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新论文 · v1arXiv:2611.08403

StepBack:面向高效测试时推理的步骤级错误定位重采样

StepBack: Step-Level Error-Localized Resampling for Efficient Test-Time Reasoning

Yang Ouyang, Jung-Eun Kim

AI 速读 基于摘要

StepBack 通过轻量信号定位草稿推理轨迹中可能的首次出错步骤,并只重采样该步骤及其后续片段,从而在保持自一致性准确率的同时降低推理 token 消耗。

cs.AI · cs.CL · cs.LG

查看原文摘要

Self-consistency (SC) is a widely used decoding strategy for improving chain-of-thought reasoning, but it requires sampling many complete reasoning trajectories with a preset budget. Its efficient variants reduce the cost mainly by stopping full-trajectory sampling early or distributing the number of samples across questions. In this paper, we propose StepBack, a step-level error-localized resampling method for efficient test-time reasoning. Given a small set of draft trajectories, StepBack localizes likely first error positions using lightweight signals and then resamples the detected error step and its suffix, followed by majority answer voting. Empirically, StepBack matches the accuracy of SC on average across seven mathematical reasoning and multi-hop QA benchmarks, while reducing token usage by up to 41.26%. In addition, by nature, StepBack can be combined with adaptive inference methods such as Adaptive Consistency, further improving their inference-time efficiency.

版本更新 · v3arXiv:2610.31466

AnyGameRenderer: Entity-Consistent Generative Rendering Across Games and an Entity-Level Benchmark

Ruicong Liu, Liangyang Ouyang, Fengbo Lan, Zhixiang Wang, Kaipeng Zhang

原文摘要

AI coding agents can now build small playable games in minutes, but the results usually look like programmer art: gray blockouts, colored geometric primitives, and flat semantic blobs. We present AnyGameRenderer, a video-to-video generative renderer that turns such footage into high-quality visuals with characters, motion detail, and effects. Throughout, it keeps the layout, camera, and every entity's position and timing intact. Our AnyGameRenderer generalizes across a wide range of genres that agents build, such as tower defense, auto-battlers, top-down survivors, turn-based battles, kart racing, and crowd runners. AnyGameRenderer takes plain video as its game-state input, with no complex representations such as engine G-buffers, per-object class labels, or low-poly proxies. Gray blockouts, colored primitives, semantic maps, and wireframes all work as input. It also preserves entity correspondence: group counts stay correct, and entities appear and disappear on the right frame. We implement AnyGameRenderer by LoRA fine-tuning MiniMax-H3 ref2va, a 33B reference-video-conditioned video generation model. Training uses ~10k paired clips from three sources: (i) multi-stream rendering data from 38 agent-made games; (ii) two-stream rendering data from Unreal Engine, with programmatically controlled crowds, count changes, and entity scales; and (iii) real gameplay recordings, with pairs reconstructed via 3D-box detection. To evaluate the entity correspondence, we propose an entity-level benchmark of 59 held-out cases with 753 entities, scored against ground-truth boxes. Compared with the base model, AnyGameRenderer better preserves entity correspondence: temporal match rises from 50.9% to 62.9%, missed count changes fall from 34.7% to 21.3%, and fewer entities are hallucinated or left unrendered. Project page: https://alaya-lab.github.io/AnyGameRenderer.

cs.CV