Haotian Zhao

AI
5papers
2citations
Novelty58%
AI Score51

5 Papers

13.1LGMay 6
Rollout Pass-Rate Control: Steering Binary-Reward RL Toward Its Most Informative Regime

Tianshu Zhu, Wenyu Zhang, Xiaoying Zuo et al.

SWE-bench-style agentic reinforcement learning relies on expensive stateful trajectories, yet substantial compute is wasted on sampled rollout groups with skewed pass rates, where binary rewards provide a weak contrastive signal. We frame this inefficiency as a pass-rate control problem and show that a 50% pass rate is the most informative operating point: it maximizes reward entropy, the probability of surviving group filtering, RLOO advantage energy under GRPO, and success--failure contrastive structure. Guided by this principle, we propose Prefix Sampling (PS), which replays trajectory prefixes to steer skewed groups toward this regime: successful prefixes serve as head starts for mostly failing groups, while failing prefixes serve as handicaps for mostly passing groups. In stateful agent environments, prefix states are reconstructed through replay while replayed tokens are excluded from the loss, restricting optimization to continuations generated by the current policy. On SWE-bench-style agentic RL, PS delivers end-to-end wall-clock speedups of 2.01x on Qwen3-14B and 1.55x on Qwen3-32B while preserving or improving final verified performance. For 14B, the SWE-bench Verified peak rises from the baseline peak of 0.273 to 0.295 under PS. Additional mathematical reasoning experiments on AIME 2025 show the same pass-rate control pattern and decompose the gains into replay, bidirectional coverage, and adaptive control.

16.9AIMay 1
AEM: Adaptive Entropy Modulation for Multi-Turn Agentic Reinforcement Learning

Haotian Zhao, Yuxin Zhang, Songlin Zhou et al.

Reinforcement learning (RL) has significantly advanced the ability of large language model (LLM) agents to interact with environments and solve multi-turn tasks. Yet effective training remains challenging, as sparse, outcome-only rewards make it difficult to assign credit to individual steps in an agent's action trajectory. A common remedy is to introduce dense intermediate supervision, such as process reward models or auxiliary self-supervised signals, but this increases supervision and tuning complexity and often generalizes poorly across tasks and domains. This paper presents AEM, a supervision-free credit assignment method that adaptively modulates entropy dynamics during RL training to achieve a more effective exploration-exploitation trade-off. Theoretically, we elevate entropy analysis from the token level to the response level to reduce token sampling variance and show that entropy drift under natural gradients is intrinsically governed by the product of the advantage and the relative response surprisal. Specifically, we derive a practical proxy to reshape training dynamics, enabling a natural transition from exploration to exploitation. Extensive experiments across various benchmarks and models ranging from 1.5B to 32B parameters demonstrate the effectiveness of AEM, including a notable 1.4 percent gain when integrated into a state-of-the-art baseline on the highly challenging SWE-bench-Verified benchmark.

9.3AIMay 17
WebGameBench: Requirement-to-Application Evaluation for Coding Agents via Browser-Native Games

Wenyu Zhang, Guoliang You, Tianlun et al.

Coding agents are increasingly used as application builders, yet many evaluations still focus on source code, repository-level tests, or intermediate traces rather than the delivered application. We introduce WebGameBench, a requirement-to-application benchmark that evaluates whether coding agents can turn a frozen Structured WebGame Specification into a browser-accessible game. Browser-native games provide a compact but behavior-dense testbed: even simple games require coordinated input handling, spatial mapping, rule execution, state transitions, terminal conditions, restart behavior, and visible feedback. In WebGameBench, each generated artifact is built, served, and exposed as a browser-accessible application under a unified deployment protocol. A runtime evaluator then interacts with the delivered game in a real browser and assigns a three-way label: EXCELLENT, USABLE, or UNUSABLE. On a human-reviewed subset, the runtime label is broadly aligned with human gameplay review under the Usable-rate criterion. Across 111 tasks, 12 coding agents, and 14 evaluation configurations, WebGameBench separates current systems: the best configuration reaches a 76.9% usable rate but only a 20.2% excellent rate. This gap shows that crossing the minimum playable-delivery threshold is still far from complete requirement satisfaction. To our knowledge, WebGameBench is the first requirement-to-application benchmark for browser-native game delivery that validates delivered-application runtime labels against independent human gameplay review under the Usable-rate criterion.

4.4AIFeb 28
SWE-Hub: A Unified Production System for Scalable, Executable Software Engineering Tasks

Yucheng Zeng, Shupeng Li, Daxiang Dong et al.

Progress in software-engineering agents is increasingly constrained by the scarcity of executable, scalable, and realistic data for training and evaluation. This scarcity stems from three fundamental challenges in existing pipelines: environments are brittle and difficult to reproduce across languages; synthesizing realistic, system-level bugs at scale is computationally expensive; and existing data predominantly consists of short-horizon repairs, failing to capture long-horizon competencies like architectural consistency. We introduce \textbf{SWE-Hub}, an end-to-end system that operationalizes the data factory abstraction by unifying environment automation, scalable synthesis, and diverse task generation into a coherent production stack. At its foundation, the \textbf{Env Agent} establishes a shared execution substrate by automatically converting raw repository snapshots into reproducible, multi-language container environments with standardized interfaces. Built upon this substrate, \textbf{SWE-Scale} engine addresses the need for high-throughput generation, combining cross-language code analysis with cluster-scale validation to synthesize massive volumes of localized bug-fix instances. \textbf{Bug Agent} generates high-fidelity repair tasks by synthesizing system-level regressions involving cross-module dependencies, paired with user-like issue reports that describe observable symptoms rather than root causes. Finally, \textbf{SWE-Architect} expands the task scope from repair to creation by translating natural-language requirements into repository-scale build-a-repo tasks. By integrating these components, SWE-Hub establishes a unified production pipeline capable of continuously delivering executable tasks across the entire software engineering lifecycle.

2.4AIFeb 28
LOGIGEN: Logic-Driven Generation of Verifiable Agentic Tasks

Yucheng Zeng, Weipeng Lu, Linyun Liu et al.

The evolution of Large Language Models (LLMs) from static instruction-followers to autonomous agents necessitates operating within complex, stateful environments to achieve precise state-transition objectives. However, this paradigm is bottlenecked by data scarcity, as existing tool-centric reverse-synthesis pipelines fail to capture the rigorous logic of real-world applications. We introduce \textbf{LOGIGEN}, a logic-driven framework that synthesizes verifiable training data based on three core pillars: \textbf{Hard-Compiled Policy Grounding}, \textbf{Logic-Driven Forward Synthesis}, and \textbf{Deterministic State Verification}. Specifically, a Triple-Agent Orchestration is employed: the \textbf{Architect} compiles natural-language policy into database constraints to enforce hard rules; the \textbf{Set Designer} initializes boundary-adjacent states to trigger critical policy conflicts; and the \textbf{Explorer} searches this environment to discover causal solution paths. This framework yields a dataset of 20,000 complex tasks across 8 domains, where validity is strictly guaranteed by checking exact state equivalence. Furthermore, we propose a verification-based training protocol where Supervised Fine-Tuning (SFT) on verifiable trajectories establishes compliance with hard-compiled policy, while Reinforcement Learning (RL) guided by dense state-rewards refines long-horizon goal achievement. On $τ^2$-Bench, LOGIGEN-32B(RL) achieves a \textbf{79.5\% success rate}, substantially outperforming the base model (40.7\%). These results demonstrate that logic-driven synthesis combined with verification-based training effectively constructs the causally valid trajectories needed for next-generation agents.