Problem Solving
Student Engagement in AI Assisted Complex Problem Solving: A Pilot Study of Human AI Rubik's Cube Collaboration
Vanacore, Kirk, Ocumpaugh, Jaclyn, Agostinelli, Forest, Wu, Dezhi, Vuruma, Sai, Irvin, Matt
Games and puzzles play important pedagogical roles in STEM learning. New AI algorithms that can solve complex problems offer opportunities for scaffolded instruction in puzzle solving. This paper presents the ALLURE system, which uses an AI algorithm (Deep CubeA) to guide students in solving a common first step of the Rubik's Cube (i.e., the white cross). Using data from a pilot study we present preliminary findings about students' behaviors in the system, how these behaviors are associated with STEM skills - including spatial reasoning, critical thinking and algorithmic thinking. We discuss how data from ALLURE can be used in future educational data mining to understand how students benefit from AI assistance and collaboration when solving complex problems.
ExplicitLM: Decoupling Knowledge from Parameters via Explicit Memory Banks
Yu, Chengzhang, Lu, Zening, Zheng, Chenyang, Wang, Chiyue, Zhang, Yiming, Jin, Zhanpeng
Large language models (LLMs) universally suffer from knowledge staleness and lack of interpretability due to their implicit knowledge storage paradigm, where information is distributed across network parameters in an entangled, non-addressable manner. This fundamental limitation prevents targeted knowledge updates, verification of stored information, and understanding of model reasoning processes. We propose ExplicitLM, a novel architecture that fundamentally reimagines knowledge storage in language models through an explicit, interpretable memory bank system. Our key innovation introduces a million-scale external memory bank where each entry stores human-readable knowledge as token sequences, enabling direct inspection and modification of the model's knowledge base. To efficiently access this massive repository, we design a differentiable two-stage retrieval mechanism that enables end-to-end training while maintaining discrete knowledge selection, combining efficient coarse-grained filtering with product key decomposition (reducing computational complexity from O(N |I|) to O( N |I|)) and fine-grained similarity matching through Gumbel-Softmax. Drawing inspiration from dual-system cognitive theory, we partition knowledge into frozen explicit facts (20%) and learnable implicit patterns (80%), maintained through an Exponential Moving Average update strategy that ensures training stability.
An Explanation-oriented Inquiry Dialogue Game for Expert Collaborative Recommendations
Shaheen, Qurat-ul-ain, Budzynska, Katarzyna, Sierra, Carles
This work presents a requirement analysis for collaborative dialogues among medical experts and an inquiry dialogue game based on this analysis for incorporating explainability into multiagent system design. The game allows experts with different knowledge bases to collaboratively make recommendations while generating rich traces of the reasoning process through combining explanation-based illocutionary forces in an inquiry dialogue. The dialogue game was implemented as a prototype web-application and evaluated against the specification through a formative user study. The user study confirms that the dialogue game meets the needs for collaboration among medical experts. It also provides insights on the real-life value of dialogue-based communication tools for the medical community.
Learning to Seek Evidence: A Verifiable Reasoning Agent with Causal Faithfulness Analysis
Huang, Yuhang, Lin, Zekai, Zhong, Fan, Liu, Lei
Explanations for AI models in high-stakes domains like medicine often lack verifiability, which can hinder trust. To address this, we propose an interactive agent that produces explanations through an auditable sequence of actions. The agent learns a policy to strategically seek external visual evidence to support its diagnostic reasoning. This policy is optimized using reinforcement learning, resulting in a model that is both efficient and generalizable. Our experiments show that this action-based reasoning process significantly improves calibrated accuracy, reducing the Brier score by 18\% compared to a non-interactive baseline. To validate the faithfulness of the agent's explanations, we introduce a causal intervention method. By masking the visual evidence the agent chooses to use, we observe a measurable degradation in its performance ($Δ$Brier=+0.029), confirming that the evidence is integral to its decision-making process. Our work provides a practical framework for building AI systems with verifiable and faithful reasoning capabilities.
Thought-For-Food: Reasoning Chain Induced Food Visual Question Answering
Jain, Riddhi, Patwardhan, Manasi, Deshpande, Parijat, Runkana, Venkataramana
Abstract--The immense diversity in the culture and culinary of Indian cuisines calls attention to the major shortcoming of the existing Visual Question Answering(VQA) systems which are inclined towards the foods from western regionRecent attempt towards building a VQA dataset for Indian food is a step towards addressing this challenge. However, their approach towards VQA follows a two-step process in which the answer is generated first, followed by the explanation of the expected answer . In this work, we claim that food VQA requires to follow a multi-step reasoning process to arrive at an accurate answer, especially in the context of India food, which involves understanding complex culinary context and identifying relationships between various food items. With this hypothesis we create reasoning chains upon the QA with minimal human intervention. With augmentation of reasoning chains, we observed accuracy improvement of an average 10 percentage points on the baseline. We provide detailed analysis in terms the effect of addition of reasoning chains for the Indian Food VQA task. One of the most important part of culture and social aspects in everyday life is food. In a country like India, food highlights immense diversity based on geography, religion, and traditions of different regions. A single mealcontain items which differ in preparation, presentation and flavor. This richness in the culinary and the culture, poses unique set of challenges for AI systems that target the understanding of content related to Indian food. A powerful framework that has emerged to connect visual and language reasoning is Visual Question Answering(VQA) [6].
MiRAGE: Misconception Detection with Retrieval-Guided Multi-Stage Reasoning and Ensemble Fusion
Van Duc, Cuong, Quoc, Thai Tran, Tuan, Minh Nguyen Dinh, Duc, Tam Vu, Van, Son Nguyen, Thi, Hanh Nguyen
Detecting student misconceptions in open-ended responses is a longstanding challenge, demanding semantic precision and logical reasoning. We propose MiRAGE - Misconception Detection with Retrieval-Guided Multi-Stage Reasoning and Ensemble Fusion, a novel framework for automated misconception detection in mathematics. MiRAGE operates in three stages: (1) a Retrieval module narrows a large candidate pool to a semantically relevant subset; (2) a Reasoning module employs chain-of-thought generation to expose logical inconsistencies in student solutions; and (3) a Reranking module refines predictions by aligning them with the reasoning. These components are unified through an ensemble-fusion strategy that enhances robustness and interpretability. On mathematics datasets, MiRAGE achieves Mean Average Precision scores of 0.82/0.92/0.93 at levels 1/3/5, consistently outperforming individual modules. By coupling retrieval guidance with multi-stage reasoning, MiRAGE reduces dependence on large-scale language models while delivering a scalable and effective solution for educational assessment.
URDF-Anything: Constructing Articulated Objects with 3D Multimodal Language Model
Li, Zhe, Bai, Xiang, Zhang, Jieyu, Wu, Zhuangzhe, Xu, Che, Li, Ying, Hou, Chengkai, Zhang, Shanghang
Constructing accurate digital twins of articulated objects is essential for robotic simulation training and embodied AI world model building, yet historically requires painstaking manual modeling or multi-stage pipelines. In this work, we propose \textbf{URDF-Anything}, an end-to-end automatic reconstruction framework based on a 3D multimodal large language model (MLLM). URDF-Anything utilizes an autoregressive prediction framework based on point-cloud and text multimodal input to jointly optimize geometric segmentation and kinematic parameter prediction. It implements a specialized $[SEG]$ token mechanism that interacts directly with point cloud features, enabling fine-grained part-level segmentation while maintaining consistency with the kinematic parameter predictions. Experiments on both simulated and real-world datasets demonstrate that our method significantly outperforms existing approaches regarding geometric segmentation (mIoU 17\% improvement), kinematic parameter prediction (average error reduction of 29\%), and physical executability (surpassing baselines by 50\%). Notably, our method exhibits excellent generalization ability, performing well even on objects outside the training set. This work provides an efficient solution for constructing digital twins for robotic simulation, significantly enhancing the sim-to-real transfer capability.
Interaction as Intelligence Part II: Asynchronous Human-Agent Rollout for Long-Horizon Task Training
Fu, Dayuan, Wu, Yunze, Cai, Xiaojie, Ye, Lyumanshan, Xia, Shijie, Huang, Zhen, Si, Weiye, Xu, Tianze, Sun, Jie, Li, Keyu, Jiang, Mohan, Wang, Junfei, Hua, Qishuo, Lu, Pengrui, Xiao, Yang, Liu, Pengfei
Large Language Model (LLM) agents have recently shown strong potential in domains such as automated coding, deep research, and graphical user interface manipulation. However, training them to succeed on long-horizon, domain-specialized tasks remains challenging. Current methods primarily fall into two categories. The first relies on dense human annotations through behavior cloning, which is prohibitively expensive for long-horizon tasks that can take days or months. The second depends on outcome-driven sampling, which often collapses due to the rarity of valid positive trajectories on domain-specialized tasks. We introduce Apollo, a sampling framework that integrates asynchronous human guidance with action-level data filtering. Instead of requiring annotators to shadow every step, Apollo allows them to intervene only when the agent drifts from a promising trajectory, by providing prior knowledge, strategic advice, etc. This lightweight design makes it possible to sustain interactions for over 30 hours and produces valuable trajectories at a lower cost. Apollo then applies supervision control to filter out sub-optimal actions and prevent error propagation. Together, these components enable reliable and effective data collection in long-horizon environments. To demonstrate the effectiveness of Apollo, we evaluate it using InnovatorBench. Our experiments show that when applied to train the GLM-4.5 model on InnovatorBench, Apollo achieves more than a 50% improvement over the untrained baseline and a 28% improvement over a variant trained without human interaction. These results highlight the critical role of human-in-the-loop sampling and the robustness of Apollo's design in handling long-horizon, domain-specialized tasks.
Experience-Driven Exploration for Efficient API-Free AI Agents
Tang, Chenwei, Xing, Jingyu, Liu, Xinyu, Wang, Zizhou, Du, Jiawei, Zhen, Liangli, Lv, Jiancheng
Most existing software lacks accessible Application Programming Interfaces (APIs), requiring agents to operate solely through pixel-based Graphical User Interfaces (GUIs). In this API-free setting, large language model (LLM)-based agents face severe efficiency bottlenecks: limited to local visual experiences, they make myopic decisions and rely on inefficient trial-and-error, hindering both skill acquisition and long-term planning. To address these challenges, we propose KG-Agent, an experience-driven learning framework that structures an agent's raw pixel-level interactions into a persistent State-Action Knowledge Graph (SA-KG). KG-Agent overcomes inefficient exploration by linking functionally similar but visually distinct GUI states, forming a rich neighborhood of experience that enables the agent to generalize from a diverse set of historical strategies. To support long-horizon reasoning, we design a hybrid intrinsic reward mechanism based on the graph topology, combining a state value reward for exploiting known high-value pathways with a novelty reward that encourages targeted exploration. This approach decouples strategic planning from pure discovery, allowing the agent to effectively value setup actions with delayed gratification. We evaluate KG-Agent in two complex, open-ended GUI-based decision-making environments (Civilization V and Slay the Spire), demonstrating significant improvements in exploration efficiency and strategic depth over the state-of-the-art methods.
World-Env: Leveraging World Model as a Virtual Environment for VLA Post-Training
Xiao, Junjin, Yang, Yandan, Chang, Xinyuan, Chen, Ronghan, Xiong, Feng, Xu, Mu, Zheng, Wei-Shi, Zhang, Qing
Vision-Language-Action (VLA) models trained via imitation learning suffer from significant performance degradation in data-scarce scenarios due to their reliance on large-scale demonstration datasets. Although reinforcement learning (RL)-based post-training has proven effective in addressing data scarcity, its application to VLA models is hindered by the non-resettable nature of real-world environments. This limitation is particularly critical in high-risk domains such as industrial automation, where interactions often induce state changes that are costly or infeasible to revert. Furthermore, existing VLA approaches lack a reliable mechanism for detecting task completion, leading to redundant actions that reduce overall task success rates. To address these challenges, we propose World-Env, an RL-based post-training framework that replaces physical interaction with a low-cost, world model-based virtual simulator. World-Env consists of two key components: (1) a video-based world simulator that generates temporally consistent future visual observations, and (2) a vision-language model (VLM)-guided instant reflector that provides continuous reward signals and predicts action termination. This simulated environment enables VLA models to safely explore and generalize beyond their initial imitation learning distribution. Our method achieves notable performance gains with as few as five expert demonstrations per task. Experiments on complex robotic manipulation tasks demonstrate that World-Env effectively overcomes the data inefficiency, safety constraints, and inefficient execution of conventional VLA models that rely on real-world interaction, offering a practical and scalable solution for post-training in resource-constrained settings. Our code is available at https://github.com/amap-cvlab/world-env.