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SubscribeA Hybrid Task-Oriented Dialog System with Domain and Task Adaptive Pretraining
This paper describes our submission for the End-to-end Multi-domain Task Completion Dialog shared task at the 9th Dialog System Technology Challenge (DSTC-9). Participants in the shared task build an end-to-end task completion dialog system which is evaluated by human evaluation and a user simulator based automatic evaluation. Different from traditional pipelined approaches where modules are optimized individually and suffer from cascading failure, we propose an end-to-end dialog system that 1) uses Generative Pretraining 2 (GPT-2) as the backbone to jointly solve Natural Language Understanding, Dialog State Tracking, and Natural Language Generation tasks, 2) adopts Domain and Task Adaptive Pretraining to tailor GPT-2 to the dialog domain before finetuning, 3) utilizes heuristic pre/post-processing rules that greatly simplify the prediction tasks and improve generalizability, and 4) equips a fault tolerance module to correct errors and inappropriate responses. Our proposed method significantly outperforms baselines and ties for first place in the official evaluation. We make our source code publicly available.
ToolSandbox: A Stateful, Conversational, Interactive Evaluation Benchmark for LLM Tool Use Capabilities
Recent large language models (LLMs) advancements sparked a growing research interest in tool assisted LLMs solving real-world challenges, which calls for comprehensive evaluation of tool-use capabilities. While previous works focused on either evaluating over stateless web services (RESTful API), based on a single turn user prompt, or an off-policy dialog trajectory, ToolSandbox includes stateful tool execution, implicit state dependencies between tools, a built-in user simulator supporting on-policy conversational evaluation and a dynamic evaluation strategy for intermediate and final milestones over an arbitrary trajectory. We show that open source and proprietary models have a significant performance gap, and complex tasks like State Dependency, Canonicalization and Insufficient Information defined in ToolSandbox are challenging even the most capable SOTA LLMs, providing brand-new insights into tool-use LLM capabilities. ToolSandbox evaluation framework is released at https://github.com/apple/ToolSandbox
SimulatorArena: Are User Simulators Reliable Proxies for Multi-Turn Evaluation of AI Assistants?
Large language models (LLMs) are increasingly used in interactive applications, and human evaluation remains the gold standard for assessing their performance in multi-turn conversations. Since human studies are costly, time-consuming, and hard to reproduce, recent work explores using LLMs to simulate users for automatic assistant evaluation. However, there is no benchmark or systematic study to evaluate whether these simulated users are reliable stand-ins for real users. To address this, we introduce SimulatorArena, a benchmark of 909 annotated human-LLM conversations on two interactive tasks -- math tutoring and document creation. SimulatorArena evaluates simulators based on how closely their messages match human behavior and how well their assistant ratings align with human judgments. Experiments on various simulator methods show that simulators conditioned on user profiles, capturing traits like background and message styles, align closely with human judgments. They reach Spearman's rho of 0.7 on both tasks, providing a practical, scalable alternative to human evaluation. Using the best simulator for each task, we benchmark 18 assistants, including the latest LLMs such as GPT-5, Claude 4.1 Opus, and Gemini 2.5 Pro.
KAUCUS: Knowledge Augmented User Simulators for Training Language Model Assistants
An effective multi-turn instruction-following assistant can be developed by creating a simulator that can generate useful interaction data. Apart from relying on its intrinsic weights, an ideal user simulator should also be able to bootstrap external knowledge rapidly in its raw form to simulate the multifarious diversity of text available over the internet. Previous user simulators generally lacked diversity, were mostly closed domain, and necessitated rigid schema making them inefficient to rapidly scale to incorporate external knowledge. In this regard, we introduce, Kaucus, a Knowledge-Augmented User Simulator framework, to outline a process of creating diverse user simulators, that can seamlessly exploit external knowledge as well as benefit downstream assistant model training. Through two GPT-J based simulators viz., a Retrieval Augmented Simulator and a Summary Controlled Simulator we generate diverse simulator-assistant interactions. Through reward and preference model-based evaluations, we find that these interactions serve as useful training data and create more helpful downstream assistants. We also find that incorporating knowledge through retrieval augmentation or summary control helps create better assistants.
Know You First and Be You Better: Modeling Human-Like User Simulators via Implicit Profiles
User simulators are crucial for replicating human interactions with dialogue systems, supporting both collaborative training and automatic evaluation, especially for large language models (LLMs). However, existing simulators often rely solely on text utterances, missing implicit user traits such as personality, speaking style, and goals. In contrast, persona-based methods lack generalizability, as they depend on predefined profiles of famous individuals or archetypes. To address these challenges, we propose User Simulator with implicit Profiles (USP), a framework that infers implicit user profiles from human-machine conversations and uses them to generate more personalized and realistic dialogues. We first develop an LLM-driven extractor with a comprehensive profile schema. Then, we refine the simulation through conditional supervised fine-tuning and reinforcement learning with cycle consistency, optimizing it at both the utterance and conversation levels. Finally, we adopt a diverse profile sampler to capture the distribution of real-world user profiles. Experimental results demonstrate that USP outperforms strong baselines in terms of authenticity and diversity while achieving comparable performance in consistency. Furthermore, dynamic multi-turn evaluations based on USP strongly align with mainstream benchmarks, demonstrating its effectiveness in real-world applications.
Goal Alignment in LLM-Based User Simulators for Conversational AI
User simulators are essential to conversational AI, enabling scalable agent development and evaluation through simulated interactions. While current Large Language Models (LLMs) have advanced user simulation capabilities, we reveal that they struggle to consistently demonstrate goal-oriented behavior across multi-turn conversations--a critical limitation that compromises their reliability in downstream applications. We introduce User Goal State Tracking (UGST), a novel framework that tracks user goal progression throughout conversations. Leveraging UGST, we present a three-stage methodology for developing user simulators that can autonomously track goal progression and reason to generate goal-aligned responses. Moreover, we establish comprehensive evaluation metrics for measuring goal alignment in user simulators, and demonstrate that our approach yields substantial improvements across two benchmarks (MultiWOZ 2.4 and {\tau}-Bench). Our contributions address a critical gap in conversational AI and establish UGST as an essential framework for developing goal-aligned user simulators.
Rethinking the Evaluation for Conversational Recommendation in the Era of Large Language Models
The recent success of large language models (LLMs) has shown great potential to develop more powerful conversational recommender systems (CRSs), which rely on natural language conversations to satisfy user needs. In this paper, we embark on an investigation into the utilization of ChatGPT for conversational recommendation, revealing the inadequacy of the existing evaluation protocol. It might over-emphasize the matching with the ground-truth items or utterances generated by human annotators, while neglecting the interactive nature of being a capable CRS. To overcome the limitation, we further propose an interactive Evaluation approach based on LLMs named iEvaLM that harnesses LLM-based user simulators. Our evaluation approach can simulate various interaction scenarios between users and systems. Through the experiments on two publicly available CRS datasets, we demonstrate notable improvements compared to the prevailing evaluation protocol. Furthermore, we emphasize the evaluation of explainability, and ChatGPT showcases persuasive explanation generation for its recommendations. Our study contributes to a deeper comprehension of the untapped potential of LLMs for CRSs and provides a more flexible and easy-to-use evaluation framework for future research endeavors. The codes and data are publicly available at https://github.com/RUCAIBox/iEvaLM-CRS.
BIRD-INTERACT: Re-imagining Text-to-SQL Evaluation for Large Language Models via Lens of Dynamic Interactions
Large language models (LLMs) have demonstrated remarkable performance on single-turn text-to-SQL tasks, but real-world database applications predominantly require multi-turn interactions to handle ambiguous queries, execution errors, and evolving user requirements. Existing multi-turn benchmarks fall short by treating conversation histories as static context or limiting evaluation to read-only operations, failing to reflect production-grade database assistant challenges. We introduce BIRD-INTERACT, a benchmark that restores this realism through: (1) a comprehensive interaction environment coupling each database with a hierarchical knowledge base, metadata files, and a function-driven user simulator, enabling models to solicit clarifications, retrieve knowledge, and recover from errors without human supervision; (2) two evaluation settings consisting of a pre-defined conversational protocol (c-Interact) and an open-ended agentic setting (a-Interact) where models autonomously decide when to query the user simulator or explore the environment; (3) a challenging task suite covering the full CRUD spectrum for business-intelligence and operational use cases, guarded by executable test cases. Each task features ambiguous and follow-up sub-tasks requiring dynamic interaction. The suite comprises BIRD-INTERACT-FULL (600 tasks, up to 11,796 interactions) for comprehensive performance assessment, and BIRD-INTERACT-LITE (300 tasks with simplified databases) for detailed behavioral analysis and rapid method development. Our empirical results highlight BIRD-INTERACT's difficulty: GPT-5 completes only 8.67% of tasks in c-Interact and 17.00% in a-Interact. Analysis via memory grafting and Interaction Test-time Scaling validates the importance of effective interaction for complex, dynamic text-to-SQL tasks.
ConvLab-3: A Flexible Dialogue System Toolkit Based on a Unified Data Format
Task-oriented dialogue (TOD) systems function as digital assistants, guiding users through various tasks such as booking flights or finding restaurants. Existing toolkits for building TOD systems often fall short of in delivering comprehensive arrays of data, models, and experimental environments with a user-friendly experience. We introduce ConvLab-3: a multifaceted dialogue system toolkit crafted to bridge this gap. Our unified data format simplifies the integration of diverse datasets and models, significantly reducing complexity and cost for studying generalization and transfer. Enhanced with robust reinforcement learning (RL) tools, featuring a streamlined training process, in-depth evaluation tools, and a selection of user simulators, ConvLab-3 supports the rapid development and evaluation of robust dialogue policies. Through an extensive study, we demonstrate the efficacy of transfer learning and RL and showcase that ConvLab-3 is not only a powerful tool for seasoned researchers but also an accessible platform for newcomers.
The Need for a Socially-Grounded Persona Framework for User Simulation
Synthetic personas are widely used to condition large language models (LLMs) for social simulation, yet most personas are still constructed from coarse sociodemographic attributes or summaries. We revisit persona creation by introducing SCOPE, a socially grounded framework for persona construction and evaluation, built from a 141-item, two-hour sociopsychological protocol collected from 124 U.S.-based participants. Across seven models, we find that demographic-only personas are a structural bottleneck: demographics explain only ~1.5% of variance in human response similarity. Adding sociopsychological facets improves behavioral prediction and reduces over-accentuation, and non-demographic personas based on values and identity achieve strong alignment with substantially lower bias. These trends generalize to SimBench (441 aligned questions), where SCOPE personas outperform default prompting and NVIDIA Nemotron personas, and SCOPE augmentation improves Nemotron-based personas. Our results indicate that persona quality depends on sociopsychological structure rather than demographic templates or summaries.
GS-LTS: 3D Gaussian Splatting-Based Adaptive Modeling for Long-Term Service Robots
3D Gaussian Splatting (3DGS) has garnered significant attention in robotics for its explicit, high fidelity dense scene representation, demonstrating strong potential for robotic applications. However, 3DGS-based methods in robotics primarily focus on static scenes, with limited attention to the dynamic scene changes essential for long-term service robots. These robots demand sustained task execution and efficient scene updates-challenges current approaches fail to meet. To address these limitations, we propose GS-LTS (Gaussian Splatting for Long-Term Service), a 3DGS-based system enabling indoor robots to manage diverse tasks in dynamic environments over time. GS-LTS detects scene changes (e.g., object addition or removal) via single-image change detection, employs a rule-based policy to autonomously collect multi-view observations, and efficiently updates the scene representation through Gaussian editing. Additionally, we propose a simulation-based benchmark that automatically generates scene change data as compact configuration scripts, providing a standardized, user-friendly evaluation benchmark. Experimental results demonstrate GS-LTS's advantages in reconstruction, navigation, and superior scene updates-faster and higher quality than the image training baseline-advancing 3DGS for long-term robotic operations. Code and benchmark are available at: https://vipl-vsu.github.io/3DGS-LTS.
AgencyBench: Benchmarking the Frontiers of Autonomous Agents in 1M-Token Real-World Contexts
Large Language Models (LLMs) based autonomous agents demonstrate multifaceted capabilities to contribute substantially to economic production. However, existing benchmarks remain focused on single agentic capability, failing to capture long-horizon real-world scenarios. Moreover, the reliance on human-in-the-loop feedback for realistic tasks creates a scalability bottleneck, hindering automated rollout collection and evaluation. To bridge this gap, we introduce AgencyBench, a comprehensive benchmark derived from daily AI usage, evaluating 6 core agentic capabilities across 32 real-world scenarios, comprising 138 tasks with specific queries, deliverables, and rubrics. These scenarios require an average of 90 tool calls, 1 million tokens, and hours of execution time to resolve. To enable automated evaluation, we employ a user simulation agent to provide iterative feedback, and a Docker sandbox to conduct visual and functional rubric-based assessment. Experiments reveal that closed-source models significantly outperform open-source models (48.4% vs 32.1%). Further analysis reveals significant disparities across models in resource efficiency, feedback-driven self-correction, and specific tool-use preferences. Finally, we investigate the impact of agentic scaffolds, observing that proprietary models demonstrate superior performance within their native ecosystems (e.g., Claude-4.5-Opus via Claude-Agent-SDK), while open-source models exhibit distinct performance peaks, suggesting potential optimization for specific execution frameworks. AgencyBench serves as a critical testbed for next-generation agents, highlighting the necessity of co-optimizing model architecture with agentic frameworks. We believe this work sheds light on the future direction of autonomous agents, and we release the full benchmark and evaluation toolkit at https://github.com/GAIR-NLP/AgencyBench.
FronTalk: Benchmarking Front-End Development as Conversational Code Generation with Multi-Modal Feedback
We present FronTalk, a benchmark for front-end code generation that pioneers the study of a unique interaction dynamic: conversational code generation with multi-modal feedback. In front-end development, visual artifacts such as sketches, mockups and annotated creenshots are essential for conveying design intent, yet their role in multi-turn code generation remains largely unexplored. To address this gap, we focus on the front-end development task and curate FronTalk, a collection of 100 multi-turn dialogues derived from real-world websites across diverse domains such as news, finance, and art. Each turn features both a textual instruction and an equivalent visual instruction, each representing the same user intent. To comprehensively evaluate model performance, we propose a novel agent-based evaluation framework leveraging a web agent to simulate users and explore the website, and thus measuring both functional correctness and user experience. Evaluation of 20 models reveals two key challenges that are under-explored systematically in the literature: (1) a significant forgetting issue where models overwrite previously implemented features, resulting in task failures, and (2) a persistent challenge in interpreting visual feedback, especially for open-source vision-language models (VLMs). We propose a strong baseline to tackle the forgetting issue with AceCoder, a method that critiques the implementation of every past instruction using an autonomous web agent. This approach significantly reduces forgetting to nearly zero and improves the performance by up to 9.3% (56.0% to 65.3%). Overall, we aim to provide a solid foundation for future research in front-end development and the general interaction dynamics of multi-turn, multi-modal code generation. Code and data are released at https://github.com/shirley-wu/frontalk
Simulating User Agents for Embodied Conversational-AI
Embodied agents designed to assist users with tasks must engage in natural language interactions, interpret instructions, execute actions, and communicate effectively to resolve issues. However, collecting large-scale, diverse datasets of situated human-robot dialogues to train and evaluate such agents is expensive, labor-intensive, and time-consuming. To address this challenge, we propose building a large language model (LLM)-based user agent that can simulate user behavior during interactions with an embodied agent in a virtual environment. Given a user goal (e.g., make breakfast), at each time step, the user agent may observe" the robot actions or speak" to either intervene with the robot or answer questions. Such a user agent assists in improving the scalability and efficiency of embodied dialogues dataset generation and is critical for enhancing and evaluating the robot's interaction and task completion ability, as well as for research in reinforcement learning using AI feedback. We evaluate our user agent's ability to generate human-like behaviors by comparing its simulated dialogues with the TEACh dataset. We perform three experiments: zero-shot prompting to predict dialogue acts, few-shot prompting, and fine-tuning on the TEACh training subset. Results show the LLM-based user agent achieves an F-measure of 42% with zero-shot prompting and 43.4% with few-shot prompting in mimicking human speaking behavior. Through fine-tuning, performance in deciding when to speak remained stable, while deciding what to say improved from 51.1% to 62.5%. These findings showcase the feasibility of the proposed approach for assessing and enhancing the effectiveness of robot task completion through natural language communication.
ClarifyGPT: Empowering LLM-based Code Generation with Intention Clarification
We introduce a novel framework named ClarifyGPT, which aims to enhance code generation by empowering LLMs with the ability to identify ambiguous requirements and ask targeted clarifying questions. In particular, ClarifyGPT first detects whether a given requirement is ambiguous by performing a code consistency check. If it is ambiguous, ClarifyGPT prompts an LLM to generate targeted clarifying questions. After receiving question responses, ClarifyGPT refines the ambiguous requirement and inputs it into the same LLM to generate a final code solution. To evaluate our ClarifyGPT, we first conduct a human evaluation involving ten participants who use ClarifyGPT for code generation on two publicly available benchmarks: MBPP-sanitized and MBPP-ET. The results show that ClarifyGPT elevates the performance (Pass@1) of GPT-4 from 70.96% to 80.80% on MBPP-sanitized. Furthermore, to perform large-scale automated evaluations of ClarifyGPT across different LLMs and benchmarks without requiring user participation, we introduce a high-fidelity simulation method to simulate user responses. The automated evaluation results also demonstrate that ClarifyGPT can significantly enhance code generation performance compared to the baselines. In particular, ClarifyGPT improves the average performance of GPT-4 and ChatGPT across four benchmarks from 68.02% to 75.75% and from 58.55% to 67.22%, respectively. We believe that ClarifyGPT can effectively facilitate the practical application of LLMs in real-world development environments.
Sketch2Code: Evaluating Vision-Language Models for Interactive Web Design Prototyping
Sketches are a natural and accessible medium for UI designers to conceptualize early-stage ideas. However, existing research on UI/UX automation often requires high-fidelity inputs like Figma designs or detailed screenshots, limiting accessibility and impeding efficient design iteration. To bridge this gap, we introduce Sketch2Code, a benchmark that evaluates state-of-the-art Vision Language Models (VLMs) on automating the conversion of rudimentary sketches into webpage prototypes. Beyond end-to-end benchmarking, Sketch2Code supports interactive agent evaluation that mimics real-world design workflows, where a VLM-based agent iteratively refines its generations by communicating with a simulated user, either passively receiving feedback instructions or proactively asking clarification questions. We comprehensively analyze ten commercial and open-source models, showing that Sketch2Code is challenging for existing VLMs; even the most capable models struggle to accurately interpret sketches and formulate effective questions that lead to steady improvement. Nevertheless, a user study with UI/UX experts reveals a significant preference for proactive question-asking over passive feedback reception, highlighting the need to develop more effective paradigms for multi-turn conversational agents.
Who's Asking? Simulating Role-Based Questions for Conversational AI Evaluation
Language model users often embed personal and social context in their questions. The asker's role -- implicit in how the question is framed -- creates specific needs for an appropriate response. However, most evaluations, while capturing the model's capability to respond, often ignore who is asking. This gap is especially critical in stigmatized domains such as opioid use disorder (OUD), where accounting for users' contexts is essential to provide accessible, stigma-free responses. We propose CoRUS (COmmunity-driven Roles for User-centric Question Simulation), a framework for simulating role-based questions. Drawing on role theory and posts from an online OUD recovery community (r/OpiatesRecovery), we first build a taxonomy of asker roles -- patients, caregivers, practitioners. Next, we use it to simulate 15,321 questions that embed each role's goals, behaviors, and experiences. Our evaluations show that these questions are both highly believable and comparable to real-world data. When used to evaluate five LLMs, for the same question but differing roles, we find systematic differences: vulnerable roles, such as patients and caregivers, elicit more supportive responses (+17%) and reduced knowledge content (-19%) in comparison to practitioners. Our work demonstrates how implicitly signaling a user's role shapes model responses, and provides a methodology for role-informed evaluation of conversational AI.
Federated Learning-based Semantic Segmentation for Lane and Object Detection in Autonomous Driving
Autonomous Vehicles (AVs) require precise lane and object detection to ensure safe navigation. However, centralized deep learning (DL) approaches for semantic segmentation raise privacy and scalability challenges, particularly when handling sensitive data. This research presents a new federated learning (FL) framework that integrates secure deep Convolutional Neural Networks (CNNs) and Differential Privacy (DP) to address these issues. The core contribution of this work involves: (1) developing a new hybrid UNet-ResNet34 architecture for centralized semantic segmentation to achieve high accuracy and tackle privacy concerns due to centralized training, and (2) implementing the privacy-preserving FL model, distributed across AVs to enhance performance through secure CNNs and DP mechanisms. In the proposed FL framework, the methodology distinguishes itself from the existing approach through the following: (a) ensuring data decentralization through FL to uphold user privacy by eliminating the need for centralized data aggregation, (b) integrating DP mechanisms to secure sensitive model updates against potential adversarial inference attacks, and (c) evaluating the frameworks performance and generalizability using RGB and semantic segmentation datasets derived from the CARLA simulator. Experimental results show significant improvements in accuracy, from 81.5% to 88.7% for the RGB dataset and from 79.3% to 86.9% for the SEG dataset over 20 to 70 Communication Rounds (CRs). Global loss was reduced by over 60%, and minor accuracy trade-offs from DP were observed. This study contributes by offering a scalable, privacy-preserving FL framework tailored for AVs, optimizing communication efficiency while balancing performance and data security.
You Don't Know Until You Click:Automated GUI Testing for Production-Ready Software Evaluation
Large Language Models (LLMs) and code agents in software development are rapidly evolving from generating isolated code snippets to producing full-fledged software applications with graphical interfaces, interactive logic, and dynamic behaviors. However, current benchmarks fall short in evaluating such production-ready software, as they often rely on static checks or binary pass/fail scripts, failing to capture the interactive behaviors and runtime dynamics that define real-world usability - qualities that only emerge when an application is actively used. This is the blind spot of current evaluation: you don't know if an app works until you click through it, interact with it, and observe how it responds. To bridge this gap, we introduce RealDevWorld, a novel evaluation framework for automated end-to-end assessment of LLMs' ability to generate production-ready repositories from scratch. It features two key components: (1) RealDevBench, a diverse collection of 194 open-ended software engineering tasks across multiple domains, incorporating multimodal elements to reflect real-world complexity; and (2) AppEvalPilot, a new agent-as-a-judge evaluation system that simulates realistic, GUI-based user interactions to automatically and holistically assess software functional correctness, visual fidelity, and runtime behavior. The framework delivers fine-grained, task-specific diagnostic feedback, supporting nuanced evaluation beyond simple success/failure judgments. Empirical results show that RealDevWorld delivers effective, automatic, and human-aligned evaluations, achieving an accuracy of 0.92 and a correlation of 0.85 with expert human assessments, while significantly reducing the reliance on manual review. This enables scalable, human-aligned assessment of production-level software generated by LLMs. Our code is available on GitHub.
USimAgent: Large Language Models for Simulating Search Users
Due to the advantages in the cost-efficiency and reproducibility, user simulation has become a promising solution to the user-centric evaluation of information retrieval systems. Nonetheless, accurately simulating user search behaviors has long been a challenge, because users' actions in search are highly complex and driven by intricate cognitive processes such as learning, reasoning, and planning. Recently, Large Language Models (LLMs) have demonstrated remarked potential in simulating human-level intelligence and have been used in building autonomous agents for various tasks. However, the potential of using LLMs in simulating search behaviors has not yet been fully explored. In this paper, we introduce a LLM-based user search behavior simulator, USimAgent. The proposed simulator can simulate users' querying, clicking, and stopping behaviors during search, and thus, is capable of generating complete search sessions for specific search tasks. Empirical investigation on a real user behavior dataset shows that the proposed simulator outperforms existing methods in query generation and is comparable to traditional methods in predicting user clicks and stopping behaviors. These results not only validate the effectiveness of using LLMs for user simulation but also shed light on the development of a more robust and generic user simulators.
Simulating User Satisfaction for the Evaluation of Task-oriented Dialogue Systems
Evaluation is crucial in the development process of task-oriented dialogue systems. As an evaluation method, user simulation allows us to tackle issues such as scalability and cost-efficiency, making it a viable choice for large-scale automatic evaluation. To help build a human-like user simulator that can measure the quality of a dialogue, we propose the following task: simulating user satisfaction for the evaluation of task-oriented dialogue systems. The purpose of the task is to increase the evaluation power of user simulations and to make the simulation more human-like. To overcome a lack of annotated data, we propose a user satisfaction annotation dataset, USS, that includes 6,800 dialogues sampled from multiple domains, spanning real-world e-commerce dialogues, task-oriented dialogues constructed through Wizard-of-Oz experiments, and movie recommendation dialogues. All user utterances in those dialogues, as well as the dialogues themselves, have been labeled based on a 5-level satisfaction scale. We also share three baseline methods for user satisfaction prediction and action prediction tasks. Experiments conducted on the USS dataset suggest that distributed representations outperform feature-based methods. A model based on hierarchical GRUs achieves the best performance in in-domain user satisfaction prediction, while a BERT-based model has better cross-domain generalization ability.
The Imperfect Learner: Incorporating Developmental Trajectories in Memory-based Student Simulation
User simulation is important for developing and evaluating human-centered AI, yet current student simulation in educational applications has significant limitations. Existing approaches focus on single learning experiences and do not account for students' gradual knowledge construction and evolving skill sets. Moreover, large language models are optimized to produce direct and accurate responses, making it challenging to represent the incomplete understanding and developmental constraints that characterize real learners. In this paper, we introduce a novel framework for memory-based student simulation that incorporates developmental trajectories through a hierarchical memory mechanism with structured knowledge representation. The framework also integrates metacognitive processes and personality traits to enrich the individual learner profiling, through dynamical consolidation of both cognitive development and personal learning characteristics. In practice, we implement a curriculum-aligned simulator grounded on the Next Generation Science Standards. Experimental results show that our approach can effectively reflect the gradual nature of knowledge development and the characteristic difficulties students face, providing a more accurate representation of learning processes.
Exploiting Simulated User Feedback for Conversational Search: Ranking, Rewriting, and Beyond
This research aims to explore various methods for assessing user feedback in mixed-initiative conversational search (CS) systems. While CS systems enjoy profuse advancements across multiple aspects, recent research fails to successfully incorporate feedback from the users. One of the main reasons for that is the lack of system-user conversational interaction data. To this end, we propose a user simulator-based framework for multi-turn interactions with a variety of mixed-initiative CS systems. Specifically, we develop a user simulator, dubbed ConvSim, that, once initialized with an information need description, is capable of providing feedback to a system's responses, as well as answering potential clarifying questions. Our experiments on a wide variety of state-of-the-art passage retrieval and neural re-ranking models show that effective utilization of user feedback can lead to 16% retrieval performance increase in terms of nDCG@3. Moreover, we observe consistent improvements as the number of feedback rounds increases (35% relative improvement in terms of nDCG@3 after three rounds). This points to a research gap in the development of specific feedback processing modules and opens a potential for significant advancements in CS. To support further research in the topic, we release over 30,000 transcripts of system-simulator interactions based on well-established CS datasets.
Expectation Confirmation Preference Optimization for Multi-Turn Conversational Recommendation Agent
Recent advancements in Large Language Models (LLMs) have significantly propelled the development of Conversational Recommendation Agents (CRAs). However, these agents often generate short-sighted responses that fail to sustain user guidance and meet expectations. Although preference optimization has proven effective in aligning LLMs with user expectations, it remains costly and performs poorly in multi-turn dialogue. To address this challenge, we introduce a novel multi-turn preference optimization (MTPO) paradigm ECPO, which leverages Expectation Confirmation Theory to explicitly model the evolution of user satisfaction throughout multi-turn dialogues, uncovering the underlying causes of dissatisfaction. These causes can be utilized to support targeted optimization of unsatisfactory responses, thereby achieving turn-level preference optimization. ECPO ingeniously eliminates the significant sampling overhead of existing MTPO methods while ensuring the optimization process drives meaningful improvements. To support ECPO, we introduce an LLM-based user simulator, AILO, to simulate user feedback and perform expectation confirmation during conversational recommendations. Experimental results show that ECPO significantly enhances CRA's interaction capabilities, delivering notable improvements in both efficiency and effectiveness over existing MTPO methods.
SimUSER: Simulating User Behavior with Large Language Models for Recommender System Evaluation
Recommender systems play a central role in numerous real-life applications, yet evaluating their performance remains a significant challenge due to the gap between offline metrics and online behaviors. Given the scarcity and limits (e.g., privacy issues) of real user data, we introduce SimUSER, an agent framework that serves as believable and cost-effective human proxies. SimUSER first identifies self-consistent personas from historical data, enriching user profiles with unique backgrounds and personalities. Then, central to this evaluation are users equipped with persona, memory, perception, and brain modules, engaging in interactions with the recommender system. SimUSER exhibits closer alignment with genuine humans than prior work, both at micro and macro levels. Additionally, we conduct insightful experiments to explore the effects of thumbnails on click rates, the exposure effect, and the impact of reviews on user engagement. Finally, we refine recommender system parameters based on offline A/B test results, resulting in improved user engagement in the real world.
LikeBench: Evaluating Subjective Likability in LLMs for Personalization
A personalized LLM should remember user facts, apply them correctly, and adapt over time to provide responses that the user prefers. Existing LLM personalization benchmarks are largely centered on two axes: accurately recalling user information and accurately applying remembered information in downstream tasks. We argue that a third axis, likability, is both subjective and central to user experience, yet under-measured by current benchmarks. To measure likability holistically, we introduce LikeBench, a multi-session, dynamic evaluation framework that measures likability across multiple dimensions by how much an LLM can adapt over time to a user's preferences to provide more likable responses. In LikeBench, the LLMs engage in conversation with a simulated user and learn preferences only from the ongoing dialogue. As the interaction unfolds, models try to adapt to responses, and after each turn, they are evaluated for likability across seven dimensions by the same simulated user. To the best of our knowledge, we are the first to decompose likability into multiple diagnostic metrics: emotional adaptation, formality matching, knowledge adaptation, reference understanding, conversation length fit, humor fit, and callback, which makes it easier to pinpoint where a model falls short. To make the simulated user more realistic and discriminative, LikeBench uses fine-grained, psychologically grounded descriptive personas rather than the coarse high/low trait rating based personas used in prior work. Our benchmark shows that strong memory performance does not guarantee high likability: DeepSeek R1, with lower memory accuracy (86%, 17 facts/profile), outperformed Qwen3 by 28% on likability score despite Qwen3's higher memory accuracy (93%, 43 facts/profile). Even SOTA models like GPT-5 adapt well in short exchanges but show only limited robustness in longer, noisier interactions.
RecoWorld: Building Simulated Environments for Agentic Recommender Systems
We present RecoWorld, a blueprint for building simulated environments tailored to agentic recommender systems. Such environments give agents a proper training space where they can learn from errors without impacting real users. RecoWorld distinguishes itself with a dual-view architecture: a simulated user and an agentic recommender engage in multi-turn interactions aimed at maximizing user retention. The user simulator reviews recommended items, updates its mindset, and when sensing potential user disengagement, generates reflective instructions. The agentic recommender adapts its recommendations by incorporating these user instructions and reasoning traces, creating a dynamic feedback loop that actively engages users. This process leverages the exceptional reasoning capabilities of modern LLMs. We explore diverse content representations within the simulator, including text-based, multimodal, and semantic ID modeling, and discuss how multi-turn RL enables the recommender to refine its strategies through iterative interactions. RecoWorld also supports multi-agent simulations, allowing creators to simulate the responses of targeted user populations. It marks an important first step toward recommender systems where users and agents collaboratively shape personalized information streams. We envision new interaction paradigms where "user instructs, recommender responds," jointly optimizing user retention and engagement.
REAL: Benchmarking Autonomous Agents on Deterministic Simulations of Real Websites
We introduce REAL, a benchmark and framework for multi-turn agent evaluations on deterministic simulations of real-world websites. REAL comprises high-fidelity, deterministic replicas of 11 widely-used websites across domains such as e-commerce, travel, communication, and professional networking. We also release a benchmark consisting of 112 practical tasks that mirror everyday complex user interactions requiring both accurate information retrieval and state-changing actions. All interactions occur within this fully controlled setting, eliminating safety risks and enabling robust, reproducible evaluation of agent capability and reliability. Our novel evaluation framework combines programmatic checks of website state for action-based tasks with rubric-guided LLM-based judgments for information retrieval. The framework supports both open-source and proprietary agent systems through a flexible evaluation harness that accommodates black-box commands within browser environments, allowing research labs to test agentic systems without modification. Our empirical results show that frontier language models achieve at most a 41% success rate on REAL, highlighting critical gaps in autonomous web navigation and task completion capabilities. Our framework supports easy integration of new tasks, reproducible evaluation, and scalable post-training data generation, marking a significant step forward in evaluating and advancing agent capabilities.
Flipping the Dialogue: Training and Evaluating User Language Models
Conversations with LMs involve two participants: a human user leading the conversation, and an LM assistant responding to the user's request. To satisfy this specific role, LMs are post-trained to be helpful assistants -- optimized to produce exhaustive and well-structured responses, free of ambiguity and grammar errors. User utterances, on the other hand, are rarely perfected, with each user phrasing requests in unique ways, sometimes putting in partial effort at each turn and refining on the fly. To evaluate LM performance in realistic settings, prior work simulated users in multi-turn conversations, often prompting an LLM originally trained to be a helpful assistant to act as a user. However, we show that assistant LMs make for poor user simulators, with the surprising finding that better assistants yield worse simulators. Instead, we introduce purpose-built User Language Models (User LMs) - models post-trained to simulate human users in multi-turn conversations. Through various evaluations, we show how User LMs align better with human behavior and achieve better simulation robustness than existing simulation methods. When leveraging User LMs to simulate coding and math conversations, the performance of a strong assistant (GPT-4o) drops from 74.6% to 57.4%, confirming that more realistic simulation environments lead to assistant struggles as they fail to cope with the nuances of users in multi-turn setups.
QoNext: Towards Next-generation QoE for Foundation Models
Existing evaluations of foundation models, including recent human-centric approaches, fail to capture what truly matters: user's experience during interaction. Current methods treat evaluation as a matter of output correctness alone, overlooking that user satisfaction emerges from the interplay between response quality and interaction, which limits their ability to account for the mechanisms underlying user experience. To address this gap, we introduce QoNext, the first framework that adapts Quality of Experience (QoE) principles from networking and multimedia to the assessment of foundation models. QoNext identifies experiential factors that shape user experience and incorporates them into controlled experiments, where human ratings are collected under varied configurations. From these studies we construct a QoE-oriented database and train predictive models that estimate perceived user experience from measurable system parameters. Our results demonstrate that QoNext not only enables proactive and fine-grained evaluation but also provides actionable guidance for productized services of optimizing foundation models in practice.
MLLM as a UI Judge: Benchmarking Multimodal LLMs for Predicting Human Perception of User Interfaces
In an ideal design pipeline, user interface (UI) design is intertwined with user research to validate decisions, yet studies are often resource-constrained during early exploration. Recent advances in multimodal large language models (MLLMs) offer a promising opportunity to act as early evaluators, helping designers narrow options before formal testing. Unlike prior work that emphasizes user behavior in narrow domains such as e-commerce with metrics like clicks or conversions, we focus on subjective user evaluations across varied interfaces. We investigate whether MLLMs can mimic human preferences when evaluating individual UIs and comparing them. Using data from a crowdsourcing platform, we benchmark GPT-4o, Claude, and Llama across 30 interfaces and examine alignment with human judgments on multiple UI factors. Our results show that MLLMs approximate human preferences on some dimensions but diverge on others, underscoring both their potential and limitations in supplementing early UX research.
AgentSims: An Open-Source Sandbox for Large Language Model Evaluation
With ChatGPT-like large language models (LLM) prevailing in the community, how to evaluate the ability of LLMs is an open question. Existing evaluation methods suffer from following shortcomings: (1) constrained evaluation abilities, (2) vulnerable benchmarks, (3) unobjective metrics. We suggest that task-based evaluation, where LLM agents complete tasks in a simulated environment, is a one-for-all solution to solve above problems. We present AgentSims, an easy-to-use infrastructure for researchers from all disciplines to test the specific capacities they are interested in. Researchers can build their evaluation tasks by adding agents and buildings on an interactive GUI or deploy and test new support mechanisms, i.e. memory, planning and tool-use systems, by a few lines of codes. Our demo is available at https://agentsims.com .
G-FOCUS: Towards a Robust Method for Assessing UI Design Persuasiveness
Evaluating user interface (UI) design effectiveness extends beyond aesthetics to influencing user behavior, a principle central to Design Persuasiveness. A/B testing is the predominant method for determining which UI variations drive higher user engagement, but it is costly and time-consuming. While recent Vision-Language Models (VLMs) can process automated UI analysis, current approaches focus on isolated design attributes rather than comparative persuasiveness-the key factor in optimizing user interactions. To address this, we introduce WiserUI-Bench, a benchmark designed for Pairwise UI Design Persuasiveness Assessment task, featuring 300 real-world UI image pairs labeled with A/B test results and expert rationales. Additionally, we propose G-FOCUS, a novel inference-time reasoning strategy that enhances VLM-based persuasiveness assessment by reducing position bias and improving evaluation accuracy. Experimental results show that G-FOCUS surpasses existing inference strategies in consistency and accuracy for pairwise UI evaluation. Through promoting VLM-driven evaluation of UI persuasiveness, our work offers an approach to complement A/B testing, propelling progress in scalable UI preference modeling and design optimization. Code and data will be released publicly.
GPT-4V(ision) is a Human-Aligned Evaluator for Text-to-3D Generation
Despite recent advances in text-to-3D generative methods, there is a notable absence of reliable evaluation metrics. Existing metrics usually focus on a single criterion each, such as how well the asset aligned with the input text. These metrics lack the flexibility to generalize to different evaluation criteria and might not align well with human preferences. Conducting user preference studies is an alternative that offers both adaptability and human-aligned results. User studies, however, can be very expensive to scale. This paper presents an automatic, versatile, and human-aligned evaluation metric for text-to-3D generative models. To this end, we first develop a prompt generator using GPT-4V to generate evaluating prompts, which serve as input to compare text-to-3D models. We further design a method instructing GPT-4V to compare two 3D assets according to user-defined criteria. Finally, we use these pairwise comparison results to assign these models Elo ratings. Experimental results suggest our metric strongly align with human preference across different evaluation criteria.
UserBench: An Interactive Gym Environment for User-Centric Agents
Large Language Models (LLMs)-based agents have made impressive progress in reasoning and tool use, enabling them to solve complex tasks. However, their ability to proactively collaborate with users, especially when goals are vague, evolving, or indirectly expressed, remains underexplored. To address this gap, we introduce UserBench, a user-centric benchmark designed to evaluate agents in multi-turn, preference-driven interactions. UserBench features simulated users who start with underspecified goals and reveal preferences incrementally, requiring agents to proactively clarify intent and make grounded decisions with tools. Our evaluation of leading open- and closed-source LLMs reveals a significant disconnect between task completion and user alignment. For instance, models provide answers that fully align with all user intents only 20% of the time on average, and even the most advanced models uncover fewer than 30% of all user preferences through active interaction. These results highlight the challenges of building agents that are not just capable task executors, but true collaborative partners. UserBench offers an interactive environment to measure and advance this critical capability.
DuetSim: Building User Simulator with Dual Large Language Models for Task-Oriented Dialogues
User Simulators play a pivotal role in training and evaluating task-oriented dialogue systems. Traditional user simulators typically rely on human-engineered agendas, resulting in generated responses that often lack diversity and spontaneity. Although large language models (LLMs) exhibit a remarkable capacity for generating coherent and contextually appropriate utterances, they may fall short when tasked with generating responses that effectively guide users towards their goals, particularly in dialogues with intricate constraints and requirements. This paper introduces DuetSim, a novel framework designed to address the intricate demands of task-oriented dialogues by leveraging LLMs. DuetSim stands apart from conventional approaches by employing two LLMs in tandem: one dedicated to response generation and the other focused on verification. This dual LLM approach empowers DuetSim to produce responses that not only exhibit diversity but also demonstrate accuracy and are preferred by human users. We validate the efficacy of our method through extensive experiments conducted on the MultiWOZ dataset, highlighting improvements in response quality and correctness, largely attributed to the incorporation of the second LLM. Our code is accessible at: https://github.com/suntea233/DuetSim.
PingPong: A Benchmark for Role-Playing Language Models with User Emulation and Multi-Model Evaluation
We introduce a novel benchmark for evaluating the role-playing capabilities of language models. Our approach leverages language models themselves to emulate users in dynamic, multi-turn conversations and to assess the resulting dialogues. The framework consists of three main components: a player model assuming a specific character role, an interrogator model simulating user behavior, and a judge model evaluating conversation quality. We conducted experiments comparing automated evaluations with human annotations to validate our approach, demonstrating strong correlations across multiple criteria. This work provides a foundation for a robust and dynamic evaluation of model capabilities in interactive scenarios.
MirrorBench: An Extensible Framework to Evaluate User-Proxy Agents for Human-Likeness
Large language models (LLMs) are increasingly used as human simulators, both for evaluating conversational systems and for generating fine-tuning data. However, naive "act-as-a-user" prompting often yields verbose, unrealistic utterances, underscoring the need for principled evaluation of so-called user proxy agents. We present MIRRORBENCH, a reproducible, extensible benchmarking framework that evaluates user proxies solely on their ability to produce human-like user utterances across diverse conversational tasks, explicitly decoupled from downstream task success. MIRRORBENCH features a modular execution engine with typed interfaces, metadata-driven registries, multi-backend support, caching, and robust observability. The system supports pluggable user proxies, datasets, tasks, and metrics, enabling researchers to evaluate arbitrary simulators under a uniform, variance-aware harness. We include three lexical-diversity metrics (MATTR, YULE'S K, and HD-D) and three LLM-judge-based metrics (GTEval, Pairwise Indistinguishability, and Rubric-and-Reason). Across four open datasets, MIRRORBENCH yields variance-aware results and reveals systematic gaps between user proxies and real human users. The framework is open source and includes a simple command-line interface for running experiments, managing configurations and caching, and generating reports. The framework can be accessed at https://github.com/SAP/mirrorbench.
RecAgent: A Novel Simulation Paradigm for Recommender Systems
Recommender system has deeply revolutionized people's daily life and production, bringing a large amount of business value. In the recommendation domain, simulation and real data-based studies are two typical research paradigms, with each having different advantages. Previously, real data-based studies occupy more important positions, since accurately simulating the user preference is quite difficult. Recently, large language models (LLM) have shown great potential to achieve human-like intelligence, which provides new opportunities to overcome the shortcomings of simulation-based studies and thus highlight their advantages, such as much more application scenarios and cheaper data acquisition strategies. To shed lights on this direction, in this paper, we introduce an LLM-based recommender simulator called RecAgent. Our simulator is composed of two modules: (1) the user module and (2) the recommender module. The user module can browse the recommendation website, communicate with other users and broadcast messages on the social media. The recommender module is designed to provide search or recommendation lists to the users, and one can design different models to implement the recommender. All the users take actions based on LLMs, and can freely evolve like in the real world. We present several case studies to demonstrate that the users in our simulator can indeed behave in a reasonable manner as expected. Our project has been released at https://github.com/RUC-GSAI/YuLan-Rec.
IQA-EVAL: Automatic Evaluation of Human-Model Interactive Question Answering
To evaluate Large Language Models (LLMs) for question answering (QA), traditional methods typically focus on directly assessing the immediate responses generated by the models based on the given question and context. In the common use case of humans seeking AI assistant's help in finding information, these non-interactive evaluations do not account for the dynamic nature of human-model conversations, and interaction-aware evaluations have shown that accurate QA models are preferred by humans (Lee et al., 2023). Recent works in human-computer interaction (HCI) have employed human evaluators to conduct interactions and evaluations, but they are often prohibitively expensive and time-consuming to scale. In this work, we introduce an automatic evaluation framework IQA-EVAL to Interactive Question Answering Evaluation. More specifically, we introduce LLM-based Evaluation Agent (LEA) that can: (1) simulate human behaviors to generate interactions with IQA models; (2) automatically evaluate the generated interactions. Moreover, we propose assigning personas to LEAs to better simulate groups of real human evaluators. We show that: (1) our evaluation framework with GPT-4 (or Claude) as the backbone model achieves a high correlation with human evaluations on the IQA task; (2) assigning personas to LEA to better represent the crowd further significantly improves correlations. Finally, we use our automatic metric to evaluate five recent representative LLMs with over 1000 questions from complex and ambiguous question answering tasks, which comes with a substantial cost of $5k if evaluated by humans.
Investigation of Error Simulation Techniques for Learning Dialog Policies for Conversational Error Recovery
Training dialog policies for speech-based virtual assistants requires a plethora of conversational data. The data collection phase is often expensive and time consuming due to human involvement. To address this issue, a common solution is to build user simulators for data generation. For the successful deployment of the trained policies into real world domains, it is vital that the user simulator mimics realistic conditions. In particular, speech-based assistants are heavily affected by automatic speech recognition and language understanding errors, hence the user simulator should be able to simulate similar errors. In this paper, we review the existing error simulation methods that induce errors at audio, phoneme, text, or semantic level; and conduct detailed comparisons between the audio-level and text-level methods. In the process, we improve the existing text-level method by introducing confidence score prediction and out-of-vocabulary word mapping. We also explore the impact of audio-level and text-level methods on learning a simple clarification dialog policy to recover from errors to provide insight on future improvement for both approaches.
Training Proactive and Personalized LLM Agents
While existing work focuses primarily on task success, we argue that effective real-world agents require optimizing three dimensions: productivity (task completion), proactivity (asking essential questions), and personalization (adapting to diverse user preferences). We introduce UserVille, an interactive environment with LLM-based user simulators enabling diverse, configurable user preferences. Leveraging UserVille, we introduce PPP, a multi-objective reinforcement learning approach that jointly optimizes all three dimensions: Productivity, Proactivity, and Personalization. Experiments on software engineering and deep research tasks show that agents trained with PPP achieve substantial improvements over strong baselines such as GPT-5 (+21.6 on average), demonstrating the ability to ask strategic clarifying questions, adapt to unseen user preferences, and improve task success through better interaction. This work demonstrates that explicitly optimizing for user-centered interaction is critical for building practical and effective AI agents.
HREF: Human Response-Guided Evaluation of Instruction Following in Language Models
Evaluating the capability of Large Language Models (LLMs) in following instructions has heavily relied on a powerful LLM as the judge, introducing unresolved biases that deviate the judgments from human judges. In this work, we reevaluate various choices for automatic evaluation on a wide range of instruction-following tasks. We experiment with methods that leverage human-written responses and observe that they enhance the reliability of automatic evaluations across a wide range of tasks, resulting in up to a 3.2% improvement in agreement with human judges. We also discovered that human-written responses offer an orthogonal perspective to model-generated responses in following instructions and should be used as an additional context when comparing model responses. Based on these observations, we develop a new evaluation benchmark, Human Response-Guided Evaluation of Instruction Following (HREF), comprising 4,258 samples across 11 task categories with a composite evaluation setup, employing a composite evaluation setup that selects the most reliable method for each category. In addition to providing reliable evaluation, HREF emphasizes individual task performance and is free from contamination. Finally, we study the impact of key design choices in HREF, including the size of the evaluation set, the judge model, the baseline model, and the prompt template. We host a live leaderboard that evaluates LLMs on the private evaluation set of HREF.
Can LLMs Simulate Personas with Reversed Performance? A Benchmark for Counterfactual Instruction Following
Large Language Models (LLMs) are now increasingly widely used to simulate personas in virtual environments, leveraging their instruction-following capability. However, we discovered that even state-of-the-art LLMs cannot simulate personas with reversed performance (e.g., student personas with low proficiency in educational settings), which impairs the simulation diversity and limits the practical applications of the simulated environments. In this work, using mathematical reasoning as a representative scenario, we propose the first benchmark dataset for evaluating LLMs on simulating personas with reversed performance, a capability that we dub "counterfactual instruction following". We evaluate both open-weight and closed-source LLMs on this task and find that LLMs, including the OpenAI o1 reasoning model, all struggle to follow counterfactual instructions for simulating reversedly performing personas. Intersectionally simulating both the performance level and the race population of a persona worsens the effect even further. These results highlight the challenges of counterfactual instruction following and the need for further research.
UQABench: Evaluating User Embedding for Prompting LLMs in Personalized Question Answering
Large language models (LLMs) achieve remarkable success in natural language processing (NLP). In practical scenarios like recommendations, as users increasingly seek personalized experiences, it becomes crucial to incorporate user interaction history into the context of LLMs to enhance personalization. However, from a practical utility perspective, user interactions' extensive length and noise present challenges when used directly as text prompts. A promising solution is to compress and distill interactions into compact embeddings, serving as soft prompts to assist LLMs in generating personalized responses. Although this approach brings efficiency, a critical concern emerges: Can user embeddings adequately capture valuable information and prompt LLMs? To address this concern, we propose \name, a benchmark designed to evaluate the effectiveness of user embeddings in prompting LLMs for personalization. We establish a fair and standardized evaluation process, encompassing pre-training, fine-tuning, and evaluation stages. To thoroughly evaluate user embeddings, we design three dimensions of tasks: sequence understanding, action prediction, and interest perception. These evaluation tasks cover the industry's demands in traditional recommendation tasks, such as improving prediction accuracy, and its aspirations for LLM-based methods, such as accurately understanding user interests and enhancing the user experience. We conduct extensive experiments on various state-of-the-art methods for modeling user embeddings. Additionally, we reveal the scaling laws of leveraging user embeddings to prompt LLMs. The benchmark is available online.
Identifying User Goals from UI Trajectories
Autonomous agents that interact with graphical user interfaces (GUIs) hold significant potential for enhancing user experiences. To further improve these experiences, agents need to be personalized and proactive. By effectively comprehending user intentions through their actions and interactions with GUIs, agents will be better positioned to achieve these goals. This paper introduces the task of goal identification from observed UI trajectories, aiming to infer the user's intended task based on their GUI interactions. We propose a novel evaluation metric to assess whether two task descriptions are paraphrases within a specific UI environment. By Leveraging the inverse relation with the UI automation task, we utilized the Android-In-The-Wild and Mind2Web datasets for our experiments. Using our metric and these datasets, we conducted several experiments comparing the performance of humans and state-of-the-art models, specifically GPT-4 and Gemini-1.5 Pro. Our results show that Gemini performs better than GPT but still underperforms compared to humans, indicating significant room for improvement.
GameEval: Evaluating LLMs on Conversational Games
The rapid advancements in large language models (LLMs) have presented challenges in evaluating those models. Existing evaluation methods are either reference-based or preference based, which inevitably need human intervention or introduce test bias caused by evaluator models. In this paper, we propose GameEval, a novel approach to evaluating LLMs through goal-driven conversational games, overcoming the limitations of previous methods. GameEval treats LLMs as game players and assigns them distinct roles with specific goals achieved by launching conversations of various forms, including discussion, question answering, and voting. We design three unique games with cooperative or adversarial objectives, accompanied by corresponding evaluation metrics, to show how this new paradigm comprehensively evaluates model performance.Through extensive experiments, we show that GameEval can effectively differentiate the capabilities of various LLMs, providing a comprehensive assessment of their integrated abilities to solve complex problems. Our public anonymous code is available at https://github.com/GameEval/GameEval.
Session-level Normalization and Click-through Data Enhancement for Session-based Evaluation
Since a user usually has to issue a sequence of queries and examine multiple documents to resolve a complex information need in a search session, researchers have paid much attention to evaluating search systems at the session level rather than the single-query level. Most existing session-level metrics evaluate each query separately and then aggregate the query-level scores using a session-level weighting function. The assumptions behind these metrics are that all queries in the session should be involved, and their orders are fixed. However, if a search system could make the user satisfied with her first few queries, she may not need any subsequent queries. Besides, in most real-world search scenarios, due to a lack of explicit feedback from real users, we can only leverage some implicit feedback, such as users' clicks, as relevance labels for offline evaluation. Such implicit feedback might be different from the real relevance in a search session as some documents may be omitted in the previous query but identified in the later reformulations. To address the above issues, we make two assumptions about session-based evaluation, which explicitly describe an ideal session-search system and how to enhance click-through data in computing session-level evaluation metrics. Based on our assumptions, we design a session-level metric called Normalized U-Measure (NUM). NUM evaluates a session as a whole and utilizes an ideal session to normalize the result of the actual session. Besides, it infers session-level relevance labels based on implicit feedback. Experiments on two public datasets demonstrate the effectiveness of NUM by comparing it with existing session-based metrics in terms of correlation with user satisfaction and intuitiveness. We also conduct ablation studies to explore whether these assumptions hold.
Accelerating Unbiased LLM Evaluation via Synthetic Feedback
When developing new large language models (LLMs), a key step is evaluating their final performance, often by computing the win-rate against a reference model based on external feedback. Human feedback is the gold standard, particularly for capturing nuanced qualities like coherence, readability, and alignment with human expectations. However, human evaluations are costly -- even for large tech companies -- and when conducted with active users, they may negatively impact user experience. A promising alternative is synthetic feedback, where evaluations are conducted by other large language models, including reward models. While this eliminates the need for costly human annotations, it introduces biases that may distort the evaluation process. In this work, we propose a statistically principled framework that integrates human and synthetic feedback to reduce reliance on human annotations while maintaining unbiased win-rate calculations. Our experiments demonstrate a reduction in human annotations by up to 12.2% with an off-the-shelf synthetic evaluator and up to 24.8% with a finetuned variant. Apart from being generalizable, scalable, and free of hyper-parameter tuning, our method offers predictable annotation savings, which can be estimated based on data-dependent characteristics.
Autonomous Evaluation and Refinement of Digital Agents
We show that domain-general automatic evaluators can significantly improve the performance of agents for web navigation and device control. We experiment with multiple evaluation models that trade off between inference cost, modularity of design, and accuracy. We validate the performance of these models in several popular benchmarks for digital agents, finding between 74.4 and 92.9% agreement with oracle evaluation metrics. Finally, we use these evaluators to improve the performance of existing agents via fine-tuning and inference-time guidance. Without any additional supervision, we improve state-of-the-art performance by 29% on the popular benchmark WebArena, and achieve a 75% relative improvement in a challenging domain transfer scenario.
Mirroring Users: Towards Building Preference-aligned User Simulator with User Feedback in Recommendation
User simulation is increasingly vital to develop and evaluate recommender systems (RSs). While Large Language Models (LLMs) offer promising avenues to simulate user behavior, they often struggle with the absence of specific domain alignment required for RSs and the efficiency demands of large-scale simulation. A vast yet underutilized resource for enhancing this alignment is the extensive user feedback inherent in RSs. However, directly leveraging such feedback presents two significant challenges. First, user feedback in RSs is often ambiguous and noisy, which negatively impacts effective preference alignment. Second, the massive volume of feedback largely hinders the efficiency of preference alignment, necessitating an efficient filtering mechanism to identify more informative samples. To overcome these hurdles, we introduce a novel data construction framework that leverages user feedback in RSs with advanced LLM capabilities to generate high-quality simulation data. Our framework unfolds in two key phases: (1) employing LLMs to generate cognitive decision-making processes on constructed simulation samples, reducing ambiguity in raw user feedback; (2) data distillation based on uncertainty estimation and behavior sampling to filter challenging yet denoised simulation samples. Accordingly, we fine-tune lightweight LLMs, as user simulators, using such high-quality dataset with corresponding decision-making processes. Extensive experiments verify that our framework significantly boosts the alignment with human preferences and in-domain reasoning capabilities of fine-tuned LLMs, and provides more insightful and interpretable signals when interacting with RSs. We believe our work will advance the RS community and offer valuable insights for broader human-centric AI research.
PatientSim: A Persona-Driven Simulator for Realistic Doctor-Patient Interactions
Doctor-patient consultations require multi-turn, context-aware communication tailored to diverse patient personas. Training or evaluating doctor LLMs in such settings requires realistic patient interaction systems. However, existing simulators often fail to reflect the full range of personas seen in clinical practice. To address this, we introduce PatientSim, a patient simulator that generates realistic and diverse patient personas for clinical scenarios, grounded in medical expertise. PatientSim operates using: 1) clinical profiles, including symptoms and medical history, derived from real-world data in the MIMIC-ED and MIMIC-IV datasets, and 2) personas defined by four axes: personality, language proficiency, medical history recall level, and cognitive confusion level, resulting in 37 unique combinations. We evaluated eight LLMs for factual accuracy and persona consistency. The top-performing open-source model, Llama 3.3, was validated by four clinicians to confirm the robustness of our framework. As an open-source, customizable platform, PatientSim provides a reproducible and scalable solution that can be customized for specific training needs. Offering a privacy-compliant environment, it serves as a robust testbed for evaluating medical dialogue systems across diverse patient presentations and shows promise as an educational tool for healthcare.
Re-evaluating Open-ended Evaluation of Large Language Models
Evaluation has traditionally focused on ranking candidates for a specific skill. Modern generalist models, such as Large Language Models (LLMs), decidedly outpace this paradigm. Open-ended evaluation systems, where candidate models are compared on user-submitted prompts, have emerged as a popular solution. Despite their many advantages, we show that the current Elo-based rating systems can be susceptible to and even reinforce biases in data, intentional or accidental, due to their sensitivity to redundancies. To address this issue, we propose evaluation as a 3-player game, and introduce novel game-theoretic solution concepts to ensure robustness to redundancy. We show that our method leads to intuitive ratings and provide insights into the competitive landscape of LLM development.
GTA: A Benchmark for General Tool Agents
Significant focus has been placed on integrating large language models (LLMs) with various tools in developing general-purpose agents. This poses a challenge to LLMs' tool-use capabilities. However, there are evident gaps between existing tool-use evaluations and real-world scenarios. Current evaluations often use AI-generated queries, single-step tasks, dummy tools, and text-only interactions, failing to reveal the agents' real-world problem-solving abilities effectively. To address this, we propose GTA, a benchmark for General Tool Agents, featuring three main aspects: (i) Real user queries: human-written queries with simple real-world objectives but implicit tool-use, requiring the LLM to reason the suitable tools and plan the solution steps. (ii) Real deployed tools: an evaluation platform equipped with tools across perception, operation, logic, and creativity categories to evaluate the agents' actual task execution performance. (iii) Real multimodal inputs: authentic image files, such as spatial scenes, web page screenshots, tables, code snippets, and printed/handwritten materials, used as the query contexts to align with real-world scenarios closely. We design 229 real-world tasks and executable tool chains to evaluate mainstream LLMs. Our findings show that real-world user queries are challenging for existing LLMs, with GPT-4 completing less than 50% of the tasks and most LLMs achieving below 25%. This evaluation reveals the bottlenecks in the tool-use capabilities of current LLMs in real-world scenarios, which provides future direction for advancing general-purpose tool agents. The code and dataset are available at https://github.com/open-compass/GTA.
Tailored Visions: Enhancing Text-to-Image Generation with Personalized Prompt Rewriting
Despite significant progress in the field, it is still challenging to create personalized visual representations that align closely with the desires and preferences of individual users. This process requires users to articulate their ideas in words that are both comprehensible to the models and accurately capture their vision, posing difficulties for many users. In this paper, we tackle this challenge by leveraging historical user interactions with the system to enhance user prompts. We propose a novel approach that involves rewriting user prompts based on a newly collected large-scale text-to-image dataset with over 300k prompts from 3115 users. Our rewriting model enhances the expressiveness and alignment of user prompts with their intended visual outputs. Experimental results demonstrate the superiority of our methods over baseline approaches, as evidenced in our new offline evaluation method and online tests. Our code and dataset are available at https://github.com/zzjchen/Tailored-Visions .
LLMR: Real-time Prompting of Interactive Worlds using Large Language Models
We present Large Language Model for Mixed Reality (LLMR), a framework for the real-time creation and modification of interactive Mixed Reality experiences using LLMs. LLMR leverages novel strategies to tackle difficult cases where ideal training data is scarce, or where the design goal requires the synthesis of internal dynamics, intuitive analysis, or advanced interactivity. Our framework relies on text interaction and the Unity game engine. By incorporating techniques for scene understanding, task planning, self-debugging, and memory management, LLMR outperforms the standard GPT-4 by 4x in average error rate. We demonstrate LLMR's cross-platform interoperability with several example worlds, and evaluate it on a variety of creation and modification tasks to show that it can produce and edit diverse objects, tools, and scenes. Finally, we conducted a usability study (N=11) with a diverse set that revealed participants had positive experiences with the system and would use it again.
ProBench: Benchmarking GUI Agents with Accurate Process Information
With the deep integration of artificial intelligence and interactive technology, Graphical User Interface (GUI) Agent, as the carrier connecting goal-oriented natural language and real-world devices, has received widespread attention from the community. Contemporary benchmarks aim to evaluate the comprehensive capabilities of GUI agents in GUI operation tasks, generally determining task completion solely by inspecting the final screen state. However, GUI operation tasks consist of multiple chained steps while not all critical information is presented in the final few pages. Although a few research has begun to incorporate intermediate steps into evaluation, accurately and automatically capturing this process information still remains an open challenge. To address this weakness, we introduce ProBench, a comprehensive mobile benchmark with over 200 challenging GUI tasks covering widely-used scenarios. Remaining the traditional State-related Task evaluation, we extend our dataset to include Process-related Task and design a specialized evaluation method. A newly introduced Process Provider automatically supplies accurate process information, enabling presice assessment of agent's performance. Our evaluation of advanced GUI agents reveals significant limitations for real-world GUI scenarios. These shortcomings are prevalent across diverse models, including both large-scale generalist models and smaller, GUI-specific models. A detailed error analysis further exposes several universal problems, outlining concrete directions for future improvements.
Predicting User Experience on Laptops from Hardware Specifications
Estimating the overall user experience (UX) on a device is a common challenge faced by manufacturers. Today, device makers primarily rely on microbenchmark scores, such as Geekbench, that stress test specific hardware components, such as CPU or RAM, but do not satisfactorily capture consumer workloads. System designers often rely on domain-specific heuristics and extensive testing of prototypes to reach a desired UX goal, and yet there is often a mismatch between the manufacturers' performance claims and the consumers' experience. We present our initial results on predicting real-life experience on laptops from their hardware specifications. We target web applications that run on Chromebooks (ChromeOS laptops) for a simple and fair aggregation of experience across applications and workloads. On 54 laptops, we track 9 UX metrics on common end-user workloads: web browsing, video playback and audio/video calls. We focus on a subset of high-level metrics exposed by the Chrome browser, that are part of the Web Vitals initiative for judging the UX on web applications. With a dataset of 100K UX data points, we train gradient boosted regression trees that predict the metric values from device specifications. Across our 9 metrics, we note a mean R^2 score (goodness-of-fit on our dataset) of 97.8% and a mean MAAPE (percentage error in prediction on unseen data) of 10.1%.
Contextualized Evaluations: Taking the Guesswork Out of Language Model Evaluations
Language model users often issue queries that lack specification, where the context under which a query was issued -- such as the user's identity, the query's intent, and the criteria for a response to be useful -- is not explicit. For instance, a good response to a subjective query like "What book should I read next?" would depend on the user's preferences, and a good response to an open-ended query like "How do antibiotics work against bacteria?" would depend on the user's expertise. This makes evaluation of responses to such queries an ill-posed task, as evaluators may make arbitrary judgments about the response quality. To remedy this, we present contextualized evaluations, a protocol that synthetically constructs context surrounding an underspecified query and provides it during evaluation. We find that the presence of context can 1) alter conclusions drawn from evaluation, even flipping win rates between model pairs, 2) nudge evaluators to make fewer judgments based on surface-level criteria, like style, and 3) provide new insights about model behavior across diverse contexts. Specifically, our procedure uncovers an implicit bias towards WEIRD contexts in models' "default" responses and we find that models are not equally sensitive to following different contexts, even when they are provided in prompts.
Sim2Rec: A Simulator-based Decision-making Approach to Optimize Real-World Long-term User Engagement in Sequential Recommender Systems
Long-term user engagement (LTE) optimization in sequential recommender systems (SRS) is shown to be suited by reinforcement learning (RL) which finds a policy to maximize long-term rewards. Meanwhile, RL has its shortcomings, particularly requiring a large number of online samples for exploration, which is risky in real-world applications. One of the appealing ways to avoid the risk is to build a simulator and learn the optimal recommendation policy in the simulator. In LTE optimization, the simulator is to simulate multiple users' daily feedback for given recommendations. However, building a user simulator with no reality-gap, i.e., can predict user's feedback exactly, is unrealistic because the users' reaction patterns are complex and historical logs for each user are limited, which might mislead the simulator-based recommendation policy. In this paper, we present a practical simulator-based recommender policy training approach, Simulation-to-Recommendation (Sim2Rec) to handle the reality-gap problem for LTE optimization. Specifically, Sim2Rec introduces a simulator set to generate various possibilities of user behavior patterns, then trains an environment-parameter extractor to recognize users' behavior patterns in the simulators. Finally, a context-aware policy is trained to make the optimal decisions on all of the variants of the users based on the inferred environment-parameters. The policy is transferable to unseen environments (e.g., the real world) directly as it has learned to recognize all various user behavior patterns and to make the correct decisions based on the inferred environment-parameters. Experiments are conducted in synthetic environments and a real-world large-scale ride-hailing platform, DidiChuxing. The results show that Sim2Rec achieves significant performance improvement, and produces robust recommendations in unseen environments.
Toward Verifiable and Reproducible Human Evaluation for Text-to-Image Generation
Human evaluation is critical for validating the performance of text-to-image generative models, as this highly cognitive process requires deep comprehension of text and images. However, our survey of 37 recent papers reveals that many works rely solely on automatic measures (e.g., FID) or perform poorly described human evaluations that are not reliable or repeatable. This paper proposes a standardized and well-defined human evaluation protocol to facilitate verifiable and reproducible human evaluation in future works. In our pilot data collection, we experimentally show that the current automatic measures are incompatible with human perception in evaluating the performance of the text-to-image generation results. Furthermore, we provide insights for designing human evaluation experiments reliably and conclusively. Finally, we make several resources publicly available to the community to facilitate easy and fast implementations.
Creating General User Models from Computer Use
Human-computer interaction has long imagined technology that understands us-from our preferences and habits, to the timing and purpose of our everyday actions. Yet current user models remain fragmented, narrowly tailored to specific apps, and incapable of the flexible reasoning required to fulfill these visions. This paper presents an architecture for a general user model (GUM) that learns about you by observing any interaction you have with your computer. The GUM takes as input any unstructured observation of a user (e.g., device screenshots) and constructs confidence-weighted propositions that capture that user knowledge and preferences. GUMs can infer that a user is preparing for a wedding they're attending from messages with a friend. Or recognize that a user is struggling with a collaborator's feedback on a draft by observing multiple stalled edits and a switch to reading related work. GUMs introduce an architecture that infers new propositions about a user from multimodal observations, retrieves related propositions for context, and continuously revises existing propositions. To illustrate the breadth of applications that GUMs enable, we demonstrate how they augment chat-based assistants with context, manage OS notifications to selectively surface important information, and enable interactive agents that adapt to preferences across apps. We also instantiate proactive assistants (GUMBOs) that discover and execute useful suggestions on a user's behalf using their GUM. In our evaluations, we find that GUMs make calibrated and accurate inferences about users, and that assistants built on GUMs proactively identify and perform actions that users wouldn't think to request explicitly. Altogether, GUMs introduce methods that leverage multimodal models to understand unstructured context, enabling long-standing visions of HCI and entirely new interactive systems that anticipate user needs.
PersonaFeedback: A Large-scale Human-annotated Benchmark For Personalization
With the rapid improvement in the general capabilities of LLMs, LLM personalization, i.e., how to build LLM systems that can generate personalized responses or services that are tailored to distinct user personas, has become an increasingly important research and engineering problem. However, unlike many new challenging benchmarks being released for evaluating the general/reasoning capabilities, the lack of high-quality benchmarks for evaluating LLM personalization greatly hinders progress in this field. To address this, we introduce PersonaFeedback, a new benchmark that directly evaluates LLMs' ability to provide personalized responses given pre-defined user personas and queries. Unlike existing benchmarks that require models to infer implicit user personas from historical interactions, PersonaFeedback decouples persona inference from personalization, focusing on evaluating the model's ability to generate responses tailored to explicit personas. PersonaFeedback consists of 8298 human-annotated test cases, which are categorized into easy, medium, and hard tiers based on the contextual complexity of the user personas and the difficulty in distinguishing subtle differences between two personalized responses. We conduct comprehensive evaluations across a wide range of models. The empirical results reveal that even state-of-the-art LLMs that can solve complex real-world reasoning tasks could fall short on the hard tier of PersonaFeedback where even human evaluators may find the distinctions challenging. Furthermore, we conduct an in-depth analysis of failure modes across various types of systems, demonstrating that the current retrieval-augmented framework should not be seen as a de facto solution for personalization tasks. All benchmark data, annotation protocols, and the evaluation pipeline will be publicly available to facilitate future research on LLM personalization.
Leveraging Multimodal LLM for Inspirational User Interface Search
Inspirational search, the process of exploring designs to inform and inspire new creative work, is pivotal in mobile user interface (UI) design. However, exploring the vast space of UI references remains a challenge. Existing AI-based UI search methods often miss crucial semantics like target users or the mood of apps. Additionally, these models typically require metadata like view hierarchies, limiting their practical use. We used a multimodal large language model (MLLM) to extract and interpret semantics from mobile UI images. We identified key UI semantics through a formative study and developed a semantic-based UI search system. Through computational and human evaluations, we demonstrate that our approach significantly outperforms existing UI retrieval methods, offering UI designers a more enriched and contextually relevant search experience. We enhance the understanding of mobile UI design semantics and highlight MLLMs' potential in inspirational search, providing a rich dataset of UI semantics for future studies.
EvalLM: Interactive Evaluation of Large Language Model Prompts on User-Defined Criteria
By simply composing prompts, developers can prototype novel generative applications with Large Language Models (LLMs). To refine prototypes into products, however, developers must iteratively revise prompts by evaluating outputs to diagnose weaknesses. Formative interviews (N=8) revealed that developers invest significant effort in manually evaluating outputs as they assess context-specific and subjective criteria. We present EvalLM, an interactive system for iteratively refining prompts by evaluating multiple outputs on user-defined criteria. By describing criteria in natural language, users can employ the system's LLM-based evaluator to get an overview of where prompts excel or fail, and improve these based on the evaluator's feedback. A comparative study (N=12) showed that EvalLM, when compared to manual evaluation, helped participants compose more diverse criteria, examine twice as many outputs, and reach satisfactory prompts with 59% fewer revisions. Beyond prompts, our work can be extended to augment model evaluation and alignment in specific application contexts.
GUI Agents: A Survey
Graphical User Interface (GUI) agents, powered by Large Foundation Models, have emerged as a transformative approach to automating human-computer interaction. These agents autonomously interact with digital systems or software applications via GUIs, emulating human actions such as clicking, typing, and navigating visual elements across diverse platforms. Motivated by the growing interest and fundamental importance of GUI agents, we provide a comprehensive survey that categorizes their benchmarks, evaluation metrics, architectures, and training methods. We propose a unified framework that delineates their perception, reasoning, planning, and acting capabilities. Furthermore, we identify important open challenges and discuss key future directions. Finally, this work serves as a basis for practitioners and researchers to gain an intuitive understanding of current progress, techniques, benchmarks, and critical open problems that remain to be addressed.
ChatBench: From Static Benchmarks to Human-AI Evaluation
With the rapid adoption of LLM-based chatbots, there is a pressing need to evaluate what humans and LLMs can achieve together. However, standard benchmarks, such as MMLU, measure LLM capabilities in isolation (i.e., "AI-alone"). Here, we design and conduct a user study to convert MMLU questions into user-AI conversations, by seeding the user with the question and having them carry out a conversation with the LLM to answer their question. We release ChatBench, a new dataset with AI-alone, user-alone, and user-AI data for 396 questions and two LLMs, including 144K answers and 7,336 user-AI conversations. We find that AI-alone accuracy fails to predict user-AI accuracy, with significant differences across multiple subjects (math, physics, and moral reasoning), and we analyze the user-AI conversations to provide insight into how they diverge from AI-alone benchmarks. Finally, we show that fine-tuning a user simulator on a subset of ChatBench improves its ability to estimate user-AI accuracies, increasing correlation on held-out questions by more than 20 points, creating possibilities for scaling interactive evaluation.
Evaluation Agent: Efficient and Promptable Evaluation Framework for Visual Generative Models
Recent advancements in visual generative models have enabled high-quality image and video generation, opening diverse applications. However, evaluating these models often demands sampling hundreds or thousands of images or videos, making the process computationally expensive, especially for diffusion-based models with inherently slow sampling. Moreover, existing evaluation methods rely on rigid pipelines that overlook specific user needs and provide numerical results without clear explanations. In contrast, humans can quickly form impressions of a model's capabilities by observing only a few samples. To mimic this, we propose the Evaluation Agent framework, which employs human-like strategies for efficient, dynamic, multi-round evaluations using only a few samples per round, while offering detailed, user-tailored analyses. It offers four key advantages: 1) efficiency, 2) promptable evaluation tailored to diverse user needs, 3) explainability beyond single numerical scores, and 4) scalability across various models and tools. Experiments show that Evaluation Agent reduces evaluation time to 10% of traditional methods while delivering comparable results. The Evaluation Agent framework is fully open-sourced to advance research in visual generative models and their efficient evaluation.
Immersed in my Ideas: Using Virtual Reality and Multimodal Interactions to Visualize Users' Ideas and Thoughts
This paper introduces VIVRA (Voice Interactive Virtual Reality Annotation), a VR application combining multimodal interaction with large language models (LLMs) to transform users' ideas into interactive 3D visualizations. VIVRA converts verbalized thoughts into "idea balloons" that summarize and expand on detected topics by an LLM. VIVRA allows users to verbalize their thoughts in real time or record their ideas to display the topics later. We evaluated the effectiveness of VIVRA in an exploratory study with 29 participants and a user study with 10 participants. Our results show that VIVRA enhanced users' ability to reflect on and develop ideas, achieving high levels of satisfaction, usability, and engagement. Participants valued VIVRA as a reflective tool for exploring personal thoughts and ideas. We discuss the potential advantages and uses of this application, highlighting the potential of combining immersive technologies with LLMs to create powerful ideation and reflection tools.
Personalized Reasoning: Just-In-Time Personalization and Why LLMs Fail At It
Current large language model (LLM) development treats task-solving and preference alignment as separate challenges, optimizing first for objective correctness, then for alignment to aggregated human preferences. This paradigm fails in human-facing applications where solving a problem correctly is insufficient if the response mismatches the user's needs. This challenge intensifies in just-in-time scenarios where no prior user interaction history exists due to cold-start conditions or privacy constraints. LLMs need to identify what they don't know about user preferences, strategically elicit preference values through questioning, then adapt their reasoning processes and responses accordingly -- a complicated chain of cognitive processes which we term personalized reasoning. We introduce PREFDISCO, an evaluation methodology that transforms static benchmarks into interactive personalization tasks using psychologically-grounded personas with sparse preferences. Our framework creates scenarios where identical questions require different reasoning chains depending on user context, as optimal explanation approaches vary by individual expertise and preferences while maintaining factual accuracy. Evaluation of 21 frontier models across 10 tasks reveals 29.0% of naive personalization attempts produce worse preference alignment than generic responses, yet generic responses also fail to serve individual user needs effectively. These findings suggest personalized reasoning requires dedicated development rather than emerging naturally. PREFDISCO establishes personalized reasoning as a measurable research frontier and reveals fundamental limitations in current LLMs' interactive capabilities, providing a foundation for developing systems that can adapt to individual users in education, healthcare, and technical domains where personalization is critical.
Lexi: Self-Supervised Learning of the UI Language
Humans can learn to operate the user interface (UI) of an application by reading an instruction manual or how-to guide. Along with text, these resources include visual content such as UI screenshots and images of application icons referenced in the text. We explore how to leverage this data to learn generic visio-linguistic representations of UI screens and their components. These representations are useful in many real applications, such as accessibility, voice navigation, and task automation. Prior UI representation models rely on UI metadata (UI trees and accessibility labels), which is often missing, incompletely defined, or not accessible. We avoid such a dependency, and propose Lexi, a pre-trained vision and language model designed to handle the unique features of UI screens, including their text richness and context sensitivity. To train Lexi we curate the UICaption dataset consisting of 114k UI images paired with descriptions of their functionality. We evaluate Lexi on four tasks: UI action entailment, instruction-based UI image retrieval, grounding referring expressions, and UI entity recognition.
BotEval: Facilitating Interactive Human Evaluation
Following the rapid progress in natural language processing (NLP) models, language models are applied to increasingly more complex interactive tasks such as negotiations and conversation moderations. Having human evaluators directly interact with these NLP models is essential for adequately evaluating the performance on such interactive tasks. We develop BotEval, an easily customizable, open-source, evaluation toolkit that focuses on enabling human-bot interactions as part of the evaluation process, as opposed to human evaluators making judgements for a static input. BotEval balances flexibility for customization and user-friendliness by providing templates for common use cases that span various degrees of complexity and built-in compatibility with popular crowdsourcing platforms. We showcase the numerous useful features of BotEval through a study that evaluates the performance of various chatbots on their effectiveness for conversational moderation and discuss how BotEval differs from other annotation tools.
PersonaEval: Are LLM Evaluators Human Enough to Judge Role-Play?
Current role-play studies often rely on unvalidated LLM-as-a-judge paradigms, which may fail to reflect how humans perceive role fidelity. A key prerequisite for human-aligned evaluation is role identification, the ability to recognize who is speaking based on dialogue context. We argue that any meaningful judgment of role-playing quality (how well a character is played) fundamentally depends on first correctly attributing words and actions to the correct persona (who is speaking). We present PersonaEval, the first benchmark designed to test whether LLM evaluators can reliably identify human roles. PersonaEval uses human-authored dialogues from novels, scripts, and video transcripts, challenging models to determine the correct persona according to the conversation context. Our experiments, including a human study, show that even the best-performing LLMs reach only around 69% accuracy, well below the level needed for reliable evaluation. In contrast, human participants perform near ceiling with 90.8% accuracy, highlighting that current LLM evaluators are still not human enough to effectively judge role-play scenarios. To better understand this gap, we examine training-time adaptation and test-time compute, suggesting that reliable evaluation requires more than task-specific tuning, but depends on strong, human-like reasoning abilities in LLM evaluators. We release our benchmark at https://github.com/maple-zhou/PersonaEval.
LLMs as Scalable, General-Purpose Simulators For Evolving Digital Agent Training
Digital agents require diverse, large-scale UI trajectories to generalize across real-world tasks, yet collecting such data is prohibitively expensive in both human annotation, infra and engineering perspectives. To this end, we introduce UI-Simulator, a scalable paradigm that generates structured UI states and transitions to synthesize training trajectories at scale. Our paradigm integrates a digital world simulator for diverse UI states, a guided rollout process for coherent exploration, and a trajectory wrapper that produces high-quality and diverse trajectories for agent training. We further propose UI-Simulator-Grow, a targeted scaling strategy that enables more rapid and data-efficient scaling by prioritizing high-impact tasks and synthesizes informative trajectory variants. Experiments on WebArena and AndroidWorld show that UI-Simulator rivals or surpasses open-source agents trained on real UIs with significantly better robustness, despite using weaker teacher models. Moreover, UI-Simulator-Grow matches the performance of Llama-3-70B-Instruct using only Llama-3-8B-Instruct as the base model, highlighting the potential of targeted synthesis scaling paradigm to continuously and efficiently enhance the digital agents.
RAG Playground: A Framework for Systematic Evaluation of Retrieval Strategies and Prompt Engineering in RAG Systems
We present RAG Playground, an open-source framework for systematic evaluation of Retrieval-Augmented Generation (RAG) systems. The framework implements and compares three retrieval approaches: naive vector search, reranking, and hybrid vector-keyword search, combined with ReAct agents using different prompting strategies. We introduce a comprehensive evaluation framework with novel metrics and provide empirical results comparing different language models (Llama 3.1 and Qwen 2.5) across various retrieval configurations. Our experiments demonstrate significant performance improvements through hybrid search methods and structured self-evaluation prompting, achieving up to 72.7% pass rate on our multi-metric evaluation framework. The results also highlight the importance of prompt engineering in RAG systems, with our custom-prompted agents showing consistent improvements in retrieval accuracy and response quality.
Role-Playing Evaluation for Large Language Models
Large Language Models (LLMs) demonstrate a notable capacity for adopting personas and engaging in role-playing. However, evaluating this ability presents significant challenges, as human assessments are resource-intensive and automated evaluations can be biased. To address this, we introduce Role-Playing Eval (RPEval), a novel benchmark designed to assess LLM role-playing capabilities across four key dimensions: emotional understanding, decision-making, moral alignment, and in-character consistency. This article details the construction of RPEval and presents baseline evaluations. Our code and dataset are available at https://github.com/yelboudouri/RPEval
Generative User-Experience Research for Developing Domain-specific Natural Language Processing Applications
User experience (UX) is a part of human-computer interaction (HCI) research and focuses on increasing intuitiveness, transparency, simplicity, and trust for system users. Most of the UX research for machine learning (ML) or natural language processing (NLP) focuses on a data-driven methodology, i.e., it fails to focus on users' requirements, and engages domain users mainly for usability evaluation. Moreover, more typical UX methods tailor the systems towards user usability, unlike learning about the user needs first. The paper proposes a methodology for integrating generative UX research into developing domain NLP applications. Generative UX research employs domain users at the initial stages of prototype development, i.e., ideation and concept evaluation, and the last stage for evaluating the change in user value. In the case study, we report the full-cycle prototype development of a domain-specific semantic search for daily operations in the process industry. Our case study shows that involving domain experts increases their interest and trust in the final NLP application. Moreover, we show that synergetic UX+NLP research efficiently considers data- and user-driven opportunities and constraints, which can be crucial for NLP applications in narrow domains
InteractComp: Evaluating Search Agents With Ambiguous Queries
Language agents have demonstrated remarkable potential in web search and information retrieval. However, these search agents assume user queries are complete and unambiguous, an assumption that diverges from reality where users begin with incomplete queries requiring clarification through interaction. Yet most agents lack interactive mechanisms during the search process, and existing benchmarks cannot assess this capability. To address this gap, we introduce InteractComp, a benchmark designed to evaluate whether search agents can recognize query ambiguity and actively interact to resolve it during search. Following the principle of easy to verify, interact to disambiguate, we construct 210 expert-curated questions across 9 domains through a target-distractor methodology that creates genuine ambiguity resolvable only through interaction. Evaluation of 17 models reveals striking failure: the best model achieves only 13.73% accuracy despite 71.50% with complete context, exposing systematic overconfidence rather than reasoning deficits. Forced interaction produces dramatic gains, demonstrating latent capability current strategies fail to engage. Longitudinal analysis shows interaction capabilities stagnated over 15 months while search performance improved seven-fold, revealing a critical blind spot. This stagnation, coupled with the immediate feedback inherent to search tasks, makes InteractComp a valuable resource for both evaluating and training interaction capabilities in search agents. The code is available at https://github.com/FoundationAgents/InteractComp.
ProPerSim: Developing Proactive and Personalized AI Assistants through User-Assistant Simulation
As large language models (LLMs) become increasingly integrated into daily life, there is growing demand for AI assistants that are not only reactive but also proactive and personalized. While recent advances have pushed forward proactivity and personalization individually, their combination remains underexplored. To bridge this gap, we introduce ProPerSim, a new task and simulation framework for developing assistants capable of making timely, personalized recommendations in realistic home scenarios. In our simulation environment, a user agent with a rich persona interacts with the assistant, providing ratings on how well each suggestion aligns with its preferences and context. The assistant's goal is to use these ratings to learn and adapt to achieve higher scores over time. Built on ProPerSim, we propose ProPerAssistant, a retrieval-augmented, preference-aligned assistant that continually learns and adapts through user feedback. Experiments across 32 diverse personas show that ProPerAssistant adapts its strategy and steadily improves user satisfaction, highlighting the promise of uniting proactivity and personalization.
UIClip: A Data-driven Model for Assessing User Interface Design
User interface (UI) design is a difficult yet important task for ensuring the usability, accessibility, and aesthetic qualities of applications. In our paper, we develop a machine-learned model, UIClip, for assessing the design quality and visual relevance of a UI given its screenshot and natural language description. To train UIClip, we used a combination of automated crawling, synthetic augmentation, and human ratings to construct a large-scale dataset of UIs, collated by description and ranked by design quality. Through training on the dataset, UIClip implicitly learns properties of good and bad designs by i) assigning a numerical score that represents a UI design's relevance and quality and ii) providing design suggestions. In an evaluation that compared the outputs of UIClip and other baselines to UIs rated by 12 human designers, we found that UIClip achieved the highest agreement with ground-truth rankings. Finally, we present three example applications that demonstrate how UIClip can facilitate downstream applications that rely on instantaneous assessment of UI design quality: i) UI code generation, ii) UI design tips generation, and iii) quality-aware UI example search.
PromptSuite: A Task-Agnostic Framework for Multi-Prompt Generation
Evaluating LLMs with a single prompt has proven unreliable, with small changes leading to significant performance differences. However, generating the prompt variations needed for a more robust multi-prompt evaluation is challenging, limiting its adoption in practice. To address this, we introduce PromptSuite, a framework that enables the automatic generation of various prompts. PromptSuite is flexible - working out of the box on a wide range of tasks and benchmarks. It follows a modular prompt design, allowing controlled perturbations to each component, and is extensible, supporting the addition of new components and perturbation types. Through a series of case studies, we show that PromptSuite provides meaningful variations to support strong evaluation practices. It is available through both a Python API: https://github.com/eliyahabba/PromptSuite, and a user-friendly web interface: https://promptsuite.streamlit.app/
RPGBENCH: Evaluating Large Language Models as Role-Playing Game Engines
We present RPGBench, the first benchmark designed to evaluate large language models (LLMs) as text-based role-playing game (RPG) engines. RPGBench comprises two core tasks: Game Creation (GC) and Game Simulation (GS). In GC, an LLM must craft a valid and playable RPG world using a structured event-state representation, ensuring logical coherence and proper termination conditions. In GS, the LLM simulates interactive gameplay across multiple rounds while consistently updating states and enforcing game rules. To comprehensively assess performance, RPGBench integrates objective and subjective evaluation methodologies. Objective measures verify adherence to event mechanics and check variable updates without requiring human intervention. Subjective measures, such as content interestingness, action quality, and role-playing capability, are evaluated via an LLM-as-a-judge framework, where a strong LLM grades each candidate's outputs. Empirical results demonstrate that state-of-the-art LLMs can produce engaging stories but often struggle to implement consistent, verifiable game mechanics, particularly in long or complex scenarios. By combining structured, rule-based assessments with LLM-based judgments, RPGBench provides a new standard for evaluating how well LLMs can balance creativity, coherence, and complexity in text-based RPGs, opening avenues for more immersive and controllable interactive storytelling.
Generative Interfaces for Language Models
Large language models (LLMs) are increasingly seen as assistants, copilots, and consultants, capable of supporting a wide range of tasks through natural conversation. However, most systems remain constrained by a linear request-response format that often makes interactions inefficient in multi-turn, information-dense, and exploratory tasks. To address these limitations, we propose Generative Interfaces for Language Models, a paradigm in which LLMs respond to user queries by proactively generating user interfaces (UIs) that enable more adaptive and interactive engagement. Our framework leverages structured interface-specific representations and iterative refinements to translate user queries into task-specific UIs. For systematic evaluation, we introduce a multidimensional assessment framework that compares generative interfaces with traditional chat-based ones across diverse tasks, interaction patterns, and query types, capturing functional, interactive, and emotional aspects of user experience. Results show that generative interfaces consistently outperform conversational ones, with humans preferring them in over 70% of cases. These findings clarify when and why users favor generative interfaces, paving the way for future advancements in human-AI interaction.
Supporting Sensemaking of Large Language Model Outputs at Scale
Large language models (LLMs) are capable of generating multiple responses to a single prompt, yet little effort has been expended to help end-users or system designers make use of this capability. In this paper, we explore how to present many LLM responses at once. We design five features, which include both pre-existing and novel methods for computing similarities and differences across textual documents, as well as how to render their outputs. We report on a controlled user study (n=24) and eight case studies evaluating these features and how they support users in different tasks. We find that the features support a wide variety of sensemaking tasks and even make tasks previously considered to be too difficult by our participants now tractable. Finally, we present design guidelines to inform future explorations of new LLM interfaces.
UI-Vision: A Desktop-centric GUI Benchmark for Visual Perception and Interaction
Autonomous agents that navigate Graphical User Interfaces (GUIs) to automate tasks like document editing and file management can greatly enhance computer workflows. While existing research focuses on online settings, desktop environments, critical for many professional and everyday tasks, remain underexplored due to data collection challenges and licensing issues. We introduce UI-Vision, the first comprehensive, license-permissive benchmark for offline, fine-grained evaluation of computer use agents in real-world desktop environments. Unlike online benchmarks, UI-Vision provides: (i) dense, high-quality annotations of human demonstrations, including bounding boxes, UI labels, and action trajectories (clicks, drags, and keyboard inputs) across 83 software applications, and (ii) three fine-to-coarse grained tasks-Element Grounding, Layout Grounding, and Action Prediction-with well-defined metrics to rigorously evaluate agents' performance in desktop environments. Our evaluation reveals critical limitations in state-of-the-art models like UI-TARS-72B, including issues with understanding professional software, spatial reasoning, and complex actions like drag-and-drop. These findings highlight the challenges in developing fully autonomous computer use agents. By releasing UI-Vision as open-source, we aim to advance the development of more capable agents for real-world desktop tasks.
Evaluating Correctness and Faithfulness of Instruction-Following Models for Question Answering
Retriever-augmented instruction-following models are attractive alternatives to fine-tuned approaches for information-seeking tasks such as question answering (QA). By simply prepending retrieved documents in its input along with an instruction, these models can be adapted to various information domains and tasks without additional fine-tuning. While the model responses tend to be natural and fluent, the additional verbosity makes traditional QA evaluation metrics such as exact match (EM) and F1 unreliable for accurately quantifying model performance. In this work, we investigate the performance of instruction-following models across three information-seeking QA tasks. We use both automatic and human evaluation to evaluate these models along two dimensions: 1) how well they satisfy the user's information need (correctness), and 2) whether they produce a response based on the provided knowledge (faithfulness). Guided by human evaluation and analysis, we highlight the shortcomings of traditional metrics for both correctness and faithfulness. We then propose simple token-overlap based and model-based metrics that reflect the true performance of these models. Our analysis reveals that instruction-following models are competitive, and sometimes even outperform fine-tuned models for correctness. However, these models struggle to stick to the provided knowledge and often hallucinate in their responses. We hope our work encourages a more holistic evaluation of instruction-following models for QA. Our code and data is available at https://github.com/McGill-NLP/instruct-qa
Leveraging Large Language Models for Predictive Analysis of Human Misery
This study investigates the use of Large Language Models (LLMs) for predicting human-perceived misery scores from natural language descriptions of real-world scenarios. The task is framed as a regression problem, where the model assigns a scalar value from 0 to 100 to each input statement. We evaluate multiple prompting strategies, including zero-shot, fixed-context few-shot, and retrieval-based prompting using BERT sentence embeddings. Few-shot approaches consistently outperform zero-shot baselines, underscoring the value of contextual examples in affective prediction. To move beyond static evaluation, we introduce the "Misery Game Show", a novel gamified framework inspired by a television format. It tests LLMs through structured rounds involving ordinal comparison, binary classification, scalar estimation, and feedback-driven reasoning. This setup enables us to assess not only predictive accuracy but also the model's ability to adapt based on corrective feedback. The gamified evaluation highlights the broader potential of LLMs in dynamic emotional reasoning tasks beyond standard regression. Code and data link: https://github.com/abhi1nandy2/Misery_Data_Exps_GitHub
KwaiAgents: Generalized Information-seeking Agent System with Large Language Models
Driven by curiosity, humans have continually sought to explore and understand the world around them, leading to the invention of various tools to satiate this inquisitiveness. Despite not having the capacity to process and memorize vast amounts of information in their brains, humans excel in critical thinking, planning, reflection, and harnessing available tools to interact with and interpret the world, enabling them to find answers efficiently. The recent advancements in large language models (LLMs) suggest that machines might also possess the aforementioned human-like capabilities, allowing them to exhibit powerful abilities even with a constrained parameter count. In this paper, we introduce KwaiAgents, a generalized information-seeking agent system based on LLMs. Within KwaiAgents, we propose an agent system that employs LLMs as its cognitive core, which is capable of understanding a user's query, behavior guidelines, and referencing external documents. The agent can also update and retrieve information from its internal memory, plan and execute actions using a time-aware search-browse toolkit, and ultimately provide a comprehensive response. We further investigate the system's performance when powered by LLMs less advanced than GPT-4, and introduce the Meta-Agent Tuning (MAT) framework, designed to ensure even an open-sourced 7B or 13B model performs well among many agent systems. We exploit both benchmark and human evaluations to systematically validate these capabilities. Extensive experiments show the superiority of our agent system compared to other autonomous agents and highlight the enhanced generalized agent-abilities of our fine-tuned LLMs.
Toward Human Centered Interactive Clinical Question Answering System
Unstructured clinical notes contain essential patient information but are challenging for physicians to search and interpret efficiently. Although large language models (LLMs) have shown promise in question answering (QA), most existing systems lack transparency, usability, and alignment with clinical workflows. This work introduces an interactive QA system that enables physicians to query clinical notes via text or voice and receive extractive answers highlighted directly in the note for traceability. The system was built using OpenAI models with zero-shot prompting and evaluated across multiple metrics, including exact string match, word overlap, SentenceTransformer similarity, and BERTScore. Results show that while exact match scores ranged from 47 to 62 percent, semantic similarity scores exceeded 87 percent, indicating strong contextual alignment even when wording varied. To assess usability, the system was also evaluated using simulated clinical personas. Seven diverse physician and nurse personas interacted with the system across scenario-based tasks and provided structured feedback. The evaluations highlighted strengths in intuitive design and answer accessibility, alongside opportunities for enhancing explanation clarity.
Vibe-Eval: A hard evaluation suite for measuring progress of multimodal language models
We introduce Vibe-Eval: a new open benchmark and framework for evaluating multimodal chat models. Vibe-Eval consists of 269 visual understanding prompts, including 100 of hard difficulty, complete with gold-standard responses authored by experts. Vibe-Eval is open-ended and challenging with dual objectives: (i) vibe checking multimodal chat models for day-to-day tasks and (ii) rigorously testing and probing the capabilities of present frontier models. Notably, our hard set contains >50% questions that all frontier models answer incorrectly. We explore the nuances of designing, evaluating, and ranking models on ultra challenging prompts. We also discuss trade-offs between human and automatic evaluation, and show that automatic model evaluation using Reka Core roughly correlates to human judgment. We offer free API access for the purpose of lightweight evaluation and plan to conduct formal human evaluations for public models that perform well on the Vibe-Eval's automatic scores. We release the evaluation code and data, see https://github.com/reka-ai/reka-vibe-eval
Synthetic Dialogue Dataset Generation using LLM Agents
Linear programming (LP) problems are pervasive in real-life applications. However, despite their apparent simplicity, an untrained user may find it difficult to determine the linear model of their specific problem. We envisage the creation of a goal-oriented conversational agent that will engage in conversation with the user to elicit all information required so that a subsequent agent can generate the linear model. In this paper, we present an approach for the generation of sample dialogues that can be used to develop and train such a conversational agent. Using prompt engineering, we develop two agents that "talk" to each other, one acting as the conversational agent, and the other acting as the user. Using a set of text descriptions of linear problems from NL4Opt available to the user only, the agent and the user engage in conversation until the agent has retrieved all key information from the original problem description. We also propose an extrinsic evaluation of the dialogues by assessing how well the summaries generated by the dialogues match the original problem descriptions. We conduct human and automatic evaluations, including an evaluation approach that uses GPT-4 to mimic the human evaluation metrics. The evaluation results show an overall good quality of the dialogues, though research is still needed to improve the quality of the GPT-4 evaluation metrics. The resulting dialogues, including the human annotations of a subset, are available to the research community. The conversational agent used for the generation of the dialogues can be used as a baseline.
RMTBench: Benchmarking LLMs Through Multi-Turn User-Centric Role-Playing
Recent advancements in Large Language Models (LLMs) have shown outstanding potential for role-playing applications. Evaluating these capabilities is becoming crucial yet remains challenging. Existing benchmarks mostly adopt a character-centric approach, simplify user-character interactions to isolated Q&A tasks, and fail to reflect real-world applications. To address this limitation, we introduce RMTBench, a comprehensive user-centric bilingual role-playing benchmark featuring 80 diverse characters and over 8,000 dialogue rounds. RMTBench includes custom characters with detailed backgrounds and abstract characters defined by simple traits, enabling evaluation across various user scenarios. Our benchmark constructs dialogues based on explicit user motivations rather than character descriptions, ensuring alignment with practical user applications. Furthermore, we construct an authentic multi-turn dialogue simulation mechanism. With carefully selected evaluation dimensions and LLM-based scoring, this mechanism captures the complex intention of conversations between the user and the character. By shifting focus from character background to user intention fulfillment, RMTBench bridges the gap between academic evaluation and practical deployment requirements, offering a more effective framework for assessing role-playing capabilities in LLMs. All code and datasets will be released soon.
OSWorld: Benchmarking Multimodal Agents for Open-Ended Tasks in Real Computer Environments
Autonomous agents that accomplish complex computer tasks with minimal human interventions have the potential to transform human-computer interaction, significantly enhancing accessibility and productivity. However, existing benchmarks either lack an interactive environment or are limited to environments specific to certain applications or domains, failing to reflect the diverse and complex nature of real-world computer use, thereby limiting the scope of tasks and agent scalability. To address this issue, we introduce OSWorld, the first-of-its-kind scalable, real computer environment for multimodal agents, supporting task setup, execution-based evaluation, and interactive learning across various operating systems such as Ubuntu, Windows, and macOS. OSWorld can serve as a unified, integrated computer environment for assessing open-ended computer tasks that involve arbitrary applications. Building upon OSWorld, we create a benchmark of 369 computer tasks involving real web and desktop apps in open domains, OS file I/O, and workflows spanning multiple applications. Each task example is derived from real-world computer use cases and includes a detailed initial state setup configuration and a custom execution-based evaluation script for reliable, reproducible evaluation. Extensive evaluation of state-of-the-art LLM/VLM-based agents on OSWorld reveals significant deficiencies in their ability to serve as computer assistants. While humans can accomplish over 72.36% of the tasks, the best model achieves only 12.24% success, primarily struggling with GUI grounding and operational knowledge. Comprehensive analysis using OSWorld provides valuable insights for developing multimodal generalist agents that were not possible with previous benchmarks. Our code, environment, baseline models, and data are publicly available at https://os-world.github.io.
Mobile-Bench: An Evaluation Benchmark for LLM-based Mobile Agents
With the remarkable advancements of large language models (LLMs), LLM-based agents have become a research hotspot in human-computer interaction. However, there is a scarcity of benchmarks available for LLM-based mobile agents. Benchmarking these agents generally faces three main challenges: (1) The inefficiency of UI-only operations imposes limitations to task evaluation. (2) Specific instructions within a singular application lack adequacy for assessing the multi-dimensional reasoning and decision-making capacities of LLM mobile agents. (3) Current evaluation metrics are insufficient to accurately assess the process of sequential actions. To this end, we propose Mobile-Bench, a novel benchmark for evaluating the capabilities of LLM-based mobile agents. First, we expand conventional UI operations by incorporating 103 collected APIs to accelerate the efficiency of task completion. Subsequently, we collect evaluation data by combining real user queries with augmentation from LLMs. To better evaluate different levels of planning capabilities for mobile agents, our data is categorized into three distinct groups: SAST, SAMT, and MAMT, reflecting varying levels of task complexity. Mobile-Bench comprises 832 data entries, with more than 200 tasks specifically designed to evaluate multi-APP collaboration scenarios. Furthermore, we introduce a more accurate evaluation metric, named CheckPoint, to assess whether LLM-based mobile agents reach essential points during their planning and reasoning steps.
WebGames: Challenging General-Purpose Web-Browsing AI Agents
We introduce WebGames, a comprehensive benchmark suite designed to evaluate general-purpose web-browsing AI agents through a collection of 50+ interactive challenges. These challenges are specifically crafted to be straightforward for humans while systematically testing the limitations of current AI systems across fundamental browser interactions, advanced input processing, cognitive tasks, workflow automation, and interactive entertainment. Our framework eliminates external dependencies through a hermetic testing environment, ensuring reproducible evaluation with verifiable ground-truth solutions. We evaluate leading vision-language models including GPT-4o, Claude Computer-Use, Gemini-1.5-Pro, and Qwen2-VL against human performance. Results reveal a substantial capability gap, with the best AI system achieving only 43.1% success rate compared to human performance of 95.7%, highlighting fundamental limitations in current AI systems' ability to handle common web interaction patterns that humans find intuitive. The benchmark is publicly available at webgames.convergence.ai, offering a lightweight, client-side implementation that facilitates rapid evaluation cycles. Through its modular architecture and standardized challenge specifications, WebGames provides a robust foundation for measuring progress in development of more capable web-browsing agents.
CityBench: Evaluating the Capabilities of Large Language Model as World Model
Large language models (LLMs) with powerful generalization ability has been widely used in many domains. A systematic and reliable evaluation of LLMs is a crucial step in their development and applications, especially for specific professional fields. In the urban domain, there have been some early explorations about the usability of LLMs, but a systematic and scalable evaluation benchmark is still lacking. The challenge in constructing a systematic evaluation benchmark for the urban domain lies in the diversity of data and scenarios, as well as the complex and dynamic nature of cities. In this paper, we propose CityBench, an interactive simulator based evaluation platform, as the first systematic evaluation benchmark for the capability of LLMs for urban domain. First, we build CitySim to integrate the multi-source data and simulate fine-grained urban dynamics. Based on CitySim, we design 7 tasks in 2 categories of perception-understanding and decision-making group to evaluate the capability of LLMs as city-scale world model for urban domain. Due to the flexibility and ease-of-use of CitySim, our evaluation platform CityBench can be easily extended to any city in the world. We evaluate 13 well-known LLMs including open source LLMs and commercial LLMs in 13 cities around the world. Extensive experiments demonstrate the scalability and effectiveness of proposed CityBench and shed lights for the future development of LLMs in urban domain. The dataset, benchmark and source codes are openly accessible to the research community via https://github.com/tsinghua-fib-lab/CityBench
System-Level Natural Language Feedback
Natural language (NL) feedback contains rich information about the user experience. Existing studies focus on an instance-level approach, where feedback is used to refine specific examples, disregarding its system-wide application. This paper proposes a general framework for unlocking the system-level use of NL feedback. We show how to use feedback to formalize system-level design decisions in a human-in-the-loop-process -- in order to produce better models. In particular this is done through: (i) metric design for tasks; and (ii) language model prompt design for refining model responses. We conduct two case studies of this approach for improving search query generation and dialog response generation, demonstrating the effectiveness of the use of system-level feedback. We show the combination of system-level feedback and instance-level feedback brings further gains, and that human written instance-level feedback results in more grounded refinements than GPT-3.5 written ones, underlying the importance of human feedback for building systems.
IDAT: A Multi-Modal Dataset and Toolkit for Building and Evaluating Interactive Task-Solving Agents
Seamless interaction between AI agents and humans using natural language remains a key goal in AI research. This paper addresses the challenges of developing interactive agents capable of understanding and executing grounded natural language instructions through the IGLU competition at NeurIPS. Despite advancements, challenges such as a scarcity of appropriate datasets and the need for effective evaluation platforms persist. We introduce a scalable data collection tool for gathering interactive grounded language instructions within a Minecraft-like environment, resulting in a Multi-Modal dataset with around 9,000 utterances and over 1,000 clarification questions. Additionally, we present a Human-in-the-Loop interactive evaluation platform for qualitative analysis and comparison of agent performance through multi-turn communication with human annotators. We offer to the community these assets referred to as IDAT (IGLU Dataset And Toolkit) which aim to advance the development of intelligent, interactive AI agents and provide essential resources for further research.
A Survey on (M)LLM-Based GUI Agents
Graphical User Interface (GUI) Agents have emerged as a transformative paradigm in human-computer interaction, evolving from rule-based automation scripts to sophisticated AI-driven systems capable of understanding and executing complex interface operations. This survey provides a comprehensive examination of the rapidly advancing field of LLM-based GUI Agents, systematically analyzing their architectural foundations, technical components, and evaluation methodologies. We identify and analyze four fundamental components that constitute modern GUI Agents: (1) perception systems that integrate text-based parsing with multimodal understanding for comprehensive interface comprehension; (2) exploration mechanisms that construct and maintain knowledge bases through internal modeling, historical experience, and external information retrieval; (3) planning frameworks that leverage advanced reasoning methodologies for task decomposition and execution; and (4) interaction systems that manage action generation with robust safety controls. Through rigorous analysis of these components, we reveal how recent advances in large language models and multimodal learning have revolutionized GUI automation across desktop, mobile, and web platforms. We critically examine current evaluation frameworks, highlighting methodological limitations in existing benchmarks while proposing directions for standardization. This survey also identifies key technical challenges, including accurate element localization, effective knowledge retrieval, long-horizon planning, and safety-aware execution control, while outlining promising research directions for enhancing GUI Agents' capabilities. Our systematic review provides researchers and practitioners with a thorough understanding of the field's current state and offers insights into future developments in intelligent interface automation.
Are Large Language Models Good at Utility Judgments?
Retrieval-augmented generation (RAG) is considered to be a promising approach to alleviate the hallucination issue of large language models (LLMs), and it has received widespread attention from researchers recently. Due to the limitation in the semantic understanding of retrieval models, the success of RAG heavily lies on the ability of LLMs to identify passages with utility. Recent efforts have explored the ability of LLMs to assess the relevance of passages in retrieval, but there has been limited work on evaluating the utility of passages in supporting question answering. In this work, we conduct a comprehensive study about the capabilities of LLMs in utility evaluation for open-domain QA. Specifically, we introduce a benchmarking procedure and collection of candidate passages with different characteristics, facilitating a series of experiments with five representative LLMs. Our experiments reveal that: (i) well-instructed LLMs can distinguish between relevance and utility, and that LLMs are highly receptive to newly generated counterfactual passages. Moreover, (ii) we scrutinize key factors that affect utility judgments in the instruction design. And finally, (iii) to verify the efficacy of utility judgments in practical retrieval augmentation applications, we delve into LLMs' QA capabilities using the evidence judged with utility and direct dense retrieval results. (iv) We propose a k-sampling, listwise approach to reduce the dependency of LLMs on the sequence of input passages, thereby facilitating subsequent answer generation. We believe that the way we formalize and study the problem along with our findings contributes to a critical assessment of retrieval-augmented LLMs. Our code and benchmark can be found at https://github.com/ict-bigdatalab/utility_judgments.
ConSiDERS-The-Human Evaluation Framework: Rethinking Human Evaluation for Generative Large Language Models
In this position paper, we argue that human evaluation of generative large language models (LLMs) should be a multidisciplinary undertaking that draws upon insights from disciplines such as user experience research and human behavioral psychology to ensure that the experimental design and results are reliable. The conclusions from these evaluations, thus, must consider factors such as usability, aesthetics, and cognitive biases. We highlight how cognitive biases can conflate fluent information and truthfulness, and how cognitive uncertainty affects the reliability of rating scores such as Likert. Furthermore, the evaluation should differentiate the capabilities and weaknesses of increasingly powerful large language models -- which requires effective test sets. The scalability of human evaluation is also crucial to wider adoption. Hence, to design an effective human evaluation system in the age of generative NLP, we propose the ConSiDERS-The-Human evaluation framework consisting of 6 pillars -- Consistency, Scoring Criteria, Differentiating, User Experience, Responsible, and Scalability.
Fine-Grained Behavior Simulation with Role-Playing Large Language Model on Social Media
Large language models (LLMs) have demonstrated impressive capabilities in role-playing tasks. However, there is limited research on whether LLMs can accurately simulate user behavior in real-world scenarios, such as social media. This requires models to effectively analyze a user's history and simulate their role. In this paper, we introduce FineRob, a novel fine-grained behavior simulation dataset. We collect the complete behavioral history of 1,866 distinct users across three social media platforms. Each behavior is decomposed into three fine-grained elements: object, type, and content, resulting in 78.6k QA records. Based on FineRob, we identify two dominant reasoning patterns in LLMs' behavior simulation processes and propose the OM-CoT fine-tuning method to enhance the capability. Through comprehensive experiments, we conduct an in-depth analysis of key factors of behavior simulation and also demonstrate the effectiveness of OM-CoT approachCode and dataset are available at \url{https://github.com/linkseed18612254945/FineRob}
MEGA-Bench: Scaling Multimodal Evaluation to over 500 Real-World Tasks
We present MEGA-Bench, an evaluation suite that scales multimodal evaluation to over 500 real-world tasks, to address the highly heterogeneous daily use cases of end users. Our objective is to optimize for a set of high-quality data samples that cover a highly diverse and rich set of multimodal tasks, while enabling cost-effective and accurate model evaluation. In particular, we collected 505 realistic tasks encompassing over 8,000 samples from 16 expert annotators to extensively cover the multimodal task space. Instead of unifying these problems into standard multi-choice questions (like MMMU, MMBench, and MMT-Bench), we embrace a wide range of output formats like numbers, phrases, code, \LaTeX, coordinates, JSON, free-form, etc. To accommodate these formats, we developed over 40 metrics to evaluate these tasks. Unlike existing benchmarks, MEGA-Bench offers a fine-grained capability report across multiple dimensions (e.g., application, input type, output format, skill), allowing users to interact with and visualize model capabilities in depth. We evaluate a wide variety of frontier vision-language models on MEGA-Bench to understand their capabilities across these dimensions.
Evaluating Language Models' Evaluations of Games
Reasoning is not just about solving problems -- it is also about evaluating which problems are worth solving at all. Evaluations of artificial intelligence (AI) systems primarily focused on problem solving, historically by studying how models play games such as chess and Go. In this paper, we advocate for a new paradigm that assesses AI systems' evaluation of games. First, we introduce a formalism for evaluating such evaluations. We then leverage a large-scale dataset of over 100 novel board games and over 450 human judgments to compare evaluations produced by modern language and reasoning models against those of people and symbolic computational agents. We consider two kinds of evaluative queries: assessing the payoff (or fairness) and the funness of games. These queries span two dimensions relevant to the design of evaluations of AI evaluations: how complex a query is to compute and how difficult a query is to quantify. Our results show that reasoning models are generally more aligned to people in their evaluations of games than non-reasoning language models. However, we observe a non-monotonic relationship: as models get closer to game-theoretic optimal, their fit to human data weakens. We also observe more "jaggedness" across models for assessing funness, in line with the greater difficulty of quantifying this query. Across queries and games, reasoning models show highly variable and unpredictable resource usage when assessing queries, pointing to the importance of imbuing more resource-rational meta-reasoning in language and reasoning models.
Dynamic Evaluation of Large Language Models by Meta Probing Agents
Evaluation of large language models (LLMs) has raised great concerns in the community due to the issue of data contamination. Existing work designed evaluation protocols using well-defined algorithms for specific tasks, which cannot be easily extended to diverse scenarios. Moreover, current evaluation benchmarks can only provide the overall benchmark results and cannot support a fine-grained and multifaceted analysis of LLMs' abilities. In this paper, we propose meta probing agents (MPA), a general dynamic evaluation protocol inspired by psychometrics to evaluate LLMs. MPA is the key component of DyVal 2, which naturally extends the previous DyVal~zhu2023dyval. MPA designs the probing and judging agents to automatically transform an original evaluation problem into a new one following psychometric theory on three basic cognitive abilities: language understanding, problem solving, and domain knowledge. These basic abilities are also dynamically configurable, allowing multifaceted analysis. We conducted extensive evaluations using MPA and found that most LLMs achieve poorer performance, indicating room for improvement. Our multifaceted analysis demonstrated the strong correlation between the basic abilities and an implicit Matthew effect on model size, i.e., larger models possess stronger correlations of the abilities. MPA can also be used as a data augmentation approach to enhance LLMs. Code is available at: https://github.com/microsoft/promptbench.
VisIT-Bench: A Benchmark for Vision-Language Instruction Following Inspired by Real-World Use
We introduce VisIT-Bench (Visual InsTruction Benchmark), a benchmark for evaluation of instruction-following vision-language models for real-world use. Our starting point is curating 70 'instruction families' that we envision instruction tuned vision-language models should be able to address. Extending beyond evaluations like VQAv2 and COCO, tasks range from basic recognition to game playing and creative generation. Following curation, our dataset comprises 592 test queries, each with a human-authored instruction-conditioned caption. These descriptions surface instruction-specific factors, e.g., for an instruction asking about the accessibility of a storefront for wheelchair users, the instruction-conditioned caption describes ramps/potential obstacles. These descriptions enable 1) collecting human-verified reference outputs for each instance; and 2) automatic evaluation of candidate multimodal generations using a text-only LLM, aligning with human judgment. We quantify quality gaps between models and references using both human and automatic evaluations; e.g., the top-performing instruction-following model wins against the GPT-4 reference in just 27% of the comparison. VisIT-Bench is dynamic to participate, practitioners simply submit their model's response on the project website; Data, code and leaderboard is available at visit-bench.github.io.
ChatEval: Towards Better LLM-based Evaluators through Multi-Agent Debate
Text evaluation has historically posed significant challenges, often demanding substantial labor and time cost. With the emergence of large language models (LLMs), researchers have explored LLMs' potential as alternatives for human evaluation. While these single-agent-based approaches show promise, experimental results suggest that further advancements are needed to bridge the gap between their current effectiveness and human-level evaluation quality. Recognizing that best practices of human evaluation processes often involve multiple human annotators collaborating in the evaluation, we resort to a multi-agent debate framework, moving beyond single-agent prompting strategies. The multi-agent-based approach enables a group of LLMs to synergize with an array of intelligent counterparts, harnessing their distinct capabilities and expertise to enhance efficiency and effectiveness in handling intricate tasks. In this paper, we construct a multi-agent referee team called ChatEval to autonomously discuss and evaluate the quality of generated responses from different models on open-ended questions and traditional natural language generation (NLG) tasks. Our analysis shows that ChatEval transcends mere textual scoring, offering a human-mimicking evaluation process for reliable assessments. Our code is available at https://github.com/chanchimin/ChatEval.
BrowseComp: A Simple Yet Challenging Benchmark for Browsing Agents
We present BrowseComp, a simple yet challenging benchmark for measuring the ability for agents to browse the web. BrowseComp comprises 1,266 questions that require persistently navigating the internet in search of hard-to-find, entangled information. Despite the difficulty of the questions, BrowseComp is simple and easy-to-use, as predicted answers are short and easily verifiable against reference answers. BrowseComp for browsing agents can be seen as analogous to how programming competitions are an incomplete but useful benchmark for coding agents. While BrowseComp sidesteps challenges of a true user query distribution, like generating long answers or resolving ambiguity, it measures the important core capability of exercising persistence and creativity in finding information. BrowseComp can be found at https://github.com/openai/simple-evals.
RAVine: Reality-Aligned Evaluation for Agentic Search
Agentic search, as a more autonomous and adaptive paradigm of retrieval augmentation, is driving the evolution of intelligent search systems. However, existing evaluation frameworks fail to align well with the goals of agentic search. First, the complex queries commonly used in current benchmarks often deviate from realistic user search scenarios. Second, prior approaches tend to introduce noise when extracting ground truth for end-to-end evaluations, leading to distorted assessments at a fine-grained level. Third, most current frameworks focus solely on the quality of final answers, neglecting the evaluation of the iterative process inherent to agentic search. To address these limitations, we propose RAVine -- a Reality-Aligned eValuation framework for agentic LLMs with search. RAVine targets multi-point queries and long-form answers that better reflect user intents, and introduces an attributable ground truth construction strategy to enhance the accuracy of fine-grained evaluation. Moreover, RAVine examines model's interaction with search tools throughout the iterative process, and accounts for factors of efficiency. We benchmark a series of models using RAVine and derive several insights, which we hope will contribute to advancing the development of agentic search systems. The code and datasets are available at https://github.com/SwordFaith/RAVine.
Instruction-Following Evaluation for Large Language Models
One core capability of Large Language Models (LLMs) is to follow natural language instructions. However, the evaluation of such abilities is not standardized: Human evaluations are expensive, slow, and not objectively reproducible, while LLM-based auto-evaluation is potentially biased or limited by the ability of the evaluator LLM. To overcome these issues, we introduce Instruction-Following Eval (IFEval) for large language models. IFEval is a straightforward and easy-to-reproduce evaluation benchmark. It focuses on a set of "verifiable instructions" such as "write in more than 400 words" and "mention the keyword of AI at least 3 times". We identified 25 types of those verifiable instructions and constructed around 500 prompts, with each prompt containing one or more verifiable instructions. We show evaluation results of two widely available LLMs on the market. Our code and data can be found at https://github.com/google-research/google-research/tree/master/instruction_following_eval
Who's Thinking? A Push for Human-Centered Evaluation of LLMs using the XAI Playbook
Deployed artificial intelligence (AI) often impacts humans, and there is no one-size-fits-all metric to evaluate these tools. Human-centered evaluation of AI-based systems combines quantitative and qualitative analysis and human input. It has been explored to some depth in the explainable AI (XAI) and human-computer interaction (HCI) communities. Gaps remain, but the basic understanding that humans interact with AI and accompanying explanations, and that humans' needs -- complete with their cognitive biases and quirks -- should be held front and center, is accepted by the community. In this paper, we draw parallels between the relatively mature field of XAI and the rapidly evolving research boom around large language models (LLMs). Accepted evaluative metrics for LLMs are not human-centered. We argue that many of the same paths tread by the XAI community over the past decade will be retread when discussing LLMs. Specifically, we argue that humans' tendencies -- again, complete with their cognitive biases and quirks -- should rest front and center when evaluating deployed LLMs. We outline three developed focus areas of human-centered evaluation of XAI: mental models, use case utility, and cognitive engagement, and we highlight the importance of exploring each of these concepts for LLMs. Our goal is to jumpstart human-centered LLM evaluation.
DEsignBench: Exploring and Benchmarking DALL-E 3 for Imagining Visual Design
We introduce DEsignBench, a text-to-image (T2I) generation benchmark tailored for visual design scenarios. Recent T2I models like DALL-E 3 and others, have demonstrated remarkable capabilities in generating photorealistic images that align closely with textual inputs. While the allure of creating visually captivating images is undeniable, our emphasis extends beyond mere aesthetic pleasure. We aim to investigate the potential of using these powerful models in authentic design contexts. In pursuit of this goal, we develop DEsignBench, which incorporates test samples designed to assess T2I models on both "design technical capability" and "design application scenario." Each of these two dimensions is supported by a diverse set of specific design categories. We explore DALL-E 3 together with other leading T2I models on DEsignBench, resulting in a comprehensive visual gallery for side-by-side comparisons. For DEsignBench benchmarking, we perform human evaluations on generated images in DEsignBench gallery, against the criteria of image-text alignment, visual aesthetic, and design creativity. Our evaluation also considers other specialized design capabilities, including text rendering, layout composition, color harmony, 3D design, and medium style. In addition to human evaluations, we introduce the first automatic image generation evaluator powered by GPT-4V. This evaluator provides ratings that align well with human judgments, while being easily replicable and cost-efficient. A high-resolution version is available at https://github.com/design-bench/design-bench.github.io/raw/main/designbench.pdf?download=
WebLINX: Real-World Website Navigation with Multi-Turn Dialogue
We propose the problem of conversational web navigation, where a digital agent controls a web browser and follows user instructions to solve real-world tasks in a multi-turn dialogue fashion. To support this problem, we introduce WEBLINX - a large-scale benchmark of 100K interactions across 2300 expert demonstrations of conversational web navigation. Our benchmark covers a broad range of patterns on over 150 real-world websites and can be used to train and evaluate agents in diverse scenarios. Due to the magnitude of information present, Large Language Models (LLMs) cannot process entire web pages in real-time. To solve this bottleneck, we design a retrieval-inspired model that efficiently prunes HTML pages by ranking relevant elements. We use the selected elements, along with screenshots and action history, to assess a variety of models for their ability to replicate human behavior when navigating the web. Our experiments span from small text-only to proprietary multimodal LLMs. We find that smaller finetuned decoders surpass the best zero-shot LLMs (including GPT-4V), but also larger finetuned multimodal models which were explicitly pretrained on screenshots. However, all finetuned models struggle to generalize to unseen websites. Our findings highlight the need for large multimodal models that can generalize to novel settings. Our code, data and models are available for research: https://mcgill-nlp.github.io/weblinx
UltraEval: A Lightweight Platform for Flexible and Comprehensive Evaluation for LLMs
Evaluation is pivotal for refining Large Language Models (LLMs), pinpointing their capabilities, and guiding enhancements. The rapid development of LLMs calls for a lightweight and easy-to-use framework for swift evaluation deployment. However, considering various implementation details, developing a comprehensive evaluation platform is never easy. Existing platforms are often complex and poorly modularized, hindering seamless incorporation into research workflows. This paper introduces UltraEval, a user-friendly evaluation framework characterized by its lightweight nature, comprehensiveness, modularity, and efficiency. We identify and reimplement three core components of model evaluation (models, data, and metrics). The resulting composability allows for the free combination of different models, tasks, prompts, benchmarks, and metrics within a unified evaluation workflow. Additionally, UltraEval supports diverse models owing to a unified HTTP service and provides sufficient inference acceleration. UltraEval is now available for researchers publicly.
Survey on Evaluation of LLM-based Agents
The emergence of LLM-based agents represents a paradigm shift in AI, enabling autonomous systems to plan, reason, use tools, and maintain memory while interacting with dynamic environments. This paper provides the first comprehensive survey of evaluation methodologies for these increasingly capable agents. We systematically analyze evaluation benchmarks and frameworks across four critical dimensions: (1) fundamental agent capabilities, including planning, tool use, self-reflection, and memory; (2) application-specific benchmarks for web, software engineering, scientific, and conversational agents; (3) benchmarks for generalist agents; and (4) frameworks for evaluating agents. Our analysis reveals emerging trends, including a shift toward more realistic, challenging evaluations with continuously updated benchmarks. We also identify critical gaps that future research must address-particularly in assessing cost-efficiency, safety, and robustness, and in developing fine-grained, and scalable evaluation methods. This survey maps the rapidly evolving landscape of agent evaluation, reveals the emerging trends in the field, identifies current limitations, and proposes directions for future research.
Simple Baselines for Interactive Video Retrieval with Questions and Answers
To date, the majority of video retrieval systems have been optimized for a "single-shot" scenario in which the user submits a query in isolation, ignoring previous interactions with the system. Recently, there has been renewed interest in interactive systems to enhance retrieval, but existing approaches are complex and deliver limited gains in performance. In this work, we revisit this topic and propose several simple yet effective baselines for interactive video retrieval via question-answering. We employ a VideoQA model to simulate user interactions and show that this enables the productive study of the interactive retrieval task without access to ground truth dialogue data. Experiments on MSR-VTT, MSVD, and AVSD show that our framework using question-based interaction significantly improves the performance of text-based video retrieval systems.
GUI Exploration Lab: Enhancing Screen Navigation in Agents via Multi-Turn Reinforcement Learning
With the rapid development of Large Vision Language Models, the focus of Graphical User Interface (GUI) agent tasks shifts from single-screen tasks to complex screen navigation challenges. However, real-world GUI environments, such as PC software and mobile Apps, are often complex and proprietary, making it difficult to obtain the comprehensive environment information needed for agent training and evaluation. This limitation hinders systematic investigation and benchmarking of agent navigation capabilities. To address this limitation, we introduce GUI Exploration Lab, a simulation environment engine for GUI agent navigation research that enables flexible definition and composition of screens, icons, and navigation graphs, while providing full access to environment information for comprehensive agent training and evaluation. Through extensive experiments, we find that supervised fine-tuning enables effective memorization of fundamental knowledge, serving as a crucial foundation for subsequent training. Building on this, single-turn reinforcement learning further enhances generalization to unseen scenarios. Finally, multi-turn reinforcement learning encourages the development of exploration strategies through interactive trial and error, leading to further improvements in screen navigation performance. We validate our methods on both static and interactive benchmarks, demonstrating that our findings generalize effectively to real-world scenarios. These findings demonstrate the advantages of reinforcement learning approaches in GUI navigation and offer practical guidance for building more capable and generalizable GUI agents.
WebQuest: A Benchmark for Multimodal QA on Web Page Sequences
The rise of powerful multimodal LLMs has enhanced the viability of building web agents which can, with increasing levels of autonomy, assist users to retrieve information and complete tasks on various human-computer interfaces. It is hence necessary to build challenging benchmarks that span a wide-variety of use cases reflecting real-world usage. In this work, we present WebQuest, a multi-page question-answering dataset that requires reasoning across multiple related web pages. In contrast to existing UI benchmarks that focus on multi-step web navigation and task completion, our dataset evaluates information extraction, multimodal retrieval and composition of information from many web pages. WebQuest includes three question categories: single-screen QA, multi-screen QA, and QA based on navigation traces. We evaluate leading proprietary multimodal models like GPT-4V, Gemini Flash, Claude 3, and open source models like InstructBLIP, PaliGemma on our dataset, revealing a significant gap between single-screen and multi-screen reasoning. Finally, we investigate inference time techniques like Chain-of-Thought prompting to improve model capabilities on multi-screen reasoning.
Level Up Your Tutorials: VLMs for Game Tutorials Quality Assessment
Designing effective game tutorials is crucial for a smooth learning curve for new players, especially in games with many rules and complex core mechanics. Evaluating the effectiveness of these tutorials usually requires multiple iterations with testers who have no prior knowledge of the game. Recent Vision-Language Models (VLMs) have demonstrated significant capabilities in understanding and interpreting visual content. VLMs can analyze images, provide detailed insights, and answer questions about their content. They can recognize objects, actions, and contexts in visual data, making them valuable tools for various applications, including automated game testing. In this work, we propose an automated game-testing solution to evaluate the quality of game tutorials. Our approach leverages VLMs to analyze frames from video game tutorials, answer relevant questions to simulate human perception, and provide feedback. This feedback is compared with expected results to identify confusing or problematic scenes and highlight potential errors for developers. In addition, we publish complete tutorial videos and annotated frames from different game versions used in our tests. This solution reduces the need for extensive manual testing, especially by speeding up and simplifying the initial development stages of the tutorial to improve the final game experience.
