Open-ended dialogue agents aim to deliver engaging, personalized interactions by adapting to users' traits, but existing methods face critical limitations: over-reliance on pre-collected user data, and short-horizon biases in reinforcement learning (RL) that neglect long-term dialogue value. To address these, we propose a novel long-horizon RL framework integrating online personalization with Adaptive Tree-based Group Relative Policy Optimization (AT-GRPO). Adopting a two-agent game paradigm, a user agent constructs dynamic environments via style mimicry (learning user-specific conversational traits) and active termination (predicting turn-level termination probabilities as immediate rewards), forming an iterative cycle that drives the dialogue agent to deepen interest exploration. AT-GRPO reinterprets dialogue trajectories as trees and introduces adaptive observation ranges. Unlike full tree expansion that incurs exponential overhead, it limits each node to aggregate rewards from a stage-aware range: larger ranges support early-stage topic exploration, while smaller ranges facilitate late-stage dialogue maintenance. This design reduces rollout budgets from exponential to polynomial in the dialogue length, while preserving long-term reward capture. Extensive experiments show our framework's superior performance, sample efficiency, and robustness.
Reward-Decomposed Reinforcement Learning for Immersive Video Role-Playing
Nanjing University(南京大学);Shanghai Jiao Tong University(上海交通大学);University of California, San Diego(加州大学圣地亚哥分校);Shenzhen Institutes of Advanced Technology, Chinese Academy of Sciences(中国科学院深圳先进技术研究院);School of Information Engineering, Beijing Institute of Graphic Communication(北京印刷学院信息工程学院);Ant International, Ant Group(蚂蚁集团国际部);Independent Researcher(独立研究者)
How to Motivate Your Dragon: Teaching Goal-Driven Agents to Speak and Act in Fantasy Worlds
Georgia Institute of Technology(佐治亚理工学院);Facebook AI Research(脸书人工智能研究院)
我们寻求创造代理人,既采取行动,并与其他代理人在追求一个目标。为此,我们扩展了LIGHT(Urbanek et al. 2019)-一个大规模的众包幻想文本游戏-带有任务数据集。这些包含自然语言动机,以及游戏中的目标和人类演示;完成任务可能需要对话或行动(或两者兼而有之)。我们引入了一个强化学习系统,该系统(1)结合了基于大规模语言建模和基于常识推理的预训练,以向智能体注入相关的先验知识;(2)利用动作命令和对话的因子化动作空间,在两者之间进行平衡。我们使用人类专家演示进行zero-shot评估,表明我们的代理能够始终如一地采取行动,并自然地谈论他们的动机。
Institute of Mathematics of the Polish Academy of Sciences(波兰科学院数学研究所);LORIA(洛林计算机科学及其应用实验室);Université de Lorraine(洛林大学);CNRS(法国国家科学研究中心);Inria(法国国家信息与自动化研究所)
Deflanderization for Game Dialogue: Balancing Character Authenticity with Task Execution in LLM-based NPCs
Department of Computer Engineering and Digital Technology, Faculty of Engineering, Chulalongkorn University(朱拉隆梭大学工程学院计算机工程与数字技术系);Faculty of Engineering, Thammasat School of Engineering, Thammasat University(泰国 Thammasat 大学工程学院);Artificial Intelligence Association of Thailand(泰国人工智能协会);School of Biomedical Engineering & Imaging Sciences, King’s College London(伦敦国王学院生物医学工程与成像科学学院);Siriraj Informatics and Data Innovation Center (SIData+), Faculty of Medicine, Siriraj Hospital, Mahidol University(玛希诺大学医学学院西里拉医院信息与数据创新中心(SIData+))
The Image Reconstruction Game: Drawing Common Ground Through Iterative Multimodal Dialogue
Computational Linguistics, Department of Linguistics University of Potsdam(波恩大学语言学系计算语言学部);German Research Center for Artificial Intelligence (DFKI), Berlin(德国人工智能研究中心(DFKI)柏林)
Toward Anthropomorphic Dialogue: A Closed-Loop Framework for Human-Like Chat Generation, Evaluation, and Preference Alignment
Shanghai Institute of Innovation(上海创新研究院);East China Normal University(华东师范大学);University of Science and Technology of China(中国科学技术大学);Chabiyue (Shanghai) Information Technology Co., Ltd.(上海叉叉悦信息技术有限公司);Shanghai Tianyou Software Co., Ltd.(上海天游软件有限公司);Zhejiang Century Huatong Group Co., Ltd.(浙江世纪华通集团有限公司)
Situated Dialogue Learning through Procedural Environment Generation
Georgia Institute of Technology(佐治亚理工学院);Allen Institute for AI(艾伦人工智能研究所)
我们教目标驱动的代理交互式的行为和说话,在所处的环境中,通过训练生成的campaums。我们的代理人在LIGHT(Urbanek et al. 2019)中运行-这是一款大型众包幻想文本冒险游戏,其中代理人通过文本自然语言感知世界并与世界互动。在这种环境中,目标采取基于角色的任务形式,包括人物角色和动机。我们通过学习程序化地生成额外的新文本世界和任务来增强LIGHT,以创建一个稳步增加难度的课程,用于训练代理实现这些目标。特别是,我们根据原始训练分布中任务的稀有性来衡量课程难度--一个更容易的环境是一个更有可能在未增强的数据集中找到的环境。一项消融研究表明,这种从分布尾部学习的方法可以显著提高泛化能力,这是通过对从未见过的任务的zero-shot性能来衡量的。
ESearch-R1: Learning Cost-Aware MLLM Agents for Interactive Embodied Search via Reinforcement Learning
School of Traffic and Transportation, Beijing Jiaotong University(交通与运输学院,北京交通大学);Tencent Robotics X & Futian Laboratory(腾讯机器人X与福田实验室);Foundation Model Research Center, Institute of Automation, Chinese Academy of Sciences(基础模型研究中心,中国科学院自动化研究所);University of Chinese Academy of Sciences(中国科学院大学)