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Tianshu Zhu

Tianshu Zhu 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

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

EAANet: Efficient Attention Augmented Convolutional Networks

Humans can effectively find salient regions in complex scenes. Self-attention mechanisms were introduced into Computer Vision (CV) to achieve this. Attention Augmented Convolutional Network (AANet) is a mixture of convolution and self-attention, which increases the accuracy of a typical ResNet. However, The complexity of self-attention is O(n2) in terms of computation and memory usage with respect to the number of input tokens. In this project, we propose EAANet: Efficient Attention Augmented Convolutional Networks, which incorporates efficient self-attention mechanisms in a convolution and self-attention hybrid architecture to reduce the model's memory footprint. Our best model show performance improvement over AA-Net and ResNet18. We also explore different methods to augment Convolutional Network with self-attention mechanisms and show the difficulty of training those methods compared to ResNet. Finally, we show that augmenting efficient self-attention mechanisms with ResNet scales better with input size than normal self-attention mechanisms. Therefore, our EAANet is more capable of working with high-resolution images.

preprint2022arXiv

HiCu: Leveraging Hierarchy for Curriculum Learning in Automated ICD Coding

There are several opportunities for automation in healthcare that can improve clinician throughput. One such example is assistive tools to document diagnosis codes when clinicians write notes. We study the automation of medical code prediction using curriculum learning, which is a training strategy for machine learning models that gradually increases the hardness of the learning tasks from easy to difficult. One of the challenges in curriculum learning is the design of curricula -- i.e., in the sequential design of tasks that gradually increase in difficulty. We propose Hierarchical Curriculum Learning (HiCu), an algorithm that uses graph structure in the space of outputs to design curricula for multi-label classification. We create curricula for multi-label classification models that predict ICD diagnosis and procedure codes from natural language descriptions of patients. By leveraging the hierarchy of ICD codes, which groups diagnosis codes based on various organ systems in the human body, we find that our proposed curricula improve the generalization of neural network-based predictive models across recurrent, convolutional, and transformer-based architectures. Our code is available at https://github.com/wren93/HiCu-ICD.