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SubscribeTowards Realistic Evaluation of Commit Message Generation by Matching Online and Offline Settings
Commit message generation (CMG) is a crucial task in software engineering that is challenging to evaluate correctly. When a CMG system is integrated into the IDEs and other products at JetBrains, we perform online evaluation based on user acceptance of the generated messages. However, performing online experiments with every change to a CMG system is troublesome, as each iteration affects users and requires time to collect enough statistics. On the other hand, offline evaluation, a prevalent approach in the research literature, facilitates fast experiments but employs automatic metrics that are not guaranteed to represent the preferences of real users. In this work, we describe a novel way we employed to deal with this problem at JetBrains, by leveraging an online metric - the number of edits users introduce before committing the generated messages to the VCS - to select metrics for offline experiments. To support this new type of evaluation, we develop a novel markup collection tool mimicking the real workflow with a CMG system, collect a dataset with 57 pairs consisting of commit messages generated by GPT-4 and their counterparts edited by human experts, and design and verify a way to synthetically extend such a dataset. Then, we use the final dataset of 656 pairs to study how the widely used similarity metrics correlate with the online metric reflecting the real users' experience. Our results indicate that edit distance exhibits the highest correlation, whereas commonly used similarity metrics such as BLEU and METEOR demonstrate low correlation. This contradicts the previous studies on similarity metrics for CMG, suggesting that user interactions with a CMG system in real-world settings differ significantly from the responses by human labelers operating within controlled research environments. We release all the code and the dataset for researchers: https://jb.gg/cmg-evaluation.
Limitations of Automatic Relevance Assessments with Large Language Models for Fair and Reliable Retrieval Evaluation
Offline evaluation of search systems depends on test collections. These benchmarks provide the researchers with a corpus of documents, topics and relevance judgements indicating which documents are relevant for each topic. While test collections are an integral part of Information Retrieval (IR) research, their creation involves significant efforts in manual annotation. Large language models (LLMs) are gaining much attention as tools for automatic relevance assessment. Recent research has shown that LLM-based assessments yield high systems ranking correlation with human-made judgements. These correlations are helpful in large-scale experiments but less informative if we want to focus on top-performing systems. Moreover, these correlations ignore whether and how LLM-based judgements impact the statistically significant differences among systems with respect to human assessments. In this work, we look at how LLM-generated judgements preserve ranking differences among top-performing systems and also how they preserve pairwise significance evaluation as human judgements. Our results show that LLM-based judgements are unfair at ranking top-performing systems. Moreover, we observe an exceedingly high rate of false positives regarding statistical differences. Our work represents a step forward in the evaluation of the reliability of using LLMs-based judgements for IR evaluation. We hope this will serve as a basis for other researchers to develop more reliable models for automatic relevance assessment.
CreAgent: Towards Long-Term Evaluation of Recommender System under Platform-Creator Information Asymmetry
Ensuring the long-term sustainability of recommender systems (RS) emerges as a crucial issue. Traditional offline evaluation methods for RS typically focus on immediate user feedback, such as clicks, but they often neglect the long-term impact of content creators. On real-world content platforms, creators can strategically produce and upload new items based on user feedback and preference trends. While previous studies have attempted to model creator behavior, they often overlook the role of information asymmetry. This asymmetry arises because creators primarily have access to feedback on the items they produce, while platforms possess data on the entire spectrum of user feedback. Current RS simulators, however, fail to account for this asymmetry, leading to inaccurate long-term evaluations. To address this gap, we propose CreAgent, a Large Language Model (LLM)-empowered creator simulation agent. By incorporating game theory's belief mechanism and the fast-and-slow thinking framework, CreAgent effectively simulates creator behavior under conditions of information asymmetry. Additionally, we enhance CreAgent's simulation ability by fine-tuning it using Proximal Policy Optimization (PPO). Our credibility validation experiments show that CreAgent aligns well with the behaviors between real-world platform and creator, thus improving the reliability of long-term RS evaluations. Moreover, through the simulation of RS involving CreAgents, we can explore how fairness- and diversity-aware RS algorithms contribute to better long-term performance for various stakeholders. CreAgent and the simulation platform are publicly available at https://github.com/shawnye2000/CreAgent.
Language Models for Code Completion: A Practical Evaluation
Transformer-based language models for automatic code completion have shown great promise so far, yet the evaluation of these models rarely uses real data. This study provides both quantitative and qualitative assessments of three public code language models when completing real-world code. We first developed an open-source IDE extension, Code4Me, for the online evaluation of the models. We collected real auto-completion usage data for over a year from more than 1200 users, resulting in over 600K valid completions. These models were then evaluated using six standard metrics across twelve programming languages. Next, we conducted a qualitative study of 1690 real-world completion requests to identify the reasons behind the poor model performance. A comparative analysis of the models' performance in online and offline settings was also performed, using benchmark synthetic datasets and two masking strategies. Our findings suggest that while developers utilize code completion across various languages, the best results are achieved for mainstream languages such as Python and Java. InCoder outperformed the other models across all programming languages, highlighting the significance of training data and objectives. Our study also revealed that offline evaluations do not accurately reflect real-world scenarios. Upon qualitative analysis of the model's predictions, we found that 66.3% of failures were due to the models' limitations, 24.4% occurred due to inappropriate model usage in a development context, and 9.3% were valid requests that developers overwrote. Given these findings, we propose several strategies to overcome the current limitations. These include refining training objectives, improving resilience to typographical errors, adopting hybrid approaches, and enhancing implementations and usability.
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.
Click A, Buy B: Rethinking Conversion Attribution in E- Commerce Recommendations
User journeys in e-commerce routinely violate the one-to-one assumption that a clicked item on an advertising platform is the same item later purchased on the merchant's website/app. For a significant number of converting sessions on our platform, users click product A but buy product B -- the Click A, Buy B (CABB) phenomenon. Training recommendation models on raw click-conversion pairs therefore rewards items that merely correlate with purchases, leading to biased learning and sub-optimal conversion rates. We reframe conversion prediction as a multi-task problem with separate heads for Click A Buy A (CABA) and Click A Buy B (CABB). To isolate informative CABB conversions from unrelated CABB conversions, we introduce a taxonomy-aware collaborative filtering weighting scheme where each product is first mapped to a leaf node in a product taxonomy, and a category-to-category similarity matrix is learned from large-scale co-engagement logs. This weighting amplifies pairs that reflect genuine substitutable or complementary relations while down-weighting coincidental cross-category purchases. Offline evaluation on e-commerce sessions reduces normalized entropy by 13.9% versus a last-click attribution baseline. An online A/B test on live traffic shows +0.25% gains in the primary business metric.
Unified Vision-Language Representation Modeling for E-Commerce Same-Style Products Retrieval
Same-style products retrieval plays an important role in e-commerce platforms, aiming to identify the same products which may have different text descriptions or images. It can be used for similar products retrieval from different suppliers or duplicate products detection of one supplier. Common methods use the image as the detected object, but they only consider the visual features and overlook the attribute information contained in the textual descriptions, and perform weakly for products in image less important industries like machinery, hardware tools and electronic component, even if an additional text matching module is added. In this paper, we propose a unified vision-language modeling method for e-commerce same-style products retrieval, which is designed to represent one product with its textual descriptions and visual contents. It contains one sampling skill to collect positive pairs from user click log with category and relevance constrained, and a novel contrastive loss unit to model the image, text, and image+text representations into one joint embedding space. It is capable of cross-modal product-to-product retrieval, as well as style transfer and user-interactive search. Offline evaluations on annotated data demonstrate its superior retrieval performance, and online testings show it can attract more clicks and conversions. Moreover, this model has already been deployed online for similar products retrieval in alibaba.com, the largest B2B e-commerce platform in the world.
OneSearch: A Preliminary Exploration of the Unified End-to-End Generative Framework for E-commerce Search
Traditional e-commerce search systems employ multi-stage cascading architectures (MCA) that progressively filter items through recall, pre-ranking, and ranking stages. While effective at balancing computational efficiency with business conversion, these systems suffer from fragmented computation and optimization objective collisions across stages, which ultimately limit their performance ceiling. To address these, we propose OneSearch, the first industrial-deployed end-to-end generative framework for e-commerce search. This framework introduces three key innovations: (1) a Keyword-enhanced Hierarchical Quantization Encoding (KHQE) module, to preserve both hierarchical semantics and distinctive item attributes while maintaining strong query-item relevance constraints; (2) a multi-view user behavior sequence injection strategy that constructs behavior-driven user IDs and incorporates both explicit short-term and implicit long-term sequences to model user preferences comprehensively; and (3) a Preference-Aware Reward System (PARS) featuring multi-stage supervised fine-tuning and adaptive reward-weighted ranking to capture fine-grained user preferences. Extensive offline evaluations on large-scale industry datasets demonstrate OneSearch's superior performance for high-quality recall and ranking. The rigorous online A/B tests confirm its ability to enhance relevance in the same exposure position, achieving statistically significant improvements: +1.67% item CTR, +2.40% buyer, and +3.22% order volume. Furthermore, OneSearch reduces operational expenditure by 75.40% and improves Model FLOPs Utilization from 3.26% to 27.32%. The system has been successfully deployed across multiple search scenarios in Kuaishou, serving millions of users, generating tens of millions of PVs daily.
GPT-4V(ision) is a Generalist Web Agent, if Grounded
The recent development on large multimodal models (LMMs), especially GPT-4V(ision) and Gemini, has been quickly expanding the capability boundaries of multimodal models beyond traditional tasks like image captioning and visual question answering. In this work, we explore the potential of LMMs like GPT-4V as a generalist web agent that can follow natural language instructions to complete tasks on any given website. We propose SEEACT, a generalist web agent that harnesses the power of LMMs for integrated visual understanding and acting on the web. We evaluate on the recent MIND2WEB benchmark. In addition to standard offline evaluation on cached websites, we enable a new online evaluation setting by developing a tool that allows running web agents on live websites. We show that GPT-4V presents a great potential for web agents - it can successfully complete 50% of the tasks on live websites if we manually ground its textual plans into actions on the websites. This substantially outperforms text-only LLMs like GPT-4 or smaller models (FLAN-T5 and BLIP-2) specifically fine-tuned for web agents. However, grounding still remains a major challenge. Existing LMM grounding strategies like set-of-mark prompting turns out not effective for web agents, and the best grounding strategy we develop in this paper leverages both the HTML text and visuals. Yet, there is still a substantial gap with oracle grounding, leaving ample room for further improvement.
FROG: Effective Friend Recommendation in Online Games via Modality-aware User Preferences
Due to the convenience of mobile devices, the online games have become an important part for user entertainments in reality, creating a demand for friend recommendation in online games. However, none of existing approaches can effectively incorporate the multi-modal user features (e.g., images and texts) with the structural information in the friendship graph, due to the following limitations: (1) some of them ignore the high-order structural proximity between users, (2) some fail to learn the pairwise relevance between users at modality-specific level, and (3) some cannot capture both the local and global user preferences on different modalities. By addressing these issues, in this paper, we propose an end-to-end model FROG that better models the user preferences on potential friends. Comprehensive experiments on both offline evaluation and online deployment at Tencent have demonstrated the superiority of FROG over existing approaches.
Quizbowl: The Case for Incremental Question Answering
Scholastic trivia competitions test knowledge and intelligence through mastery of question answering. Modern question answering benchmarks are one variant of the Turing test. Specifically, answering a set of questions as well as a human is a minimum bar towards demonstrating human-like intelligence. This paper makes the case that the format of one competition -- where participants can answer in the middle of hearing a question (incremental) -- better differentiates the skill between (human or machine) players. Additionally, merging a sequential decision-making sub-task with question answering (QA) provides a good setting for research in model calibration and opponent modeling. Thus, embedded in this task are three machine learning challenges: (1) factoid QA over thousands of Wikipedia-like answers, (2) calibration of the QA model's confidence scores, and (3) sequential decision-making that incorporates knowledge of the QA model, its calibration, and what the opponent may do. We make two contributions: (1) collecting and curating a large factoid QA dataset and an accompanying gameplay dataset, and (2) developing a model that addresses these three machine learning challenges. In addition to offline evaluation, we pitted our model against some of the most accomplished trivia players in the world in a series of exhibition matches spanning several years. Throughout this paper, we show that collaborations with the vibrant trivia community have contributed to the quality of our dataset, spawned new research directions, and doubled as an exciting way to engage the public with research in machine learning and natural language processing.
Two-Stage Constrained Actor-Critic for Short Video Recommendation
The wide popularity of short videos on social media poses new opportunities and challenges to optimize recommender systems on the video-sharing platforms. Users sequentially interact with the system and provide complex and multi-faceted responses, including watch time and various types of interactions with multiple videos. One the one hand, the platforms aims at optimizing the users' cumulative watch time (main goal) in long term, which can be effectively optimized by Reinforcement Learning. On the other hand, the platforms also needs to satisfy the constraint of accommodating the responses of multiple user interactions (auxiliary goals) such like, follow, share etc. In this paper, we formulate the problem of short video recommendation as a Constrained Markov Decision Process (CMDP). We find that traditional constrained reinforcement learning algorithms can not work well in this setting. We propose a novel two-stage constrained actor-critic method: At stage one, we learn individual policies to optimize each auxiliary signal. At stage two, we learn a policy to (i) optimize the main signal and (ii) stay close to policies learned at the first stage, which effectively guarantees the performance of this main policy on the auxiliaries. Through extensive offline evaluations, we demonstrate effectiveness of our method over alternatives in both optimizing the main goal as well as balancing the others. We further show the advantage of our method in live experiments of short video recommendations, where it significantly outperforms other baselines in terms of both watch time and interactions. Our approach has been fully launched in the production system to optimize user experiences on the platform.
VS-Bench: Evaluating VLMs for Strategic Reasoning and Decision-Making in Multi-Agent Environments
Recent advancements in Vision Language Models (VLMs) have expanded their capabilities to interactive agent tasks, yet existing benchmarks remain limited to single-agent or text-only environments. In contrast, real-world scenarios often involve multiple agents interacting within rich visual and linguistic contexts, posing challenges with both multimodal observations and strategic interactions. To bridge this gap, we introduce Visual Strategic Bench (VS-Bench), a multimodal benchmark that evaluates VLMs for strategic reasoning and decision-making in multi-agent environments. VS-Bench comprises eight vision-grounded environments spanning cooperative, competitive, and mixed-motive interactions, designed to assess agents' ability to predict others' future moves and optimize for long-term objectives. We consider two complementary evaluation dimensions, including offline evaluation of strategic reasoning by next-action prediction accuracy and online evaluation of decision-making by normalized episode return. Extensive experiments of fourteen leading VLMs reveal a significant gap between current models and optimal performance, with the best models attaining 47.8% prediction accuracy and 24.3% normalized return. We further conduct in-depth analyses on multimodal observations, test-time scaling, social behaviors, and failure cases of VLM agents. By standardizing the evaluation and highlighting the limitations of existing models, we envision VS-Bench as a foundation for future research on strategic multimodal agents. Code and data are available at https://vs-bench.github.io.
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.
Editable User Profiles for Controllable Text Recommendation
Methods for making high-quality recommendations often rely on learning latent representations from interaction data. These methods, while performant, do not provide ready mechanisms for users to control the recommendation they receive. Our work tackles this problem by proposing LACE, a novel concept value bottleneck model for controllable text recommendations. LACE represents each user with a succinct set of human-readable concepts through retrieval given user-interacted documents and learns personalized representations of the concepts based on user documents. This concept based user profile is then leveraged to make recommendations. The design of our model affords control over the recommendations through a number of intuitive interactions with a transparent user profile. We first establish the quality of recommendations obtained from LACE in an offline evaluation on three recommendation tasks spanning six datasets in warm-start, cold-start, and zero-shot setups. Next, we validate the controllability of LACE under simulated user interactions. Finally, we implement LACE in an interactive controllable recommender system and conduct a user study to demonstrate that users are able to improve the quality of recommendations they receive through interactions with an editable user profile.
All You Need is Ratings: A Clustering Approach to Synthetic Rating Datasets Generation
The public availability of collections containing user preferences is of vital importance for performing offline evaluations in the field of recommender systems. However, the number of rating datasets is limited because of the costs required for their creation and the fear of violating the privacy of the users by sharing them. For this reason, numerous research attempts investigated the creation of synthetic collections of ratings using generative approaches. Nevertheless, these datasets are usually not reliable enough for conducting an evaluation campaign. In this paper, we propose a method for creating synthetic datasets with a configurable number of users that mimic the characteristics of already existing ones. We empirically validated the proposed approach by exploiting the synthetic datasets for evaluating different recommenders and by comparing the results with the ones obtained using real datasets.
DeepTravel: An End-to-End Agentic Reinforcement Learning Framework for Autonomous Travel Planning Agents
Travel planning (TP) agent has recently worked as an emerging building block to interact with external tools and resources for travel itinerary generation, ensuring enjoyable user experience. Despite its benefits, existing studies rely on hand craft prompt and fixed agent workflow, hindering more flexible and autonomous TP agent. This paper proposes DeepTravel, an end to end agentic reinforcement learning framework for building autonomous travel planning agent, capable of autonomously planning, executing tools, and reflecting on tool responses to explore, verify, and refine intermediate actions in multi step reasoning. To achieve this, we first construct a robust sandbox environment by caching transportation, accommodation and POI data, facilitating TP agent training without being constrained by real world APIs limitations (e.g., inconsistent outputs). Moreover, we develop a hierarchical reward modeling system, where a trajectory level verifier first checks spatiotemporal feasibility and filters unsatisfied travel itinerary, and then the turn level verifier further validate itinerary detail consistency with tool responses, enabling efficient and precise reward service. Finally, we propose the reply augmented reinforcement learning method that enables TP agent to periodically replay from a failures experience buffer, emerging notable agentic capacity. We deploy trained TP agent on DiDi Enterprise Solutions App and conduct comprehensive online and offline evaluations, demonstrating that DeepTravel enables small size LLMs (e.g., Qwen3 32B) to significantly outperform existing frontier LLMs such as OpenAI o1, o3 and DeepSeek R1 in travel planning tasks.
Neuro-Endo-Trainer-Online Assessment System (NET-OAS) for Neuro-Endoscopic Skills Training
Neuro-endoscopy is a challenging minimally invasive neurosurgery that requires surgical skills to be acquired using training methods different from the existing apprenticeship model. There are various training systems developed for imparting fundamental technical skills in laparoscopy where as limited systems for neuro-endoscopy. Neuro-Endo-Trainer was a box-trainer developed for endo-nasal transsphenoidal surgical skills training with video based offline evaluation system. The objective of the current study was to develop a modified version (Neuro-Endo-Trainer-Online Assessment System (NET-OAS)) by providing a stand-alone system with online evaluation and real-time feedback. The validation study on a group of 15 novice participants shows the improvement in the technical skills for handling the neuro-endoscope and the tool while performing pick and place activity.
Tailored Visions: Enhancing Text-to-Image Generation with Personalized Prompt Rewriting
Despite significant progress in the field, it is still challenging to create personalized visual representations that align closely with the desires and preferences of individual users. This process requires users to articulate their ideas in words that are both comprehensible to the models and accurately capture their vision, posing difficulties for many users. In this paper, we tackle this challenge by leveraging historical user interactions with the system to enhance user prompts. We propose a novel approach that involves rewriting user prompts based on a newly collected large-scale text-to-image dataset with over 300k prompts from 3115 users. Our rewriting model enhances the expressiveness and alignment of user prompts with their intended visual outputs. Experimental results demonstrate the superiority of our methods over baseline approaches, as evidenced in our new offline evaluation method and online tests. Our code and dataset are available at https://github.com/zzjchen/Tailored-Visions .
From Crowdsourced Data to High-Quality Benchmarks: Arena-Hard and BenchBuilder Pipeline
The rapid evolution of language models has necessitated the development of more challenging benchmarks. Current static benchmarks often struggle to consistently distinguish between the capabilities of different models and fail to align with real-world user preferences. On the other hand, live crowd-sourced platforms like the Chatbot Arena collect a wide range of natural prompts and user feedback. However, these prompts vary in sophistication and the feedback cannot be applied offline to new models. In order to ensure that benchmarks keep up with the pace of LLM development, we address how one can evaluate benchmarks on their ability to confidently separate models and their alignment with human preference. Under these principles, we developed BenchBuilder, a living benchmark that filters high-quality prompts from live data sources to enable offline evaluation on fresh, challenging prompts. BenchBuilder identifies seven indicators of a high-quality prompt, such as the requirement for domain knowledge, and utilizes an LLM annotator to select a high-quality subset of prompts from various topic clusters. The LLM evaluation process employs an LLM judge to ensure a fully automated, high-quality, and constantly updating benchmark. We apply BenchBuilder on prompts from the Chatbot Arena to create Arena-Hard-Auto v0.1: 500 challenging user prompts from a wide range of tasks. Arena-Hard-Auto v0.1 offers 3x tighter confidence intervals than MT-Bench and achieves a state-of-the-art 89.1% agreement with human preference rankings, all at a cost of only $25 and without human labelers. The BenchBuilder pipeline enhances evaluation benchmarks and provides a valuable tool for developers, enabling them to extract high-quality benchmarks from extensive data with minimal effort.
Offline Prompt Evaluation and Optimization with Inverse Reinforcement Learning
The recent advances in the development of Large Language Models (LLMs) like ChatGPT have achieved remarkable performance by leveraging human expertise. Yet, fully eliciting LLMs' potential for complex tasks requires navigating the vast search space of natural language prompts. While prompt engineering has shown promise, the requisite human-crafted prompts in trial-and-error attempts and the associated costs pose significant challenges. Crucially, the efficiency of prompt optimization hinges on the costly procedure of prompt evaluation. This work introduces Prompt-OIRL, an approach rooted in offline inverse reinforcement learning that seeks to bridge the gap between effective prompt evaluation and affordability. Our method draws on offline datasets from expert evaluations, employing Inverse-RL to derive a reward model for offline, query-dependent prompt evaluations. The advantages of Prompt-OIRL are manifold: it predicts prompt performance, is cost-efficient, produces human-readable results, and efficiently navigates the prompt space. We validate our method across four LLMs and three arithmetic datasets, highlighting its potential as a robust and effective tool for offline prompt evaluation and optimization. Our code as well as the offline datasets are released, and we highlight the Prompt-OIRL can be reproduced within a few hours using a single laptop using CPU
Distributional Offline Policy Evaluation with Predictive Error Guarantees
We study the problem of estimating the distribution of the return of a policy using an offline dataset that is not generated from the policy, i.e., distributional offline policy evaluation (OPE). We propose an algorithm called Fitted Likelihood Estimation (FLE), which conducts a sequence of Maximum Likelihood Estimation (MLE) and has the flexibility of integrating any state-of-the-art probabilistic generative models as long as it can be trained via MLE. FLE can be used for both finite-horizon and infinite-horizon discounted settings where rewards can be multi-dimensional vectors. Our theoretical results show that for both finite-horizon and infinite-horizon discounted settings, FLE can learn distributions that are close to the ground truth under total variation distance and Wasserstein distance, respectively. Our theoretical results hold under the conditions that the offline data covers the test policy's traces and that the supervised learning MLE procedures succeed. Experimentally, we demonstrate the performance of FLE with two generative models, Gaussian mixture models and diffusion models. For the multi-dimensional reward setting, FLE with diffusion models is capable of estimating the complicated distribution of the return of a test policy.
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/ .
NeoRL: A Near Real-World Benchmark for Offline Reinforcement Learning
Offline reinforcement learning (RL) aims at learning a good policy from a batch of collected data, without extra interactions with the environment during training. However, current offline RL benchmarks commonly have a large reality gap, because they involve large datasets collected by highly exploratory policies, and the trained policy is directly evaluated in the environment. In real-world situations, running a highly exploratory policy is prohibited to ensure system safety, the data is commonly very limited, and a trained policy should be well validated before deployment. In this paper, we present a near real-world offline RL benchmark, named NeoRL, which contains datasets from various domains with controlled sizes, and extra test datasets for policy validation. We evaluate existing offline RL algorithms on NeoRL and argue that the performance of a policy should also be compared with the deterministic version of the behavior policy, instead of the dataset reward. The empirical results demonstrate that the tested offline RL algorithms become less competitive to the deterministic policy on many datasets, and the offline policy evaluation hardly helps. The NeoRL suit can be found at http://polixir.ai/research/neorl. We hope this work will shed some light on future research and draw more attention when deploying RL in real-world systems.
How Discriminative Are Your Qrels? How To Study the Statistical Significance of Document Adjudication Methods
Creating test collections for offline retrieval evaluation requires human effort to judge documents' relevance. This expensive activity motivated much work in developing methods for constructing benchmarks with fewer assessment costs. In this respect, adjudication methods actively decide both which documents and the order in which experts review them, in order to better exploit the assessment budget or to lower it. Researchers evaluate the quality of those methods by measuring the correlation between the known gold ranking of systems under the full collection and the observed ranking of systems under the lower-cost one. This traditional analysis ignores whether and how the low-cost judgements impact on the statistically significant differences among systems with respect to the full collection. We fill this void by proposing a novel methodology to evaluate how the low-cost adjudication methods preserve the pairwise significant differences between systems as the full collection. In other terms, while traditional approaches look for stability in answering the question "is system A better than system B?", our proposed approach looks for stability in answering the question "is system A significantly better than system B?", which is the ultimate questions researchers need to answer to guarantee the generalisability of their results. Among other results, we found that the best methods in terms of ranking of systems correlation do not always match those preserving statistical significance.
ComfyUI-Copilot: An Intelligent Assistant for Automated Workflow Development
We introduce ComfyUI-Copilot, a large language model-powered plugin designed to enhance the usability and efficiency of ComfyUI, an open-source platform for AI-driven art creation. Despite its flexibility and user-friendly interface, ComfyUI can present challenges to newcomers, including limited documentation, model misconfigurations, and the complexity of workflow design. ComfyUI-Copilot addresses these challenges by offering intelligent node and model recommendations, along with automated one-click workflow construction. At its core, the system employs a hierarchical multi-agent framework comprising a central assistant agent for task delegation and specialized worker agents for different usages, supported by our curated ComfyUI knowledge bases to streamline debugging and deployment. We validate the effectiveness of ComfyUI-Copilot through both offline quantitative evaluations and online user feedback, showing that it accurately recommends nodes and accelerates workflow development. Additionally, use cases illustrate that ComfyUI-Copilot lowers entry barriers for beginners and enhances workflow efficiency for experienced users. The ComfyUI-Copilot installation package and a demo video are available at https://github.com/AIDC-AI/ComfyUI-Copilot.
RL-100: Performant Robotic Manipulation with Real-World Reinforcement Learning
Real-world robotic manipulation in homes and factories demands reliability, efficiency, and robustness that approach or surpass skilled human operators. We present RL-100, a real-world reinforcement learning training framework built on diffusion visuomotor policies trained bu supervised learning. RL-100 introduces a three-stage pipeline. First, imitation learning leverages human priors. Second, iterative offline reinforcement learning uses an Offline Policy Evaluation procedure, abbreviated OPE, to gate PPO-style updates that are applied in the denoising process for conservative and reliable improvement. Third, online reinforcement learning eliminates residual failure modes. An additional lightweight consistency distillation head compresses the multi-step sampling process in diffusion into a single-step policy, enabling high-frequency control with an order-of-magnitude reduction in latency while preserving task performance. The framework is task-, embodiment-, and representation-agnostic and supports both 3D point clouds and 2D RGB inputs, a variety of robot platforms, and both single-step and action-chunk policies. We evaluate RL-100 on seven real-robot tasks spanning dynamic rigid-body control, such as Push-T and Agile Bowling, fluids and granular pouring, deformable cloth folding, precise dexterous unscrewing, and multi-stage orange juicing. RL-100 attains 100\% success across evaluated trials for a total of 900 out of 900 episodes, including up to 250 out of 250 consecutive trials on one task. The method achieves near-human teleoperation or better time efficiency and demonstrates multi-hour robustness with uninterrupted operation lasting up to two hours.
Supervised Learning-enhanced Multi-Group Actor Critic for Live Stream Allocation in Feed
In the context of a short video & live stream mixed recommendation scenario, the live stream recommendation system (RS) decides whether to allocate at most one live stream into the video feed for each user request. To maximize long-term user engagement, it is crucial to determine an optimal live stream policy for accurate live stream allocation. The inappropriate live stream allocation policy can significantly affect the duration of the usage app and user retention, which ignores the long-term negative impact of live stream allocation. Recently, reinforcement learning (RL) has been widely applied in recommendation systems to capture long-term user engagement. However, traditional RL algorithms often face divergence and instability problems, which restricts the application and deployment in the large-scale industrial recommendation systems, especially in the aforementioned challenging scenario. To address these challenges, we propose a novel Supervised Learning-enhanced Multi-Group Actor Critic algorithm (SL-MGAC). Specifically, we introduce a supervised learning-enhanced actor-critic framework that incorporates variance reduction techniques, where multi-task reward learning helps restrict bootstrapping error accumulation during critic learning. Additionally, we design a multi-group state decomposition module for both actor and critic networks to reduce prediction variance and improve model stability. We also propose a novel reward function to prevent overly greedy live stream allocation. Empirically, we evaluate the SL-MGAC algorithm using offline policy evaluation (OPE) and online A/B testing. Experimental results demonstrate that the proposed method not only outperforms baseline methods under the platform-level constraints but also exhibits enhanced stability in online recommendation scenarios.
$\pi2\text{vec}$: Policy Representations with Successor Features
This paper describes pi2vec, a method for representing behaviors of black box policies as feature vectors. The policy representations capture how the statistics of foundation model features change in response to the policy behavior in a task agnostic way, and can be trained from offline data, allowing them to be used in offline policy selection. This work provides a key piece of a recipe for fusing together three modern lines of research: Offline policy evaluation as a counterpart to offline RL, foundation models as generic and powerful state representations, and efficient policy selection in resource constrained environments.
AI-assisted Coding with Cody: Lessons from Context Retrieval and Evaluation for Code Recommendations
In this work, we discuss a recently popular type of recommender system: an LLM-based coding assistant. Connecting the task of providing code recommendations in multiple formats to traditional RecSys challenges, we outline several similarities and differences due to domain specifics. We emphasize the importance of providing relevant context to an LLM for this use case and discuss lessons learned from context enhancements & offline and online evaluation of such AI-assisted coding systems.
Bridging Supervised and Temporal Difference Learning with $Q$-Conditioned Maximization
Recently, supervised learning (SL) methodology has emerged as an effective approach for offline reinforcement learning (RL) due to their simplicity, stability, and efficiency. However, recent studies show that SL methods lack the trajectory stitching capability, typically associated with temporal difference (TD)-based approaches. A question naturally surfaces: How can we endow SL methods with stitching capability and bridge its performance gap with TD learning? To answer this question, we introduce Q-conditioned maximization supervised learning for offline goal-conditioned RL, which enhances SL with the stitching capability through Q-conditioned policy and Q-conditioned maximization. Concretely, we propose Goal-Conditioned Reinforced Supervised Learning (GCReinSL), which consists of (1) estimating the Q-function by CVAE from the offline dataset and (2) finding the maximum Q-value within the data support by integrating Q-function maximization with Expectile Regression. In inference time, our policy chooses optimal actions based on such a maximum Q-value. Experimental results from stitching evaluations on offline RL datasets demonstrate that our method outperforms prior SL approaches with stitching capabilities and goal data augmentation techniques.
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.
Pareto Front Approximation for Multi-Objective Session-Based Recommender Systems
This work introduces MultiTRON, an approach that adapts Pareto front approximation techniques to multi-objective session-based recommender systems using a transformer neural network. Our approach optimizes trade-offs between key metrics such as click-through and conversion rates by training on sampled preference vectors. A significant advantage is that after training, a single model can access the entire Pareto front, allowing it to be tailored to meet the specific requirements of different stakeholders by adjusting an additional input vector that weights the objectives. We validate the model's performance through extensive offline and online evaluation. For broader application and research, the source code is made available at https://github.com/otto-de/MultiTRON. The results confirm the model's ability to manage multiple recommendation objectives effectively, offering a flexible tool for diverse business needs.
Dynamic Pricing for Airline Ancillaries with Customer Context
Ancillaries have become a major source of revenue and profitability in the travel industry. Yet, conventional pricing strategies are based on business rules that are poorly optimized and do not respond to changing market conditions. This paper describes the dynamic pricing model developed by Deepair solutions, an AI technology provider for travel suppliers. We present a pricing model that provides dynamic pricing recommendations specific to each customer interaction and optimizes expected revenue per customer. The unique nature of personalized pricing provides the opportunity to search over the market space to find the optimal price-point of each ancillary for each customer, without violating customer privacy. In this paper, we present and compare three approaches for dynamic pricing of ancillaries, with increasing levels of sophistication: (1) a two-stage forecasting and optimization model using a logistic mapping function; (2) a two-stage model that uses a deep neural network for forecasting, coupled with a revenue maximization technique using discrete exhaustive search; (3) a single-stage end-to-end deep neural network that recommends the optimal price. We describe the performance of these models based on both offline and online evaluations. We also measure the real-world business impact of these approaches by deploying them in an A/B test on an airline's internet booking website. We show that traditional machine learning techniques outperform human rule-based approaches in an online setting by improving conversion by 36% and revenue per offer by 10%. We also provide results for our offline experiments which show that deep learning algorithms outperform traditional machine learning techniques for this problem. Our end-to-end deep learning model is currently being deployed by the airline in their booking system.
Long Short-Term Temporal Meta-learning in Online Recommendation
An effective online recommendation system should jointly capture users' long-term and short-term preferences in both users' internal behaviors (from the target recommendation task) and external behaviors (from other tasks). However, it is extremely challenging to conduct fast adaptations to real-time new trends while making full use of all historical behaviors in large-scale systems, due to the real-world limitations in real-time training efficiency and external behavior acquisition. To address these practical challenges, we propose a novel Long Short-Term Temporal Meta-learning framework (LSTTM) for online recommendation. It arranges user multi-source behaviors in a global long-term graph and an internal short-term graph, and conducts different GAT-based aggregators and training strategies to learn user short-term and long-term preferences separately. To timely capture users' real-time interests, we propose a temporal meta-learning method based on MAML under an asynchronous optimization strategy for fast adaptation, which regards recommendations at different time periods as different tasks. In experiments, LSTTM achieves significant improvements on both offline and online evaluations. It has been deployed on a widely-used online recommendation system named WeChat Top Stories, affecting millions of users.
Semantic Retrieval at Walmart
In product search, the retrieval of candidate products before re-ranking is more critical and challenging than other search like web search, especially for tail queries, which have a complex and specific search intent. In this paper, we present a hybrid system for e-commerce search deployed at Walmart that combines traditional inverted index and embedding-based neural retrieval to better answer user tail queries. Our system significantly improved the relevance of the search engine, measured by both offline and online evaluations. The improvements were achieved through a combination of different approaches. We present a new technique to train the neural model at scale. and describe how the system was deployed in production with little impact on response time. We highlight multiple learnings and practical tricks that were used in the deployment of this system.
A Real-World WebAgent with Planning, Long Context Understanding, and Program Synthesis
Pre-trained large language models (LLMs) have recently achieved better generalization and sample efficiency in autonomous web navigation. However, the performance on real-world websites has still suffered from (1) open domainness, (2) limited context length, and (3) lack of inductive bias on HTML. We introduce WebAgent, an LLM-driven agent that can complete the tasks on real websites following natural language instructions. WebAgent plans ahead by decomposing instructions into canonical sub-instructions, summarizes long HTML documents into task-relevant snippets, and acts on websites via generated Python programs from those. We design WebAgent with Flan-U-PaLM, for grounded code generation, and HTML-T5, new pre-trained LLMs for long HTML documents using local and global attention mechanisms and a mixture of long-span denoising objectives, for planning and summarization. We empirically demonstrate that our recipe improves the success on a real website by over 50%, and that HTML-T5 is the best model to solve HTML-based tasks; achieving 14.9% higher success rate than prior SoTA on the MiniWoB web navigation benchmark and better accuracy on offline task planning evaluation.
Temporal Interest Network for User Response Prediction
User response prediction is essential in industrial recommendation systems, such as online display advertising. Among all the features in recommendation models, user behaviors are among the most critical. Many works have revealed that a user's behavior reflects her interest in the candidate item, owing to the semantic or temporal correlation between behaviors and the candidate. While the literature has individually examined each of these correlations, researchers have yet to analyze them in combination, that is, the semantic-temporal correlation. We empirically measure this correlation and observe intuitive yet robust patterns. We then examine several popular user interest models and find that, surprisingly, none of them learn such correlation well. To fill this gap, we propose a Temporal Interest Network (TIN) to capture the semantic-temporal correlation simultaneously between behaviors and the target. We achieve this by incorporating target-aware temporal encoding, in addition to semantic encoding, to represent behaviors and the target. Furthermore, we conduct explicit 4-way interaction by deploying target-aware attention and target-aware representation to capture both semantic and temporal correlation. We conduct comprehensive evaluations on two popular public datasets, and our proposed TIN outperforms the best-performing baselines by 0.43% and 0.29% on GAUC, respectively. During online A/B testing in Tencent's advertising platform, TIN achieves 1.65% cost lift and 1.93% GMV lift over the base model. It has been successfully deployed in production since October 2023, serving the WeChat Moments traffic. We have released our code at https://github.com/zhouxy1003/TIN.
Mildly Constrained Evaluation Policy for Offline Reinforcement Learning
Offline reinforcement learning (RL) methodologies enforce constraints on the policy to adhere closely to the behavior policy, thereby stabilizing value learning and mitigating the selection of out-of-distribution (OOD) actions during test time. Conventional approaches apply identical constraints for both value learning and test time inference. However, our findings indicate that the constraints suitable for value estimation may in fact be excessively restrictive for action selection during test time. To address this issue, we propose a Mildly Constrained Evaluation Policy (MCEP) for test time inference with a more constrained target policy for value estimation. Since the target policy has been adopted in various prior approaches, MCEP can be seamlessly integrated with them as a plug-in. We instantiate MCEP based on TD3-BC [Fujimoto and Gu, 2021] and AWAC [Nair et al., 2020] algorithms. The empirical results on MuJoCo locomotion tasks show that the MCEP significantly outperforms the target policy and achieves competitive results to state-of-the-art offline RL methods. The codes are open-sourced at https://github.com/egg-west/MCEP.git.
SCOPE-RL: A Python Library for Offline Reinforcement Learning and Off-Policy Evaluation
This paper introduces SCOPE-RL, a comprehensive open-source Python software designed for offline reinforcement learning (offline RL), off-policy evaluation (OPE), and selection (OPS). Unlike most existing libraries that focus solely on either policy learning or evaluation, SCOPE-RL seamlessly integrates these two key aspects, facilitating flexible and complete implementations of both offline RL and OPE processes. SCOPE-RL put particular emphasis on its OPE modules, offering a range of OPE estimators and robust evaluation-of-OPE protocols. This approach enables more in-depth and reliable OPE compared to other packages. For instance, SCOPE-RL enhances OPE by estimating the entire reward distribution under a policy rather than its mere point-wise expected value. Additionally, SCOPE-RL provides a more thorough evaluation-of-OPE by presenting the risk-return tradeoff in OPE results, extending beyond mere accuracy evaluations in existing OPE literature. SCOPE-RL is designed with user accessibility in mind. Its user-friendly APIs, comprehensive documentation, and a variety of easy-to-follow examples assist researchers and practitioners in efficiently implementing and experimenting with various offline RL methods and OPE estimators, tailored to their specific problem contexts. The documentation of SCOPE-RL is available at https://scope-rl.readthedocs.io/en/latest/.
InkSight: Offline-to-Online Handwriting Conversion by Learning to Read and Write
Digital note-taking is gaining popularity, offering a durable, editable, and easily indexable way of storing notes in the vectorized form, known as digital ink. However, a substantial gap remains between this way of note-taking and traditional pen-and-paper note-taking, a practice still favored by a vast majority. Our work, InkSight, aims to bridge the gap by empowering physical note-takers to effortlessly convert their work (offline handwriting) to digital ink (online handwriting), a process we refer to as Derendering. Prior research on the topic has focused on the geometric properties of images, resulting in limited generalization beyond their training domains. Our approach combines reading and writing priors, allowing training a model in the absence of large amounts of paired samples, which are difficult to obtain. To our knowledge, this is the first work that effectively derenders handwritten text in arbitrary photos with diverse visual characteristics and backgrounds. Furthermore, it generalizes beyond its training domain into simple sketches. Our human evaluation reveals that 87% of the samples produced by our model on the challenging HierText dataset are considered as a valid tracing of the input image and 67% look like a pen trajectory traced by a human.
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.
Safe Offline Reinforcement Learning with Feasibility-Guided Diffusion Model
Safe offline RL is a promising way to bypass risky online interactions towards safe policy learning. Most existing methods only enforce soft constraints, i.e., constraining safety violations in expectation below thresholds predetermined. This can lead to potentially unsafe outcomes, thus unacceptable in safety-critical scenarios. An alternative is to enforce the hard constraint of zero violation. However, this can be challenging in offline setting, as it needs to strike the right balance among three highly intricate and correlated aspects: safety constraint satisfaction, reward maximization, and behavior regularization imposed by offline datasets. Interestingly, we discover that via reachability analysis of safe-control theory, the hard safety constraint can be equivalently translated to identifying the largest feasible region given the offline dataset. This seamlessly converts the original trilogy problem to a feasibility-dependent objective, i.e., maximizing reward value within the feasible region while minimizing safety risks in the infeasible region. Inspired by these, we propose FISOR (FeasIbility-guided Safe Offline RL), which allows safety constraint adherence, reward maximization, and offline policy learning to be realized via three decoupled processes, while offering strong safety performance and stability. In FISOR, the optimal policy for the translated optimization problem can be derived in a special form of weighted behavior cloning. Thus, we propose a novel energy-guided diffusion model that does not require training a complicated time-dependent classifier to extract the policy, greatly simplifying the training. We compare FISOR against baselines on DSRL benchmark for safe offline RL. Evaluation results show that FISOR is the only method that can guarantee safety satisfaction in all tasks, while achieving top returns in most tasks.
A Dataset Perspective on Offline Reinforcement Learning
The application of Reinforcement Learning (RL) in real world environments can be expensive or risky due to sub-optimal policies during training. In Offline RL, this problem is avoided since interactions with an environment are prohibited. Policies are learned from a given dataset, which solely determines their performance. Despite this fact, how dataset characteristics influence Offline RL algorithms is still hardly investigated. The dataset characteristics are determined by the behavioral policy that samples this dataset. Therefore, we define characteristics of behavioral policies as exploratory for yielding high expected information in their interaction with the Markov Decision Process (MDP) and as exploitative for having high expected return. We implement two corresponding empirical measures for the datasets sampled by the behavioral policy in deterministic MDPs. The first empirical measure SACo is defined by the normalized unique state-action pairs and captures exploration. The second empirical measure TQ is defined by the normalized average trajectory return and captures exploitation. Empirical evaluations show the effectiveness of TQ and SACo. In large-scale experiments using our proposed measures, we show that the unconstrained off-policy Deep Q-Network family requires datasets with high SACo to find a good policy. Furthermore, experiments show that policy constraint algorithms perform well on datasets with high TQ and SACo. Finally, the experiments show, that purely dataset-constrained Behavioral Cloning performs competitively to the best Offline RL algorithms for datasets with high TQ.
A Transformer-based Approach for Arabic Offline Handwritten Text Recognition
Handwriting recognition is a challenging and critical problem in the fields of pattern recognition and machine learning, with applications spanning a wide range of domains. In this paper, we focus on the specific issue of recognizing offline Arabic handwritten text. Existing approaches typically utilize a combination of convolutional neural networks for image feature extraction and recurrent neural networks for temporal modeling, with connectionist temporal classification used for text generation. However, these methods suffer from a lack of parallelization due to the sequential nature of recurrent neural networks. Furthermore, these models cannot account for linguistic rules, necessitating the use of an external language model in the post-processing stage to boost accuracy. To overcome these issues, we introduce two alternative architectures, namely the Transformer Transducer and the standard sequence-to-sequence Transformer, and compare their performance in terms of accuracy and speed. Our approach can model language dependencies and relies only on the attention mechanism, thereby making it more parallelizable and less complex. We employ pre-trained Transformers for both image understanding and language modeling. Our evaluation on the Arabic KHATT dataset demonstrates that our proposed method outperforms the current state-of-the-art approaches for recognizing offline Arabic handwritten text.
HyGen: Efficient LLM Serving via Elastic Online-Offline Request Co-location
Large language models (LLMs) have facilitated a wide range of applications with distinct service-level objectives (SLOs), from latency-sensitive online tasks like interactive chatbots to throughput-oriented offline workloads like document summarization. The existing deployment model, which dedicates machines to each workload, simplifies SLO management but often leads to poor resource utilization. This paper introduces HyGen, an interference-aware LLM serving system that enables efficient co-location of online and offline workloads while preserving latency requirements. HyGen incorporates two key innovations: (1) performance control mechanisms, including a latency predictor to estimate batch execution time and an SLO-aware profiler to quantify latency interference, and (2) SLO-aware offline scheduling policies that maximize serving throughput and prevent starvation, without compromising online serving latency. Our evaluation on production workloads shows that HyGen achieves up to 3.87x overall throughput and 5.84x offline throughput gains over online and hybrid serving baselines, respectively, while strictly satisfying latency SLOs.
FACTS: Table Summarization via Offline Template Generation with Agentic Workflows
Query-focused table summarization requires generating natural language summaries of tabular data conditioned on a user query, enabling users to access insights beyond fact retrieval. Existing approaches face key limitations: table-to-text models require costly fine-tuning and struggle with complex reasoning, prompt-based LLM methods suffer from token-limit and efficiency issues while exposing sensitive data, and prior agentic pipelines often rely on decomposition, planning, or manual templates that lack robustness and scalability. To mitigate these issues, we introduce an agentic workflow, FACTS, a Fast, Accurate, and Privacy-Compliant Table Summarization approach via Offline Template Generation. FACTS produces offline templates, consisting of SQL queries and Jinja2 templates, which can be rendered into natural language summaries and are reusable across multiple tables sharing the same schema. It enables fast summarization through reusable offline templates, accurate outputs with executable SQL queries, and privacy compliance by sending only table schemas to LLMs. Evaluations on widely-used benchmarks show that FACTS consistently outperforms baseline methods, establishing it as a practical solution for real-world query-focused table summarization.
In-Dataset Trajectory Return Regularization for Offline Preference-based Reinforcement Learning
Offline preference-based reinforcement learning (PbRL) typically operates in two phases: first, use human preferences to learn a reward model and annotate rewards for a reward-free offline dataset; second, learn a policy by optimizing the learned reward via offline RL. However, accurately modeling step-wise rewards from trajectory-level preference feedback presents inherent challenges. The reward bias introduced, particularly the overestimation of predicted rewards, leads to optimistic trajectory stitching, which undermines the pessimism mechanism critical to the offline RL phase. To address this challenge, we propose In-Dataset Trajectory Return Regularization (DTR) for offline PbRL, which leverages conditional sequence modeling to mitigate the risk of learning inaccurate trajectory stitching under reward bias. Specifically, DTR employs Decision Transformer and TD-Learning to strike a balance between maintaining fidelity to the behavior policy with high in-dataset trajectory returns and selecting optimal actions based on high reward labels. Additionally, we introduce an ensemble normalization technique that effectively integrates multiple reward models, balancing the tradeoff between reward differentiation and accuracy. Empirical evaluations on various benchmarks demonstrate the superiority of DTR over other state-of-the-art baselines.
HarmoDT: Harmony Multi-Task Decision Transformer for Offline Reinforcement Learning
The purpose of offline multi-task reinforcement learning (MTRL) is to develop a unified policy applicable to diverse tasks without the need for online environmental interaction. Recent advancements approach this through sequence modeling, leveraging the Transformer architecture's scalability and the benefits of parameter sharing to exploit task similarities. However, variations in task content and complexity pose significant challenges in policy formulation, necessitating judicious parameter sharing and management of conflicting gradients for optimal policy performance. In this work, we introduce the Harmony Multi-Task Decision Transformer (HarmoDT), a novel solution designed to identify an optimal harmony subspace of parameters for each task. We approach this as a bi-level optimization problem, employing a meta-learning framework that leverages gradient-based techniques. The upper level of this framework is dedicated to learning a task-specific mask that delineates the harmony subspace, while the inner level focuses on updating parameters to enhance the overall performance of the unified policy. Empirical evaluations on a series of benchmarks demonstrate the superiority of HarmoDT, verifying the effectiveness of our approach.
Offline Signature Verification on Real-World Documents
Research on offline signature verification has explored a large variety of methods on multiple signature datasets, which are collected under controlled conditions. However, these datasets may not fully reflect the characteristics of the signatures in some practical use cases. Real-world signatures extracted from the formal documents may contain different types of occlusions, for example, stamps, company seals, ruling lines, and signature boxes. Moreover, they may have very high intra-class variations, where even genuine signatures resemble forgeries. In this paper, we address a real-world writer independent offline signature verification problem, in which, a bank's customers' transaction request documents that contain their occluded signatures are compared with their clean reference signatures. Our proposed method consists of two main components, a stamp cleaning method based on CycleGAN and signature representation based on CNNs. We extensively evaluate different verification setups, fine-tuning strategies, and signature representation approaches to have a thorough analysis of the problem. Moreover, we conduct a human evaluation to show the challenging nature of the problem. We run experiments both on our custom dataset, as well as on the publicly available Tobacco-800 dataset. The experimental results validate the difficulty of offline signature verification on real-world documents. However, by employing the stamp cleaning process, we improve the signature verification performance significantly.
Offline Meta Reinforcement Learning with In-Distribution Online Adaptation
Recent offline meta-reinforcement learning (meta-RL) methods typically utilize task-dependent behavior policies (e.g., training RL agents on each individual task) to collect a multi-task dataset. However, these methods always require extra information for fast adaptation, such as offline context for testing tasks. To address this problem, we first formally characterize a unique challenge in offline meta-RL: transition-reward distribution shift between offline datasets and online adaptation. Our theory finds that out-of-distribution adaptation episodes may lead to unreliable policy evaluation and that online adaptation with in-distribution episodes can ensure adaptation performance guarantee. Based on these theoretical insights, we propose a novel adaptation framework, called In-Distribution online Adaptation with uncertainty Quantification (IDAQ), which generates in-distribution context using a given uncertainty quantification and performs effective task belief inference to address new tasks. We find a return-based uncertainty quantification for IDAQ that performs effectively. Experiments show that IDAQ achieves state-of-the-art performance on the Meta-World ML1 benchmark compared to baselines with/without offline adaptation.
Towards Assessing and Benchmarking Risk-Return Tradeoff of Off-Policy Evaluation
Off-Policy Evaluation (OPE) aims to assess the effectiveness of counterfactual policies using only offline logged data and is often used to identify the top-k promising policies for deployment in online A/B tests. Existing evaluation metrics for OPE estimators primarily focus on the "accuracy" of OPE or that of downstream policy selection, neglecting risk-return tradeoff in the subsequent online policy deployment. To address this issue, we draw inspiration from portfolio evaluation in finance and develop a new metric, called SharpeRatio@k, which measures the risk-return tradeoff of policy portfolios formed by an OPE estimator under varying online evaluation budgets (k). We validate our metric in two example scenarios, demonstrating its ability to effectively distinguish between low-risk and high-risk estimators and to accurately identify the most efficient one. Efficiency of an estimator is characterized by its capability to form the most advantageous policy portfolios, maximizing returns while minimizing risks during online deployment, a nuance that existing metrics typically overlook. To facilitate a quick, accurate, and consistent evaluation of OPE via SharpeRatio@k, we have also integrated this metric into an open-source software, SCOPE-RL (https://github.com/hakuhodo-technologies/scope-rl). Employing SharpeRatio@k and SCOPE-RL, we conduct comprehensive benchmarking experiments on various estimators and RL tasks, focusing on their risk-return tradeoff. These experiments offer several interesting directions and suggestions for future OPE research.
MORE-3S:Multimodal-based Offline Reinforcement Learning with Shared Semantic Spaces
Drawing upon the intuition that aligning different modalities to the same semantic embedding space would allow models to understand states and actions more easily, we propose a new perspective to the offline reinforcement learning (RL) challenge. More concretely, we transform it into a supervised learning task by integrating multimodal and pre-trained language models. Our approach incorporates state information derived from images and action-related data obtained from text, thereby bolstering RL training performance and promoting long-term strategic thinking. We emphasize the contextual understanding of language and demonstrate how decision-making in RL can benefit from aligning states' and actions' representation with languages' representation. Our method significantly outperforms current baselines as evidenced by evaluations conducted on Atari and OpenAI Gym environments. This contributes to advancing offline RL performance and efficiency while providing a novel perspective on offline RL.Our code and data are available at https://github.com/Zheng0428/MORE_.
Goal-Conditioned Predictive Coding as an Implicit Planner for Offline Reinforcement Learning
Recent work has demonstrated the effectiveness of formulating decision making as a supervised learning problem on offline-collected trajectories. However, the benefits of performing sequence modeling on trajectory data is not yet clear. In this work we investigate if sequence modeling has the capability to condense trajectories into useful representations that can contribute to policy learning. To achieve this, we adopt a two-stage framework that first summarizes trajectories with sequence modeling techniques, and then employs these representations to learn a policy along with a desired goal. This design allows many existing supervised offline RL methods to be considered as specific instances of our framework. Within this framework, we introduce Goal-Conditioned Predicitve Coding (GCPC), an approach that brings powerful trajectory representations and leads to performant policies. We conduct extensive empirical evaluations on AntMaze, FrankaKitchen and Locomotion environments, and observe that sequence modeling has a significant impact on some decision making tasks. In addition, we demonstrate that GCPC learns a goal-conditioned latent representation about the future, which serves as an "implicit planner", and enables competitive performance on all three benchmarks.
When to Trust Your Simulator: Dynamics-Aware Hybrid Offline-and-Online Reinforcement Learning
Learning effective reinforcement learning (RL) policies to solve real-world complex tasks can be quite challenging without a high-fidelity simulation environment. In most cases, we are only given imperfect simulators with simplified dynamics, which inevitably lead to severe sim-to-real gaps in RL policy learning. The recently emerged field of offline RL provides another possibility to learn policies directly from pre-collected historical data. However, to achieve reasonable performance, existing offline RL algorithms need impractically large offline data with sufficient state-action space coverage for training. This brings up a new question: is it possible to combine learning from limited real data in offline RL and unrestricted exploration through imperfect simulators in online RL to address the drawbacks of both approaches? In this study, we propose the Dynamics-Aware Hybrid Offline-and-Online Reinforcement Learning (H2O) framework to provide an affirmative answer to this question. H2O introduces a dynamics-aware policy evaluation scheme, which adaptively penalizes the Q function learning on simulated state-action pairs with large dynamics gaps, while also simultaneously allowing learning from a fixed real-world dataset. Through extensive simulation and real-world tasks, as well as theoretical analysis, we demonstrate the superior performance of H2O against other cross-domain online and offline RL algorithms. H2O provides a brand new hybrid offline-and-online RL paradigm, which can potentially shed light on future RL algorithm design for solving practical real-world tasks.
Bridging Offline and Online Reinforcement Learning for LLMs
We investigate the effectiveness of reinforcement learning methods for finetuning large language models when transitioning from offline to semi-online to fully online regimes for both verifiable and non-verifiable tasks. Our experiments cover training on verifiable math as well as non-verifiable instruction following with a set of benchmark evaluations for both. Across these settings, we extensively compare online and semi-online Direct Preference Optimization and Group Reward Policy Optimization objectives, and surprisingly find similar performance and convergence between these variants, which all strongly outperform offline methods. We provide a detailed analysis of the training dynamics and hyperparameter selection strategies to achieve optimal results. Finally, we show that multi-tasking with verifiable and non-verifiable rewards jointly yields improved performance across both task types.
Offline Reinforcement Learning from Datasets with Structured Non-Stationarity
Current Reinforcement Learning (RL) is often limited by the large amount of data needed to learn a successful policy. Offline RL aims to solve this issue by using transitions collected by a different behavior policy. We address a novel Offline RL problem setting in which, while collecting the dataset, the transition and reward functions gradually change between episodes but stay constant within each episode. We propose a method based on Contrastive Predictive Coding that identifies this non-stationarity in the offline dataset, accounts for it when training a policy, and predicts it during evaluation. We analyze our proposed method and show that it performs well in simple continuous control tasks and challenging, high-dimensional locomotion tasks. We show that our method often achieves the oracle performance and performs better than baselines.
A Framework for Adapting Offline Algorithms to Solve Combinatorial Multi-Armed Bandit Problems with Bandit Feedback
We investigate the problem of stochastic, combinatorial multi-armed bandits where the learner only has access to bandit feedback and the reward function can be non-linear. We provide a general framework for adapting discrete offline approximation algorithms into sublinear alpha-regret methods that only require bandit feedback, achieving Oleft(T^2{3}log(T)^1{3}right) expected cumulative alpha-regret dependence on the horizon T. The framework only requires the offline algorithms to be robust to small errors in function evaluation. The adaptation procedure does not even require explicit knowledge of the offline approximation algorithm -- the offline algorithm can be used as black box subroutine. To demonstrate the utility of the proposed framework, the proposed framework is applied to multiple problems in submodular maximization, adapting approximation algorithms for cardinality and for knapsack constraints. The new CMAB algorithms for knapsack constraints outperform a full-bandit method developed for the adversarial setting in experiments with real-world data.
Boosting Offline Reinforcement Learning with Action Preference Query
Training practical agents usually involve offline and online reinforcement learning (RL) to balance the policy's performance and interaction costs. In particular, online fine-tuning has become a commonly used method to correct the erroneous estimates of out-of-distribution data learned in the offline training phase. However, even limited online interactions can be inaccessible or catastrophic for high-stake scenarios like healthcare and autonomous driving. In this work, we introduce an interaction-free training scheme dubbed Offline-with-Action-Preferences (OAP). The main insight is that, compared to online fine-tuning, querying the preferences between pre-collected and learned actions can be equally or even more helpful to the erroneous estimate problem. By adaptively encouraging or suppressing policy constraint according to action preferences, OAP could distinguish overestimation from beneficial policy improvement and thus attains a more accurate evaluation of unseen data. Theoretically, we prove a lower bound of the behavior policy's performance improvement brought by OAP. Moreover, comprehensive experiments on the D4RL benchmark and state-of-the-art algorithms demonstrate that OAP yields higher (29% on average) scores, especially on challenging AntMaze tasks (98% higher).
Quantitative Currency Evaluation in Low-Resource Settings through Pattern Analysis to Assist Visually Impaired Users
Currency recognition systems often overlook usability and authenticity assessment, especially in low-resource environments where visually impaired users and offline validation are common. While existing methods focus on denomination classification, they typically ignore physical degradation and forgery, limiting their applicability in real-world conditions. This paper presents a unified framework for currency evaluation that integrates three modules: denomination classification using lightweight CNN models, damage quantification through a novel Unified Currency Damage Index (UCDI), and counterfeit detection using feature-based template matching. The dataset consists of over 82,000 annotated images spanning clean, damaged, and counterfeit notes. Our Custom_CNN model achieves high classification performance with low parameter count. The UCDI metric provides a continuous usability score based on binary mask loss, chromatic distortion, and structural feature loss. The counterfeit detection module demonstrates reliable identification of forged notes across varied imaging conditions. The framework supports real-time, on-device inference and addresses key deployment challenges in constrained environments. Results show that accurate, interpretable, and compact solutions can support inclusive currency evaluation in practical settings.
A Multi-Armed Bandit Approach to Online Selection and Evaluation of Generative Models
Existing frameworks for evaluating and comparing generative models consider an offline setting, where the evaluator has access to large batches of data produced by the models. However, in practical scenarios, the goal is often to identify and select the best model using the fewest possible generated samples to minimize the costs of querying data from the sub-optimal models. In this work, we propose an online evaluation and selection framework to find the generative model that maximizes a standard assessment score among a group of available models. We view the task as a multi-armed bandit (MAB) and propose upper confidence bound (UCB) bandit algorithms to identify the model producing data with the best evaluation score that quantifies the quality and diversity of generated data. Specifically, we develop the MAB-based selection of generative models considering the Fr\'echet Distance (FD) and Inception Score (IS) metrics, resulting in the FD-UCB and IS-UCB algorithms. We prove regret bounds for these algorithms and present numerical results on standard image datasets. Our empirical results suggest the efficacy of MAB approaches for the sample-efficient evaluation and selection of deep generative models. The project code is available at https://github.com/yannxiaoyanhu/dgm-online-eval.
Learning When to Speak: Latency and Quality Trade-offs for Simultaneous Speech-to-Speech Translation with Offline Models
Recent work in speech-to-speech translation (S2ST) has focused primarily on offline settings, where the full input utterance is available before any output is given. This, however, is not reasonable in many real-world scenarios. In latency-sensitive applications, rather than waiting for the full utterance, translations should be spoken as soon as the information in the input is present. In this work, we introduce a system for simultaneous S2ST targeting real-world use cases. Our system supports translation from 57 languages to English with tunable parameters for dynamically adjusting the latency of the output -- including four policies for determining when to speak an output sequence. We show that these policies achieve offline-level accuracy with minimal increases in latency over a Greedy (wait-k) baseline. We open-source our evaluation code and interactive test script to aid future SimulS2ST research and application development.
Improving and Benchmarking Offline Reinforcement Learning Algorithms
Recently, Offline Reinforcement Learning (RL) has achieved remarkable progress with the emergence of various algorithms and datasets. However, these methods usually focus on algorithmic advancements, ignoring that many low-level implementation choices considerably influence or even drive the final performance. As a result, it becomes hard to attribute the progress in Offline RL as these choices are not sufficiently discussed and aligned in the literature. In addition, papers focusing on a dataset (e.g., D4RL) often ignore algorithms proposed on another dataset (e.g., RL Unplugged), causing isolation among the algorithms, which might slow down the overall progress. Therefore, this work aims to bridge the gaps caused by low-level choices and datasets. To this end, we empirically investigate 20 implementation choices using three representative algorithms (i.e., CQL, CRR, and IQL) and present a guidebook for choosing implementations. Following the guidebook, we find two variants CRR+ and CQL+ , achieving new state-of-the-art on D4RL. Moreover, we benchmark eight popular offline RL algorithms across datasets under unified training and evaluation framework. The findings are inspiring: the success of a learning paradigm severely depends on the data distribution, and some previous conclusions are biased by the dataset used. Our code is available at https://github.com/sail-sg/offbench.
UniGenBench++: A Unified Semantic Evaluation Benchmark for Text-to-Image Generation
Recent progress in text-to-image (T2I) generation underscores the importance of reliable benchmarks in evaluating how accurately generated images reflect the semantics of their textual prompt. However, (1) existing benchmarks lack the diversity of prompt scenarios and multilingual support, both essential for real-world applicability; (2) they offer only coarse evaluations across primary dimensions, covering a narrow range of sub-dimensions, and fall short in fine-grained sub-dimension assessment. To address these limitations, we introduce UniGenBench++, a unified semantic assessment benchmark for T2I generation. Specifically, it comprises 600 prompts organized hierarchically to ensure both coverage and efficiency: (1) spans across diverse real-world scenarios, i.e., 5 main prompt themes and 20 subthemes; (2) comprehensively probes T2I models' semantic consistency over 10 primary and 27 sub evaluation criteria, with each prompt assessing multiple testpoints. To rigorously assess model robustness to variations in language and prompt length, we provide both English and Chinese versions of each prompt in short and long forms. Leveraging the general world knowledge and fine-grained image understanding capabilities of a closed-source Multi-modal Large Language Model (MLLM), i.e., Gemini-2.5-Pro, an effective pipeline is developed for reliable benchmark construction and streamlined model assessment. Moreover, to further facilitate community use, we train a robust evaluation model that enables offline assessment of T2I model outputs. Through comprehensive benchmarking of both open- and closed-sourced T2I models, we systematically reveal their strengths and weaknesses across various aspects.
AlphaStar Unplugged: Large-Scale Offline Reinforcement Learning
StarCraft II is one of the most challenging simulated reinforcement learning environments; it is partially observable, stochastic, multi-agent, and mastering StarCraft II requires strategic planning over long time horizons with real-time low-level execution. It also has an active professional competitive scene. StarCraft II is uniquely suited for advancing offline RL algorithms, both because of its challenging nature and because Blizzard has released a massive dataset of millions of StarCraft II games played by human players. This paper leverages that and establishes a benchmark, called AlphaStar Unplugged, introducing unprecedented challenges for offline reinforcement learning. We define a dataset (a subset of Blizzard's release), tools standardizing an API for machine learning methods, and an evaluation protocol. We also present baseline agents, including behavior cloning, offline variants of actor-critic and MuZero. We improve the state of the art of agents using only offline data, and we achieve 90% win rate against previously published AlphaStar behavior cloning agent.
SimUSER: Simulating User Behavior with Large Language Models for Recommender System Evaluation
Recommender systems play a central role in numerous real-life applications, yet evaluating their performance remains a significant challenge due to the gap between offline metrics and online behaviors. Given the scarcity and limits (e.g., privacy issues) of real user data, we introduce SimUSER, an agent framework that serves as believable and cost-effective human proxies. SimUSER first identifies self-consistent personas from historical data, enriching user profiles with unique backgrounds and personalities. Then, central to this evaluation are users equipped with persona, memory, perception, and brain modules, engaging in interactions with the recommender system. SimUSER exhibits closer alignment with genuine humans than prior work, both at micro and macro levels. Additionally, we conduct insightful experiments to explore the effects of thumbnails on click rates, the exposure effect, and the impact of reviews on user engagement. Finally, we refine recommender system parameters based on offline A/B test results, resulting in improved user engagement in the real world.
A Benchmark Environment for Offline Reinforcement Learning in Racing Games
Offline Reinforcement Learning (ORL) is a promising approach to reduce the high sample complexity of traditional Reinforcement Learning (RL) by eliminating the need for continuous environmental interactions. ORL exploits a dataset of pre-collected transitions and thus expands the range of application of RL to tasks in which the excessive environment queries increase training time and decrease efficiency, such as in modern AAA games. This paper introduces OfflineMania a novel environment for ORL research. It is inspired by the iconic TrackMania series and developed using the Unity 3D game engine. The environment simulates a single-agent racing game in which the objective is to complete the track through optimal navigation. We provide a variety of datasets to assess ORL performance. These datasets, created from policies of varying ability and in different sizes, aim to offer a challenging testbed for algorithm development and evaluation. We further establish a set of baselines for a range of Online RL, ORL, and hybrid Offline to Online RL approaches using our environment.
SPARE: Single-Pass Annotation with Reference-Guided Evaluation for Automatic Process Supervision and Reward Modelling
Process or step-wise supervision has played a crucial role in advancing complex multi-step reasoning capabilities of Large Language Models (LLMs). However, efficient, high-quality automated process annotation remains a significant challenge. To address this, we introduce Single-Pass Annotation with Reference-Guided Evaluation (SPARE), a novel structured framework that enables single-pass, per-step annotation by aligning each solution step to one or multiple steps in a reference solution, accompanied by explicit reasoning for evaluation. We show that reference-guided step-level evaluation effectively facilitates process supervision on four datasets spanning three domains: mathematical reasoning, multi-hop compositional question answering, and spatial reasoning. We demonstrate that SPARE, when compared to baselines, improves reasoning performance when used for: (1) fine-tuning models in an offline RL setup for inference-time greedy-decoding, and (2) training reward models for ranking/aggregating multiple LLM-generated outputs. Additionally, SPARE achieves competitive performance on challenging mathematical datasets while offering 2.6 times greater efficiency, requiring only 38% of the runtime, compared to tree search-based automatic annotation. The codebase, along with a trained SPARE-PRM model, is publicly released to facilitate further research and reproducibility.
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.
What Matters in Learning from Offline Human Demonstrations for Robot Manipulation
Imitating human demonstrations is a promising approach to endow robots with various manipulation capabilities. While recent advances have been made in imitation learning and batch (offline) reinforcement learning, a lack of open-source human datasets and reproducible learning methods make assessing the state of the field difficult. In this paper, we conduct an extensive study of six offline learning algorithms for robot manipulation on five simulated and three real-world multi-stage manipulation tasks of varying complexity, and with datasets of varying quality. Our study analyzes the most critical challenges when learning from offline human data for manipulation. Based on the study, we derive a series of lessons including the sensitivity to different algorithmic design choices, the dependence on the quality of the demonstrations, and the variability based on the stopping criteria due to the different objectives in training and evaluation. We also highlight opportunities for learning from human datasets, such as the ability to learn proficient policies on challenging, multi-stage tasks beyond the scope of current reinforcement learning methods, and the ability to easily scale to natural, real-world manipulation scenarios where only raw sensory signals are available. We have open-sourced our datasets and all algorithm implementations to facilitate future research and fair comparisons in learning from human demonstration data. Codebase, datasets, trained models, and more available at https://arise-initiative.github.io/robomimic-web/
Self-Play with Adversarial Critic: Provable and Scalable Offline Alignment for Language Models
This work studies the challenge of aligning large language models (LLMs) with offline preference data. We focus on alignment by Reinforcement Learning from Human Feedback (RLHF) in particular. While popular preference optimization methods exhibit good empirical performance in practice, they are not theoretically guaranteed to converge to the optimal policy and can provably fail when the data coverage is sparse by classical offline reinforcement learning (RL) results. On the other hand, a recent line of work has focused on theoretically motivated preference optimization methods with provable guarantees, but these are not computationally efficient for large-scale applications like LLM alignment. To bridge this gap, we propose SPAC, a new offline preference optimization method with self-play, inspired by the on-average pessimism technique from the offline RL literature, to be the first provable and scalable approach to LLM alignment. We both provide theoretical analysis for its convergence under single-policy concentrability for the general function approximation setting and demonstrate its competitive empirical performance for LLM alignment on a 7B Mistral model with Open LLM Leaderboard evaluations.
Open ASR Leaderboard: Towards Reproducible and Transparent Multilingual and Long-Form Speech Recognition Evaluation
Despite rapid progress, ASR evaluation remains saturated with short-form English, and efficiency is rarely reported. We present the Open ASR Leaderboard, a fully reproducible benchmark and interactive leaderboard comparing 60+ open-source and proprietary systems across 11 datasets, including dedicated multilingual and long-form tracks. We standardize text normalization and report both word error rate (WER) and inverse real-time factor (RTFx), enabling fair accuracy-efficiency comparisons. For English transcription, Conformer encoders paired with LLM decoders achieve the best average WER but are slower, while CTC and TDT decoders deliver much better RTFx, making them attractive for long-form and offline use. Whisper-derived encoders fine-tuned for English improve accuracy but often trade off multilingual coverage. All code and dataset loaders are open-sourced to support transparent, extensible evaluation.
Real-is-Sim: Bridging the Sim-to-Real Gap with a Dynamic Digital Twin for Real-World Robot Policy Evaluation
Recent advancements in behavior cloning have enabled robots to perform complex manipulation tasks. However, accurately assessing training performance remains challenging, particularly for real-world applications, as behavior cloning losses often correlate poorly with actual task success. Consequently, researchers resort to success rate metrics derived from costly and time-consuming real-world evaluations, making the identification of optimal policies and detection of overfitting or underfitting impractical. To address these issues, we propose real-is-sim, a novel behavior cloning framework that incorporates a dynamic digital twin (based on Embodied Gaussians) throughout the entire policy development pipeline: data collection, training, and deployment. By continuously aligning the simulated world with the physical world, demonstrations can be collected in the real world with states extracted from the simulator. The simulator enables flexible state representations by rendering image inputs from any viewpoint or extracting low-level state information from objects embodied within the scene. During training, policies can be directly evaluated within the simulator in an offline and highly parallelizable manner. Finally, during deployment, policies are run within the simulator where the real robot directly tracks the simulated robot's joints, effectively decoupling policy execution from real hardware and mitigating traditional domain-transfer challenges. We validate real-is-sim on the PushT manipulation task, demonstrating strong correlation between success rates obtained in the simulator and real-world evaluations. Videos of our system can be found at https://realissim.rai-inst.com.
Memory in Large Language Models: Mechanisms, Evaluation and Evolution
Under a unified operational definition, we define LLM memory as a persistent state written during pretraining, finetuning, or inference that can later be addressed and that stably influences outputs. We propose a four-part taxonomy (parametric, contextual, external, procedural/episodic) and a memory quadruple (location, persistence, write/access path, controllability). We link mechanism, evaluation, and governance via the chain write -> read -> inhibit/update. To avoid distorted comparisons across heterogeneous setups, we adopt a three-setting protocol (parametric only, offline retrieval, online retrieval) that decouples capability from information availability on the same data and timeline. On this basis we build a layered evaluation: parametric (closed-book recall, edit differential, memorization/privacy), contextual (position curves and the mid-sequence drop), external (answer correctness vs snippet attribution/faithfulness), and procedural/episodic (cross-session consistency and timeline replay, E MARS+). The framework integrates temporal governance and leakage auditing (freshness hits, outdated answers, refusal slices) and uncertainty reporting via inter-rater agreement plus paired tests with multiple-comparison correction. For updating and forgetting, we present DMM Gov: coordinating DAPT/TAPT, PEFT, model editing (ROME, MEND, MEMIT, SERAC), and RAG to form an auditable loop covering admission thresholds, rollout, monitoring, rollback, and change audits, with specs for timeliness, conflict handling, and long-horizon consistency. Finally, we give four testable propositions: minimum identifiability; a minimal evaluation card; causally constrained editing with verifiable forgetting; and when retrieval with small-window replay outperforms ultra-long-context reading. This yields a reproducible, comparable, and governable coordinate system for research and deployment.
Mellum: Production-Grade in-IDE Contextual Code Completion with Multi-File Project Understanding
We present the Mellum models family, open-weight code completion models designed for interactive use in JetBrains IDEs. Mellums have 4B parameters, adopt a Llama-style architecture, and are pre-trained on ~4T tokens of permissively licensed, multi-language code. Our studies show that (i) careful data curation and staged training significantly improve the model's quality, (ii) editor-critical capabilities such as context packing are necessary for high-quality suggestions, and (iii) a compact, task-focused model can meet the cost and latency constraints of interactive completion. In the paper, we describe an end-to-end industrial pipeline for producing contextualized in-editor completion: disciplined data governance, multi-stage training that includes fill-in-the-middle and project context via supervised fine-tuning, and alignment via direct preference optimization using feedback from real-world scenarios. Our quality evaluations include both large-scale offline benchmarks and online telemetry from production deployments in JetBrains IDEs. Mellums are released under the Apache-2.0 license on HuggingFace, with a public model card providing a reproducible reference for practitioners. Our experience offers a pragmatic blueprint for taking a focused, open model from a research prototype to at scale production for hundreds of thousands of users.
Teaching Language Models to Evolve with Users: Dynamic Profile Modeling for Personalized Alignment
Personalized alignment is essential for enabling large language models (LLMs) to engage effectively in user-centric dialogue. While recent prompt-based and offline optimization methods offer preliminary solutions, they fall short in cold-start scenarios and long-term personalization due to their inherently static and shallow designs. In this work, we introduce the Reinforcement Learning for Personalized Alignment (RLPA) framework, in which an LLM interacts with a simulated user model to iteratively infer and refine user profiles through dialogue. The training process is guided by a dual-level reward structure: the Profile Reward encourages accurate construction of user representations, while the Response Reward incentivizes generation of responses consistent with the inferred profile. We instantiate RLPA by fine-tuning Qwen-2.5-3B-Instruct, resulting in Qwen-RLPA, which achieves state-of-the-art performance in personalized dialogue. Empirical evaluations demonstrate that Qwen-RLPA consistently outperforms prompting and offline fine-tuning baselines, and even surpasses advanced commercial models such as Claude-3.5 and GPT-4o. Further analysis highlights Qwen-RLPA's robustness in reconciling conflicting user preferences, sustaining long-term personalization and delivering more efficient inference compared to recent reasoning-focused LLMs. These results emphasize the potential of dynamic profile inference as a more effective paradigm for building personalized dialogue systems.
ImagineBench: Evaluating Reinforcement Learning with Large Language Model Rollouts
A central challenge in reinforcement learning (RL) is its dependence on extensive real-world interaction data to learn task-specific policies. While recent work demonstrates that large language models (LLMs) can mitigate this limitation by generating synthetic experience (noted as imaginary rollouts) for mastering novel tasks, progress in this emerging field is hindered due to the lack of a standard benchmark. To bridge this gap, we introduce ImagineBench, the first comprehensive benchmark for evaluating offline RL algorithms that leverage both real rollouts and LLM-imaginary rollouts. The key features of ImagineBench include: (1) datasets comprising environment-collected and LLM-imaginary rollouts; (2) diverse domains of environments covering locomotion, robotic manipulation, and navigation tasks; and (3) natural language task instructions with varying complexity levels to facilitate language-conditioned policy learning. Through systematic evaluation of state-of-the-art offline RL algorithms, we observe that simply applying existing offline RL algorithms leads to suboptimal performance on unseen tasks, achieving 35.44% success rate in hard tasks in contrast to 64.37% of method training on real rollouts for hard tasks. This result highlights the need for algorithm advancements to better leverage LLM-imaginary rollouts. Additionally, we identify key opportunities for future research: including better utilization of imaginary rollouts, fast online adaptation and continual learning, and extension to multi-modal tasks. Our code is publicly available at https://github.com/LAMDA-RL/ImagineBench.
Developing a Reliable, Fast, General-Purpose Hallucination Detection and Mitigation Service
Hallucination, a phenomenon where large language models (LLMs) produce output that is factually incorrect or unrelated to the input, is a major challenge for LLM applications that require accuracy and dependability. In this paper, we introduce a reliable and high-speed production system aimed at detecting and rectifying the hallucination issue within LLMs. Our system encompasses named entity recognition (NER), natural language inference (NLI), span-based detection (SBD), and an intricate decision tree-based process to reliably detect a wide range of hallucinations in LLM responses. Furthermore, we have crafted a rewriting mechanism that maintains an optimal mix of precision, response time, and cost-effectiveness. We detail the core elements of our framework and underscore the paramount challenges tied to response time, availability, and performance metrics, which are crucial for real-world deployment of these technologies. Our extensive evaluation, utilizing offline data and live production traffic, confirms the efficacy of our proposed framework and service.
Simple Hierarchical Planning with Diffusion
Diffusion-based generative methods have proven effective in modeling trajectories with offline datasets. However, they often face computational challenges and can falter in generalization, especially in capturing temporal abstractions for long-horizon tasks. To overcome this, we introduce the Hierarchical Diffuser, a simple, fast, yet surprisingly effective planning method combining the advantages of hierarchical and diffusion-based planning. Our model adopts a "jumpy" planning strategy at the higher level, which allows it to have a larger receptive field but at a lower computational cost -- a crucial factor for diffusion-based planning methods, as we have empirically verified. Additionally, the jumpy sub-goals guide our low-level planner, facilitating a fine-tuning stage and further improving our approach's effectiveness. We conducted empirical evaluations on standard offline reinforcement learning benchmarks, demonstrating our method's superior performance and efficiency in terms of training and planning speed compared to the non-hierarchical Diffuser as well as other hierarchical planning methods. Moreover, we explore our model's generalization capability, particularly on how our method improves generalization capabilities on compositional out-of-distribution tasks.
Redefining DDoS Attack Detection Using A Dual-Space Prototypical Network-Based Approach
Distributed Denial of Service (DDoS) attacks pose an increasingly substantial cybersecurity threat to organizations across the globe. In this paper, we introduce a new deep learning-based technique for detecting DDoS attacks, a paramount cybersecurity challenge with evolving complexity and scale. Specifically, we propose a new dual-space prototypical network that leverages a unique dual-space loss function to enhance detection accuracy for various attack patterns through geometric and angular similarity measures. This approach capitalizes on the strengths of representation learning within the latent space (a lower-dimensional representation of data that captures complex patterns for machine learning analysis), improving the model's adaptability and sensitivity towards varying DDoS attack vectors. Our comprehensive evaluation spans multiple training environments, including offline training, simulated online training, and prototypical network scenarios, to validate the model's robustness under diverse data abundance and scarcity conditions. The Multilayer Perceptron (MLP) with Attention, trained with our dual-space prototypical design over a reduced training set, achieves an average accuracy of 94.85% and an F1-Score of 94.71% across our tests, showcasing its effectiveness in dynamic and constrained real-world scenarios.
Benchmarking the Abilities of Large Language Models for RDF Knowledge Graph Creation and Comprehension: How Well Do LLMs Speak Turtle?
Large Language Models (LLMs) are advancing at a rapid pace, with significant improvements at natural language processing and coding tasks. Yet, their ability to work with formal languages representing data, specifically within the realm of knowledge graph engineering, remains under-investigated. To evaluate the proficiency of various LLMs, we created a set of five tasks that probe their ability to parse, understand, analyze, and create knowledge graphs serialized in Turtle syntax. These tasks, each embodying distinct degrees of complexity and being able to scale with the size of the problem, have been integrated into our automated evaluation system, the LLM-KG-Bench. The evaluation encompassed four commercially available LLMs - GPT-3.5, GPT-4, Claude 1.3, and Claude 2.0, as well as two freely accessible offline models, GPT4All Vicuna and GPT4All Falcon 13B. This analysis offers an in-depth understanding of the strengths and shortcomings of LLMs in relation to their application within RDF knowledge graph engineering workflows utilizing Turtle representation. While our findings show that the latest commercial models outperform their forerunners in terms of proficiency with the Turtle language, they also reveal an apparent weakness. These models fall short when it comes to adhering strictly to the output formatting constraints, a crucial requirement in this context.
Instant Facial Gaussians Translator for Relightable and Interactable Facial Rendering
We propose GauFace, a novel Gaussian Splatting representation, tailored for efficient animation and rendering of physically-based facial assets. Leveraging strong geometric priors and constrained optimization, GauFace ensures a neat and structured Gaussian representation, delivering high fidelity and real-time facial interaction of 30fps@1440p on a Snapdragon 8 Gen 2 mobile platform. Then, we introduce TransGS, a diffusion transformer that instantly translates physically-based facial assets into the corresponding GauFace representations. Specifically, we adopt a patch-based pipeline to handle the vast number of Gaussians effectively. We also introduce a novel pixel-aligned sampling scheme with UV positional encoding to ensure the throughput and rendering quality of GauFace assets generated by our TransGS. Once trained, TransGS can instantly translate facial assets with lighting conditions to GauFace representation, With the rich conditioning modalities, it also enables editing and animation capabilities reminiscent of traditional CG pipelines. We conduct extensive evaluations and user studies, compared to traditional offline and online renderers, as well as recent neural rendering methods, which demonstrate the superior performance of our approach for facial asset rendering. We also showcase diverse immersive applications of facial assets using our TransGS approach and GauFace representation, across various platforms like PCs, phones and even VR headsets.
Learning to Reason for Factuality
Reasoning Large Language Models (R-LLMs) have significantly advanced complex reasoning tasks but often struggle with factuality, generating substantially more hallucinations than their non-reasoning counterparts on long-form factuality benchmarks. However, extending online Reinforcement Learning (RL), a key component in recent R-LLM advancements, to the long-form factuality setting poses several unique challenges due to the lack of reliable verification methods. Previous work has utilized automatic factuality evaluation frameworks such as FActScore to curate preference data in the offline RL setting, yet we find that directly leveraging such methods as the reward in online RL leads to reward hacking in multiple ways, such as producing less detailed or relevant responses. We propose a novel reward function that simultaneously considers the factual precision, response detail level, and answer relevance, and applies online RL to learn high quality factual reasoning. Evaluated on six long-form factuality benchmarks, our factual reasoning model achieves an average reduction of 23.1 percentage points in hallucination rate, a 23% increase in answer detail level, and no degradation in the overall response helpfulness.
MoE-Gen: High-Throughput MoE Inference on a Single GPU with Module-Based Batching
This paper presents MoE-Gen, a high-throughput MoE inference system optimized for single-GPU execution. Existing inference systems rely on model-based or continuous batching strategies, originally designed for interactive inference, which result in excessively small batches for MoE's key modules-attention and expert modules-leading to poor throughput. To address this, we introduce module-based batching, which accumulates tokens in host memory and dynamically launches large batches on GPUs to maximize utilization. Additionally, we optimize the choice of batch sizes for each module in an MoE to fully overlap GPU computation and communication, maximizing throughput. Evaluation demonstrates that MoE-Gen achieves 8-31x higher throughput compared to state-of-the-art systems employing model-based batching (FlexGen, MoE-Lightning, DeepSpeed), and offers even greater throughput improvements over continuous batching systems (e.g., vLLM and Ollama) on popular MoE models (DeepSeek and Mixtral) across offline inference tasks. MoE-Gen's source code is publicly available at https://github.com/EfficientMoE/MoE-Gen
Efficient Visibility Approximation for Game AI using Neural Omnidirectional Distance Fields
Visibility information is critical in game AI applications, but the computational cost of raycasting-based methods poses a challenge for real-time systems. To address this challenge, we propose a novel method that represents a partitioned game scene as neural Omnidirectional Distance Fields (ODFs), allowing scalable and efficient visibility approximation between positions without raycasting. For each position of interest, we map its omnidirectional distance data from the spherical surface onto a UV plane. We then use multi-resolution grids and bilinearly interpolated features to encode directions. This allows us to use a compact multi-layer perceptron (MLP) to reconstruct the high-frequency directional distance data at these positions, ensuring fast inference speed. We demonstrate the effectiveness of our method through offline experiments and in-game evaluation. For in-game evaluation, we conduct a side-by-side comparison with raycasting-based visibility tests in three different scenes. Using a compact MLP (128 neurons and 2 layers), our method achieves an average cold start speedup of 9.35 times and warm start speedup of 4.8 times across these scenes. In addition, unlike the raycasting-based method, whose evaluation time is affected by the characteristics of the scenes, our method's evaluation time remains constant.
Free from Bellman Completeness: Trajectory Stitching via Model-based Return-conditioned Supervised Learning
Off-policy dynamic programming (DP) techniques such as Q-learning have proven to be important in sequential decision-making problems. In the presence of function approximation, however, these techniques often diverge due to the absence of Bellman completeness in the function classes considered, a crucial condition for the success of DP-based methods. In this paper, we show how off-policy learning techniques based on return-conditioned supervised learning (RCSL) are able to circumvent these challenges of Bellman completeness, converging under significantly more relaxed assumptions inherited from supervised learning. We prove there exists a natural environment in which if one uses two-layer multilayer perceptron as the function approximator, the layer width needs to grow linearly with the state space size to satisfy Bellman completeness while a constant layer width is enough for RCSL. These findings take a step towards explaining the superior empirical performance of RCSL methods compared to DP-based methods in environments with near-optimal datasets. Furthermore, in order to learn from sub-optimal datasets, we propose a simple framework called MBRCSL, granting RCSL methods the ability of dynamic programming to stitch together segments from distinct trajectories. MBRCSL leverages learned dynamics models and forward sampling to accomplish trajectory stitching while avoiding the need for Bellman completeness that plagues all dynamic programming algorithms. We propose both theoretical analysis and experimental evaluation to back these claims, outperforming state-of-the-art model-free and model-based offline RL algorithms across several simulated robotics problems.
Arena Learning: Build Data Flywheel for LLMs Post-training via Simulated Chatbot Arena
Assessing the effectiveness of large language models (LLMs) presents substantial challenges. The method of conducting human-annotated battles in an online Chatbot Arena is a highly effective evaluative technique. However, this approach is limited by the costs and time required for human annotation. In this paper, we introduce Arena Learning, an innovative offline strategy designed to simulate these arena battles using AI-driven annotations to evaluate battle outcomes, thus facilitating the continuous improvement of the target model through both supervised fine-tuning and reinforcement learning. Arena Learning comprises two key elements. First, it ensures precise evaluations and maintains consistency between offline simulations and online competitions via WizardArena, a pipeline developed to accurately predict the Elo rankings of various models using a meticulously designed offline test set. Our results demonstrate that WizardArena's predictions closely align with those from the online Arena. Second, it involves the continuous improvement of training data based on the battle results and the refined model. We establish a data flywheel to iteratively update the training data by highlighting the weaknesses of the target model based on its battle results, enabling it to learn from the strengths of multiple different models. We apply Arena Learning to train our target model, WizardLM-beta, and demonstrate significant performance enhancements across various metrics. This fully automated training and evaluation pipeline sets the stage for continuous advancements in various LLMs via post-training. Notably, Arena Learning plays a pivotal role in the success of WizardLM-2, and this paper serves both as an exploration of its efficacy and a foundational study for future discussions related to WizardLM-2 and its derivatives.
Direct Language Model Alignment from Online AI Feedback
Direct alignment from preferences (DAP) methods, such as DPO, have recently emerged as efficient alternatives to reinforcement learning from human feedback (RLHF), that do not require a separate reward model. However, the preference datasets used in DAP methods are usually collected ahead of training and never updated, thus the feedback is purely offline. Moreover, responses in these datasets are often sampled from a language model distinct from the one being aligned, and since the model evolves over training, the alignment phase is inevitably off-policy. In this study, we posit that online feedback is key and improves DAP methods. Our method, online AI feedback (OAIF), uses an LLM as annotator: on each training iteration, we sample two responses from the current model and prompt the LLM annotator to choose which one is preferred, thus providing online feedback. Despite its simplicity, we demonstrate via human evaluation in several tasks that OAIF outperforms both offline DAP and RLHF methods. We further show that the feedback leveraged in OAIF is easily controllable, via instruction prompts to the LLM annotator.
MELA-TTS: Joint transformer-diffusion model with representation alignment for speech synthesis
This work introduces MELA-TTS, a novel joint transformer-diffusion framework for end-to-end text-to-speech synthesis. By autoregressively generating continuous mel-spectrogram frames from linguistic and speaker conditions, our architecture eliminates the need for speech tokenization and multi-stage processing pipelines. To address the inherent difficulties of modeling continuous features, we propose a representation alignment module that aligns output representations of the transformer decoder with semantic embeddings from a pretrained ASR encoder during training. This mechanism not only speeds up training convergence, but also enhances cross-modal coherence between the textual and acoustic domains. Comprehensive experiments demonstrate that MELA-TTS achieves state-of-the-art performance across multiple evaluation metrics while maintaining robust zero-shot voice cloning capabilities, in both offline and streaming synthesis modes. Our results establish a new benchmark for continuous feature generation approaches in TTS, offering a compelling alternative to discrete-token-based paradigms.
Guiding Data Collection via Factored Scaling Curves
Generalist imitation learning policies trained on large datasets show great promise for solving diverse manipulation tasks. However, to ensure generalization to different conditions, policies need to be trained with data collected across a large set of environmental factor variations (e.g., camera pose, table height, distractors) - a prohibitively expensive undertaking, if done exhaustively. We introduce a principled method for deciding what data to collect and how much to collect for each factor by constructing factored scaling curves (FSC), which quantify how policy performance varies as data scales along individual or paired factors. These curves enable targeted data acquisition for the most influential factor combinations within a given budget. We evaluate the proposed method through extensive simulated and real-world experiments, across both training-from-scratch and fine-tuning settings, and show that it boosts success rates in real-world tasks in new environments by up to 26% over existing data-collection strategies. We further demonstrate how factored scaling curves can effectively guide data collection using an offline metric, without requiring real-world evaluation at scale.
Humanity's Last Code Exam: Can Advanced LLMs Conquer Human's Hardest Code Competition?
Code generation is a core capability of large language models (LLMs), yet mainstream benchmarks (e.g., APPs and LiveCodeBench) contain questions with medium-level difficulty and pose no challenge to advanced LLMs. To better reflected the advanced reasoning and code generation ability, We introduce Humanity's Last Code Exam (HLCE), comprising 235 most challenging problems from the International Collegiate Programming Contest (ICPC World Finals) and the International Olympiad in Informatics (IOI) spanning 2010 - 2024. As part of HLCE, we design a harmonized online-offline sandbox that guarantees fully reproducible evaluation. Through our comprehensive evaluation, we observe that even the strongest reasoning LLMs: o4-mini(high) and Gemini-2.5 Pro, achieve pass@1 rates of only 15.9% and 11.4%, respectively. Meanwhile, we propose a novel "self-recognition" task to measure LLMs' awareness of their own capabilities. Results indicate that LLMs' self-recognition abilities are not proportionally correlated with their code generation performance. Finally, our empirical validation of test-time scaling laws reveals that current advanced LLMs have substantial room for improvement on complex programming tasks. We expect HLCE to become a milestone challenge for code generation and to catalyze advances in high-performance reasoning and human-AI collaborative programming. Our code and dataset are also public available(https://github.com/Humanity-s-Last-Code-Exam/HLCE).
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/
PerSRV: Personalized Sticker Retrieval with Vision-Language Model
Instant Messaging is a popular means for daily communication, allowing users to send text and stickers. As the saying goes, "a picture is worth a thousand words", so developing an effective sticker retrieval technique is crucial for enhancing user experience. However, existing sticker retrieval methods rely on labeled data to interpret stickers, and general-purpose Vision-Language Models (VLMs) often struggle to capture the unique semantics of stickers. Additionally, relevant-based sticker retrieval methods lack personalization, creating a gap between diverse user expectations and retrieval results. To address these, we propose the Personalized Sticker Retrieval with Vision-Language Model framework, namely PerSRV, structured into offline calculations and online processing modules. The online retrieval part follows the paradigm of relevant recall and personalized ranking, supported by the offline pre-calculation parts, which are sticker semantic understanding, utility evaluation and personalization modules. Firstly, for sticker-level semantic understanding, we supervised fine-tuned LLaVA-1.5-7B to generate human-like sticker semantics, complemented by textual content extracted from figures and historical interaction queries. Secondly, we investigate three crowd-sourcing metrics for sticker utility evaluation. Thirdly, we cluster style centroids based on users' historical interactions to achieve personal preference modeling. Finally, we evaluate our proposed PerSRV method on a public sticker retrieval dataset from WeChat, containing 543,098 candidates and 12,568 interactions. Experimental results show that PerSRV significantly outperforms existing methods in multi-modal sticker retrieval. Additionally, our fine-tuned VLM delivers notable improvements in sticker semantic understandings.
LPO: Towards Accurate GUI Agent Interaction via Location Preference Optimization
The advent of autonomous agents is transforming interactions with Graphical User Interfaces (GUIs) by employing natural language as a powerful intermediary. Despite the predominance of Supervised Fine-Tuning (SFT) methods in current GUI agents for achieving spatial localization, these methods face substantial challenges due to their limited capacity to accurately perceive positional data. Existing strategies, such as reinforcement learning, often fail to assess positional accuracy effectively, thereby restricting their utility. In response, we introduce Location Preference Optimization (LPO), a novel approach that leverages locational data to optimize interaction preferences. LPO uses information entropy to predict interaction positions by focusing on zones rich in information. Besides, it further introduces a dynamic location reward function based on physical distance, reflecting the varying importance of interaction positions. Supported by Group Relative Preference Optimization (GRPO), LPO facilitates an extensive exploration of GUI environments and significantly enhances interaction precision. Comprehensive experiments demonstrate LPO's superior performance, achieving SOTA results across both offline benchmarks and real-world online evaluations. Our code will be made publicly available soon, at https://github.com/AIDC-AI/LPO.
UItron: Foundational GUI Agent with Advanced Perception and Planning
GUI agent aims to enable automated operations on Mobile/PC devices, which is an important task toward achieving artificial general intelligence. The rapid advancement of VLMs accelerates the development of GUI agents, owing to their powerful capabilities in visual understanding and task planning. However, building a GUI agent remains a challenging task due to the scarcity of operation trajectories, the availability of interactive infrastructure, and the limitation of initial capabilities in foundation models. In this work, we introduce UItron, an open-source foundational model for automatic GUI agents, featuring advanced GUI perception, grounding, and planning capabilities. UItron highlights the necessity of systemic data engineering and interactive infrastructure as foundational components for advancing GUI agent development. It not only systematically studies a series of data engineering strategies to enhance training effects, but also establishes an interactive environment connecting both Mobile and PC devices. In training, UItron adopts supervised finetuning over perception and planning tasks in various GUI scenarios, and then develop a curriculum reinforcement learning framework to enable complex reasoning and exploration for online environments. As a result, UItron achieves superior performance in benchmarks of GUI perception, grounding, and planning. In particular, UItron highlights the interaction proficiency with top-tier Chinese mobile APPs, as we identified a general lack of Chinese capabilities even in state-of-the-art solutions. To this end, we manually collect over one million steps of operation trajectories across the top 100 most popular apps, and build the offline and online agent evaluation environments. Experimental results demonstrate that UItron achieves significant progress in Chinese app scenarios, propelling GUI agents one step closer to real-world application.
UI-Vision: A Desktop-centric GUI Benchmark for Visual Perception and Interaction
Autonomous agents that navigate Graphical User Interfaces (GUIs) to automate tasks like document editing and file management can greatly enhance computer workflows. While existing research focuses on online settings, desktop environments, critical for many professional and everyday tasks, remain underexplored due to data collection challenges and licensing issues. We introduce UI-Vision, the first comprehensive, license-permissive benchmark for offline, fine-grained evaluation of computer use agents in real-world desktop environments. Unlike online benchmarks, UI-Vision provides: (i) dense, high-quality annotations of human demonstrations, including bounding boxes, UI labels, and action trajectories (clicks, drags, and keyboard inputs) across 83 software applications, and (ii) three fine-to-coarse grained tasks-Element Grounding, Layout Grounding, and Action Prediction-with well-defined metrics to rigorously evaluate agents' performance in desktop environments. Our evaluation reveals critical limitations in state-of-the-art models like UI-TARS-72B, including issues with understanding professional software, spatial reasoning, and complex actions like drag-and-drop. These findings highlight the challenges in developing fully autonomous computer use agents. By releasing UI-Vision as open-source, we aim to advance the development of more capable agents for real-world desktop tasks.
Efficient Online RFT with Plug-and-Play LLM Judges: Unlocking State-of-the-Art Performance
Reward-model training is the cost bottleneck in modern Reinforcement Learning Human Feedback (RLHF) pipelines, often requiring tens of billions of parameters and an offline preference-tuning phase. In the proposed method, a frozen, instruction-tuned 7B LLM is augmented with only a one line JSON rubric and a rank-16 LoRA adapter (affecting just 0.8% of the model's parameters), enabling it to serve as a complete substitute for the previously used heavyweight evaluation models. The plug-and-play judge achieves 96.2% accuracy on RewardBench, outperforming specialized reward networks ranging from 27B to 70B parameters. Additionally, it allows a 7B actor to outperform the top 70B DPO baseline, which scores 61.8%, by achieving 92% exact match accuracy on GSM-8K utilizing online PPO. Thorough ablations indicate that (i) six in context demonstrations deliver the majority of the zero-to-few-shot improvements (+2pp), and (ii) the LoRA effectively addresses the remaining disparity, particularly in the safety and adversarial Chat-Hard segments. The proposed model introduces HH-Rationales, a subset of 10,000 pairs from Anthropic HH-RLHF, to examine interpretability, accompanied by human generated justifications. GPT-4 scoring indicates that our LoRA judge attains approximately = 9/10 in similarity to human explanations, while zero-shot judges score around =5/10. These results indicate that the combination of prompt engineering and tiny LoRA produces a cost effective, transparent, and easily adjustable reward function, removing the offline phase while achieving new state-of-the-art outcomes for both static evaluation and online RLHF.
Quantile Reward Policy Optimization: Alignment with Pointwise Regression and Exact Partition Functions
Aligning large language models with pointwise absolute rewards has so far required online, on-policy algorithms such as PPO and GRPO. In contrast, simpler methods that can leverage offline or off-policy data, such as DPO and REBEL, are limited to learning from preference pairs or relative signals. To bridge this gap, we introduce Quantile Reward Policy Optimization (QRPO), which learns from pointwise absolute rewards while preserving the simplicity and offline applicability of DPO-like methods. QRPO uses quantile rewards to enable regression to the closed-form solution of the KL-regularized RL objective. This reward yields an analytically tractable partition function, removing the need for relative signals to cancel this term. Moreover, QRPO scales with increased compute to estimate quantile rewards, opening a new dimension for pre-computation scaling. Empirically, QRPO consistently achieves top performance on chat and coding evaluations--reward model scores, AlpacaEval 2, and LeetCode--compared to DPO, REBEL, and SimPO across diverse datasets and 8B-scale models. Finally, we find that training with robust rewards instead of converting them to preferences induces less length bias.
LiveTradeBench: Seeking Real-World Alpha with Large Language Models
Large language models (LLMs) achieve strong performance across benchmarks--from knowledge quizzes and math reasoning to web-agent tasks--but these tests occur in static settings, lacking real dynamics and uncertainty. Consequently, they evaluate isolated reasoning or problem-solving rather than decision-making under uncertainty. To address this, we introduce LiveTradeBench, a live trading environment for evaluating LLM agents in realistic and evolving markets. LiveTradeBench follows three design principles: (i) Live data streaming of market prices and news, eliminating dependence on offline backtesting and preventing information leakage while capturing real-time uncertainty; (ii) a portfolio-management abstraction that extends control from single-asset actions to multi-asset allocation, integrating risk management and cross-asset reasoning; and (iii) multi-market evaluation across structurally distinct environments--U.S. stocks and Polymarket prediction markets--differing in volatility, liquidity, and information flow. At each step, an agent observes prices, news, and its portfolio, then outputs percentage allocations that balance risk and return. Using LiveTradeBench, we run 50-day live evaluations of 21 LLMs across families. Results show that (1) high LMArena scores do not imply superior trading outcomes; (2) models display distinct portfolio styles reflecting risk appetite and reasoning dynamics; and (3) some LLMs effectively leverage live signals to adapt decisions. These findings expose a gap between static evaluation and real-world competence, motivating benchmarks that test sequential decision making and consistency under live uncertainty.
