Proposes “Graph Engineering”: using explicit, dynamic graphs to represent tasks, agents, tools, and system state so LLM-based agent systems can coordinate, persist, and evolve. Surveys principles, methods, applications, and curates related resources.
Automatically optimizes runtime harnesses for LLM agents by diagnosing failure traces and iteratively applying structured, generalizable patches. Combines batch-based failure diagnosis, code-like patch generation across prompts/tools/middleware, and validation-aware selection to raise long-horizon task success on multiple benchmarks.
Proposes Recuris, a recursive Experiential-Working Memory architecture that separates Working Memory (task progress) from Experiential Memory (skills) and uses a Meta-Agent to validation-gate localized skill updates, enabling bounded recursive skill evolution for long-horizon agents.
Analyzes on-policy self-distillation for language-model reasoning, diagnosing “collapse” and framing it as controlled by three levers: where token-level signals apply, what privileged information the teacher sees, and how teacher dynamics evolve.
Evaluates retrieval-augmented generation by decomposing user queries into sub-queries and answers into atomic claims, scoring retrieval by query coverage and generation by claim verifiability. Reference-free benchmark with 800 queries, inlined retrieved chunks, and answers from multiple RAG systems; runs locally without API keys.
Proposes treating game development as a recursive data engine and introduces RLHEV (Reinforcement Learning with Human-Engine Verification) to combine dense engine checks (collision, physics, navigability) with human acceptance feedback, producing trajectory data and rewards for post-training world models.
A zero-data self-evolution framework that co-trains a Challenger, Solver, and Judge so LLMs can iteratively improve on both verifiable and unverifiable tasks without human labels. Uses role-asymmetry and subtask-amplification preference pairs to train the Judge and sustain improvement.
Performs causal, bounded‑memory streaming 3D reconstruction by caching KV features from only the preceding 11 frames, predicting a per‑frame point map and adjacent relative pose, and composing these local predictions into a global trajectory; includes a lightweight rotation refiner and composition‑aware loss to limit drift.
Turns a flow-matching image generator's self-exploration into dense, per-step supervision without a pretrained teacher; it branches the student's next-state into stochastic SDE candidates, scores them against a deterministic self-reference, and applies an advantage-weighted pull–push velocity regression with reward-level fusion for multi-objective alignment.
Provides a real-scale 3D Hong Kong sandbox to evaluate whether multimodal LLM agents can turn local street-view perception into sustained spatial action, supporting closed-loop first-person interaction, an interactive map, and controlled tests of grounding, long-range navigation, and robustness.
Rewrites physical scenes as executable world programs (e.g., MuJoCo scene descriptions) and uses an agentic abductive loop to propose, execute, render, verify, and iteratively refine those programs from videos or text. Verified executable worlds supply scalable physical supervision for training vision–language models.
Proposes VLAct, a representation-centric continued pre-training method for Vision-Language-Action models that preserves VLM priors and enforces cross-embodiment action semantics to turn limited robot trajectories into transferable visual-action representations; shows strong gains and sample efficiency on multiple VLA benchmarks using modest compute.