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Daxiang Dong

Daxiang Dong contributes to research discovery and scholarly infrastructure.

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Published work

5 published item(s)

preprint2026arXiv

AEM: Adaptive Entropy Modulation for Multi-Turn Agentic Reinforcement Learning

Reinforcement learning (RL) has substantially improved the ability of large language model (LLM) agents to interact with environments and solve multi-turn tasks. However, effective agentic RL remains challenging: sparse outcome-only rewards provide limited guidance for assigning credit to individual steps within long interaction trajectories. Existing approaches often introduce dense intermediate supervision, such as process reward models or auxiliary self-supervised signals, which increases supervision and tuning complexity and may limit generalization across tasks and domains. We present AEM, a supervision-free credit assignment method that adaptively modulates entropy dynamics during RL training to improve the exploration-exploitation trade-off. Since in agentic RL the environment is typically affected by a complete response, rather than an individual token, our analysis lifts entropy dynamics from the token level to the response level, aligning uncertainty estimation with the effective action granularity of LLM agents and reducing sensitivity to token-level sampling noise. We further show that entropy drift under natural-gradient updates is governed by the interaction between the sampled-response advantage and its relative surprisal. Motivated by this result, AEM derives a practical response-level uncertainty proxy and uses it to rescale advantages, leveraging the evolving balance between positive and negative samples to naturally transition from exploration to exploitation. Extensive experiments on ALFWorld, WebShop, and SWE-bench-Verified with models ranging from 1.5B to 32B demonstrate that AEM consistently improves strong RL baselines, including a +1.4\% gain when integrated into a state-of-the-art software-engineering RL training framework.

preprint2026arXiv

QianfanHuijin Technical Report: A Novel Multi-Stage Training Paradigm for Finance Industrial LLMs

Domain-specific enhancement of Large Language Models (LLMs) within the financial context has long been a focal point of industrial application. While previous models such as BloombergGPT and Baichuan-Finance primarily focused on knowledge enhancement, the deepening complexity of financial services has driven a growing demand for models that possess not only domain knowledge but also robust financial reasoning and agentic capabilities. In this paper, we present QianfanHuijin, a financial domain LLM, and propose a generalizable multi-stage training paradigm for industrial model enhancement. Our approach begins with Continual Pre-training (CPT) on financial corpora to consolidate the knowledge base. This is followed by a fine-grained Post-training pipeline designed with increasing specificity: starting with Financial SFT, progressing to Finance Reasoning RL and Finance Agentic RL, and culminating in General RL aligned with real-world business scenarios. Empirical results demonstrate that QianfanHuijin achieves superior performance across various authoritative financial benchmarks. Furthermore, ablation studies confirm that the targeted Reasoning RL and Agentic RL stages yield significant gains in their respective capabilities. These findings validate our motivation and suggest that this fine-grained, progressive post-training methodology is poised to become a mainstream paradigm for various industrial-enhanced LLMs.

preprint2026arXiv

Rollout Pass-Rate Control: Steering Binary-Reward RL Toward Its Most Informative Regime

Agentic reinforcement learning (RL) for software engineering spends much of its compute on stateful trajectories whose grouped binary rewards are highly skewed and weakly contrastive. We frame this as pass-rate control and show that the binary reward-side signal is strongest near a 50% rollout pass rate under four criteria: reward entropy, group-filtering survival, leave-one-out (RLOO) advantage energy under Group Relative Policy Optimization (GRPO), and success-failure pair count. We propose Prefix Sampling (PS), which replays self-generated trajectory prefixes to steer skewed groups toward this regime: successful prefixes give mostly failing groups a head start, while failing prefixes handicap mostly passing groups. Replayed states are reconstructed through the existing rollout path, and replayed tokens are masked from the loss so optimization applies only to current-policy continuations. On SWE-bench Verified, PS reaches the baseline high-score regime within evaluation variability while delivering 2.01x and 1.55x end-to-end wall-clock speedups on Qwen3-14B and Qwen3-32B; the 14B peak improves from 0.274 to 0.295. AIME 2025 experiments on 4B and 8B show the same pass-rate-control pattern, and 4B ablations attribute gains to replay, bidirectional coverage, and adaptive control.

preprint2026arXiv

WebGameBench: Requirement-to-Application Evaluation for Coding Agents via Browser-Native Games

Coding agents are increasingly used as application builders, yet many evaluations still focus on source code, repository-level tests, or intermediate traces rather than the delivered application. We introduce WebGameBench, a requirement-to-application benchmark that evaluates whether coding agents can turn a frozen Structured WebGame Specification into a browser-accessible game. Browser-native games provide a compact but behavior-dense testbed: even simple games require coordinated input handling, spatial mapping, rule execution, state transitions, terminal conditions, restart behavior, and visible feedback. In WebGameBench, each generated artifact is built, served, and exposed as a browser-accessible application under a unified deployment protocol. A runtime evaluator then interacts with the delivered game in a real browser and assigns a three-way label: EXCELLENT, USABLE, or UNUSABLE. On a human-reviewed subset, the runtime label is broadly aligned with human gameplay review under the Usable-rate criterion. Across 111 tasks, 12 coding agents, and 14 evaluation configurations, WebGameBench separates current systems: the best configuration reaches a 76.9% usable rate but only a 20.2% excellent rate. This gap shows that crossing the minimum playable-delivery threshold is still far from complete requirement satisfaction. To our knowledge, WebGameBench is the first requirement-to-application benchmark for browser-native game delivery that validates delivered-application runtime labels against independent human gameplay review under the Usable-rate criterion.

preprint2022arXiv

Large-scale Knowledge Distillation with Elastic Heterogeneous Computing Resources

Although more layers and more parameters generally improve the accuracy of the models, such big models generally have high computational complexity and require big memory, which exceed the capacity of small devices for inference and incurs long training time. In addition, it is difficult to afford long training time and inference time of big models even in high performance servers, as well. As an efficient approach to compress a large deep model (a teacher model) to a compact model (a student model), knowledge distillation emerges as a promising approach to deal with the big models. Existing knowledge distillation methods cannot exploit the elastic available computing resources and correspond to low efficiency. In this paper, we propose an Elastic Deep Learning framework for knowledge Distillation, i.e., EDL-Dist. The advantages of EDL-Dist are three-fold. First, the inference and the training process is separated. Second, elastic available computing resources can be utilized to improve the efficiency. Third, fault-tolerance of the training and inference processes is supported. We take extensive experimentation to show that the throughput of EDL-Dist is up to 3.125 times faster than the baseline method (online knowledge distillation) while the accuracy is similar or higher.