: can an LLM execute programs (i.e., act as an interpreter) purely based on a programming language's formal semantics? If so, it will enable rapid prototyping of new programming languages and language features. We study this question using the imperative language IMP (a subset of C), formalized via small-step operational semantics (SOS) and rewriting-based operational semantics (K-semantics). We introduce three evaluation sets-Human-Written, LLM-Translated, and Fuzzer- Generated-whose difficulty is controlled by code-complexity metrics spanning the size, control-flow, and data-flow axes. Given a program and its semantics formalized with SOS/K-semantics, models are evaluated on three tasks ranging from coarse to fine: (1) final-state prediction, (2) semantic rule prediction, and (3) execution trace prediction. To distinguish pretraining memorization from semantic competence, we define two nonstandard semantics obtained through systematic mutations of the standard rules. Across strong code/reasoning LLMs, performance drops under nonstandard semantics despite high performance under the standard one. We further find that (i) there are patterns to different model failures, (ii) most reasoning models perform exceptionally well on coarse grained tasks involving reasoning about highly complex programs often containing nested loop depths beyond five, and surprisingly, (iii) providing formal semantics helps on simple programs but often hurts on more complex ones. Overall, the results show a promise that LLMs could serve as programming language interpreters, but points to the lack of their robust semantics understanding. We release the benchmark and the supporting code at https://github.com/EngineeringSoftware/PLSemanticsBench.

  • 5 authors
·
Oct 3, 2025

ASPI: Seeking Ambiguity Clarification Amplifies Prompt Injection Vulnerability in LLM Agents

Clarification-seeking behavior is widely regarded as a desirable property of LLM agents, enabling them to resolve ambiguity before acting on underspecified tasks. However, the security implications of this interaction pattern remain unexplored. We investigate whether the transition from standard execution to a clarification-seeking state increases an agent's susceptibility to prompt injection attacks. We introduce ASPI (Ambiguous-State Prompt Injection), a benchmark of 728 task-attack scenarios that isolates clarification as a distinct agent state and measures how this state transition affects vulnerability under controlled conditions. Each benchmark instance is evaluated under matched execution and clarification settings: in the execution setting, the agent acts on a fully specified instruction and encounters adversarial content only through tool-returned data; in the clarification setting, the agent must first request and incorporate additional user input before acting. We evaluate ten frontier LLMs and find that clarification-seeking consistently and substantially amplifies vulnerability. For instance, attack success rises from 1.8% to 34.0% for o3 and from 2.2% to 35.7% for Gemini-3-Flash. A decomposition analysis reveals that this gap reflects both a state-dependent shift in how models process incoming content and a channel-specific effect arising from the agent-solicited clarification interface. These findings demonstrate that standard execution-time security evaluation systematically underestimates the attack surface of interactive agents, and that robustness under fully specified tasks does not translate to robustness under ambiguity. For reproducibility, our data and source code are available at https://github.com/scaleapi/aspi.

  • 6 authors
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May 16

LongCLI-Bench: A Preliminary Benchmark and Study for Long-horizon Agentic Programming in Command-Line Interfaces

Recent advances in AI-assisted programming have empowered agents to execute complex workflows via command-line interfaces, however, existing benchmarks are limited by short task horizons, data contamination from GitHub scraping, and a lack of fine-grained evaluation metrics, fail to rigorously evaluate the long-horizon planning and execution capabilities essential for realistic software engineering. To address these gaps, we introduce LongCLI-Bench, a comprehensive benchmark designed to evaluate agentic capabilities across long-horizon, realistic tasks. We curated 20 high-quality, long-horizon tasks from over 1,000 computer science assignments and real-world workflows, covering four engineering categories: from scratch, feature addition, bug fixing, and refactoring. We propose a dual-set testing protocol for LongCLI-Bench, which measures requirement fulfillment (fail-to-pass) and regression avoidance (pass-to-pass), and incorporates step-level scoring to pinpoint execution failures. Extensive experiments reveal that even state-of-the-art agents achieve pass rates below 20% in LongCLI-Bench. Step-level analysis further indicates that the majority of tasks stall at less than 30% completion, highlighting that critical failures often occur in the early stages. Although self-correction offers marginal gains, human-agent collaboration through plan injection and interactive guidance yields significantly higher improvements. These results highlight that future research must emphasize the development of synergistic human-agent workflows alongside advances in agents' planning and execution capabilities to overcome key challenges in long-horizon task performance.

  • 19 authors
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Feb 15 3

Towards Execution-Grounded Automated AI Research

Automated AI research holds great potential to accelerate scientific discovery. However, current LLMs often generate plausible-looking but ineffective ideas. Execution grounding may help, but it is unclear whether automated execution is feasible and whether LLMs can learn from the execution feedback. To investigate these, we first build an automated executor to implement ideas and launch large-scale parallel GPU experiments to verify their effectiveness. We then convert two realistic research problems - LLM pre-training and post-training - into execution environments and demonstrate that our automated executor can implement a large fraction of the ideas sampled from frontier LLMs. We analyze two methods to learn from the execution feedback: evolutionary search and reinforcement learning. Execution-guided evolutionary search is sample-efficient: it finds a method that significantly outperforms the GRPO baseline (69.4% vs 48.0%) on post-training, and finds a pre-training recipe that outperforms the nanoGPT baseline (19.7 minutes vs 35.9 minutes) on pre-training, all within just ten search epochs. Frontier LLMs often generate meaningful algorithmic ideas during search, but they tend to saturate early and only occasionally exhibit scaling trends. Reinforcement learning from execution reward, on the other hand, suffers from mode collapse. It successfully improves the average reward of the ideator model but not the upper-bound, due to models converging on simple ideas. We thoroughly analyze the executed ideas and training dynamics to facilitate future efforts towards execution-grounded automated AI research.

  • 6 authors
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Jan 20

APEX-EM: Non-Parametric Online Learning for Autonomous Agents via Structured Procedural-Episodic Experience Replay

LLM-based autonomous agents lack persistent procedural memory: they re-derive solutions from scratch even when structurally identical tasks have been solved before. We present APEX-EM, a non-parametric online learning framework that accumulates, retrieves, and reuses structured procedural plans without modifying model weights. APEX-EM introduces: (1) a structured experience representation encoding the full procedural-episodic trace of each execution -- planning steps, artifacts, iteration history with error analysis, and quality scores; (2) a Plan-Retrieve-Generate-Iterate-Ingest (PRGII) workflow with Task Verifiers providing multi-dimensional reward signals; and (3) a dual-outcome Experience Memory with hybrid retrieval combining semantic search, structural signature matching, and plan DAG traversal -- enabling cross-domain transfer between tasks sharing no lexical overlap but analogous operational structure. Successful experiences serve as positive in-context examples; failures as negative examples with structured error annotations. We evaluate on BigCodeBench, KGQAGen-10k, and Humanity's Last Exam using Claude Sonnet 4.5 and Opus 4.5. On KGQAGen-10k, APEX-EM achieves 89.6% accuracy versus 41.3% without memory (+48.3pp), surpassing the oracle-retrieval upper bound (84.9%). On BigCodeBench, it reaches 83.3% SR from a 53.9% baseline (+29.4pp), exceeding MemRL's +11.0pp gain under comparable frozen-backbone conditions (noting backbone differences controlled for in our analysis). On HLE, entity graph retrieval reaches 48.0% from 25.2% (+22.8pp). Ablations show component value is task-dependent: rich judge feedback is negligible for code generation but critical for structured queries (+10.3pp), while binary-signal iteration partially compensates for weaker feedback.

  • 3 authors
·
Apr 1

Execution Guided Line-by-Line Code Generation

We present a novel approach to neural code generation that incorporates real-time execution signals into the language model generation process. While large language models (LLMs) have demonstrated impressive code generation capabilities, they typically do not utilize execution feedback during inference, a critical signal that human programmers regularly leverage. Our method, Execution-Guided Classifier-Free Guidance (EG-CFG), dynamically incorporates execution signals as the model generates code, providing line-by-line feedback that guides the generation process toward executable solutions. EG-CFG employs a multi-stage process: first, we conduct beam search to sample candidate program completions for each line; second, we extract execution signals by executing these candidates against test cases; and finally, we incorporate these signals into the prompt during generation. By maintaining consistent signals across tokens within the same line and refreshing signals at line boundaries, our approach provides coherent guidance while preserving syntactic structure. Moreover, the method naturally supports native parallelism at the task level in which multiple agents operate in parallel, exploring diverse reasoning paths and collectively generating a broad set of candidate solutions. Our experiments across diverse coding tasks demonstrate that EG-CFG significantly improves code generation performance compared to standard approaches, achieving state-of-the-art results across various levels of complexity, from foundational problems to challenging competitive programming and data science tasks. Our code is available at: https://github.com/boazlavon/eg_cfg

  • 3 authors
·
Oct 22, 2025

GameCraft-Bench: Can Agents Build Playable Games End-to-End in a Real Game Engine?

Game generation is an emerging application of coding agents, requiring models to transform natural-language specifications into playable interactive systems. Unlike traditional coding tasks, game generation takes place within a game engine, where scripts, scenes, assets, rendering, and runtime interactions must jointly produce coherent gameplay. We formalize end-to-end game generation as the problem of producing a complete game artifact that realizes a specification through observable player-game interaction in a target environment. We argue that evaluating this setting requires three desiderata: Engine Grounding, Artifact Completeness, and Interactive Verification. We propose an interaction-grounded evaluation framework that assesses executable gameplay through replayed demonstrations and rubric-guided multimodal judging. We instantiate this framework as GameCraft-Bench, a benchmark comprising 140 Godot tasks across 15 game families. Evaluations of frontier coding agents show that end-to-end game generation remains highly challenging: the strongest agent achieves only 41.46%, and most agents score below 40%. Further analysis reveals that while agents often implement recognizable mechanics, they struggle to deliver complete games with sufficient content, functional visual feedback, and coherent presentation. See https://tongxuluo.github.io/gamecraft-bench-website for demos, code, and data.

HALO: Hierarchical Autonomous Logic-Oriented Orchestration for Multi-Agent LLM Systems

Recent advancements in Multi-Agent Systems (MAS) powered by Large Language Models (LLMs) have demonstrated tremendous potential in diverse task scenarios. Nonetheless, existing agentic systems typically rely on predefined agent-role design spaces and static communication structures, limiting their adaptability as well as flexibility in complex interaction environments and leading to subpar performance on highly specialized and expert-level tasks. To address these issues, we introduce HALO, a multi-agent collaboration framework based on a hierarchical reasoning architecture. Specifically, we incorporate a high-level planning agent for task decomposition, mid-level role-design agents for subtask-specific agent instantiation, and low-level inference agents for subtask execution. Particularly, subtask execution is reformulated as a structured workflow search problem, where Monte Carlo Tree Search (MCTS) systematically explores the agentic action space to construct optimal reasoning trajectories. Additionally, as the majority of users lack expertise in prompt engineering, we leverage an Adaptive Prompt Refinement module to transform raw queries into task-specific prompts. Empirical evaluations on Code Generation (HumanEval), General Reasoning (MMLU), and Arithmetic Reasoning (MATH) benchmark datasets highlight the effectiveness of HALO, yielding a 14.4% average improvement over state-of-the-art baselines. Notably, HALO achieves up to 13.3% performance gain on the Moral Scenarios subject in the MMLU benchmark and up to 19.6% performance gain on the Algebra subarea in the MATH benchmark, indicating its advanced proficiency in tackling highly specialized and expert-level tasks. The code repository is available at https://github.com/23japhone/HALO.

  • 3 authors
·
May 17, 2025

MineNPC-Task: Task Suite for Memory-Aware Minecraft Agents

We present MineNPC-Task, a user-authored benchmark and evaluation harness for testing memory-aware, mixed-initiative LLM agents in open-world Minecraft. Rather than relying on synthetic prompts, tasks are elicited through formative and summative co-play with expert players, then normalized into parametric templates with explicit preconditions and dependency structure. These tasks are paired with machine-checkable validators under a bounded-knowledge policy that forbids out-of-world shortcuts. The harness captures plan, action, and memory events, including plan previews, targeted clarifications, memory reads and writes, precondition checks, and repair attempts, and reports outcomes relative to the total number of attempted subtasks using only in-world evidence. As an initial snapshot, we instantiate the framework with GPT-4o and evaluate 216 subtasks across 8 experienced players. We observe recurring breakdown patterns in code execution, inventory and tool handling, referencing, and navigation, alongside successful recoveries supported by mixed-initiative clarifications and lightweight memory use. Participants rated interaction quality and interface usability positively, while noting the need for stronger memory persistence across tasks. We release the complete task suite, validators, logs, and evaluation harness to support transparent and reproducible evaluation of future memory-aware embodied agents.

  • 5 authors
·
Jan 8

OpenGame: Open Agentic Coding for Games

Game development sits at the intersection of creative design and intricate software engineering, demanding the joint orchestration of game engines, real-time loops, and tightly coupled state across many files. While Large Language Models (LLMs) and code agents now solve isolated programming tasks with ease, they consistently stumble when asked to produce a fully playable game from a high-level design, collapsing under cross-file inconsistencies, broken scene wiring, and logical incoherence. We bridge this gap with OpenGame, the first open-source agentic framework explicitly designed for end-to-end web game creation. At its core lies Game Skill, a reusable, evolving capability composed of a Template Skill that grows a library of project skeletons from experience and a Debug Skill that maintains a living protocol of verified fixes - together enabling the agent to scaffold stable architectures and systematically repair integration errors rather than patch isolated syntax bugs. Powering this framework is GameCoder-27B, a code LLM specialized for game engine mastery through a three-stage pipeline of continual pre-training, supervised fine-tuning, and execution-grounded reinforcement learning. Since verifying interactive playability is fundamentally harder than checking static code, we further introduce OpenGame-Bench, an evaluation pipeline that scores agentic game generation along Build Health, Visual Usability, and Intent Alignment via headless browser execution and VLM judging. Across 150 diverse game prompts, OpenGame establishes a new state-of-the-art. We hope OpenGame pushes code agents beyond discrete software engineering problems and toward building complex, interactive real-world applications. Our framework will be fully open-sourced.

  • 11 authors
·
Apr 19 7

SlopCodeBench: Benchmarking How Coding Agents Degrade Over Long-Horizon Iterative Tasks

Software development is iterative, yet agentic coding benchmarks overwhelmingly evaluate single-shot solutions against complete specifications. Code can pass the test suite but become progressively harder to extend. Recent iterative benchmarks attempt to close this gap, but constrain the agent's design decisions too tightly to faithfully measure how code quality shapes future extensions. We introduce SlopCodeBench, a language-agnostic benchmark comprising 20 problems and 93 checkpoints, in which agents repeatedly extend their own prior solutions under evolving specifications that force architectural decisions without prescribing internal structure. We track two trajectory-level quality signals: verbosity, the fraction of redundant or duplicated code, and structural erosion, the share of complexity mass concentrated in high-complexity functions. No agent solves any problem end-to-end across 11 models; the highest checkpoint solve rate is 17.2%. Quality degrades steadily: erosion rises in 80% of trajectories and verbosity in 89.8%. Against 48 open-source Python repositories, agent code is 2.2x more verbose and markedly more eroded. Tracking 20 of those repositories over time shows that human code stays flat, while agent code deteriorates with each iteration. A prompt-intervention study shows that initial quality can be improved, but it does not halt degradation. These results demonstrate that pass-rate benchmarks systematically undermeasure extension robustness, and that current agents lack the design discipline iterative software development demands.

GraphBit: A Graph-based Agentic Framework for Non-Linear Agent Orchestration

Agentic LLM frameworks that rely on prompted orchestration, where the model itself determines workflow transitions, often suffer from hallucinated routing, infinite loops, and non-reproducible execution. We introduce GraphBit, an engine-orchestrated framework that defines workflows explicitly and deterministically as a directed acyclic graph (DAG). Unlike prompted orchestration, agents in GraphBit operate as typed functions, while a Rust-based engine governs routing, state transitions, and tool invocation, ensuring reproducibility and auditability. The engine supports parallel branch execution, conditional control flow over structured state predicates, and configurable error recovery. A three-tier memory architecture consisting of ephemeral scratch space, structured state, and external connectors isolates context across stages, preventing cascading context bloat that degrades reasoning in long-running pipelines. Across GAIA benchmark tasks spanning zero-tool, document-augmented, and web-enabled workflows, GraphBit outperforms six existing frameworks, achieving the highest accuracy (67.6 percent), zero framework-induced hallucinations, the lowest latency (11.9 ms overhead), and the highest throughput. Ablation studies demonstrate that each memory tier contributes measurably to performance, with deterministic execution providing the greatest gains on tool-intensive tasks representative of real-world deployments.

  • 4 authors
·
Mar 7

Agent Capsules: Quality-Gated Granularity Control for Multi-Agent LLM Pipelines

A multi-agent pipeline with N agents typically issues N LLM calls per run. Merging agents into fewer calls (compound execution) promises token savings, but naively merged calls silently degrade quality through tool loss and prompt compression. We present Agent Capsules, an adaptive execution runtime that treats multi-agent pipeline execution as an optimization problem with empirical quality constraints. The runtime instruments coordination overhead per group, scores composition opportunity, selects among three compound execution strategies, and gates every mode switch on rolling-mean output quality. A controlled negative result confirms that injecting more context into a merged call worsens compression rather than relieving it, so the framework's escalation ladder (standard, then two-phase, then sequential) recovers quality by moving toward per-agent dispatch rather than by rewriting merged prompts. On LLM-judged quality, the controller matches a hand-tuned oracle on every measured (model, group, mode) cell: routing compound whenever the oracle would, and reverting to fine whenever quality would fail the floor, without per-model configuration. Against a hand-crafted LangGraph implementation of a 14-agent competitive intelligence pipeline, Agent Capsules uses 51% fewer fine-mode input tokens and 42% fewer compound-mode input tokens, at +0.020 and +0.017 quality respectively. Against a DSPy implementation of a 5-agent due diligence pipeline, the framework uses 19% fewer tokens than uncompiled DSPy at quality parity, and 68% fewer tokens than MIPROv2 at +0.052 quality. Even before compound mode fires, the runtime delivers efficiency through automatic policy resolution, cache-aligned prompts, and topology-aware context injection, matching both hand-tuned and compile-time baselines without training data or per-pipeline engineering.

  • 1 authors
·
Apr 30

KernelCraft: Benchmarking for Agentic Close-to-Metal Kernel Generation on Emerging Hardware

New AI accelerators with novel instruction set architectures (ISAs) often require developers to manually craft low-level kernels -- a time-consuming, laborious, and error-prone process that cannot scale across diverse hardware targets. This prevents emerging hardware platforms from reaching the market efficiently. While prior LLM-based code generation has shown promise in mature GPU ecosystems, it remains unclear whether agentic LLM systems can quickly produce valid and efficient kernels for emerging hardware with new ISAs. We present KernelCraft: the first benchmark to evaluate an LLM agent's ability to generate and optimize low-level kernels for customized accelerators via a function-calling, feedback-driven workflow. Within KernelCraft, the agent refines kernels under ISA and hardware constraints using automated feedback derived from compilation checks, simulation, and correctness validation against ground truth. In our experiments, we assess agent performance across three emerging accelerator platforms on more than 20 ML tasks, each with 5 diverse task configurations, with special evaluation of task configuration complexity. Across four leading reasoning models, top agents produce functionally valid kernels for previously unseen ISAs within a few refinement steps, with optimized kernels that match or outperform template-based compiler baselines. With that, we demonstrate the potential for reducing the cost of kernel development for accelerator designers and kernel developers.

  • 12 authors
·
Feb 10

ExecVerify: White-Box RL with Verifiable Stepwise Rewards for Code Execution Reasoning

Code LLMs still struggle with code execution reasoning, especially in smaller models. Existing methods rely on supervised fine-tuning (SFT) with teacher-generated explanations, primarily in two forms: (1) input-output (I/O) prediction chains and (2) natural-language descriptions of execution traces. However, intermediate execution steps cannot be explicitly verified during SFT, so the training objective can reduce to merely matching teacher explanations. Moreover, training data is typically collected without explicit control over task difficulty. We introduce ExecVerify, which goes beyond text imitation by incorporating verifiable white-box rewards derived from execution traces, including next-statement prediction and variable value/type prediction. Our work first builds a dataset with multiple difficulty levels via constraint-based program synthesis. Then, we apply reinforcement learning (RL) to reward correct answers about both intermediate execution steps and final outputs, aligning the training objective with semantic correctness at each execution step. Finally, we adopt a two-stage training pipeline that first enhances execution reasoning and then transfers to code generation. Experiments demonstrate that a 7B model trained with ExecVerify achieves performance comparable to 32B models on code reasoning benchmarks and improves pass@1 by up to 5.9\% on code generation tasks over strong post-training baselines.

  • 7 authors
·
Mar 10

Parsel: Algorithmic Reasoning with Language Models by Composing Decompositions

Despite recent success in large language model (LLM) reasoning, LLMs struggle with hierarchical multi-step reasoning tasks like generating complex programs. For these tasks, humans often start with a high-level algorithmic design and implement each part gradually. We introduce Parsel, a framework enabling automatic implementation and validation of complex algorithms with code LLMs. With Parsel, we automatically decompose algorithmic tasks into hierarchical natural language function descriptions and then search over combinations of possible function implementations using tests. We show that Parsel can be used across domains requiring hierarchical reasoning, including program synthesis and robotic planning. We find that, using Parsel, LLMs solve more competition-level problems in the APPS dataset, resulting in pass rates over 75\% higher than prior results from directly sampling AlphaCode and Codex, while often using a smaller sample budget. Moreover, with automatically generated tests, we find that Parsel can improve the state-of-the-art pass@1 performance on HumanEval from 67\% to 85\%. We also find that LLM-generated robotic plans using Parsel are more than twice as likely to be considered accurate than directly generated plans. Lastly, we explore how Parsel addresses LLM limitations and discuss how Parsel may be useful for human programmers. We release our code at https://github.com/ezelikman/parsel

  • 5 authors
·
Dec 20, 2022

CodeIF: Benchmarking the Instruction-Following Capabilities of Large Language Models for Code Generation

With the rapid advancement of Large Language Models (LLMs), the demand for robust instruction-following capabilities in code generation tasks has grown significantly. Code generation not only facilitates faster prototyping and automated testing, but also augments developer efficiency through improved maintainability and reusability of code. In this paper, we introduce CodeIF, the first benchmark specifically designed to assess the abilities of LLMs to adhere to task-oriented instructions within diverse code generation scenarios. CodeIF encompasses a broad range of tasks, including function synthesis, error debugging, algorithmic refactoring, and code explanation, thereby providing a comprehensive suite to evaluate model performance across varying complexity levels and programming domains. We conduct extensive experiments with LLMs, analyzing their strengths and limitations in meeting the demands of these tasks. The experimental results offer valuable insights into how well current models align with human instructions, as well as the extent to which they can generate consistent, maintainable, and contextually relevant code. Our findings not only underscore the critical role that instruction-following LLMs can play in modern software development, but also illuminate pathways for future research aimed at enhancing their adaptability, reliability, and overall effectiveness in automated code generation.

  • 6 authors
·
Feb 26, 2025

Stress-Testing the Reasoning Competence of LLMs With Proofs Under Minimal Formalism

We introduce ProofGrid, a benchmark suite for evaluating LLM reasoning through machine-checkable proofs rather than final answers alone. ProofGrid contains 15 tasks spanning proof writing, proof checking, proof masking, and proof gap-filling. Tasks are expressed in minimal formal notation, especially NDL, a compact natural-deduction language that fits in short prompts and supports precise, auditable verification. This yields mechanical, reproducible, and fine-grained evaluation rather than judgments by humans or LLMs. ProofGrid covers a calibrated difficulty spectrum, from foundational reasoning tests to structurally rich challenge tasks that no current model solves, while minimizing reliance on domain knowledge, solver delegation, and long-context artifacts. We also develop a comparative framework for reasoning benchmarks and use it to situate ProofGrid relative to existing work in terms of representation, verification guarantees, and reasoning depth. Methodologically, we introduce an instrumented proof-checking pipeline that tolerates minor surface deviations while locating the first substantive reasoning failure, improving measurement resolution and separating proof planning from low-level execution noise. Using this pipeline, we evaluate a broad range of open and proprietary models. Results show rapid progress but substantial remaining limits: frontier models perform well on several foundational tasks, yet difficult tasks, especially those requiring global combinatorial reasoning or low-level proof synthesis, remain far from solved. We also identify epistemic instability, where models generate flawed proofs yet correctly reject those local inferences in isolation, and formalize this with an Epistemic Stability Index. Finally, we complement accuracy with 2PL IRT analyses, Wright maps, and a normalized task-discrimination measure based on Fisher information.

  • 2 authors
·
Apr 6 2

SkillJuror: Measuring How Agent Skill Organization Changes Runtime Behavior

Agent Skills augment large language model (LLM) agents with procedural knowledge at inference time, but current benchmarks rarely distinguish what a Skill says from how it is organized. We study this distinction through Progressive Disclosure, where a concise root file points agents to supporting resources on demand, and compare it with a normalized flat baseline. We present SkillJuror, a framework for evaluating Skill writing paradigms through semantically controlled variants, matched multi-trial evaluations, and trajectory evidence while holding task knowledge fixed. In an 82-task SkillsBench study, Progressive Disclosure changes runtime behavior before aggregate outcomes: distinct Skill resources touched per trajectory rise from 1.18 to 3.85, and effective uptake events rise from 1.33 to 3.92. It also yields 17 additional verifier-passing trials out of 410 matched trials (+4.1%) over the normalized flat baseline. The benefit is task-dependent. Progressive Disclosure helps when supporting resources guide implementation, checking, or repair, but is weaker when success hinges on exact output conventions, numerical thresholds, or long artifact-generation pipelines. These results show that Skill organization is not mere presentation: it can change how agents search and apply procedural knowledge, while outcome gains depend on whether the exposed resources are actionable for the task. Code is available at https://github.com/zhiyuchen-ai/skill-juror.

  • 7 authors
·
Jun 9

Coding Agents Are Guessing: Measuring Action-Boundary Violations in Underspecified DevOps Instructions

LLM coding agents are increasingly deployed to act autonomously on real production infrastructure. They execute shell commands, modify repositories, and call operational APIs. However, completing a task is not sufficient for safety. A wrong action can cause severe consequences. Existing agent benchmarks largely emphasize task completion, leaving open how agents behave under benign but underspecified instructions. We present UnderSpecBench, a benchmark for measuring action-boundary violations in coding agents (i.e., Claude Code, Codex, and OpenCode) on DevOps tasks. UnderSpecBench includes 69 task families grounded in documented incidents, CVEs, or tool behavior and organized across four DevOps capability domains and nine operational control surfaces. To isolate underspecification from task difficulty, each task keeps the same environment and ground-truth safe action while varying the instruction along three axes: intent clarity, target certainty, and blast radius. The resulting 2,208 prompt variants are evaluated with deterministic, side-effect-based oracles that separate Safe Success, Wrong Target, and OverScope outcomes; non-action runs are further classified as clarification, refusal, or deferment. Across five agent x model configurations using OpenCode, Claude Code, and Codex, the evaluation results show that underspecification does not mainly make agents fail; it makes them guess. 55.8-67.8% of runs violate at least one boundary. Target underspecification sharply degrades action quality, while blast-radius cues barely reduce action propensity. These findings show that completion-centric evaluation can overstate safe autonomy and motivate mitigations at the model, harness, and system layer.

  • 7 authors
·
Jul 1

Hunyuan-GameCraft-2: Instruction-following Interactive Game World Model

Recent advances in generative world models have enabled remarkable progress in creating open-ended game environments, evolving from static scene synthesis toward dynamic, interactive simulation. However, current approaches remain limited by rigid action schemas and high annotation costs, restricting their ability to model diverse in-game interactions and player-driven dynamics. To address these challenges, we introduce Hunyuan-GameCraft-2, a new paradigm of instruction-driven interaction for generative game world modeling. Instead of relying on fixed keyboard inputs, our model allows users to control game video contents through natural language prompts, keyboard, or mouse signals, enabling flexible and semantically rich interaction within generated worlds. We formally defined the concept of interactive video data and developed an automated process to transform large-scale, unstructured text-video pairs into causally aligned interactive datasets. Built upon a 14B image-to-video Mixture-of-Experts(MoE) foundation model, our model incorporates a text-driven interaction injection mechanism for fine-grained control over camera motion, character behavior, and environment dynamics. We introduce an interaction-focused benchmark, InterBench, to evaluate interaction performance comprehensively. Extensive experiments demonstrate that our model generates temporally coherent and causally grounded interactive game videos that faithfully respond to diverse and free-form user instructions such as "open the door", "draw a torch", or "trigger an explosion".

  • 10 authors
·
Nov 28, 2025

From Code to Correctness: Closing the Last Mile of Code Generation with Hierarchical Debugging

While large language models have made significant strides in code generation, the pass rate of the generated code is bottlenecked on subtle errors, often requiring human intervention to pass tests, especially for complex problems. Existing LLM-based debugging systems treat generated programs as monolithic units, failing to address bugs at multiple levels of granularity, from low-level syntax errors to high-level algorithmic flaws. In this paper, we introduce Multi-Granularity Debugger (MGDebugger), a hierarchical code debugger by isolating, identifying, and resolving bugs at various levels of granularity. MGDebugger decomposes problematic code into a hierarchical tree structure of subfunctions, with each level representing a particular granularity of error. During debugging, it analyzes each subfunction and iteratively resolves bugs in a bottom-up manner. To effectively test each subfunction, we propose an LLM-simulated Python executor, which traces code execution and tracks important variable states to pinpoint errors accurately. Extensive experiments demonstrate that MGDebugger outperforms existing debugging systems, achieving an 18.9% improvement in accuracy over seed generations in HumanEval and a 97.6% repair success rate in HumanEvalFix. Furthermore, MGDebugger effectively fixes bugs across different categories and difficulty levels, demonstrating its robustness and effectiveness.

  • 4 authors
·
Oct 1, 2024 9

Training Language Models on Synthetic Edit Sequences Improves Code Synthesis

Software engineers mainly write code by editing existing programs. In contrast, large language models (LLMs) autoregressively synthesize programs in a single pass. One explanation for this is the scarcity of open-sourced edit data. While high-quality instruction data for code synthesis is already scarce, high-quality edit data is even scarcer. To fill this gap, we develop a synthetic data generation algorithm called LintSeq. This algorithm refactors existing code into a sequence of code edits by using a linter to procedurally sample across the error-free insertions that can be used to sequentially write programs. It outputs edit sequences as text strings consisting of consecutive program diffs. To test LintSeq, we use it to refactor a dataset of instruction + program pairs into instruction + program-diff-sequence tuples. Then, we instruction finetune a series of smaller LLMs ranging from 2.6B to 14B parameters on both the re-factored and original versions of this dataset, comparing zero-shot performance on code synthesis benchmarks. We show that during repeated sampling, edit sequence finetuned models produce more diverse programs than baselines. This results in better inference-time scaling for benchmark coverage as a function of samples, i.e. the fraction of problems "pass@k" solved by any attempt given "k" tries. For example, on HumanEval pass@50, small LLMs finetuned on synthetic edit sequences are competitive with GPT-4 and outperform models finetuned on the baseline dataset by +20% (+/-3%) in absolute score. Finally, we also pretrain our own tiny LMs for code understanding. We show that finetuning tiny models on synthetic code edits results in state-of-the-art code synthesis for the on-device model class. Our 150M parameter edit sequence LM matches or outperforms code models with twice as many parameters, both with and without repeated sampling, including Codex and AlphaCode.

  • 3 authors
·
Oct 3, 2024 3

OSExpert: Computer-Use Agents Learning Professional Skills via Exploration

General-purpose computer-use agents have shown impressive performance across diverse digital environments. However, our new benchmark, OSExpert-Eval, indicates they remain far less helpful than human experts. Although inference-time scaling enables adaptation, these agents complete complex tasks inefficiently with degraded performance, transfer poorly to unseen UIs, and struggle with fine-grained action sequences. To solve the problem, we introduce a GUI-based depth-first search (GUI-DFS) exploration algorithm to comprehensively explore and verify an environment's unit functions. The agent then exploits compositionality between unit skills to self-construct a curriculum for composite tasks. To support fine-grained actions, we curate a database of action primitives for agents to discover during exploration; these are saved as a skill set once the exploration is complete. We use the learned skills to improve the agent's performance and efficiency by (1) enriching agents with ready-to-use procedural knowledge, allowing them to plan only once for long trajectories and generate accurate actions, and (2) enabling them to end inference-time scaling earlier by realizing their boundary of capabilities. Extensive experiments show that our environment-learned agent takes a meaningful step toward expert-level computer use, achieving a around 20 percent performance gain on OSExpert-Eval and closing the efficiency gap to humans by around 80 percent

  • 9 authors
·
Mar 8

DataFlow-Harness: A Grounded Code-Agent Platform for Constructing Editable LLM Data Pipelines

Large language models (LLMs) are increasingly used to automate data-processing workflows, yet coding agents typically produce scripts that are not automatically materialized as persistent, editable platform artifacts. We call this disconnect the NL2Pipeline gap. To bridge it, we introduce DataFlow-Harness, a platform that guides an LLM agent to construct platform-native directed acyclic graphs (DAGs) through typed, incremental mutations rather than free-form scripts. The platform combines DataFlow-Skills for procedural guidance, a Model Context Protocol (MCP) layer that exposes the live operator registry and current pipeline state, and DataFlow-WebUI, which synchronizes conversational authoring with a visual DAG editor. On a 12-task data-engineering benchmark, DataFlow-Harness achieves a 93.3\% observed end-to-end pass rate. Relative to Vanilla Claude Code, it reduces measured monetary cost by 72.5\% and generation latency by 49.9\%; its observed pass rate is within 0.9 percentage points of the Context-Aware Claude Code baseline while its cost is 42.8\% lower. Per-task analysis indicates that Skills are most useful when construction depends on implicit procedural knowledge. These results show that live platform grounding can produce persistent, editable workflow artifacts with an observed reliability close to script-generation baselines and with lower measured construction cost and latency.

Non-Sequential Graph Script Induction via Multimedia Grounding

Online resources such as WikiHow compile a wide range of scripts for performing everyday tasks, which can assist models in learning to reason about procedures. However, the scripts are always presented in a linear manner, which does not reflect the flexibility displayed by people executing tasks in real life. For example, in the CrossTask Dataset, 64.5% of consecutive step pairs are also observed in the reverse order, suggesting their ordering is not fixed. In addition, each step has an average of 2.56 frequent next steps, demonstrating "branching". In this paper, we propose the new challenging task of non-sequential graph script induction, aiming to capture optional and interchangeable steps in procedural planning. To automate the induction of such graph scripts for given tasks, we propose to take advantage of loosely aligned videos of people performing the tasks. In particular, we design a multimodal framework to ground procedural videos to WikiHow textual steps and thus transform each video into an observed step path on the latent ground truth graph script. This key transformation enables us to train a script knowledge model capable of both generating explicit graph scripts for learnt tasks and predicting future steps given a partial step sequence. Our best model outperforms the strongest pure text/vision baselines by 17.52% absolute gains on F1@3 for next step prediction and 13.8% absolute gains on Acc@1 for partial sequence completion. Human evaluation shows our model outperforming the WikiHow linear baseline by 48.76% absolute gains in capturing sequential and non-sequential step relationships.

  • 7 authors
·
May 27, 2023

BigCodeBench: Benchmarking Code Generation with Diverse Function Calls and Complex Instructions

Automated software engineering has been greatly empowered by the recent advances in Large Language Models (LLMs) for programming. While current benchmarks have shown that LLMs can perform various software engineering tasks like human developers, the majority of their evaluations are limited to short and self-contained algorithmic tasks. Solving challenging and practical programming tasks requires the capability of utilizing diverse function calls as tools to efficiently implement functionalities like data analysis and web development. In addition, using multiple tools to solve a task needs compositional reasoning by accurately understanding complex instructions. Fulfilling both of these characteristics can pose a great challenge for LLMs. To assess how well LLMs can solve challenging and practical programming tasks, we introduce Bench, a benchmark that challenges LLMs to invoke multiple function calls as tools from 139 libraries and 7 domains for 1,140 fine-grained programming tasks. To evaluate LLMs rigorously, each programming task encompasses 5.6 test cases with an average branch coverage of 99%. In addition, we propose a natural-language-oriented variant of Bench, Benchi, that automatically transforms the original docstrings into short instructions only with essential information. Our extensive evaluation of 60 LLMs shows that LLMs are not yet capable of following complex instructions to use function calls precisely, with scores up to 60%, significantly lower than the human performance of 97%. The results underscore the need for further advancements in this area.

bigcode BigCode
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Jun 22, 2024 8

LongProc: Benchmarking Long-Context Language Models on Long Procedural Generation

Existing benchmarks for evaluating long-context language models (LCLMs) primarily focus on long-context recall, requiring models to produce short responses based on a few critical snippets while processing thousands of irrelevant tokens. We introduce LongProc (Long Procedural Generation), a new benchmark that requires both the integration of highly dispersed information and long-form generation. LongProc consists of six diverse procedural generation tasks, such as extracting structured information from HTML pages into a TSV format and executing complex search procedures to create travel plans. These tasks challenge LCLMs by testing their ability to follow detailed procedural instructions, synthesize and reason over dispersed information, and generate structured, long-form outputs (up to 8K tokens). Furthermore, as these tasks adhere to deterministic procedures and yield structured outputs, they enable reliable rule-based evaluation. We evaluate 17 LCLMs on LongProc across three difficulty levels, with maximum numbers of output tokens set at 500, 2K, and 8K. Notably, while all tested models claim a context window size above 32K tokens, open-weight models typically falter on 2K-token tasks, and closed-source models like GPT-4o show significant degradation on 8K-token tasks. Further analysis reveals that LCLMs struggle to maintain long-range coherence in long-form generations. These findings highlight critical limitations in current LCLMs and suggest substantial room for improvement. Data and code available at: https://princeton-pli.github.io/LongProc

  • 8 authors
·
Jan 9, 2025

3D-GPT: Procedural 3D Modeling with Large Language Models

In the pursuit of efficient automated content creation, procedural generation, leveraging modifiable parameters and rule-based systems, emerges as a promising approach. Nonetheless, it could be a demanding endeavor, given its intricate nature necessitating a deep understanding of rules, algorithms, and parameters. To reduce workload, we introduce 3D-GPT, a framework utilizing large language models~(LLMs) for instruction-driven 3D modeling. 3D-GPT positions LLMs as proficient problem solvers, dissecting the procedural 3D modeling tasks into accessible segments and appointing the apt agent for each task. 3D-GPT integrates three core agents: the task dispatch agent, the conceptualization agent, and the modeling agent. They collaboratively achieve two objectives. First, it enhances concise initial scene descriptions, evolving them into detailed forms while dynamically adapting the text based on subsequent instructions. Second, it integrates procedural generation, extracting parameter values from enriched text to effortlessly interface with 3D software for asset creation. Our empirical investigations confirm that 3D-GPT not only interprets and executes instructions, delivering reliable results but also collaborates effectively with human designers. Furthermore, it seamlessly integrates with Blender, unlocking expanded manipulation possibilities. Our work highlights the potential of LLMs in 3D modeling, offering a basic framework for future advancements in scene generation and animation.

  • 6 authors
·
Oct 19, 2023 2

SysLLMatic: Large Language Models are Software System Optimizers

Automatic software system optimization can improve software speed, reduce operating costs, and save energy. Traditional approaches to optimization rely on manual tuning and compiler heuristics, limiting their ability to generalize across diverse codebases and system contexts. Recent methods using Large Language Models (LLMs) offer automation to address these limitations, but often fail to scale to the complexity of real-world software systems and applications. We present SysLLMatic, a system that integrates LLMs with profiling-guided feedback and system performance insights to automatically optimize software code. We evaluate it on three benchmark suites: HumanEval_CPP (competitive programming in C++), SciMark2 (scientific kernels in Java), and DaCapoBench (large-scale software systems in Java). Results show that SysLLMatic can improve system performance, including latency, throughput, energy efficiency, memory usage, and CPU utilization. It consistently outperforms state-of-the-art LLM baselines on microbenchmarks. On large-scale application codes, it surpasses traditional compiler optimizations, achieving average relative improvements of 1.85x in latency and 2.24x in throughput. Our findings demonstrate that LLMs, guided by principled systems thinking and appropriate performance diagnostics, can serve as viable software system optimizers. We further identify limitations of our approach and the challenges involved in handling complex applications. This work provides a foundation for generating optimized code across various languages, benchmarks, and program sizes in a principled manner.

  • 10 authors
·
Jun 1, 2025