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版本更新 · v4arXiv:2608.05466

Recursive Synthesis for Long-Horizon Terminal Tasks

Zhongzhi Li, Yucheng Shi, Zongxia Li, Ruhan Wang, Anhao Li, Jiaxi Li, Junyao Yang, Lei Ke 等 14 位作者

原文摘要

High-quality long-horizon training data for terminal agents is costly and difficult to scale, as manual authoring is expensive and direct LLM generation often produces inconsistent instructions, environments, solutions, and verifiers. We present Recursive Synthetic Terminal Tasks (RST), a recursive verified synthesis framework for constructing long-horizon terminal-agent tasks at scale. Starting from verified seed tasks, RST extends the reference solution, realigns the verifier and instruction to the new workflow, validates the result in a fresh sandbox, and reuses accepted tasks as seeds for subsequent rounds. Across fifteen recursive rounds, RST produces 37,484 synthesized terminal-agent tasks at roughly $0.05 per task. Task difficulty increases substantially over rounds: the median reference solution grows from 67 to 374 lines, the median number of executed commands grows from 40 to 244, and DeepSeek-V4-Pro pass@4 drops from 90% at R1 to 2.5% at R15. To demonstrate training utility, we collect rejection-sampled Qwen3.5 trajectories on the synthesized tasks and use them for supervised fine-tuning. Fine-tuning on these trajectories improves Qwen3.5-27B and Qwen3.5-122B-A10B by up to 10 points on Terminal-Bench 2, Terminal-Bench Hard, and Long-Horizon Terminal Bench, while agentic PPO lifts Qwen3.5-27B to 49.44%, 32.00%, and 22.07% on the three benchmarks, corresponding to relative gains of 20.0%, 41.2%, and 21.9% over the base model. Moreover, after 15 rounds, the recursion shows no ceiling: synthesis yield and validation rates remain stable as difficulty keeps climbing, indicating that the process can continue well beyond the scale reported here.

cs.AI · cs.LG

版本更新 · v2arXiv:2610.37973

合并与分支:面向推荐的大语言模型高效树结构监督微调

Merge and Branch: Efficient Tree-Structured Supervised Fine-Tuning of LLMs for Recommendation

Yunqin Zhu, Liyang Shu, Yusi Zhang, Yao Xie, Tianhao Li, Xinhang Song, Tianyu Wen

AI 速读 基于摘要

提出 Merge and Branch(M&B)方法,通过压缩历史表示并用树结构共享历史计算、同时监督多个目标,提升基于 LLM 的生成式推荐的训练与解码效率。

cs.IR · cs.AI

查看原文摘要

LLM-based generative recommendation reads long, text-rich interaction histories but generates only short semantic identifiers (SIDs). This asymmetry makes supervised fine-tuning inefficient: encoding the history is expensive, yet each history usually provides supervision for only one target. We present Merge and Branch (M&B) to reduce input cost and learn more from each encoded history. Merge compresses each historical item's SID and text into a small number of learned tokens. Branch uses the compressed history to predict multiple target SIDs. To share history computation while keeping these targets independent, M&B organizes each example as a shallow, wide tree. We develop tree FlashAttention to execute this layout efficiently, processing the shared history once and propagating gradients from every branch for end-to-end training. A tree-structured key/value cache extends history sharing to constrained decoding. Experiments on public benchmarks show that M&B outperforms strong recommendation baselines while substantially improving training and decoding efficiency. Online A/B tests on a large-scale e-commerce platform suggest that M&B effectively combines item text with multi-target supervision, yielding statistically significant gains in per-user clicks, orders, and GMV.

新论文 · v1arXiv:2611.02667

UPSHIFT: User Preference Steering from Human-AI Interaction Feedback Traces

Jingping Wang, Zhanhao Li, Shao Zhang, Shuyue Hu

原文摘要

Personalizing large language model assistants requires adapting their responses to individual users, including the selection of content, reasoning approach, level of detail, and form of presentation. Such preferences are often latent, becoming visible only when users respond to an initial answer and request revisions. We investigate whether these feedback trajectories can be converted into a reusable personalization signal without explicit preference profiles or labels, prompt-time access to interaction histories, or model parameter updates. We introduce UPSHIFT (User Preference Steering from Human-AI Interaction Feedback Traces), a training-free method that compares the hidden representations of initial and feedback-conditioned responses within each session, averages the resulting trajectory displacements across a user's sessions, and injects the aggregated preference direction when answering a new query. The method is motivated by the implicit-preference hypothesis: although an individual conversational transition may reflect topic progression or task-specific correction, changes that recur across sessions retain a component that captures how the user wants responses to be adjusted. We validate the preference-representation capability of UPSHIFT on PrefEval. In evaluations with 40 simulated users, every tested configuration improves preference alignment over the unsteered baseline on held-out topics for both Qwen3-8B and Qwen3-32B; the best configuration increases macro-averaged Elo from 1364.0 to 1605.2 and from 1341.9 to 1591.8, respectively. Matched-user and positive-versus-negative controls further demonstrate that these gains arise from the user-specific preference direction and its learned orientation. These results show that interaction histories can provide compact, reusable supervision for lightweight personalization.

cs.AI

版本更新 · v2arXiv:2610.37257

GameVerse:面向长时程交互式世界建模的分钟级游戏视频数据集

GameVerse: A Minute-Scale Gameplay Dataset for Long-Horizon Interactive World Modeling

Kang He, Wenshuo Peng, Chuanhao Li, Zihui Gao, Xiaojie Xu, Zhengyuan Lin, Yuzhe Ding, Donghong Ji 等 10 位作者

AI 速读 基于摘要

作者构建了包含69.7K片段、1,655小时、约3.5亿帧的分钟级游戏视频数据集GameVerse,用于支撑长时程交互式世界模型训练。

cs.CV

查看原文摘要

Recent advances in interactive world models have made it possible to generate controllable, dynamic environments from action inputs. Yet current models struggle to maintain coherence beyond roughly one minute of rollout, a limitation rooted not in model capacity but in the scarcity of long-horizon training data. Existing gameplay video datasets typically consist of clips under ten seconds, with captions that describe whole clips in coarse and undifferentiated text, which is insufficient for controllable long-horizon generation. We address this with GameVerse, a minute-scale gameplay video dataset purpose-built for long-horizon interactive world modeling. GameVerse contains 69.7K clips spanning 1,655 hours and 349.6 million frames across diverse first- and third-person gameplay, including 1,358 hours of continuous two-minute sequences, an order of magnitude longer than prior datasets. Clips pass through a unified pipeline of scene-consistent segmentation, quality filtering, camera pose estimation, and event-based caption annotation. Each clip is paired with a temporally stable camera trajectory that remains coherent across minutes, together with captions that separate static scene context from dynamic foreground events and align to event boundaries rather than fixed time windows. Comprehensive analysis shows that GameVerse surpasses existing public datasets in scale, diversity, and annotation quality. Experiments further demonstrate that training on GameVerse substantially extends the temporal horizon of interactive world models.

新论文 · v1arXiv:2610.36734

CAMR: Compatibility-Aware Memory Replay for Continual Learning in Large Language Models

Jingpu Yang, Tianhao Li, Fengxian Ji, Yufeng Wang, Shuxin Zheng, Xiaoqing Zhang

原文摘要

Continual learning requires large language models to acquire new knowledge and capabilities while retaining what they have learned. Fine-tuning and replay support acquisition and retention, but deciding whether incoming examples need supervision and which historical examples to revisit remains a challenge. We propose Compatibility-Aware Memory Replay (CAMR), an adaptive framework that jointly controls current-example supervision and historical replay. CAMR combines compatibility checks with a learned memory gate to guide an online policy over three actions: learning incoming examples with general replay, jointly reinforcing compatible related examples, and skipping direct supervision of verified mastered duplicates. The policy learns from acquisition, retention, and training-cost feedback under a bounded per-arrival replay budget. We evaluate CAMR with Qwen3-8B-Base on continual factual updating and cross-task and cross-domain learning. On WikiBigEdit, CAMR consistently leads evaluated methods in Original Match from 3K to 100K facts, reaching 93.66% after just 3K facts and surpassing Full-history Replay (LoRA) after 100K facts. It also achieves the highest final scores on all four selected TRACE tasks and maintains or improves earlier-task performance relative to post-acquisition levels in a sequence spanning financial question answering, mathematical reasoning, code generation, and summarization.

cs.CL

新论文 · v1arXiv:2610.35082

CoSA: The Conflict of Skills Attack in Real-World LLM Agent Ecosystems

Yujia Zheng, Tianhao Li, Shangzhi Xu, Yuekai Huang, Ziyou Jiang, Zhaoyang Li, Yuyao Ge, Junran Peng 等 9 位作者

原文摘要

Agent Skills allow LLM agents to combine reusable capabilities, but checking each Skill in isolation cannot rule out policy violations when they are composed. We term such failures Conflict of Skills (CoS): artifacts or assessment signals produced for one purpose may be reused downstream without preserving the restrictions or authorization needed for their new use. Using controlled executions of publicly available Skills and matched single-Skill controls, we identify four recurring mechanisms behind CoS. Building on these findings, we introduce the Conflict of Skills Attack (CoSA), which adds locally admitted Skills to an existing pool to supply missing business operations (capability supplementation) or reshape artifact exchange, decision reuse, and target/action bindings (relationship reshaping). CoSA leaves existing Skills and runtime permissions unchanged. To evaluate this threat under autonomous Skill selection, we introduce CoSA-Bench, built from real-world Skills and controlled services, with 288 tasks across recruiting, finance, IT, and business, covering data leakage, unauthorized state modification, and unsafe execution. Across five LLMs and three agent harnesses, additions capped at 5% of each original pool raise the policy-violation rate from 35.02% to 58.45%, an increase of 23.43 percentage points. Trace analysis links compliant-to-violating transitions to cross-Skill dependencies involving the additions. Finally, we develop a lightweight harness-level guard that checks information flow and authorization before consequential actions. On OpenClaw recruiting tasks across five models, the guard reduces violations from 65.28% to 6.67%, while policy-compliant task completion on matched benign controls changes from 66.67% to 65.00%.

cs.CL · cs.AI · cs.CR

首次观测 · 记录 #1ACL Anthology · ACL 2026:acl:2026.acl-long.1238ACL Anthology · ACL 2026

A Data-Efficient Path to Multilingual LLMs: Language Expansion via Post-training PARAM\Delta Integration into Upcycled MoE

Hao Zhou, Tianhao Li, Zhijun Wang, Shuaijie She, Linjuan Wu, Hao-Ran Wei, Baosong Yang, Jiajun Chen 等 9 位作者

原文摘要

Expanding Large Language Models(LLMs) to new languages is a costly endeavor, demanding extensive Continued Pre-Training(CPT) and data-intensive alignment. While recent data-free merging techniques attempt to bypass alignment by fusing a multilingual CPT-enhanced model with its instruct counterpart, they are plagued by a critical trade-off: mitigating parameter conflicts to preserve original abilities inevitably dilutes new language acquisition, and vice-versa. To resolve this conflict, we introduce , which upcycles a dense model into a Mixture-of-Experts(MoE) architecture, allocating different experts to different languages. Alignment ability is then transferred by grafting a MoE-expanded parameter delta(\Delta_{\text{instruct}}) to the CPT-enhanced base model, bypassing the complex alignment phase. Experiments demonstrate ’s superiority even against baselines with similar FLOPs or number of parameters; it improves performance on expanded languages while effectively preserving original capabilities. We further show our approach is highly applicable across different models and Post-training deltas.

cs.CL

Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers) · 2026 · 正式发表

首次观测 · 记录 #1ACL Anthology · ACL 2026:acl:2026.acl-long.129ACL Anthology · ACL 2026

LEASH: Adaptive Length Penalty and Reward Shaping for Efficient Large Reasoning Model

Yanhao Li, Lu Ma, Jiaran Zhang Harbin Institute of Technology, Lexiang Tang, Wentao Zhang, Guibo Luo Peking University

原文摘要

Large Language Models (LLMs) often produce unnecessarily lengthy reasoning traces, which significantly increase computational cost and latency. Existing approaches typically rely on fixed length penalties, but such penalties are hard to tune and fail to adapt to the evolving reasoning abilities of LLMs, leading to suboptimal trade-offs between accuracy and conciseness. To address this challenge, we propose LEASH (adaptive LEngth penAlty and reward SHaping), a reinforcement learning framework for efficient reasoning in LLMs. We formulate length control as a constrained optimization problem and employ a Lagrangian primal–dual method to dynamically adjust the penalty coefficient. When generations exceed the target length, the penalty is intensified; when they are shorter, it is relaxed. This adaptive mechanism guides models toward producing concise reasoning without sacrificing task performance. Experiments on Deepseek-R1-Distill-Qwen-1.5B and Qwen3-4B-Thinking-2507 show that LEASH reduces the average reasoning length by 60% across diverse tasks—including in-distribution mathematical reasoning and out-of-distribution domains such as coding and instruction following—while maintaining competitive performance. Our work thus presents a practical and effective paradigm for developing controllable and efficient LLMs that balance reasoning capabilities with computational budgets.

cs.CL

Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers) · 2026 · 正式发表

首次观测 · 记录 #1ACL Anthology · ACL 2026:acl:2026.acl-long.850ACL Anthology · ACL 2026

MeepleLM: A Virtual Playtester Simulating Diverse Subjective Experiences

Zizhen Li Nankai University, Chuanhao Li, Yibin Wang, Jianwen Sun Nankai University, Yukang Feng, Jiaxin Ai Wuhan University, Fanrui Zhang, Mingzhu Sun Nankai University 等 10 位作者

原文摘要

Recent advancements have expanded the role of Large Language Models (LLMs) in board games from playing agents to creative co-designers. However, a critical gap remains: current systems lack the capacity to offer constructive critique grounded in the emergent user experience. Bridging this gap is fundamental for harmonizing Human-AI collaboration, as it empowers designers to refine their creations via external perspectives while steering models away from biased or unpredictable outcomes. Automating this evaluation presents two challenges: inferring the latent dynamics connecting static rules to gameplay without an explicit engine, and modeling the subjective heterogeneity of diverse player groups. To address these, we curate a comprehensive dataset of 1,727 structurally corrected rulebooks and 150K reviews selected via rigorous quality scoring and facet-aware sampling. We augment this data with Mechanics-Dynamics-Aesthetics (MDA) reasoning to explicitly bridge the causal gap between written rules and player experience. We further distill distinct player personas and introduce MeepleLM, a specialized model that internalizes persona-specific reasoning patterns to accurately simulate the subjective feedback of diverse player archetypes. Extensive experiments demonstrate that MeepleLM significantly outperforms latest commercial models (e.g., GPT-5.1, Gemini3-Pro) in community alignment and critique quality, achieving a 70% preference rate in user studies assessing practical utility. MeepleLM serves as a reliable virtual playtester that provides experience-grounded feedback, offering a practical step towards audience-aligned Human-AI collaboration.

cs.CL

Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers) · 2026 · 正式发表

新论文 · v1arXiv:2505.09388Google Research

Qwen3 Technical Report

An Yang, Anfeng Li, Baosong Yang, Beichen Zhang, Binyuan Hui, Bo Zheng, Bowen Yu, Chang Gao 等 60 位作者

原文摘要

In this work, we present Qwen3, the latest version of the Qwen model family. Qwen3 comprises a series of large language models (LLMs) designed to advance performance, efficiency, and multilingual capabilities. The Qwen3 series includes models of both dense and Mixture-of-Expert (MoE) architectures, with parameter scales ranging from 0.6 to 235 billion. A key innovation in Qwen3 is the integration of thinking mode (for complex, multi-step reasoning) and non-thinking mode (for rapid, context-driven responses) into a unified framework. This eliminates the need to switch between different models--such as chat-optimized models (e.g., GPT-4o) and dedicated reasoning models (e.g., QwQ-32B)--and enables dynamic mode switching based on user queries or chat templates. Meanwhile, Qwen3 introduces a thinking budget mechanism, allowing users to allocate computational resources adaptively during inference, thereby balancing latency and performance based on task complexity. Moreover, by leveraging the knowledge from the flagship models, we significantly reduce the computational resources required to build smaller-scale models, while ensuring their highly competitive performance. Empirical evaluations demonstrate that Qwen3 achieves state-of-the-art results across diverse benchmarks, including tasks in code generation, mathematical reasoning, agent tasks, etc., competitive against larger MoE models and proprietary models. Compared to its predecessor Qwen2.5, Qwen3 expands multilingual support from 29 to 119 languages and dialects, enhancing global accessibility through improved cross-lingual understanding and generation capabilities. To facilitate reproducibility and community-driven research and development, all Qwen3 models are publicly accessible under Apache 2.0.

cs.CL