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Nov 4

RAG over Thinking Traces Can Improve Reasoning Tasks

Retrieval-augmented generation (RAG) has proven effective for knowledge-intensive tasks, but is widely believed to offer limited benefit for reasoning-intensive problems such as math and code generation. We challenge this assumption by showing that the limitation lies not in RAG itself, but in the choice of corpus. Instead of retrieving documents, we propose retrieving thinking traces, i.e., intermediate thinking trajectories generated during problem solving attempts. We show that thinking traces are already a strong retrieval source, and further introduce T3, an offline method that transforms them into structured, retrieval-friendly representations, to improve usability. Using these traces as a corpus, a simple retrieve-then-generate pipeline consistently improves reasoning performance across strong models and benchmarks such as AIME 2025--2026, LiveCodeBench, and GPQA-Diamond, outperforming both non-RAG baselines and retrieval over standard web corpora. For instance, on AIME, RAG with traces generated by Gemini-2-thinking achieves relative gains of +56.3%, +8.6%, and +7.6% for Gemini-2.5-Flash, GPT-OSS-120B, and GPT-5, respectively, even though these are more recent models. Interestingly, RAG on T3 also incurs little or no extra inference cost, and can even reduce inference cost by up to 15%. Overall, our results suggest that thinking traces are an effective retrieval corpus for reasoning tasks, and transforming them into structured, compact, or diagnostic representations unlocks even stronger gains. Code available at https://github.com/Narabzad/t3.

  • 4 authors
·
May 4

A Workflow for Offline Model-Free Robotic Reinforcement Learning

Offline reinforcement learning (RL) enables learning control policies by utilizing only prior experience, without any online interaction. This can allow robots to acquire generalizable skills from large and diverse datasets, without any costly or unsafe online data collection. Despite recent algorithmic advances in offline RL, applying these methods to real-world problems has proven challenging. Although offline RL methods can learn from prior data, there is no clear and well-understood process for making various design choices, from model architecture to algorithm hyperparameters, without actually evaluating the learned policies online. In this paper, our aim is to develop a practical workflow for using offline RL analogous to the relatively well-understood workflows for supervised learning problems. To this end, we devise a set of metrics and conditions that can be tracked over the course of offline training, and can inform the practitioner about how the algorithm and model architecture should be adjusted to improve final performance. Our workflow is derived from a conceptual understanding of the behavior of conservative offline RL algorithms and cross-validation in supervised learning. We demonstrate the efficacy of this workflow in producing effective policies without any online tuning, both in several simulated robotic learning scenarios and for three tasks on two distinct real robots, focusing on learning manipulation skills with raw image observations with sparse binary rewards. Explanatory video and additional results can be found at sites.google.com/view/offline-rl-workflow

  • 5 authors
·
Sep 22, 2021

Pseudo-online framework for BCI evaluation: A MOABB perspective

Objective: BCI (Brain-Computer Interface) technology operates in three modes: online, offline, and pseudo-online. In the online mode, real-time EEG data is constantly analyzed. In offline mode, the signal is acquired and processed afterwards. The pseudo-online mode processes collected data as if they were received in real-time. The main difference is that the offline mode often analyzes the whole data, while the online and pseudo-online modes only analyze data in short time windows. Offline analysis is usually done with asynchronous BCIs, which restricts analysis to predefined time windows. Asynchronous BCI, compatible with online and pseudo-online modes, allows flexible mental activity duration. Offline processing tends to be more accurate, while online analysis is better for therapeutic applications. Pseudo-online implementation approximates online processing without real-time constraints. Many BCI studies being offline introduce biases compared to real-life scenarios, impacting classification algorithm performance. Approach: The objective of this research paper is therefore to extend the current MOABB framework, operating in offline mode, so as to allow a comparison of different algorithms in a pseudo-online setting with the use of a technology based on overlapping sliding windows. To do this will require the introduction of a idle state event in the dataset that takes into account all different possibilities that are not task thinking. To validate the performance of the algorithms we will use the normalized Matthews Correlation Coefficient (nMCC) and the Information Transfer Rate (ITR). Main results: We analyzed the state-of-the-art algorithms of the last 15 years over several Motor Imagery (MI) datasets composed by several subjects, showing the differences between the two approaches from a statistical point of view. Significance: The ability to analyze the performance of different algorithms in offline and pseudo-online modes will allow the BCI community to obtain more accurate and comprehensive reports regarding the performance of classification algorithms.

  • 2 authors
·
Aug 21, 2023

Uni-O4: Unifying Online and Offline Deep Reinforcement Learning with Multi-Step On-Policy Optimization

Combining offline and online reinforcement learning (RL) is crucial for efficient and safe learning. However, previous approaches treat offline and online learning as separate procedures, resulting in redundant designs and limited performance. We ask: Can we achieve straightforward yet effective offline and online learning without introducing extra conservatism or regularization? In this study, we propose Uni-o4, which utilizes an on-policy objective for both offline and online learning. Owning to the alignment of objectives in two phases, the RL agent can transfer between offline and online learning seamlessly. This property enhances the flexibility of the learning paradigm, allowing for arbitrary combinations of pretraining, fine-tuning, offline, and online learning. In the offline phase, specifically, Uni-o4 leverages diverse ensemble policies to address the mismatch issues between the estimated behavior policy and the offline dataset. Through a simple offline policy evaluation (OPE) approach, Uni-o4 can achieve multi-step policy improvement safely. We demonstrate that by employing the method above, the fusion of these two paradigms can yield superior offline initialization as well as stable and rapid online fine-tuning capabilities. Through real-world robot tasks, we highlight the benefits of this paradigm for rapid deployment in challenging, previously unseen real-world environments. Additionally, through comprehensive evaluations using numerous simulated benchmarks, we substantiate that our method achieves state-of-the-art performance in both offline and offline-to-online fine-tuning learning. Our website: https://lei-kun.github.io/uni-o4/ .

  • 6 authors
·
Nov 6, 2023

GameHorizon Suite: Multi-Horizon Data and Evaluation in Gameplay

Modern video games provide a measurable testbed for AI models, combining abilities of visual understanding, instruction decomposition, goal planning, and precise action control over multiple temporal horizons. Existing datasets and benchmarks, however, either cover a narrow range of games, lack language instructions, or rely on high-variance online rollouts. To address these challenges, we introduce GameHorizon, a unified data and evaluation suite that measures gameplay capabilities at different horizons for diverse model families. GameHorizon Suite consists of three components. First, GameHorizon-Annotator is a scalable and automated annotation pipeline for multi-horizon instructions. Second, utilizing the pipeline, we construct GameHorizon-Data, the first large-scale AAA gameplay dataset with temporally aligned videos, player actions, and multi-horizon instructions. It comprises 5,000 hours of recordings from 21 games, collected by 100 human expert players. Third, we build GameHorizon-Bench with reproducible offline and stepwise online testing. The offline track enables reproducible evaluation using thousands of standardized questions organized into three primary tasks and a series of diagnostic variants, while the online track tests whether offline scores reflect actual gameplay capabilities and localizes failures to specific steps within long-horizon gameplay. Based on our GameHorizon Suite, we evaluate 47 models through more than one million model invocations, revealing a meaningful hierarchy of task difficulty and pronounced differences in model capabilities. Our work can provide a standardized yardstick for evaluating gameplay capabilities across horizons and model families. We will release our dataset, annotator, and benchmark to facilitate future research.

tencent Tencent
·
Sep 20 3

UI-S1: Advancing GUI Automation via Semi-online Reinforcement Learning

Graphical User Interface (GUI) agents have demonstrated remarkable progress in automating complex user interface interactions through reinforcement learning. However, current approaches face a fundamental dilemma: offline RL enables stable training on pre-collected trajectories, but struggles with multi-step task execution for lack of trajectory-level reward signals; online RL captures these signals through environment interaction, but suffers from sparse rewards and prohibitive deployment costs. To address it, we present Semi-online Reinforcement Learning, a novel paradigm that simulates online RL on offline trajectories. During each rollout process, we preserve the original model output within the multi-turn dialogue, where a Patch Module adaptively recovers the divergence between rollout and expert trajectories. To capture long-term training signals, Semi-online RL introduces discounted future returns into the reward computation and optimizes the policy with weighted step-level and episode-level advantages. We further introduce Semi-Online Performance (SOP), a metric that aligns better with true online performance, serving as a practical and effective proxy for real-world evaluation. Experiments show that ours Semi-online RL achieves SOTA performance among 7B models across four dynamic benchmarks, with significant gains over the base model (e.g., +12.0% on AndroidWorld, +23.8% on AITW), demonstrating significant progress in bridging the gap between offline training efficiency and online multi-turn reasoning. The code is available at https://github.com/X-PLUG/MobileAgent/tree/main/UI-S1.

  • 11 authors
·
Sep 14, 2025 3

Ponder & Press: Advancing Visual GUI Agent towards General Computer Control

Most existing GUI agents typically depend on non-vision inputs like HTML source code or accessibility trees, limiting their flexibility across diverse software environments and platforms. Current multimodal large language models (MLLMs), which excel at using vision to ground real-world objects, offer a potential alternative. However, they often struggle with accurately localizing GUI elements -- a critical requirement for effective GUI automation -- due to the semantic gap between real-world objects and GUI elements. In this work, we introduce Ponder & Press, a divide-and-conquer framework for general computer control using only visual input. Our approach combines an general-purpose MLLM as an 'interpreter', responsible for translating high-level user instructions into detailed action descriptions, with a GUI-specific MLLM as a 'locator' that precisely locates GUI elements for action placement. By leveraging a purely visual input, our agent offers a versatile, human-like interaction paradigm applicable to a wide range of applications. Ponder & Press locator outperforms existing models by +22.5% on the ScreenSpot GUI grounding benchmark. Both offline and interactive agent benchmarks across various GUI environments -- including web pages, desktop software, and mobile UIs -- demonstrate that Ponder & Press framework achieves state-of-the-art performance, highlighting the potential of visual GUI agents. Refer to the project homepage https://invinciblewyq.github.io/ponder-press-page/

  • 4 authors
·
Dec 2, 2024

Exploring the Convergence of HCI and Evolving Technologies in Information Systems

Modern technology driven information systems are part of our daily lives. However, this deep integration poses new challenges to the human computer interaction (HCI) professionals. With the rapid growth of mobile and cloud computing and the Internet of Things (IoT), the demand for HCI specialists to design user-friendly and adaptable interfaces has never been more pressing. Especially for diverse user groups such as children, the elderly and people with disabilities who need interfaces tailored to their needs regardless of time and location. This study reviewed 50 recent papers on HCI interface design for modern information systems. The goal is to see how well these methods address the demands of current technology. The findings show that most HCI design methods are still based on old desktop models and do not support mobile users and location-based services well. Most existing interface design guidelines do not align with the flexibility and dynamism of emerging technologies. The goal of this study is to improve interface design by combining agile methodologies with human-centered design principles. Future studies should also incorporate both qualitative and quantitative approaches, particularly in the context of cloud-based technologies and organizational information systems. This approach aims to bridge the gap between current interface design practices and the changing technological landscape.

  • 5 authors
·
Jun 10, 2025

Leveraging Offline Data in Online Reinforcement Learning

Two central paradigms have emerged in the reinforcement learning (RL) community: online RL and offline RL. In the online RL setting, the agent has no prior knowledge of the environment, and must interact with it in order to find an epsilon-optimal policy. In the offline RL setting, the learner instead has access to a fixed dataset to learn from, but is unable to otherwise interact with the environment, and must obtain the best policy it can from this offline data. Practical scenarios often motivate an intermediate setting: if we have some set of offline data and, in addition, may also interact with the environment, how can we best use the offline data to minimize the number of online interactions necessary to learn an epsilon-optimal policy? In this work, we consider this setting, which we call the FineTuneRL setting, for MDPs with linear structure. We characterize the necessary number of online samples needed in this setting given access to some offline dataset, and develop an algorithm, FTPedel, which is provably optimal. We show through an explicit example that combining offline data with online interactions can lead to a provable improvement over either purely offline or purely online RL. Finally, our results illustrate the distinction between verifiable learning, the typical setting considered in online RL, and unverifiable learning, the setting often considered in offline RL, and show that there is a formal separation between these regimes.

  • 2 authors
·
Nov 9, 2022

Session-level Normalization and Click-through Data Enhancement for Session-based Evaluation

Since a user usually has to issue a sequence of queries and examine multiple documents to resolve a complex information need in a search session, researchers have paid much attention to evaluating search systems at the session level rather than the single-query level. Most existing session-level metrics evaluate each query separately and then aggregate the query-level scores using a session-level weighting function. The assumptions behind these metrics are that all queries in the session should be involved, and their orders are fixed. However, if a search system could make the user satisfied with her first few queries, she may not need any subsequent queries. Besides, in most real-world search scenarios, due to a lack of explicit feedback from real users, we can only leverage some implicit feedback, such as users' clicks, as relevance labels for offline evaluation. Such implicit feedback might be different from the real relevance in a search session as some documents may be omitted in the previous query but identified in the later reformulations. To address the above issues, we make two assumptions about session-based evaluation, which explicitly describe an ideal session-search system and how to enhance click-through data in computing session-level evaluation metrics. Based on our assumptions, we design a session-level metric called Normalized U-Measure (NUM). NUM evaluates a session as a whole and utilizes an ideal session to normalize the result of the actual session. Besides, it infers session-level relevance labels based on implicit feedback. Experiments on two public datasets demonstrate the effectiveness of NUM by comparing it with existing session-based metrics in terms of correlation with user satisfaction and intuitiveness. We also conduct ablation studies to explore whether these assumptions hold.

  • 3 authors
·
Jan 22, 2024

Revisiting Design Choices in Offline Model-Based Reinforcement Learning

Offline reinforcement learning enables agents to leverage large pre-collected datasets of environment transitions to learn control policies, circumventing the need for potentially expensive or unsafe online data collection. Significant progress has been made recently in offline model-based reinforcement learning, approaches which leverage a learned dynamics model. This typically involves constructing a probabilistic model, and using the model uncertainty to penalize rewards where there is insufficient data, solving for a pessimistic MDP that lower bounds the true MDP. Existing methods, however, exhibit a breakdown between theory and practice, whereby pessimistic return ought to be bounded by the total variation distance of the model from the true dynamics, but is instead implemented through a penalty based on estimated model uncertainty. This has spawned a variety of uncertainty heuristics, with little to no comparison between differing approaches. In this paper, we compare these heuristics, and design novel protocols to investigate their interaction with other hyperparameters, such as the number of models, or imaginary rollout horizon. Using these insights, we show that selecting these key hyperparameters using Bayesian Optimization produces superior configurations that are vastly different to those currently used in existing hand-tuned state-of-the-art methods, and result in drastically stronger performance.

  • 5 authors
·
Oct 8, 2021

SimuWoB: Simulating Real-World Mobile Apps for Fast and Faithful GUI Agent Benchmarking

Mobile GUI agents powered by large language models have progressed rapidly, creating urgent needs for realistic and comprehensive evaluation. Existing benchmarks prioritize reproducibility but are often limited to open-source apps or file-operation tasks for the difficulty of constructing rewards on real applications, leaving a gap between benchmark settings and real-world usage. Moreover, most benchmarks focus on basic grounding and navigation, with limited coverage of complex, long-horizon interactions. To address these limitations, we introduce SimuWoB, a fully synthetic benchmark for mobile GUI agents with 120 challenging tasks spanning diverse types and difficulty levels. We build a robust virtual environment generation framework that synthesizes high-fidelity tasks and environments, and automatically provides valid rewards for each task. Each environment is deployed as a backend-free webpage accessible via URL, enabling efficient and reproducible evaluation. We conduct comprehensive experiments on several state-of-the-art mobile GUI agents. The average success rate is only 27.92%, dropping to 17.82% on long-horizon tasks, which reveals substantial weaknesses in current agents under complex scenarios. Evaluation result comparison with real-world sample tasks demonstrate that agent assessments based on our synthetic environment generalize well. We further provide diagnostic insights across key capability dimensions and discuss implications for future mobile GUI agent development.

Using Large Language Models to Accelerate Communication for Users with Severe Motor Impairments

Finding ways to accelerate text input for individuals with profound motor impairments has been a long-standing area of research. Closing the speed gap for augmentative and alternative communication (AAC) devices such as eye-tracking keyboards is important for improving the quality of life for such individuals. Recent advances in neural networks of natural language pose new opportunities for re-thinking strategies and user interfaces for enhanced text-entry for AAC users. In this paper, we present SpeakFaster, consisting of large language models (LLMs) and a co-designed user interface for text entry in a highly-abbreviated form, allowing saving 57% more motor actions than traditional predictive keyboards in offline simulation. A pilot study with 19 non-AAC participants typing on a mobile device by hand demonstrated gains in motor savings in line with the offline simulation, while introducing relatively small effects on overall typing speed. Lab and field testing on two eye-gaze typing users with amyotrophic lateral sclerosis (ALS) demonstrated text-entry rates 29-60% faster than traditional baselines, due to significant saving of expensive keystrokes achieved through phrase and word predictions from context-aware LLMs. These findings provide a strong foundation for further exploration of substantially-accelerated text communication for motor-impaired users and demonstrate a direction for applying LLMs to text-based user interfaces.

  • 16 authors
·
Dec 3, 2023 2

Online Matching: A Real-time Bandit System for Large-scale Recommendations

The last decade has witnessed many successes of deep learning-based models for industry-scale recommender systems. These models are typically trained offline in a batch manner. While being effective in capturing users' past interactions with recommendation platforms, batch learning suffers from long model-update latency and is vulnerable to system biases, making it hard to adapt to distribution shift and explore new items or user interests. Although online learning-based approaches (e.g., multi-armed bandits) have demonstrated promising theoretical results in tackling these challenges, their practical real-time implementation in large-scale recommender systems remains limited. First, the scalability of online approaches in servicing a massive online traffic while ensuring timely updates of bandit parameters poses a significant challenge. Additionally, exploring uncertainty in recommender systems can easily result in unfavorable user experience, highlighting the need for devising intricate strategies that effectively balance the trade-off between exploitation and exploration. In this paper, we introduce Online Matching: a scalable closed-loop bandit system learning from users' direct feedback on items in real time. We present a hybrid "offline + online" approach for constructing this system, accompanied by a comprehensive exposition of the end-to-end system architecture. We propose Diag-LinUCB -- a novel extension of the LinUCB algorithm -- to enable distributed updates of bandits parameter in a scalable and timely manner. We conduct live experiments in YouTube and show that Online Matching is able to enhance the capabilities of fresh content discovery and item exploration in the present platform.

  • 9 authors
·
Jul 29, 2023

D5RL: Diverse Datasets for Data-Driven Deep Reinforcement Learning

Offline reinforcement learning algorithms hold the promise of enabling data-driven RL methods that do not require costly or dangerous real-world exploration and benefit from large pre-collected datasets. This in turn can facilitate real-world applications, as well as a more standardized approach to RL research. Furthermore, offline RL methods can provide effective initializations for online finetuning to overcome challenges with exploration. However, evaluating progress on offline RL algorithms requires effective and challenging benchmarks that capture properties of real-world tasks, provide a range of task difficulties, and cover a range of challenges both in terms of the parameters of the domain (e.g., length of the horizon, sparsity of rewards) and the parameters of the data (e.g., narrow demonstration data or broad exploratory data). While considerable progress in offline RL in recent years has been enabled by simpler benchmark tasks, the most widely used datasets are increasingly saturating in performance and may fail to reflect properties of realistic tasks. We propose a new benchmark for offline RL that focuses on realistic simulations of robotic manipulation and locomotion environments, based on models of real-world robotic systems, and comprising a variety of data sources, including scripted data, play-style data collected by human teleoperators, and other data sources. Our proposed benchmark covers state-based and image-based domains, and supports both offline RL and online fine-tuning evaluation, with some of the tasks specifically designed to require both pre-training and fine-tuning. We hope that our proposed benchmark will facilitate further progress on both offline RL and fine-tuning algorithms. Website with code, examples, tasks, and data is available at https://sites.google.com/view/d5rl/

  • 12 authors
·
Aug 15, 2024 2

LearnAct: Few-Shot Mobile GUI Agent with a Unified Demonstration Benchmark

Mobile GUI agents show promise in automating tasks but face generalization challenges in diverse real-world scenarios. Traditional approaches using pre-training or fine-tuning with massive datasets struggle with the diversity of mobile applications and user-specific tasks. We propose enhancing mobile GUI agent capabilities through human demonstrations, focusing on improving performance in unseen scenarios rather than pursuing universal generalization through larger datasets. To realize this paradigm, we introduce LearnGUI, the first comprehensive dataset specifically designed for studying demonstration-based learning in mobile GUI agents, comprising 2,252 offline tasks and 101 online tasks with high-quality human demonstrations. We further develop LearnAct, a sophisticated multi-agent framework that automatically extracts knowledge from demonstrations to enhance task completion. This framework integrates three specialized agents: DemoParser for knowledge extraction, KnowSeeker for relevant knowledge retrieval, and ActExecutor for demonstration-enhanced task execution. Our experimental results show significant performance gains in both offline and online evaluations. In offline assessments, a single demonstration improves model performance, increasing Gemini-1.5-Pro's accuracy from 19.3% to 51.7%. In online evaluations, our framework enhances UI-TARS-7B-SFT's task success rate from 18.1% to 32.8%. LearnAct framework and LearnGUI benchmark establish demonstration-based learning as a promising direction for more adaptable, personalized, and deployable mobile GUI agents.

  • 9 authors
·
Apr 18, 2025 2

LEXI: Large Language Models Experimentation Interface

The recent developments in Large Language Models (LLM), mark a significant moment in the research and development of social interactions with artificial agents. These agents are widely deployed in a variety of settings, with potential impact on users. However, the study of social interactions with agents powered by LLM is still emerging, limited by access to the technology and to data, the absence of standardised interfaces, and challenges to establishing controlled experimental setups using the currently available business-oriented platforms. To answer these gaps, we developed LEXI, LLMs Experimentation Interface, an open-source tool enabling the deployment of artificial agents powered by LLM in social interaction behavioural experiments. Using a graphical interface, LEXI allows researchers to build agents, and deploy them in experimental setups along with forms and questionnaires while collecting interaction logs and self-reported data. The outcomes of usability testing indicate LEXI's broad utility, high usability and minimum mental workload requirement, with distinctive benefits observed across disciplines. A proof-of-concept study exploring the tool's efficacy in evaluating social HAIs was conducted, resulting in high-quality data. A comparison of empathetic versus neutral agents indicated that people perceive empathetic agents as more social, and write longer and more positive messages towards them.

  • 3 authors
·
Jul 1, 2024

Benchmarking General Mobile Assistants in Challenging Real-World Scenarios

Graphical user interfaces have emerged as an important environment for evaluating autonomous AI agents on multimodal interactive tasks. Existing benchmarks such as AndroidWorld and MobileWorld provide strong foundations for mobile agent evaluation, but their application coverage and task design do not yet fully capture the diversity and complexity of realistic mobile use. We present GMA, a benchmark for evaluating general mobile assistants in challenging real-world scenarios. GMA introduces seven applications based on open-source projects, spanning domains such as lifestyle sharing and travel planning, and 300 tasks across four difficulty tiers, from atomic actions to complex multi-step workflows. We evaluate eight frontier models and find that performance declines substantially as task complexity increases, with current agents remaining far from reliably handling realistic user requirements. We further conduct controlled ablation studies of agent harness choices, including context retention and explicit state tracking, under a shared environment, model setting, and task taxonomy. Results show that appropriate harness design can meaningfully improve performance, particularly on demanding workflows, while the effectiveness of specific designs can vary across foundation models. Overall, GMA complements existing benchmarks by expanding application coverage and task complexity, providing a challenging testbed for evaluating mobile agents and studying how harness design supports reliable execution in complex mobile workflows.

  • 10 authors
·
Aug 20

GUI-CEval: A Hierarchical and Comprehensive Chinese Benchmark for Mobile GUI Agents

Recent progress in Multimodal Large Language Models (MLLMs) has enabled mobile GUI agents capable of visual perception, cross-modal reasoning, and interactive control. However, existing benchmarks are largely English-centric and fail to capture the linguistic and interaction characteristics of the Chinese mobile ecosystem. They also focus on isolated skills such as GUI grounding or offline agent, lacking a unified and fine-grained framework to assess the full capability chain from perception to execution. To address this gap, we introduce GUI-CEval, the first comprehensive benchmark for Chinese mobile GUI agents, built entirely on physical device environments. GUI-CEval spans 201 mainstream apps across four device types and adopts a two-level structure that evaluates both atomic abilities and realistic application-level performance along five dimensions: perception, planning, reflection, execution, and evaluation. All data are collected and verified through multi-stage manual processes to ensure authenticity and reproducibility. Extensive experiments on 20 representative MLLMs and multi-agent systems show that while models such as Qwen2.5-VL and UI-TARS perform competitively, most MLLMs still exhibit clear weaknesses in reflective decision-making and post-action self-evaluation, limiting their reliability in real-world interactions. We hope GUI-CEval provides a comprehensive and interpretable benchmark to guide capability diagnosis and advance the development of Chinese mobile GUI agents.

  • 11 authors
·
Mar 15

NeoRL-2: Near Real-World Benchmarks for Offline Reinforcement Learning with Extended Realistic Scenarios

Offline reinforcement learning (RL) aims to learn from historical data without requiring (costly) access to the environment. To facilitate offline RL research, we previously introduced NeoRL, which highlighted that datasets from real-world tasks are often conservative and limited. With years of experience applying offline RL to various domains, we have identified additional real-world challenges. These include extremely conservative data distributions produced by deployed control systems, delayed action effects caused by high-latency transitions, external factors arising from the uncontrollable variance of transitions, and global safety constraints that are difficult to evaluate during the decision-making process. These challenges are underrepresented in previous benchmarks but frequently occur in real-world tasks. To address this, we constructed the extended Near Real-World Offline RL Benchmark (NeoRL-2), which consists of 7 datasets from 7 simulated tasks along with their corresponding evaluation simulators. Benchmarking results from state-of-the-art offline RL approaches demonstrate that current methods often struggle to outperform the data-collection behavior policy, highlighting the need for more effective methods. We hope NeoRL-2 will accelerate the development of reinforcement learning algorithms for real-world applications. The benchmark project page is available at https://github.com/polixir/NeoRL2.

  • 6 authors
·
Mar 24, 2025

The RealHumanEval: Evaluating Large Language Models' Abilities to Support Programmers

Evaluation of large language models (LLMs) for code has primarily relied on static benchmarks, including HumanEval (Chen et al., 2021), which measure the ability of LLMs to generate complete code that passes unit tests. As LLMs are increasingly used as programmer assistants, we study whether gains on existing benchmarks translate to gains in programmer productivity when coding with LLMs, including time spent coding. In addition to static benchmarks, we investigate the utility of preference metrics that might be used as proxies to measure LLM helpfulness, such as code acceptance or copy rates. To do so, we introduce RealHumanEval, a web interface to measure the ability of LLMs to assist programmers, through either autocomplete or chat support. We conducted a user study (N=213) using RealHumanEval in which users interacted with six LLMs of varying base model performance. Despite static benchmarks not incorporating humans-in-the-loop, we find that improvements in benchmark performance lead to increased programmer productivity; however gaps in benchmark versus human performance are not proportional -- a trend that holds across both forms of LLM support. In contrast, we find that programmer preferences do not correlate with their actual performance, motivating the need for better, human-centric proxy signals. We also open-source RealHumanEval to enable human-centric evaluation of new models and the study data to facilitate efforts to improve code models.

  • 10 authors
·
Apr 3, 2024

ProBench: Benchmarking GUI Agents with Accurate Process Information

With the deep integration of artificial intelligence and interactive technology, Graphical User Interface (GUI) Agent, as the carrier connecting goal-oriented natural language and real-world devices, has received widespread attention from the community. Contemporary benchmarks aim to evaluate the comprehensive capabilities of GUI agents in GUI operation tasks, generally determining task completion solely by inspecting the final screen state. However, GUI operation tasks consist of multiple chained steps while not all critical information is presented in the final few pages. Although a few research has begun to incorporate intermediate steps into evaluation, accurately and automatically capturing this process information still remains an open challenge. To address this weakness, we introduce ProBench, a comprehensive mobile benchmark with over 200 challenging GUI tasks covering widely-used scenarios. Remaining the traditional State-related Task evaluation, we extend our dataset to include Process-related Task and design a specialized evaluation method. A newly introduced Process Provider automatically supplies accurate process information, enabling presice assessment of agent's performance. Our evaluation of advanced GUI agents reveals significant limitations for real-world GUI scenarios. These shortcomings are prevalent across diverse models, including both large-scale generalist models and smaller, GUI-specific models. A detailed error analysis further exposes several universal problems, outlining concrete directions for future improvements.

  • 7 authors
·
Nov 12, 2025

JumpStart Your Policy Learning with Lessons from 160,000 Training Runs

Reliable progress in offline policy learning depends on careful reporting, well-tuned baselines, and evaluation across diverse conditions. Prior work has shown that results can be sensitive to reporting choices, hyperparameter tuning, and dataset properties, but these sources of variability have not been systematically investigated together at the scale needed to understand how they shape conclusions. To address this gap, we present a large-scale empirical study of offline reinforcement and imitation learning, training over 160,000 policies across 114 datasets. At this scale, no algorithm dominates: aggregate performance among the strongest methods is often close, but the leaders differ substantially across environments. We find that proper hyperparameter tuning frequently reshuffles perceived algorithm rankings and that benchmark composition can produce conflicting conclusions. We also study hyperparameter sensitivity and transfer across environments, identifying a simple strategy for deriving strong default configurations. We use our findings to develop a dataset-conditioned recommender that provides task-specific algorithm recommendations for practitioners. Finally, we release JumpStart: a resource suite containing every trained policy, per-model scores and hyperparameters, strong baselines across all environments, training and evaluation code, and an extensible website for retrieving, analyzing, and contributing results. Together, these resources aim to make offline policy-learning research more reliable and enable future work beyond the scope of this study.

A Wearable Multimodal Ultrasound+Inertial System for Real-Time Virtual Reality Interaction

A-mode ultrasound (US) is a promising sensing modality for Virtual Reality (VR) interaction, as it enables the mapping of muscular activity into control commands while retaining the benefits of wearable sensing. However, existing approaches still face limitations in terms of wearability and interaction complexity, often relying on external hardware such as cameras. In this work, we propose a fully wearable multimodal interface for real-time VR-interaction, based on concurrent US and inertial (accelerometry) sensing from the forearm and upper arm. The system is built on the WULPUS platform and integrates an end-to-end software framework for real-time acquisition, visualization, and communication with a Unity-based VR environment. A multimodal learning pipeline is introduced for concurrent hand pose and forearm position estimation in 2D space. The interface is evaluated through offline and online experiments with five subjects, during the execution of three functional tasks: cylinder grasping (gross motor) and relocation, marble pinching (fine motor) and relocation, and liquid pouring. For offline experiments, we collect 5 acquisition sessions across multiple days, achieving an average inter-session accuracy across subjects of 80pm6\% for hand pose estimation and 77pm7\% for forearm position estimation. Online validation with minimal fine-tuning (5 min) demonstrates success rates of 92.0pm16.0\%, 88.0pm9.8\%, and 96.0pm8.0\% for the three tasks, respectively. With a power consumption of only 19.9~mW, our system enables more than 2.5 days of continuous use on a small 350 mAh LiPo battery without the need for recharge, enabling truly wearable, multimodal, and functionally meaningful VR interaction.

  • 6 authors
·
Sep 13

When Users Change Their Mind: Evaluating Interruptible Agents in Long-Horizon Web Navigation

As LLM agents transition from short, static problem solving to executing complex, long-horizon tasks in dynamic environments, the ability to handle user interruptions, such as adding requirement or revising goals, during mid-task execution is becoming a core requirement for realistic deployment. However, existing benchmarks largely assume uninterrupted agent behavior or study interruptions only in short, unconstrained language tasks. In this paper, we present the first systematic study of interruptible agents in long-horizon, environmentally grounded web navigation tasks, where actions induce persistent state changes. We formalize three realistic interruption types, including addition, revision, and retraction, and introduce InterruptBench, a benchmark derived from WebArena-Lite that synthesizes high-quality interruption scenarios under strict semantic constraints. Using a unified interruption simulation framework, we evaluate six strong LLM backbones across single- and multi-turn interruption settings, analyzing both their effectiveness in adapting to updated intents and their efficiency in recovering from mid-task changes. Our results show that handling user interruptions effectively and efficiently during long-horizon agentic tasks remains challenging for powerful large-scale LLMs. Code and dataset are available at https://github.com/HenryPengZou/InterruptBench.

Proactive Service Agents: A Unified Decision Framework, Methods, and Evaluation

Large language model agents can plan, invoke tools, and modify external states, yet most systems still take an explicit user instruction as a fixed starting point. Proactive service moves the decision upstream: an agent must infer service opportunities from incomplete environmental and user signals, choose among remaining silent, asking, assisting, and acting, and account for interruption, misunderstanding, overreach, and privacy costs. This survey gives an operational definition centered on initiative and formulates the problem as a partially observable sequential decision process constrained by authorization and risk. The formulation represents timing, content, and delivery within one structured action, while making explicit the option value of waiting, the decision value of questions, and feedback-induced state changes. On this basis, we organize existing methods along one decision pipeline (state and need estimation, intervention gating, action construction, and feedback adaptation) and describe prescribed, predictive, model based, and return optimizing mechanisms as nonexclusive policy-construction components. We further normalize decision units and three-axis evidence descriptors across streaming dialogue, screen, video, software-engineering, and human-agent collaboration resources, and formalize metrics for triggering, timing, calibration, user burden, safety, and policy value. The synthesis shows why offline classification performance alone does not predict deployment benefit and why long-term memory is not a defining condition of proactivity. Reliable proactive service instead requires calibrated incremental intervention value, verifiable authorization, recoverable execution, and counterfactual evidence.

  • 5 authors
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Sep 2

OSWorld2.0: Benchmarking Computer Use Agents on Long-Horizon Real-World Tasks

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

  • 36 authors
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Jun 27 1

Explorer: Scaling Exploration-driven Web Trajectory Synthesis for Multimodal Web Agents

Recent success in large multimodal models (LMMs) has sparked promising applications of agents capable of autonomously completing complex web tasks. While open-source LMM agents have made significant advances in offline evaluation benchmarks, their performance still falls substantially short of human-level capabilities in more realistic online settings. A key bottleneck is the lack of diverse and large-scale trajectory-level datasets across various domains, which are expensive to collect. In this paper, we address this challenge by developing a scalable recipe to synthesize the largest and most diverse trajectory-level dataset to date, containing over 94K successful multimodal web trajectories, spanning 49K unique URLs, 720K screenshots, and 33M web elements. In particular, we leverage extensive web exploration and refinement to obtain diverse task intents. The average cost is 28 cents per successful trajectory, making it affordable to a wide range of users in the community. Leveraging this dataset, we train Explorer, a multimodal web agent, and demonstrate strong performance on both offline and online web agent benchmarks such as Mind2Web-Live, Multimodal-Mind2Web, and MiniWob++. Additionally, our experiments highlight data scaling as a key driver for improving web agent capabilities. We hope this study makes state-of-the-art LMM-based agent research at a larger scale more accessible.

  • 8 authors
·
Feb 16, 2025 2

Cookie-Bench: Continuous On-screen Key Interaction Evaluation for Web Generation

Front-end web code has become a core product surface for every frontier LLM release, yet evaluating these interactive applications at development speed remains costly because human-judged leaderboards like Arena do not scale. Existing automated proxies typically lean on reference implementations, test suites, or rigid checklists, and tend to miss the reasoned synthesis a human reviewer performs over a live session. We articulate a new evaluation regime that is simultaneously reference-free, autonomously driven, and holistically reasoned, and instantiate it through two artifacts. \dataname is an 11-domain, 54-leaf, 1,000-query WebDev benchmark spanning both static-presentation and interactive-application tasks, balanced across three difficulty tiers and three target-language groups, with briefs rewritten to resist recall from circulated prompts. \framename, grounded in Flavell's metacognitive monitoring, separates evidence accumulation from judgment across three stages: Static Perception forms a first impression from passive observation; Agent-Driven Interaction explores the application autonomously while capturing continuous screen video, audio, and per-step screenshots; Dynamic Scoring issues holistic functionality and aesthetics verdicts with structured failure attribution only after the evidence chain is complete. On \dataname, \framename aligns closely with expert human ratings while surfacing substantial headroom across 13 frontier LLMs on interactive web generation. \noindenthttps://anonymous.4open.science/r/Cookie-3CE/

  • 11 authors
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May 30

The Generalization Gap in Offline Reinforcement Learning

Despite recent progress in offline learning, these methods are still trained and tested on the same environment. In this paper, we compare the generalization abilities of widely used online and offline learning methods such as online reinforcement learning (RL), offline RL, sequence modeling, and behavioral cloning. Our experiments show that offline learning algorithms perform worse on new environments than online learning ones. We also introduce the first benchmark for evaluating generalization in offline learning, collecting datasets of varying sizes and skill-levels from Procgen (2D video games) and WebShop (e-commerce websites). The datasets contain trajectories for a limited number of game levels or natural language instructions and at test time, the agent has to generalize to new levels or instructions. Our experiments reveal that existing offline learning algorithms struggle to match the performance of online RL on both train and test environments. Behavioral cloning is a strong baseline, outperforming state-of-the-art offline RL and sequence modeling approaches when trained on data from multiple environments and tested on new ones. Finally, we find that increasing the diversity of the data, rather than its size, improves performance on new environments for all offline learning algorithms. Our study demonstrates the limited generalization of current offline learning algorithms highlighting the need for more research in this area.

  • 4 authors
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Dec 9, 2023

Large Language Model-Brained GUI Agents: A Survey

GUIs have long been central to human-computer interaction, providing an intuitive and visually-driven way to access and interact with digital systems. The advent of LLMs, particularly multimodal models, has ushered in a new era of GUI automation. They have demonstrated exceptional capabilities in natural language understanding, code generation, and visual processing. This has paved the way for a new generation of LLM-brained GUI agents capable of interpreting complex GUI elements and autonomously executing actions based on natural language instructions. These agents represent a paradigm shift, enabling users to perform intricate, multi-step tasks through simple conversational commands. Their applications span across web navigation, mobile app interactions, and desktop automation, offering a transformative user experience that revolutionizes how individuals interact with software. This emerging field is rapidly advancing, with significant progress in both research and industry. To provide a structured understanding of this trend, this paper presents a comprehensive survey of LLM-brained GUI agents, exploring their historical evolution, core components, and advanced techniques. We address research questions such as existing GUI agent frameworks, the collection and utilization of data for training specialized GUI agents, the development of large action models tailored for GUI tasks, and the evaluation metrics and benchmarks necessary to assess their effectiveness. Additionally, we examine emerging applications powered by these agents. Through a detailed analysis, this survey identifies key research gaps and outlines a roadmap for future advancements in the field. By consolidating foundational knowledge and state-of-the-art developments, this work aims to guide both researchers and practitioners in overcoming challenges and unlocking the full potential of LLM-brained GUI agents.

  • 12 authors
·
Nov 27, 2024 3

Xiaomi-GUI-0 Technical Report

Graphical user interface (GUI) agents build on vision-language models to complete user tasks end-to-end in real applications through interface actions such as tapping, swiping, text entry, and navigation. However, existing GUI agents are trained and evaluated largely on offline trajectories, simulated environments, and standardized benchmarks. These differ substantially from real applications in interface layout, interaction logic, and abnormal-state distribution, and cannot faithfully characterize execution stability in real-world use, where account states, permission dialogs, payment authentication, and risk control continually reshape the state distribution and open a persistent gap between benchmark scores and real usability. To close this gap, we propose Xiaomi-GUI-0, a native multimodal GUI agent for real mobile environments, trained and evaluated within a real-device closed loop. At its core is a real-device-dominant hybrid infrastructure, where physical devices are the primary execution environment and sandboxes provide auxiliary support, so that data collection, training, rollout, and evaluation share an execution distribution close to real deployment. We construct multi-source training data spanning high-frequency head tasks, high-generalization data for long-tail intents, and capability-enhancement data for reflection and memory, and introduce an error-driven data flywheel that turns failure trajectories into corrected actions, reflective explanations, and recovery demonstrations. The model is trained through a progressive three-stage pipeline of supervised fine-tuning, step-level reinforcement learning, and agentic reinforcement learning. Evaluated on public benchmarks and our in-house RealMobile, Xiaomi-GUI-0 achieves 72.0% success on RealMobile and 78.9% on AndroidWorld, while substantially improving execution stability and abnormal-state recognition in real-world tasks.

SCASRec: A Self-Correcting and Auto-Stopping Model for Generative Route List Recommendation

Route recommendation systems commonly adopt a multi-stage pipeline involving fine-ranking and re-ranking to produce high-quality ordered recommendations. However, this paradigm faces three critical limitations. First, there is a misalignment between offline training objectives and online metrics. Offline gains do not necessarily translate to online improvements. Actual performance must be validated through A/B testing, which may potentially compromise the user experience. Second, redundancy elimination relies on rigid, handcrafted rules that lack adaptability to the high variance in user intent and the unstructured complexity of real-world scenarios. Third, the strict separation between fine-ranking and re-ranking stages leads to sub-optimal performance. Since each module is optimized in isolation, the fine-ranking stage remains oblivious to the list-level objectives (e.g., diversity) targeted by the re-ranker, thereby preventing the system from achieving a jointly optimized global optimum. To overcome these intertwined challenges, we propose SCASRec (Self-Correcting and Auto-Stopping Recommendation), a unified generative framework that integrates ranking and redundancy elimination into a single end-to-end process. SCASRec introduces a stepwise corrective reward (SCR) to guide list-wise refinement by focusing on hard samples, and employs a learnable End-of-Recommendation (EOR) token to terminate generation adaptively when no further improvement is expected. Experiments on two large-scale, open-sourced route recommendation datasets demonstrate that SCASRec establishes an SOTA in offline and online settings. SCASRec has been fully deployed in a real-world navigation app, demonstrating its effectiveness.

  • 8 authors
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May 7

UI2App: Benchmarking Visual Interaction Inference in Executable Web Application Generation

Large language models (LLMs) have demonstrated growing competence in web page generation. However, existing text-driven approaches rely on complex prompts that impose substantial demands on users and offer limited expressivity for page layout and cross-page visual coherence. Image-driven paradigms, which take UI screenshots as input, align more closely with real development workflows. However, current benchmarks focus primarily on visual fidelity and lack a systematic evaluation of the interaction capabilities in generated artifacts. To address this gap, we introduce UI2App, the first benchmark targeting interaction inference, the ability to recover application behavior from screenshots alone, without any textual or behavioral guidance. UI2App comprises 327 screenshots grouped into 45 state-coherent screenshot sets for runnable multi-route web applications. We design an end-to-end pipeline that evaluates each artifact along four dimensions: executability, navigation reachability, visual fidelity, and interaction inference. The interaction metric (IIS) assesses inferred interactions by functional correctness and state-management complexity, crediting any valid implementation rather than matching a single reference. Experiments on six frontier vision-language models reveal a marked capability mismatch between visual reconstruction and interaction realization: the visual-fidelity leader scores only 7.5 on IIS, ranking fourth and trailing the IIS leader by 5.2x. High-complexity interactions such as cross-page state remain a pervasive bottleneck, with half of the evaluated models scoring exactly zero on this dimension. Overall, the results indicate that inferring complete interaction behavior from static screenshots remains a key challenge for models.

  • 8 authors
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Jul 6 2

You Don't Know Until You Click:Automated GUI Testing for Production-Ready Software Evaluation

Large Language Models (LLMs) and code agents in software development are rapidly evolving from generating isolated code snippets to producing full-fledged software applications with graphical interfaces, interactive logic, and dynamic behaviors. However, current benchmarks fall short in evaluating such production-ready software, as they often rely on static checks or binary pass/fail scripts, failing to capture the interactive behaviors and runtime dynamics that define real-world usability - qualities that only emerge when an application is actively used. This is the blind spot of current evaluation: you don't know if an app works until you click through it, interact with it, and observe how it responds. To bridge this gap, we introduce RealDevWorld, a novel evaluation framework for automated end-to-end assessment of LLMs' ability to generate production-ready repositories from scratch. It features two key components: (1) RealDevBench, a diverse collection of 194 open-ended software engineering tasks across multiple domains, incorporating multimodal elements to reflect real-world complexity; and (2) AppEvalPilot, a new agent-as-a-judge evaluation system that simulates realistic, GUI-based user interactions to automatically and holistically assess software functional correctness, visual fidelity, and runtime behavior. The framework delivers fine-grained, task-specific diagnostic feedback, supporting nuanced evaluation beyond simple success/failure judgments. Empirical results show that RealDevWorld delivers effective, automatic, and human-aligned evaluations, achieving an accuracy of 0.92 and a correlation of 0.85 with expert human assessments, while significantly reducing the reliance on manual review. This enables scalable, human-aligned assessment of production-level software generated by LLMs. Our code is available on GitHub.

  • 14 authors
·
Aug 17, 2025

Aligning Large Language Models with Searcher Preferences

The paradigm shift from item-centric ranking to answer-centric synthesis is redefining the role of search engines. While recent industrial progress has applied generative techniques to closed-set item ranking in e-commerce, research and deployment of open-ended generative search on large content platforms remain limited. This setting introduces challenges, including robustness to noisy retrieval, non-negotiable safety guarantees, and alignment with diverse user needs. In this work, we introduce SearchLLM, the first large language model (LLM) for open-ended generative search. We design a hierarchical, multi-dimensional reward system that separates bottom-line constraints, including factual grounding, basic answer quality and format compliance, from behavior optimization objectives that promote robustness to noisy retrieval and alignment with user needs. Concretely, our reward model evaluates responses conditioned on the user query, session history, and retrieved evidence set, combining rule-based checks with human-calibrated LLM judges to produce an interpretable score vector over these dimensions. We introduce a Gated Aggregation Strategy to derive the training reward for optimizing SearchLLM with Group Relative Policy Optimization (GRPO). We deploy SearchLLM in the AI search entry of RedNote. Offline evaluations and online A/B tests show improved generation quality and user engagement, increasing Valid Consumption Rate by 1.03% and reducing Re-search Rate by 2.81%, while upholding strict safety and reliability standards.

  • 9 authors
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Mar 10

PhoneHarness: Harnessing Phone-Use Agents through Mixed GUI, CLI, and Tool Actions

Phone agents are increasingly expected to complete real mobile workflows rather than merely predict the next screen action. However, much of the current mobile-agent literature still evaluates agents primarily as GUI controllers that observe a screen, emit taps and swipes, and are scored by target app state. Real phone-use tasks are broader: they require deciding when to use app GUIs, device-side commands, or structured tools, while leaving evidence that the intended side effect actually occurred. We introduce PhoneHarness, a mixed-action benchmark and execution harness for studying phone-use agents on verifiable mobile workflows. PhoneHarness runs a device-side agent loop over GUI, CLI, and host-side tool actions, combining deterministic action routing with bounded GUI delegation and auditable execution traces. Its benchmark, PhoneHarness Bench, evaluates whether agents complete tasks with observable side effects, not only whether they produce plausible final answers. On the annotated evaluation split, PhoneHarness reaches a 75.0% pass rate, outperforming the strongest non-PhoneHarness settings by 12.9 percentage points. PhoneHarness and PhoneHarness Bench therefore play distinct but mutually dependent roles: the harness makes mixed phone workflows executable, while the benchmark measures whether agents can use that harness reliably and safely. Our findings suggest that reliable phone automation depends on action-surface routing and verifiable execution, not only visual GUI control.

  • 21 authors
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Jun 11 1

Computer Use at the Edge of the Statistical Precipice

Evaluating Computer Use Agents (CUAs) on interactive environments is fraught with methodological pitfalls that the field has yet to systematically address. We show that a 1MB replay script that blindly executes a recorded action sequence without ever observing the screen outperforms frontier models on prominent static benchmarks, and prove that its expected success rate is exactly equal to the source agent's pass@k in deterministic environments. We trace this and other failures to two root causes: non-principled environment design (static, unsandboxed, or unreliably verified environments) and non-principled evaluation methodology (naive aggregation and misuse of pass@k for stateful UI interactions). To address the first, we propose PRISM, five design principles for CUA environments (privileged verification, realistic environments, integrity-checked configurations, sandboxed execution, and multifactorial variability) and instantiate them in DigiWorld, a benchmark of 15 realistic sandboxed mobile applications able to evaluate agents in over 3.2 million verified unique configurations. To address the second, we develop an aggregation framework pairing Wilson score intervals with hierarchical bootstrap, producing confidence intervals that correctly account for the nested structure of CUA benchmarks, as we empirically demonstrate. All together, we show that principled environment design and rigorous evaluation methodology are not optional refinements but prerequisites for meaningful CUA research.

  • 9 authors
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May 6

OpenResearcher: A Fully Open Pipeline for Long-Horizon Deep Research Trajectory Synthesis

Training deep research agents requires long-horizon trajectories that interleave search, evidence aggregation, and multi-step reasoning. However, existing data collection pipelines typically rely on proprietary web APIs, making large-scale trajectory synthesis costly, unstable, and difficult to reproduce. We present OpenResearcher, a reproducible pipeline that decouples one-time corpus bootstrapping from multi-turn trajectory synthesis and executes the search-and-browse loop entirely offline using three explicit browser primitives: search, open, and find, over a 15M-document corpus. Using GPT-OSS-120B as the teacher model, we synthesize over 97K trajectories, including a substantial long-horizon tail with 100+ tool calls. Supervised fine-tuning a 30B-A3B backbone on these trajectories achieves 54.8\% accuracy on BrowseComp-Plus, a +34.0 point improvement over the base model, while remaining competitive on BrowseComp, GAIA, and xbench-DeepSearch. Because the environment is offline and fully instrumented, it also enables controlled analysis, where our study reveals practical insights into deep research pipeline design, including data filtering strategies, agent configuration choices, and how retrieval success relates to final answer accuracy. We release the pipeline, synthesized trajectories, model checkpoints, and the offline search environment at https://github.com/TIGER-AI-Lab/OpenResearcher.

TIGER-Lab TIGER-Lab
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Mar 17 2

Beyond Reward: Offline Preference-guided Policy Optimization

This study focuses on the topic of offline preference-based reinforcement learning (PbRL), a variant of conventional reinforcement learning that dispenses with the need for online interaction or specification of reward functions. Instead, the agent is provided with fixed offline trajectories and human preferences between pairs of trajectories to extract the dynamics and task information, respectively. Since the dynamics and task information are orthogonal, a naive approach would involve using preference-based reward learning followed by an off-the-shelf offline RL algorithm. However, this requires the separate learning of a scalar reward function, which is assumed to be an information bottleneck of the learning process. To address this issue, we propose the offline preference-guided policy optimization (OPPO) paradigm, which models offline trajectories and preferences in a one-step process, eliminating the need for separately learning a reward function. OPPO achieves this by introducing an offline hindsight information matching objective for optimizing a contextual policy and a preference modeling objective for finding the optimal context. OPPO further integrates a well-performing decision policy by optimizing the two objectives iteratively. Our empirical results demonstrate that OPPO effectively models offline preferences and outperforms prior competing baselines, including offline RL algorithms performed over either true or pseudo reward function specifications. Our code is available on the project website: https://sites.google.com/view/oppo-icml-2023 .

  • 5 authors
·
May 25, 2023

A Survey on (M)LLM-Based GUI Agents

Graphical User Interface (GUI) Agents have emerged as a transformative paradigm in human-computer interaction, evolving from rule-based automation scripts to sophisticated AI-driven systems capable of understanding and executing complex interface operations. This survey provides a comprehensive examination of the rapidly advancing field of LLM-based GUI Agents, systematically analyzing their architectural foundations, technical components, and evaluation methodologies. We identify and analyze four fundamental components that constitute modern GUI Agents: (1) perception systems that integrate text-based parsing with multimodal understanding for comprehensive interface comprehension; (2) exploration mechanisms that construct and maintain knowledge bases through internal modeling, historical experience, and external information retrieval; (3) planning frameworks that leverage advanced reasoning methodologies for task decomposition and execution; and (4) interaction systems that manage action generation with robust safety controls. Through rigorous analysis of these components, we reveal how recent advances in large language models and multimodal learning have revolutionized GUI automation across desktop, mobile, and web platforms. We critically examine current evaluation frameworks, highlighting methodological limitations in existing benchmarks while proposing directions for standardization. This survey also identifies key technical challenges, including accurate element localization, effective knowledge retrieval, long-horizon planning, and safety-aware execution control, while outlining promising research directions for enhancing GUI Agents' capabilities. Our systematic review provides researchers and practitioners with a thorough understanding of the field's current state and offers insights into future developments in intelligent interface automation.

  • 15 authors
·
Mar 27, 2025

REAL: Benchmarking Autonomous Agents on Deterministic Simulations of Real Websites

We introduce REAL, a benchmark and framework for multi-turn agent evaluations on deterministic simulations of real-world websites. REAL comprises high-fidelity, deterministic replicas of 11 widely-used websites across domains such as e-commerce, travel, communication, and professional networking. We also release a benchmark consisting of 112 practical tasks that mirror everyday complex user interactions requiring both accurate information retrieval and state-changing actions. All interactions occur within this fully controlled setting, eliminating safety risks and enabling robust, reproducible evaluation of agent capability and reliability. Our novel evaluation framework combines programmatic checks of website state for action-based tasks with rubric-guided LLM-based judgments for information retrieval. The framework supports both open-source and proprietary agent systems through a flexible evaluation harness that accommodates black-box commands within browser environments, allowing research labs to test agentic systems without modification. Our empirical results show that frontier language models achieve at most a 41% success rate on REAL, highlighting critical gaps in autonomous web navigation and task completion capabilities. Our framework supports easy integration of new tasks, reproducible evaluation, and scalable post-training data generation, marking a significant step forward in evaluating and advancing agent capabilities.

  • 18 authors
·
Apr 15, 2025

GUI-Libra: Training Native GUI Agents to Reason and Act with Action-aware Supervision and Partially Verifiable RL

Open-source native GUI agents still lag behind closed-source systems on long-horizon navigation tasks. This gap stems from two limitations: a shortage of high-quality, action-aligned reasoning data, and the direct adoption of generic post-training pipelines that overlook the unique challenges of GUI agents. We identify two fundamental issues in these pipelines: (i) standard SFT with CoT reasoning often hurts grounding, and (ii) step-wise RLVR-tyle training faces partial verifiability, where multiple actions can be correct but only a single demonstrated action is used for verification. This makes offline step-wise metrics weak predictors of online task success. In this work, we present GUI-Libra, a tailored training recipe that addresses these challenges. First, to mitigate the scarcity of action-aligned reasoning data, we introduce a data construction and filtering pipeline and release a curated 81K GUI reasoning dataset. Second, to reconcile reasoning with grounding, we propose action-aware SFT that mixes reasoning-then-action and direct-action data and reweights tokens to emphasize action and grounding. Third, to stabilize RL under partial verifiability, we identify the overlooked importance of KL regularization in RLVR and show that a KL trust region is critical for improving offline-to-online predictability; we further introduce success-adaptive scaling to downweight unreliable negative gradients. Across diverse web and mobile benchmarks, GUI-Libra consistently improves both step-wise accuracy and end-to-end task completion. Our results suggest that carefully designed post-training and data curation can unlock significantly stronger task-solving capabilities without costly online data collection. We release our dataset, code, and models to facilitate further research on data-efficient post-training for reasoning-capable GUI agents.

MobileAgent: enhancing mobile control via human-machine interaction and SOP integration

Agents centered around Large Language Models (LLMs) are now capable of automating mobile device operations for users. After fine-tuning to learn a user's mobile operations, these agents can adhere to high-level user instructions online. They execute tasks such as goal decomposition, sequencing of sub-goals, and interactive environmental exploration, until the final objective is achieved. However, privacy concerns related to personalized user data arise during mobile operations, requiring user confirmation. Moreover, users' real-world operations are exploratory, with action data being complex and redundant, posing challenges for agent learning. To address these issues, in our practical application, we have designed interactive tasks between agents and humans to identify sensitive information and align with personalized user needs. Additionally, we integrated Standard Operating Procedure (SOP) information within the model's in-context learning to enhance the agent's comprehension of complex task execution. Our approach is evaluated on the new device control benchmark AitW, which encompasses 30K unique instructions across multi-step tasks, including application operation, web searching, and web shopping. Experimental results show that the SOP-based agent achieves state-of-the-art performance in LLMs without incurring additional inference costs, boasting an overall action success rate of 66.92\%. The code and data examples are available at https://github.com/alipay/mobile-agent.

  • 1 authors
·
Jan 3, 2024

MobileUse: A GUI Agent with Hierarchical Reflection for Autonomous Mobile Operation

Recent advances in Multimodal Large Language Models (MLLMs) have enabled the development of mobile agents that can understand visual inputs and follow user instructions, unlocking new possibilities for automating complex tasks on mobile devices. However, applying these models to real-world mobile scenarios remains a significant challenge due to the long-horizon task execution, difficulty in error recovery, and the cold-start problem in unfamiliar environments. To address these challenges, we propose MobileUse, a GUI agent designed for robust and adaptive mobile task execution. To improve resilience in long-horizon tasks and dynamic environments, we introduce a hierarchical reflection architecture that enables the agent to self-monitor, detect, and recover from errors across multiple temporal scales-ranging from individual actions to overall task completion-while maintaining efficiency through a reflection-on-demand strategy. To tackle cold-start issues, we further introduce a proactive exploration module, which enriches the agent's understanding of the environment through self-planned exploration. Evaluations on AndroidWorld and AndroidLab benchmarks demonstrate that MobileUse establishes new state-of-the-art performance, achieving success rates of 62.9% and 44.2%, respectively. To facilitate real-world applications, we release an out-of-the-box toolkit for automated task execution on physical mobile devices, which is available at https://github.com/MadeAgents/mobile-use.

  • 10 authors
·
Jul 21, 2025

ActionBert: Leveraging User Actions for Semantic Understanding of User Interfaces

As mobile devices are becoming ubiquitous, regularly interacting with a variety of user interfaces (UIs) is a common aspect of daily life for many people. To improve the accessibility of these devices and to enable their usage in a variety of settings, building models that can assist users and accomplish tasks through the UI is vitally important. However, there are several challenges to achieve this. First, UI components of similar appearance can have different functionalities, making understanding their function more important than just analyzing their appearance. Second, domain-specific features like Document Object Model (DOM) in web pages and View Hierarchy (VH) in mobile applications provide important signals about the semantics of UI elements, but these features are not in a natural language format. Third, owing to a large diversity in UIs and absence of standard DOM or VH representations, building a UI understanding model with high coverage requires large amounts of training data. Inspired by the success of pre-training based approaches in NLP for tackling a variety of problems in a data-efficient way, we introduce a new pre-trained UI representation model called ActionBert. Our methodology is designed to leverage visual, linguistic and domain-specific features in user interaction traces to pre-train generic feature representations of UIs and their components. Our key intuition is that user actions, e.g., a sequence of clicks on different UI components, reveals important information about their functionality. We evaluate the proposed model on a wide variety of downstream tasks, ranging from icon classification to UI component retrieval based on its natural language description. Experiments show that the proposed ActionBert model outperforms multi-modal baselines across all downstream tasks by up to 15.5%.

  • 10 authors
·
Dec 22, 2020

You Only Look at Screens: Multimodal Chain-of-Action Agents

Autonomous user interface (UI) agents aim to facilitate task automation by interacting with the user interface without manual intervention. Recent studies have investigated eliciting the capabilities of large language models (LLMs) for effective engagement in diverse environments. To align with the input-output requirement of LLMs, existing approaches are developed under a sandbox setting where they rely on external tools and application-specific APIs to parse the environment into textual elements and interpret the predicted actions. Consequently, those approaches often grapple with inference inefficiency and error propagation risks. To mitigate the challenges, we introduce Auto-UI, a multimodal solution that directly interacts with the interface, bypassing the need for environment parsing or reliance on application-dependent APIs. Moreover, we propose a chain-of-action technique -- leveraging a series of intermediate previous action histories and future action plans -- to help the agent decide what action to execute. We evaluate our approach on a new device-control benchmark AITW with 30K unique instructions, spanning multi-step tasks such as application operation, web searching, and web shopping. Experimental results show that Auto-UI achieves state-of-the-art performance with an action type prediction accuracy of 90% and an overall action success rate of 74%. Code is publicly available at https://github.com/cooelf/Auto-UI.

  • 2 authors
·
Sep 20, 2023

Multi-Objective Decision Transformers for Offline Reinforcement Learning

Offline Reinforcement Learning (RL) is structured to derive policies from static trajectory data without requiring real-time environment interactions. Recent studies have shown the feasibility of framing offline RL as a sequence modeling task, where the sole aim is to predict actions based on prior context using the transformer architecture. However, the limitation of this single task learning approach is its potential to undermine the transformer model's attention mechanism, which should ideally allocate varying attention weights across different tokens in the input context for optimal prediction. To address this, we reformulate offline RL as a multi-objective optimization problem, where the prediction is extended to states and returns. We also highlight a potential flaw in the trajectory representation used for sequence modeling, which could generate inaccuracies when modeling the state and return distributions. This is due to the non-smoothness of the action distribution within the trajectory dictated by the behavioral policy. To mitigate this issue, we introduce action space regions to the trajectory representation. Our experiments on D4RL benchmark locomotion tasks reveal that our propositions allow for more effective utilization of the attention mechanism in the transformer model, resulting in performance that either matches or outperforms current state-of-the art methods.

  • 3 authors
·
Aug 30, 2023

A Contextual-Bandit Approach to Personalized News Article Recommendation

Personalized web services strive to adapt their services (advertisements, news articles, etc) to individual users by making use of both content and user information. Despite a few recent advances, this problem remains challenging for at least two reasons. First, web service is featured with dynamically changing pools of content, rendering traditional collaborative filtering methods inapplicable. Second, the scale of most web services of practical interest calls for solutions that are both fast in learning and computation. In this work, we model personalized recommendation of news articles as a contextual bandit problem, a principled approach in which a learning algorithm sequentially selects articles to serve users based on contextual information about the users and articles, while simultaneously adapting its article-selection strategy based on user-click feedback to maximize total user clicks. The contributions of this work are three-fold. First, we propose a new, general contextual bandit algorithm that is computationally efficient and well motivated from learning theory. Second, we argue that any bandit algorithm can be reliably evaluated offline using previously recorded random traffic. Finally, using this offline evaluation method, we successfully applied our new algorithm to a Yahoo! Front Page Today Module dataset containing over 33 million events. Results showed a 12.5% click lift compared to a standard context-free bandit algorithm, and the advantage becomes even greater when data gets more scarce.

  • 4 authors
·
Feb 29, 2012

Long-Horizon Model-Based Offline Reinforcement Learning Without Conservatism

Popular offline reinforcement learning (RL) methods rely on conservatism, either by penalizing out-of-dataset actions or by restricting rollout horizons. In this work, we question the universality of this principle and instead revisit a complementary one: a Bayesian perspective. Rather than enforcing conservatism, the Bayesian approach tackles epistemic uncertainty in offline data by modeling a posterior distribution over plausible world models and training a history-dependent agent to maximize expected rewards, enabling test-time generalization. We first illustrate, in a bandit setting, that Bayesianism excels on low-quality datasets where conservatism fails. We then scale this principle to realistic tasks and show that long-horizon planning is critical for reducing value overestimation once conservatism is removed. To make this feasible, we introduce key design choices for performing and learning from long-horizon rollouts while controlling compounding errors. These yield our algorithm, NEUBAY, grounded in the neutral Bayesian principle. On D4RL and NeoRL benchmarks, NEUBAY generally matches or surpasses leading conservative algorithms, achieving new state-of-the-art on 7 datasets. Notably, it succeeds with rollout horizons of several hundred steps, contrary to dominant practice. Finally, we characterize datasets by quality and coverage, showing when NEUBAY is preferable to conservative methods. Together, we argue NEUBAY lays the foundation for a new practical direction in offline and model-based RL.

  • 6 authors
·
Dec 3, 2025

MobilePA-Bench: Benchmarking Mobile Planner Agents on Complex Real-World Tasks

As on-device LLM agents evolve into personal copilots, the mobile operating system has become a key testbed for this paradigm, making rigorous capability evaluation essential. Yet existing benchmarks fall into two camps, each with a critical blind spot: GUI-centric benchmarks test surface-level screen manipulation while overlooking background tool use and long-horizon planning, whereas static function-calling benchmarks rely on offline API matching that is detached from real runtime constraints. To close this gap, we present MobilePA-Bench, an interactive, stateful, and tool-centric benchmark for evaluating the tool-calling and planning abilities of mobile planning agents. MobilePA-Bench runs on an executable sandbox that maintains live application databases and returns structured feedback, spanning 13 functional domains and 212 realistic mobile tools. Beyond basic tool use, it evaluates a central planning agent along three advanced dimensions: (1)~Sub-agent Collaboration---decomposing a complex task and delegating specialized work to capable sub-agents; (2)~Memory Usage---recalling stored memories, user profiles, and past preferences to resolve implicit requests; and (3)~Skill Usage---invoking pre-packaged composite skills instead of planning every step from scratch. Extensive experiments show that current frontier LLMs remain unreliable in mobile settings: performance drops sharply under strict tool ordering, permission limits, and unexpected runtime errors. By pairing an interactive function-calling sandbox with evidence-based verification, MobilePA-Bench serves as both a practical diagnostic benchmark and an interactive foundation for agentic reinforcement learning---accelerating the development of dependable mobile agents.

Tongyi-MAI Tongyi-MAI
·
Aug 23 2

Who Would be Interested in Services? An Entity Graph Learning System for User Targeting

With the growing popularity of various mobile devices, user targeting has received a growing amount of attention, which aims at effectively and efficiently locating target users that are interested in specific services. Most pioneering works for user targeting tasks commonly perform similarity-based expansion with a few active users as seeds, suffering from the following major issues: the unavailability of seed users for newcoming services and the unfriendliness of black-box procedures towards marketers. In this paper, we design an Entity Graph Learning (EGL) system to provide explainable user targeting ability meanwhile applicable to addressing the cold-start issue. EGL System follows the hybrid online-offline architecture to satisfy the requirements of scalability and timeliness. Specifically, in the offline stage, the system focuses on the heavyweight entity graph construction and user entity preference learning, in which we propose a Three-stage Relation Mining Procedure (TRMP), breaking loose from the expensive seed users. At the online stage, the system offers the ability of user targeting in real-time based on the entity graph from the offline stage. Since the user targeting process is based on graph reasoning, the whole process is transparent and operation-friendly to marketers. Finally, extensive offline experiments and online A/B testing demonstrate the superior performance of the proposed EGL System.

  • 7 authors
·
May 30, 2023

Mobile-Env: An Evaluation Platform and Benchmark for Interactive Agents in LLM Era

Diverse evaluation benchmarks play a crucial role to assess a wide range of capabilities of large language models (LLM). Although plenty of endeavors have been dedicated to building valuable benchmarks, there is still little work aiming at evaluating the capability of LLM in multistep interactive environments. Noticing that LLM requires a text representation of the environment observations for interaction, we choose to fill such a blank by building a novel benchmark based on the information user interface (InfoUI). InfoUI consists of rich text contents and can be represented in some text formats, thus is suitable for the assessment of interaction ability of LLM. Additionally, the complex structures of InfoUI can further raise a challenge for LLM to understand structured texts rather than plain texts. An interaction platform is always used to evaluate an agent, however, there is still a lack of a satisfactory interaction platform dedicated to InfoUI. Consequently, we propose to build a novel easily-extendable, adaptable, and close-to-reality interaction platform, Mobile-Env, to provide a base for an appropriate benchmark. Based on Mobile-Env, an InfoUI task set WikiHow is then built to establish a benchmark for the multistep interaction capability of LLM in structured text-based environments. Agents based on a series of LLMs are tested on the task set to obtain an insight into the potential and challenge of LLM for InfoUI interaction. It is sincerely welcome that the community contribute new environments and new task sets for Mobile-Env to provide better test benchmarks and facilitate the development of the corresponding domains.

  • 5 authors
·
May 14, 2023