Abstract:As large language models enter professional domains, they must satisfy domain constraints, include critical evidence, and provide complete reasoning rather than merely produce fluent responses. Existing post-training methods often rely on holistic preferences or outcome-level verification, while recent rubric-based methods usually generate rubrics independently for each query. In specialized domains, such unconstrained rubrics may omit critical requirements and vary across samples, hindering the diagnosis and targeted repair of persistent capability deficiencies. We propose APTER (Adaptive Post-Training with Expert-Grounded Rubrics), a framework that integrates structured domain knowledge into fine-grained evaluation, optimization, and diagnosis for specialized complex reasoning. First, expert-grounded rubric construction starts from an expert criteria framework built by domain experts, where each criterion represents a stable professional capability. For each query, APTER selects relevant criteria and instantiates them into query-level rubrics linked to their source criteria, turning reusable expert criteria into executable query-level supervision without reference answers. Second, adaptive post-training uses rubric verdicts as both optimization and criterion-level diagnostic signals. Aggregating low-scoring verdicts by criterion ID reveals persistent deficiencies and triggers targeted supervised fine-tuning updates during reinforcement learning. Experiments on mathematical reasoning and medical question answering show consistent gains across both domains. Across three model generations, APTER improves the mathematics and medical averages over the corresponding base models by up to 15.86 and 8.04 points, respectively. Code and rubric datasets are available at https://github.com/AntDT-APTER/APTER.
Abstract:Generative AI now enables games to produce dialogue, quests, characters, images, and worlds at runtime. Yet generation alone does not make a game AI-native, nor does it guarantee playability. This paper defines AI-native games by whether runtime generative AI is constitutive of the core loop: if the AI component were removed or trivially replaced, the central form of play would collapse or become fundamentally different. This counterfactual criterion separates AI-native games from AI-augmented games, boundary artifacts, chatbots, tavern-style role-play, procedural content generation, and AI-assisted production. Using this definition, we screen candidate artifacts and analyze 53 publicly available AI-native games and prototypes. We introduce a dual-axis G/N taxonomy: the G-axis captures player-facing game type, while the N-axis captures the dominant AI mechanic that makes generative AI indispensable to play. The corpus is concentrated around language-forward designs, especially narrative adventure, epistemic interaction, and generative narrative, while categories such as semantic adjudication, multi-agent simulation, generative construction, and relationship/companion play remain less represented. We argue that the central design problem is organizing semantic openness into stable gameplay. AI-native design depends on mechanical invariants: goals, rules, state, feedback, pacing, and player agency that make open-ended AI outputs interpretable and consequential. We conclude with a roadmap for controllable generation, AI-as-mechanic design, multimodal and multi-agent systems, inference economics, evaluation, safety, and regulation.