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A Gamified Mobile Health Intervention to Promote Physical Activity, Executive Function, and Mental Health in College Students: Randomized Controlled Trial

Background: College students commonly experience suboptimal health conditions, including insufficient physical activity (PA), excessive body weight, and declining physical fitness. Traditional interventions face low adherence, while gamified mobile health (mHealth) programs may improve engagement and outcomes. Objective: This study aimed to evaluate the feasibility and effectiveness of a novel gamified, incentive-based mHealth intervention on primary outcomes (PA and adherence) and secondary outcomes (physical fitness, body composition, executive function [EF], and mental health). Methods: A 2-arm parallel-group randomized controlled trial (RCT) was conducted in 2025 at Yantai University with 160 college students (18‐25 years; BMI 18.5‐30.0) who were randomized 1:1 (computer-generated, sex-stratified blocks of 4; concealed allocation) to the intervention group (IG) or control group (CG; n=80 each); major exclusions were contraindications to exercise, severe physical/mental illness, recent PA interventions, or psychotropic medication use. Both used the same fitness watch–app system and identical PA targets (β‰₯150 min moderate-to-vigorous physical activity [MVPA] per week or β‰₯900 metabolic equivalent-minutes [MET-min] per week); IG additionally received team-based gamification (competition, points/leaderboards, feedback, and rewards), while CG received monitoring only. PA and adherence were monitored throughout the 8-week intervention; other outcomes were assessed at baseline and 8 weeks (fitness, body composition, EF, and mental health). Open-label with blinded outcome assessors/analysts; intention-to-treat (ITT) with multiple imputation. Results: At 8 weeks, data were available for 154 participants (IG 78; CG 76); all 160 were analyzed per ITT. Compared to the CG, the IG demonstrated significantly higher mean levels in all primary PA outcomes over 8 weeks (daily steps: mean 10,356, SD 1245 versus 8242, SD 1087; Ξ”=2114; =1.81, 95% CI 1.44‐2.18;
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Rethinking Exploration in RLVR: From Entropy Regularization to Refinement via Bidirectional Entropy Modulation

arXiv:2604.04894v1 Announce Type: cross Abstract: Reinforcement learning with verifiable rewards (RLVR) has significantly advanced the reasoning capabilities of large language models (LLMs). However, it faces a fundamental limitation termed \textit{restricted exploration}, where the policy rapidly converges to a narrow set of solutions. While entropy regularization is a popular approach used to sustain exploration, it often proves unreliable for LLMs, suffering from high hyperparameter sensitivity and yielding only marginal performance gains. Motivated by these inefficiencies, we propose to rethink the relationship between policy entropy and exploration. By deriving a parametric formulation of group-relative advantage estimation and analyzing entropy dynamics, we conceptually decompose policy entropy into \textit{informative entropy}, which preserves diverse solution paths, and \textit{spurious entropy}, which erodes reasoning patterns. Our analysis reveals that, in contrast to blind maximization, effective exploration requires \textit{entropy refinement}-a mechanism implicitly embedded in group-relative advantage estimation that sustains informative entropy on positive rollouts while suppressing spurious entropy on negative ones. Guided by this insight, we propose \textbf{AsymGRPO}, an exploratory framework that explicitly decouples the modulation of positive and negative rollouts. This allows for independent control over the preservation of informative entropy and the suppression of spurious noise. Extensive experiments demonstrate that AsymGRPO achieves superior performance compared to strong baselines and exhibits the potential to synergize with existing entropy regularization methods.
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Train Less, Learn More: Adaptive Efficient Rollout Optimization for Group-Based Reinforcement Learning

arXiv:2602.14338v1 Announce Type: cross Abstract: Reinforcement learning (RL) plays a central role in large language model (LLM) post-training. Among existing approaches, Group Relative Policy Optimization (GRPO) is widely used, especially for RL with verifiable rewards (RLVR) fine-tuning. In GRPO, each query prompts the LLM to generate a group of rollouts with a fixed group size $N$. When all rollouts in a group share the same outcome, either all correct or all incorrect, the group-normalized advantages become zero, yielding no gradient signal and wasting fine-tuning compute. We introduce Adaptive Efficient Rollout Optimization (AERO), an enhancement of GRPO. AERO uses an adaptive rollout strategy, applies selective rejection to strategically prune rollouts, and maintains a Bayesian posterior to prevent zero-advantage dead zones. Across three model configurations (Qwen2.5-Math-1.5B, Qwen2.5-7B, and Qwen2.5-7B-Instruct), AERO improves compute efficiency without sacrificing performance. Under the same total rollout budget, AERO reduces total training compute by about 48% while shortening wall-clock time per step by about 45% on average. Despite the substantial reduction in compute, AERO matches or improves Pass@8 and Avg@8 over GRPO, demonstrating a practical, scalable, and compute-efficient strategy for RL-based LLM alignment.
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