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Hang Yan

Publications and source records attributed to Hang Yan.

At least 19 recordsLinked to original sources

OdysseyArena: Benchmarking Large Language Models For Long-Horizon, Active and Inductive Interactions

The advancement of Large Language Models (LLMs) has catalyzed the development of autonomous agents capable of navigating complex environments. However, existing evaluations primarily adopt a deductive paradigm, where agents execute tasks based on explicitly provided rules and static goals, often within limited planning horizons. Crucially, this neglects the inductive necessity for agents to discover latent transition laws from experience autonomously, which is the cornerstone for enabling agentic foresight and sustaining strategic coherence. To bridge this gap, we introduce OdysseyArena, which re-centers agent evaluation on long-horizon, active, and inductive interactions. We formalize and instantiate four primitives, translating abstract transition dynamics into concrete interactive environments. Building upon this, we establish OdysseyArena-Lite for standardized benchmarking, providing a set of 120 tasks to measure an agent's inductive efficiency and long-horizon discovery. Pushing further, we introduce OdysseyArena-Challenge to stress-test agent stability across extreme interaction horizons (e.g., > 200 steps). Extensive experiments on 15+ leading LLMs reveal that even frontier models exhibit a deficiency in inductive scenarios, identifying a critical bottleneck in the pursuit of autonomous discovery in complex environments. Project homepage: https://os-copilot.github.io/OdysseyArena-Home/

cs.CL↗

WebAnything: From the Wild Web to Scalable Agent Environments

Web agents require diverse, executable, and resettable website environments for reproducible training and evaluation. Human-assisted mirrors demand per-site engineering, while generative construction can diverge from specified real websites. Capture-and-replay preserves observations, with interaction coverage constrained by captured content and replay capabilities. We present WebAnything, a fully automated framework that reconstructs source-grounded, reusable Web environments from real URLs without per-site manual implementation or repair after initial setup and authorization. An Explorer-Builder collects browser-observable structures, resources, and interaction outcomes; an independent verifier checks frozen candidates and guides local repair or targeted source recapture. We construct 244 website artifacts across 14 application domains and 53 categories, supporting 12,984 executed and accepted tasks. Compared with human-assisted WebHarbor, WebAnything achieves higher aggregate scores on three fidelity metrics, with 12 wins, two ties, and no losses in a blind audit. Fine-tuning Qwen3.5-9B on 5,856 interaction trajectories improves REAL success by 9.9 percentage points, Odysseys-Easy Rubric Avg and Task Avg by 6.25 and 6.32 percentage points, and WebArena-Verified Overall success by 13.33 percentage points under the fixed harness. Code: https://github.com/china-qijizhifeng/Web-Anything

cs.AI↗

Work2Skill: Capturing Human GUI Experience for Reusable Agent Skill Induction

Computer-use agents can perform increasingly complex GUI tasks, yet unfamiliar software and workflows requiring human domain knowledge remain challenging. Human demonstrations convey procedural knowledge through the same GUI interaction space, but reuse requires interpreting actions in context and separating workflow rules from task-specific details. We thus introduce Work2Skill, a framework that captures human GUI experience for reusable agent skill induction. WorkRecorder provides the framework's infrastructure for collecting this experience, aligning screen recordings, mouse and keyboard events, and available accessibility-tree information. Using WorkRecorder, we construct WorkDemo-350, the first synchronized multimodal dataset of human desktop GUI demonstrations for reusable agent skill induction and downstream evaluation. Its 350 demonstrations are screened for completeness and task success. We then propose an agentic skill-induction method that inspects evidence on demand to produce reusable skills capturing workflow rules, step dependencies, and completion checks. When the same four execution models are equipped with skills induced by each method under shared execution settings, Work2Skill achieves the highest scores and success rates. Mean score improvements over the corresponding No Skill baseline are 4.67--10.54 points on MyPCBench Bounded Action and 3.11--7.50 points on a 286-task subset of OSWorld-Verified. Our code and data are available at https://github.com/china-qijizhifeng/Work2Skill.

cs.AI↗

OpenMobile-2: Building Versatile Mobile Agents with Scalable Environments and App-Native Tools

We introduce OpenMobile-2, a near-frontier mobile agent with fully open training environments and recipes. We make three key advances: (1) Diverse environments with simulated commercial apps: We build MobileGym++, featuring 35 realistic, functionally rich commercial-style apps with cross-app workflows, while preserving full controllability for reset and verification. Together with newly configured apps in Android emulators, this yields a diverse playground spanning over 110 apps. (2) Open training data at scale: Building on this foundation, we curate nearly 12K mobile interaction trajectories for supervised fine-tuning and the largest open collection of verifiable RL training data for mobile agents, comprising over 2K executable tasks with automatic rewards. (3) Hybrid GUI and app-native tool use: We explore an experimental mobile-use setting where apps expose selected functionalities as app-native tools alongside their GUIs, allowing agents to interleave GUI actions and tool calls within a task. We implement this setting in MobileGym++ with over 300 carefully scoped tools across 50+ apps. Additionally, we introduce MobileGym++ Bench for complex, long-horizon commercial mobile scenarios, supporting both GUI-only and hybrid GUI-tool evaluation on a shared task suite. OpenMobile-2 performs competitively across established benchmarks, including AndroidWorld (79.9) and MobileWorld (50.4), while showing promising transfer to real-device mobile use, nearly doubling SPA-Bench performance from 31.9 to 59.6. All resources are available at https://os-copilot.github.io/OpenMobile2-Home/.

cs.SE↗

WEFT: Scaling Tool-Use Post-Training for General-Purpose Agents

Recent efforts to scale tool-use post-training have largely centered on the synthesis of executable environments, which constitute only one component of a broader agentic interaction system comprising the environment, task, agent harness, and evaluator. Scaling environments in isolation, however, does not guarantee commensurate gains in model performance, because reliable learning signals depend on coherent interactions among all components of the agentic interaction system. To address this problem, we introduce WEFT (Whole-system Evolution For Tool-use Post-training), which couples scalable agentic interaction system construction, execution-driven self-evolution, and stable post-training. WEFT scales agentic interaction system construction across environment breadth, task complexity, and interaction diversity. Execution-driven self-evolution iteratively uses execution traces and state evidence to attribute failures and revise the responsible components, with fresh rollouts evaluating the changes and providing evidence for subsequent evolution rounds. For stable post-training at scale, WEFT addresses both optimization and execution reliability: prefix-preserving sampling retains verified progress and atomic-turn credit assignment localizes learning signals, while MegaMCP maintains isolated, recoverable state across concurrent rollouts over shared tool services. Extensive experiments across various models and benchmarks demonstrate the effectiveness of WEFT for tool-use post-training. WEFT-8B and WEFT-14B outperform all evaluated matched-size environment-scaling baselines on BFCL V4, $τ^2$-Bench, and Claw-Eval. In particular, WEFT-14B improves over Agent-World-14B by 6.41, 2.23, and 12.27 percentage points. WEFT-35B-A3B further extends these gains to more challenging long-horizon workflow benchmarks, including Toolathlon-Verified and AutomationBench.

cs.AI↗

Does Learning to Predict the World Help Agents Act? Auditing World-Model Post-Training

Predicting how an environment will change before acting is a natural route to better decision making for agents. Recent post-training methods therefore require agents to predict the next observation and turn that prediction into a reward or a direct supervision signal, which is called world model. Existing next-observation training methods help the agent to learn the environmental content. However, they additionally involve an optimization process, which may introduce several effects other than learning to predict the world. Consequently, where the performance gain comes from during the training process remains an open question. We answer this research question through replacing true next-observation targets with in-distribution mismatched observations during the training process. Across two interactive text environments, mismatched targets lower prediction accuracy by 15.3-61.6% relative to ground-truth targets, yet retain substantial task gains over the base model. Compared with the base model, trained models consider more candidate actions and exhibit less looping. We also introduce a setting that replaces prediction-based rewards with independent random signals. This training expands task coverage (pass@64) even when the reward carries no environment information. We also generalize this finding to VisualWebArena, where random-reward training raises pass@64 by 14.3% relative to the base model, without observation-matching rewards or an external multimodal teacher for reward construction.

cs.CL↗

GameLogicBench: Evaluating Coding Agents on Runtime Game Logic with Tick-Level State Assertions

Coding agents can modify and test code across large software projects. Game development is a domain where agents must implement gameplay rules. A game can end in a valid state even after violating its rules during the run. Current game-development benchmarks replay fixed examples, score videos, or ask another model to judge the result. However, no existing benchmark checks game rules throughout execution across varied evaluator-selected scenarios while ensuring exactly reproducible verdicts. We introduce GameLogicBench, a benchmark of 72 gameplay-logic tasks in Godot projects. An automated evaluator checks each game's rules at every simulation tick. Across 403 hand-designed scenarios, seeded parameter variations produce 1,451 test cases. To ensure that the evaluator measures behavior rather than implementation choice, it must accept different correct implementations for each task while rejecting mutants, implementations with one required capability removed. The tasks span isolated mechanics, multi-system interactions, and repository-scale features. Across 20 combinations of language models and scaffolds, the best observed run solves 52.78% of tasks. Under Claude Code, all twelve models solve fewer tasks as task scope expands from isolated mechanics, through interacting systems, to repository-scale features. Agents inspect code more often and make more tool calls on repository-scale tasks than on isolated-mechanic tasks. Most unsuccessful submissions are runnable, but implement some required game behavior incorrectly. We compared versions of our benchmark evaluator built with and without validation using mutants. Without this validation, incorrect agent submissions passed. A separate analysis finds agents copying code from public repositories when network access is open. Reliable evaluation thus depends both on what the tests reject and on what external code agents can access.

cs.SE↗

UI-Venus-2 Technical Report

Multimodal GUI agents have emerged as a promising paradigm for digital task automation, yet transitioning from benchmark-oriented models to dependable real-world applications remains challenging due to limited environment coverage, brittle task construction, and unreliable reward verification. In this work, we present UI-Venus-2, a general-purpose foundation GUI agent designed to operate across mobile, web, and desktop environments through a unified closed-loop reasoning-action framework. To bridge the gap toward practical deployment, we jointly scale three critical dimensions: (1) Environments, expanding coverage to more than 170 multilingual mobile apps and native desktop operating systems; (2) Tasks, employing a deep-research pipeline for function-grounded instruction generation; and (3) Verification, adopting trace-level and sample-level evaluators with visual keypoints and multi-model voting to ensure reliable RL signals for training. Furthermore, we integrate safety-aware mechanisms to ensure controlled execution of consequential actions. By offering a capable, efficient, and open-source foundation, UI-Venus-2 advances the field toward more generalizable, verifiable, and self-reflective agents for real-world applications.

cs.AI↗

Self-Specialized Teachers for Domain Post-Training

Target-only post-training can improve performance in a specialized domain while degrading behaviors that a general-purpose base model acquired before adaptation. We study this problem when target-domain data are available but a representative replay corpus is not. We propose self-specialized teacher distillation (SSTD), a two-stage procedure that first trains a copy of the base model into a domain teacher, then distills its token distribution to a student on prefixes sampled from the student itself. Teacher training combines standard target supervision with base-aware key-token weighting and distribution alignment to the frozen base model; on-policy distillation then places domain feedback on states the student can encounter at inference time. On financial numerical reasoning, medical question answering, and legal holding identification, SSTD retains much of the target improvement of direct fine-tuning while improving the mean score on the evaluated general suite by 4.8--5.0 points at the reported operating point. The pattern persists across Qwen3 sizes and on Gemma backbones. SSTD requires neither an external teacher nor general replay data.

cs.AI↗

Beyond Retrieval: Query-Conditioned Reuse of Long-Horizon Agent Trajectories

Retrieval can identify a past trajectory that may matter, yet it does not specify how an acting agent should use that trajectory after users, entities, constraints, or environment state have changed. We identify this post-retrieval reuse step as a distinct bottleneck for long-horizon trajectory memory and formulate an evaluation framework that holds candidate retrieval, target state, model, decoding, and tool budget fixed while varying the support delivered to the agent. We instantiate the framework with query-conditioned reuse (QCR), a deliberately simple target-bound note that records a reusable procedure, bindings to recover, applicability conditions, and verification requirements. QCR serves to test the reuse hypothesis rather than to claim a universally preferred memory format. Across 2,391 target instances in WebArena, WorkArena, and AppWorld, QCR reaches 62.3% average Success, 10.7 points above Full Trajectory, while using 48.9% fewer online tokens. Summary reranking selects a reusable memory for 94.8% of targets, placing end-task Success within 1.8 points of an oracle reusable selector. Analyses by trajectory length and source--target binding shift show that direct trajectory injection loses much of its utility as traces grow longer or source-specific values change, whereas target-bound support preserves a larger share of the measured gain. The resulting framework separates retrieval quality from the problem of turning retrieved experience into safe, useful support for a new task.

cs.AI↗

OSReward: Instituting Standardized Evaluation for Cross-Platform Computer-Use Reward Models

Computer-using agents (CUAs) are advancing rapidly across the digital world. A CUA trajectory records the agent's actions, states, and reasoning. Verifying whether it fulfilled the task instruction is central to CUA evaluation, data curation, and reinforcement learning. Neither human-written verifiers nor human annotators can provide such verification at scale, so the field increasingly turns to vision-language models (VLMs) as judges of CUA trajectories. But a fundamental question has long gone unexamined: are these VLM judges reliable enough? To study it systematically, we introduce OSReward, a realistic, high-quality benchmark that evaluates VLM judges on CUA trajectories. The trajectories come from diverse agent backbones executing human-verified instructions across platforms, and are then rigorously labeled with ground-truth verdicts through multi-stage human annotation. Building on it, we derive OSReward-Hard, a challenge set concentrating genuinely hard cases, and OSReward-Multi for fine-grained efficiency and alignment scoring. The most comprehensive evaluation of VLM judges to date finds even state-of-the-art models fall short of an ideal judge, sharing a systematic leniency bias that mislabels failed runs as successes. The few reliable enough to trust are too expensive to run at scale, while affordable open models trail far behind. To close this gap, we construct and release OS-Shepherd-100K, an open corpus of reasoning-annotated trajectory judgments for the CUA community. On it, we train OS-Shepherd (9B and 35B), open reward models that supply low-cost, stable, and reliable reward signals, matching commercial judges at 30-60x lower cost than the frontier. Extensive analyses further inform the design of reliable CUA reward at scale. Our code, benchmark, dataset, and model checkpoints are available at https://os-copilot.github.io/OSReward-Home/.

cs.AI↗

ContextWeave: A Real-World Workflow Benchmark

Memory is essential as language agents move from isolated tasks to long-horizon, stateful workflows, yet existing evaluations often reduce it to retrieval or question answering. We introduce ContextWeave, a longitudinal benchmark that evaluates whether recalled experience improves downstream agent performance in realistic office-work streams. ContextWeave reconstructs privacy-preserved, multi-month workflows of 14 participants into 1,005 executable tasks, including 568 core evaluation tasks, with instructions, containerized environments, trajectories, and task-specific rubrics. It measures workspace quality and alignment with participant-specific preferences, complemented by diagnostics of relevance, continuity, solvability, and robustness to misleading recall. Across six memory components under a fixed model, the strongest configuration raises Workspace Score from 68.08 to 78.20 and Preference Score from 41.50 to 70.60. With a fixed memory component, recall improves both outcomes for all five tested base models, although gains vary substantially. Our analysis shows that actionable, experience-rich memory supports workflow continuation and reduces redundant exploration more effectively than compact summaries, while it can also be more susceptible to misleading recall. These findings motivate memory systems that optimize not only retrieval relevance but also reliable use during execution.

cs.AI↗

NexForge: Scaling Agent Capabilities through Requirement-Driven Task Synthesis for LLMs

Scaling executable agent training data for LLM post-training is bottlenecked by substrate-bound methods that tie task generation to predefined tools, repositories, or skill graphs: expanding coverage requires manual substrate engineering, each new domain demands a bespoke pipeline, and the resulting task distributions often reflect substrate biases rather than real-world demand. We introduce NexForge, a requirement-driven framework that takes high-level capability requirements as input and synthesizes diverse, executable agent tasks and expert trajectories for SFT. NexForge first investigates real-world demand to construct scenarios and task profiles, then performs distribution-aware compilation to generate task directives. For each directive, NexForge automatically retrieves or constructs the required files, dependencies, and runtime configurations, and finally collects expert rollouts to produce training trajectories. Without domain-specific infrastructure, NexForge produces 3.6K terminal and 2K office tasks, improving Qwen3.5-35B-A3B Base from 22.5\% to 52.0\% on Terminal-Bench 2.0 and from 813 to 1338 Elo on GDPval; scaling further to 43.2K terminal tasks yields 58.4\%, on par with Claude Opus 4.6 equipped with Claude Code. Scaled further, NexForge-synthesized data contributes to the training of Nex-N2, a family of publicly available agent models that lift Qwen3.5-397B-A17B to 75.3\% on Terminal-Bench 2.1 and to 1585 Elo on GDPval---achieving state-of-the-art open-source performance and surpassing several frontier proprietary systems. Nex-N2 models are available at https://nex.sii.edu.cn/.

cs.SE↗

Dual-Dimensional Consistency: Balancing Budget and Quality in Adaptive Inference-Time Scaling

Large Language Models (LLMs) have demonstrated remarkable abilities in reasoning. However, maximizing their potential through inference-time scaling faces challenges in trade-off between sampling budget and reasoning quality. Current strategies remain inefficient as they typically treat sampling width and depth as orthogonal objectives, where width consensus methods risk reinforcing hallucinations, while depth pruning mechanisms prematurely truncate complex yet valid reasoning chains. Therefore, we propose Dual-Dimensional Consistency (DDC), a unified framework that bridges path quality with adaptive termination. By coupling Confidence-Weighted Bayesian protocol with a Trend-Aware Stratified Pruning, our method ensures that computational resources are concentrated on high quality reasoning paths, filtering hallucinations while accelerating consensus. Evaluations across five benchmarks demonstrate that this approach reduces token consumption by over 10 times while maintaining or exceeding the accuracy of strong baselines across various LLMs.

cs.AI↗

MAGA: Multi-Platform Self-Fusion of GUI Agents via Structured Action Distillation

Graphical user interface (GUI) agents based on large language models are increasingly deployed across mobile, web, and desktop environments. However, existing agents are typically domain-specific, limiting the deployment and user experience. This motivates the consolidation of specialized models into a single cross-environment policy. Weight merging directly merges domain-specific experts but can corrupt executable actions under expert disagreement, while on-policy distillation (OPD) avoids conflicting teacher supervision yet still treats all response tokens equally during distillation, ignoring that action tokens are the only interface between the environment and the agent. To address this, We introduce MAGA that re-allocates training signal according to the structured action. Based on the correctness of the generated action, it suppresses unnecessary or invalid distillation signals and focuses learning on erroneous actions. Besides, a training-only hint optimizes the supervision signal provided by domain-specific teachers without changing the student input. Across two model scales, MAGA achieves the highest mean success rate, outperforming the strongest baseline by 2.0% at 8B and achieves almost the same average performance with teachers.

cs.AI↗

MMG2Skill: Can Agents Distill In-the-Wild Guides into Self-Evolving Skills?

Abundant procedural knowledge on the Web holds great potential for helping agents solve long-horizon tasks. However, such knowledge is often multimodal, heterogeneous, noisy, and implicitly assumes human executors, making it difficult to use directly as the skills required by agents. To bridge the gap between human-oriented guides and agent-executable skills, we formalize this problem as guide-to-skill learning: converting in-the-wild guides into executable skills and continuously improving them from trajectories observable to the agent. To evaluate the capability of existing agents on this task, we introduce MMG2Skill-Bench, the first benchmark designed for this problem. We further propose MMG2Skill, a closed-loop framework that compiles guides into editable skills, conditions a fixed vision-language model (VLM) agent on these skills during execution, and revises the skills from trajectory-level root-cause feedback without using benchmark scores. Across GUI control, open-ended gameplay, and strategic card play with six VLM backbones, MMG2Skill consistently outperforms vanilla baseline agents in every model-domain setting, achieving macro-average gains of +12.8 to +25.3 percentage points across backbones. Ablation studies show that directly prompting agents with raw guides can degrade performance, while both structured skill construction and trajectory-driven revision are necessary for the observed improvements. On success-inferable tasks, analyzer-based early stopping further prevents late-stage performance regressions and saves 25%-53% of attempts when the success signal is properly calibrated.

cs.CL↗

ChartAct: A Benchmark for Dynamic Chart Understanding

Charts are widely used to present complex data for analysis and decision making. Existing chart understanding benchmarks mainly focus on static charts, but real-world charts are often dynamic and interactive. Key information may only appear after actions such as hovering, clicking, zooming, or dragging. Dynamic chart understanding therefore requires models to identify visible content, choose proper interactions, and reason over changing chart states. To evaluate this ability, we propose ChartAct, an interactive benchmark for dynamic chart understanding. ChartAct collects and filters 673 dynamic charts from 8 real chart websites, covers 7 common chart types, and constructs 1,440 high-quality question-answer samples. Each sample is instantiated in two environments, Dynamic Chart and Dashboard Chart, to evaluate dynamic chart understanding under different contexts. Based on ChartAct, we systematically evaluate 11 advanced multimodal models and GUI agents. Experimental results show that existing models still have clear limitations in dynamic chart understanding. The strongest model, Claude-Opus-4.7, achieves an average success rate of 84.5\%, while most models remain below 60\%. We also conduct detailed failure attribution and case analysis. ChartAct provides a new benchmark for studying chart understanding in real interactive environments. Codes at https://github.com/wulin-wulin/OSWorld_Chart

cs.CV↗

MUR: Momentum Uncertainty guided Reasoning for Large Language Models

Large Language Models have achieved impressive performance on reasoning-intensive tasks, yet optimizing their reasoning efficiency remains an open challenge. While Test-Time Scaling (TTS) improves reasoning quality, it often leads to overthinking, wasting tokens on redundant computations. This work investigates how to efficiently and adaptively guide current model' test-time scaling without additional training. Inspired by the concept of momentum in physics, we propose Momentum Uncertainty-guided Reasoning (MUR), which dynamically allocates thinking budgets to critical reasoning steps by tracking and aggregating stepwise uncertainty over time. To support flexible inference-time control, we introduce gamma-control, a simple mechanism that tunes the reasoning budget via a single hyperparameter. We provide in-depth theoretical proof to support the superiority of MUR in terms of stability and biases. MUR is comprehensively evaluated against various TTS methods across four challenging benchmarks (MATH-500, AIME24, AIME25, and GPQA-diamond) using different sizes of recent Qwen3 models (1.7B, 4B, and 8B). Results demonstrate that MUR reduces computation by by over 45% on average while improving accuracy from 0.33 to 3.46%.

cs.CL↗