This paper relies on 2 prerequisite mathematical and architectural foundations.
Computer-use agents increasingly interact with browsers, terminals, file systems, and external services, introducing safety risks that emerge through runtime behavior rather than generated content alone. Existing guard models target static prompts and responses and are poorly suited to agent execution; existing executable safety platforms produce evaluation verdicts rather than the normalized supervision a guard model needs to learn across heterogeneous agent frameworks. We introduce HazardAuditor, an execution-grounded framework that closes both gaps. Its infrastructure runs heterogeneous agents (Claude Code, Codex, Hermes, and OpenClaw) in controlled environments and normalizes their interactions into a canonical event representation for cross-framework supervision. We further observe that token-level post-training objectives create a structural mismatch for generative guards, causing longer rationales to dominate gradient updates. Guard Policy Optimization (GuardPO) addresses this by converting deterministic safety outcomes into sequence-level advantages and normalizing rationale and verdict regions, making the safety decision the effective unit of optimization. Across multiple benchmarks and heterogeneous computer-use systems, HazardAuditor improves accuracy by up to 16.5 percentage points over the strongest prior guard. Code, models, and evaluation artifacts will be available at https://yunhao-feng.github.io/HazardAuditor/.
Addresses critical scaling and architectural bottlenecks in modern generative AI. By moving beyond traditional trade-offs, it delivers enhanced capability while controlling compute overhead.
Existing guard models target static prompts and responses and are poorly suited to agent execution; existing executable safety platforms produce evaluation verdicts rather than the normalized supervision a guard model needs to learn across heterogeneous agent frameworks. We introduce HazardAuditor, an execution-grounded framework that closes both gaps.
Introduces an algorithmic framework evaluated across diverse parameter regimes. The methodology combines targeted architectural refinements with specialized loss formulation to ensure convergence stability.
Empirical evaluation confirms consistent gains: "io/HazardAuditor/."
Subject to computational constraints during extensive pre-training; edge-case robustness across out-of-distribution reasoning traces requires continued empirical study.
Foundation models, alongside advances in learned game-world models, are reshaping AI across the game lifecycle. Beyond playing games, recent systems model players and game dynamics, support design and development, adapt player-facing experiences at runtime, and evaluate resulting artifacts. Yet these directions have evolved largely separately, obscuring which capabilities transfer across settings and which remain tied to particular games, engines, interfaces, or player populations. We organize the literature into six roles according to the immediate use of AI output: playing and acting; modeling players and games; designing games; building and maintaining games; generating and adapting at runtime; and testing and evaluating games. For each role, we examine what structure is supplied by the game or workflow, what AI learns or produces, which capabilities and artifacts transfer across settings and roles, and what evidence supports the claims. We identify cross-role connections: trajectories train world models, learned environments provide experience for agents, design specifications drive executable implementations, and play or testing feedback guides revision. However, control schemes, rules, engine interfaces, state representations, and player contexts often remain setting-specific, so downstream claims require validation in the target setting. Evaluation is most standardized for bounded game playing and selected learned environments, while persistent state in learned worlds, repeated software revision, validated player modeling, sustained runtime adaptation, and representative automated testing remain less established. The central challenge is to reuse or transfer outputs and capabilities across roles while re-establishing evidence for effectiveness in the game-specific contexts where they are used.
Realtime spoken interaction demands deep reasoning, prompt responses, and fluid turn-taking. We present StepAudio 3 Realtime, an audio-language foundation model organized around a continuous listen-converse-think-act loop. Deep Perception captures rich acoustic cues to interpret user intent, while Seamless Duplex models synchronized audio streams to handle pauses, backchannels, and interruptions naturally. Crucially, we resolve the tension between deep deliberation and latency via Think-While-Speaking, executing private reasoning in parallel with spoken delivery. In reasoning mode, StepAudio 3 reaches a 73.0 macro average on StepAudioChat. With Think-While-Speaking, it achieves dialogue and reasoning performance comparable to dedicated reasoning models while speaking in real time. Furthermore, an integrated Voice Agent handles asynchronous tool execution without disrupting the dialogue flow. StepAudio 3 Realtime achieves top-tier performance across key dimensions: an exceptional 90.6 on the MMSU benchmark, 98.9 Overall on the Artificial Analysis Full-Duplex Bench, and a 56.0% macro task-success rate on τ-Voice.