Large Language Model
From RAG to Agentic: Validating Islamic-Medicine Responses with LLM Agents
Sayeed, Mohammad Amaan, Alam, Mohammed Talha, Imam, Raza, Sohail, Shahab Saquib, Hussain, Amir
Centuries-old Islamic medical texts like Avicenna's Canon of Medicine and the Prophetic Tibb-e-Nabawi encode a wealth of preventive care, nutrition, and holistic therapies, yet remain inaccessible to many and underutilized in modern AI systems. Existing language-model benchmarks focus narrowly on factual recall or user preference, leaving a gap in validating culturally grounded medical guidance at scale. We propose a unified evaluation pipeline, Tibbe-AG, that aligns 30 carefully curated Prophetic-medicine questions with human-verified remedies and compares three LLMs (LLaMA-3, Mistral-7B, Qwen2-7B) under three configurations: direct generation, retrieval-augmented generation, and a scientific self-critique filter. Each answer is then assessed by a secondary LLM serving as an agentic judge, yielding a single 3C3H quality score. Retrieval improves factual accuracy by 13%, while the agentic prompt adds another 10% improvement through deeper mechanistic insight and safety considerations. Our results demonstrate that blending classical Islamic texts with retrieval and self-evaluation enables reliable, culturally sensitive medical question-answering.
OAgents: An Empirical Study of Building Effective Agents
Zhu, He, Qin, Tianrui, Zhu, King, Huang, Heyuan, Guan, Yeyi, Xia, Jinxiang, Yao, Yi, Li, Hanhao, Wang, Ningning, Liu, Pai, Peng, Tianhao, Gui, Xin, Li, Xiaowan, Liu, Yuhui, Jiang, Yuchen Eleanor, Wang, Jun, Zhang, Changwang, Tang, Xiangru, Zhang, Ge, Yang, Jian, Liu, Minghao, Gao, Xitong, Liu, Jiaheng, Zhou, Wangchunshu
Recently, Agentic AI has become an increasingly popular research field. However, we argue that current agent research practices lack standardization and scientific rigor, making it hard to conduct fair comparisons among methods. As a result, it is still unclear how different design choices in agent frameworks affect effectiveness, and measuring their progress remains challenging. In this work, we conduct a systematic empirical study on GAIA benchmark and BrowseComp to examine the impact of popular design choices in key agent components in a fair and rigorous manner. We find that the lack of a standard evaluation protocol makes previous works, even open-sourced ones, non-reproducible, with significant variance between random runs. Therefore, we introduce a more robust evaluation protocol to stabilize comparisons. Our study reveals which components and designs are crucial for effective agents, while others are redundant, despite seeming logical. Based on our findings, we build and open-source OAgents, a new foundation agent framework that achieves state-of-the-art performance among open-source projects. OAgents offers a modular design for various agent components, promoting future research in Agentic AI.
Infected Smallville: How Disease Threat Shapes Sociality in LLM Agents
Choi, Soyeon, Lee, Kangwook, Sng, Oliver, Ackerman, Joshua M.
How does the threat of infectious disease influence sociality among generative agents? We used generative agent-based modeling (GABM), powered by large language models, to experimentally test hypotheses about the behavioral immune system. Across three simulation runs, generative agents who read news about an infectious disease outbreak showed significantly reduced social engagement compared to agents who received no such news, including lower attendance at a social gathering, fewer visits to third places (e.g., cafe, store, park), and fewer conversations throughout the town. In interview responses, agents explicitly attributed their behavioral changes to disease-avoidance motivations. A validity check further indicated that they could distinguish between infectious and noninfectious diseases, selectively reducing social engagement only when there was a risk of infection. Our findings highlight the potential of GABM as an experimental tool for exploring complex human social dynamics at scale.
Stream-Omni: Simultaneous Multimodal Interactions with Large Language-Vision-Speech Model
Zhang, Shaolei, Guo, Shoutao, Fang, Qingkai, Zhou, Yan, Feng, Yang
The emergence of GPT-4o-like large multimodal models (LMMs) has raised the exploration of integrating text, vision, and speech modalities to support more flexible multimodal interaction. Existing LMMs typically concatenate representation of modalities along the sequence dimension and feed them into a large language model (LLM) backbone. While sequence-dimension concatenation is straightforward for modality integration, it often relies heavily on large-scale data to learn modality alignments. In this paper, we aim to model the relationships between modalities more purposefully, thereby achieving more efficient and flexible modality alignments. To this end, we propose Stream-Omni, a large language-vision-speech model with efficient modality alignments, which can simultaneously support interactions under various modality combinations. Stream-Omni employs LLM as the backbone and aligns the vision and speech to the text based on their relationships. For vision that is semantically complementary to text, Stream-Omni uses sequence-dimension concatenation to achieve vision-text alignment. For speech that is semantically consistent with text, Stream-Omni introduces a CTC-based layer-dimension mapping to achieve speech-text alignment. In this way, Stream-Omni can achieve modality alignments with less data (especially speech), enabling the transfer of text capabilities to other modalities. Experiments on various benchmarks demonstrate that Stream-Omni achieves strong performance on visual understanding, speech interaction, and vision-grounded speech interaction tasks. Owing to the layer-dimensional mapping, Stream-Omni can simultaneously provide intermediate text outputs (such as ASR transcriptions and model responses) during speech interaction, offering users a comprehensive multimodal experience.
Agent-RLVR: Training Software Engineering Agents via Guidance and Environment Rewards
Da, Jeff, Wang, Clinton, Deng, Xiang, Ma, Yuntao, Barhate, Nikhil, Hendryx, Sean
Reinforcement Learning from Verifiable Rewards (RLVR) has been widely adopted as the de facto method for enhancing the reasoning capabilities of large language models and has demonstrated notable success in verifiable domains like math and competitive programming tasks. However, the efficacy of RLVR diminishes significantly when applied to agentic environments. These settings, characterized by multi-step, complex problem solving, lead to high failure rates even for frontier LLMs, as the reward landscape is too sparse for effective model training via conventional RLVR. In this work, we introduce Agent-RLVR, a framework that makes RLVR effective in challenging agentic settings, with an initial focus on software engineering tasks. Inspired by human pedagogy, Agent-RLVR introduces agent guidance, a mechanism that actively steers the agent towards successful trajectories by leveraging diverse informational cues. These cues, ranging from high-level strategic plans to dynamic feedback on the agent's errors and environmental interactions, emulate a teacher's guidance, enabling the agent to navigate difficult solution spaces and promotes active self-improvement via additional environment exploration. In the Agent-RLVR training loop, agents first attempt to solve tasks to produce initial trajectories, which are then validated by unit tests and supplemented with agent guidance. Agents then reattempt with guidance, and the agent policy is updated with RLVR based on the rewards of these guided trajectories. Agent-RLVR elevates the pass@1 performance of Qwen-2.5-72B-Instruct from 9.4% to 22.4% on SWE-Bench Verified. We find that our guidance-augmented RLVR data is additionally useful for test-time reward model training, shown by further boosting pass@1 to 27.8%. Agent-RLVR lays the groundwork for training agents with RLVR in complex, real-world environments where conventional RL methods struggle.
xInv: Explainable Optimization of Inverse Problems
Memery, Sean, Denamganai, Kevin, Kapron-King, Anna, Subr, Kartic
Inverse problems are central to a wide range of fields, including healthcare, climate science, and agriculture. They involve the estimation of inputs, typically via iterative optimization, to some known forward model so that it produces a desired outcome. Despite considerable development in the explainability and interpretability of forward models, the iterative optimization of inverse problems remains largely cryptic to domain experts. We propose a methodology to produce explanations, from traces produced by an optimizer, that are interpretable by humans at the abstraction of the domain. The central idea in our approach is to instrument a differentiable simulator so that it emits natural language events during its forward and backward passes. In a post-process, we use a Language Model to create an explanation from the list of events. We demonstrate the effectiveness of our approach with an illustrative optimization problem and an example involving the training of a neural network.
SWE-Dev: Building Software Engineering Agents with Training and Inference Scaling
Wang, Haoran, Hou, Zhenyu, Wei, Yao, Tang, Jie, Dong, Yuxiao
Large language models (LLMs) have advanced rapidly from conversational problem solving to addressing real-world tasks involving tool use, such as software engineering (SWE). Recent LLM-powered toolkits, such as OpenAI Codex and Cursor, have offered end-to-end automation of the software development process. However, building effective SWE agents remains challenging due to the lack of high-quality training data and effective test cases. To address this issue, we present SWE-Dev, an SWE agent built upon open-source LLMs. First, we develop a robust pipeline to synthesize test cases for patch evaluation. Second, we scale up agent trajectories to construct the training data for building SWE-Dev. Experiments on the SWE-bench-Verified benchmark show that the SWE-Dev models can achieve top performance among all open SWE agents. Specifically, the success rates of the SWE-Dev 7B and 32B parameter models reach 23.4% and 36.6%, respectively, outperforming state-of-the-art open-source models. All code, models, and datasets are publicly available at https://github.com/THUDM/SWE-Dev.
LGAI-EMBEDDING-Preview Technical Report
Choi, Jooyoung, Kim, Hyun, Jang, Hansol, Jun, Changwook, Bae, Kyunghoon, Choi, Hyewon, Choi, Stanley Jungkyu, Lee, Honglak, Yun, Chulmin
This report presents a unified instruction-based framework for learning generalized text embeddings optimized for both information retrieval (IR) and non-IR tasks. Built upon a decoder-only large language model (Mistral-7B), our approach combines in-context learning, soft supervision, and adaptive hard-negative mining to generate context-aware embeddings without task-specific fine-tuning. Structured instructions and few-shot examples are used to guide the model across diverse tasks, enabling strong performance on classification, semantic similarity, clustering, and reranking benchmarks. To improve semantic discrimination, we employ a soft labeling framework where continuous relevance scores, distilled from a high-performance dense retriever and reranker, serve as fine-grained supervision signals. In addition, we introduce adaptive margin-based hard-negative mining, which filters out semantically ambiguous negatives based on their similarity to positive examples, thereby enhancing training stability and retrieval robustness. Our model is evaluated on the newly introduced MTEB (English, v2) benchmark, covering 41 tasks across seven categories. Results show that our method achieves strong generalization and ranks among the top-performing models by Borda score, outperforming several larger or fully fine-tuned baselines. These findings highlight the effectiveness of combining in-context prompting, soft supervision, and adaptive sampling for scalable, high-quality embedding generation.
Cross-Entropy Games for Language Models: From Implicit Knowledge to General Capability Measures
Hongler, Clément, Emil, Andrew
Large Language Models (LLMs) define probability measures on text. By considering the implicit knowledge question of what it means for an LLM to know such a measure and what it entails algorithmically, we are naturally led to formulate a series of tasks that go beyond generative sampling, involving forms of summarization, counterfactual thinking, anomaly detection, originality search, reverse prompting, debating, creative solving, etc. These tasks can be formulated as games based on LLM measures, which we call Cross-Entropy (Xent) Games . Xent Games can be single-player or multi-player. They involve cross-entropy scores and cross-entropy constraints, and can be expressed as simple computational graphs and programs. We show the Xent Game space is large enough to contain a wealth of interesting examples, while being constructible from basic game-theoretic consistency axioms. We then discuss how the Xent Game space can be used to measure the abilities of LLMs. This leads to the construction of Xent Game measures: finite families of Xent Games that can be used as capability benchmarks, built from a given scope, by extracting a covering measure. To address the unbounded scope problem associated with the challenge of measuring general abilities, we propose to explore the space of Xent Games in a coherent fashion, using ideas inspired by evolutionary dynamics.
OWMM-Agent: Open World Mobile Manipulation With Multi-modal Agentic Data Synthesis
Chen, Junting, Liang, Haotian, Du, Lingxiao, Wang, Weiyun, Hu, Mengkang, Mu, Yao, Wang, Wenhai, Dai, Jifeng, Luo, Ping, Shao, Wenqi, Shao, Lin
The rapid progress of navigation, manipulation, and vision models has made mobile manipulators capable in many specialized tasks. However, the open-world mobile manipulation (OWMM) task remains a challenge due to the need for generalization to open-ended instructions and environments, as well as the systematic complexity to integrate high-level decision making with low-level robot control based on both global scene understanding and current agent state. To address this complexity, we propose a novel multi-modal agent architecture that maintains multi-view scene frames and agent states for decision-making and controls the robot by function calling. A second challenge is the hallucination from domain shift. To enhance the agent performance, we further introduce an agentic data synthesis pipeline for the OWMM task to adapt the VLM model to our task domain with instruction fine-tuning. We highlight our fine-tuned OWMM-VLM as the first dedicated foundation model for mobile manipulators with global scene understanding, robot state tracking, and multi-modal action generation in a unified model. Through experiments, we demonstrate that our model achieves SOTA performance compared to other foundation models including GPT-4o and strong zero-shot generalization in real world. The project page is at https://github.com/HHYHRHY/OWMM-Agent