h-index3
5papers
32citations
Novelty57%
AI Score48

5 Papers

AIJan 21
CI4A: Semantic Component Interfaces for Agents Empowering Web Automation

Zhi Qiu, Jiazheng Sun, Chenxiao Xia et al.

While Large Language Models demonstrate remarkable proficiency in high-level semantic planning, they remain limited in handling fine-grained, low-level web component manipulations. To address this limitation, extensive research has focused on enhancing model grounding capabilities through techniques such as Reinforcement Learning. However, rather than compelling agents to adapt to human-centric interfaces, we propose constructing interaction interfaces specifically optimized for agents. This paper introduces Component Interface for Agent (CI4A), a semantic encapsulation mechanism that abstracts the complex interaction logic of UI components into a set of unified tool primitives accessible to agents. We implemented CI4A within Ant Design, an industrial-grade front-end framework, covering 23 categories of commonly used UI components. Furthermore, we developed a hybrid agent featuring an action space that dynamically updates according to the page state, enabling flexible invocation of available CI4A tools. Leveraging the CI4A-integrated Ant Design, we refactored and upgraded the WebArena benchmark to evaluate existing SoTA methods. Experimental results demonstrate that the CI4A-based agent significantly outperforms existing approaches, achieving a new SoTA task success rate of 86.3%, alongside substantial improvements in execution efficiency.

SEFeb 12
AmbiBench: Benchmarking Mobile GUI Agents Beyond One-Shot Instructions in the Wild

Jiazheng Sun, Mingxuan Li, Yingying Zhang et al.

Benchmarks are paramount for gauging progress in the domain of Mobile GUI Agents. In practical scenarios, users frequently fail to articulate precise directives containing full task details at the onset, and their expressions are typically ambiguous. Consequently, agents are required to converge on the user's true intent via active clarification and interaction during execution. However, existing benchmarks predominantly operate under the idealized assumption that user-issued instructions are complete and unequivocal. This paradigm focuses exclusively on assessing single-turn execution while overlooking the alignment capability of the agent. To address this limitation, we introduce AmbiBench, the first benchmark incorporating a taxonomy of instruction clarity to shift evaluation from unidirectional instruction following to bidirectional intent alignment. Grounded in Cognitive Gap theory, we propose a taxonomy of four clarity levels: Detailed, Standard, Incomplete, and Ambiguous. We construct a rigorous dataset of 240 ecologically valid tasks across 25 applications, subject to strict review protocols. Furthermore, targeting evaluation in dynamic environments, we develop MUSE (Mobile User Satisfaction Evaluator), an automated framework utilizing an MLLM-as-a-judge multi-agent architecture. MUSE performs fine-grained auditing across three dimensions: Outcome Effectiveness, Execution Quality, and Interaction Quality. Empirical results on AmbiBench reveal the performance boundaries of SoTA agents across different clarity levels, quantify the gains derived from active interaction, and validate the strong correlation between MUSE and human judgment. This work redefines evaluation standards, laying the foundation for next-generation agents capable of truly understanding user intent.

LGOct 12, 2025
Provable Anytime Ensemble Sampling Algorithms in Nonlinear Contextual Bandits

Jiazheng Sun, Weixin Wang, Pan Xu

We provide a unified algorithmic framework for ensemble sampling in nonlinear contextual bandits and develop corresponding regret bounds for two most common nonlinear contextual bandit settings: Generalized Linear Ensemble Sampling (\texttt{GLM-ES}) for generalized linear bandits and Neural Ensemble Sampling (\texttt{Neural-ES}) for neural contextual bandits. Both methods maintain multiple estimators for the reward model parameters via maximum likelihood estimation on randomly perturbed data. We prove high-probability frequentist regret bounds of $\mathcal{O}(d^{3/2} \sqrt{T} + d^{9/2})$ for \texttt{GLM-ES} and $\mathcal{O}(\widetilde{d} \sqrt{T})$ for \texttt{Neural-ES}, where $d$ is the dimension of feature vectors, $\widetilde{d}$ is the effective dimension of a neural tangent kernel matrix, and $T$ is the number of rounds. These regret bounds match the state-of-the-art results of randomized exploration algorithms in nonlinear contextual bandit settings. In the theoretical analysis, we introduce techniques that address challenges specific to nonlinear models. Practically, we remove fixed-time horizon assumptions by developing anytime versions of our algorithms, suitable when $T$ is unknown. Finally, we empirically evaluate \texttt{GLM-ES}, \texttt{Neural-ES}, and their anytime variants, demonstrating strong performance. Overall, our results establish ensemble sampling as a provable and practical randomized exploration approach for nonlinear contextual bandits.

AISep 25, 2025
Fairy: Interactive Mobile Assistant to Real-world Tasks via LMM-based Multi-agent

Jiazheng Sun, Te Yang, Jiayang Niu et al.

Large multi-modal models (LMMs) have advanced mobile GUI agents. However, existing methods struggle with real-world scenarios involving diverse app interfaces and evolving user needs. End-to-end methods relying on model's commonsense often fail on long-tail apps, and agents without user interaction act unilaterally, harming user experience. To address these limitations, we propose Fairy, an interactive multi-agent mobile assistant capable of continuously accumulating app knowledge and self-evolving during usage. Fairy enables cross-app collaboration, interactive execution, and continual learning through three core modules:(i) a Global Task Planner that decomposes user tasks into sub-tasks from a cross-app view; (ii) an App-Level Executor that refines sub-tasks into steps and actions based on long- and short-term memory, achieving precise execution and user interaction via four core agents operating in dual loops; and (iii) a Self-Learner that consolidates execution experience into App Map and Tricks. To evaluate Fairy, we introduce RealMobile-Eval, a real-world benchmark with a comprehensive metric suite, and LMM-based agents for automated scoring. Experiments show that Fairy with GPT-4o backbone outperforms the previous SoTA by improving user requirement completion by 33.7% and reducing redundant steps by 58.5%, showing the effectiveness of its interaction and self-learning.

ROMar 11, 2018
Data-Augmented Contact Model for Rigid Body Simulation

Yifeng Jiang, Jiazheng Sun, C. Karen Liu

Accurately modeling contact behaviors for real-world, near-rigid materials remains a grand challenge for existing rigid-body physics simulators. This paper introduces a data-augmented contact model that incorporates analytical solutions with observed data to predict the 3D contact impulse which could result in rigid bodies bouncing, sliding or spinning in all directions. Our method enhances the expressiveness of the standard Coulomb contact model by learning the contact behaviors from the observed data, while preserving the fundamental contact constraints whenever possible. For example, a classifier is trained to approximate the transitions between static and dynamic frictions, while non-penetration constraint during collision is enforced analytically. Our method computes the aggregated effect of contact for the entire rigid body, instead of predicting the contact force for each contact point individually, maintaining same simulation speed as the number of contact points increases for detailed geometries. Supplemental video: https://shorturl.at/eilwX Keywords: Physics Simulation Algorithms, Dynamics Learning, Contact Learning