93.3CVApr 16Code
Learning Adaptive Reasoning Paths for Efficient Visual ReasoningYixu Huang, Tinghui Zhu, Muhao Chen
Visual reasoning models (VRMs) have recently shown strong cross-modal reasoning capabilities by integrating visual perception with language reasoning. However, they often suffer from overthinking, producing unnecessarily long reasoning chains for any tasks. We attribute this issue to \textbf{Reasoning Path Redundancy} in visual reasoning: many visual questions do not require the full reasoning process. To address this, we propose \textbf{AVR}, an adaptive visual reasoning framework that decomposes visual reasoning into three cognitive functions: visual perception, logical reasoning, and answer application. It further enables models to dynamically choose among three response formats: Full Format, Perception-Only Format, and Direct Answer. AVR is trained with FS-GRPO, an adaptation of Group Relative Policy Optimization that encourages the model to select the most efficient reasoning format while preserving correctness. Experiments on multiple vision-language benchmarks show that AVR reduces token usage by 50--90\% while maintaining overall accuracy, especially in perception-intensive tasks. These results demonstrate that adaptive visual reasoning can effectively mitigate overthinking in VRMs. Code and data are available at: https://github.com/RunRiotComeOn/AVR.
97.1SEMay 27
GUI Agents for Continual Game GenerationYixu Huang, Bo Li, Na Li et al.
Generating a game is not the same as making one that can be played. Despite advances in code generation, existing approaches treat game generation as one-shot translation from prompt to artifact, leaving interaction-level failures undetected. We argue that evaluating and improving game generation requires a player, and study two roles for graphical user interface (GUI) agents in this process: (1) as an objective evaluator, for which we introduce PlaytestArena, a new evaluation environment that pairs 200 browser-based game generation tasks across eight genres with rubrics of expected in-play behaviors, adjudicated by a GUI agent that loads each build in a browser and plays it; and (2) as a subjective playtester, for which we propose Play2Code, where a game agent and a GUI agent operate in a sustained loop with shared memory, turning game generation into a dialogue between coding and playing. Our experiments show that even frontier models struggle to generate playable games directly, while Play2Code achieves a 66.8\% rubric pass-rate, improving over single-pass and agentic-coding baselines by 37.1 and 14.6 points respectively. Further analysis shows that GUI playtester feedback is more traceable than a human report, yet idiosyncratic in ways reminiscent of human testers, establishing game playtesting as a critical testbed for interactive code generation. Our project website is available at https://continual-game-generation.vercel.app/.
88.8SEApr 17
ACE: Self-Evolving LLM Coding Framework via Adversarial Unit Test Generation and Preference OptimizationYixu Huang, Xinglei Yu, Zhongyu Wei
Large Language Models (LLMs) excel at code generation but remain heavily reliant on large-scale annotated solutions and verification-based supervision, which constrains scalability and hinders sustained self-improvement. Recent solver--verifier frameworks exploit program execution as an automatic supervision signal, but their effectiveness degrades as solvers become moderately strong: verifier-generated tests increasingly confirm semantic correctness rather than exposing the remaining failure modes. We propose \textbf{ACE}, a self-evolving code generation framework based on a solver--adversary architecture that prioritizes active failure discovery through execution-centric supervision. A single LLM alternates between generating candidate programs and producing adversarial unit test inputs optimized to induce execution-level failures, such as runtime errors, exceptions, or non-termination. Supervision is derived solely from execution outcomes: robust programs are selected for supervised fine-tuning, while adversarial tests are optimized via Kahneman--Tversky Optimization using execution-derived preferences. Notably, the entire training loop requires no ground-truth code or external reward models. Experiments on CodeContests, MBPP, and LiveCodeBench demonstrate that ACE consistently outperforms strong solver--verifier baselines, achieving 3--7\% absolute gains in pass@1, with larger improvements on out-of-distribution benchmarks, while maintaining competitive or improved inference efficiency.