Search arXiv⌕ Search

arXiv subjects

Jiaheng Liu

Publications and source records attributed to Jiaheng Liu.

At least 19 recordsLinked to original sources

CodeCap-Bench: Can Code Serve as a Good Video Caption?

Video captioning aims to preserve visual information through compact descriptions, predominantly using natural language. However, precisely expressing fine-grained spatial structures and temporal dynamics in natural language often leads to lengthy and potentially ambiguous descriptions. In this work, we explore Code as Video Caption, a paradigm where executable programs serve as a complementary representation of visual content through graphical primitives, layout rules, and functions of time. To examine whether code captions effectively preserve video information, we compare them with natural language captions on downstream question answering and video reconstruction tasks. Our results show that code captions achieve superior reasoning accuracy and reconstruction fidelity. Despite these advantages, realizing the potential of code captioning depends on whether current multimodal large language models (MLLMs) can generate faithful code captions. To systematically assess this capability, we introduce CodeCap-Bench, which comprises 323 videos spanning five categories of structured 2D content, along with fine-grained annotations and a multi-level evaluation framework. Extensive experiments reveal that while leading proprietary MLLMs demonstrate promising code captioning capabilities, they still struggle to faithfully capture complex temporal dynamics, with open-source models lagging substantially behind.

cs.CV↗

From Code to Playable Systems: CEGame-Bench for Long-Horizon Game Creation Agents

A game ships when a player can launch it, finish it, and return to a saved world, none of which a successful build guarantees, yet game-creation agents are mostly tested on one engine or on one-prompt browser games. We present CEGame-Bench, the first long-horizon benchmark for complete-game creation across five production engines: Defold, Godot, Roblox Studio, Unity, and Unreal Engine. Agents build each game from an empty project and a design document in runs averaging up to 295 steps and 65M tokens; the document doubles as a contract, and a hidden evaluator accepts a game only by real-input play. Under four scaffolds, agents earn most integration points but usually under half the gameplay points, and their games reach the ending in only 16% of runs, while references built by engineers with coding agents score near the maximum, which places this artifact-to-play gap in the agents. No two engines rank configurations alike (Kendall's tau 0.14-0.62), and the same game usually scores higher on Unity and Unreal Engine, which check more before play. We release Game Completion Boost, an agent skill for requirement-driven playtesting and repair that raises the execution-based score of three models by 14.1-24.3 points.

cs.AI↗

SPEM: Structure-Aware Procedural Memory for Efficient Skill Use in LLM Agents

LLM-based agents increasingly rely on reusable skills. However, scaling skill libraries makes efficient and accurate skill use difficult. Full skill loading incurs high token and runtime overhead. In contrast, flat semantic retrieval treats skills as independent text entries, ignoring dependencies, execution order, state transitions, and data flow constraints. We propose SPEM, a lightweight structure-aware procedural memory framework for efficient skill use in LLM-based agents. SPEM maintains Atomic Skill Memory for individual skills and Skill-DAG Memory for reusable compositions derived from successful executions. For a new task, SPEM reuses high-confidence Skill-DAG templates when available. Otherwise, it retrieves atomic skills and invokes Skill-GNN for state- and structure-aware skill selection. Successful executions are written back as new Skill-DAGs, allowing procedural memory to accumulate over time. Experiments on ALFWorld and SkillsBench show that SPEM achieves the best overall effectiveness--efficiency trade-off, reaching 87.1% ALFWorld success and 38.38% SkillsBench reward while reducing token and runtime costs against strong baselines.

cs.AI↗

P3D-Bench: Benchmarking MLLMs for Parametric 3D Generation and Structural Reasoning

Multimodal large language models can write code to produce complex programs as well as use programs to do 3D modeling, which opens up a new avenue for 3D generation powered by their priors, world knowledge and reasoning. Yet existing benchmarks rarely evaluate 3D modeling through code. Such modeling demands more than runnable code: from a text or visual specification, a model must generate a parametric 3D program that is geometrically precise, semantically aligned and assembly-consistent. We introduce P3D-Bench, a benchmark for parametric 3D generation. Unlike a 3D mesh, a parametric 3D program exposes explicit dimensions, construction operations and part relations, revealing whether a model recovers a design's structure, not just its appearance. Under a unified protocol, P3D-Bench covers three task families (Text-to-3D, Image-to-3D and Assembly-3D) and scores each output for executability, geometric fidelity, topology, text-grounded constraints, multiview semantic alignment and part-level structure. We construct P3D-Dataset, comprising 400 text cases, 400 image cases, and 203 annotated assemblies. Our evaluation on 100 cases from each task family yields three key findings. First, multi-part generation is substantially more challenging than single-part modeling, with models struggling to compose individual parts into a coherent structure. Second, models can often recover the global shape and semantic identity of the target object, yet fail to reproduce the precise parametric geometry specified by the input. Third, part-level modeling remains weak on assemblies, where models recover neither the geometry of each part nor the right number of parts. These results position P3D-Bench as a benchmark for evaluating precise parametric geometry and part-level structure in parametric 3D generation.

cs.CV↗

ANCHOR: Assessing Naturalistic Constraint Hierarchies and Ordering in Repository-Grounded Agentic Coding

For repository-grounded coding agents, a functionally correct patch is not necessarily an acceptable one: developers also constrain how the task must be carried out-modification scope, workflow order, validation, tool use, and reporting. This capability, which we call engineering constraint following, remains largely invisible to current evaluations. We introduce ANCHOR (Assessing Naturalistic Constraint Hierarchies and Ordering in Repository-Grounded Agentic Coding), a benchmark built on naturalistic, multilingual repository tasks spanning eight language groups. ANCHOR combines (i) a hierarchical taxonomy of 10 categories and 78 leaf types distilled from real developer interactions, (ii) an automated pipeline that instantiates task-grounded atomic constraints and composes them into typed AND/THEN/PRIORITY relations, and (iii) a trajectory-grounded evaluation framework that checks both the code diff and the execution trajectory with rule-based and LLM judges. Across 19 agent configurations spanning 2 scaffolds and 10 foundation models on 358 tasks, the strongest measured system, Claude Opus 4.8 under Cline, reaches 70.1% atomic compliance and 63.7% relation compliance, while 19.0% of tasks pass every scored checklist item under the strict all-item FCCR criterion. A five-engineer audit of constraints from 50 instances reports 94% feasibility, 94% repository consistency, and 96% realism. In the primary paired set (14 configurations), the mean signed change in task completion after adding constraints is +0.7 percentage points; individual changes vary in both directions. These results distinguish functional success from constraint compliance, with failures concentrated in workflow ordering, tool-use discipline, and reporting, and substantial interactions between models and scaffolds.

cs.CL↗

Socratic Skill Learning: Interleaving Teaching and Practice for Transferable Agent Skills

Agent Skills improve LLM agents by making task knowledge reusable across sessions. Learning transferable Skills requires evidence about a procedure and its conditions of use, which a successful task attempt can leave untested. We introduce Socratic Skill Learning (SSL), which interleaves expert teaching with Student practice. An Educator guides investigation while the Student remains the sole environment operator and Skill author, able to question, test, and adapt advice. To test reuse beyond the learning task, we construct SkillTransferBench, with 35 task families and 408 executable cases, pairing public variation specifications with held-out evaluation in fresh solver sessions. On the main 22-family, 155-case cohort, Fixed-Window SSL reaches 0.801 utility, versus 0.723 without a Skill, 0.761 for adapted Trace2Skill (trajectory distillation), and 0.751 for adapted SKILL-KD (contrastive distillation). Across three model pairs on shared families, interleaved guidance outperforms expert authoring and post-hoc teaching. Process analysis links guidance to Student writing and package revision; a case study shows the Student testing and refining a proposed procedure for later reuse. As demand for new lessons falls, the cost of fixed-window review grows. Issue-Guided SSL tracks unresolved questions across Skill revisions to select and focus review, reaching 0.805 utility with 61.7% fewer Educator tokens and 16.9% fewer total acquisition tokens than Fixed-Window SSL on the main cohort.

cs.AI↗

Scaling Latent Reasoning via Looped Language Models

Modern LLMs are trained to "think" primarily via explicit text generation, such as chain-of-thought (CoT), which defers reasoning to post-training and under-leverages pre-training data. We present and open-source Ouro, named after the recursive Ouroboros, a family of pre-trained Looped Language Models (LoopLM) that instead build reasoning into the pre-training phase through (i) iterative computation in latent space, (ii) an entropy-regularized objective for learned depth allocation, and (iii) scaling to 7.7T tokens. Ouro 1.4B and 2.6B models enjoy superior performance that match the results of up to 12B SOTA LLMs across a wide range of benchmarks. Through controlled experiments, we show this advantage stems not from increased knowledge capacity, but from superior knowledge manipulation capabilities. We also show that LoopLM yields reasoning traces more aligned with final outputs than explicit CoT. We hope our results show the potential of LoopLM as a novel scaling direction in the reasoning era. Our model is available here: http://ouro-llm.github.io.

cs.CL↗

IFEvalCode: Controlled Code Generation

Code large language models (Code LLMs) have made significant progress in code generation by translating natural language descriptions into functional code; however, real-world applications often demand stricter adherence to detailed requirements such as coding style, line count, and structural constraints, beyond mere correctness. To address this, the paper introduces forward and backward constraints generation to improve the instruction-following capabilities of Code LLMs in controlled code generation, ensuring outputs align more closely with human-defined guidelines. The authors further present IFEvalCode, a multilingual benchmark comprising 1.6K test samples across seven programming languages (Python, Java, JavaScript, TypeScript, Shell, C++, and C#), with each sample featuring both Chinese and English queries. Unlike existing benchmarks, IFEvalCode decouples evaluation into two metrics: correctness (Corr.) and instruction-following (Instr.), enabling a more nuanced assessment. Experiments on over 40 LLMs reveal that closed-source models outperform open-source ones in controllable code generation and highlight a significant gap between the models' ability to generate correct code versus code that precisely follows instructions.

cs.CL↗

TestPrism: Rethinking Test Evaluation Beyond a Single Reference

Large language model (LLM) coding agents have advanced test generation across diverse programming tasks. However, the common practice of evaluating tests against a single reference solution overlooks alternative valid implementations and can overstate test quality. We introduce TestPrism, comprising 300 test tasks from 17 sources and 3000 candidate implementations, evenly split between valid and invalid solutions. Its primary metric, Joint Success Function, requires the generated tests to fail on the initial program state, accept every valid candidate, and reject every invalid candidate. Across fourteen baseline coding agent configurations, Joint Success Function reaches only 28.00%, whereas single reference success reaches 59.67%. Our analysis reveals missed behaviors, unsupported assertions, and faulty test construction. To address these weaknesses, we introduce TestHelix, which combines heterogeneous synthesis of test and repair pairs with peer cross validation and recursive self improvement (RSI). Across two models, TestHelix improves Joint Success Function by 8.67 to 9.00 percentage points over the native harness comparators in the TestHelix evaluation

cs.SE↗

HGP:An on-device personalized agent memory via hybrid graph storage

LLM-based agents face challenges in personalized interactive tasks due to heterogeneous, multi-typed, and implicitly constrained long-term traces. Existing memory mechanisms struggle with accurate routing and retrieval, especially on-device where personalization is critical. Most methods use single-vector representations, blurring type distinctions and relational structure. We propose HGP, a hybrid graph memory framework. HGP employs a lightweight self-enhancement classifier for personalized memory routing and constructs episodic, semantic, and procedural memories as graphs. It also extracts working memory as a state trajectory to capture current state and implicit constraints, ensuring reliable decision-making. The classifier reduces large-model calls, enabling on-device deployment, while graph storage enables accurate retrieval and incremental user profile refinement. Experiments on two benchmarks show that on PAL-Set solution selection, HGP achieves an S-score of 35.58, nearly 7 points above the strongest baseline. Code and data are at https://github.com/Ouan6/HGP-.git.

cs.AI↗

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↗

HappyWorld-Bench

Evaluating world models requires assessing both the quality of the worlds they generate and their consistency and responsiveness under exploration, interaction, and modification. We introduce HappyWorld-Bench, a comprehensive benchmark that evaluates whether generated worlds remain reliable as agents interact with them. Our design is built on a hierarchical capability framework of six world capabilities (W1-W6), from generative construction to unified world modeling, instantiated across three independent evaluation tracks: video world models, spatial world models, and embodied world models. HappyWorld-Bench comprises 1,138 video prompts, 300 spatial scenes, and 254 embodied test cases. Across all three tracks, we build and operate HappyWorld-Arena to organize human A/B comparisons and derive model-level Elo ratings, which complement newly designed automated metrics that capture behavioral correctness. We evaluate 14 video world models, 9 spatial systems, and 8 embodied candidates under this unified framework. Results reveal remaining reliability gaps across all three tracks: video models exhibit reduced consistency during extended rollouts and revisits, spatial models achieve at best 70.14% placement accuracy and 73.33% edit execution, and embodied models struggle to preserve state across multi-step actions and respond precisely to altered action conditions and physical rules. These findings highlight the need to evaluate world models not only by visual quality, but also by state consistency and the correctness of their responses to actions and interventions.

cs.CV↗

Rethinking Multi-Agent Collaboration: When More Is Less

The rapid advancement of large language models and single-agent harnesses has reshaped the landscape of autonomous systems, raising a critical question of when multi-agent collaboration offers genuine value. As individual agent capabilities continue to scale, multi-agent collaboration faces diminishing returns while incurring growing context overhead. Through systematic analysis, we delineate the capability boundaries of multi-agent collaboration relative to single-agent alternatives, showing that it confers systematic benefits specifically in long-horizon tasks with sparse dependencies, while single-agent harnesses remain superior in tightly coupled, sequential workflows. Building on these insights, we propose SAIGE, a lightweight multi-agent collaboration mechanism based on Semantic-Aware Incremental Graph Evolution. SAIGE models collaboration as a dynamically evolving graph, where nodes are agent instances spawned on demand and edges encode semantic dependencies established through content-based information retrieval. Experiments on long-horizon, complex task benchmarks show that SAIGE achieves a favorable trade-off between context efficiency and task performance, and that scaling the agent pool or deepening the recursion level does not consistently improve outcomes. Our findings suggest that multi-agent superiority is bounded by task structure rather than universal, and that more agents do not necessarily make a system more intelligent.

cs.AI↗

SMELT: Scaling Laws for Compute-Matched MoE Looped Transformers

Looped Transformers increase effective depth by iterating a shared block of layers, but most evaluations compare at fixed model size, conflating architectural advantage with extra FLOPs. We study looping on Mixture-of-Experts Transformers while closely matching per-token FLOPs, total non-embedding parameters, and KV cache. Through a series of ablations, we arrive at a recipe we call SMELT (Sparse MoE Transformer, middle layers Loop Twice), which loops the middle half of layers twice while matching the unlooped Baseline on all three budgets. We scale SMELT across four sizes up to 54B non-embedding parameters and fit a separate Chinchilla-style scaling law for each architecture. SMELT's loss drops faster with compute, saving 6.8--18.0\% of training FLOPs on the compute-optimal frontier. The advantage transfers to downstream benchmarks beyond what validation loss predicts, is largest on Code, and grows with sample length and the number of in-context examples. Mechanistic analysis shows that the second visit reduces the attention sink and redirects mass toward content-relevant tokens, an inductive bias that may underlie the observed performance gains. These results show that looping can improve Transformers even under budget matching, offering a practical recipe that turns depth reuse into measurable gains.

cs.LG↗

Unfolding Scientific Papers into Multi-Turn Generation Trajectories for Continued Pre-Training

A recent line of synthetic-data work reconstructs the thinking behind existing text rather than rewriting the text itself, but it operates on short web passages, recovers only local thoughts, and leaves the structure of whole documents untouched. Scientific papers are written to a clear and largely uniform structure and make a natural substrate for lifting this paradigm to the document level. We present a pipeline that unfolds each paper into a multi-turn generation trajectory in which a teacher model reconstructs the writing process of the whole paper: a writing request, a global plan, and pre-writing deliberation for each section. All section texts and the abstract are kept verbatim from the source paper. We apply the pipeline to 1.8M quality-filtered arXiv papers and obtain a 60B-token corpus for continued pre-training (CPT) that is roughly twice the source text. The same reverse construction extends to instruction data and evaluation. We build an SFT dataset of 200K samples using answers derived from paper text. We also use held-out papers to construct PAW-Bench, a benchmark of 2,940 academic writing tasks with per-task rubrics and checklists. In controlled experiments, CPT on our corpus followed by SFT on public datasets improves writing performance while preserving general reasoning and improving long document reading. Replacing part of the writing SFT data with our synthetic instruction data further improves performance on PAW-Bench.

cs.CL↗

xDailyBench: Benchmarking LLMs on Professional Consultation for Real-Life Problems

Large language models (LLMs) are increasingly used for everyday assistance, yet existing benchmarks only partially reflect the requests users naturally make in practice. Real-world requests are often open-ended, casually specified, and context-dependent, requiring models not only to follow explicit instructions but also to infer unstated needs from user background and situational context. We introduce xDailyBench, a benchmark of 248 carefully curated tasks spanning 51 scenarios across personal life, white-collar work, learning and research, and cross-domain activities. The tasks are grounded in requests that users have actually completed or genuinely intended to accomplish with AI, and are evaluated with fine-grained binary rubrics covering both explicit and implicit requirements. We evaluate 11 frontier models under standardized agentic settings. The best models achieve a task-level score of 75.6\%, while all models perform substantially worse on implicit than explicit requirements, with gaps no less than 9 percentage points. These results reveal implicit requirement inference as a persistent bottleneck for reliably satisfying real-world everyday user needs.

cs.AI↗

HarnessDev: Can LLMs Create and Evolve Their Own Agent Harness?

As agents move from research prototypes to deployed tools, their capability increasingly depends on model-external execution infrastructure, commonly termed the agent harness. Changing this harness while holding model weights fixed can substantially alter task performance. Current agent evaluations typically report downstream performance under a chosen harness, leaving a model's ability to develop the harness itself comparatively underexplored. We introduce HarnessDev, a benchmark that shifts the unit of evaluation from task outputs to runnable infrastructure. HarnessDev covers two stages. In Creation, the agent starts from a minimal seed and a small number of cases, then builds a complete execution system. In Evolution, it starts from its own created harness and iteratively revises it using downstream execution feedback, with the goal of improving benchmark performance. We then evaluate each constructed harness on capability (task success on held-out benchmarks) and efficiency (execution-token cost). The reported Creation results cover six creator LLMs, four domains, and five downstream benchmarks totaling 2,207 unique downstream instances, with hidden evaluation tasks withheld from development. We find that generated harnesses remain substantially behind mature human-engineered references on code and on search and research, while matching or exceeding the selected references on writing and machine-learning experimentation, with large variation in execution cost. Evolution produces some performance gains, but they are unstable and transfer only partially to held-out tasks. Experiments with a fixed runtime model further show that the gains depend strongly on the model executing the harness, indicating limited transfer across models.

cs.SE↗

MM-BrowseComp: A Comprehensive Benchmark for Multimodal Browsing Agents

AI agents with advanced reasoning and tool-use capabilities have demonstrated impressive performance in web browsing for deep search. However, existing benchmarks such as BrowseComp primarily focus on textual content, overlooking the prevalence of multimodal content. To bridge this gap, we introduce MM-BrowseComp, a novel benchmark comprising 400 challenging, hand-crafted questions designed to evaluate multimodal retrieval and reasoning capabilities. Unlike prior work, MM-BrowseComp incorporates visual prompts and necessitates the extraction of key evidence from web images and videos to complete questions, rendering text-only approaches insufficient. Additionally, we provide a verified checklist for each question, enabling fine-grained analysis of multimodal dependencies and reasoning paths. Our comprehensive evaluation of 27 state-of-the-art models reveals that even leading models like GPT-5-High with tools achieve only 24.25\% accuracy, highlighting the suboptimal multimodal browsing capabilities, establishing MM-BrowseComp as a rigorous new standard for the field.

cs.CL↗