EAU: Environment-Agent-User Co-evolution for Training User-Centric Agents
Read the original on arXiv AI →The Flow has not summarised this story yet — read it at arXiv AI.
The Flow has not summarised this story yet — read it at arXiv AI.
The paper introduces "environment evolution," a method that incrementally raises the difficulty of interactive environments off‑policy, scheduling their generation across training generations to supply continuous learning signals. It derives three evolution directions tied to a multi‑turn learning objective and implements them via a loop‑engineered multi‑agent harness. Experiments with models such as Hy4 preview, Claude Opus 5, GPT‑5.6 Sol, Qwen3.6‑27B, and Qwen3.6‑35B‑A3B demonstrate that this approach consistently creates harder environments and boosts terminal‑agent performance on Terminal‑Bench 2.1 by 14.4–18.0 percentage points.
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."
arXiv:2606. 03108v1 Announce Type: new Abstract: Autonomous LLM training is often framed as recipe search, which leaves the training harness largely static.
The paper introduces "environment evolution," a method that incrementally raises the difficulty of interactive environments for terminal agents using off‑policy updates. It derives three evolution directions tied to a multi‑turn learning objective and implements them via a loop‑engineered multi‑agent harness. Experiments with models such as Hy4 preview, Claude Opus 5, GPT‑5.6 Sol, Qwen3.6‑27B, and Qwen3.6‑35B‑A3B demonstrate that this approach consistently generates harder environments and yields significant performance gains on Terminal‑Bench 2.1.
RISED introduces a framework that uses rubric-based textual feedback to improve training of a single large language model (LLM) agent across multiple interactive environments. By having an LLM judge tag rollouts with a shared rubric vocabulary, the system guides both online data selection and policy supervision, enabling richer cross‑environment relationships and within‑group reward contrast. Experiments show that RISED achieves the highest mean pass rate and ranks first or second in every individual environment, with rubric analysis revealing behavioural changes behind these gains.
AgentFly is an agentic reinforcement learning framework that introduces a unified resource layer to manage heterogeneous environments—such as sandboxes, model services, and external APIs—through a single scheduling engine. The framework is organized into four layers: an agent layer that abstracts agents, tools, and rewards; a rollout layer that composes agent loops and computes rewards; a context layer that organizes rollouts and injects contextual information; and a low‑level resource layer that handles resource management. AgentFly offers prebuilt tools and environments, demonstrates successful agent training across multiple tasks and models, and provides the first controlled cross‑framework throughput comparison against other agentic RL frameworks.