Carnegie Mellon University
Abstract:Which reasoning behaviors are associated with correct answers in reasoning models, and does reasoning-oriented training amplify those behaviors? This distinction is important because reasoning-oriented training can make traces look more deliberative without amplifying the behaviors most tied to model correctness. We quantify this mismatch with Behavioral Lift, a metric that measures how much correctness changes when a behavior is present versus absent in a model's reasoning trace. Across 15 models and 6 benchmarks spanning text-only and vision-language reasoning, we annotate 15,282 traces with a taxonomy whose core behaviors are defined for both LLM and VLM traces. We find evidence for an Amplification-Lift Gap, in which thinking models strongly amplify self-correction, hypothesis testing, and uncertainty acknowledgment, while the highest-lift behaviors are confidence calibration, knowledge alignment, and self-awareness. Confidence calibration is among the strongest positive signals of correctness in both modalities, yet is barely amplified; uncertainty acknowledgment is amplified by 3--7$\times$, yet is weakly or negatively associated with correctness. We find that reasoning-oriented training does not preferentially amplify the highest-Lift behaviors, motivating process-level objectives that reward calibrated and grounded reasoning rather than surface form alone.
Abstract:One might imagine that architectural variations within the dense transformer paradigm have a limited effect on accuracy. However, we demonstrate that this is not the case in the long context setting. Specifically, we show that a set of four minor architectural decisions --- all made by at least one of the Olmo, Llama, and Qwen dense model families --- have a compoundingly negative effect on long context extensibility. Any one of these choices alone has a minor impact on long context performance, but combining three or more can drop the performance downstream by up to 47%. Furthermore, these differences are not detectable from short-context loss or validation datasets. We show that much of the variation in long context ability across model families is driven by these architectural features and detectable from applying context extension early in pretraining. We demonstrate this with controlled ablations that hold data, tokenizer, and extension recipe fixed while varying normalization, GQA, pretraining context length, and sliding window attention. After over 170,000 GPU hours of training, we release the resulting set of models as OlmPool, a set of 26 comparable 7B models with checkpoints before and after long-context extension. This pool includes several architectures that outperform the Llama 3 architecture on long context extensibility. In an analysis of our ablation models, we identify patterns in attention sink behavior and attention distributions across context that are attributable to specific architectural differences.
Abstract:Musical performance involves executing a set of high-level musical instructions, yet recovering those instructions from the performance is a challenging inverse problem. We present Decomposer, a post-training framework for symbolic music decompilation: the task of recovering executable, editable music programs from symbolic music. We instantiate the task as MIDI-to-Strudel decompilation, where the model takes symbolic MIDI as input and produces a program in Strudel, a music programming language, that reconstructs the input when executed. The task poses two challenges: Strudel is a low-resource language with little naturally paired MIDI-code data, and optimizing faithful reconstruction of MIDI alone can collapse to unreadable note-by-note transliteration. We address these challenges in two stages. First, we construct Strudel-Synth, a synthetic corpus of paired Strudel programs and rendered MIDI, and use it for supervised fine-tuning. Second, we refine the model with reinforcement learning on unpaired MIDI, optimizing rewards for both MIDI reconstruction faithfulness and code readability. Our evaluation across synthetic and real-world MIDI benchmarks shows that Decomposer achieves substantially higher MIDI reconstruction faithfulness than closed-source LLMs while producing more readable and diverse code than the heuristic converter.
Abstract:Evaluating LLM agents on benchmarks like SWE-Bench and GAIA can be expensive, time-consuming, and requires complex infrastructure. A single evaluation can cost thousands of dollars and take days to complete. In contrast, non-agentic LLM benchmarks that test individual capabilities (e.g., reasoning, code generation) are fast and cheap to run. In this paper, we investigate whether performance on expensive agentic benchmarks can be accurately predicted by the performance on a small, carefully selected subset of atomic evaluation instances. We introduce PACE, a framework that constructs proxy benchmarks by selecting instances from existing non-agentic evaluations whose aggregate scores most reliably predict model performances on agentic benchmarks. Given a pool of candidate instances spanning atomic capabilities, PACE fits a regression that maps a model's scores on a compact subset of source instances to its score on the target agentic benchmark. The subset itself is curated by combining two complementary instance-selection strategies, target-relevance local selection and globally informative global selection. We apply PACE to the 4 target agentic benchmarks in this paper, which yields PACE-Bench, the concrete proxy benchmark that we evaluate in the paper. Experiments across 14 models, 4 agentic benchmarks, and 19 non-agentic benchmarks show that PACE-Bench predicts agentic scores with leave-one-out cross-validation (LOOCV) mean absolute error (MAE) under 4%, Spearman correlation above 0.80, and pairwise model-ranking accuracy around 85%, all at much less than 1% of the full agentic evaluation cost. We further analyze the selected proxy instances, revealing which skills each agentic benchmark uniquely demands. PACE enables practitioners to obtain reliable estimates of agentic performance during model development, selection, and routing, without the overhead of full agent evaluation.
Abstract:Creating and editing slides is a rich, multimodal activity that is ubiquitous in professional and educational settings, making it an ideal testbed for real-world computer-use agents. Microsoft PowerPoint is among the most widely adopted and feature-rich environments for presentation creation. We introduce PPT-Eval, a benchmark of 120 PowerPoint tasks across 12 files that cover both content creation and presentation editing scenarios, organized by difficulty. A central challenge in this domain is evaluation: tasks are complex, multimodal, and often admit many valid solutions. Moreover, today's agents frequently make only partial progress, which binary success metrics fail to capture. To address this, we design a robust evaluation framework to help create task-specific rubrics for PowerPoint tasks, taking inspiration from and building on past works for rubric-based evaluation. These rubrics award partial credit for intermediate steps, penalize unnecessary changes and poor aesthetics, and provide natural language feedback. This nuanced approach proves highly effective, achieving a Kendall's τ-b correlation of 0.77 with human judgments. We find that existing frontier agents still struggle with solving PowerPoint tasks, with strong models like Claude-4.5-Opus achieving only a 45% success rate and an average partial score of 57%. The benchmark is located at: https://microsoft.github.io/ppteval.
Abstract:Despite their widespread use, the role of reward models in shaping reinforcement learning is poorly understood. Reward models offer a tempting promise: they automatically estimate response quality in the absence of verifiers or human judges. Unlike "verifiable rewards" which typically produce binary scores, reward models typically produce continuous scores, allowing them to be sensitive to fine-grained differences in responses. However, we show this apparent strength is a serious weakness: many popular reward models are oversensitive, assigning different scores to equally good responses. Theoretically, we show that seemingly perfect reward models can be highly oversensitive; empirically, this oversensitivity can lead to bad policies. In place of existing notions of "reward model accuracy," we propose evaluating reward models using distinct measures of "discriminative ability" and "specificity" (the complement of oversensitivity). As a solution, we describe a training-free algorithm that uses Monte Carlo dropout on any neural reward model to produce discrete reward clusters. Theoretically, we prove there exist discretizations that reduce oversensitivity at minimal expense of discriminative ability; empirically we show, in both controlled and natural RL settings, that discretizing rewards leads to less reward hacking and better policies than training on the original rewards.
Abstract:We present a low-latency real-time audio game commentary system that generates spoken commentary directly from live gameplay video. In this end-to-end setting, a key bottleneck is accumulated waiting time; conventional pipelines capture frames, generate text, and synthesize speech sequentially for each utterance, and do not request the next generation until speech playback has completed. This strict sequentiality causes long and unnatural silence between utterances. To address this latency bottleneck, our system runs text generation in parallel with speech playback and buffers multiple candidate utterances ahead of time, enabling immediate synthesis at playback boundaries. Experiments on fast-paced game videos show that our parallel design reduces the mean inter-utterance silence from 9.6 seconds to 0.3 seconds compared to sequential baselines. It also improves similarity to professional speaking--silence timing patterns by over 40 %, and a user study with 120 experienced game players confirms significantly improved perceived speaking rhythm. Our demo video is available at: https://youtu.be/pmrRUlvav8M.
Abstract:Large language models (LLMs) have enabled powerful software engineering (SE) agents capable of navigating complex codebases and resolving real-world issues. However, these agents remain fundamentally episodic: they fail to retain, refine, and reuse experiences across tasks, repeatedly reconstructing context from scratch and reproducing similar mistakes. Even with memory support, they offer no remedy for the absence of a principled, task-agnostic \textit{memory utility}, making them difficult to evaluate rigorously or generalize across agents and settings. To tackle these limitations, we introduce \ours, a closed-loop framework for memory augmentation in SE agents. \ours grounds memory utility in \textit{validated downstream impact}, establishing utility as both a task-agnostic \textbf{evaluation benchmark} and an annotation-free \textbf{optimization signal}. Through complementary evaluation on \textit{single-episode} and \textit{cross-episode} memory augmentation, results demonstrate that \ours consistently improves SE agents across settings, achieving absolute gains of up to $\uparrow5.25\%$ in success rate and $\uparrow4.63\%$ in resolve efficiency, while substantially reducing computational cost by $\geq9.79\%$. Our project page: \href{https://xhguo7.github.io/MemOp/}{https://xhguo7.github.io/MemOp/}.
Abstract:With the advancement of AI capabilities, AI reviewers are beginning to be deployed in scientific peer review, yet their capability and credibility remain in question: many scientists simply view them as probabilistic systems without the expertise to evaluate research, while other researchers are more optimistic about their readiness without concrete evidence. Understanding what AI reviewers do well, where they fall short, and what challenges remain is essential. However, existing evaluations of AI reviewers have focused on whether their verdicts match human verdicts (e.g., score alignment, acceptance prediction), which is insufficient to characterize their capabilities and limits. In this paper, we close this gap through a large-scale expert annotation study, in which 45 domain scientists in Physical, Biological, and Health Sciences spent 469 hours rating 2,960 individual criticisms (each targeting one specific aspect of a paper) from human-written and AI-generated reviews of 82 Nature-family papers on correctness, significance, and sufficiency of evidence. On a composite of all three dimensions, a reviewing agent powered by GPT-5.2 scores above each paper's top-rated human reviewer (60.0% vs. 48.2%, p = 0.009), while all three AI reviewers (including Gemini 3.0 Pro and Claude Opus 4.5) exceed the lowest-rated human across every dimension. AI reviewers' accurate criticisms are also more often rated significant and well-evidenced, and surface a distinct 26% of issues no human raises. However, AI reviewers overlap far more than humans do (21% vs. 3% for cross-reviewer pairs), and exhibit 16 recurring weaknesses humans do not share, such as limited subfield knowledge, lack of long context management over multiple files, and overly critical stance on minor issues. Overall, our results position current AI reviewers as complements to, not substitutes for, human reviewers.
Abstract:Humans learn social norms and behaviors from verbal feedback (e.g., a parent saying "that was rude" or a friend explaining "here's why that hurt"). Yet, learning from feedback for LLMs has largely focused on domains like code and math, where RL rewards are directly verifiable and condensed into scalar values. As LLMs are increasingly used to simulate human behavior, e.g., standing in for users, patients, students, and other personas, there is a pressing need to make them more human-like, which requires embracing a fundamentally different kind of signal: feedback that is verbal, subjective, and multi-faceted. We present DITTO, a model trained by treating verbal feedback as a first-class signal in reinforcement learning. After each rollout, DITTO receives verbal feedback and generates a feedback-conditioned improved rollout; both outputs are jointly optimized with GRPO, distilling verbal guidance into the base policy without requiring feedback at test time. We also introduce SOUL (Simulation gym Of hUman-Like behavior), a unified benchmark and training data suite spanning 10 tasks across six categories: Theory of Mind, character role play, social skill, learner simulation, user simulation, and persona simulation. DITTO achieves an average 36% improvement over the base model and exceeds GPT-5.4 on 6 of 10 SOUL benchmarks, demonstrating that RL with verbal feedback is a promising direction for training LLMs to simulate human behavior.