Zongxia Li
Publications
Co-Evolving LLM Decision and Skill Bank Agents for Long-Horizon Tasks
Long horizon interactive environments are a testbed for evaluating agents skill usage abilities. These environments demand multi step reasoning, the chaining of multiple skills over many timesteps, and robust decision making under delayed rewards and partial observability. Games are a good testbed for evaluating agent skill usage in environments. Large Language Models (LLMs) offer a promising alternative as game playing agents, but they often struggle with consistent long horizon decision making because they lack a mechanism to discover, retain, and reuse structured skills across episodes. We present COSPLAY, a co evolution framework in which an LLM decision agent retrieves skills from a learnable skill bank to guide action taking, while an agent managed skill pipeline discovers reusable skills from the agents unlabeled rollouts to form a skill bank. Our framework improves both the decision agent to learn better skill retrieval and action generation, while the skill bank agent continually extracts, refines, and updates skills together with their contracts. Experiments across six game environments show that COSPLAY with an 8B base model achieves over 25.1 percent average reward improvement against four frontier LLM baselines on single player game benchmarks while remaining competitive on multi player social reasoning games.
Graph of Skills: Dependency-Aware Structural Retrieval for Massive Agent Skills
Skill usage has become a core component of modern agent systems and can substantially improve agents' ability to complete complex tasks. In real-world settings, where agents must monitor and interact with numerous personal applications, web browsers, and other environment interfaces, skill libraries can scale to thousands of reusable skills. Scaling to larger skill sets introduces two key challenges. First, loading the full skill set saturates the context window, driving up token costs, hallucination, and latency. In this paper, we present Graph of Skills (GoS), an inference-time structural retrieval layer for large skill libraries. GoS constructs an executable skill graph offline from skill packages, then at inference time retrieves a bounded, dependency-aware skill bundle through hybrid semantic-lexical seeding, reverse-weighted Personalized PageRank, and context-budgeted hydration. On SkillsBench and ALFWorld, GoS improves average reward by 43.6% over the vanilla full skill-loading baseline while reducing input tokens by 37.8%, and generalizes across three model families: Claude Sonnet, GPT-5.2 Codex, and MiniMax. Additional ablation studies across skill libraries ranging from 200 to 2,000 skills further demonstrate that GoS consistently outperforms both vanilla skills loading and simple vector retrieval in balancing reward, token efficiency, and runtime.