Yuhan Cao

LG
h-index32
11papers
46citations
Novelty51%
AI Score54

11 Papers

CRMay 27Code
AICrypto: Evaluating Cryptography Capabilities of Large Language Models

Yu Wang, Yijian Liu, Liheng Ji et al. · uw

We build \textbf{AICrypto}, a comprehensive benchmark designed to evaluate the cryptography capabilities of large language models (LLMs). The benchmark comprises 135 multiple-choice questions, 150 capture-the-flag challenges, and 30 proof problems, covering a broad range of skills from knowledge memorization to vulnerability exploitation and formal reasoning. All tasks are carefully reviewed or constructed by cryptography experts to improve correctness and rigor. For each proof problem, we provide detailed scoring rubrics and reference solutions that enable automated grading, achieving high correlation with human expert evaluations. We introduce strong human expert performance baselines for comparison across all task types. Our evaluation of 17 leading LLMs reveals that state-of-the-art models match or even surpass human experts in memorizing cryptographic concepts, exploiting common vulnerabilities, and routine proofs. However, our analysis reveals that they still lack a deep understanding of abstract mathematical concepts and struggle with tasks that require multi-step reasoning and dynamic analysis. We hope this work could provide insights for future research on LLMs in cryptographic applications. Our code and dataset are available at https://github.com/wangyu-ovo/aicrypto-agent.

AIJun 3
Agents' Last Exam

Yiyou Sun, Xinyang Han, Weichen Zhang et al.

Recent AI systems have achieved strong results on a wide range of benchmarks, yet these gains have not translated into economically meaningful deployment across many professional domains. We argue that this gap is largely an evaluation problem: widely used benchmarks lack sustained performance measurement on real and economically valuable workflows. This paper introduces Agents' Last Exam (ALE), a benchmark designed to evaluate AI agents on long-horizon, economically valuable, real-world tasks with verifiable outcomes. Developed in collaboration with 250+ industry experts, ALE covers non-physical industries defined with reference to O*NET / SOC 2018 (the U.S. federal occupational taxonomy). It is organized around a task taxonomy with 55 subfields grouped into 13 industry clusters covering 1K+ tasks. Current results show that the hardest tier remains far from saturated: across mainstream harness and backbone configurations, the average full pass rate is 2.6%. ALE is designed as a living benchmark: its task pool grows continuously as new workflows and industries are onboarded. More broadly, ALE is intended not merely as another leaderboard, but as an instrument for closing the gap between benchmark success and GDP-relevant impact.

CVMar 7, 2023
Rethinking the editing of generative adversarial networks: a method to estimate editing vectors based on dimension reduction

Yuhan Cao, Haoran Jiang, Zhenghong Yu et al.

While Generative Adversarial Networks (GANs) have recently found applications in image editing, most previous GAN-based image editing methods require largescale datasets with semantic segmentation annotations for training, only provide high level control, or merely interpolate between different images. Previous researchers have proposed EditGAN for high-quality, high-precision semantic image editing with limited semantic annotations by finding `editing vectors'. However, it is noticed that there are many features that are not highly associated with semantics, and EditGAN may fail on them. Based on the orthogonality of latent space observed by EditGAN, we propose a method to estimate editing vectors that do not rely on semantic segmentation nor differentiable feature estimation network. Our method assumes that there is a correlation between the intensity distribution of features and the distribution of hidden vectors, and estimates the relationship between the above distributions by sampling the feature intensity of the image corresponding to several hidden vectors. We modified Linear Discriminant Analysis (LDA) to deal with both binary feature editing and continuous feature editing. We then found that this method has a good effect in processing features such as clothing type and texture, skin color and hair.

GTNov 2, 2025
Pay for The Second-Best Service: A Game-Theoretic Approach Against Dishonest LLM Providers

Yuhan Cao, Yu Wang, Sitong Liu et al.

The widespread adoption of Large Language Models (LLMs) through Application Programming Interfaces (APIs) induces a critical vulnerability: the potential for dishonest manipulation by service providers. This manipulation can manifest in various forms, such as secretly substituting a proclaimed high-performance model with a low-cost alternative, or inflating responses with meaningless tokens to increase billing. This work tackles the issue through the lens of algorithmic game theory and mechanism design. We are the first to propose a formal economic model for a realistic user-provider ecosystem, where a user can iteratively delegate $T$ queries to multiple model providers, and providers can engage in a range of strategic behaviors. As our central contribution, we prove that for a continuous strategy space and any $ε\in(0,\frac12)$, there exists an approximate incentive-compatible mechanism with an additive approximation ratio of $O(T^{1-ε}\log T)$, and a guaranteed quasi-linear second-best user utility. We also prove an impossibility result, stating that no mechanism can guarantee an expected user utility that is asymptotically better than our mechanism. Furthermore, we demonstrate the effectiveness of our mechanism in simulation experiments with real-world API settings.

LGDec 4, 2023
Visual Encoders for Data-Efficient Imitation Learning in Modern Video Games

Lukas Schäfer, Logan Jones, Anssi Kanervisto et al. · microsoft-research

Video games have served as useful benchmarks for the decision-making community, but going beyond Atari games towards modern games has been prohibitively expensive for the vast majority of the research community. Prior work in modern video games typically relied on game-specific integration to obtain game features and enable online training, or on existing large datasets. An alternative approach is to train agents using imitation learning to play video games purely from images. However, this setting poses a fundamental question: which visual encoders obtain representations that retain information critical for decision making? To answer this question, we conduct a systematic study of imitation learning with publicly available pre-trained visual encoders compared to the typical task-specific end-to-end training approach in Minecraft, Counter-Strike: Global Offensive, and Minecraft Dungeons. Our results show that end-to-end training can be effective with comparably low-resolution images and only minutes of demonstrations, but significant improvements can be gained by utilising pre-trained encoders such as DINOv2 depending on the game. In addition to enabling effective decision making, we show that pre-trained encoders can make decision-making research in video games more accessible by significantly reducing the cost of training.

CLJun 5, 2025
Demonstrations of Integrity Attacks in Multi-Agent Systems

Can Zheng, Yuhan Cao, Xiaoning Dong et al.

Large Language Models (LLMs) have demonstrated remarkable capabilities in natural language understanding, code generation, and complex planning. Simultaneously, Multi-Agent Systems (MAS) have garnered attention for their potential to enable cooperation among distributed agents. However, from a multi-party perspective, MAS could be vulnerable to malicious agents that exploit the system to serve self-interests without disrupting its core functionality. This work explores integrity attacks where malicious agents employ subtle prompt manipulation to bias MAS operations and gain various benefits. Four types of attacks are examined: \textit{Scapegoater}, who misleads the system monitor to underestimate other agents' contributions; \textit{Boaster}, who misleads the system monitor to overestimate their own performance; \textit{Self-Dealer}, who manipulates other agents to adopt certain tools; and \textit{Free-Rider}, who hands off its own task to others. We demonstrate that strategically crafted prompts can introduce systematic biases in MAS behavior and executable instructions, enabling malicious agents to effectively mislead evaluation systems and manipulate collaborative agents. Furthermore, our attacks can bypass advanced LLM-based monitors, such as GPT-4o-mini and o3-mini, highlighting the limitations of current detection mechanisms. Our findings underscore the critical need for MAS architectures with robust security protocols and content validation mechanisms, alongside monitoring systems capable of comprehensive risk scenario assessment.

AIApr 7
Can Large Language Models Reinvent Foundational Algorithms?

Jian Zhao, Haoren Luo, Yu Wang et al.

LLMs have shown strong potential to advance scientific discovery. Whether they possess the capacity for foundational innovation, however, remains an open question. In this work, we focus on a prerequisite for foundational innovation: can LLMs reinvent foundational algorithms in computer science? Our \textit{Unlearn-and-Reinvent} pipeline applies LLM unlearning to remove a specific foundational algorithm, such as Dijkstra's or Euclid's algorithm, from an LLM's pretrained knowledge, and then tests whether the model can reinvent it in a controlled environment. To enable effective unlearning, we adopt a GRPO-based, on-policy unlearning method. Across 10 target algorithms, 3 strong open-weight models, and 3 hint levels, our experiments demonstrate that (1) the strongest model Qwen3-4B-Thinking-2507 successfully reinvents 50% of the algorithms with no hint, 70% at hint level 1, and 90% at hint level 2; (2) a few high-level hints can enhance the reinvention success rate, but even step-by-step hints fail for those complicated algorithms; and (3) test-time reinforcement learning enables successful reinvention for the Strassen algorithm at hint level 2. Through analyses of output trajectories and ablation studies, we find that generative verifier in the reinvention phase plays a critical role in sustaining models' reasoning strength, helping to avoid the ``thought collapse'' phenomenon. These findings offer insights into both the potential and current limits of LLMs' innovative thinking.

SEOct 9, 2025
BigCodeArena: Unveiling More Reliable Human Preferences in Code Generation via Execution

Terry Yue Zhuo, Xiaolong Jin, Hange Liu et al.

Crowdsourced model evaluation platforms, such as Chatbot Arena, enable real-time evaluation from human perspectives to assess the quality of model responses. In the coding domain, manually examining the quality of LLM-generated content is extremely challenging, as it requires understanding long chunks of raw code and deliberately simulating code execution. To this end, we introduce BigCodeArena, an open human evaluation platform for code generation backed by a comprehensive and on-the-fly execution environment. Built on top of Chatbot Arena, BigCodeArena enables the execution of LLM-generated code and allows humans to interact with the execution process and outcomes. We collected over 14,000 raw code-centric conversation sessions across 10 widely used LLMs, spanning 10 languages and 8 types of execution environments. Among these conversations, we identified more than 4,700 multi-turn samples with pairwise human preferences. Further analysis uncovers underexplored preferences of LLMs in fine-grained domains characterized by tasks, languages, and frameworks. To systematically examine code understanding and generation capabilities of frontier LLMs, we curated two benchmarks based on the collected data, namely BigCodeReward and AutoCodeArena. For BigCodeReward, we post-processed the 4,700 conversations and evaluated the consistency between reward models and human preferences. The evaluation shows that most LLMs have superior performance in judging coding preferences when the execution results are available. Inspired by these findings, we propose AutoCodeArena, an automatic Elo rating benchmark designed to assess the coding quality of LLMs without human involvement. We find that proprietary LLMs like GPT-5, Claude-Sonnet-4, and Claude-Opus-4 still lead in code generation performance among recent emerging models.

LGSep 25, 2025
RL Grokking Recipe: How Does RL Unlock and Transfer New Algorithms in LLMs?

Yiyou Sun, Yuhan Cao, Pohao Huang et al.

It remains an open question whether LLMs can acquire or generalize genuinely new reasoning strategies, beyond the sharpened skills encoded in their parameters during pre-training or post-training. To attempt to answer this debate, we introduce DELTA-Code -- Distributional Evaluation of Learnability and Transferrability in Algorithmic Coding -- a controlled benchmark of synthetic coding problem families designed to probe two fundamental aspects: learnability -- can LLMs, through reinforcement learning (RL), solve problem families where pretrained models exhibit failure with large enough attempts (pass@K=0)? -- and transferrability -- if learnability happens, can such skills transfer systematically to out-of-distribution (OOD) test sets? Unlike prior public coding datasets, DELTA isolates reasoning skills through templated problem generators and introduces fully OOD problem families that demand novel strategies rather than tool invocation or memorized patterns. Our experiments reveal a striking grokking phase transition: after an extended period with near-zero reward, RL-trained models abruptly climb to near-perfect accuracy. To enable learnability on previously unsolvable problem families, we explore key training ingredients such as staged warm-up with dense rewards, experience replay, curriculum training, and verification-in-the-loop. Beyond learnability, we use DELTA to evaluate transferability or generalization along exploratory, compositional, and transformative axes, as well as cross-family transfer. Results show solid gains within families and for recomposed skills, but persistent weaknesses in transformative cases. DELTA thus offers a clean testbed for probing the limits of RL-driven reasoning and for understanding how models can move beyond existing priors to acquire new algorithmic skills.

LGJun 6, 2024
Aligning Agents like Large Language Models

Adam Jelley, Yuhan Cao, Dave Bignell et al.

Training agents to act competently in complex 3D environments from high-dimensional visual information is challenging. Reinforcement learning is conventionally used to train such agents, but requires a carefully designed reward function, and is difficult to scale to obtain robust agents that generalize to new tasks. In contrast, Large Language Models (LLMs) demonstrate impressively general capabilities resulting from large-scale pre-training and post-training alignment, but struggle to act in complex environments. This position paper draws explicit analogies between decision-making agents and LLMs, and argues that agents should be trained like LLMs to achieve more general, robust, and aligned behaviors. We provide a proof-of-concept to demonstrate how the procedure for training LLMs can be used to train an agent in a 3D video game environment from pixels. We investigate the importance of each stage of the LLM training pipeline, while providing guidance and insights for successfully applying this approach to agents. Our paper provides an alternative perspective to contemporary LLM Agents on how recent progress in LLMs can be leveraged for decision-making agents, and we hope will illuminate a path towards developing more generally capable agents for video games and beyond. Project summary and videos: https://adamjelley.github.io/aligning-agents-like-llms .

CVDec 16, 2020
Temporal Graph Modeling for Skeleton-based Action Recognition

Jianan Li, Xuemei Xie, Zhifu Zhao et al.

Graph Convolutional Networks (GCNs), which model skeleton data as graphs, have obtained remarkable performance for skeleton-based action recognition. Particularly, the temporal dynamic of skeleton sequence conveys significant information in the recognition task. For temporal dynamic modeling, GCN-based methods only stack multi-layer 1D local convolutions to extract temporal relations between adjacent time steps. With the repeat of a lot of local convolutions, the key temporal information with non-adjacent temporal distance may be ignored due to the information dilution. Therefore, these methods still remain unclear how to fully explore temporal dynamic of skeleton sequence. In this paper, we propose a Temporal Enhanced Graph Convolutional Network (TE-GCN) to tackle this limitation. The proposed TE-GCN constructs temporal relation graph to capture complex temporal dynamic. Specifically, the constructed temporal relation graph explicitly builds connections between semantically related temporal features to model temporal relations between both adjacent and non-adjacent time steps. Meanwhile, to further explore the sufficient temporal dynamic, multi-head mechanism is designed to investigate multi-kinds of temporal relations. Extensive experiments are performed on two widely used large-scale datasets, NTU-60 RGB+D and NTU-120 RGB+D. And experimental results show that the proposed model achieves the state-of-the-art performance by making contribution to temporal modeling for action recognition.