CLApr 10, 2025
Seed1.5-Thinking: Advancing Superb Reasoning Models with Reinforcement LearningByteDance Seed, Jiaze Chen, Tiantian Fan et al. · bytedance
We introduce Seed1.5-Thinking, capable of reasoning through thinking before responding, resulting in improved performance on a wide range of benchmarks. Seed1.5-Thinking achieves 86.7 on AIME 2024, 55.0 on Codeforces and 77.3 on GPQA, demonstrating excellent reasoning abilities in STEM and coding. Beyond reasoning tasks, the method demonstrates notable generalization across diverse domains. For instance, it surpasses DeepSeek R1 by 8% in win rate on non-reasoning tasks, indicating its broader applicability. Compared to other state-of-the-art reasoning models, Seed1.5-Thinking is a Mixture-of-Experts (MoE) model with a relatively small size, featuring 20B activated and 200B total parameters. As part of our effort to assess generalized reasoning, we develop two internal benchmarks, BeyondAIME and Codeforces, both of which will be publicly released to support future research. Model trial link: https://www.volcengine.com/experience/ark.
AISep 29, 2023
Reason for Future, Act for Now: A Principled Framework for Autonomous LLM Agents with Provable Sample EfficiencyZhihan Liu, Hao Hu, Shenao Zhang et al.
Large language models (LLMs) demonstrate impressive reasoning abilities, but translating reasoning into actions in the real world remains challenging. In particular, it remains unclear how to complete a given task provably within a minimum number of interactions with the external environment, e.g., through an internal mechanism of reasoning. To this end, we propose a principled framework with provable regret guarantees to orchestrate reasoning and acting, which we call "reason for future, act for now" (\texttt{RAFA}). Specifically, we design a prompt template for reasoning that learns from the memory buffer and plans a future trajectory over a long horizon ("reason for future"). At each step, the LLM agent takes the initial action of the planned trajectory ("act for now"), stores the collected feedback in the memory buffer, and reinvokes the reasoning routine to replan the future trajectory from the new state. The key idea is to cast reasoning in LLMs as learning and planning in Bayesian adaptive Markov decision processes (MDPs). Correspondingly, we prompt LLMs to form an updated posterior of the unknown environment from the memory buffer (learning) and generate an optimal trajectory for multiple future steps that maximizes a value function (planning). The learning and planning subroutines are performed in an "in-context" manner to emulate the actor-critic update for MDPs. Our theoretical analysis proves that the novel combination of long-term reasoning and short-term acting achieves a $\sqrt{T}$ regret. Here, $T$ denotes the number of online interactions. In particular, the regret bound highlights an intriguing interplay between the prior knowledge obtained through pretraining and the uncertainty reduction achieved by reasoning and acting. Our empirical validation shows that it outperforms various existing frameworks and achieves nearly perfect scores on a few benchmarks.
CLFeb 16, 2024
Measuring and Reducing LLM Hallucination without Gold-Standard AnswersJiaheng Wei, Yuanshun Yao, Jean-Francois Ton et al.
LLM hallucination, i.e. generating factually incorrect yet seemingly convincing answers, is currently a major threat to the trustworthiness and reliability of LLMs. The first step towards solving this complicated problem is to measure it. However, existing hallucination metrics require having a benchmark dataset with gold-standard answers, i.e. "best" or "correct" answers written by humans. Such requirements make hallucination measurement costly and prone to human errors. In this work, we propose Factualness Evaluations via Weighting LLMs (FEWL), an innovative hallucination metric that is specifically designed for the scenario when gold-standard answers are absent. FEWL leverages the answers from off-the-shelf LLMs that serve as a proxy of gold-standard answers. The key challenge is how to quantify the expertise of reference LLMs resourcefully. We show FEWL has certain theoretical guarantees and demonstrate empirically it gives more accurate hallucination measures than naively using reference LLMs. We also show how to leverage FEWL to reduce hallucination through both in-context learning and supervised fine-tuning. Extensive experiment results on Truthful-QA, CHALE, and HaluEval datasets demonstrate the effectiveness of FEWL.
AISep 2, 2025
UI-TARS-2 Technical Report: Advancing GUI Agent with Multi-Turn Reinforcement LearningHaoming Wang, Haoyang Zou, Huatong Song et al. · pku
The development of autonomous agents for graphical user interfaces (GUIs) presents major challenges in artificial intelligence. While recent advances in native agent models have shown promise by unifying perception, reasoning, action, and memory through end-to-end learning, open problems remain in data scalability, multi-turn reinforcement learning (RL), the limitations of GUI-only operation, and environment stability. In this technical report, we present UI-TARS-2, a native GUI-centered agent model that addresses these challenges through a systematic training methodology: a data flywheel for scalable data generation, a stabilized multi-turn RL framework, a hybrid GUI environment that integrates file systems and terminals, and a unified sandbox platform for large-scale rollouts. Empirical evaluation demonstrates that UI-TARS-2 achieves significant improvements over its predecessor UI-TARS-1.5. On GUI benchmarks, it reaches 88.2 on Online-Mind2Web, 47.5 on OSWorld, 50.6 on WindowsAgentArena, and 73.3 on AndroidWorld, outperforming strong baselines such as Claude and OpenAI agents. In game environments, it attains a mean normalized score of 59.8 across a 15-game suite-roughly 60% of human-level performance-and remains competitive with frontier proprietary models (e.g., OpenAI o3) on LMGame-Bench. Additionally, the model can generalize to long-horizon information-seeking tasks and software engineering benchmarks, highlighting its robustness across diverse agent tasks. Detailed analyses of training dynamics further provide insights into achieving stability and efficiency in large-scale agent RL. These results underscore UI-TARS-2's potential to advance the state of GUI agents and exhibit strong generalization to real-world interactive scenarios.
CLJan 6, 2024
Human-Instruction-Free LLM Self-Alignment with Limited SamplesHongyi Guo, Yuanshun Yao, Wei Shen et al.
Aligning large language models (LLMs) with human values is a vital task for LLM practitioners. Current alignment techniques have several limitations: (1) requiring a large amount of annotated data; (2) demanding heavy human involvement; (3) lacking a systematic mechanism to continuously improve. In this work, we study aligning LLMs to a new domain with limited samples (e.g. < 100). We propose an algorithm that can self-align LLMs iteratively without active human involvement. Unlike existing works, our algorithm relies on neither human-crafted instructions nor labeled rewards, significantly reducing human involvement. In addition, our algorithm can self-improve the alignment continuously. The key idea is to first retrieve high-quality samples related to the target domain and use them as In-context Learning examples to generate more samples. Then we use the self-generated samples to finetune the LLM iteratively. We show that our method can unlock the LLMs' self-generalization ability to perform alignment with near-zero human supervision. We test our algorithm on three benchmarks in safety, truthfulness, and instruction-following, and show good performance in alignment, domain adaptability, and scalability.
CLMar 12, 2024
Improving Reinforcement Learning from Human Feedback Using Contrastive RewardsWei Shen, Xiaoying Zhang, Yuanshun Yao et al.
Reinforcement learning from human feedback (RLHF) is the mainstream paradigm used to align large language models (LLMs) with human preferences. Yet existing RLHF heavily relies on accurate and informative reward models, which are vulnerable and sensitive to noise from various sources, e.g. human labeling errors, making the pipeline fragile. In this work, we improve the effectiveness of the reward model by introducing a penalty term on the reward, named as \textit{contrastive rewards}. %Contrastive rewards Our approach involves two steps: (1) an offline sampling step to obtain responses to prompts that serve as baseline calculation and (2) a contrastive reward calculated using the baseline responses and used in the Proximal Policy Optimization (PPO) step. We show that contrastive rewards enable the LLM to penalize reward uncertainty, improve robustness, encourage improvement over baselines, calibrate according to task difficulty, and reduce variance in PPO. We show empirically contrastive rewards can improve RLHF substantially, evaluated by both GPTs and humans, and our method consistently outperforms strong baselines.
AIMar 8, 2024
Can Large Language Models Play Games? A Case Study of A Self-Play ApproachHongyi Guo, Zhihan Liu, Yufeng Zhang et al.
Large Language Models (LLMs) harness extensive data from the Internet, storing a broad spectrum of prior knowledge. While LLMs have proven beneficial as decision-making aids, their reliability is hampered by limitations in reasoning, hallucination phenomenon, and so on. On the other hand, Monte-Carlo Tree Search (MCTS) is a heuristic search algorithm that provides reliable decision-making solutions, achieved through recursive rollouts and self-play. However, the effectiveness of MCTS relies heavily on heuristic pruning and external value functions, particularly in complex decision scenarios. This work introduces an innovative approach that bolsters LLMs with MCTS self-play to efficiently resolve deterministic turn-based zero-sum games (DTZG), such as chess and go, without the need for additional training. Specifically, we utilize LLMs as both action pruners and proxies for value functions without the need for additional training. We theoretically prove that the suboptimality of the estimated value in our proposed method scales with $\tilde{\mathcal O}\Bigl(\frac{|\tilde {\mathcal A}|}{\sqrt{N}} + ε_\mathrm{pruner} + ε_\mathrm{critic}\Bigr)$, where \(N\) is the number of simulations, $|\tilde {\mathcal A}|$ is the cardinality of the pruned action space by LLM, and $ε_\mathrm{pruner}$ and $ε_\mathrm{critic}$ quantify the errors incurred by adopting LLMs as action space pruner and value function proxy, respectively. Our experiments in chess and go demonstrate the capability of our method to address challenges beyond the scope of MCTS and improve the performance of the directly application of LLMs.
LGJan 31, 2025
BRiTE: Bootstrapping Reinforced Thinking Process to Enhance Language Model ReasoningHan Zhong, Yutong Yin, Shenao Zhang et al.
Large Language Models (LLMs) have demonstrated remarkable capabilities in complex reasoning tasks, yet generating reliable reasoning processes remains a significant challenge. We present a unified probabilistic framework that formalizes LLM reasoning through a novel graphical model incorporating latent thinking processes and evaluation signals. Within this framework, we introduce the Bootstrapping Reinforced Thinking Process (BRiTE) algorithm, which works in two steps. First, it generates high-quality rationales by approximating the optimal thinking process through reinforcement learning, using a novel reward shaping mechanism. Second, it enhances the base LLM by maximizing the joint probability of rationale generation with respect to the model's parameters. Theoretically, we demonstrate BRiTE's convergence at a rate of $1/T$ with $T$ representing the number of iterations. Empirical evaluations on math and coding benchmarks demonstrate that our approach consistently improves performance across different base models without requiring human-annotated thinking processes. In addition, BRiTE demonstrates superior performance compared to existing algorithms that bootstrap thinking processes use alternative methods such as rejection sampling, and can even match or exceed the results achieved through supervised fine-tuning with human-annotated data.
CLJun 16, 2024
Toward Optimal LLM Alignments Using Two-Player GamesRui Zheng, Hongyi Guo, Zhihan Liu et al.
The standard Reinforcement Learning from Human Feedback (RLHF) framework primarily focuses on optimizing the performance of large language models using pre-collected prompts. However, collecting prompts that provide comprehensive coverage is both tedious and challenging, and often fails to include scenarios that LLMs need to improve on the most. In this paper, we investigate alignment through the lens of two-agent games, involving iterative interactions between an adversarial and a defensive agent. The adversarial agent's task at each step is to generate prompts that expose the weakness of the defensive agent. In return, the defensive agent seeks to improve its responses to these newly identified prompts it struggled with, based on feedback from the reward model. We theoretically demonstrate that this iterative reinforcement learning optimization converges to a Nash Equilibrium for the game induced by the agents. Experimental results in safety scenarios demonstrate that learning in such a competitive environment not only fully trains agents but also leads to policies with enhanced generalization capabilities for both adversarial and defensive agents.
LGApr 9, 2024
Diverse Randomized Value Functions: A Provably Pessimistic Approach for Offline Reinforcement LearningXudong Yu, Chenjia Bai, Hongyi Guo et al.
Offline Reinforcement Learning (RL) faces distributional shift and unreliable value estimation, especially for out-of-distribution (OOD) actions. To address this, existing uncertainty-based methods penalize the value function with uncertainty quantification and demand numerous ensemble networks, posing computational challenges and suboptimal outcomes. In this paper, we introduce a novel strategy employing diverse randomized value functions to estimate the posterior distribution of $Q$-values. It provides robust uncertainty quantification and estimates lower confidence bounds (LCB) of $Q$-values. By applying moderate value penalties for OOD actions, our method fosters a provably pessimistic approach. We also emphasize on diversity within randomized value functions and enhance efficiency by introducing a diversity regularization method, reducing the requisite number of networks. These modules lead to reliable value estimation and efficient policy learning from offline data. Theoretical analysis shows that our method recovers the provably efficient LCB-penalty under linear MDP assumptions. Extensive empirical results also demonstrate that our proposed method significantly outperforms baseline methods in terms of performance and parametric efficiency.
LGMay 8, 2023
Behavior Contrastive Learning for Unsupervised Skill DiscoveryRushuai Yang, Chenjia Bai, Hongyi Guo et al.
In reinforcement learning, unsupervised skill discovery aims to learn diverse skills without extrinsic rewards. Previous methods discover skills by maximizing the mutual information (MI) between states and skills. However, such an MI objective tends to learn simple and static skills and may hinder exploration. In this paper, we propose a novel unsupervised skill discovery method through contrastive learning among behaviors, which makes the agent produce similar behaviors for the same skill and diverse behaviors for different skills. Under mild assumptions, our objective maximizes the MI between different behaviors based on the same skill, which serves as an upper bound of the previous MI objective. Meanwhile, our method implicitly increases the state entropy to obtain better state coverage. We evaluate our method on challenging mazes and continuous control tasks. The results show that our method generates diverse and far-reaching skills, and also obtains competitive performance in downstream tasks compared to the state-of-the-art methods.
LGOct 5, 2020
Policy Learning Using Weak SupervisionJingkang Wang, Hongyi Guo, Zhaowei Zhu et al.
Most existing policy learning solutions require the learning agents to receive high-quality supervision signals such as well-designed rewards in reinforcement learning (RL) or high-quality expert demonstrations in behavioral cloning (BC). These quality supervisions are usually infeasible or prohibitively expensive to obtain in practice. We aim for a unified framework that leverages the available cheap weak supervisions to perform policy learning efficiently. To handle this problem, we treat the "weak supervision" as imperfect information coming from a peer agent, and evaluate the learning agent's policy based on a "correlated agreement" with the peer agent's policy (instead of simple agreements). Our approach explicitly punishes a policy for overfitting to the weak supervision. In addition to theoretical guarantees, extensive evaluations on tasks including RL with noisy rewards, BC with weak demonstrations, and standard policy co-training show that our method leads to substantial performance improvements, especially when the complexity or the noise of the learning environments is high.
LGOct 8, 2019
Peer Loss Functions: Learning from Noisy Labels without Knowing Noise RatesYang Liu, Hongyi Guo
Learning with noisy labels is a common challenge in supervised learning. Existing approaches often require practitioners to specify noise rates, i.e., a set of parameters controlling the severity of label noises in the problem, and the specifications are either assumed to be given or estimated using additional steps. In this work, we introduce a new family of loss functions that we name as peer loss functions, which enables learning from noisy labels and does not require a priori specification of the noise rates. Peer loss functions work within the standard empirical risk minimization (ERM) framework. We show that, under mild conditions, performing ERM with peer loss functions on the noisy dataset leads to the optimal or a near-optimal classifier as if performing ERM over the clean training data, which we do not have access to. We pair our results with an extensive set of experiments. Peer loss provides a way to simplify model development when facing potentially noisy training labels, and can be promoted as a robust candidate loss function in such situations.
MASep 10, 2019
Signal Instructed Coordination in Cooperative Multi-agent Reinforcement LearningLiheng Chen, Hongyi Guo, Yali Du et al.
In many real-world problems, a team of agents need to collaborate to maximize the common reward. Although existing works formulate this problem into a centralized learning with decentralized execution framework, which avoids the non-stationary problem in training, their decentralized execution paradigm limits the agents' capability to coordinate. Inspired by the concept of correlated equilibrium, we propose to introduce a coordination signal to address this limitation, and theoretically show that following mild conditions, decentralized agents with the coordination signal can coordinate their individual policies as manipulated by a centralized controller. The idea of introducing coordination signal is to encapsulate coordinated strategies into the signals, and use the signals to instruct the collaboration in decentralized execution. To encourage agents to learn to exploit the coordination signal, we propose Signal Instructed Coordination (SIC), a novel coordination module that can be integrated with most existing MARL frameworks. SIC casts a common signal sampled from a pre-defined distribution to all agents, and introduces an information-theoretic regularization to facilitate the consistency between the observed signal and agents' policies. Our experiments show that SIC consistently improves performance over well-recognized MARL models in both matrix games and a predator-prey game with high-dimensional strategy space.