Abstract:AI agent performance depends critically on the runtime harness, comprising the prompts, tools, memory, and control flow that mediate how a model observes, reasons, and acts. Yet today's harnesses remain largely hand-crafted and static: each new model or task still demands bespoke scaffolding, and the rich traces produced during execution are rarely distilled back into systematic improvement. We introduce HarnessX, a foundry for composable, adaptive, and evolvable agent harnesses. HarnessX assembles typed harness primitives via a substitution algebra, adapts them through AEGIS, a trace-driven multi-agent evolution engine grounded in an operational mirror between symbolic adaptation and reinforcement learning, and closes the harness-model loop by turning trajectories into both harness updates and model training signal. Across five benchmarks (ALFWorld, GAIA, WebShop, tau^3-Bench, and SWE-bench Verified), HarnessX yields an average gain of +14.5% (up to +44.0%), with gains largest where baselines are lowest. These results suggest that agent progress need not come from model scaling alone: composing and evolving runtime interfaces from execution feedback is an actionable and complementary lever. The complete codebase will be open-sourced in a future release.
Abstract:Recent AI systems have achieved strong results on a wide range of benchmarks, yet these gains have not translated into economically meaningful deployment across many professional domains. We argue that this gap is largely an evaluation problem: widely used benchmarks lack sustained performance measurement on real and economically valuable workflows. This paper introduces Agents' Last Exam (ALE), a benchmark designed to evaluate AI agents on long-horizon, economically valuable, real-world tasks with verifiable outcomes. Developed in collaboration with 250+ industry experts, ALE covers non-physical industries defined with reference to O*NET / SOC 2018 (the U.S. federal occupational taxonomy). It is organized around a task taxonomy with 55 subfields grouped into 13 industry clusters covering 1K+ tasks. Current results show that the hardest tier remains far from saturated: across mainstream harness and backbone configurations, the average full pass rate is 2.6%. ALE is designed as a living benchmark: its task pool grows continuously as new workflows and industries are onboarded. More broadly, ALE is intended not merely as another leaderboard, but as an instrument for closing the gap between benchmark success and GDP-relevant impact.
Abstract:Large language models (LLMs) are increasingly asked not only to write static interfaces, but to construct executable interactive worlds from natural language. Browser-native 3D, commonly built with Three.js, is a natural next frontier: generated programs must integrate assets, obey spatial and physical constraints, and keep user-facing controls synchronized with hidden runtime state. Existing web-generation benchmarks and evaluators, however, largely observe only pixels or DOM nodes, while the mechanics of a Three.js world unfold inside an opaque <canvas>. We introduce WorldCoder-Bench, a benchmark for autonomous, physically grounded 3D world synthesis. WorldCoder-Bench contains 2,026 expert-curated tasks across Simulation, Rendering, and Application scenarios, with optional .glb assets and hidden behavioral contracts. We further propose StateProbe, an execution-based protocol that probes generated programs in a sandboxed browser and verifies hidden, mutation-hardened contracts over runtime states and transitions. Beyond verification coverage, we report Return on Automation and Time Efficiency Multiplier to measure correctness-adjusted cost and time savings. Across nine frontier models, the best system reaches only 27.8% verification coverage on WorldCoder-Core and 19.9% on WorldCoder-Robust, with failures dominated by state-schema drift and broken interaction chains rather than missing scene elements. Utility metrics further show that cheap or fast models can still provide substantial value on easier domains. WorldCoder-Bench is available at https://anonymous.4open.science/r/WorldCoder-Bench/.
Abstract:Test-Time Reinforcement Learning (TTRL) enables Large Language Models (LLMs) to enhance reasoning capabilities on unlabeled test streams by deriving pseudo-rewards from majority voting consensus. However, existing TTRL methods rely exclusively on positive pseudo-labeling strategies. Such reliance becomes vulnerable under challenging scenarios where answer distributions are highly dispersed, resulting in weak consensus that inadvertently reinforces incorrect trajectories as supervision signals. In this paper, we propose SCRL (Selective-Complementary Reinforcement Learning), a robust test-time reinforcement learning framework that effectively mitigates label noise amplification. SCRL develops Selective Positive Pseudo-Labeling, which enforces strict consensus criteria to filter unreliable majorities. Complementarily, SCRL introduces Entropy-Gated Negative Pseudo-Labeling, the first negative supervision mechanism in TTRL, to reliably prune incorrect trajectories based on generation uncertainty. Extensive experiments on multiple reasoning benchmarks demonstrate that SCRL achieves substantial improvements over baselines, while maintaining robust generalization and training stability under constrained rollout budgets. Our code is available at https://github.com/Jasper-Yan/SCRL.
Abstract:Deep Research agents tackle knowledge-intensive tasks through multi-round retrieval and decision-oriented generation. While reinforcement learning (RL) has been shown to improve performance in this paradigm, its contributions remain underexplored. To fully understand the role of RL, we conduct a systematic study along three decoupled dimensions: prompt template, reward function, and policy optimization. Our study reveals that: 1) the Fast Thinking template yields greater stability and better performance than the Slow Thinking template used in prior work; 2) the F1-based reward underperforms the EM due to training collapse driven by answer avoidance; this can be mitigated by incorporating action-level penalties, ultimately surpassing EM; 3) REINFORCE outperforms PPO while requiring fewer search actions, whereas GRPO shows the poorest stability among policy optimization methods. Building on these insights, we then introduce Search-R1++, a strong baseline that improves the performance of Search-R1 from 0.403 to 0.442 (Qwen2.5-7B) and 0.289 to 0.331 (Qwen2.5-3B). We hope that our findings can pave the way for more principled and reliable RL training strategies in Deep Research systems.
Abstract:Multimodal large language models (MLLMs) have achieved strong performance on perception-oriented tasks, yet their ability to perform mathematical spatial reasoning, defined as the capacity to parse and manipulate two- and three-dimensional relations, remains unclear. Humans easily solve textbook-style spatial reasoning problems with over 95\% accuracy, but we find that most leading MLLMs fail to reach even 60\% on the same tasks. This striking gap highlights spatial reasoning as a fundamental weakness of current models. To investigate this gap, we present MathSpatial, a unified framework for evaluating and improving spatial reasoning in MLLMs. MathSpatial includes three complementary components: (i) MathSpatial-Bench, a benchmark of 2K problems across three categories and eleven subtypes, designed to isolate reasoning difficulty from perceptual noise; (ii) MathSpatial-Corpus, a training dataset of 8K additional problems with verified solutions; and (iii) MathSpatial-SRT, which models reasoning as structured traces composed of three atomic operations--Correlate, Constrain, and Infer. Experiments show that fine-tuning Qwen2.5-VL-7B on MathSpatial achieves competitive accuracy while reducing tokens by 25\%. MathSpatial provides the first large-scale resource that disentangles perception from reasoning, enabling precise measurement and comprehensive understanding of mathematical spatial reasoning in MLLMs.
Abstract:Training large language model (LLM) agents for adversarial games is often driven by episodic objectives such as win rate. In long-horizon settings, however, payoffs are shaped by latent strategic externalities that evolve over time, so myopic optimization and variation-based regret analyses can become vacuous even when the dynamics are predictable. To solve this problem, we introduce Implicit Strategic Optimization (ISO), a prediction-aware framework in which each agent forecasts the current strategic context and uses it to update its policy online. ISO combines a Strategic Reward Model (SRM) that estimates the long-run strategic value of actions with iso-grpo, a context-conditioned optimistic learning rule. We prove sublinear contextual regret and equilibrium convergence guarantees whose dominant terms scale with the number of context mispredictions; when prediction errors are bounded, our bounds recover the static-game rates obtained when strategic externalities are known. Experiments in 6-player No-Limit Texas Hold'em and competitive Pokemon show consistent improvements in long-term return over strong LLM and RL baselines, and graceful degradation under controlled prediction noise.
Abstract:Reinforcement learning (RL) is a critical stage in post-training large language models (LLMs), involving repeated interaction between rollout generation, reward evaluation, and centralized learning. Distributing rollout execution offers opportunities to leverage more cost-efficient inference resources, but introduces challenges in wide-area coordination and policy dissemination. We present ECHO-2, a distributed RL framework for post-training with remote inference workers and non-negligible dissemination latency. ECHO-2 combines centralized learning with distributed rollouts and treats bounded policy staleness as a user-controlled parameter, enabling rollout generation, dissemination, and training to overlap. We introduce an overlap-based capacity model that relates training time, dissemination latency, and rollout throughput, yielding a practical provisioning rule for sustaining learner utilization. To mitigate dissemination bottlenecks and lower cost, ECHO-2 employs peer-assisted pipelined broadcast and cost-aware activation of heterogeneous workers. Experiments on GRPO post-training of 4B and 8B models under real wide-area bandwidth regimes show that ECHO-2 significantly improves cost efficiency while preserving RL reward comparable to strong baselines.
Abstract:Advertising image generation has increasingly focused on online metrics like Click-Through Rate (CTR), yet existing approaches adopt a ``one-size-fits-all" strategy that optimizes for overall CTR while neglecting preference diversity among user groups. This leads to suboptimal performance for specific groups, limiting targeted marketing effectiveness. To bridge this gap, we present \textit{One Size, Many Fits} (OSMF), a unified framework that aligns diverse group-wise click preferences in large-scale advertising image generation. OSMF begins with product-aware adaptive grouping, which dynamically organizes users based on their attributes and product characteristics, representing each group with rich collective preference features. Building on these groups, preference-conditioned image generation employs a Group-aware Multimodal Large Language Model (G-MLLM) to generate tailored images for each group. The G-MLLM is pre-trained to simultaneously comprehend group features and generate advertising images. Subsequently, we fine-tune the G-MLLM using our proposed Group-DPO for group-wise preference alignment, which effectively enhances each group's CTR on the generated images. To further advance this field, we introduce the Grouped Advertising Image Preference Dataset (GAIP), the first large-scale public dataset of group-wise image preferences, including around 600K groups built from 40M users. Extensive experiments demonstrate that our framework achieves the state-of-the-art performance in both offline and online settings. Our code and datasets will be released at https://github.com/JD-GenX/OSMF.
Abstract:Recent advances in vision-language models (VLMs) reasoning have been largely attributed to the rise of reinforcement Learning (RL), which has shifted the community's focus away from the supervised fine-tuning (SFT) paradigm. Many studies suggest that introducing the SFT stage not only fails to improve reasoning ability but may also negatively impact model training. In this study, we revisit this RL-centric belief through a systematic and controlled comparison of SFT and RL on VLM Reasoning. Using identical data sources, we find that the relative effectiveness of SFT and RL is conditional and strongly influenced by model capacity, data scale, and data distribution. Contrary to common assumptions, our findings show that SFT plays a crucial role across several scenarios: (1) Effectiveness for weaker models. SFT more reliably elicits reasoning capabilities in smaller or weaker VLMs. (2) Data efficiency. SFT with only 2K achieves comparable or better reasoning performance to RL with 20K. (3) Cross-modal transferability. SFT demonstrates stronger generalization across modalities. Moreover, we identify a pervasive issue of deceptive rewards, where higher rewards fail to correlate with better reasoning accuracy in RL. These results challenge the prevailing "RL over SFT" narrative. They highlight that the role of SFT may have been underestimated and support a more balanced post-training pipeline in which SFT and RL function as complementary components.