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Chengshuai Shi

Chengshuai Shi contributes to research discovery and scholarly infrastructure.

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Published work

9 published item(s)

preprint2026arXiv

$f$-Divergence Regularized RLHF: Two Tales of Sampling and Unified Analyses

Reinforcement Learning from Human Feedback (RLHF) has become a cornerstone technique for post-training large language models. While most existing approaches rely on the reverse KL-regularization, recent empirical studies have begun exploring alternative divergences (e.g., forward KL, chi-squared) as regularizers in RLHF. However, a unified theoretical understanding of general $f$-divergence regularization remains under-explored. To fill this gap, this work develops a comprehensive theoretical framework for online RLHF with a general $f$-divergence regularized objective. Rather than treating each possible divergence function individually, we adopt a holistic perspective across the entire function class and propose two algorithms based on distinct sampling principles. The first extends the classical optimism principle with a carefully designed exploration bonus, while the second introduces a new method that exploits the sensitivity of the optimal policy to reward perturbations under $f$-divergence regularization. Theoretical analysis shows that $O(\log T)$ regret and $O(1/T)$ sub-optimality gap are achievable, establishing provable efficiency of both algorithms and, to the best of our knowledge, the first performance bounds for online RLHF under general $f$-divergence regularization.

preprint2026arXiv

Continual Harness: Online Adaptation for Self-Improving Foundation Agents

Coding harnesses such as Claude Code and OpenHands wrap foundation models with tools, memory, and planning, but no equivalent exists for embodied agents' long-horizon partial-observability decision-making. We first report our Gemini Plays Pokemon (GPP) experiments. With iterative human-in-the-loop harness refinement, GPP became the first AI system to complete Pokemon Blue, Yellow Legacy on hard mode, and Crystal without a lost battle. In the hardest stages, the agent itself began iterating on its strategy through long-context memory, surfacing emergent self-improvement signals alongside human-in-the-loop refinement. Continual Harness removes the human fully from this loop: a reset-free self-improving harness for embodied agents that formalizes and automates what we observed. Starting from only a minimal environment interface, the agent alternates between acting and refining its own prompt, sub-agents, skills, and memory, drawing on any past trajectory data. Prompt-optimization methods require episode resets; Continual Harness adapts online within a single run. On Pokemon Red and Emerald across frontier models, Continual Harness starting from scratch substantially reduces button-press cost relative to the minimalist baseline and recovers a majority of the gap to a hand-engineered expert harness, with capability-dependent gains, despite starting from the same raw interface with no curated knowledge, no hand-crafted tools, and no domain scaffolding. We then close the loop with the model itself: an online process-reward co-learning loop, in which an open-source agent's rollouts through the refining harness are relabeled by a frontier teacher and used to update the model, drives sustained in-game milestone progress on Pokemon Red without resetting the environment between training iterations.

preprint2026arXiv

Efficient Multi-objective Prompt Optimization via Pure-exploration Bandits

Prompt engineering has become central to eliciting the capabilities of large language models (LLMs). At its core lies prompt selection -- efficiently identifying the most effective prompts. However, most prior investigations overlook a key challenge: the inherently multi-faceted nature of prompt performance, which cannot be captured by a single metric. To fill this gap, we study the multi-objective prompt selection problem under two practical settings: Pareto prompt set recovery and best feasible prompt identification. Casting the problem into the pure-exploration bandits framework, we adapt provably efficient algorithms from multi-objective bandits and further introduce a novel design for best feasible arm identification in structured bandits, with theoretical guarantees on the identification error in the linear case. Extensive experiments across multiple LLMs show that the bandit-based approaches yield significant improvements over baselines, establishing a principled and efficient framework for multi-objective prompt optimization.

preprint2026arXiv

Is One Score Enough? Rethinking the Evaluation of Sequentially Evolving LLM Memory

Memory plays a central role in enabling large language models (LLMs) to operate over sequential tasks by accumulating and reusing experience over time. However, existing evaluations of LLM memory mostly rely on aggregate metrics such as final hold-out accuracy or cumulative online performance, which can obscure critical failure modes such as forgetting and negative transfer. In this paper, we introduce SeqMem-Eval, a diagnostic evaluation framework for sequentially evolving LLM memory. Drawing inspiration from continual learning, it targets a test-time setting in which memory is external, prompt-mediated, and updated without modifying model parameters. Rather than focusing only on final performance, SeqMem-Eval evaluates how memory states evolve, generalize, consolidate experience, and retain useful information during sequential inference. Specifically, it measures online utility, hold-out generalization, backward transfer, and forgetting, providing a finer-grained view of memory quality. Through extensive experiments across diverse tasks and memory methods, we show that higher final or cumulative accuracy does not necessarily imply better memory quality: many methods exhibit strong performance gains while suffering from substantial forgetting or negative transfer. Moreover, different memory designs exhibit distinct trade-offs between adaptability and stability that remain invisible under standard evaluation metrics.

preprint2026arXiv

MLS-Bench: A Holistic and Rigorous Assessment of AI Systems on Building Better AI

Modern AI progress has been driven by ML methods that are generalizable across settings and scalable to larger regimes. As large language models demonstrate advanced capabilities in reasoning, coding, and engineering tasks, it is increasingly important to understand whether they can discover such methods rather than only apply existing ones. We introduce MLS-Bench, a benchmark for evaluating whether AI systems can invent generalizable and scalable ML methods. MLS-Bench contains 140 tasks across 12 domains, each requiring an agent to improve one targeted component of an ML system or algorithm and demonstrate that the improvement generalizes across controlled settings and scales. We find that current agents remain far from reliably surpassing human-designed methods, and that engineering-style tuning is easier for them than genuine method invention. We further study the effects of test-time scaling, adaptive compute allocation, and context provision on agents' discovery performance, together with case studies of their behavior. Our analyses suggest that the bottleneck is not only in proposing new methods, but also in the scientific insight needed to plan, validate, and scale claims about them. More search, compute, or context alone does not remove this bottleneck. We build and maintain a community platform for cumulative and comparable iteration, and release the data and code at https://mls-bench.com.

preprint2026arXiv

Odysseus: Scaling VLMs to 100+ Turn Decision-Making in Games via Reinforcement Learning

Given the rapidly growing capabilities of vision-language models (VLMs), extending them to interactive decision-making tasks such as video games has emerged as a promising frontier. However, existing approaches either rely on large-scale supervised fine-tuning (SFT) on human trajectories or apply reinforcement learning (RL) only in relatively short-horizon settings (typically around 20--30 turns). In this work, we study RL-based training of VLMs for long-horizon decision-making in Super Mario Land, a visually grounded environment requiring 100+ turns of interaction with coordinated perception, reasoning, and action. We begin with a systematic investigation of key algorithmic components and propose an adapted variant of PPO with a lightweight turn-level critic, which substantially improves training stability and sample efficiency over critic-free methods such as GRPO and Reinforce++. We further show that pretrained VLMs provide strong action priors, significantly improving sample efficiency during RL training and reducing the need for manual design choices such as action engineering, compared to classical deep RL trained from scratch. Building on these insights, we introduce Odysseus, an open training framework for VLM agents, achieving substantial gains across multiple levels of the game and at least 3 times average game progresses than frontier models. Moreover, the trained models exhibit consistent improvements under both in-game and cross-game generalization settings, while maintaining general-domain capabilities. Overall, our results identify key ingredients for making RL stable and effective in long-horizon, multi-modal settings, and provide practical guidance for developing VLMs as embodied agents.

preprint2021arXiv

Federated Multi-Armed Bandits

Federated multi-armed bandits (FMAB) is a new bandit paradigm that parallels the federated learning (FL) framework in supervised learning. It is inspired by practical applications in cognitive radio and recommender systems, and enjoys features that are analogous to FL. This paper proposes a general framework of FMAB and then studies two specific federated bandit models. We first study the approximate model where the heterogeneous local models are random realizations of the global model from an unknown distribution. This model introduces a new uncertainty of client sampling, as the global model may not be reliably learned even if the finite local models are perfectly known. Furthermore, this uncertainty cannot be quantified a priori without knowledge of the suboptimality gap. We solve the approximate model by proposing Federated Double UCB (Fed2-UCB), which constructs a novel "double UCB" principle accounting for uncertainties from both arm and client sampling. We show that gradually admitting new clients is critical in achieving an O(log(T)) regret while explicitly considering the communication cost. The exact model, where the global bandit model is the exact average of heterogeneous local models, is then studied as a special case. We show that, somewhat surprisingly, the order-optimal regret can be achieved independent of the number of clients with a careful choice of the update periodicity. Experiments using both synthetic and real-world datasets corroborate the theoretical analysis and demonstrate the effectiveness and efficiency of the proposed algorithms.

preprint2021arXiv

Federated Multi-armed Bandits with Personalization

A general framework of personalized federated multi-armed bandits (PF-MAB) is proposed, which is a new bandit paradigm analogous to the federated learning (FL) framework in supervised learning and enjoys the features of FL with personalization. Under the PF-MAB framework, a mixed bandit learning problem that flexibly balances generalization and personalization is studied. A lower bound analysis for the mixed model is presented. We then propose the Personalized Federated Upper Confidence Bound (PF-UCB) algorithm, where the exploration length is chosen carefully to achieve the desired balance of learning the local model and supplying global information for the mixed learning objective. Theoretical analysis proves that PF-UCB achieves an $O(\log(T))$ regret regardless of the degree of personalization, and has a similar instance dependency as the lower bound. Experiments using both synthetic and real-world datasets corroborate the theoretical analysis and demonstrate the effectiveness of the proposed algorithm.

preprint2020arXiv

Decentralized Multi-player Multi-armed Bandits with No Collision Information

The decentralized stochastic multi-player multi-armed bandit (MP-MAB) problem, where the collision information is not available to the players, is studied in this paper. Building on the seminal work of Boursier and Perchet (2019), we propose error correction synchronization involving communication (EC-SIC), whose regret is shown to approach that of the centralized stochastic MP-MAB with collision information. By recognizing that the communication phase without collision information corresponds to the Z-channel model in information theory, the proposed EC-SIC algorithm applies optimal error correction coding for the communication of reward statistics. A fixed message length, as opposed to the logarithmically growing one in Boursier and Perchet (2019), also plays a crucial role in controlling the communication loss. Experiments with practical Z-channel codes, such as repetition code, flip code and modified Hamming code, demonstrate the superiority of EC-SIC in both synthetic and real-world datasets.