Abstract:Deep research agents increasingly combine private local documents with external tools like web retrieval, creating a privacy risk: an agent's external queries may leak sensitive information from its local context. This risk is amplified by the mosaic effect, where individual queries may appear harmless but become revealing in aggregate. We introduce MosaicLeaks, a benchmark of 1,001 multi-hop deep research tasks that chain private enterprise documents and a public web corpus, forcing agents to make external queries that depend on local information. We evaluate leakage with an adversary LLM that observes only the agent's external queries and attempts to infer private information at three levels: the agent's research intent, answers to specific private questions and verifiable claims about the enterprise documents. We find that models across families and sizes frequently leak at all three levels, that zero-shot privacy prompting reduces but does not eliminate leakage and that reinforcement learning for task performance alone worsens leakage. To address this, we propose Privacy-Aware Deep Research (PA-DR), an RL framework that combines situational rewards for task success with a learned privacy classifier to provide dense credit assignment over both per-query and mosaic-level leakage. Training Qwen3-4B-Instruct with PA-DR improves accuracy from 48.7% to 58.7% and reduces answer and full-information leakage from 34.0% to 9.9%.
Abstract:Generating high-quality stories spanning thousands of tokens requires competency across a variety of skills, from tracking plot and character arcs to keeping a consistent and engaging style. Due to the difficulty of sourcing labeled datasets and precise quality measurements, most work using large language models (LLMs) for long-form story generation uses combinations of hand-designed prompting techniques to elicit author-like behavior. This is a manual process that is highly dependent on the specific story-generation task. Motivated by the recent success of applying RL with Verifiable Rewards to domains like math and coding, we propose a general story-generation task (Next-Chapter Prediction) and a reward formulation (Verified Rewards via Completion Likelihood Improvement) that allows us to use an unlabeled book dataset as a learning signal for reasoning. We learn to reason over a story's condensed information and generate a detailed plan for the next chapter. Our reasoning is evaluated via the chapters it helps a story-generator create, and compared against non-trained and supervised finetuning (SFT) baselines. Pairwise human judgments reveal the chapters our learned reasoning produces are preferred across almost all metrics, and the effect is more pronounced in Scifi and Fantasy genres.
Abstract:Characters are integral to long-form narratives, but are poorly understood by existing story analysis and generation systems. While prior work has simplified characters via graph-based methods and brief character descriptions, we aim to better tackle the problem of representing complex characters by taking inspiration from advice given to professional writers. We propose CHIRON, a new `character sheet' based representation that organizes and filters textual information about characters. We construct CHIRON sheets in two steps: a Generation Module that prompts an LLM for character information via question-answering and a Validation Module that uses automated reasoning and a domain-specific entailment model to eliminate false facts about a character. We validate CHIRON via the downstream task of masked-character prediction, where our experiments show CHIRON is better and more flexible than comparable summary-based baselines. We also show that metrics derived from CHIRON can be used to automatically infer character-centricity in stories, and that these metrics align with human judgments.
Abstract:While language models have become more capable of producing compelling language, we find there are still gaps in maintaining consistency, especially when describing events in a dynamically changing world. We study the setting of generating narratives in an open world text adventure game, where a graph representation of the underlying game state can be used to train models that consume and output both grounded graph representations and natural language descriptions and actions. We build a large set of tasks by combining crowdsourced and simulated gameplays with a novel dataset of complex actions in order to to construct such models. We find it is possible to improve the consistency of action narration models by training on graph contexts and targets, even if graphs are not present at test time. This is shown both in automatic metrics and human evaluations. We plan to release our code, the new set of tasks, and best performing models.