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Zhengxin Zhang

Zhengxin Zhang contributes to research discovery and scholarly infrastructure.

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Published work

3 published item(s)

preprint2026arXiv

Better LLM Reasoning via Dual-Play

Large Language Models (LLMs) have achieved remarkable progress through Reinforcement Learning with Verifiable Rewards (RLVR), yet still rely heavily on external supervision (e.g., curated labels). Adversarial learning, particularly through self-play, offers a promising alternative that enables models to iteratively learn from themselves - thus reducing reliance on external supervision. Dual-play extends adversarial learning by assigning specialized roles to two models and training them against each other, fostering sustained competition and mutual evolution. Despite its promise, adapting dual-play training to LLMs remains limited, largely due to their susceptibility to reward hacking and training instability. In this paper, we introduce PasoDoble, a novel LLM dual-play framework. PasoDoble adversarially trains two models initialized from the same base model: a Proposer, which generates challenging questions with ground-truth answers, and a Solver, which attempts to solve them. We enrich the Proposer with knowledge from a pre-training dataset to ensure the questions' quality and diversity. To avoid reward hacking, the Proposer is rewarded for producing only valid questions that push the Solver's limit, while the Solver is rewarded for solving them correctly, and both are updated jointly. To further enhance training stability, we introduce an optional offline paradigm that decouples Proposer and Solver updates, alternately updating each for several steps while holding the other fixed. Notably, PasoDoble operates without supervision during training. Experimental results show that PasoDoble can improve the reasoning performance of LLMs. Our project page is available at https://hcy123902.github.io/PasoDoble.

preprint2026arXiv

How Far Are We From True Auto-Research?

Recent auto-research systems can produce complete papers, but feasibility is not the same as quality, and the field still lacks a systematic study of how good agent-generated papers actually are. We introduce ResearchArena, a minimal scaffold that lets off-the-shelf agents (Claude Code using Opus 4.6, Codex using GPT-5.4, and Kimi Code using K2.5) carry out the full research loop themselves (ideation, experimentation, paper writing, self-refinement) under only lightweight guidance. Across 13 computer science seeds and 3 trials per agent-domain pair, ResearchArena yields 117 agent-generated papers, each evaluated under three complementary lenses: a manuscript-only reviewer (SAR), an artifact-aware peer review (PR) in which agents inspect the workspace alongside the manuscript, and an human conducted meta-review. Under SAR alone the picture is optimistic: Claude Code obtains the highest score, outperforms Analemma's FARS, and matches the weighted-average human ICLR 2025 submission, suggesting that minimally scaffolded agents can produce papers that look competitive on manuscript-only review. Manual inspection, however, reveals this picture is overstated: SAR scores are poorly aligned with its actual acceptance decisions and reward plausible framing without verifying experimental substance. Under artifact-aware PR scores drop sharply, and manual auditing identifies experimental rigor as the major bottleneck, decomposing into three failure modes (fabricated results, underpowered experiments, and plan/execution mismatch) that are highly agent-dependent: Codex 5%/8% paper-vs-artifact mismatch / fabricated references versus Kimi Code 77%/72%, a $\sim$15$\times$ spread that tracks distinct research personas the agents develop. None of the 117 agent-generated papers reaches the acceptance bar of a top-tier venue. This suggests that we are still gapped from the true auto-research.

preprint2026arXiv

How Long Does It Take to Alleviate Discomfort? A Preliminary Study on Reducing Cybersickness in Novice Users

Cybersickness significantly impacts the user experience in VR applications. Locomotion tunneling is a widely adopted technique for mitigating cybersickness in susceptible users. However, there is a lack of research investigating the effects of prolonged use of locomotion tunneling among novice users. To fill this gap, we used VRChat as our experimental platform. We recruited 24 novice VR users, defined as participants with no prior experience using immersive virtual environments. We collected five days of data within a one-week period. The results indicated that participants exhibited significant mitigation to cybersickness by Day 4. However, a change in the VR scene on Day 5 led to a notable increase in cybersickness symptoms. Qualitative feedback revealed participant-perceived causes of cybersickness and suggested that the effectiveness of locomotion tunneling was limited in some scenarios. Finally, we discussed the limitations of the study and proposed directions for future research.