❌

Reading view

SimSkill: A Self-Evolving LLM Agent for Skill and Knowledge Accumulation in Traffic Simulation

arXiv:2609.03753v3 Announce Type: replace Abstract: Cumulative culture enables humans to preserve, reuse, and extend knowledge and skills across experiences and generations. Inspired by this principle, we introduce \textit{SimSkill}, a self-evolving agent built around the Simulation of Urban MObility (SUMO) traffic simulator. SimSkill continually identifies capability gaps, generates and solves environment-grounded tasks, verifies solutions through an action--critic loop, and consolidates experience into episodic, procedural, and semantic memory. Through autonomous exploration, it builds a library of reusable skills and knowledge spanning major stages of the traffic-simulation workflow. We evaluate SimSkill on two held-out benchmarks across three backbone LLMs, with each result independently verified. It improves verified success by up to 25 percentage points, and ablations show complementary contributions from procedural and semantic memory. Its benefits remain backbone- and budget-dependent, as memory does not improve every model or uniformly reduce inference cost. More broadly, SimSkill illustrates a natural-language-centered design paradigm for LLM-based agent systems. Its high-level control logic, operating principles, and accumulated knowledge are expressed in natural language, while an LLM integrates them with executable tools and code to realize precise and reproducible execution. All code and experimental data are publicly available at https://github.com/qiliuchn/SimSkill-V1.
  •  

Valerant: An Automatic Navigable Game Map Generator via Action-Conditioned World Model Exploration

arXiv:2609.09418v1 Announce Type: new Abstract: World Action Models (WAMs) couple predictive world modeling with action generation, allowing anticipated future states to guide agent behavior. Although WAMs are rapidly advancing embodied AI, general-purpose counterparts remain largely unexplored in games. Existing game-oriented approaches often combine action-conditioned world models with external policies and reward functions to realize WAM-like decision-making, yet they operate mainly in 2D visual observation space and do not instantiate persistent 3D geometry. Extending this paradigm to 3D games introduces a distinct challenge. In autonomous driving and robotics, the physical environment exists independently of the model, providing a persistent 3D world in which selected actions can be executed. Games have no such external substrate; the virtual world itself must be instantiated. Most playable games require a persistent and navigable space, while 3D games additionally require explicit geometry that supports movement and interaction. Action-conditioned video rollouts provide visual observations but not this spatial representation. We present \textsc{Valerant}, a training-free framework that transforms a pretrained action-conditioned world model into a WAM for exploring and constructing 3D game maps. By coupling predictive visual rollouts with SLAM-based spatial reconstruction and exploration-driven action selection, \textsc{Valerant} progressively transforms a single image into a persistent 3D game map. This framework extends WAM-based interaction beyond 2D visual simulation and offers a new approach to reducing manual effort in 3D game-map creation.
  •  

Simply Stabilizing the Loop via Fully Looped Transformer

arXiv:2605.18797v2 Announce Type: replace-cross Abstract: Scaling model performance typically requires increasing model size. Looped Transformer offers a compelling alternative by iteratively reusing the same Transformer blocks, trading additional computation for improved performance without increasing parameter count or context length. Because the number of loop iterations can be adjusted at inference, it also provides a natural mechanism for balancing performance and test-time compute. However, Looped Transformer still suffers from training instability when the number of loop iterations increases. Our analysis reveals that this instability stems from two sources: gradient oscillation and residual explosion. To address these two problems, we propose the Fully Looped Transformer, which introduces two parameter-free modifications: (1) Fully Looped Architecture, which distributes inter-loop signals across all layers to mitigate residual explosion; (2) Attention Injection, which reuses the existing attention block to suppress gradient oscillation. These modifications stabilize training dynamics, enabling the Fully Looped Transformer to be trained stably up to 12 loop iterations, whereas other baseline looped models collapse in this regime. In milder settings where Looped Transformer does not collapse, Fully Looped Transformer still improves average downstream-task performance by up to 13.2\%. Overall, our experiments demonstrate that Fully Looped Transformer improves training stability, enhances downstream performance, and provides preliminary adaptability under different test-time compute budgets by varying loop iterations at inference.
  •  

Evaluating large language models for simplifying non-English medical consent with clinician involvement

npj Digital Medicine, Published online: 01 April 2026; doi:10.1038/s41746-026-02591-9

Evaluating large language models for simplifying non-English medical consent with clinician involvement
  •  
❌