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 difficulty estimation


Easy2Hard-Bench: Standardized Difficulty Labels for Profiling LLM Performance and Generalization

Neural Information Processing Systems

Aiming to address this limitation, we present Easy2Hard-Bench, a consistently formatted collection of 6 benchmark datasets spanning various domains, such as mathematics and programming problems, chess puzzles, and reasoning questions.


Toward Trustworthy Difficulty Assessments: Large Language Models as Judges in Programming and Synthetic Tasks

Tabib, H. M. Shadman, Deedar, Jaber Ahmed

arXiv.org Artificial Intelligence

Large Language Models (LLMs) have demonstrated impressive capabilities in natural language and code generation, and are increasingly deployed as automatic judges of model outputs and learning activities. Yet, their behavior on structured tasks such as predicting the difficulty of competitive programming problems remains under-explored. We conduct a systematic comparison of GPT-4o, used purely as a natural-language difficulty assessor, against an interpretable Light-GBM ensemble trained on explicit numeric and textual features. On a dataset of 1,825 LeetCode problems labeled Easy, Medium, or Hard, LightGBM attains 86% accuracy, whereas GPT-4o reaches only 37.75%. Detailed analyses, including confusion matrices and SHAP-based interpretability, show that numeric constraints -- such as input size limits and acceptance rates -- play a crucial role in separating Hard problems from easier ones. By contrast, GPT-4o often overlooks these cues and exhibits a strong bias toward simpler categories. We further probe GPT-4o through a synthetic Hard-problem generation protocol. Surprisingly, GPT-4o labels almost all of its own synthetic Hard problems as Medium, contradicting its tendency to downgrade real Hard problems to Easy. Our findings connect to recent work on LLMs-as-judges and automatic difficulty estimation in programming and education, and highlight concrete failure modes that must be addressed before LLM-based judges can be considered trustworthy in competitive programming, educational platforms, or reinforcement-learning pipelines.


AdaCuRL: Adaptive Curriculum Reinforcement Learning with Invalid Sample Mitigation and Historical Revisiting

Li, Renda, Huang, Hailang, Wei, Fei, Xiong, Feng, Wang, Yong, Chu, Xiangxiang

arXiv.org Artificial Intelligence

Reinforcement learning (RL) has demonstrated considerable potential for enhancing reasoning in large language models (LLMs). However, existing methods suffer from Gradient Starvation and Policy Degradation when training directly on samples with mixed difficulty. To mitigate this, prior approaches leverage Chain-of-Thought (CoT) data, but the construction of high-quality CoT annotations remains labor-intensive. Alternatively, curriculum learning strategies have been explored but frequently encounter challenges, such as difficulty mismatch, reliance on manual curriculum design, and catastrophic forgetting. To address these issues, we propose AdaCuRL, a Adaptive Curriculum Reinforcement Learning framework that integrates coarse-to-fine difficulty estimation with adaptive curriculum scheduling. This approach dynamically aligns data difficulty with model capability and incorporates a data revisitation mechanism to mitigate catastrophic forgetting. Furthermore, AdaCuRL employs adaptive reference and sparse KL strategies to prevent Policy Degradation. Extensive experiments across diverse reasoning benchmarks demonstrate that AdaCuRL consistently achieves significant performance improvements on both LLMs and MLLMs.



HS-STaR: Hierarchical Sampling for Self-Taught Reasoners via Difficulty Estimation and Budget Reallocation

Xiong, Feng, Xu, Hongling, Wang, Yifei, Cheng, Runxi, Wang, Yong, Chu, Xiangxiang

arXiv.org Artificial Intelligence

Self-taught reasoners (STaRs) enhance the mathematical reasoning abilities of large language models (LLMs) by leveraging self-generated responses for self-training. Recent studies have incorporated reward models to guide response selection or decoding, aiming to obtain higher-quality data. However, they typically allocate a uniform sampling budget across all problems, overlooking the varying utility of problems at different difficulty levels. In this work, we conduct an empirical study and find that problems near the boundary of the LLM's reasoning capability offer significantly greater learning utility than both easy and overly difficult ones. To identify and exploit such problems, we propose HS-STaR, a Hierarchical Sampling framework for Self-Taught Reasoners. Given a fixed sampling budget, HS-STaR first performs lightweight pre-sampling with a reward-guided difficulty estimation strategy to efficiently identify boundary-level problems. Subsequently, it dynamically reallocates the remaining budget toward these high-utility problems during a re-sampling phase, maximizing the generation of valuable training data. Extensive experiments across multiple reasoning benchmarks and backbone LLMs demonstrate that HS-STaR significantly outperforms other baselines without requiring additional sampling budget.


The LLM Already Knows: Estimating LLM-Perceived Question Difficulty via Hidden Representations

Zhu, Yubo, Liu, Dongrui, Lin, Zecheng, Tong, Wei, Zhong, Sheng, Shao, Jing

arXiv.org Artificial Intelligence

Estimating the difficulty of input questions as perceived by large language models (LLMs) is essential for accurate performance evaluation and adaptive inference. Existing methods typically rely on repeated response sampling, auxiliary models, or fine-tuning the target model itself, which may incur substantial computational costs or compromise generality. In this paper, we propose a novel approach for difficulty estimation that leverages only the hidden representations produced by the target LLM. We model the token-level generation process as a Markov chain and define a value function to estimate the expected output quality given any hidden state. This allows for efficient and accurate difficulty estimation based solely on the initial hidden state, without generating any output tokens. Extensive experiments across both textual and multimodal tasks demonstrate that our method consistently outperforms existing baselines in difficulty estimation. Moreover, we apply our difficulty estimates to guide adaptive reasoning strategies, including Self-Consistency, Best-of-N, and Self-Refine, achieving higher inference efficiency with fewer generated tokens.


MAB Optimizer for Estimating Math Question Difficulty via Inverse CV without NLP

Das, Surajit, Roy, Gourav, Eliseev, Aleksei, Rajendran, Ram Kumar

arXiv.org Artificial Intelligence

The evolution of technology and education is driving the emergence of Intelligent & Autonomous Tutoring Systems (IATS), where objective and domain-agnostic methods for determining question difficulty are essential. Traditional human labeling is subjective, and existing NLP-based approaches fail in symbolic domains like algebra. This study introduces the Approach of Passive Measures among Educands (APME), a reinforcement learning-based Multi-Armed Bandit (MAB) framework that estimates difficulty solely from solver performance data -- marks obtained and time taken -- without requiring linguistic features or expert labels. By leveraging the inverse coefficient of variation as a risk-adjusted metric, the model provides an explainable and scalable mechanism for adaptive assessment. Empirical validation was conducted on three heterogeneous datasets. Across these diverse contexts, the model achieved an average R2 of 0.9213 and an average RMSE of 0.0584, confirming its robustness, accuracy, and adaptability to different educational levels and assessment formats. Compared with baseline approaches-such as regression-based, NLP-driven, and IRT models-the proposed framework consistently outperformed alternatives, particularly in purely symbolic domains. The findings highlight that (i) item heterogeneity strongly influences perceived difficulty, and (ii) variance in solver outcomes is as critical as mean performance for adaptive allocation. Pedagogically, the model aligns with Vygotskys Zone of Proximal Development by identifying tasks that balance challenge and attainability, supporting motivation while minimizing disengagement. This domain-agnostic, self-supervised approach advances difficulty tagging in IATS and can be extended beyond algebra wherever solver interaction data is available


Estimating Machine Translation Difficulty

Proietti, Lorenzo, Perrella, Stefano, Zouhar, Vilém, Navigli, Roberto, Kocmi, Tom

arXiv.org Artificial Intelligence

Machine translation quality has steadily improved over the years, achieving near-perfect translations in recent benchmarks. These high-quality outputs make it difficult to distinguish between state-of-the-art models and to identify areas for future improvement. In this context, automatically identifying texts where machine translation systems struggle holds promise for developing more discriminative evaluations and guiding future research. In this work, we address this gap by formalizing the task of translation difficulty estimation, defining a text's difficulty based on the expected quality of its translations. We introduce a new metric to evaluate difficulty estimators and use it to assess both baselines and novel approaches. Finally, we demonstrate the practical utility of difficulty estimators by using them to construct more challenging benchmarks for machine translation. Our results show that dedicated models outperform both heuristic-based methods and LLM-as-a-judge approaches, with Sentinel-src achieving the best performance. Thus, we release two improved models for difficulty estimation, Sentinel-src-24 and Sentinel-src-25, which can be used to scan large collections of texts and select those most likely to challenge contemporary machine translation systems.


Efficient Reinforcement Finetuning via Adaptive Curriculum Learning

Shi, Taiwei, Wu, Yiyang, Song, Linxin, Zhou, Tianyi, Zhao, Jieyu

arXiv.org Artificial Intelligence

Reinforcement finetuning (RFT) has shown great potential for enhancing the mathematical reasoning capabilities of large language models (LLMs), but it is often sample- and compute-inefficient, requiring extensive training. In this work, we introduce AdaRFT (Adaptive Curriculum Reinforcement Finetuning), a method that significantly improves both the efficiency and final accuracy of RFT through adaptive curriculum learning. AdaRFT dynamically adjusts the difficulty of training problems based on the model's recent reward signals, ensuring that the model consistently trains on tasks that are challenging but solvable. This adaptive sampling strategy accelerates learning by maintaining an optimal difficulty range, avoiding wasted computation on problems that are too easy or too hard. AdaRFT requires only a lightweight extension to standard RFT algorithms like Proximal Policy Optimization (PPO), without modifying the reward function or model architecture. Experiments on competition-level math datasets-including AMC, AIME, and IMO-style problems-demonstrate that AdaRFT significantly improves both training efficiency and reasoning performance. We evaluate AdaRFT across multiple data distributions and model sizes, showing that it reduces training time by up to 2x and improves accuracy by a considerable margin, offering a more scalable and effective RFT framework.


BiRating -- Iterative averaging on a bipartite graph of Beat Saber scores, player skills, and map difficulties

Casanova, Juan

arXiv.org Artificial Intelligence

Difficulty estimation of Beat Saber maps is an interesting data analysis problem and valuable to the Beat Saber competitive scene. We present a simple algorithm that iteratively averages player skill and map difficulty estimations in a bipartite graph of players and maps, connected by scores, using scores only as input. This approach simultaneously estimates player skills and map difficulties, exploiting each of them to improve the estimation of the other, exploitng the relation of multiple scores by different players on the same map, or on different maps by the same player. While we have been unable to prove or characterize theoretical convergence, the implementation exhibits convergent behaviour to low estimation error in all instances, producing accurate results. An informal qualitative evaluation involving experienced Beat Saber community members was carried out, comparing the difficulty estimations output by our algorithm with their personal perspectives on the difficulties of different maps. There was a significant alignment with player perceived perceptions of difficulty and with other existing methods for estimating difficulty. Our approach showed significant improvement over existing methods in certain known problematic maps that are not typically accurately estimated, but also produces problematic estimations for certain families of maps where the assumptions on the meaning of scores were inadequate (e.g. not enough scores, or scores over optimized by players). The algorithm has important limitations, related to data quality and meaningfulness, assumptions on the domain problem, and theoretical convergence of the algorithm. Future work would significantly benefit from a better understanding of adequate ways to quantify map difficulty in Beat Saber, including multidimensionality of skill and difficulty, and the systematic biases present in score data.