H

Haoyu Wu

Total Citations
238
h-index
5
Papers
3

Publications

#1 2608.01904v1 Aug 03, 2026

CoEvoKG: Co-Evolving Knowledge Graphs with Self-Evolving Search Agents

Large language models can improve with reinforcement learning for search agents, yet existing self play agents repeatedly generate tasks while discarding the knowledge gained during successful searches. We introduce CoEvoKG, a framework that turns a knowledge graph into both a source of verifiable training tasks and a persistent evidence memory for agent evolution. CoEvoKG jointly trains a task generator and a search agent: the generator creates multihop questions from entity chains sampled from the knowledge graph, while the agent learns from rewards for answer correctness and search trajectories whose entity paths are supported by graph evidence. When a search succeeds, CoEvoKG verifies and deduplicates the retrieved evidence, then writes it back to the corresponding graph nodes and edges. Future rounds reuse this enriched graph for task generation and reward computation, closing the loop between model self evolution and knowledge accumulation. Experiments on six QA benchmarks (NQ, TriviaQA, PopQA, HotpotQA, 2WikiMultiHopQA, and Bamboogle) with three backbone models show that CoEvoKG improves macro average accuracy over the corresponding base models by +11.2, +10.1, and +11.6 points on Qwen2.5-3B-Instruct, Qwen2.5-7B-Instruct, and Llama-3.1-8B-Instruct, respectively. Under matched training budgets, CoEvoKG further improves over competitive self play baselines and RL baselines for search agents by +2.6 to +3.7 macro average points across the three backbones. Code is available at https://github.com/lazzy1225/CoEvoKG.

Haoyu Wu Zenghuang Fu Guannan He Minghui Wu Chenxu Zhao +4
0 Citations
#2 2607.29468v1 Jul 31, 2026

Self-Play Meets Skill Evolution: Self-Evolving Search Agents that Pose, Solve, and Remember

Self-play agents can generate training problems without questions from target benchmarks, but their curricula lack persistent state: failures affect gradients yet do not explicitly shape future practice. External skill memories preserve procedural experience but are typically learned from fixed task distributions. We introduce \textbf{SESA} (Self-Evolving Skill-Augmented Agent), which makes procedural memory an evolving state of tool-augmented search self-play. A challenger poses problems, while a separately parameterized solver alone retrieves skills. Informative failures are distilled into reusable skills and written back to memory. The updated memory changes solver behavior and success, which changes the challenger's reward and the distribution of future problems; the resulting frontier produces new failures that rewrite memory. This bidirectional loop makes task generation and skill memory co-evolve. Because retrieved skills shape on-policy training trajectories, their benefits can enter the model parameters as well as remain in the external bank, enabling memory-free deployment and optional inference-time retrieval. Across seven open-domain and multi-hop question-answering benchmarks, SESA improves average accuracy over SSP by 1.2--3.2 points across multiple backbones and surpasses the skill-augmented SkillRL baseline by 0.9 points under a unified evaluation protocol. On Qwen3 models, SESA-Off retains 1.8--2.2 points of improvement over SSP, while the final skill bank adds a further 0.5--1.0 points. These results show that evolving skill memory is not merely an inference-time plug-in: it changes policy learning and the future training distribution while retaining value as optional external memory. Our code is available at https://github.com/Zenghuang-Fu/SESA-Self-Evolving-Search-Agents.

Ante Wang Changwei Wang Haoyu Wu Zenghuang Fu Guannan He +4
0 Citations
#3 2607.27380v1 Jul 29, 2026

VideoCoCo: Code-as-CoT for Physically-Consistent Video Generation via an Agentic Dual-Engine System

Text-to-video models have achieved remarkable visual quality, yet they still struggle to generate physically consistent dynamics because the temporal evolution of a scene must be inferred implicitly from a highly compressed text prompt. Existing chain-of-thought approaches introduce intermediate plans or visual states, but these representations are typically non-executable or temporally sparse, limiting their ability to instantiate and control the complete spatiotemporal process. To address this limitation, we introduce VideoCoCo, an agentic dual-engine framework in which executable Blender code serves as a process-level chain of thought. Given a text prompt, a coding agent synthesizes a Blender program that explicitly specifies the scene and its temporal evolution. The executable simulation engine runs the program to produce a deterministic spatiotemporal draft, which is subsequently transformed into a photorealistic video by a generative video engine through draft-conditioned editing. This decomposition separates process-level reasoning from high-fidelity visual realization. To adapt the video editor to simulated drafts, we construct VideoCoCo-3K, a curated dataset of draft-instruction-target triplets. VideoCoCo improves the OmniWeaving baseline from 0.475 to 0.558 on PhyGenBench and from 52.18 to 77.88 on VBench-2.0, achieving the best average score on both benchmarks. These results demonstrate that executable code provides an effective, controllable, and inspectable intermediate representation for physically consistent video generation.

Haodong Li Juanxi Tian Ruichuan An Ziyu Guo Zhen Fang +23
1 Citations