arXiv Computation and Language

First Make It Playable, Then Make It Good: Staged Interaction Learning for Small Dialogue-Game Agents

The paper introduces Qwen-GuidePlay-2B, a 2B‑parameter language model fine‑tuned for dialogue‑game interaction. The training pipeline consists of three stages: supervised fine‑tuning on successful game trajectories, weighted turn‑level fine‑tuning, and teacher‑guided fine‑tuning that corrects formatting and evaluates examples. The resulting model achieves a clemscore of 57.12 and a statscore of 42.68 on Playpen’s public validation, ranking second in the official challenge and demonstrating that careful curation can outperform more aggressive procedural methods.

arXiv Machine Learning
Aug 31

Acquire, Repair, Preserve: A Diagnosis-Guided Post-Training Recipe for Small-Model Dialogue Game Agents

The paper presents a post‑training recipe for small dialogue‑game agents that involves three steps: acquiring broad game participation via supervised fine‑tuning, repairing specific local failures with turn‑local preference pairs, and preserving general capabilities. Applied to the LM Playschool Challenge, the method raises the public clemscore from 10.67 to 38.92 and the closed in‑domain score from 13.41 to 41.17 while keeping overall static performance nearly unchanged. The gains are mainly within the targeted game family, with limited improvement on out‑of‑domain clemscore.

By Nan Li
arXiv AI
Jul 29

CAST: Game Solvers as Turn-Level Teachers for LLM Agents

arXiv:2607. 25308v1 Announce Type: cross Abstract: Training large language models (LLMs) to act in long-horizon games is a promising step toward generalist decision-making, yet reinforcement learning with verifiable rewards (RLVR) relies on sparse final rewards that reveal little about which decisions determine success.

By Yu Wang, Yi-Kai Zhang, Wentao Shi, Ziang Ye, Yuchun Miao, Yueqing Sun, Qi Gu, Xunliang Cai, Lan-Zhe Guo, Han-Jia Ye, Fuli Feng
arXiv Computation and Language
Oct 16

Stop Training Against Soft Users: Mentalized Adversarial Self-Play for Proactive Dialogue

The paper introduces Mentalized Adversarial Self-Play (MASP), a framework for training proactive dialogue agents by modeling the user as a rationally resisting participant with an evolving mental state. MASP separates teacher and student mentalization, alternates self‑play updates for system and user policies, and treats robustness to rational resistance as a training objective. Experiments on proactive dialogue benchmarks show MASP improves success rate, rationality‑constrained success, reduces average turns, and performs better against hard users compared to SFT and Planner‑only approaches.

By Zanwu Liu, Dan Zhang, Xiaodi Wang, Yongbo Mao, Xiaoyang Guo, Yonglin Wu, Peiyue Jiang, Yangyang Wei, Zecheng Lin
arXiv AI
Jun 19

MENTOR: Reinforcement Learning via Flexible Teacher-Optimized Rewards for Tool-Use Distillation

arXiv:2510. 18383v3 Announce Type: replace-cross Abstract: Distilling the tool-use capabilities of large language models (LLMs) into small language models (SLMs) is essential for their practical application.

By ChangSu Choi, Hoyun Song, Dongyeon Kim, WooHyeon Jung, Minkyung Cho, Sunjin Park, NohHyeob Bae, Seona Yu, KyungTae Lim
arXiv AI
Sep 25

The Fellowship of the Query: Learning Retrieval Actions

The paper investigates how trajectory fine‑tuning can enhance small language models (SLMs) as next‑action controllers in retrieval‑augmented question answering. By building a seven‑way action‑prediction task from teacher search traces, the authors fine‑tune SLMs and cross‑lingual SLMs (xSLMs) using LoRA and evaluate on 1,646 held‑out examples, achieving a macro‑F1 of 0.6536 with Granite 4.1 3B. In an end‑to‑end controller/generator swap experiment on 149 trajectories, the fine‑tuned model improves Exact Match from 0.7530 to 0.7946 and token F1 from 0.7783 to 0.8295, demonstrating that trajectory supervision boosts action prediction and evidence‑recording behavior.

By Mohammed Al-Maamari, Saber Zerhoudi, Michael Granitzer, Jelena Mitrovi\'c
arXiv Computation and Language
Sep 1

S3Gym: Can LLMs Turn Self-Testing and Self-Judging into Self-Improvement?

S3Gym is an interactive benchmark designed to evaluate large language models (LLMs) on their ability to self-improve through self-testing, self-judging, and self-improvement. It separates permissive exploration from strict held-out evaluation across seven text-based games with executable environment verifiers. Experiments show that self-improvement varies by task, with different experience incorporation pathways (direct history, summary memory, or parameter training) yielding mixed results and highlighting the need for agents to transform feedback into executable, transferable policies.

By Jiajun Shi, Siyuan Tao, Yuhao Wu, Zexuan Wang, Jingyuan Zhang, Jiaheng Liu, Xinping Lei, Xinrong Zhang, Siyuan Fang, Zhewen Tan, Tianle Cai, Junhao Fang, Jiameng Huang, Yueyang Wang, Jinkai Liu, Yuxuan Zhang, Jian Yang, Zhoujun Li, Shen Yan, Wenhao Huang, Ge Zhang
arXiv AI
Oct 9

Grammar Concept Annotation at Scale: Deployed Fine-Tuned Small Language Models Outperform Prompted Frontier Models

The paper reports that fine‑tuned small language models (SLMs) can outperform large frontier models in annotating grammar concepts from learner–tutor transcripts. By training a 0.8B Qwen3.5 model on teacher‑generated data and embedding the annotation rules into adapter weights, the authors deploy an efficient end‑to‑end grammar mastery tracker that matches or exceeds the performance of 4B reference models and GPT‑5.4/5.6 on two human‑curated benchmarks. The lightweight model also cuts serving costs by about 16× and boosts learner engagement and key business metrics in an online experiment.

By Marjan Celikik, Ana Peleteiro Ramallo, Javier Morales
arXiv AI
Sep 15

Not All Prompts Are Equal: Exploration-Guided Prompt Scaffolding for Multimodal Reinforcement Post-Training

The paper introduces an exploration-guided prompt scaffolding framework for multimodal large language models, dynamically adjusting the prompt distribution during reinforcement learning post-training. It uses an Exploration Potential Score (EPS) derived from KL-regularized policy improvement to assess prompt utility without extra overhead, and a teacher model rewrites low-utility prompts to preserve intent while improving informativeness. Experiments on Geo3K, MMK12, MathVision, and MMMU-Pro show consistent performance gains, up to 9.7% in-domain and over 11% on out-of-distribution benchmarks.

By Yuanhao Yue, Qianli Ma, Chengyu Wang, Haoting Wang, Lei Shen, Jun Huang