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SubscribeZebraLogic: On the Scaling Limits of LLMs for Logical Reasoning
We investigate the logical reasoning capabilities of large language models (LLMs) and their scalability in complex non-monotonic reasoning. To this end, we introduce ZebraLogic, a comprehensive evaluation framework for assessing LLM reasoning performance on logic grid puzzles derived from constraint satisfaction problems (CSPs). ZebraLogic enables the generation of puzzles with controllable and quantifiable complexity, facilitating a systematic study of the scaling limits of models such as Llama, o1 models, and DeepSeek-R1. By encompassing a broad range of search space complexities and diverse logical constraints, ZebraLogic provides a structured environment to evaluate reasoning under increasing difficulty. Our results reveal a significant decline in accuracy as problem complexity grows -- a phenomenon we term the curse of complexity. This limitation persists even with larger models and increased inference-time computation, suggesting inherent constraints in current LLM reasoning capabilities. Additionally, we explore strategies to enhance logical reasoning, including Best-of-N sampling, backtracking mechanisms, and self-verification prompts. Our findings offer critical insights into the scalability of LLM reasoning, highlight fundamental limitations, and outline potential directions for improvement.
Generating Creative Chess Puzzles
While Generative AI rapidly advances in various domains, generating truly creative, aesthetic, and counter-intuitive outputs remains a challenge. This paper presents an approach to tackle these difficulties in the domain of chess puzzles. We start by benchmarking Generative AI architectures, and then introduce an RL framework with novel rewards based on chess engine search statistics to overcome some of those shortcomings. The rewards are designed to enhance a puzzle's uniqueness, counter-intuitiveness, diversity, and realism. Our RL approach dramatically increases counter-intuitive puzzle generation by 10x, from 0.22\% (supervised) to 2.5\%, surpassing existing dataset rates (2.1\%) and the best Lichess-trained model (0.4\%). Our puzzles meet novelty and diversity benchmarks, retain aesthetic themes, and are rated by human experts as more creative, enjoyable, and counter-intuitive than composed book puzzles, even approaching classic compositions. Our final outcome is a curated booklet of these AI-generated puzzles, which is acknowledged for creativity by three world-renowned experts.
Can LLMs Solve and Generate Linguistic Olympiad Puzzles?
In this paper, we introduce a combination of novel and exciting tasks: the solution and generation of linguistic puzzles. We focus on puzzles used in Linguistic Olympiads for high school students. We first extend the existing benchmark for the task of solving linguistic puzzles. We explore the use of Large Language Models (LLMs), including recent state-of-the-art models such as OpenAI's o1, for solving linguistic puzzles, analyzing their performance across various linguistic topics. We demonstrate that LLMs outperform humans on most puzzles types, except for those centered on writing systems, and for the understudied languages. We use the insights from puzzle-solving experiments to direct the novel task of puzzle generation. We believe that automating puzzle generation, even for relatively simple puzzles, holds promise for expanding interest in linguistics and introducing the field to a broader audience. This finding highlights the importance of linguistic puzzle generation as a research task: such puzzles can not only promote linguistics but also support the dissemination of knowledge about rare and understudied languages.
PuzzleFusion: Unleashing the Power of Diffusion Models for Spatial Puzzle Solving
This paper presents an end-to-end neural architecture based on Diffusion Models for spatial puzzle solving, particularly jigsaw puzzle and room arrangement tasks. In the latter task, for instance, the proposed system "PuzzleFusion" takes a set of room layouts as polygonal curves in the top-down view and aligns the room layout pieces by estimating their 2D translations and rotations, akin to solving the jigsaw puzzle of room layouts. A surprising discovery of the paper is that the simple use of a Diffusion Model effectively solves these challenging spatial puzzle tasks as a conditional generation process. To enable learning of an end-to-end neural system, the paper introduces new datasets with ground-truth arrangements: 1) 2D Voronoi jigsaw dataset, a synthetic one where pieces are generated by Voronoi diagram of 2D pointset; and 2) MagicPlan dataset, a real one offered by MagicPlan from its production pipeline, where pieces are room layouts constructed by augmented reality App by real-estate consumers. The qualitative and quantitative evaluations demonstrate that our approach outperforms the competing methods by significant margins in all the tasks.
MarioGPT: Open-Ended Text2Level Generation through Large Language Models
Procedural Content Generation (PCG) algorithms provide a technique to generate complex and diverse environments in an automated way. However, while generating content with PCG methods is often straightforward, generating meaningful content that reflects specific intentions and constraints remains challenging. Furthermore, many PCG algorithms lack the ability to generate content in an open-ended manner. Recently, Large Language Models (LLMs) have shown to be incredibly effective in many diverse domains. These trained LLMs can be fine-tuned, re-using information and accelerating training for new tasks. In this work, we introduce MarioGPT, a fine-tuned GPT2 model trained to generate tile-based game levels, in our case Super Mario Bros levels. We show that MarioGPT can not only generate diverse levels, but can be text-prompted for controllable level generation, addressing one of the key challenges of current PCG techniques. As far as we know, MarioGPT is the first text-to-level model. We also combine MarioGPT with novelty search, enabling it to generate diverse levels with varying play-style dynamics (i.e. player paths). This combination allows for the open-ended generation of an increasingly diverse range of content.
Solving and Generating NPR Sunday Puzzles with Large Language Models
We explore the ability of large language models to solve and generate puzzles from the NPR Sunday Puzzle game show using PUZZLEQA, a dataset comprising 15 years of on-air puzzles. We evaluate four large language models using PUZZLEQA, in both multiple choice and free response formats, and explore two prompt engineering techniques to improve free response performance: chain-of-thought reasoning and prompt summarization. We find that state-of-the-art large language models can solve many PUZZLEQA puzzles: the best model, GPT-3.5, achieves 50.2% loose accuracy. However, in our few-shot puzzle generation experiment, we find no evidence that models can generate puzzles: GPT-3.5 generates puzzles with answers that do not conform to the generated rules. Puzzle generation remains a challenging task for future work.
PuzzlePlex: Benchmarking Foundation Models on Reasoning and Planning with Puzzles
This work investigates the reasoning and planning capabilities of foundation models and their scalability in complex, dynamic environments. We introduce PuzzlePlex, a benchmark designed to assess these capabilities through a diverse set of puzzles. PuzzlePlex consists of 15 types of puzzles, including deterministic and stochastic games of varying difficulty, as well as single-player and two-player scenarios. The PuzzlePlex framework provides a comprehensive environment for each game, and supports extensibility to generate more challenging instances as foundation models evolve. Additionally, we implement customized game-playing strategies for comparison. Building on this benchmark, we develop fine-grained metrics to measure performance and conduct an in-depth analysis of frontier foundation models across two settings: instruction-based and code-based. Furthermore, we systematically investigate their scaling limits. Our findings show that reasoning models outperform others in instruction-based settings, while code-based execution presents greater challenges but offers a scalable and efficient alternative. PuzzlePlex enables targeted evaluation and guides future improvements in reasoning, planning, and generalization for foundation models.
Are Language Models Puzzle Prodigies? Algorithmic Puzzles Unveil Serious Challenges in Multimodal Reasoning
This paper introduces the novel task of multimodal puzzle solving, framed within the context of visual question-answering. We present a new dataset, AlgoPuzzleVQA designed to challenge and evaluate the capabilities of multimodal language models in solving algorithmic puzzles that necessitate both visual understanding, language understanding, and complex algorithmic reasoning. We create the puzzles to encompass a diverse array of mathematical and algorithmic topics such as boolean logic, combinatorics, graph theory, optimization, search, etc., aiming to evaluate the gap between visual data interpretation and algorithmic problem-solving skills. The dataset is generated automatically from code authored by humans. All our puzzles have exact solutions that can be found from the algorithm without tedious human calculations. It ensures that our dataset can be scaled up arbitrarily in terms of reasoning complexity and dataset size. Our investigation reveals that large language models (LLMs) such as GPT4V and Gemini exhibit limited performance in puzzle-solving tasks. We find that their performance is near random in a multi-choice question-answering setup for a significant number of puzzles. The findings emphasize the challenges of integrating visual, language, and algorithmic knowledge for solving complex reasoning problems.
PuzzleClone: An SMT-Powered Framework for Synthesizing Verifiable Data
High-quality mathematical and logical datasets with verifiable answers are essential for strengthening the reasoning capabilities of large language models (LLMs). While recent data augmentation techniques have facilitated the creation of large-scale benchmarks, existing LLM-generated datasets often suffer from limited reliability, diversity, and scalability. To address these challenges, we introduce PuzzleClone, a formal framework for synthesizing verifiable data at scale using Satisfiability Modulo Theories (SMT). Our approach features three key innovations: (1) encoding seed puzzles into structured logical specifications, (2) generating scalable variants through systematic variable and constraint randomization, and (3) ensuring validity via a reproduction mechanism. Applying PuzzleClone, we construct a curated benchmark comprising over 83K diverse and programmatically validated puzzles. The generated puzzles span a wide spectrum of difficulty and formats, posing significant challenges to current state-of-the-art models. We conduct post training (SFT and RL) on PuzzleClone datasets. Experimental results show that training on PuzzleClone yields substantial improvements not only on PuzzleClone testset but also on logic and mathematical benchmarks. Post training raises PuzzleClone average from 14.4 to 56.2 and delivers consistent improvements across 7 logic and mathematical benchmarks up to 12.5 absolute percentage points (AMC2023 from 52.5 to 65.0). Our code and data are available at https://github.com/puzzleclone.
PuzzleBench: A Fully Dynamic Evaluation Framework for Large Multimodal Models on Puzzle Solving
Large Multimodal Models (LMMs) have demonstrated impressive capabilities across a wide range of multimodal tasks, achieving ever-increasing performance on various evaluation benchmarks. However, existing benchmarks are typically static and often overlap with pre-training datasets, leading to fixed complexity constraints and substantial data contamination issues. Meanwhile, manually annotated datasets are labor-intensive, time-consuming, and subject to human bias and inconsistency, leading to reliability and reproducibility issues. To address these problems, we propose a fully dynamic multimodal evaluation framework, named Open-ended Visual Puzzle Generation (OVPG), which aims to generate fresh, diverse, and verifiable evaluation data automatically in puzzle-solving tasks. Specifically, the OVPG pipeline consists of a raw material sampling module, a visual content generation module, and a puzzle rule design module, which ensures that each evaluation instance is primitive, highly randomized, and uniquely solvable, enabling continual adaptation to the evolving capabilities of LMMs. Built upon OVPG, we construct PuzzleBench, a dynamic and scalable benchmark comprising 11,840 VQA samples. It features six carefully designed puzzle tasks targeting three core LMM competencies, visual recognition, logical reasoning, and context understanding. PuzzleBench differs from static benchmarks that quickly become outdated. It enables ongoing dataset refreshing through OVPG and a rich set of open-ended puzzle designs, allowing seamless adaptation to the evolving capabilities of LMMs.
Sudoku-Bench: Evaluating creative reasoning with Sudoku variants
Existing reasoning benchmarks for large language models (LLMs) frequently fail to capture authentic creativity, often rewarding memorization of previously observed patterns. We address this shortcoming with Sudoku-Bench, a curated benchmark of challenging and unconventional Sudoku variants specifically selected to evaluate creative, multi-step logical reasoning. Sudoku variants form an unusually effective domain for reasoning research: each puzzle introduces unique or subtly interacting constraints, making memorization infeasible and requiring solvers to identify novel logical breakthroughs (``break-ins''). Despite their diversity, Sudoku variants maintain a common and compact structure, enabling clear and consistent evaluation. Sudoku-Bench includes a carefully chosen puzzle set, a standardized text-based puzzle representation, and flexible tools compatible with thousands of publicly available puzzles -- making it easy to extend into a general research environment. Baseline experiments show that state-of-the-art LLMs solve fewer than 15\% of puzzles unaided, highlighting significant opportunities to advance long-horizon, strategic reasoning capabilities.
Causal Language Modeling Can Elicit Search and Reasoning Capabilities on Logic Puzzles
Causal language modeling using the Transformer architecture has yielded remarkable capabilities in Large Language Models (LLMs) over the last few years. However, the extent to which fundamental search and reasoning capabilities emerged within LLMs remains a topic of ongoing debate. In this work, we study if causal language modeling can learn a complex task such as solving Sudoku puzzles. To solve a Sudoku, the model is first required to search over all empty cells of the puzzle to decide on a cell to fill and then apply an appropriate strategy to fill the decided cell. Sometimes, the application of a strategy only results in thinning down the possible values in a cell rather than concluding the exact value of the cell. In such cases, multiple strategies are applied one after the other to fill a single cell. We observe that Transformer models trained on this synthetic task can indeed learn to solve Sudokus (our model solves 94.21% of the puzzles fully correctly) when trained on a logical sequence of steps taken by a solver. We find that training Transformers with the logical sequence of steps is necessary and without such training, they fail to learn Sudoku. We also extend our analysis to Zebra puzzles (known as Einstein puzzles) and show that the model solves 92.04 % of the puzzles fully correctly. In addition, we study the internal representations of the trained Transformer and find that through linear probing, we can decode information about the set of possible values in any given cell from them, pointing to the presence of a strong reasoning engine implicit in the Transformer weights.
Jigsaw-R1: A Study of Rule-based Visual Reinforcement Learning with Jigsaw Puzzles
The application of rule-based reinforcement learning (RL) to multimodal large language models (MLLMs) introduces unique challenges and potential deviations from findings in text-only domains, particularly for perception-heavy tasks. This paper provides a comprehensive study of rule-based visual RL, using jigsaw puzzles as a structured experimental framework. Jigsaw puzzles offer inherent ground truth, adjustable difficulty, and demand complex decision-making, making them ideal for this study. Our research reveals several key findings: Firstly, we find that MLLMs, initially performing near to random guessing on the simplest jigsaw puzzles, achieve near-perfect accuracy and generalize to complex, unseen configurations through fine-tuning. Secondly, training on jigsaw puzzles can induce generalization to other visual tasks, with effectiveness tied to specific task configurations. Thirdly, MLLMs can learn and generalize with or without explicit reasoning, though open-source models often favor direct answering. Consequently, even when trained for step-by-step reasoning, they can ignore the thinking process in deriving the final answer. Fourthly, we observe that complex reasoning patterns appear to be pre-existing rather than emergent, with their frequency increasing alongside training and task difficulty. Finally, our results demonstrate that RL exhibits more effective generalization than Supervised Fine-Tuning (SFT), and an initial SFT cold start phase can hinder subsequent RL optimization. Although these observations are based on jigsaw puzzles and may vary across other visual tasks, this research contributes a valuable piece of jigsaw to the larger puzzle of collective understanding rule-based visual RL and its potential in multimodal learning. The code is available at: https://github.com/zifuwanggg/Jigsaw-R1.
ControlThinker: Unveiling Latent Semantics for Controllable Image Generation through Visual Reasoning
The field of controllable image generation has seen significant advancements, with various architectures improving generation layout consistency with control signals. However, contemporary methods still face challenges in bridging the semantic gap between input text prompts with sparse semantics and the target images, often over-relying on low-level control signals to infer regional details. To address this challenge, we propose ControlThinker, a novel framework that employs a "comprehend-then-generate" paradigm. Firstly, by incentivizing the visual reasoning capability of a MLLM, latent semantics from control images are mined to enrich text prompts. This enriched semantic understanding then seamlessly aids in image generation without the need for additional complex modifications. To further tackle the uncertainty arising from the ambiguity of control images, we encourage broader exploration of reasoning trajectories and select the optimal one using a metric-based output reward model (ORM). Extensive experimental results demonstrate that ControlThinker effectively mitigates the semantic gap between raw text prompts and target images, resulting in improved visual quality and semantic consistency across a wide range of benchmarks. The code and models are available at https://github.com/Maplebb/ControlThinker.
LucidDreaming: Controllable Object-Centric 3D Generation
With the recent development of generative models, Text-to-3D generations have also seen significant growth. Nonetheless, achieving precise control over 3D generation continues to be an arduous task, as using text to control often leads to missing objects and imprecise locations. Contemporary strategies for enhancing controllability in 3D generation often entail the introduction of additional parameters, such as customized diffusion models. This often induces hardness in adapting to different diffusion models or creating distinct objects. In this paper, we present LucidDreaming as an effective pipeline capable of fine-grained control over 3D generation. It requires only minimal input of 3D bounding boxes, which can be deduced from a simple text prompt using a Large Language Model. Specifically, we propose clipped ray sampling to separately render and optimize objects with user specifications. We also introduce object-centric density blob bias, fostering the separation of generated objects. With individual rendering and optimizing of objects, our method excels not only in controlled content generation from scratch but also within the pre-trained NeRF scenes. In such scenarios, existing generative approaches often disrupt the integrity of the original scene, and current editing methods struggle to synthesize new content in empty spaces. We show that our method exhibits remarkable adaptability across a spectrum of mainstream Score Distillation Sampling-based 3D generation frameworks, and achieves superior alignment of 3D content when compared to baseline approaches. We also provide a dataset of prompts with 3D bounding boxes, benchmarking 3D spatial controllability.
Controllable Text-to-Image Generation with GPT-4
Current text-to-image generation models often struggle to follow textual instructions, especially the ones requiring spatial reasoning. On the other hand, Large Language Models (LLMs), such as GPT-4, have shown remarkable precision in generating code snippets for sketching out text inputs graphically, e.g., via TikZ. In this work, we introduce Control-GPT to guide the diffusion-based text-to-image pipelines with programmatic sketches generated by GPT-4, enhancing their abilities for instruction following. Control-GPT works by querying GPT-4 to write TikZ code, and the generated sketches are used as references alongside the text instructions for diffusion models (e.g., ControlNet) to generate photo-realistic images. One major challenge to training our pipeline is the lack of a dataset containing aligned text, images, and sketches. We address the issue by converting instance masks in existing datasets into polygons to mimic the sketches used at test time. As a result, Control-GPT greatly boosts the controllability of image generation. It establishes a new state-of-art on the spatial arrangement and object positioning generation and enhances users' control of object positions, sizes, etc., nearly doubling the accuracy of prior models. Our work, as a first attempt, shows the potential for employing LLMs to enhance the performance in computer vision tasks.
PuzzleWorld: A Benchmark for Multimodal, Open-Ended Reasoning in Puzzlehunts
Puzzlehunts are a genre of complex, multi-step puzzles lacking well-defined problem definitions. In contrast to conventional reasoning benchmarks consisting of tasks with clear instructions, puzzlehunts require models to discover the underlying problem structure from multimodal evidence and iterative reasoning, mirroring real-world domains such as scientific discovery, exploratory data analysis, or investigative problem-solving. Despite recent progress in foundation models, their performance on such open-ended settings remains largely untested. In this paper, we introduce PuzzleWorld, a large-scale benchmark of 667 puzzlehunt-style problems designed to assess step-by-step, open-ended, and creative multimodal reasoning. Each puzzle is annotated with the final solution, detailed reasoning traces, and cognitive skill labels, enabling holistic benchmarking and fine-grained diagnostic analysis. Most state-of-the-art models achieve only 1-2% final answer accuracy, with the best model solving only 14% of puzzles and reaching 40% stepwise accuracy. To demonstrate the value of our reasoning annotations, we show that fine-tuning a small model on reasoning traces improves stepwise reasoning from 4% to 11%, while training on final answers alone degrades performance to near zero. Our error analysis reveals that current models exhibit myopic reasoning, are bottlenecked by the limitations of language-based inference, and lack sketching capabilities crucial for visual and spatial reasoning. We release PuzzleWorld at https://github.com/MIT-MI/PuzzleWorld to support future work on building more general, open-ended, and creative reasoning systems.
The Illusion of Thinking: Understanding the Strengths and Limitations of Reasoning Models via the Lens of Problem Complexity
Recent generations of language models have introduced Large Reasoning Models (LRMs) that generate detailed thinking processes before providing answers. While these models demonstrate improved performance on reasoning benchmarks, their fundamental capabilities, scaling properties, and limitations remain insufficiently understood. Current evaluations primarily focus on established math and coding benchmarks, emphasizing final answer accuracy. However, this evaluation paradigm often suffers from contamination and does not provide insights into the reasoning traces. In this work, we systematically investigate these gaps with the help of controllable puzzle environments that allow precise manipulation of complexity while maintaining consistent logical structures. This setup enables the analysis of not only final answers but also the internal reasoning traces, offering insights into how LRMs think. Through extensive experiments, we show that LRMs face a complete accuracy collapse beyond certain complexities. Moreover, they exhibit a counterintuitive scaling limit: their reasoning effort increases with problem complexity up to a point, then declines despite having remaining token budget. By comparing LRMs with their standard LLM counterparts under same inference compute, we identify three performance regimes: (1) low-complexity tasks where standard models outperform LRMs, (2) medium-complexity tasks where LRMs demonstrates advantage, and (3) high-complexity tasks where both models face complete collapse. We found that LRMs have limitations in exact computation: they fail to use explicit algorithms and reason inconsistently across scales. We also investigate the reasoning traces in more depth, studying the patterns of explored solutions and analyzing the models' computational behavior, shedding light on their strengths, limitations, and raising questions about their reasoning capabilities.
HardcoreLogic: Challenging Large Reasoning Models with Long-tail Logic Puzzle Games
Large Reasoning Models (LRMs) have demonstrated impressive performance on complex tasks, including logical puzzle games that require deriving solutions satisfying all constraints. However, whether they can flexibly apply appropriate rules to varying conditions, particularly when faced with non-canonical game variants, remains an open question. Existing corpora focus on popular puzzles like 9x9 Sudoku, risking overfitting to canonical formats and memorization of solution patterns, which can mask deficiencies in understanding novel rules or adapting strategies to new variants. To address this, we introduce HardcoreLogic, a challenging benchmark of over 5,000 puzzles across 10 games, designed to test the robustness of LRMs on the "long-tail" of logical games. HardcoreLogic systematically transforms canonical puzzles through three dimensions: Increased Complexity (IC), Uncommon Elements (UE), and Unsolvable Puzzles (UP), reducing reliance on shortcut memorization. Evaluations on a diverse set of LRMs reveal significant performance drops, even for models achieving top scores on existing benchmarks, indicating heavy reliance on memorized stereotypes. While increased complexity is the dominant source of difficulty, models also struggle with subtle rule variations that do not necessarily increase puzzle difficulty. Our systematic error analysis on solvable and unsolvable puzzles further highlights gaps in genuine reasoning. Overall, HardcoreLogic exposes the limitations of current LRMs and establishes a benchmark for advancing high-level logical reasoning.
SPHINX: A Synthetic Environment for Visual Perception and Reasoning
We present Sphinx, a synthetic environment for visual perception and reasoning that targets core cognitive primitives. Sphinx procedurally generates puzzles using motifs, tiles, charts, icons, and geometric primitives, each paired with verifiable ground-truth solutions, enabling both precise evaluation and large-scale dataset construction. The benchmark covers 25 task types spanning symmetry detection, geometric transformations, spatial reasoning, chart interpretation, and sequence prediction. Evaluating recent large vision-language models (LVLMs) shows that even state-of-the-art GPT-5 attains only 51.1% accuracy, well below human performance. Finally, we demonstrate that reinforcement learning with verifiable rewards (RLVR) substantially improves model accuracy on these tasks and yields gains on external visual reasoning benchmarks, highlighting its promise for advancing multimodal reasoning.
Plum: Prompt Learning using Metaheuristic
Since the emergence of large language models, prompt learning has become a popular method for optimizing and customizing these models. Special prompts, such as Chain-of-Thought, have even revealed previously unknown reasoning capabilities within these models. However, the progress of discovering effective prompts has been slow, driving a desire for general prompt optimization methods. Unfortunately, few existing prompt learning methods satisfy the criteria of being truly "general", i.e., automatic, discrete, black-box, gradient-free, and interpretable all at once. In this paper, we introduce metaheuristics, a branch of discrete non-convex optimization methods with over 100 options, as a promising approach to prompt learning. Within our paradigm, we test six typical methods: hill climbing, simulated annealing, genetic algorithms with/without crossover, tabu search, and harmony search, demonstrating their effectiveness in black-box prompt learning and Chain-of-Thought prompt tuning. Furthermore, we show that these methods can be used to discover more human-understandable prompts that were previously unknown, opening the door to a cornucopia of possibilities in prompt optimization. We release all the codes in https://github.com/research4pan/Plum.
Autonomous Tree-search Ability of Large Language Models
Large Language Models have excelled in remarkable reasoning capabilities with advanced prompting techniques, but they fall short on tasks that require exploration, strategic foresight, and sequential decision-making. Recent works propose to utilize external programs to define search logic, such that LLMs can perform passive tree search to solve more challenging reasoning tasks. Though impressive results have been achieved, there are several fundamental limitations of these approaches. First, passive tree searches are not efficient as they usually require multiple rounds of LLM API calls to solve one single problem. Moreover, passive search methods are not flexible since they need task-specific program designs. Then a natural question arises: can we maintain the tree-search capability of LLMs without the aid of external programs, and can still generate responses that clearly demonstrate the process of a tree-structure search? To this end, we propose a new concept called autonomous tree-search ability of LLM, which can automatically generate a response containing search trajectories for the correct answer. Concretely, we perform search trajectories using capable LLM API via a fixed system prompt, allowing them to perform autonomous tree-search (ATS) right out of the box. Experiments on 4 puzzle games demonstrate our method can achieve huge improvements. The ATS-BFS method outperforms the Chain of Thought approach by achieving an average accuracy improvement of 33%. Compared to Tree of Thoughts, it requires 65.6% or 47.7% less GPT-api cost to attain a comparable level of accuracy. Moreover, we have collected data using the ATS prompt method and fine-tuned LLaMA. This approach yield a greater improvement compared to the ones fine-tuned on CoT data. Specifically, it outperforms CoT-tuned LLaMAs by an average of 40.6% and 38.5% for LLaMA2-7B and LLaMA2-13B, respectively.
Solving the Rubik's Cube Without Human Knowledge
A generally intelligent agent must be able to teach itself how to solve problems in complex domains with minimal human supervision. Recently, deep reinforcement learning algorithms combined with self-play have achieved superhuman proficiency in Go, Chess, and Shogi without human data or domain knowledge. In these environments, a reward is always received at the end of the game, however, for many combinatorial optimization environments, rewards are sparse and episodes are not guaranteed to terminate. We introduce Autodidactic Iteration: a novel reinforcement learning algorithm that is able to teach itself how to solve the Rubik's Cube with no human assistance. Our algorithm is able to solve 100% of randomly scrambled cubes while achieving a median solve length of 30 moves -- less than or equal to solvers that employ human domain knowledge.
ControlNet++: Improving Conditional Controls with Efficient Consistency Feedback
To enhance the controllability of text-to-image diffusion models, existing efforts like ControlNet incorporated image-based conditional controls. In this paper, we reveal that existing methods still face significant challenges in generating images that align with the image conditional controls. To this end, we propose ControlNet++, a novel approach that improves controllable generation by explicitly optimizing pixel-level cycle consistency between generated images and conditional controls. Specifically, for an input conditional control, we use a pre-trained discriminative reward model to extract the corresponding condition of the generated images, and then optimize the consistency loss between the input conditional control and extracted condition. A straightforward implementation would be generating images from random noises and then calculating the consistency loss, but such an approach requires storing gradients for multiple sampling timesteps, leading to considerable time and memory costs. To address this, we introduce an efficient reward strategy that deliberately disturbs the input images by adding noise, and then uses the single-step denoised images for reward fine-tuning. This avoids the extensive costs associated with image sampling, allowing for more efficient reward fine-tuning. Extensive experiments show that ControlNet++ significantly improves controllability under various conditional controls. For example, it achieves improvements over ControlNet by 7.9% mIoU, 13.4% SSIM, and 7.6% RMSE, respectively, for segmentation mask, line-art edge, and depth conditions.
Behavioral Cloning via Search in Video PreTraining Latent Space
Our aim is to build autonomous agents that can solve tasks in environments like Minecraft. To do so, we used an imitation learning-based approach. We formulate our control problem as a search problem over a dataset of experts' demonstrations, where the agent copies actions from a similar demonstration trajectory of image-action pairs. We perform a proximity search over the BASALT MineRL-dataset in the latent representation of a Video PreTraining model. The agent copies the actions from the expert trajectory as long as the distance between the state representations of the agent and the selected expert trajectory from the dataset do not diverge. Then the proximity search is repeated. Our approach can effectively recover meaningful demonstration trajectories and show human-like behavior of an agent in the Minecraft environment.
Generating Compositional Scenes via Text-to-image RGBA Instance Generation
Text-to-image diffusion generative models can generate high quality images at the cost of tedious prompt engineering. Controllability can be improved by introducing layout conditioning, however existing methods lack layout editing ability and fine-grained control over object attributes. The concept of multi-layer generation holds great potential to address these limitations, however generating image instances concurrently to scene composition limits control over fine-grained object attributes, relative positioning in 3D space and scene manipulation abilities. In this work, we propose a novel multi-stage generation paradigm that is designed for fine-grained control, flexibility and interactivity. To ensure control over instance attributes, we devise a novel training paradigm to adapt a diffusion model to generate isolated scene components as RGBA images with transparency information. To build complex images, we employ these pre-generated instances and introduce a multi-layer composite generation process that smoothly assembles components in realistic scenes. Our experiments show that our RGBA diffusion model is capable of generating diverse and high quality instances with precise control over object attributes. Through multi-layer composition, we demonstrate that our approach allows to build and manipulate images from highly complex prompts with fine-grained control over object appearance and location, granting a higher degree of control than competing methods.
Programmable Motion Generation for Open-Set Motion Control Tasks
Character animation in real-world scenarios necessitates a variety of constraints, such as trajectories, key-frames, interactions, etc. Existing methodologies typically treat single or a finite set of these constraint(s) as separate control tasks. They are often specialized, and the tasks they address are rarely extendable or customizable. We categorize these as solutions to the close-set motion control problem. In response to the complexity of practical motion control, we propose and attempt to solve the open-set motion control problem. This problem is characterized by an open and fully customizable set of motion control tasks. To address this, we introduce a new paradigm, programmable motion generation. In this paradigm, any given motion control task is broken down into a combination of atomic constraints. These constraints are then programmed into an error function that quantifies the degree to which a motion sequence adheres to them. We utilize a pre-trained motion generation model and optimize its latent code to minimize the error function of the generated motion. Consequently, the generated motion not only inherits the prior of the generative model but also satisfies the required constraints. Experiments show that we can generate high-quality motions when addressing a wide range of unseen tasks. These tasks encompass motion control by motion dynamics, geometric constraints, physical laws, interactions with scenes, objects or the character own body parts, etc. All of these are achieved in a unified approach, without the need for ad-hoc paired training data collection or specialized network designs. During the programming of novel tasks, we observed the emergence of new skills beyond those of the prior model. With the assistance of large language models, we also achieved automatic programming. We hope that this work will pave the way for the motion control of general AI agents.
LayoutDM: Discrete Diffusion Model for Controllable Layout Generation
Controllable layout generation aims at synthesizing plausible arrangement of element bounding boxes with optional constraints, such as type or position of a specific element. In this work, we try to solve a broad range of layout generation tasks in a single model that is based on discrete state-space diffusion models. Our model, named LayoutDM, naturally handles the structured layout data in the discrete representation and learns to progressively infer a noiseless layout from the initial input, where we model the layout corruption process by modality-wise discrete diffusion. For conditional generation, we propose to inject layout constraints in the form of masking or logit adjustment during inference. We show in the experiments that our LayoutDM successfully generates high-quality layouts and outperforms both task-specific and task-agnostic baselines on several layout tasks.
PushWorld: A benchmark for manipulation planning with tools and movable obstacles
While recent advances in artificial intelligence have achieved human-level performance in environments like Starcraft and Go, many physical reasoning tasks remain challenging for modern algorithms. To date, few algorithms have been evaluated on physical tasks that involve manipulating objects when movable obstacles are present and when tools must be used to perform the manipulation. To promote research on such tasks, we introduce PushWorld, an environment with simplistic physics that requires manipulation planning with both movable obstacles and tools. We provide a benchmark of more than 200 PushWorld puzzles in PDDL and in an OpenAI Gym environment. We evaluate state-of-the-art classical planning and reinforcement learning algorithms on this benchmark, and we find that these baseline results are below human-level performance. We then provide a new classical planning heuristic that solves the most puzzles among the baselines, and although it is 40 times faster than the best baseline planner, it remains below human-level performance.
GenCtrl -- A Formal Controllability Toolkit for Generative Models
As generative models become ubiquitous, there is a critical need for fine-grained control over the generation process. Yet, while controlled generation methods from prompting to fine-tuning proliferate, a fundamental question remains unanswered: are these models truly controllable in the first place? In this work, we provide a theoretical framework to formally answer this question. Framing human-model interaction as a control process, we propose a novel algorithm to estimate the controllable sets of models in a dialogue setting. Notably, we provide formal guarantees on the estimation error as a function of sample complexity: we derive probably-approximately correct bounds for controllable set estimates that are distribution-free, employ no assumptions except for output boundedness, and work for any black-box nonlinear control system (i.e., any generative model). We empirically demonstrate the theoretical framework on different tasks in controlling dialogue processes, for both language models and text-to-image generation. Our results show that model controllability is surprisingly fragile and highly dependent on the experimental setting. This highlights the need for rigorous controllability analysis, shifting the focus from simply attempting control to first understanding its fundamental limits.
Enigmata: Scaling Logical Reasoning in Large Language Models with Synthetic Verifiable Puzzles
Large Language Models (LLMs), such as OpenAI's o1 and DeepSeek's R1, excel at advanced reasoning tasks like math and coding via Reinforcement Learning with Verifiable Rewards (RLVR), but still struggle with puzzles solvable by humans without domain knowledge. We introduce Enigmata, the first comprehensive suite tailored for improving LLMs with puzzle reasoning skills. It includes 36 tasks across seven categories, each with 1) a generator that produces unlimited examples with controllable difficulty and 2) a rule-based verifier for automatic evaluation. This generator-verifier design supports scalable, multi-task RL training, fine-grained analysis, and seamless RLVR integration. We further propose Enigmata-Eval, a rigorous benchmark, and develop optimized multi-task RLVR strategies. Our trained model, Qwen2.5-32B-Enigmata, consistently surpasses o3-mini-high and o1 on the puzzle reasoning benchmarks like Enigmata-Eval, ARC-AGI (32.8%), and ARC-AGI 2 (0.6%). It also generalizes well to out-of-domain puzzle benchmarks and mathematical reasoning, with little multi-tasking trade-off. When trained on larger models like Seed1.5-Thinking (20B activated parameters and 200B total parameters), puzzle data from Enigmata further boosts SoTA performance on advanced math and STEM reasoning tasks such as AIME (2024-2025), BeyondAIME and GPQA (Diamond), showing nice generalization benefits of Enigmata. This work offers a unified, controllable framework for advancing logical reasoning in LLMs. Resources of this work can be found at https://seed-enigmata.github.io.
VisEscape: A Benchmark for Evaluating Exploration-driven Decision-making in Virtual Escape Rooms
Escape rooms present a unique cognitive challenge that demands exploration-driven planning: players should actively search their environment, continuously update their knowledge based on new discoveries, and connect disparate clues to determine which elements are relevant to their objectives. Motivated by this, we introduce VisEscape, a benchmark of 20 virtual escape rooms specifically designed to evaluate AI models under these challenging conditions, where success depends not only on solving isolated puzzles but also on iteratively constructing and refining spatial-temporal knowledge of a dynamically changing environment. On VisEscape, we observed that even state-of-the-art multimodal models generally fail to escape the rooms, showing considerable variation in their levels of progress and trajectories. To address this issue, we propose VisEscaper, which effectively integrates Memory, Feedback, and ReAct modules, demonstrating significant improvements by performing 3.7 times more effectively and 5.0 times more efficiently on average.
PartCraft: Crafting Creative Objects by Parts
This paper propels creative control in generative visual AI by allowing users to "select". Departing from traditional text or sketch-based methods, we for the first time allow users to choose visual concepts by parts for their creative endeavors. The outcome is fine-grained generation that precisely captures selected visual concepts, ensuring a holistically faithful and plausible result. To achieve this, we first parse objects into parts through unsupervised feature clustering. Then, we encode parts into text tokens and introduce an entropy-based normalized attention loss that operates on them. This loss design enables our model to learn generic prior topology knowledge about object's part composition, and further generalize to novel part compositions to ensure the generation looks holistically faithful. Lastly, we employ a bottleneck encoder to project the part tokens. This not only enhances fidelity but also accelerates learning, by leveraging shared knowledge and facilitating information exchange among instances. Visual results in the paper and supplementary material showcase the compelling power of PartCraft in crafting highly customized, innovative creations, exemplified by the "charming" and creative birds. Code is released at https://github.com/kamwoh/partcraft.
CoDiQ: Test-Time Scaling for Controllable Difficult Question Generation
Large Reasoning Models (LRMs) benefit substantially from training on challenging competition-level questions. However, existing automated question synthesis methods lack precise difficulty control, incur high computational costs, and struggle to generate competition-level questions at scale. In this paper, we propose CoDiQ (Controllable Difficult Question Generation), a novel framework enabling fine-grained difficulty control via test-time scaling while ensuring question solvability. Specifically, first, we identify a test-time scaling tendency (extended reasoning token budget boosts difficulty but reduces solvability) and the intrinsic properties defining the upper bound of a model's ability to generate valid, high-difficulty questions. Then, we develop CoDiQ-Generator from Qwen3-8B, which improves the upper bound of difficult question generation, making it particularly well-suited for challenging question construction. Building on the CoDiQ framework, we build CoDiQ-Corpus (44K competition-grade question sequences). Human evaluations show these questions are significantly more challenging than LiveCodeBench/AIME with over 82% solvability. Training LRMs on CoDiQ-Corpus substantially improves reasoning performance, verifying that scaling controlled-difficulty training questions enhances reasoning capabilities. We open-source CoDiQ-Corpus, CoDiQ-Generator, and implementations to support related research.
Self-Supervision is All You Need for Solving Rubik's Cube
Existing combinatorial search methods are often complex and require some level of expertise. This work introduces a simple and efficient deep learning method for solving combinatorial problems with a predefined goal, represented by Rubik's Cube. We demonstrate that, for such problems, training a deep neural network on random scrambles branching from the goal state is sufficient to achieve near-optimal solutions. When tested on Rubik's Cube, 15 Puzzle, and 7times7 Lights Out, our method outperformed the previous state-of-the-art method DeepCubeA, improving the trade-off between solution optimality and computational cost, despite significantly less training data. Furthermore, we investigate the scaling law of our Rubik's Cube solver with respect to model size and training data volume.
Failing to Explore: Language Models on Interactive Tasks
We evaluate language models on their ability to explore interactive environments under a limited interaction budget. We introduce three parametric tasks with controllable exploration difficulty, spanning continuous and discrete environments. Across state-of-the-art models, we find systematic under-exploration and suboptimal solutions, with performance often significantly worse than simple explore--exploit heuristic baselines and scaling weakly as the budget increases. Finally, we study two lightweight interventions: splitting a fixed budget into parallel executions, which surprisingly improves performance despite a no-gain theoretical result for our tasks, and periodically summarizing the interaction history, which preserves key discoveries and further improves exploration.
Puzzle Curriculum GRPO for Vision-Centric Reasoning
Recent reinforcement learning (RL) approaches like outcome-supervised GRPO have advanced chain-of-thought reasoning in Vision Language Models (VLMs), yet key issues linger: (i) reliance on costly and noisy hand-curated annotations or external verifiers; (ii) flat and sparse reward schemes in GRPO; and (iii) logical inconsistency between a chain's reasoning and its final answer. We present Puzzle Curriculum GRPO (PC-GRPO), a supervision-free recipe for RL with Verifiable Rewards (RLVR) that strengthens visual reasoning in VLMs without annotations or external verifiers. PC-GRPO replaces labels with three self-supervised puzzle environments: PatchFit, Rotation (with binary rewards) and Jigsaw (with graded partial credit mitigating reward sparsity). To counter flat rewards and vanishing group-relative advantages, we introduce a difficulty-aware curriculum that dynamically weights samples and peaks at medium difficulty. We further monitor Reasoning-Answer Consistency (RAC) during post-training: mirroring reports for vanilla GRPO in LLMs, RAC typically rises early then degrades; our curriculum delays this decline, and consistency-enforcing reward schemes further boost RAC. RAC correlates with downstream accuracy. Across diverse benchmarks and on Qwen-7B and Qwen-3B backbones, PC-GRPO improves reasoning quality, training stability, and end-task accuracy, offering a practical path to scalable, verifiable, and interpretable RL post-training for VLMs.
Evaluating In Silico Creativity: An Expert Review of AI Chess Compositions
The rapid advancement of Generative AI has raised significant questions regarding its ability to produce creative and novel outputs. Our recent work investigates this question within the domain of chess puzzles and presents an AI system designed to generate puzzles characterized by aesthetic appeal, novelty, counter-intuitive and unique solutions. We briefly discuss our method below and refer the reader to the technical paper for more details. To assess our system's creativity, we presented a curated booklet of AI-generated puzzles to three world-renowned experts: International Master for chess compositions Amatzia Avni, Grandmaster Jonathan Levitt, and Grandmaster Matthew Sadler. All three are noted authors on chess aesthetics and the evolving role of computers in the game. They were asked to select their favorites and explain what made them appealing, considering qualities such as their creativity, level of challenge, or aesthetic design.
Programming Puzzles
We introduce a new type of programming challenge called programming puzzles, as an objective and comprehensive evaluation of program synthesis, and release an open-source dataset of Python Programming Puzzles (P3). Each puzzle is defined by a short Python program f, and the goal is to find an input which makes f return True. The puzzles are objective in that each one is specified entirely by the source code of its verifier f, so evaluating f is all that is needed to test a candidate solution. They do not require an answer key or input/output examples, nor do they depend on natural language understanding. The dataset is comprehensive in that it spans problems of a range of difficulties and domains, ranging from trivial string manipulation problems, to classic programming puzzles (e.g., Tower of Hanoi), to interview/competitive-programming problems (e.g., dynamic programming), to longstanding open problems in algorithms and mathematics (e.g., factoring). We develop baseline enumerative program synthesis, GPT-3 and Codex solvers that are capable of solving puzzles -- even without access to any reference solutions -- by learning from their own past solutions. Codex performs best, solving up to 18% of 397 test problems with a single try and 80% of the problems with 1,000 tries per problem. In a small user study, we find a positive correlation between puzzle-solving performance and coding experience, and between the puzzle difficulty for humans and AI solvers. Therefore, further improvements on P3 could have a significant impact on many program synthesis areas.
EscapeBench: Towards Advancing Creative Intelligence of Language Model Agents
Language model agents excel in long-session planning and reasoning, but existing benchmarks primarily focus on goal-oriented tasks with explicit objectives, neglecting creative adaptation in unfamiliar environments. To address this, we introduce EscapeBench, a benchmark suite of room escape game environments designed to challenge agents with creative reasoning, unconventional tool use, and iterative problem-solving to uncover implicit goals. Our results show that current LM models, despite employing working memory and Chain-of-Thought reasoning, achieve only 15% average progress without hints, highlighting their limitations in creativity. To bridge this gap, we propose EscapeAgent, a framework designed to enhance creative reasoning through Foresight (innovative tool use) and Reflection (identifying unsolved tasks). Experiments show that EscapeAgent can execute action chains over 1,000 steps while maintaining logical coherence. It navigates and completes games with up to 40% fewer steps and hints, performs robustly across difficulty levels, and achieves higher action success rates with more efficient and innovative puzzle-solving strategies.
PuzzleVQA: Diagnosing Multimodal Reasoning Challenges of Language Models with Abstract Visual Patterns
Large multimodal models extend the impressive capabilities of large language models by integrating multimodal understanding abilities. However, it is not clear how they can emulate the general intelligence and reasoning ability of humans. As recognizing patterns and abstracting concepts are key to general intelligence, we introduce PuzzleVQA, a collection of puzzles based on abstract patterns. With this dataset, we evaluate large multimodal models with abstract patterns based on fundamental concepts, including colors, numbers, sizes, and shapes. Through our experiments on state-of-the-art large multimodal models, we find that they are not able to generalize well to simple abstract patterns. Notably, even GPT-4V cannot solve more than half of the puzzles. To diagnose the reasoning challenges in large multimodal models, we progressively guide the models with our ground truth reasoning explanations for visual perception, inductive reasoning, and deductive reasoning. Our systematic analysis finds that the main bottlenecks of GPT-4V are weaker visual perception and inductive reasoning abilities. Through this work, we hope to shed light on the limitations of large multimodal models and how they can better emulate human cognitive processes in the future (Our data and code will be released publicly at https://github.com/declare-lab/LLM-PuzzleTest).
Self Rewarding Self Improving
We demonstrate that large language models can effectively self-improve through self-judging without requiring reference solutions, leveraging the inherent asymmetry between generating and verifying solutions. Our experiments on Countdown puzzles and MIT Integration Bee problems show that models can provide reliable reward signals without ground truth answers, enabling reinforcement learning in domains previously not possible. By implementing self-judging, we achieve significant performance gains maintaining alignment with formal verification. When combined with synthetic question generation, we establish a complete self-improvement loop where models generate practice problems, solve them, and evaluate their own performance-achieving an 8% improvement with Qwen 2.5 7B over baseline and surpassing GPT-4o performance on integration tasks. Our findings demonstrate that LLM judges can provide effective reward signals for training models, unlocking many reinforcement learning environments previously limited by the difficulty of creating programmatic rewards. This suggests a potential paradigm shift toward AI systems that continuously improve through self-directed learning rather than human-guided training, potentially accelerating progress in domains with scarce training data or complex evaluation requirements.
GameGen-X: Interactive Open-world Game Video Generation
We introduce GameGen-X, the first diffusion transformer model specifically designed for both generating and interactively controlling open-world game videos. This model facilitates high-quality, open-domain generation by simulating an extensive array of game engine features, such as innovative characters, dynamic environments, complex actions, and diverse events. Additionally, it provides interactive controllability, predicting and altering future content based on the current clip, thus allowing for gameplay simulation. To realize this vision, we first collected and built an Open-World Video Game Dataset from scratch. It is the first and largest dataset for open-world game video generation and control, which comprises over a million diverse gameplay video clips sampling from over 150 games with informative captions from GPT-4o. GameGen-X undergoes a two-stage training process, consisting of foundation model pre-training and instruction tuning. Firstly, the model was pre-trained via text-to-video generation and video continuation, endowing it with the capability for long-sequence, high-quality open-domain game video generation. Further, to achieve interactive controllability, we designed InstructNet to incorporate game-related multi-modal control signal experts. This allows the model to adjust latent representations based on user inputs, unifying character interaction and scene content control for the first time in video generation. During instruction tuning, only the InstructNet is updated while the pre-trained foundation model is frozen, enabling the integration of interactive controllability without loss of diversity and quality of generated video content.
Behavioral Cloning via Search in Embedded Demonstration Dataset
Behavioural cloning uses a dataset of demonstrations to learn a behavioural policy. To overcome various learning and policy adaptation problems, we propose to use latent space to index a demonstration dataset, instantly access similar relevant experiences, and copy behavior from these situations. Actions from a selected similar situation can be performed by the agent until representations of the agent's current situation and the selected experience diverge in the latent space. Thus, we formulate our control problem as a search problem over a dataset of experts' demonstrations. We test our approach on BASALT MineRL-dataset in the latent representation of a Video PreTraining model. We compare our model to state-of-the-art Minecraft agents. Our approach can effectively recover meaningful demonstrations and show human-like behavior of an agent in the Minecraft environment in a wide variety of scenarios. Experimental results reveal that performance of our search-based approach is comparable to trained models, while allowing zero-shot task adaptation by changing the demonstration examples.
Controllable Video Generation: A Survey
With the rapid development of AI-generated content (AIGC), video generation has emerged as one of its most dynamic and impactful subfields. In particular, the advancement of video generation foundation models has led to growing demand for controllable video generation methods that can more accurately reflect user intent. Most existing foundation models are designed for text-to-video generation, where text prompts alone are often insufficient to express complex, multi-modal, and fine-grained user requirements. This limitation makes it challenging for users to generate videos with precise control using current models. To address this issue, recent research has explored the integration of additional non-textual conditions, such as camera motion, depth maps, and human pose, to extend pretrained video generation models and enable more controllable video synthesis. These approaches aim to enhance the flexibility and practical applicability of AIGC-driven video generation systems. In this survey, we provide a systematic review of controllable video generation, covering both theoretical foundations and recent advances in the field. We begin by introducing the key concepts and commonly used open-source video generation models. We then focus on control mechanisms in video diffusion models, analyzing how different types of conditions can be incorporated into the denoising process to guide generation. Finally, we categorize existing methods based on the types of control signals they leverage, including single-condition generation, multi-condition generation, and universal controllable generation. For a complete list of the literature on controllable video generation reviewed, please visit our curated repository at https://github.com/mayuelala/Awesome-Controllable-Video-Generation.
Matrix-Game: Interactive World Foundation Model
We introduce Matrix-Game, an interactive world foundation model for controllable game world generation. Matrix-Game is trained using a two-stage pipeline that first performs large-scale unlabeled pretraining for environment understanding, followed by action-labeled training for interactive video generation. To support this, we curate Matrix-Game-MC, a comprehensive Minecraft dataset comprising over 2,700 hours of unlabeled gameplay video clips and over 1,000 hours of high-quality labeled clips with fine-grained keyboard and mouse action annotations. Our model adopts a controllable image-to-world generation paradigm, conditioned on a reference image, motion context, and user actions. With over 17 billion parameters, Matrix-Game enables precise control over character actions and camera movements, while maintaining high visual quality and temporal coherence. To evaluate performance, we develop GameWorld Score, a unified benchmark measuring visual quality, temporal quality, action controllability, and physical rule understanding for Minecraft world generation. Extensive experiments show that Matrix-Game consistently outperforms prior open-source Minecraft world models (including Oasis and MineWorld) across all metrics, with particularly strong gains in controllability and physical consistency. Double-blind human evaluations further confirm the superiority of Matrix-Game, highlighting its ability to generate perceptually realistic and precisely controllable videos across diverse game scenarios. To facilitate future research on interactive image-to-world generation, we will open-source the Matrix-Game model weights and the GameWorld Score benchmark at https://github.com/SkyworkAI/Matrix-Game.
FINEREASON: Evaluating and Improving LLMs' Deliberate Reasoning through Reflective Puzzle Solving
Many challenging reasoning tasks require not just rapid, intuitive responses, but a more deliberate, multi-step approach. Recent progress in large language models (LLMs) highlights an important shift from the "System 1" way of quick reactions to the "System 2" style of reflection-and-correction problem solving. However, current benchmarks heavily rely on the final-answer accuracy, leaving much of a model's intermediate reasoning steps unexamined. This fails to assess the model's ability to reflect and rectify mistakes within the reasoning process. To bridge this gap, we introduce FINEREASON, a logic-puzzle benchmark for fine-grained evaluation of LLMs' reasoning capabilities. Each puzzle can be decomposed into atomic steps, making it ideal for rigorous validation of intermediate correctness. Building on this, we introduce two tasks: state checking, and state transition, for a comprehensive evaluation of how models assess the current situation and plan the next move. To support broader research, we also provide a puzzle training set aimed at enhancing performance on general mathematical tasks. We show that models trained on our state checking and transition data demonstrate gains in math reasoning by up to 5.1% on GSM8K.
GAVEL: Generating Games Via Evolution and Language Models
Automatically generating novel and interesting games is a complex task. Challenges include representing game rules in a computationally workable form, searching through the large space of potential games under most such representations, and accurately evaluating the originality and quality of previously unseen games. Prior work in automated game generation has largely focused on relatively restricted rule representations and relied on domain-specific heuristics. In this work, we explore the generation of novel games in the comparatively expansive Ludii game description language, which encodes the rules of over 1000 board games in a variety of styles and modes of play. We draw inspiration from recent advances in large language models and evolutionary computation in order to train a model that intelligently mutates and recombines games and mechanics expressed as code. We demonstrate both quantitatively and qualitatively that our approach is capable of generating new and interesting games, including in regions of the potential rules space not covered by existing games in the Ludii dataset. A sample of the generated games are available to play online through the Ludii portal.
CPO: Condition Preference Optimization for Controllable Image Generation
To enhance controllability in text-to-image generation, ControlNet introduces image-based control signals, while ControlNet++ improves pixel-level cycle consistency between generated images and the input control signal. To avoid the prohibitive cost of back-propagating through the sampling process, ControlNet++ optimizes only low-noise timesteps (e.g., t < 200) using a single-step approximation, which not only ignores the contribution of high-noise timesteps but also introduces additional approximation errors. A straightforward alternative for optimizing controllability across all timesteps is Direct Preference Optimization (DPO), a fine-tuning method that increases model preference for more controllable images (I^{w}) over less controllable ones (I^{l}). However, due to uncertainty in generative models, it is difficult to ensure that win--lose image pairs differ only in controllability while keeping other factors, such as image quality, fixed. To address this, we propose performing preference learning over control conditions rather than generated images. Specifically, we construct winning and losing control signals, c^{w} and c^{l}, and train the model to prefer c^{w}. This method, which we term Condition Preference Optimization (CPO), eliminates confounding factors and yields a low-variance training objective. Our approach theoretically exhibits lower contrastive loss variance than DPO and empirically achieves superior results. Moreover, CPO requires less computation and storage for dataset curation. Extensive experiments show that CPO significantly improves controllability over the state-of-the-art ControlNet++ across multiple control types: over 10% error rate reduction in segmentation, 70--80% in human pose, and consistent 2--5% reductions in edge and depth maps.
Roll the dice & look before you leap: Going beyond the creative limits of next-token prediction
We design a suite of minimal algorithmic tasks that are a loose abstraction of open-ended real-world tasks. This allows us to cleanly and controllably quantify the creative limits of the present-day language model. Much like real-world tasks that require a creative, far-sighted leap of thought, our tasks require an implicit, open-ended stochastic planning step that either (a) discovers new connections in an abstract knowledge graph (like in wordplay, drawing analogies, or research) or (b) constructs new patterns (like in designing math problems or new proteins). In these tasks, we empirically and conceptually argue how next-token learning is myopic and memorizes excessively; comparatively, multi-token approaches, namely teacherless training and diffusion models, excel in producing diverse and original output. Secondly, in our tasks, we find that to elicit randomness from the Transformer without hurting coherence, it is better to inject noise right at the input layer (via a method we dub hash-conditioning) rather than defer to temperature sampling from the output layer. Thus, our work offers a principled, minimal test-bed for analyzing open-ended creative skills, and offers new arguments for going beyond next-token learning and softmax-based sampling. We make part of the code available under https://github.com/chenwu98/algorithmic-creativity
I2VControl: Disentangled and Unified Video Motion Synthesis Control
Video synthesis techniques are undergoing rapid progress, with controllability being a significant aspect of practical usability for end-users. Although text condition is an effective way to guide video synthesis, capturing the correct joint distribution between text descriptions and video motion remains a substantial challenge. In this paper, we present a disentangled and unified framework, namely I2VControl, that unifies multiple motion control tasks in image-to-video synthesis. Our approach partitions the video into individual motion units and represents each unit with disentangled control signals, which allows for various control types to be flexibly combined within our single system. Furthermore, our methodology seamlessly integrates as a plug-in for pre-trained models and remains agnostic to specific model architectures. We conduct extensive experiments, achieving excellent performance on various control tasks, and our method further facilitates user-driven creative combinations, enhancing innovation and creativity. The project page is: https://wanquanf.github.io/I2VControl .
Hunyuan-GameCraft-2: Instruction-following Interactive Game World Model
Recent advances in generative world models have enabled remarkable progress in creating open-ended game environments, evolving from static scene synthesis toward dynamic, interactive simulation. However, current approaches remain limited by rigid action schemas and high annotation costs, restricting their ability to model diverse in-game interactions and player-driven dynamics. To address these challenges, we introduce Hunyuan-GameCraft-2, a new paradigm of instruction-driven interaction for generative game world modeling. Instead of relying on fixed keyboard inputs, our model allows users to control game video contents through natural language prompts, keyboard, or mouse signals, enabling flexible and semantically rich interaction within generated worlds. We formally defined the concept of interactive video data and developed an automated process to transform large-scale, unstructured text-video pairs into causally aligned interactive datasets. Built upon a 14B image-to-video Mixture-of-Experts(MoE) foundation model, our model incorporates a text-driven interaction injection mechanism for fine-grained control over camera motion, character behavior, and environment dynamics. We introduce an interaction-focused benchmark, InterBench, to evaluate interaction performance comprehensively. Extensive experiments demonstrate that our model generates temporally coherent and causally grounded interactive game videos that faithfully respond to diverse and free-form user instructions such as "open the door", "draw a torch", or "trigger an explosion".
Large Language Model Guided Tree-of-Thought
In this paper, we introduce the Tree-of-Thought (ToT) framework, a novel approach aimed at improving the problem-solving capabilities of auto-regressive large language models (LLMs). The ToT technique is inspired by the human mind's approach for solving complex reasoning tasks through trial and error. In this process, the human mind explores the solution space through a tree-like thought process, allowing for backtracking when necessary. To implement ToT as a software system, we augment an LLM with additional modules including a prompter agent, a checker module, a memory module, and a ToT controller. In order to solve a given problem, these modules engage in a multi-round conversation with the LLM. The memory module records the conversation and state history of the problem solving process, which allows the system to backtrack to the previous steps of the thought-process and explore other directions from there. To verify the effectiveness of the proposed technique, we implemented a ToT-based solver for the Sudoku Puzzle. Experimental results show that the ToT framework can significantly increase the success rate of Sudoku puzzle solving. Our implementation of the ToT-based Sudoku solver is available on GitHub: https://github.com/jieyilong/tree-of-thought-puzzle-solver.
Block and Detail: Scaffolding Sketch-to-Image Generation
We introduce a novel sketch-to-image tool that aligns with the iterative refinement process of artists. Our tool lets users sketch blocking strokes to coarsely represent the placement and form of objects and detail strokes to refine their shape and silhouettes. We develop a two-pass algorithm for generating high-fidelity images from such sketches at any point in the iterative process. In the first pass we use a ControlNet to generate an image that strictly follows all the strokes (blocking and detail) and in the second pass we add variation by renoising regions surrounding blocking strokes. We also present a dataset generation scheme that, when used to train a ControlNet architecture, allows regions that do not contain strokes to be interpreted as not-yet-specified regions rather than empty space. We show that this partial-sketch-aware ControlNet can generate coherent elements from partial sketches that only contain a small number of strokes. The high-fidelity images produced by our approach serve as scaffolds that can help the user adjust the shape and proportions of objects or add additional elements to the composition. We demonstrate the effectiveness of our approach with a variety of examples and evaluative comparisons. Quantitatively, evaluative user feedback indicates that novice viewers prefer the quality of images from our algorithm over a baseline Scribble ControlNet for 84% of the pairs and found our images had less distortion in 81% of the pairs.
LLMs as Method Actors: A Model for Prompt Engineering and Architecture
We introduce "Method Actors" as a mental model for guiding LLM prompt engineering and prompt architecture. Under this mental model, LLMs should be thought of as actors; prompts as scripts and cues; and LLM responses as performances. We apply this mental model to the task of improving LLM performance at playing Connections, a New York Times word puzzle game that prior research identified as a challenging benchmark for evaluating LLM reasoning. Our experiments with GPT-4o show that a "Method Actors" approach can significantly improve LLM performance over both a vanilla and "Chain of Thoughts" approach. A vanilla approach solves 27% of Connections puzzles in our dataset and a "Chain of Thoughts" approach solves 41% of puzzles, whereas our strongest "Method Actor" approach solves 86% of puzzles. We also test OpenAI's newest model designed specifically for complex reasoning tasks, o1-preview. When asked to solve a puzzle all at once, o1-preview solves 79% of Connections puzzles in our dataset, and when allowed to build puzzle solutions one guess at a time over multiple API calls, o1-preview solves 100% of the puzzles. Incorporating a "Method Actor" prompt architecture increases the percentage of puzzles that o1-preview solves perfectly from 76% to 87%.
Step-by-Step Reasoning to Solve Grid Puzzles: Where do LLMs Falter?
Solving grid puzzles involves a significant amount of logical reasoning. Hence, it is a good domain to evaluate the reasoning capability of a model which can then guide us to improve the reasoning ability of models. However, most existing works evaluate only the final predicted answer of a puzzle, without delving into an in-depth analysis of the LLMs' reasoning chains (such as where they falter) or providing any finer metrics to evaluate them. Since LLMs may rely on simple heuristics or artifacts to predict the final answer, it is crucial to evaluate the generated reasoning chain beyond overall correctness measures, for accurately evaluating the reasoning abilities of LLMs. To this end, we first develop GridPuzzle, an evaluation dataset comprising 274 grid-based puzzles with different complexities. Second, we propose a new error taxonomy derived from manual analysis of reasoning chains from LLMs including GPT-4, Claude-3, Gemini, Mistral, and Llama-2. Then, we develop an LLM-based framework for large-scale subjective evaluation (i.e., identifying errors) and an objective metric, PuzzleEval, to evaluate the correctness of reasoning chains. Evaluating reasoning chains from LLMs leads to several interesting findings. We further show that existing prompting methods used for enhancing models' reasoning abilities do not improve performance on GridPuzzle. This highlights the importance of understanding fine-grained errors and presents a challenge for future research to enhance LLMs' puzzle-solving abilities by developing methods that address these errors. Data and source code are available at https://github.com/Mihir3009/GridPuzzle.
ControlNet-XS: Designing an Efficient and Effective Architecture for Controlling Text-to-Image Diffusion Models
The field of image synthesis has made tremendous strides forward in the last years. Besides defining the desired output image with text-prompts, an intuitive approach is to additionally use spatial guidance in form of an image, such as a depth map. For this, a recent and highly popular approach is to use a controlling network, such as ControlNet, in combination with a pre-trained image generation model, such as Stable Diffusion. When evaluating the design of existing controlling networks, we observe that they all suffer from the same problem of a delay in information flowing between the generation and controlling process. This, in turn, means that the controlling network must have generative capabilities. In this work we propose a new controlling architecture, called ControlNet-XS, which does not suffer from this problem, and hence can focus on the given task of learning to control. In contrast to ControlNet, our model needs only a fraction of parameters, and hence is about twice as fast during inference and training time. Furthermore, the generated images are of higher quality and the control is of higher fidelity. All code and pre-trained models will be made publicly available.
FAST: Improving Controllability for Text Generation with Feedback Aware Self-Training
Controllable text generation systems often leverage control codes to direct various properties of the output like style and length. Inspired by recent work on causal inference for NLP, this paper reveals a previously overlooked flaw in these control code-based conditional text generation algorithms. Spurious correlations in the training data can lead models to incorrectly rely on parts of the input other than the control code for attribute selection, significantly undermining downstream generation quality and controllability. We demonstrate the severity of this issue with a series of case studies and then propose two simple techniques to reduce these correlations in training sets. The first technique is based on resampling the data according to an example's propensity towards each linguistic attribute (IPS). The second produces multiple counterfactual versions of each example and then uses an additional feedback mechanism to remove noisy examples (feedback aware self-training, FAST). We evaluate on 3 tasks -- news headline, meta review, and search ads generation -- and demonstrate that FAST can significantly improve the controllability and language quality of generated outputs when compared to state-of-the-art controllable text generation approaches.
Communication and Verification in LLM Agents towards Collaboration under Information Asymmetry
While Large Language Model (LLM) agents are often approached from the angle of action planning/generation to accomplish a goal (e.g., given by language descriptions), their abilities to collaborate with each other to achieve a joint goal are not well explored. To address this limitation, this paper studies LLM agents in task collaboration, particularly under the condition of information asymmetry, where agents have disparities in their knowledge and skills and need to work together to complete a shared task. We extend Einstein Puzzles, a classical symbolic puzzle, to a table-top game. In this game, two LLM agents must reason, communicate, and act to satisfy spatial and relational constraints required to solve the puzzle. We apply a fine-tuning-plus-verifier framework in which LLM agents are equipped with various communication strategies and verification signals from the environment. Empirical results highlight the critical importance of aligned communication, especially when agents possess both information-seeking and -providing capabilities. Interestingly, agents without communication can still achieve high task performance; however, further analysis reveals a lack of true rule understanding and lower trust from human evaluators. Instead, by integrating an environment-based verifier, we enhance agents' ability to comprehend task rules and complete tasks, promoting both safer and more interpretable collaboration in AI systems. https://github.com/Roihn/EinsteinPuzzles
Towards Aligned Layout Generation via Diffusion Model with Aesthetic Constraints
Controllable layout generation refers to the process of creating a plausible visual arrangement of elements within a graphic design (e.g., document and web designs) with constraints representing design intentions. Although recent diffusion-based models have achieved state-of-the-art FID scores, they tend to exhibit more pronounced misalignment compared to earlier transformer-based models. In this work, we propose the LAyout Constraint diffusion modEl (LACE), a unified model to handle a broad range of layout generation tasks, such as arranging elements with specified attributes and refining or completing a coarse layout design. The model is based on continuous diffusion models. Compared with existing methods that use discrete diffusion models, continuous state-space design can enable the incorporation of differentiable aesthetic constraint functions in training. For conditional generation, we introduce conditions via masked input. Extensive experiment results show that LACE produces high-quality layouts and outperforms existing state-of-the-art baselines.
Composer: Creative and Controllable Image Synthesis with Composable Conditions
Recent large-scale generative models learned on big data are capable of synthesizing incredible images yet suffer from limited controllability. This work offers a new generation paradigm that allows flexible control of the output image, such as spatial layout and palette, while maintaining the synthesis quality and model creativity. With compositionality as the core idea, we first decompose an image into representative factors, and then train a diffusion model with all these factors as the conditions to recompose the input. At the inference stage, the rich intermediate representations work as composable elements, leading to a huge design space (i.e., exponentially proportional to the number of decomposed factors) for customizable content creation. It is noteworthy that our approach, which we call Composer, supports various levels of conditions, such as text description as the global information, depth map and sketch as the local guidance, color histogram for low-level details, etc. Besides improving controllability, we confirm that Composer serves as a general framework and facilitates a wide range of classical generative tasks without retraining. Code and models will be made available.
TrailBlazer: Trajectory Control for Diffusion-Based Video Generation
Within recent approaches to text-to-video (T2V) generation, achieving controllability in the synthesized video is often a challenge. Typically, this issue is addressed by providing low-level per-frame guidance in the form of edge maps, depth maps, or an existing video to be altered. However, the process of obtaining such guidance can be labor-intensive. This paper focuses on enhancing controllability in video synthesis by employing straightforward bounding boxes to guide the subject in various ways, all without the need for neural network training, finetuning, optimization at inference time, or the use of pre-existing videos. Our algorithm, TrailBlazer, is constructed upon a pre-trained (T2V) model, and easy to implement. The subject is directed by a bounding box through the proposed spatial and temporal attention map editing. Moreover, we introduce the concept of keyframing, allowing the subject trajectory and overall appearance to be guided by both a moving bounding box and corresponding prompts, without the need to provide a detailed mask. The method is efficient, with negligible additional computation relative to the underlying pre-trained model. Despite the simplicity of the bounding box guidance, the resulting motion is surprisingly natural, with emergent effects including perspective and movement toward the virtual camera as the box size increases.
UniControl: A Unified Diffusion Model for Controllable Visual Generation In the Wild
Achieving machine autonomy and human control often represent divergent objectives in the design of interactive AI systems. Visual generative foundation models such as Stable Diffusion show promise in navigating these goals, especially when prompted with arbitrary languages. However, they often fall short in generating images with spatial, structural, or geometric controls. The integration of such controls, which can accommodate various visual conditions in a single unified model, remains an unaddressed challenge. In response, we introduce UniControl, a new generative foundation model that consolidates a wide array of controllable condition-to-image (C2I) tasks within a singular framework, while still allowing for arbitrary language prompts. UniControl enables pixel-level-precise image generation, where visual conditions primarily influence the generated structures and language prompts guide the style and context. To equip UniControl with the capacity to handle diverse visual conditions, we augment pretrained text-to-image diffusion models and introduce a task-aware HyperNet to modulate the diffusion models, enabling the adaptation to different C2I tasks simultaneously. Trained on nine unique C2I tasks, UniControl demonstrates impressive zero-shot generation abilities with unseen visual conditions. Experimental results show that UniControl often surpasses the performance of single-task-controlled methods of comparable model sizes. This control versatility positions UniControl as a significant advancement in the realm of controllable visual generation.
Intelligent Go-Explore: Standing on the Shoulders of Giant Foundation Models
Go-Explore is a powerful family of algorithms designed to solve hard-exploration problems, built on the principle of archiving discovered states, and iteratively returning to and exploring from the most promising states. This approach has led to superhuman performance across a wide variety of challenging problems including Atari games and robotic control, but requires manually designing heuristics to guide exploration, which is time-consuming and infeasible in general. To resolve this, we propose Intelligent Go-Explore (IGE) which greatly extends the scope of the original Go-Explore by replacing these heuristics with the intelligence and internalized human notions of interestingness captured by giant foundation models (FMs). This provides IGE with a human-like ability to instinctively identify how interesting or promising any new state is (e.g. discovering new objects, locations, or behaviors), even in complex environments where heuristics are hard to define. Moreover, IGE offers the exciting and previously impossible opportunity to recognize and capitalize on serendipitous discoveries that cannot be predicted ahead of time. We evaluate IGE on a range of language-based tasks that require search and exploration. In Game of 24, a multistep mathematical reasoning problem, IGE reaches 100% success rate 70.8% faster than the best classic graph search baseline. Next, in BabyAI-Text, a challenging partially observable gridworld, IGE exceeds the previous SOTA with orders of magnitude fewer online samples. Finally, in TextWorld, we show the unique ability of IGE to succeed in settings requiring long-horizon exploration where prior SOTA FM agents like Reflexion completely fail. Overall, IGE combines the tremendous strengths of FMs and the powerful Go-Explore algorithm, opening up a new frontier of research into creating more generally capable agents with impressive exploration capabilities.
Controlled Decoding from Language Models
We propose controlled decoding (CD), a novel off-policy reinforcement learning method to control the autoregressive generation from language models towards high reward outcomes. CD solves an off-policy reinforcement learning problem through a value function for the reward, which we call a prefix scorer. The prefix scorer is used at inference time to steer the generation towards higher reward outcomes. We show that the prefix scorer may be trained on (possibly) off-policy data to predict the expected reward when decoding is continued from a partially decoded response. We empirically demonstrate that CD is effective as a control mechanism on Reddit conversations corpus. We also show that the modularity of the design of CD makes it possible to control for multiple rewards, effectively solving a multi-objective reinforcement learning problem with no additional complexity. Finally, we show that CD can be applied in a novel blockwise fashion at inference-time, again without the need for any training-time changes, essentially bridging the gap between the popular best-of-K strategy and token-level reinforcement learning. This makes CD a promising approach for alignment of language models.
Model as a Game: On Numerical and Spatial Consistency for Generative Games
Recent advances in generative models have significantly impacted game generation. However, despite producing high-quality graphics and adequately receiving player input, existing models often fail to maintain fundamental game properties such as numerical and spatial consistency. Numerical consistency ensures gameplay mechanics correctly reflect score changes and other quantitative elements, while spatial consistency prevents jarring scene transitions, providing seamless player experiences. In this paper, we revisit the paradigm of generative games to explore what truly constitutes a Model as a Game (MaaG) with a well-developed mechanism. We begin with an empirical study on ``Traveler'', a 2D game created by an LLM featuring minimalist rules yet challenging generative models in maintaining consistency. Based on the DiT architecture, we design two specialized modules: (1) a numerical module that integrates a LogicNet to determine event triggers, with calculations processed externally as conditions for image generation; and (2) a spatial module that maintains a map of explored areas, retrieving location-specific information during generation and linking new observations to ensure continuity. Experiments across three games demonstrate that our integrated modules significantly enhance performance on consistency metrics compared to baselines, while incurring minimal time overhead during inference.
QueST: Incentivizing LLMs to Generate Difficult Problems
Large Language Models have achieved strong performance on reasoning tasks, solving competition-level coding and math problems. However, their scalability is limited by human-labeled datasets and the lack of large-scale, challenging coding problem training data. Existing competitive coding datasets contain only thousands to tens of thousands of problems. Previous synthetic data generation methods rely on either augmenting existing instruction datasets or selecting challenging problems from human-labeled data. In this paper, we propose QueST, a novel framework which combines difficulty-aware graph sampling and difficulty-aware rejection fine-tuning that directly optimizes specialized generators to create challenging coding problems. Our trained generators demonstrate superior capability compared to even GPT-4o at creating challenging problems that benefit downstream performance. We leverage QueST to generate large-scale synthetic coding problems, which we then use to distill from strong teacher models with long chain-of-thought or to conduct reinforcement learning for smaller models, proving effective in both scenarios. Our distillation experiments demonstrate significant performance gains. Specifically, after fine-tuning Qwen3-8B-base on 100K difficult problems generated by QueST, we surpass the performance of the original Qwen3-8B on LiveCodeBench. With an additional 112K examples (i.e., 28K human-written problems paired with multiple synthetic solutions), our 8B model matches the performance of the much larger DeepSeek-R1-671B. These findings indicate that generating complex problems via QueST offers an effective and scalable approach to advancing the frontiers of competitive coding and reasoning for large language models.
PuzzleGPT: Emulating Human Puzzle-Solving Ability for Time and Location Prediction
The task of predicting time and location from images is challenging and requires complex human-like puzzle-solving ability over different clues. In this work, we formalize this ability into core skills and implement them using different modules in an expert pipeline called PuzzleGPT. PuzzleGPT consists of a perceiver to identify visual clues, a reasoner to deduce prediction candidates, a combiner to combinatorially combine information from different clues, a web retriever to get external knowledge if the task can't be solved locally, and a noise filter for robustness. This results in a zero-shot, interpretable, and robust approach that records state-of-the-art performance on two datasets -- TARA and WikiTilo. PuzzleGPT outperforms large VLMs such as BLIP-2, InstructBLIP, LLaVA, and even GPT-4V, as well as automatically generated reasoning pipelines like VisProg, by at least 32% and 38%, respectively. It even rivals or surpasses finetuned models.
What's the Magic Word? A Control Theory of LLM Prompting
Prompt engineering is crucial for deploying LLMs but is poorly understood mathematically. We formalize LLM systems as a class of discrete stochastic dynamical systems to explore prompt engineering through the lens of control theory. We investigate the reachable set of output token sequences R_y(mathbf x_0) for which there exists a control input sequence mathbf u for each mathbf y in R_y(mathbf x_0) that steers the LLM to output mathbf y from initial state sequence mathbf x_0. We offer analytic analysis on the limitations on the controllability of self-attention in terms of reachable set, where we prove an upper bound on the reachable set of outputs R_y(mathbf x_0) as a function of the singular values of the parameter matrices. We present complementary empirical analysis on the controllability of a panel of LLMs, including Falcon-7b, Llama-7b, and Falcon-40b. Our results demonstrate a lower bound on the reachable set of outputs R_y(mathbf x_0) w.r.t. initial state sequences mathbf x_0 sampled from the Wikitext dataset. We find that the correct next Wikitext token following sequence mathbf x_0 is reachable over 97% of the time with prompts of kleq 10 tokens. We also establish that the top 75 most likely next tokens, as estimated by the LLM itself, are reachable at least 85% of the time with prompts of kleq 10 tokens. Intriguingly, short prompt sequences can dramatically alter the likelihood of specific outputs, even making the least likely tokens become the most likely ones. This control-centric analysis of LLMs demonstrates the significant and poorly understood role of input sequences in steering output probabilities, offering a foundational perspective for enhancing language model system capabilities.
PromptCoT: Synthesizing Olympiad-level Problems for Mathematical Reasoning in Large Language Models
The ability of large language models to solve complex mathematical problems has progressed significantly, particularly for tasks requiring advanced reasoning. However, the scarcity of sufficiently challenging problems, particularly at the Olympiad level, hinders further advancements. In this work, we introduce PromptCoT, a novel approach for automatically generating high-quality Olympiad-level math problems. The proposed method synthesizes complex problems based on mathematical concepts and the rationale behind problem construction, emulating the thought processes of experienced problem designers. We provide a theoretical analysis demonstrating that an optimal rationale should maximize both the likelihood of rationale generation given the associated concepts and the likelihood of problem generation conditioned on both the rationale and the concepts. Our method is evaluated on standard benchmarks including GSM8K, MATH-500, and AIME2024, where it consistently outperforms existing problem generation methods. Furthermore, we demonstrate that PromptCoT exhibits superior data scalability, consistently maintaining high performance as the dataset size increases, outperforming the baselines. The implementation is available at https://github.com/zhaoxlpku/PromptCoT.
Interactive3D: Create What You Want by Interactive 3D Generation
3D object generation has undergone significant advancements, yielding high-quality results. However, fall short of achieving precise user control, often yielding results that do not align with user expectations, thus limiting their applicability. User-envisioning 3D object generation faces significant challenges in realizing its concepts using current generative models due to limited interaction capabilities. Existing methods mainly offer two approaches: (i) interpreting textual instructions with constrained controllability, or (ii) reconstructing 3D objects from 2D images. Both of them limit customization to the confines of the 2D reference and potentially introduce undesirable artifacts during the 3D lifting process, restricting the scope for direct and versatile 3D modifications. In this work, we introduce Interactive3D, an innovative framework for interactive 3D generation that grants users precise control over the generative process through extensive 3D interaction capabilities. Interactive3D is constructed in two cascading stages, utilizing distinct 3D representations. The first stage employs Gaussian Splatting for direct user interaction, allowing modifications and guidance of the generative direction at any intermediate step through (i) Adding and Removing components, (ii) Deformable and Rigid Dragging, (iii) Geometric Transformations, and (iv) Semantic Editing. Subsequently, the Gaussian splats are transformed into InstantNGP. We introduce a novel (v) Interactive Hash Refinement module to further add details and extract the geometry in the second stage. Our experiments demonstrate that Interactive3D markedly improves the controllability and quality of 3D generation. Our project webpage is available at https://interactive-3d.github.io/.
SSG-Dit: A Spatial Signal Guided Framework for Controllable Video Generation
Controllable video generation aims to synthesize video content that aligns precisely with user-provided conditions, such as text descriptions and initial images. However, a significant challenge persists in this domain: existing models often struggle to maintain strong semantic consistency, frequently generating videos that deviate from the nuanced details specified in the prompts. To address this issue, we propose SSG-DiT (Spatial Signal Guided Diffusion Transformer), a novel and efficient framework for high-fidelity controllable video generation. Our approach introduces a decoupled two-stage process. The first stage, Spatial Signal Prompting, generates a spatially aware visual prompt by leveraging the rich internal representations of a pre-trained multi-modal model. This prompt, combined with the original text, forms a joint condition that is then injected into a frozen video DiT backbone via our lightweight and parameter-efficient SSG-Adapter. This unique design, featuring a dual-branch attention mechanism, allows the model to simultaneously harness its powerful generative priors while being precisely steered by external spatial signals. Extensive experiments demonstrate that SSG-DiT achieves state-of-the-art performance, outperforming existing models on multiple key metrics in the VBench benchmark, particularly in spatial relationship control and overall consistency.
Generate Anything Anywhere in Any Scene
Text-to-image diffusion models have attracted considerable interest due to their wide applicability across diverse fields. However, challenges persist in creating controllable models for personalized object generation. In this paper, we first identify the entanglement issues in existing personalized generative models, and then propose a straightforward and efficient data augmentation training strategy that guides the diffusion model to focus solely on object identity. By inserting the plug-and-play adapter layers from a pre-trained controllable diffusion model, our model obtains the ability to control the location and size of each generated personalized object. During inference, we propose a regionally-guided sampling technique to maintain the quality and fidelity of the generated images. Our method achieves comparable or superior fidelity for personalized objects, yielding a robust, versatile, and controllable text-to-image diffusion model that is capable of generating realistic and personalized images. Our approach demonstrates significant potential for various applications, such as those in art, entertainment, and advertising design.
Control Large Language Models via Divide and Conquer
This paper investigates controllable generation for large language models (LLMs) with prompt-based control, focusing on Lexically Constrained Generation (LCG). We systematically evaluate the performance of LLMs on satisfying lexical constraints with prompt-based control, as well as their efficacy in downstream applications. We conclude that LLMs face significant challenges in consistently satisfying lexical constraints with prompt-based control. We identified three key limitations of LLMs for LCG, including (1) position bias, where LLMs tend to satisfy constraints that appear in specific positions within the input; (2) low responsiveness to decoding parameters, which render minimal impact on control of LLMs; and (3) struggle with handling the inherent complexity of certain constraints (e.g., compound words). To address these issues, we introduce a Divide and Conquer Generation strategy, effective for both white-box and black-box LLMs, to enhance LLMs performance in LCG tasks, which demonstrates over 90% improvement on success rate in the most challenging LCG task. Our analysis provides valuable insights into the performance of LLMs in LCG with prompt-based control, and our proposed strategy offers a pathway to more sophisticated and customized text generation applications.
DreamCoder: Growing generalizable, interpretable knowledge with wake-sleep Bayesian program learning
Expert problem-solving is driven by powerful languages for thinking about problems and their solutions. Acquiring expertise means learning these languages -- systems of concepts, alongside the skills to use them. We present DreamCoder, a system that learns to solve problems by writing programs. It builds expertise by creating programming languages for expressing domain concepts, together with neural networks to guide the search for programs within these languages. A ``wake-sleep'' learning algorithm alternately extends the language with new symbolic abstractions and trains the neural network on imagined and replayed problems. DreamCoder solves both classic inductive programming tasks and creative tasks such as drawing pictures and building scenes. It rediscovers the basics of modern functional programming, vector algebra and classical physics, including Newton's and Coulomb's laws. Concepts are built compositionally from those learned earlier, yielding multi-layered symbolic representations that are interpretable and transferrable to new tasks, while still growing scalably and flexibly with experience.
Reinforcement Learning Methods for Wordle: A POMDP/Adaptive Control Approach
In this paper we address the solution of the popular Wordle puzzle, using new reinforcement learning methods, which apply more generally to adaptive control of dynamic systems and to classes of Partially Observable Markov Decision Process (POMDP) problems. These methods are based on approximation in value space and the rollout approach, admit a straightforward implementation, and provide improved performance over various heuristic approaches. For the Wordle puzzle, they yield on-line solution strategies that are very close to optimal at relatively modest computational cost. Our methods are viable for more complex versions of Wordle and related search problems, for which an optimal strategy would be impossible to compute. They are also applicable to a wide range of adaptive sequential decision problems that involve an unknown or frequently changing environment whose parameters are estimated on-line.
ConceptLab: Creative Generation using Diffusion Prior Constraints
Recent text-to-image generative models have enabled us to transform our words into vibrant, captivating imagery. The surge of personalization techniques that has followed has also allowed us to imagine unique concepts in new scenes. However, an intriguing question remains: How can we generate a new, imaginary concept that has never been seen before? In this paper, we present the task of creative text-to-image generation, where we seek to generate new members of a broad category (e.g., generating a pet that differs from all existing pets). We leverage the under-studied Diffusion Prior models and show that the creative generation problem can be formulated as an optimization process over the output space of the diffusion prior, resulting in a set of "prior constraints". To keep our generated concept from converging into existing members, we incorporate a question-answering model that adaptively adds new constraints to the optimization problem, encouraging the model to discover increasingly more unique creations. Finally, we show that our prior constraints can also serve as a strong mixing mechanism allowing us to create hybrids between generated concepts, introducing even more flexibility into the creative process.
MotionLCM: Real-time Controllable Motion Generation via Latent Consistency Model
This work introduces MotionLCM, extending controllable motion generation to a real-time level. Existing methods for spatial control in text-conditioned motion generation suffer from significant runtime inefficiency. To address this issue, we first propose the motion latent consistency model (MotionLCM) for motion generation, building upon the latent diffusion model (MLD). By employing one-step (or few-step) inference, we further improve the runtime efficiency of the motion latent diffusion model for motion generation. To ensure effective controllability, we incorporate a motion ControlNet within the latent space of MotionLCM and enable explicit control signals (e.g., pelvis trajectory) in the vanilla motion space to control the generation process directly, similar to controlling other latent-free diffusion models for motion generation. By employing these techniques, our approach can generate human motions with text and control signals in real-time. Experimental results demonstrate the remarkable generation and controlling capabilities of MotionLCM while maintaining real-time runtime efficiency.
MaskedMimic: Unified Physics-Based Character Control Through Masked Motion Inpainting
Crafting a single, versatile physics-based controller that can breathe life into interactive characters across a wide spectrum of scenarios represents an exciting frontier in character animation. An ideal controller should support diverse control modalities, such as sparse target keyframes, text instructions, and scene information. While previous works have proposed physically simulated, scene-aware control models, these systems have predominantly focused on developing controllers that each specializes in a narrow set of tasks and control modalities. This work presents MaskedMimic, a novel approach that formulates physics-based character control as a general motion inpainting problem. Our key insight is to train a single unified model to synthesize motions from partial (masked) motion descriptions, such as masked keyframes, objects, text descriptions, or any combination thereof. This is achieved by leveraging motion tracking data and designing a scalable training method that can effectively utilize diverse motion descriptions to produce coherent animations. Through this process, our approach learns a physics-based controller that provides an intuitive control interface without requiring tedious reward engineering for all behaviors of interest. The resulting controller supports a wide range of control modalities and enables seamless transitions between disparate tasks. By unifying character control through motion inpainting, MaskedMimic creates versatile virtual characters. These characters can dynamically adapt to complex scenes and compose diverse motions on demand, enabling more interactive and immersive experiences.
Fine-grained Controllable Video Generation via Object Appearance and Context
Text-to-video generation has shown promising results. However, by taking only natural languages as input, users often face difficulties in providing detailed information to precisely control the model's output. In this work, we propose fine-grained controllable video generation (FACTOR) to achieve detailed control. Specifically, FACTOR aims to control objects' appearances and context, including their location and category, in conjunction with the text prompt. To achieve detailed control, we propose a unified framework to jointly inject control signals into the existing text-to-video model. Our model consists of a joint encoder and adaptive cross-attention layers. By optimizing the encoder and the inserted layer, we adapt the model to generate videos that are aligned with both text prompts and fine-grained control. Compared to existing methods relying on dense control signals such as edge maps, we provide a more intuitive and user-friendly interface to allow object-level fine-grained control. Our method achieves controllability of object appearances without finetuning, which reduces the per-subject optimization efforts for the users. Extensive experiments on standard benchmark datasets and user-provided inputs validate that our model obtains a 70% improvement in controllability metrics over competitive baselines.
Logic-RL: Unleashing LLM Reasoning with Rule-Based Reinforcement Learning
Inspired by the success of DeepSeek-R1, we explore the potential of rule-based reinforcement learning (RL) in large reasoning models. To analyze reasoning dynamics, we use synthetic logic puzzles as training data due to their controllable complexity and straightforward answer verification. We make some key technical contributions that lead to effective and stable RL training: a system prompt that emphasizes the thinking and answering process, a stringent format reward function that penalizes outputs for taking shortcuts, and a straightforward training recipe that achieves stable convergence. Our 7B model develops advanced reasoning skills-such as reflection, verification, and summarization-that are absent from the logic corpus. Remarkably, after training on just 5K logic problems, it demonstrates generalization abilities to the challenging math benchmarks AIME and AMC.
Generative Photomontage
Text-to-image models are powerful tools for image creation. However, the generation process is akin to a dice roll and makes it difficult to achieve a single image that captures everything a user wants. In this paper, we propose a framework for creating the desired image by compositing it from various parts of generated images, in essence forming a Generative Photomontage. Given a stack of images generated by ControlNet using the same input condition and different seeds, we let users select desired parts from the generated results using a brush stroke interface. We introduce a novel technique that takes in the user's brush strokes, segments the generated images using a graph-based optimization in diffusion feature space, and then composites the segmented regions via a new feature-space blending method. Our method faithfully preserves the user-selected regions while compositing them harmoniously. We demonstrate that our flexible framework can be used for many applications, including generating new appearance combinations, fixing incorrect shapes and artifacts, and improving prompt alignment. We show compelling results for each application and demonstrate that our method outperforms existing image blending methods and various baselines.
VGRP-Bench: Visual Grid Reasoning Puzzle Benchmark for Large Vision-Language Models
Large Vision-Language Models (LVLMs) struggle with puzzles, which require precise perception, rule comprehension, and logical reasoning. Assessing and enhancing their performance in this domain is crucial, as it reflects their ability to engage in structured reasoning - an essential skill for real-world problem-solving. However, existing benchmarks primarily evaluate pre-trained models without additional training or fine-tuning, often lack a dedicated focus on reasoning, and fail to establish a systematic evaluation framework. To address these limitations, we introduce VGRP-Bench, a Visual Grid Reasoning Puzzle Benchmark featuring 20 diverse puzzles. VGRP-Bench spans multiple difficulty levels, and includes extensive experiments not only on existing chat LVLMs (e.g., GPT-4o), but also on reasoning LVLMs (e.g., Gemini-Thinking). Our results reveal that even the state-of-the-art LVLMs struggle with these puzzles, highlighting fundamental limitations in their puzzle-solving capabilities. Most importantly, through systematic experiments, we identify and analyze key factors influencing LVLMs' puzzle-solving performance, including the number of clues, grid size, and rule complexity. Furthermore, we explore two Supervised Fine-Tuning (SFT) strategies that can be used in post-training: SFT on solutions (S-SFT) and SFT on synthetic reasoning processes (R-SFT). While both methods significantly improve performance on trained puzzles, they exhibit limited generalization to unseen ones. We will release VGRP-Bench to facilitate further research on LVLMs for complex, real-world problem-solving. Project page: https://yufan-ren.com/subpage/VGRP-Bench/.
SPRING: GPT-4 Out-performs RL Algorithms by Studying Papers and Reasoning
Open-world survival games pose significant challenges for AI algorithms due to their multi-tasking, deep exploration, and goal prioritization requirements. Despite reinforcement learning (RL) being popular for solving games, its high sample complexity limits its effectiveness in complex open-world games like Crafter or Minecraft. We propose a novel approach, SPRING, to read the game's original academic paper and use the knowledge learned to reason and play the game through a large language model (LLM). Prompted with the LaTeX source as game context and a description of the agent's current observation, our SPRING framework employs a directed acyclic graph (DAG) with game-related questions as nodes and dependencies as edges. We identify the optimal action to take in the environment by traversing the DAG and calculating LLM responses for each node in topological order, with the LLM's answer to final node directly translating to environment actions. In our experiments, we study the quality of in-context "reasoning" induced by different forms of prompts under the setting of the Crafter open-world environment. Our experiments suggest that LLMs, when prompted with consistent chain-of-thought, have great potential in completing sophisticated high-level trajectories. Quantitatively, SPRING with GPT-4 outperforms all state-of-the-art RL baselines, trained for 1M steps, without any training. Finally, we show the potential of games as a test bed for LLMs.
Light-IF: Endowing LLMs with Generalizable Reasoning via Preview and Self-Checking for Complex Instruction Following
While advancements in the reasoning abilities of LLMs have significantly enhanced their performance in solving mathematical problems, coding tasks, and general puzzles, their effectiveness in accurately adhering to instructions remains inconsistent, particularly with more complex directives. Our investigation identifies lazy reasoning during the thinking stage as the primary factor contributing to poor instruction adherence. To mitigate this issue, we propose a comprehensive framework designed to enable rigorous reasoning processes involving preview and self-checking, essential for satisfying strict instruction constraints. Specifically, we first generate instructions with complex constraints and apply a filtering process to obtain valid prompts, resulting in three distinct prompt datasets categorized as hard, easy, and pass. Then, we employ rejection sampling on the pass prompts to curate a small yet high-quality dataset, enabling a cold-start initialization of the model and facilitating its adaptation to effective reasoning patterns. Subsequently, we employ an entropy-preserving supervised fine-tuning (Entropy-SFT) strategy coupled with token-wise entropy-adaptive (TEA-RL) reinforcement learning guided by rule-based dense rewards. This approach encourages the model to transform its reasoning mechanism, ultimately fostering generalizable reasoning abilities that encompass preview and self-checking. Extensive experiments conducted on instruction-following benchmarks demonstrate remarkable performance improvements across various model scales. Notably, our Light-IF-32B model surpasses both larger open-source models such as DeepSeek-R1 and closed-source models like Doubao-1.6.
MultiZebraLogic: A Multilingual Logical Reasoning Benchmark
Measuring the full abilities of large language models (LLMs) requires benchmarks representing multiple tasks. We aim to create large, high-quality datasets for comparison of logical reasoning skills across several languages and of suitable difficulty for LLMs of various reasoning ability. We explore multiple ways of increasing difficulty. We generate zebra puzzles in multiple languages, themes, sizes and including 14 different clue types and 8 red herring types (uninformative clues). We find puzzle sizes 2x3 and 4x5 are sufficiently challenging for GPT-4o mini (a non-reasoning model) and o3-mini (a reasoning model), respectively. Including 5 red herrings decreases o3-mini puzzle-level accuracy on 4x5 puzzles by 15pm7 %. Scores of o3-mini on 4x5 puzzles are not significantly affected by use of English vs. Danish or the common houses theme vs. the country-specific smoerrebroed theme. We find no correlation between difficulty and the selected clue types. Datasets of 128+1024 puzzles are published as MultiZebraLogic in each of nine Germanic languages for sizes 2x3 and 4x5. We publish code for puzzle generation, designed for adaptablity into more languages and themes.
RLAD: Training LLMs to Discover Abstractions for Solving Reasoning Problems
Reasoning requires going beyond pattern matching or memorization of solutions to identify and implement "algorithmic procedures" that can be used to deduce answers to hard problems. Doing so requires realizing the most relevant primitives, intermediate results, or shared procedures, and building upon them. While RL post-training on long chains of thought ultimately aims to uncover this kind of algorithmic behavior, most reasoning traces learned by large models fail to consistently capture or reuse procedures, instead drifting into verbose and degenerate exploration. To address more effective reasoning, we introduce reasoning abstractions: concise natural language descriptions of procedural and factual knowledge that guide the model toward learning successful reasoning. We train models to be capable of proposing multiple abstractions given a problem, followed by RL that incentivizes building a solution while using the information provided by these abstractions. This results in a two-player RL training paradigm, abbreviated as RLAD, that jointly trains an abstraction generator and a solution generator. This setup effectively enables structured exploration, decouples learning signals of abstraction proposal and solution generation, and improves generalization to harder problems. We also show that allocating more test-time compute to generating abstractions is more beneficial for performance than generating more solutions at large test budgets, illustrating the role of abstractions in guiding meaningful exploration.
Can Language Models Rival Mathematics Students? Evaluating Mathematical Reasoning through Textual Manipulation and Human Experiments
In this paper we look at the ability of recent large language models (LLMs) at solving mathematical problems in combinatorics. We compare models LLaMA-2, LLaMA-3.1, GPT-4, and Mixtral against each other and against human pupils and undergraduates with prior experience in mathematical olympiads. To facilitate these comparisons we introduce the Combi-Puzzles dataset, which contains 125 problem variants based on 25 combinatorial reasoning problems. Each problem is presented in one of five distinct forms, created by systematically manipulating the problem statements through adversarial additions, numeric parameter changes, and linguistic obfuscation. Our variations preserve the mathematical core and are designed to measure the generalisability of LLM problem-solving abilities, while also increasing confidence that problems are submitted to LLMs in forms that have not been seen as training instances. We found that a model based on GPT-4 outperformed all other models in producing correct responses, and performed significantly better in the mathematical variation of the problems than humans. We also found that modifications to problem statements significantly impact the LLM's performance, while human performance remains unaffected.
TV2TV: A Unified Framework for Interleaved Language and Video Generation
Video generation models are rapidly advancing, but can still struggle with complex video outputs that require significant semantic branching or repeated high-level reasoning about what should happen next. In this paper, we introduce a new class of omni video-text models that integrate ideas from recent LM reasoning advances to address this challenge. More specifically, we present TV2TV, a unified generative modeling framework which decomposes video generation into an interleaved text and video generation process. TV2TV jointly learns language modeling (next-token prediction) and video flow matching (next-frame prediction) using a Mixture-of-Transformers (MoT) architecture. At inference time, TV2TV decides when to alternate between generating text and video frames, allowing the model to "think in words" about subsequent content before ``acting in pixels'' to produce frames. This design offloads much of the responsibility for deciding what should happen next to the language modeling tower, enabling improved visual quality and prompt alignment of generated videos. It also enables fine-grained controllability, allowing users to modify the video generation trajectory through text interventions at any point in the process. In controlled experiments on video game data, TV2TV demonstrates substantial improvements in both visual quality and controllability. TV2TV also scales to natural videos, as we show by augmenting sports videos with interleaved natural language action descriptions using vision-language models (VLMs). Training TV2TV on this corpus yields strong visual quality and prompt alignment, showcasing the model's ability to reason about and generate complex real-world action sequences. Together, these results highlight TV2TV as a promising step toward video generation with open-ended textual reasoning and control.
ControlMat: A Controlled Generative Approach to Material Capture
Material reconstruction from a photograph is a key component of 3D content creation democratization. We propose to formulate this ill-posed problem as a controlled synthesis one, leveraging the recent progress in generative deep networks. We present ControlMat, a method which, given a single photograph with uncontrolled illumination as input, conditions a diffusion model to generate plausible, tileable, high-resolution physically-based digital materials. We carefully analyze the behavior of diffusion models for multi-channel outputs, adapt the sampling process to fuse multi-scale information and introduce rolled diffusion to enable both tileability and patched diffusion for high-resolution outputs. Our generative approach further permits exploration of a variety of materials which could correspond to the input image, mitigating the unknown lighting conditions. We show that our approach outperforms recent inference and latent-space-optimization methods, and carefully validate our diffusion process design choices. Supplemental materials and additional details are available at: https://gvecchio.com/controlmat/.
ToTRL: Unlock LLM Tree-of-Thoughts Reasoning Potential through Puzzles Solving
Large language models (LLMs) demonstrate significant reasoning capabilities, particularly through long chain-of-thought (CoT) processes, which can be elicited by reinforcement learning (RL). However, prolonged CoT reasoning presents limitations, primarily verbose outputs due to excessive introspection. The reasoning process in these LLMs often appears to follow a trial-and-error methodology rather than a systematic, logical deduction. In contrast, tree-of-thoughts (ToT) offers a conceptually more advanced approach by modeling reasoning as an exploration within a tree structure. This reasoning structure facilitates the parallel generation and evaluation of multiple reasoning branches, allowing for the active identification, assessment, and pruning of unproductive paths. This process can potentially lead to improved performance and reduced token costs. Building upon the long CoT capability of LLMs, we introduce tree-of-thoughts RL (ToTRL), a novel on-policy RL framework with a rule-based reward. ToTRL is designed to guide LLMs in developing the parallel ToT strategy based on the sequential CoT strategy. Furthermore, we employ LLMs as players in a puzzle game during the ToTRL training process. Solving puzzle games inherently necessitates exploring interdependent choices and managing multiple constraints, which requires the construction and exploration of a thought tree, providing challenging tasks for cultivating the ToT reasoning capability. Our empirical evaluations demonstrate that our ToTQwen3-8B model, trained with our ToTRL, achieves significant improvement in performance and reasoning efficiency on complex reasoning tasks.
Thinking in Frames: How Visual Context and Test-Time Scaling Empower Video Reasoning
Vision-Language Models have excelled at textual reasoning, but they often struggle with fine-grained spatial understanding and continuous action planning, failing to simulate the dynamics required for complex visual reasoning. In this work, we formulate visual reasoning by means of video generation models, positing that generated frames can act as intermediate reasoning steps between initial states and solutions. We evaluate their capacity in two distinct regimes: Maze Navigation for sequential discrete planning with low visual change and Tangram Puzzle for continuous manipulation with high visual change. Our experiments reveal three critical insights: (1) Robust Zero-Shot Generalization: In both tasks, the model demonstrates strong performance on unseen data distributions without specific finetuning. (2) Visual Context: The model effectively uses visual context as explicit control, such as agent icons and tangram shapes, enabling it to maintain high visual consistency and adapt its planning capability robustly to unseen patterns. (3) Visual Test-Time Scaling: We observe a test-time scaling law in sequential planning; increasing the generated video length (visual inference budget) empowers better zero-shot generalization to spatially and temporally complex paths. These findings suggest that video generation is not merely a media tool, but a scalable, generalizable paradigm for visual reasoning.
To Backtrack or Not to Backtrack: When Sequential Search Limits Model Reasoning
Recent advancements in large language models have significantly improved their reasoning abilities, particularly through techniques involving search and backtracking. Backtracking naturally scales test-time compute by enabling sequential, linearized exploration via long chain-of-thought (CoT) generation. However, this is not the only strategy for scaling test-time compute: parallel sampling with best-of-n selection provides an alternative that generates diverse solutions simultaneously. Despite the growing adoption of sequential search, its advantages over parallel sampling--especially under a fixed compute budget remain poorly understood. In this paper, we systematically compare these two approaches on two challenging reasoning tasks: CountDown and Sudoku. Surprisingly, we find that sequential search underperforms parallel sampling on CountDown but outperforms it on Sudoku, suggesting that backtracking is not universally beneficial. We identify two factors that can cause backtracking to degrade performance: (1) training on fixed search traces can lock models into suboptimal strategies, and (2) explicit CoT supervision can discourage "implicit" (non-verbalized) reasoning. Extending our analysis to reinforcement learning (RL), we show that models with backtracking capabilities benefit significantly from RL fine-tuning, while models without backtracking see limited, mixed gains. Together, these findings challenge the assumption that backtracking universally enhances LLM reasoning, instead revealing a complex interaction between task structure, training data, model scale, and learning paradigm.
FreeControl: Training-Free Spatial Control of Any Text-to-Image Diffusion Model with Any Condition
Recent approaches such as ControlNet offer users fine-grained spatial control over text-to-image (T2I) diffusion models. However, auxiliary modules have to be trained for each type of spatial condition, model architecture, and checkpoint, putting them at odds with the diverse intents and preferences a human designer would like to convey to the AI models during the content creation process. In this work, we present FreeControl, a training-free approach for controllable T2I generation that supports multiple conditions, architectures, and checkpoints simultaneously. FreeControl designs structure guidance to facilitate the structure alignment with a guidance image, and appearance guidance to enable the appearance sharing between images generated using the same seed. Extensive qualitative and quantitative experiments demonstrate the superior performance of FreeControl across a variety of pre-trained T2I models. In particular, FreeControl facilitates convenient training-free control over many different architectures and checkpoints, allows the challenging input conditions on which most of the existing training-free methods fail, and achieves competitive synthesis quality with training-based approaches.
ARC-AGI Without Pretraining
Conventional wisdom in the age of LLMs dictates that solving IQ-test-like visual puzzles from the ARC-AGI-1 benchmark requires capabilities derived from massive pretraining. To counter this, we introduce CompressARC, a 76K parameter model without any pretraining that solves 20% of evaluation puzzles by minimizing the description length (MDL) of the target puzzle purely during inference time. The MDL endows CompressARC with extreme generalization abilities typically unheard of in deep learning. To our knowledge, CompressARC is the only deep learning method for ARC-AGI where training happens only on a single sample: the target inference puzzle itself, with the final solution information removed. Moreover, CompressARC does not train on the pre-provided ARC-AGI "training set". Under these extremely data-limited conditions, we do not ordinarily expect any puzzles to be solvable at all. Yet CompressARC still solves a diverse distribution of creative ARC-AGI puzzles, suggesting MDL to be an alternative feasible way to produce intelligence, besides conventional pretraining.
Animate-A-Story: Storytelling with Retrieval-Augmented Video Generation
Generating videos for visual storytelling can be a tedious and complex process that typically requires either live-action filming or graphics animation rendering. To bypass these challenges, our key idea is to utilize the abundance of existing video clips and synthesize a coherent storytelling video by customizing their appearances. We achieve this by developing a framework comprised of two functional modules: (i) Motion Structure Retrieval, which provides video candidates with desired scene or motion context described by query texts, and (ii) Structure-Guided Text-to-Video Synthesis, which generates plot-aligned videos under the guidance of motion structure and text prompts. For the first module, we leverage an off-the-shelf video retrieval system and extract video depths as motion structure. For the second module, we propose a controllable video generation model that offers flexible controls over structure and characters. The videos are synthesized by following the structural guidance and appearance instruction. To ensure visual consistency across clips, we propose an effective concept personalization approach, which allows the specification of the desired character identities through text prompts. Extensive experiments demonstrate that our approach exhibits significant advantages over various existing baselines.
Diverse Inference and Verification for Advanced Reasoning
Reasoning LLMs such as OpenAI o1, o3 and DeepSeek R1 have made significant progress in mathematics and coding, yet find challenging advanced tasks such as International Mathematical Olympiad (IMO) combinatorics problems, Abstraction and Reasoning Corpus (ARC) puzzles, and Humanity's Last Exam (HLE) questions. We use a diverse inference approach that combines multiple models and methods at test time. We find that verifying mathematics and code problems, and rejection sampling on other problems is simple and effective. We automatically verify correctness of solutions to IMO problems by Lean, and ARC puzzles by code, and find that best-of-N effectively answers HLE questions. Our approach increases answer accuracy on IMO combinatorics problems from 33.3% to 77.8%, accuracy on HLE questions from 8% to 37%, and solves 80% of ARC puzzles that 948 humans could not and 26.5% of ARC puzzles that o3 high compute does not. Test-time simulations, reinforcement learning, and meta-learning with inference feedback improve generalization by adapting agent graph representations and varying prompts, code, and datasets. Our approach is reliable, robust, and scalable, and in the spirit of reproducible research, we will make it publicly available upon publication.
The Stable Artist: Steering Semantics in Diffusion Latent Space
Large, text-conditioned generative diffusion models have recently gained a lot of attention for their impressive performance in generating high-fidelity images from text alone. However, achieving high-quality results is almost unfeasible in a one-shot fashion. On the contrary, text-guided image generation involves the user making many slight changes to inputs in order to iteratively carve out the envisioned image. However, slight changes to the input prompt often lead to entirely different images being generated, and thus the control of the artist is limited in its granularity. To provide flexibility, we present the Stable Artist, an image editing approach enabling fine-grained control of the image generation process. The main component is semantic guidance (SEGA) which steers the diffusion process along variable numbers of semantic directions. This allows for subtle edits to images, changes in composition and style, as well as optimization of the overall artistic conception. Furthermore, SEGA enables probing of latent spaces to gain insights into the representation of concepts learned by the model, even complex ones such as 'carbon emission'. We demonstrate the Stable Artist on several tasks, showcasing high-quality image editing and composition.
Mastering Board Games by External and Internal Planning with Language Models
While large language models perform well on a range of complex tasks (e.g., text generation, question answering, summarization), robust multi-step planning and reasoning remains a considerable challenge for them. In this paper we show that search-based planning can significantly improve LLMs' playing strength across several board games (Chess, Fischer Random / Chess960, Connect Four, and Hex). We introduce, compare and contrast two major approaches: In external search, the model guides Monte Carlo Tree Search (MCTS) rollouts and evaluations without calls to an external engine, and in internal search, the model directly generates in-context a linearized tree of potential futures and a resulting final choice. Both build on a language model pre-trained on relevant domain knowledge, capturing the transition and value functions across these games. We find that our pre-training method minimizes hallucinations, as our model is highly accurate regarding state prediction and legal moves. Additionally, both internal and external search indeed improve win-rates against state-of-the-art bots, even reaching Grandmaster-level performance in chess while operating on a similar move count search budget per decision as human Grandmasters. The way we combine search with domain knowledge is not specific to board games, suggesting direct extensions into more general language model inference and training techniques.
VLM-Guided Adaptive Negative Prompting for Creative Generation
Creative generation is the synthesis of new, surprising, and valuable samples that reflect user intent yet cannot be envisioned in advance. This task aims to extend human imagination, enabling the discovery of visual concepts that exist in the unexplored spaces between familiar domains. While text-to-image diffusion models excel at rendering photorealistic scenes that faithfully match user prompts, they still struggle to generate genuinely novel content. Existing approaches to enhance generative creativity either rely on interpolation of image features, which restricts exploration to predefined categories, or require time-intensive procedures such as embedding optimization or model fine-tuning. We propose VLM-Guided Adaptive Negative-Prompting, a training-free, inference-time method that promotes creative image generation while preserving the validity of the generated object. Our approach utilizes a vision-language model (VLM) that analyzes intermediate outputs of the generation process and adaptively steers it away from conventional visual concepts, encouraging the emergence of novel and surprising outputs. We evaluate creativity through both novelty and validity, using statistical metrics in the CLIP embedding space. Through extensive experiments, we show consistent gains in creative novelty with negligible computational overhead. Moreover, unlike existing methods that primarily generate single objects, our approach extends to complex scenarios, such as generating coherent sets of creative objects and preserving creativity within elaborate compositional prompts. Our method integrates seamlessly into existing diffusion pipelines, offering a practical route to producing creative outputs that venture beyond the constraints of textual descriptions.
Skill Machines: Temporal Logic Skill Composition in Reinforcement Learning
It is desirable for an agent to be able to solve a rich variety of problems that can be specified through language in the same environment. A popular approach towards obtaining such agents is to reuse skills learned in prior tasks to generalise compositionally to new ones. However, this is a challenging problem due to the curse of dimensionality induced by the combinatorially large number of ways high-level goals can be combined both logically and temporally in language. To address this problem, we propose a framework where an agent first learns a sufficient set of skill primitives to achieve all high-level goals in its environment. The agent can then flexibly compose them both logically and temporally to provably achieve temporal logic specifications in any regular language, such as regular fragments of linear temporal logic. This provides the agent with the ability to map from complex temporal logic task specifications to near-optimal behaviours zero-shot. We demonstrate this experimentally in a tabular setting, as well as in a high-dimensional video game and continuous control environment. Finally, we also demonstrate that the performance of skill machines can be improved with regular off-policy reinforcement learning algorithms when optimal behaviours are desired.
Solving Rubik's Cube Without Tricky Sampling
The Rubiks Cube, with its vast state space and sparse reward structure, presents a significant challenge for reinforcement learning (RL) due to the difficulty of reaching rewarded states. Previous research addressed this by propagating cost-to-go estimates from the solved state and incorporating search techniques. These approaches differ from human strategies that start from fully scrambled cubes, which can be tricky for solving a general sparse-reward problem. In this paper, we introduce a novel RL algorithm using policy gradient methods to solve the Rubiks Cube without relying on near solved-state sampling. Our approach employs a neural network to predict cost patterns between states, allowing the agent to learn directly from scrambled states. Our method was tested on the 2x2x2 Rubiks Cube, where the cube was scrambled 50,000 times, and the model successfully solved it in over 99.4% of cases. Notably, this result was achieved using only the policy network without relying on tree search as in previous methods, demonstrating its effectiveness and potential for broader applications in sparse-reward problems.
SPaRC: A Spatial Pathfinding Reasoning Challenge
Existing reasoning datasets saturate and fail to test abstract, multi-step problems, especially pathfinding and complex rule constraint satisfaction. We introduce SPaRC (Spatial Pathfinding Reasoning Challenge), a dataset of 1,000 2D grid pathfinding puzzles to evaluate spatial and symbolic reasoning, requiring step-by-step planning with arithmetic and geometric rules. Humans achieve near-perfect accuracy (98.0%; 94.5% on hard puzzles), while the best reasoning models, such as o4-mini, struggle (15.8%; 1.1% on hard puzzles). Models often generate invalid paths (>50% of puzzles for o4-mini), and reasoning tokens reveal they make errors in navigation and spatial logic. Unlike humans, who take longer on hard puzzles, models fail to scale test-time compute with difficulty. Allowing models to make multiple solution attempts improves accuracy, suggesting potential for better spatial reasoning with improved training and efficient test-time scaling methods. SPaRC can be used as a window into models' spatial reasoning limitations and drive research toward new methods that excel in abstract, multi-step problem-solving.
Train for the Worst, Plan for the Best: Understanding Token Ordering in Masked Diffusions
In recent years, masked diffusion models (MDMs) have emerged as a promising alternative approach for generative modeling over discrete domains. Compared to autoregressive models (ARMs), MDMs trade off complexity at training time with flexibility at inference time. At training time, they must learn to solve an exponentially large number of infilling problems, but at inference time, they can decode tokens in essentially arbitrary order. In this work, we closely examine these two competing effects. On the training front, we theoretically and empirically demonstrate that MDMs indeed train on computationally intractable subproblems compared to their autoregressive counterparts. On the inference front, we show that a suitable strategy for adaptively choosing the token decoding order significantly enhances the capabilities of MDMs, allowing them to sidestep hard subproblems. On logic puzzles like Sudoku, we show that adaptive inference can boost solving accuracy in pretrained MDMs from <7% to approx 90%, even outperforming ARMs with 7times as many parameters and that were explicitly trained via teacher forcing to learn the right order of decoding.
Benchmarking the Spectrum of Agent Capabilities
Evaluating the general abilities of intelligent agents requires complex simulation environments. Existing benchmarks typically evaluate only one narrow task per environment, requiring researchers to perform expensive training runs on many different environments. We introduce Crafter, an open world survival game with visual inputs that evaluates a wide range of general abilities within a single environment. Agents either learn from the provided reward signal or through intrinsic objectives and are evaluated by semantically meaningful achievements that can be unlocked during each episode, such as discovering resources and crafting tools. Consistently unlocking all achievements requires strong generalization, deep exploration, and long-term reasoning. We experimentally verify that Crafter is of appropriate difficulty to drive future research and provide baselines scores of reward agents and unsupervised agents. Furthermore, we observe sophisticated behaviors emerging from maximizing the reward signal, such as building tunnel systems, bridges, houses, and plantations. We hope that Crafter will accelerate research progress by quickly evaluating a wide spectrum of abilities.
ChatGPT4PCG 2 Competition: Prompt Engineering for Science Birds Level Generation
This paper presents the second ChatGPT4PCG competition at the 2024 IEEE Conference on Games. In this edition of the competition, we follow the first edition, but make several improvements and changes. We introduce a new evaluation metric along with allowing a more flexible format for participants' submissions and making several improvements to the evaluation pipeline. Continuing from the first edition, we aim to foster and explore the realm of prompt engineering (PE) for procedural content generation (PCG). While the first competition saw success, it was hindered by various limitations; we aim to mitigate these limitations in this edition. We introduce diversity as a new metric to discourage submissions aimed at producing repetitive structures. Furthermore, we allow submission of a Python program instead of a prompt text file for greater flexibility in implementing advanced PE approaches, which may require control flow, including conditions and iterations. We also make several improvements to the evaluation pipeline with a better classifier for similarity evaluation and better-performing function signatures. We thoroughly evaluate the effectiveness of the new metric and the improved classifier. Additionally, we perform an ablation study to select a function signature to instruct ChatGPT for level generation. Finally, we provide implementation examples of various PE techniques in Python and evaluate their preliminary performance. We hope this competition serves as a resource and platform for learning about PE and PCG in general.
CoT-Valve: Length-Compressible Chain-of-Thought Tuning
Chain-of-Thought significantly enhances a model's reasoning capability, but it also comes with a considerable increase in inference costs due to long chains. With the observation that the reasoning path can be easily compressed under easy tasks but struggle on hard tasks, we explore the feasibility of elastically controlling the length of reasoning paths with only one model, thereby reducing the inference overhead of reasoning models dynamically based on task difficulty. We introduce a new tuning and inference strategy named CoT-Valve, designed to allow models to generate reasoning chains of varying lengths. To achieve this, we propose to identify a direction in the parameter space that, when manipulated, can effectively control the length of generated CoT. Moreover, we show that this property is valuable for compressing the reasoning chain. We construct datasets with chains from long to short for the same questions and explore two enhanced strategies for CoT-Valve: (1) a precise length-compressible CoT tuning method, and (2) a progressive chain length compression approach. Our experiments show that CoT-Valve successfully enables controllability and compressibility of the chain and shows better performance than the prompt-based control. We applied this method to QwQ-32B-Preview, reducing reasoning chains on GSM8K from 741 to 225 tokens with a minor performance drop (95.07% to 94.92%) and on AIME from 6827 to 4629 tokens, with only one additional incorrect answer.
Refusal in LLMs is an Affine Function
We propose affine concept editing (ACE) as an approach for steering language models' behavior by intervening directly in activations. We begin with an affine decomposition of model activation vectors and show that prior methods for steering model behavior correspond to subsets of terms of this decomposition. We then provide a derivation of ACE and use it to control refusal behavior on ten different models, including Llama 3 70B. ACE combines affine subspace projection and activation addition to reliably control the model's refusal responses across prompt types. We evaluate the results using LLM-based scoring on a collection of harmful and harmless prompts. Our experiments demonstrate that ACE consistently achieves more precise control over model behavior than existing methods and generalizes to models where directional ablation via affine subspace projection alone produces incoherent outputs. Code for reproducing our results is available at https://github.com/EleutherAI/steering-llama3 .
left|,circlearrowright,text{BUS},right|: A Large and Diverse Multimodal Benchmark for evaluating the ability of Vision-Language Models to understand Rebus Puzzles
Understanding Rebus Puzzles (Rebus Puzzles use pictures, symbols, and letters to represent words or phrases creatively) requires a variety of skills such as image recognition, cognitive skills, commonsense reasoning, multi-step reasoning, image-based wordplay, etc., making this a challenging task for even current Vision-Language Models. In this paper, we present left|,circlearrowright,text{BUS},right|, a large and diverse benchmark of 1,333 English Rebus Puzzles containing different artistic styles and levels of difficulty, spread across 18 categories such as food, idioms, sports, finance, entertainment, etc. We also propose RebusDescProgICE, a model-agnostic framework which uses a combination of an unstructured description and code-based, structured reasoning, along with better, reasoning-based in-context example selection, improving the performance of Vision-Language Models on left|,circlearrowright,text{BUS},right| by 2.1-4.1% and 20-30% using closed-source and open-source models respectively compared to Chain-of-Thought Reasoning.
Creative Agents: Empowering Agents with Imagination for Creative Tasks
We study building embodied agents for open-ended creative tasks. While existing methods build instruction-following agents that can perform diverse open-ended tasks, none of them demonstrates creativity -- the ability to give novel and diverse task solutions implicit in the language instructions. This limitation comes from their inability to convert abstract language instructions into concrete task goals in the environment and perform long-horizon planning for such complicated goals. Given the observation that humans perform creative tasks with the help of imagination, we propose a class of solutions for creative agents, where the controller is enhanced with an imaginator that generates detailed imaginations of task outcomes conditioned on language instructions. We introduce several approaches to implementing the components of creative agents. We implement the imaginator with either a large language model for textual imagination or a diffusion model for visual imagination. The controller can either be a behavior-cloning policy learned from data or a pre-trained foundation model generating executable codes in the environment. We benchmark creative tasks with the challenging open-world game Minecraft, where the agents are asked to create diverse buildings given free-form language instructions. In addition, we propose novel evaluation metrics for open-ended creative tasks utilizing GPT-4V, which holds many advantages over existing metrics. We perform a detailed experimental analysis of creative agents, showing that creative agents are the first AI agents accomplishing diverse building creation in the survival mode of Minecraft. Our benchmark and models are open-source for future research on creative agents (https://github.com/PKU-RL/Creative-Agents).
Divergent-Convergent Thinking in Large Language Models for Creative Problem Generation
Large language models (LLMs) have significant potential for generating educational questions and problems, enabling educators to create large-scale learning materials. However, LLMs are fundamentally limited by the ``Artificial Hivemind'' effect, where they generate similar responses within the same model and produce homogeneous outputs across different models. As a consequence, students may be exposed to overly similar and repetitive LLM-generated problems, which harms diversity of thought. Drawing inspiration from Wallas's theory of creativity and Guilford's framework of divergent-convergent thinking, we propose CreativeDC, a two-phase prompting method that explicitly scaffolds the LLM's reasoning into distinct phases. By decoupling creative exploration from constraint satisfaction, our method enables LLMs to explore a broader space of ideas before committing to a final problem. We evaluate CreativeDC for creative problem generation using a comprehensive set of metrics that capture diversity, novelty, and utility. The results show that CreativeDC achieves significantly higher diversity and novelty compared to baselines while maintaining high utility. Moreover, scaling analysis shows that CreativeDC generates a larger effective number of distinct problems as more are sampled, increasing at a faster rate than baseline methods.
Recurrent Relational Networks
This paper is concerned with learning to solve tasks that require a chain of interdependent steps of relational inference, like answering complex questions about the relationships between objects, or solving puzzles where the smaller elements of a solution mutually constrain each other. We introduce the recurrent relational network, a general purpose module that operates on a graph representation of objects. As a generalization of Santoro et al. [2017]'s relational network, it can augment any neural network model with the capacity to do many-step relational reasoning. We achieve state of the art results on the bAbI textual question-answering dataset with the recurrent relational network, consistently solving 20/20 tasks. As bAbI is not particularly challenging from a relational reasoning point of view, we introduce Pretty-CLEVR, a new diagnostic dataset for relational reasoning. In the Pretty-CLEVR set-up, we can vary the question to control for the number of relational reasoning steps that are required to obtain the answer. Using Pretty-CLEVR, we probe the limitations of multi-layer perceptrons, relational and recurrent relational networks. Finally, we show how recurrent relational networks can learn to solve Sudoku puzzles from supervised training data, a challenging task requiring upwards of 64 steps of relational reasoning. We achieve state-of-the-art results amongst comparable methods by solving 96.6% of the hardest Sudoku puzzles.
Controllable Navigation Instruction Generation with Chain of Thought Prompting
Instruction generation is a vital and multidisciplinary research area with broad applications. Existing instruction generation models are limited to generating instructions in a single style from a particular dataset, and the style and content of generated instructions cannot be controlled. Moreover, most existing instruction generation methods also disregard the spatial modeling of the navigation environment. Leveraging the capabilities of Large Language Models (LLMs), we propose C-Instructor, which utilizes the chain-of-thought-style prompt for style-controllable and content-controllable instruction generation. Firstly, we propose a Chain of Thought with Landmarks (CoTL) mechanism, which guides the LLM to identify key landmarks and then generate complete instructions. CoTL renders generated instructions more accessible to follow and offers greater controllability over the manipulation of landmark objects. Furthermore, we present a Spatial Topology Modeling Task to facilitate the understanding of the spatial structure of the environment. Finally, we introduce a Style-Mixed Training policy, harnessing the prior knowledge of LLMs to enable style control for instruction generation based on different prompts within a single model instance. Extensive experiments demonstrate that instructions generated by C-Instructor outperform those generated by previous methods in text metrics, navigation guidance evaluation, and user studies.
Local Conditional Controlling for Text-to-Image Diffusion Models
Diffusion models have exhibited impressive prowess in the text-to-image task. Recent methods add image-level structure controls, e.g., edge and depth maps, to manipulate the generation process together with text prompts to obtain desired images. This controlling process is globally operated on the entire image, which limits the flexibility of control regions. In this paper, we explore a novel and practical task setting: local control. It focuses on controlling specific local region according to user-defined image conditions, while the remaining regions are only conditioned by the original text prompt. However, it is non-trivial to achieve local conditional controlling. The naive manner of directly adding local conditions may lead to the local control dominance problem, which forces the model to focus on the controlled region and neglect object generation in other regions. To mitigate this problem, we propose Regional Discriminate Loss to update the noised latents, aiming at enhanced object generation in non-control regions. Furthermore, the proposed Focused Token Response suppresses weaker attention scores which lack the strongest response to enhance object distinction and reduce duplication. Lastly, we adopt Feature Mask Constraint to reduce quality degradation in images caused by information differences across the local control region. All proposed strategies are operated at the inference stage. Extensive experiments demonstrate that our method can synthesize high-quality images aligned with the text prompt under local control conditions.
PRISM-Bench: A Benchmark of Puzzle-Based Visual Tasks with CoT Error Detection
We introduce PRISM-Bench, a benchmark of puzzle-based visual challenges designed to evaluate not only whether models can solve problems, but how their reasoning unfolds. Unlike prior evaluations that measure only final-answer accuracy, PRISM-Bench introduces a diagnostic task: given a visual puzzle and a step-by-step chain-of-thought (CoT) containing exactly one error, models must identify the first incorrect step. This setting enables fine-grained assessment of logical consistency, error detection, and visual reasoning. The puzzles in PRISM-Bench require multi-step symbolic, geometric, and analogical reasoning, resisting shortcuts based on superficial pattern matching. Evaluations across state-of-the-art MLLMs reveal a persistent gap between fluent generation and faithful reasoning: models that produce plausible CoTs often fail to locate simple logical faults. By disentangling answer generation from reasoning verification, PRISM-Bench offers a sharper lens on multimodal reasoning competence and underscores the need for diagnostic evaluation protocols in the development of trustworthy MLLMs.
PromptAgent: Strategic Planning with Language Models Enables Expert-level Prompt Optimization
Highly effective, task-specific prompts are often heavily engineered by experts to integrate detailed instructions and domain insights based on a deep understanding of both instincts of large language models (LLMs) and the intricacies of the target task. However, automating the generation of such expert-level prompts remains elusive. Existing prompt optimization methods tend to overlook the depth of domain knowledge and struggle to efficiently explore the vast space of expert-level prompts. Addressing this, we present PromptAgent, an optimization method that autonomously crafts prompts equivalent in quality to those handcrafted by experts. At its core, PromptAgent views prompt optimization as a strategic planning problem and employs a principled planning algorithm, rooted in Monte Carlo tree search, to strategically navigate the expert-level prompt space. Inspired by human-like trial-and-error exploration, PromptAgent induces precise expert-level insights and in-depth instructions by reflecting on model errors and generating constructive error feedback. Such a novel framework allows the agent to iteratively examine intermediate prompts (states), refine them based on error feedbacks (actions), simulate future rewards, and search for high-reward paths leading to expert prompts. We apply PromptAgent to 12 tasks spanning three practical domains: BIG-Bench Hard (BBH), as well as domain-specific and general NLP tasks, showing it significantly outperforms strong Chain-of-Thought and recent prompt optimization baselines. Extensive analyses emphasize its capability to craft expert-level, detailed, and domain-insightful prompts with great efficiency and generalizability.
FreeControl: Efficient, Training-Free Structural Control via One-Step Attention Extraction
Controlling the spatial and semantic structure of diffusion-generated images remains a challenge. Existing methods like ControlNet rely on handcrafted condition maps and retraining, limiting flexibility and generalization. Inversion-based approaches offer stronger alignment but incur high inference cost due to dual-path denoising. We present FreeControl, a training-free framework for semantic structural control in diffusion models. Unlike prior methods that extract attention across multiple timesteps, FreeControl performs one-step attention extraction from a single, optimally chosen key timestep and reuses it throughout denoising. This enables efficient structural guidance without inversion or retraining. To further improve quality and stability, we introduce Latent-Condition Decoupling (LCD): a principled separation of the key timestep and the noised latent used in attention extraction. LCD provides finer control over attention quality and eliminates structural artifacts. FreeControl also supports compositional control via reference images assembled from multiple sources - enabling intuitive scene layout design and stronger prompt alignment. FreeControl introduces a new paradigm for test-time control, enabling structurally and semantically aligned, visually coherent generation directly from raw images, with the flexibility for intuitive compositional design and compatibility with modern diffusion models at approximately 5 percent additional cost.
Optimizing Language Model's Reasoning Abilities with Weak Supervision
While Large Language Models (LLMs) have demonstrated proficiency in handling complex queries, much of the past work has depended on extensively annotated datasets by human experts. However, this reliance on fully-supervised annotations poses scalability challenges, particularly as models and data requirements grow. To mitigate this, we explore the potential of enhancing LLMs' reasoning abilities with minimal human supervision. In this work, we introduce self-reinforcement, which begins with Supervised Fine-Tuning (SFT) of the model using a small collection of annotated questions. Then it iteratively improves LLMs by learning from the differences in responses from the SFT and unfinetuned models on unlabeled questions. Our approach provides an efficient approach without relying heavily on extensive human-annotated explanations. However, current reasoning benchmarks typically only include golden-reference answers or rationales. Therefore, we present PuzzleBen, a weakly supervised benchmark that comprises 25,147 complex questions, answers, and human-generated rationales across various domains, such as brainteasers, puzzles, riddles, parajumbles, and critical reasoning tasks. A unique aspect of our dataset is the inclusion of 10,000 unannotated questions, enabling us to explore utilizing fewer supersized data to boost LLMs' inference capabilities. Our experiments underscore the significance of PuzzleBen, as well as the effectiveness of our methodology as a promising direction in future endeavors. Our dataset and code will be published soon on Anonymity Link.
LayoutLLM-T2I: Eliciting Layout Guidance from LLM for Text-to-Image Generation
In the text-to-image generation field, recent remarkable progress in Stable Diffusion makes it possible to generate rich kinds of novel photorealistic images. However, current models still face misalignment issues (e.g., problematic spatial relation understanding and numeration failure) in complex natural scenes, which impedes the high-faithfulness text-to-image generation. Although recent efforts have been made to improve controllability by giving fine-grained guidance (e.g., sketch and scribbles), this issue has not been fundamentally tackled since users have to provide such guidance information manually. In this work, we strive to synthesize high-fidelity images that are semantically aligned with a given textual prompt without any guidance. Toward this end, we propose a coarse-to-fine paradigm to achieve layout planning and image generation. Concretely, we first generate the coarse-grained layout conditioned on a given textual prompt via in-context learning based on Large Language Models. Afterward, we propose a fine-grained object-interaction diffusion method to synthesize high-faithfulness images conditioned on the prompt and the automatically generated layout. Extensive experiments demonstrate that our proposed method outperforms the state-of-the-art models in terms of layout and image generation. Our code and settings are available at https://layoutllm-t2i.github.io.
