Jin‐Wei He

h-index26
2papers
2,087citations

2 Papers

9.6AISep 9, 2024
CauseJudger: Identifying the Cause with LLMs for Abductive Logical Reasoning

Jinwei He, Feng Lu

Large language models (LLMs) have been utilized in solving diverse reasoning tasks, encompassing common sense, arithmetic and deduction tasks. However, with difficulties of reversing thinking patterns and irrelevant premises, how to determine the authenticity of the cause in abductive logical reasoning remains underexplored. Inspired by hypothesis and verification method and identification of irrelevant information in human thinking process, we propose a new framework for LLMs abductive logical reasoning called CauseJudger (CJ), which identifies the authenticity of possible cause by transforming thinking from reverse to forward and removing irrelevant information. In addition, we construct an abductive logical reasoning dataset for decision task called CauseLogics, which contains 200,000 tasks of varying reasoning lengths. Our experiments show the efficiency of CJ with overall experiments and ablation experiments as well as case studies on our dataset and reconstructed public dataset. Notably, CJ's implementation is efficient, requiring only two calls to LLM. Its impact is profound: when using gpt-3.5, CJ achieves a maximum correctness improvement of 41% compared to Zero-Shot-CoT. Moreover, with gpt-4, CJ attains an accuracy exceeding 90% across all datasets.

4.9CLMar 27, 2025
Cultivating Game Sense for Yourself: Making VLMs Gaming Experts

Wenxuan Lu, Jiangyang He, Zhanqiu Zhang et al.

Developing agents capable of fluid gameplay in first/third-person games without API access remains a critical challenge in Artificial General Intelligence (AGI). Recent efforts leverage Vision Language Models (VLMs) as direct controllers, frequently pausing the game to analyze screens and plan action through language reasoning. However, this inefficient paradigm fundamentally restricts agents to basic and non-fluent interactions: relying on isolated VLM reasoning for each action makes it impossible to handle tasks requiring high reactivity (e.g., FPS shooting) or dynamic adaptability (e.g., ACT combat). To handle this, we propose a paradigm shift in gameplay agent design: instead of directly controlling gameplay, VLM develops specialized execution modules tailored for tasks like shooting and combat. These modules handle real-time game interactions, elevating VLM to a high-level developer. Building upon this paradigm, we introduce GameSense, a gameplay agent framework where VLM develops task-specific game sense modules by observing task execution and leveraging vision tools and neural network training pipelines. These modules encapsulate action-feedback logic, ranging from direct action rules to neural network-based decisions. Experiments demonstrate that our framework is the first to achieve fluent gameplay in diverse genres, including ACT, FPS, and Flappy Bird, setting a new benchmark for game-playing agents.