Abstract:Reinforcement learning (RL) presents a promising avenue for enhancing generative recommendation beyond supervised imitation, leveraging reward signals to guide policy improvement. However, its efficacy is critically contingent on the trustworthiness of the reward model for the samples it evaluates. In practice, production rankers, the widely adopted reward models, are trained on exposure-biased logs, leading to sample-dependent inaccuracies that violate this assumption. Our stratified analysis uncovers a consistent pattern: reward guidance is most beneficial when the policy exhibits uncertainty and the ranker can effectively discriminate the ground-truth item from rollout negatives. On other samples, the reward signal is either negligible or detrimental, highlighting the risk of uniform RL application. To address such an issue, we introduce AdaGRPO, a novel framework that treats reward-guided optimization as selective admission rather than uniform pressure. Training is anchored in supervised negative log-likelihood, while the GRPO objective is gated by a binary, per-sample clip determined by two rollout diagnostics: policy-side difficulty and reward discriminability. Instances failing either diagnostic default to pure supervision, ensuring stability and mitigating the amplification of noisy gradients. We validate AdaGRPO on a large-scale e-commerce dataset. At the best intermediate checkpoint, it elevates HR@10 from 11.01% to 12.18% while constraining hallucination below 0.22%, and maintains robustness at the final checkpoint (HR@10 11.63%, hallucination 0.27%), outperforming fixed NLL--GRPO mixtures across the retrieval--validity frontier. In production A/B tests, AdaGRPO achieves statistically significant gains in click-through rate and dwell time, confirming its practical utility.
Abstract:The rapid development of GUI foundation models and mobile GUI agents has spurred numerous evaluation benchmarks, yet most rely on simulated environments or open-source applications, leaving real-world closed-source applications largely unevaluated. The core difficulty is that closed-source applications do not expose internal states, making traditional automatic verification inapplicable. To bridge this gap, we introduce AndroidDaily, a large-scale benchmark comprising 350 realistic daily-use tasks across 94 high-frequency Android applications spanning transportation, shopping, local services, entertainment, content creation, social media, and everyday utilities. To enable automatic and verifiable assessment in these opaque environments, we propose Guideline-grounded Reviewer for Automatic Diagnostic Evaluation (GRADE), a process-aware evaluator built on a three-tiered system of observable external guidelines: operational obligations, output quality, and negative constraints. GRADE tracks the agent's visual trajectory against these criteria and produces step-level diagnostic judgments, turning long-horizon, open-ended mobile interactions into verifiable evaluation without relying on hidden internal states. Experiments show that GRADE achieves 87.37\% agreement with human evaluators. The strongest model reaches a 62.0\% success rate on AndroidDaily, highlighting a substantial gap between current reasoning capabilities and practical execution in realistic mobile workflows.
Abstract:Generative Retrieval (GR) offers a promising paradigm for recommendation through next-token prediction (NTP). However, scaling it to large-scale industrial systems introduces three challenges: (i) within a single request, the identical model inputs may produce inconsistent outputs due to the pagination request mechanism; (ii) the prohibitive cost of encoding long user behavior sequences with multi-token item representations based on semantic IDs, and (iii) aligning the generative policy with nuanced user preference signals. We present GenRec, a preference-oriented generative framework deployed on the JD App that addresses above challenges within a single decoder-only architecture. For training objective, we propose Page-wise NTP task, which supervises over an entire interaction page rather than each interacted item individually, providing denser gradient signal and resolving the one-to-many ambiguity of point-wise training. On the prefilling side, an asymmetric linear Token Merger compresses multi-token Semantic IDs in the prompt while preserving full-resolution decoding, reducing input length by ~2X with negligible accuracy loss. To further align outputs with user satisfaction, we introduce GRPO-SR, a reinforcement learning method that pairs Group Relative Policy Optimization with NLL regularization for training stability, and employs Hybrid Rewards combining a dense reward model with a relevance gate to mitigate reward hacking. In month-long online A/B tests serving production traffic, GenRec achieves 9.5% improvement in click count and 8.7% in transaction count over the existing pipeline.
Abstract:Simulating physically realistic garment deformations is an essential task for virtual immersive experience, which is often achieved by physics simulation methods. However, these methods are typically time-consuming, computationally demanding, and require costly hardware, which is not suitable for real-time applications. Recent learning-based methods tried to resolve this problem by training graph neural networks to learn the garment deformation on vertices, which, however, fail to capture the intricate deformation of complex garment meshes with complex topologies. In this paper, we introduce a novel neural deformation field-based method, named UNIC, to animate the garments of an avatar in real time, given the motion sequences. Our key idea is to learn the instance-specific neural deformation field to animate the garment meshes. Such an instance-specific learning scheme does not require UNIC to generalize to new garments but only to new motion sequences, which greatly reduces the difficulty in training and improves the deformation quality. Moreover, neural deformation fields map the 3D points to their deformation offsets, which not only avoids handling topologies of the complex garments but also injects a natural smoothness constraint in the deformation learning. Extensive experiments have been conducted on various kinds of garment meshes to demonstrate the effectiveness and efficiency of UNIC over baseline methods, making it potentially practical and useful in real-world interactive applications like video games.