Hongcheng Guo
Publications
A Self-Evolving Agent for Longitudinal Personal Health Management
Personal health management unfolds over repeated encounters, yet most health AI systems treat each request in isolation. We developed HealthClaw, an open-source agent architecture that updates support as a person's routines, preferences, measurements and risks change. It separates shared safety rules and medical knowledge from private longitudinal memory containing profile facts, reusable procedures and episodic traces. After each episode, induction determines what should update the profile, revise a procedure, remain episodic or be excluded. We evaluated HealthClaw with a synthetic year-long benchmark and nine 200-case biomedical tasks. Across 900 longitudinal support probes, answer accuracy increased from 0.2% with current-query prompting to 45.7% with HealthClaw, while prompt-side context exposure was 71.7% lower than with full-history prompting. In 100 privacy probes, HealthClaw produced higher privacy-aware answer quality and fewer unsafe disclosures than both baselines. Across the biomedical tasks, the mean absolute gain in the task-specific primary metric was 27.0 percentage points, and seven gains remained significant after false-discovery-rate correction. These offline benchmarks support governed, self-evolving memory for longitudinal personal health agents, although clinical effectiveness requires prospective evaluation. HealthClaw is publicly available at https://github.com/HC-Guo/HealthClaw.
FORGE: Research-Trajectory Hijacking Attacks on Deep Research Agents
Deep research agents decompose open-ended queries into subtasks, retrieve web evidence over multiple rounds, and synthesize long-form reports. This workflow creates a planning-layer poisoning surface: adversarial documents that enter the retrieval pool can steer follow-up questions and turn a local injection into report-level contamination. We present FORGE (Fabricated Orchestrated Reasoning chain for aGent Exploitation), a two-level attack that combines intra-document reasoning fabrication with inter-document chain coordination to hijack subtask planning. We further introduce the PRISM metric, which weights infected report claims by cognitive type, and Root Query Anchoring, a lightweight defense that ties recursive follow-up generation to the root query. Across 25 queries, Network FORGE reaches 26.4% PRISM with five injected documents and exhibits depth migration, in which recursive synthesis shifts poisoned content from overt framing into factual premises. On the 10-query defense subset, RQA (Root Query Anchoring) reduces PRISM from 38.5% to 18.3%.
GUI Agents for Continual Game Generation
Generating a game is not the same as making one that can be played. Despite advances in code generation, existing approaches treat game generation as one-shot translation from prompt to artifact, leaving interaction-level failures undetected. We argue that evaluating and improving game generation requires a player, and study two roles for graphical user interface (GUI) agents in this process: (1) as an objective evaluator, for which we introduce PlaytestArena, a new evaluation environment that pairs 200 browser-based game generation tasks across eight genres with rubrics of expected in-play behaviors, adjudicated by a GUI agent that loads each build in a browser and plays it; and (2) as a subjective playtester, for which we propose Play2Code, where a game agent and a GUI agent operate in a sustained loop with shared memory, turning game generation into a dialogue between coding and playing. Our experiments show that even frontier models struggle to generate playable games directly, while Play2Code achieves a 66.8\% rubric pass-rate, improving over single-pass and agentic-coding baselines by 37.1 and 14.6 points respectively. Further analysis shows that GUI playtester feedback is more traceable than a human report, yet idiosyncratic in ways reminiscent of human testers, establishing game playtesting as a critical testbed for interactive code generation. Our project website is available at https://continual-game-generation.vercel.app/.
When Agents Evolve, Institutions Follow
Across millennia, complex societies have faced the same coordination problem of how to organize collective action among cognitively bounded and informationally incomplete individuals. Different civilizations developed different political institutions to answer the same basic questions of who proposes, who reviews, who executes, and how errors are corrected. We argue that multi-agent systems built on large language models face the same challenge. Their central problem is not only individual intelligence, but collective organization. Historical institutions therefore provide a structured design space for multi-agent architectures, making key trade-offs between efficiency and error correction, centralization and distribution, and specialization and redundancy empirically testable. We translate seven historical political institutions, spanning four canonical governance patterns, into executable multi-agent architectures and evaluate them under identical conditions across three large language models and two benchmarks. We find that governance topology strongly shapes collective performance. Within a single model, the gap between the best and worst institution exceeds 57 percentage points, while the optimal architecture shifts systematically with model capability and task characteristics. These results suggest that collective intelligence will not advance through a single optimal organizational form, but through governance mechanisms that can be reselected and reconfigured as tasks and capabilities evolve. More broadly, this points to a transition from \textbf{self-evolving agents} to the \textbf{self-evolving multi-agent system}. The code is available on \href{https://github.com/cf3i/SocialSystemArena}{GitHub}.
IRPM: Intergroup Relative Preference Modeling for Pointwise Generative Reward Models
Generative Reward Models (GRMs) have demonstrated strong performance in reward modeling, due to their interpretability and potential for refinement through reinforcement learning (RL). However, widely used pairwise GRMs create a computational bottleneck in reinforcement learning from human feedback (RLHF), when calibrating or aggregating preference signals over n candidates, often incurring O(n^2) pairwise judgments. To address this issue, we propose Intergroup Relative Preference Modeling (IRPM), an RL-based method that extends the Bradley--Terry preference-learning paradigm via intergroup comparisons to train pointwise GRMs from pairwise preference data. IRPM derives pointwise reward for each response by contrasting groups of chosen vs. rejected samples, enabling pointwise scores comparable across candidate sets and O(n) reward evaluation for a variable number of candidates during RL training, while preserving interpretability and scalability. Experiments show that IRPM achieves state-of-the-art performance among pointwise GRMs on RM-Bench, JudgeBench and RewardBench, and approaches the performance of leading pairwise GRMs. In addition, IRPM achieves substantial gains in post-training evaluations, demonstrating its effectiveness.