intro
In-Token Rationality Optimization: Towards Accurate and Concise LLM Reasoning via Self-Feedback
Zhu, Mingye, Liu, Yi, Fu, Zheren, Wang, Quan, Zhang, Yongdong
Training Large Language Models (LLMs) for chain-of-thought reasoning presents a significant challenge: supervised fine-tuning on a single "golden" rationale hurts generalization as it penalizes equally valid alternatives, whereas reinforcement learning with verifiable rewards struggles with credit assignment and prohibitive computational cost. To tackle these limitations, we introduce InTRO (In-Token Rationality Optimization), a new framework that enables both token-level exploration and self-feedback for accurate and concise reasoning. Instead of directly optimizing an intractable objective over all valid reasoning paths, InTRO leverages correction factors--token-wise importance weights estimated by the information discrepancy between the generative policy and its answer-conditioned counterpart, for informative next-token selection. This approach allows the model to perform token-level exploration and receive self-generated feedback within a single forward pass, ultimately encouraging accurate and concise rationales. Across six math-reasoning benchmarks, InTRO consistently outperforms other baselines, raising solution accuracy by up to 20% relative to the base model. Its chains of thought are also notably more concise, exhibiting reduced verbosity. Beyond this, InTRO enables cross-domain transfer, successfully adapting to out-of-domain reasoning tasks that extend beyond the realm of mathematics, demonstrating robust generalization.
"I Like That You Have to Poke Around": Instructors on How Experiential Approaches to AI Literacy Spark Inquiry and Critical Thinking
Warrier, Aparna Maya, Agarwal, Arav, Savelka, Jaromir, Bogart, Christopher, Burte, Heather
As artificial intelligence (AI) increasingly shapes decision-making across domains, there is a growing need to support AI literacy among learners beyond computer science. However, many current approaches rely on programming-heavy tools or abstract lecture-based content, limiting accessibility for non-STEM audiences. This paper presents findings from a study of AI User, a modular, web-based curriculum that teaches core AI concepts through interactive, no-code projects grounded in real-world scenarios. The curriculum includes eight projects; this study focuses on instructor feedback on Projects 5-8, which address applied topics such as natural language processing, computer vision, decision support, and responsible AI. Fifteen community college instructors participated in structured focus groups, completing the projects as learners and providing feedback through individual reflection and group discussion. Using thematic analysis, we examined how instructors evaluated the design, instructional value, and classroom applicability of these experiential activities. Findings highlight instructors' appreciation for exploratory tasks, role-based simulations, and real-world relevance, while also surfacing design trade-offs around cognitive load, guidance, and adaptability for diverse learners. This work extends prior research on AI literacy by centering instructor perspectives on teaching complex AI topics without code. It offers actionable insights for designing inclusive, experiential AI learning resources that scale across disciplines and learner backgrounds.
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ROBOPSY PL[AI]: Using Role-Play to Investigate how LLMs Present Collective Memory
Jahrmann, Margarete, Brandstetter, Thomas, Glasauer, Stefan
The paper presents the first results of an artistic research project investigating how Large Language Models (LLMs) curate and present collective memory. In a public installation exhibited during two months in Vienna in 2025, visitors could interact with five different LLMs (ChatGPT with GPT 4o and GPT 4o mini, Mistral Large, DeepSeek-Chat, and a locally run Llama 3.1 model), which were instructed to act as narrators, implementing a role-playing game revolving around the murder of Austrian philosopher Moritz Schlick in 1936. Results of the investigation include protocols of LLM-user interactions during the game and qualitative conversations after the play experience to get insight into the players' reactions to the game. In a quantitative analysis 115 introductory texts for role-playing generated by the LLMs were examined by different methods of natural language processing, including semantic similarity and sentiment analysis. While the qualitative player feedback allowed to distinguish three distinct types of users, the quantitative text analysis showed significant differences between how the different LLMs presented the historical content. Our study thus adds to ongoing efforts to analyse LLM performance, but also suggests a way of how these efforts can be disseminated in a playful way to a general audience.
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Generate, Not Recommend: Personalized Multimodal Content Generation
Liu, Jiongnan, Dou, Zhicheng, Hu, Ning, Xiong, Chenyan
To address the challenge of information overload from massive web contents, recommender systems are widely applied to retrieve and present personalized results for users. However, recommendation tasks are inherently constrained to filtering existing items and lack the ability to generate novel concepts, limiting their capacity to fully satisfy user demands and preferences. In this paper, we propose a new paradigm that goes beyond content filtering and selecting: directly generating personalized items in a multimodal form, such as images, tailored to individual users. To accomplish this, we leverage any-to-any Large Multimodal Models (LMMs) and train them in both supervised fine-tuning and online reinforcement learning strategy to equip them with the ability to yield tailored next items for users. Experiments on two benchmark datasets and user study confirm the efficacy of the proposed method. Notably, the generated images not only align well with users' historical preferences but also exhibit relevance to their potential future interests.
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