Abstract:Distilling reasoning paths from teacher to student models via supervised fine-tuning (SFT) provides a shortcut for improving the reasoning ability of smaller Large Language Models (LLMs). However, the reasoning paths generated by teacher models often reflect only surface-level traces of their underlying authentic reasoning. Insights from cognitive neuroscience suggest that authentic reasoning involves a complex interweaving between meta-reasoning (which selects appropriate sub-problems from multiple candidates) and solving (which addresses the sub-problem). This implies authentic reasoning has an implicit multi-branch structure. Supervised fine-tuning collapses this rich structure into a flat sequence of token prediction in the teacher's reasoning path, preventing effective distillation of this structure to students. To address this limitation, we propose RLKD, a reinforcement learning (RL)-based distillation framework guided by a novel Generative Structure Reward Model (GSRM). Our GSRM converts reasoning paths into multiple meta-reasoning-solving steps and computes rewards to measure structural alignment between student and teacher reasoning. RLKD combines this reward with RL, enabling student LLMs to internalize the teacher's implicit multi-branch reasoning structure rather than merely mimicking fixed output paths. Experiments show RLKD surpasses standard SFT-RL pipelines even when trained on 0.1% of data under an RL-only regime, unlocking greater student reasoning potential than SFT-based distillation.
Abstract:With the rapid advancement of large language models (LLMs) and their remarkable capabilities in handling complex language tasks, an increasing number of studies are employing LLMs as agents to emulate the sequential decision-making processes of humans often represented as Markov decision-making processes (MDPs). The actions within this decision-making framework adhere to specific probability distributions and require iterative sampling. This arouses our curiosity regarding the capacity of LLM agents to comprehend probability distributions, thereby guiding the agent's behavioral decision-making through probabilistic sampling and generating behavioral sequences. To answer the above question, we divide the problem into two main aspects: simulation where the exact probability distribution is known, and generation of sequences where the probability distribution is ambiguous. In the first case, the agent is required to give the type and parameters of the probability distribution through the problem description, and then give the sampling sequence. However, our analysis shows that LLM agents perform poorly in this case, but the sampling success rate can be improved through programming tools. Real-world scenarios often entail unknown probability distributions. Thus, in the second case, we ask the agents to change the activity level in online social networks and analyze the frequency of actions. Ultimately, our analysis shows that LLM agents cannot sample probability distributions even using programming tools. Therefore, careful consideration is still required before directly applying LLM agents as agents to simulate human behavior.
Abstract:Constructing personalized and anthropomorphic agents holds significant importance in the simulation of social networks. However, there are still two key problems in existing works: the agent possesses world knowledge that does not belong to its personas, and it cannot eliminate the interference of diverse persona information on current actions, which reduces the personalization and anthropomorphism of the agent. To solve the above problems, we construct the social media agent based on personalized knowledge and dynamic persona information. For personalized knowledge, we add external knowledge sources and match them with the persona information of agents, thereby giving the agent personalized world knowledge. For dynamic persona information, we use current action information to internally retrieve the persona information of the agent, thereby reducing the interference of diverse persona information on the current action. To make the agent suitable for social media, we design five basic modules for it: persona, planning, action, memory and reflection. To provide an interaction and verification environment for the agent, we build a social media simulation sandbox. In the experimental verification, automatic and human evaluations demonstrated the effectiveness of the agent we constructed.