arXiv:2510. 01764v3 Announce Type: replace Abstract: Reinforcement learning (RL) research requires diverse, challenging environments that are both tractable and scalable.
By Waris Radji, Thomas Michel, Hector Piteau
arXiv:2607. 10891v1 Announce Type: new Abstract: Large language models (LLMs) are rapidly shifting toward agents that solve tasks through diverse interfaces, including web and graphical user interfaces (GUIs).
By Qijia Shen, Zhiqi Huang, Vamsidhar Kamanuru, Aznaur Aliev, Jay Rainton, Ahmed Awelkair, Zhichen Zeng, Jiajun Li, Shi Dong, Yueming Yuan, Boyuan Ma, Qizheng Zhang, Jiwei Fu, Yuzhen Mao, Wendong Fan, Ping Nie, Philip Torr, Bernard Ghanem, Changran Hu, Jonathan Lingjie Li, Urmish Thakker, Guohao Li
arXiv:2510.14980v3 Announce Type: replace
Abstract: Large language models (LLMs) have shown strong abilities in writing and revising programs, yet many program-synthesis benchmarks still evaluate pro...
By Wenqian Zhang, Yangyi Huang, Weiyang Liu, Zhen Liu
SPADE (Self-Play in Adaptive Synthetic Executable Environments) is a reinforcement‑learning framework where a single large language model acts as both an Environment Designer—creating executable, long‑horizon training environments—and a Reasoning Agent—learning to act within those environments. The framework uses a regret signal based on the difference between rewarded performance with and without privileged hints to guide the Designer toward environments that are challenging yet solvable. Experiments show that, when scaled to 30‑billion‑parameter models, SPADE outperforms fixed‑environment baselines by significant margins across math, science, code, and reasoning benchmarks, and improves tool‑use performance on BFCL‑v4 and ACEBench‑Agent.
whyItMatters":"By making environment design a learnable component, SPADE enables continuous self‑improvement and demonstrates that adaptive, self‑generated training environments can substantially boost language‑model performance across diverse tasks."
By Bo Liu, Simon Yu, Yiding Jiang, Ao Qu, Andrew Zhao, Zichen Liu, Junsu Kim, Zijian Zhou, Seungone Kim, Tongzheng Ren, Mickel Liu, Hanfei Yu, Zhaorun Chen, Weiyan Shi, Paul Pu Liang, Luke Zettlemoyer, Yejin Choi, Natasha Jaques
arXiv:2605. 25160v2 Announce Type: replace Abstract: GUI agents powered by large language models are advancing rapidly, creating urgent needs for evaluation and training based on realistic environments.
By Guohong Liu, Jialei Ye, Pengzhi Gao, Wei Liu, Jian Luan, Yunxin Liu, Yuanchun Li
arXiv:2609.05576v1 Announce Type: new
Abstract: The paradigm of LLMs has rapidly shifted from passive language interfaces to autonomous Claw-like agents that execute long-horizon tasks across statefu...
By Yirong Zeng, Shen You, Jinhang Feng, Yufei Liu, Xiao Ding, Yutai Hou, Hao Cong, Yuxian Wang, Wu Ning, Wang Xu, Bibo Cai
FrogNano is a 4B coding agent trained exclusively with reinforcement learning on about 1,500 synthetic software engineering environments. Its training leverages an online task synthesis pipeline that generates tasks at the current agent’s learnability frontier, improving performance without distilling from larger models. The report details the methodology, evaluates the agent across diverse environments, and analyzes its effectiveness as a lightweight coding agent for minimal hardware.
By Minseon Kim, Zhengyan Shi, Emiliano Penaloza, Christopher Cui, Roger Creus Castanyer, Maryam Hashemzadeh, Isadora White, Jonathan Light, Jeonghye Kim, Matheus Pereira, Darya Moldavskaya, Chinmay Singh, Fabio Vera, Baolin Peng, Xingdi Yuan, Marc-Alexandre C\^ot\'e, Alessandro Sordoni
The paper introduces a method for creating reactive character behaviors in continuous games as compact, human‑readable programs. It searches over a domain‑specific language that uses reactive geometric decisions and higher‑order constructs to discretize continuous behavior space, while eliminating redundant program forms through synthesis antipatterns. The approach, called agentic sketching, combines bottom‑up symbolic enumeration with top‑down guidance from a coding agent, and outperforms either technique alone on a benchmark of 14 continuous games.
By Maxim Gumin, Hsueh-Ti Derek Liu, Victor Zordan, Daniel Ritchie
arXiv:2606. 20210v1 Announce Type: new Abstract: Immersion in video games depends not only on graphics, audio, and game mechanics, but also on the quality of in-game characters.
By Alessandro Sestini, Joakim Bergdahl, Amir Baghi, Jean-Philippe Barrette-LaPierre, Florian Fuchs, Linus Gissl\'en
Learning how an environment behaves from interaction is central to building agents that adapt to unfamiliar tasks. World models learned with deep networks are flexible but data-hungry and transfer poorly beyond their training distribution.
arXiv:2607. 01531v1 Announce Type: new Abstract: Learning how an environment behaves from interaction is central to building agents that adapt to unfamiliar tasks.
By David Courtis, Wenhao Li, Scott Sanner
arXiv:2607. 01531v2 Announce Type: replace Abstract: Learning how an environment behaves from interaction is central to building agents that adapt to unfamiliar tasks.
By David Courtis, Wenhao Li, Scott Sanner