#01Sep 1, 2026
cs.AI
EvoSCM: Scientific Belief Revision Through Causal Model Evolution and Experimentation
Qing Zhao, Haowei Li, Weijian Deng and 2 more
Scientific agents must learn not only how to reason, but also what to believe. However, existing LLM agents typically express scientific hypotheses in free-form text, leaving their beliefs implicit and difficult to test or revise. We introduce EvoSCM, which equips scientific agents with explicit structural causal models that evolve as new experimental evidence is collected. EvoSCM maintains a population of competing SCM hypotheses, each encoding a candidate causal explanation of the environment, and evolves them through a closed discovery loop. In each round, the agent abduces latent mechanisms from accumulated evidence, designs discriminative interventions, and commits to falsifiable predictions that it tests through experimentation. Discrepancies between prediction and observation are inductively distilled into correction rules that revise the causal structures and mechanisms of each hypothesis, and the agent then deductively validates the revised population against accumulated evidence and structural consistency to guide the next round. We evaluate EvoSCM on DiscoverPhysics, a benchmark requiring agents to uncover the hidden dynamics of noncanonical physical worlds through experimentation. EvoSCM consistently improves scientific discovery over baselines, yielding more accurate explanations and predictions while making more effective use of experimental interactions.
#02Sep 1, 2026
cs.LG
Rethinking Learnability in Offline Data-driven Optimization
Chao Qian, Chen-Guang Wang, Rong-Xi Tan and 1 more
Black-Box Optimization (BBO) has found broad applications, but evolutionary algorithms and Bayesian optimization face efficiency challenges as real-world BBO problems grow increasingly complex. Data-driven optimization improves the efficiency of BBO algorithms by learning from data. Offline data-driven optimization seeks high-quality solutions using only a fixed set of previous evaluations, attracting substantial attention because it requires no additional online evaluations. Many offline optimization methods have been proposed, but a fundamental question remains unanswered: what learnability is sufficient for offline optimization? Prior theoretical studies show that Probably Approximately Correct (PAC) learnability is insufficient, as the optimal region may remain poorly learned even when most regions are well learned. In this paper, we propose algorithm-dependent learnability, which requires accuracy only on the optimizer's trajectory. We prove that its value-query form is sufficient for representative discrete settings, including greedy and local search for submodular maximization, while its first-order analogue is sufficient for projected gradient descent on convex minimization. Motivated by this notion, we formalize a trajectory-learning framework comprising trajectory construction, trajectory modeling, and candidate generation, and analyze existing trajectory-based methods under it. We further propose Uncertainty-aware Gradient-guided Trajectory Learning (UGTL), which constructs locally coherent improvement trajectories reflecting plausible search paths, models them with conditional diffusion, and selects a diverse candidate set. On five Design-Bench tasks, UGTL achieves the best aggregate mean rank, $3.1/25$, among 25 methods. Controlled trajectory analyses and cross-architecture replacements confirm that our trajectory construction plays a significant role in the improvement.
#03Sep 1, 2026
cs.CV
H3-World: Turning Language Understanding into World Control
Danze Chen, Zeqing Wang, Ziyue Lin and 2 more
We present H3-World, an efficient framework that turns the 33B MiniMax-H3 video generator into an interactive world model. Our key finding is that, as large video generators become more capable, language is emerging as a natural interface for control. MiniMax-H3, for example, already supports zero-shot control of character behavior and camera motion through natural-language instructions. Building on this, H3-World turns this coarse language interface into precise, temporally grounded world control, without introducing dedicated action modules. Specifically, we represent each action as a structured combination of character and camera instructions, and align them with the corresponding temporal video latents. To make the control temporally precise, we further introduce temporal attention routing, which restricts each instruction to its intended time interval and reduces control leakage across actions. Importantly, H3-World directly reuses the semantic representations learned during large-scale video pretraining and requires only lightweight adaptation. With only 8,000 gameplay samples, 10,000 LoRA optimization steps, and 0.199% trainable parameters, H3-World achieves effective character and camera control while preserving strong generation quality. It also generalizes to unseen scenarios. These results show that the control capabilities emerging in large video generators can be efficiently transformed into interactive world control.
#04Sep 1, 2026
cs.HC
Designing Proactive Thought Partners for Writing
Chao Zhang, Abe Davis, Chih-Wei Chen and 1 more
Writing involves diverse cognitive activities, from ideation to revision, and writers' needs vary across individuals and moments. Proactive AI promises to provide the right support at the right time, yet existing proactive tools largely focus on generic textual assistance, such as autocomplete. This paper studies the design space of proactive thought partners: AI agents that proactively offer customizable, higher-level cognitive support during writing. We instantiated this concept in a technology probe and deployed it with 16 participants for one week. The probe allows users to create partners by configuring their roles and proactivity. As users write, relevant partners take the initiative at appropriate moments to offer suggestions. Our findings show that participants configured proactive support through prospective planning, used suggestions for both idea generation and self-monitoring, and valued lightweight visual representations alongside non-directive rhetorical framing for non-intrusive interventions. We derive implications for designing proactive writing assistants around customization, timing, engagement, and representation.
#05Sep 1, 2026
cs.CL
StudentSim: Training LLM-based Student Simulators
Ke Yang, Chenglong Wang, Michel Galley and 4 more
AI tutors are most useful when they adapt to each student's strengths, weaknesses, and preferred guidance, but evidence about which guidance works for which student is sparse, slow, and costly to collect from real learners. Student simulators can provide this signal as a proxy, yet existing approaches are limited: state-tracking models fit student behavior but struggle to process explanations or corrections, while LLM role-play follows guidance fluently but does not reliably match the competence of the student being imitated. We present StudentSim, a training framework that turns sparse per-student data into individualized simulators through pooled training followed by per-student specialization. The resulting simulators both mirror a student's own responses and update them under tutor guidance. We also introduce StudentSimEval, a standardized protocol covering 60 students across chess, second-language English writing, and mathematics, using public learner datasets with de-identified records shared for research. StudentSimEval measures behavioral fidelity (F), or how well a simulator matches a student's responses, and guidance responsiveness (R), or how readily it updates under tutor guidance, with all methods fit and evaluated on the same records. Across all three domains, StudentSim outperforms GPT-5.4 on both metrics. In chess, StudentSim reaches F=0.51 and R=0.91, compared with 0.23 and 0.72 for GPT-5.4 and 0.45 and 0.27 for Maia2. As a proof of concept, using StudentSim as a reward model for tutor reinforcement learning produces a chess tutor that expert humans rate as more accurate, better-guided, and more personalized than a no-RL baseline and a tutor trained against a GPT-5.4 simulator reward. Code is available at https://github.com/microsoft/StudentSim.