aDSL, 에이전트-프로그램 공동 설계로 구현한 Agentic 3D 생성
Programmatic representations provide a compelling paradigm for 3D content creation, enabling fine-grained edits, interpretability, and explicit structural control. Yet, agentic workflows that rely on large language models (LLMs) to author 3D programs remain brittle, often failing to translate high-level intent into consistent low-level geometry. We attribute this fragility to a mismatch between existing programmatic interfaces and the reasoning strengths of LLMs, which favor semantic structure and spatial relations over fragile numeric choices. In this paper, we jointly design an Agent-centric Domain-Specific Language (aDSL) and a role-specialized multi-agent system to close this gap. aDSL bridges semantic logic and geometric constraints by emphasizing composability and spatial reasoning; it enables agents to manipulate geometry through relational operators instead of brittle absolute coordinates. Building on aDSL, our training-free multi-agent system follows a Plan-Execute-Critic loop
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GS-Voxel, 대규모 3DGS 생성을 위한 피팅 없는 구조적 잠재 표현
Many scalable latent 3D generators operate on structured tensors, whereas pre-optimized 3D Gaussian Splatting (3DGS) reconstructions are unordered, spatially irregular, and vary widely in primitive count. We present GS-Voxel, a fitting-free structured latent framework, and evaluate it for large-scale aerial 3D Gaussian scene generation. GS-Voxel deterministically converts a compatible pre-optimized 3DGS reconstruction into sparse active voxels without additional per-scene optimization, retaining the sub-voxel positions and rendering attributes of the selected primitives. A GS-specific factorized VAE then separately encodes voxel geometry and local Gaussian attributes into sparse 3D latents whose size grows with the number of occupied voxels rather than being limited by a fixed scene-wide primitive count. We train image-conditioned flow models in the GS-Voxel latent space to generate aerial 3DGS scenes. A key application enabled by GS-Voxel is large-area scene generation: overlap-aware
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로그-선형 복잡도의 블록 희소 어텐션
Scaling language models to long contexts is limited by the quadratic cost of self-attention. Block sparse attention offers an efficient alternative, but selecting the retained blocks remains a bottleneck. Conventional block selection requires scoring all query-block pairs and therefore remains quadratic in sequence length. To address this issue, we propose PISA, a block-sparse attention mechanism that employs a pyramid Top-K selection strategy. The main idea is to gradually narrow down the candidates across different levels, making it more efficient to find the most relevant keys. Specifically, we construct a coarse-to-fine hierarchy of keys and perform selection from the coarsest level. At each level, LogSumExp scoring is applied to a bounded candidate set to select candidates for the next finer level, continuing until the finest level is reached. Through pooling, we construct O(log N) levels of keys, yielding an overall complexity of O(Nlog N), where N denotes the sequence length. We
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사전학습 Diffusion 모델과 멀티모달 조건부 학습으로 사진측량 DSM 성능 향상
Large-scale Digital Surface Models (DSMs) can be produced cost-effectively from satellite images via stereo-photogrammetry. However, the resulting 3D maps are often contaminated by noise, outliers, and voids. On the other hand, aerial LiDAR provides high-accuracy elevation measurements at a substantially higher cost. In this work, we study diffusion models conditioned both on photogrammetric DSMs and Pléiades imagery to refine vertically co-registered DSMs. We introduce a modified Stable Diffusion 3 architecture with a pruned text stream and a patch-wise normalization strategy, enabling stable training on LiDAR data and transfer from natural images to elevation maps. Experiments in French cities demonstrate that multimodal conditioning improves elevation accuracy, reducing Dense Urban RMSE from 6.00 to 3.45 m in the in-context cities and from 4.16 to 2.77 m in the held-out city of Bordeaux.
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CARD, 보상 유도 디코딩 기반 클러스터 수준 적응형 개인화 텍스트 생성
Adapting large language models to individual users remains challenging due to the tension between fine-grained personalization and scalable deployment. We present CARD, a hierarchical framework that achieves effective personalization through progressive refinement. CARD first clusters users according to shared stylistic patterns and learns group-specific LoRA adapters, enabling robust generalization and strong low-resource performance. To capture individual differences within each cluster, we propose an implicit preference learning mechanism that contrasts user-authored text with cluster-level generations, allowing the model to infer user-specific style preferences without manual annotation. At inference time, CARD injects personalization exclusively at decoding via lightweight user preference vectors and low-rank logit corrections, while keeping the base model frozen. Experiments on the LaMP and LongLaMP benchmarks show that CARD achieves superior generation quality compared to baseli
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LLM 추론을 위한 진화 전략의 이해: GRPO보다 넓은 추론 커버리지
Evolution Strategies (ES) have recently emerged as a memory-efficient post-training paradigm for LLM reasoning. However, the optimization behavior of ES remains understudied, making it hard to define its advantage scope compared to mainstream post-training paradigms (e.g., Group Relative Policy Optimization (GRPO)). By systematically investigating ES dynamics and mechanisms, this paper first identifies a performance advantage of ES over GRPO, theoretically and empirically showing that ES can lead to broader reasoning coverage, thereby better exploiting the reasoning capabilities of pretrained LLMs. Theoretically, we show that verifier-projected Jensen-Shannon diversity across the ES population is helpful to higher Pass@K performances. Empirically, unlike GRPO, which exhibits entropy collapse, ES improves Pass@1 while attaining higher Pass@K than GRPO. We further develop a sequential GRPO-ES training strategy that combines GRPO's strength in Pass@1 with ES's gains in Pass@K. Second, we
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TrackEverything, 중복 제거된 3D 장면 표현으로 장기 고밀도 트래킹 구현
Existing point tracking models face a fundamental tradeoff: they can either track a sparse set of query points over long horizons, or track all points across only short clips. We introduce TrackEverything, a 3D point tracker that breaks this trade-off by representing videos as persistent 3D scene tracks in world coordinates. Grounded in the insight that videos are 2D projections of an underlying 3D world, TrackEverything decouples model complexity from video duration, allowing it to scale with unique physical scene geometry instead. Our approach introduces three key innovations. First, we employ a voxelization-based de-duplication mechanism at sliding-window boundaries to merge co-located tracks, preventing repeated observations of the same surface from redundantly accumulating. Second, we decompose tracking into an endpoint refiner that predicts each point's destination and static-versus-dynamic classification, followed by a lightweight trajectory refiner that decodes dense trajectori
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암묵적 개인화와 명시적 스타일은 충돌할까? PsPLUG, 맞춤형 LLM에서 개인화와 스타일 균형 잡는 경량 플러그인
Personalized large language models are often expected to follow explicit style instructions, yet we find that such instructions can undermine the user-specific characteristics that personalization methods aim to preserve. We call this failure mode personalization collapse: explicit style control can conflict with implicit user preferences. To address this challenge, we propose PsPLUG, a lightweight plug-in that learns a user-specific residual after accounting for the requested style. PsPLUG also allows us to tune personalization strength at inference time. Our experiments show that explicit style instructions can diminish personalization in existing methods, whereas PsPLUG better preserves user preferences while providing precise control over the balance between personalization and style adherence.
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Aphanta: 멀티모달 추론을 위한 작업 정렬형 이미지 편집 중간 결과 진단
Explicit visual intermediates can help multimodal large language models (MLLMs) externalize spatial evidence and updated visual states, but their utility depends on whether an image editor can faithfully realize the required transformation. We introduce Aphanta, an automated task-discovery and closed-loop diagnostic framework for the MLLM -> image editor -> MLLM pipeline. Aphanta evaluates three conditions---direct reasoning, reasoning with an editor-generated intermediate, and reasoning with an idealized reference intermediate---to separate potential visual headroom from the practical utility of current editors. Across 20 candidate tasks and multiple editor--MLLM combinations, we find that utility is strongly task-conditioned. Gains concentrate in visual cue injection, grounding, and counterfactual state realization, whereas intermediates requiring symbol-sensitive construction or structural extrapolation are substantially less reliable. On the selected positive-task subset, our conso
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Luce: 3D 에셋 생성을 위한 리라이팅 가능한 Gaussians
High-fidelity image-to-3D generation requires a 3D representation that captures both geometry and appearance. To support relighting and integration into standard rendering pipelines, the representation should include physically based rendering (PBR) modalities such as albedo, metallic-roughness, and surface normals. We propose Luce, a 3D representation that unifies geometry and PBR materials within a voxelized multimodal Gaussian cloud, using dedicated Gaussian primitives for each modality. A variational autoencoder compresses this representation into a unified material-aware latent space. A rectified-flow transformer generates this latent from a single image, conditioned on multi-layer features from a pretrained image encoder that preserve both semantic context and fine spatial detail. The latent then decodes into relightable PBR Gaussians and an optional textured mesh with a tangent-space normal map. On Toys4K, Luce achieves state-of-the-art single-image-to-3D generation, improving F
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TacForcing: 실행 시점 촉각 피드백을 활용한 스트리밍 액션 생성
Contact-rich manipulation requires adapting to contact states that can evolve substantially within an action horizon. However, chunk-based vision-language-action models predict complete action chunks from observations collected before execution, leaving tactile conditioning stale during execution. Existing tactile-reactive approaches typically rely on separate high-frequency controllers, which increase both architectural and training complexity. In this paper, we introduce TacForcing, a streaming action-generation framework that effectively incorporates execution-time tactile feedback. Instead of employing a separate reactive controller, TacForcing replaces the standard action expert with a streaming action expert to generate actions conditioned on the evolving tactile observations acquired during execution. TacForcing also introduces Execution-Aware Tactile Attention (EATA), which restricts tactile conditioning to actions nearing execution, thereby reducing the temporal mismatch betwe
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에이전트 기반 게임 개발로 월드 모델 확장용 검증 가능한 궤적 데이터 엔진 구현
A common strategy for scaling world models is to train on more crawled video with more compute. We argue that this strategy is inefficient: scaling world models also requires a recursive data engine that offers grounded reward signals. The success of code agents illustrates why this matters. As code is executable, compilers and runtimes can provide high-quality rewards for Reinforcement Learning (RL) post-training of LLMs. By contrast, spatial generation still relies largely on fuzzy proxies such as CLIP scores. These signals are fuzzy and biased, making them hard to support RL post-training. Compared with these, game development provides a missing reward environment for spatial world models. A scene encoded by a game engine is an executable world specification: the engine can efficiently check collision, physics, navigability and bounded playability, while the developer provides the global verification signal by judging whether the scene should be accepted. Game development also provi
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AgentWorld, 멀티에이전트 LLM의 장기 협업 성능 벤치마크
Existing multi-agent benchmarks primarily test in competitive settings, short-horizon interactions under 20 steps, or simply aggregate individual performance, failing to isolate and highlight genuine collaboration capabilities of LLM-based agents. We introduce AgentWorld, a benchmark of 100 human-annotated tasks (with 100 augmented variants) for evaluating long-horizon, multi-agent collaboration. Tasks span 50+ interaction rounds across a rich MMORPG sandbox and require 3-20 agents with asymmetric roles and abilities to coordinate through communication, joint planning, and resource sharing under a blackbox setting where each agent acts independently without access to others' internal states. To quantify collaboration effectiveness in addition to conventional binary task success, we propose Causal Collaboration Effectiveness (CCE), a graph-based metric that traces causal dependencies between agent actions and measures what fraction of a team's effort actually contributed to the outcome.
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Game Arena, 경쟁 환경에서 LLM 전략 성능 평가
We introduce Kaggle Game Arena, an open and ever-expanding platform to evaluate large language models (LLMs) through competitive games. Different from static benchmarks, game arena enables models to play head-to-head matchups in structured environments where the gameplay strength naturally increases as models evolve, preventing performance saturation. This technical report details the infrastructure behind Game Arena and describes the three pilot game environments: Chess, Poker, and Werewolf. These environments span perfect information, imperfect information, and multiplayer game settings, enabling a systematic study of models' strategic planning, adaptation, and robustness under uncertainty. For each game, we provide a detailed description of the environment, evaluation metrics, and results from running full competitions across models. Through robust infrastructure and large-scale ground-truth based evaluation, Game Arena ensures reproducibility, transparency and generalizability to n
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평가 라이선스는 무엇을 허용하나: Inspect Evals에서 본 주장 상대 추론의 커밋 기반 센서스
Evaluation artifacts specify a forward computation: a task, scorer, and reported metric. They do not necessarily license the claim attached to that metric because the historical evidence and alternative semantics needed to replay it may be unbound. We formalize this missing claim-replay layer through a frozen substrate D, a grounded family F, a claim query q, and the resulting identified set. We then census all 124 mechanically eligible Inspect Evals units at a pinned commit. Every unit receives a terminal disposition; 110 stop before deterministic inference because required historical evidence or semantic grounding is unavailable. Where execution closes, exact values, winners, complete orders, and pairwise relations separate by claim resolution and by primary versus review family. The audit therefore returns typed stops, instability witnesses, and stable substructure rather than forcing one evaluator meaning or one robust/not-robust label.
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출력 헤드 양자화를 위한 Softmax 재매개변수화
Large vocabularies make output heads a substantial inference cost in small language models. We propose softmax reparameterization, a post-training method that selects a functionally equivalent output head before quantization. The method subtracts a scalar multiple of the vocabulary-row mean from every output row and selects the coefficient by validation KL separately for RTN, activation-weighted MSE, and full-Hessian GPTQ. This one-dimensional search includes the original head and fixed mean-centering, preserves the full-precision softmax distribution, and leaves the trained decoder unchanged; a rank-one correction handles nonlinear logit paths such as soft-capping. Across seven heads, W4 gains concentrate where baseline quantization substantially distorts predictions: on Phi-4-mini, AW-MSE KL falls from 0.936 to 0.256. The gains survive stronger GPTQ calibration and remain complementary to exact per-channel scaling and affine quantization. Across four heads and three W4 quantizers, fr
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모든 랭크가 같지는 않다: 작업별 예산 인식 LoRA 병합
Merging low-rank adapters (LoRAs) promises to eliminate the overhead of swapping task-specific weights at inference time. However, existing merging methods assume every layer needs the same rank budget. Further, some methods assume that rank budget needs to be split equally among the tasks too. We show this uniform-budget assumption is a major source of the performance gap between merged and per-task LoRAs. However, rank selection is an NP hard problem. To this end, we introduce Net Utility, a data free metric that first decomposes every task LoRA by its Singular Value Decomposition (SVD) and scores each of those singular directions by its task utility and its interference with other tasks directions. Next, we globally pool these scores to select singular directions with the highest values with a constraint on the total number of directions selected. The proposed Net Utility metric is applied on top of five different merging methods across three different merging spaces. The merging is
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ZooWork-ShopRanker: 선호도 정렬 기반 오픈소스 이커머스 리랭커
Open rerankers trained for general web retrieval transfer imperfectly to e-commerce, where ranking decisions depend not only on topical relevance but also on user preferences, product constraints, and comparative product fit. These preference signals are difficult to supervise at scale: real search traffic provides authentic queries and candidates but no clean pairwise labels. We present ZooWork-ShopRanker, a family of e-commerce rerankers (0.6B, 4B, and 8B) aligned to judge-labeled shopping preference. Training pairs are labeled by a panel of reasoning large language models (LLMs) from different families acting as a preference oracle, with position-debiased judgments and agreement tiers, and the rerankers are trained on these labels. The aligned 8B flagship then serves as a distillation teacher for the efficient 4B and 0.6B models, which are fit to its scores and sharpened on judged pairs. To measure progress, we introduce ShopRank-Bench, a contamination-limited benchmark of ~10,000 p
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Mid-Harness: 터미널 에이전트를 위한 모델-하네스 간 액션 스케일링
Terminal agents act through stochastic model generations, yet the ability to generate a useful action does not ensure its reliable execution. A poor command (e.g., wrong package install) can change the environment in ways that hinder subsequent progress, even when the model could generate a better alternative. We investigate whether allocating test-time compute at the model-harness boundary can improve action reliability and trajectory success, and what makes this allocation effective. To study these questions, we introduce Mid-Harness, which samples and verifies candidate actions before forwarding one for execution, while keeping the generator and harness unchanged. With a TMAX-9B generator, more action sampling yields little benefit under weak verification, whereas a capable verifier can exploit useful alternatives from the same generator. On TerminalBench-Lite, a GPT-5.6 Sol verifier raises Pass@1 from 50.00% for the base agent to 68.03% with 8 sampled actions. When the same TMAX-9B
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InternW0-Δ, 2만+ 시간 오픈 데이터로 예측 동역학과 행동 잇는 월드 액션 모델
World Action Models (WAMs) jointly model visual dynamics and action generation for generalist robot manipulation. A central challenge is to integrate priors from large-scale pretrained models---including visual dynamics, scene semantics, geometry, and motion---into a unified framework for robot action generation. We introduce InternW0-Δ, a unified WAM pretrained on a heterogeneous corpus that outperforms prior methods across simulation benchmarks and real-robot platforms.
InternW0-Δ combines pretrained visual dynamics, scene-level semantics, 4D geometric and motion priors, and action generation within a Mixture-of-Transformers (MoT) framework. A pretrained video expert and an action expert interact under semantic guidance from a frozen VLM, while a pretrained 4D foundation model injects geometric and motion priors through training-only distillation. We further introduce Causal Imprint, which learns future-relevant scene changes from training-only future supervision and provides predi
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고정관념을 깨고 묻다: 언어 모델은 외부 가이드를 선택적으로 활용할 수 있을까
Agent harnesses often improve language models with human-designed workflows, but as models grow more capable, unreliable guidance can increasingly constrain their execution. We call the ability to benefit from useful guidance while overriding unreliable guidance thinking outside the box. We introduce Box^2-Bench, which holds the model and task fixed while varying workflow reliability to isolate how models regulate their reliance on guidance. On Box^2-Bench, frontier models often benefit from reliable guidance but remain vulnerable when it is misleading or becomes unreliable. To test whether this capability can be learned, we train two open-weight models using bad workflows, reserving good workflows for evaluation. We explore two complementary training strategies: counterfactual supervised fine-tuning improves robustness, while outcome-based reinforcement learning can shift the balance toward greater use of helpful workflows. We further find that this behavior extends beyond workflows t
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DART-SD: 멀티턴 툴 호출 에이전트의 자기 증류를 위한 다이아몬드 토폴로지 인식 검색·튜닝
Equipping Large Language Models (LLMs) with multi-turn tool-calling capabilities is essential for building autonomous agents. However, progress is fundamentally limited by the reliance on full-length trajectory imitation. For tasks involving multiple order-independent sub-goals, the optimal solution space forms a vast combinatorial diamond lattice. Forcing this rich topology into monolithic trajectories causes a severe topological collapse, indiscriminately penalizing valid alternative explorations and severely degrading policy diversity. To address this, we propose DART-SD (Diamond-topology Aware Retrieval and Tuning for Self-Distillation), a novel framework that shifts the paradigm from global forcing to topology-guided localized correction. DART-SD first models the execution process as a converging Interaction-State Transition Graph (ISTG), faithfully capturing the inherent diamond topology of successful and failed exploratory paths. During autonomous rollouts, the framework identif
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StarHarness: 엔터프라이즈 환경을 위한 계층적 탐색 기반 하네스 진화
We present StarHarness, a framework for evolving environment-specific agent harnesses while keeping model weights fixed. The evolved harness can include prompt and task framing, tool interfaces, skills, MCP-backed providers, subagent structure, and agent-loop configuration. StarHarness constructs a compact evolution pool by stratifying tasks according to baseline failure behavior, separates proposer-visible search tasks from proposer-hidden selection tasks, and reserves held-out tasks for evaluating generalization. Across ITBench SRE, EnterpriseOps-Gym ITSM, and AutomationBench Finance, harness evolution improves full-benchmark performance by 20-35 percentage points over the default harness after 4-12 accepted changes per environment. These gains persist on tasks excluded from evolution and transfer without re-evolution across GPT and Qwen model families. Trace analysis links the improvements to interface repairs, environment conventions, and operational knowledge that compresses searc
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Ring Forcing: 자기회귀 비디오 확산의 정밀한 장기 기억을 향해
Scaling video generation to long durations reveals a critical bottleneck: current models lack robust long-term memory. This deficiency can be studied along two critical aspects: object permanence, the ability to precisely reproduce the appearance of objects upon re-entry; and memory capacity, the ability to process ultra-long context and use information from distant history. Robust long-term memory requires both: object permanence without sufficient context handling limits the temporal scope, while long context length without permanence fails to maintain identity. To address this, we present Ring Forcing, an autoregressive video diffusion framework designed to robustly construct and precisely utilize long-term memory. Our ring-structured training strategy enforces retrieval from distant history, effectively reconciling the trade-off between strict historical adherence and generative diversity. To expand memory capacity, we introduce a compression and timestep composition strategy. Unde
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EvoUndo: 복구 가능성 제약을 적용한 LLM 에이전트 하네스의 자기 진화
LLM agents increasingly modify their own prompts, tools, middleware, resources, and execution harnesses at runtime. Such self-evolution can improve capability, but a successful mutation may leave persistent effects that cannot be safely reversed in states different from the one in which it was created. We introduce EvoUndo, a framework for representing, synthesizing, diagnosing, and independently verifying recoverability of model-generated self-modifications across counterfactual states. Across 600 unseen one-shot self-evolution tasks, we identify 197 capability-improving mutations that fail recoverability verification. Under the original recovery representation, conventional repair strategies recover 0/197 of these natural failures. Deterministic oracle analysis recovers 48/197 under the original recovery language L0, while the extended recovery calculus increases empirical oracle recovery to 191/197. A protocol-locked 2x2 grounding-by-expressivity intervention then separates two bott
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획득·수리·보존: 소형 모델 대화 게임 에이전트를 위한 진단 기반 포스트 트레이닝 레시피
Interactive dialogue games test a capability that static benchmarks largely leave implicit: a model must carry state across turns, interpret feedback, and choose valid actions under changing constraints. We study this setting in the LM Playschool Challenge with a 2B open-weight model, and find that many failures are not only broad knowledge failures but also local decision failures: repeated guesses, malformed actions, and violations of feedback that the model has just seen. These diagnostics motivate a training recipe organized around three steps: acquire broad game participation through supervised fine-tuning, repair mechanically verifiable failures within one targeted dialogue-game family using turn-local preference pairs, and preserve general capabilities beyond these dialogue games. In the official final evaluation, our submission improves public clemscore from 10.67 to 38.92 and closed in-domain score from 13.41 to 41.17, while approximately preserving aggregate static performanc
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질문할까, 답할까: 멀티턴 건강 허위정보 개입을 위한 의사결정 프레임워크
Correcting health misinformation in dialogue requires more than producing a factual rebuttal: users differ in what they know, what they believe, and what they need to hear, so an effective intervention often depends on first asking the right clarifying question. Yet existing methods either respond immediately or probe indiscriminately, treating clarification as either unnecessary or always beneficial. We propose Reward-Optimized Probe-and-Respond (RO-PnR), a framework that learns when asking is worth its cost. At each turn, RO-PnR chooses between probing for more information and committing to a final correction, guided by a turn-level reward that weighs the expected gain from probing against its interaction cost. To capture how user heterogeneity affects probing value, we model each simulated user with a latent state along health literacy and belief commitment. Experiments show that RO-PnR achieves the highest cost-adjusted utility across three health-misinformation datasets and three
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비디오 생성 모델은 기하학을 학습한다
Recent generative approaches to geometry estimation adapt pretrained image diffusion models and treat the task as image-conditioned generation. Leveraging off-the-shelf image diffusion models, they either (i) train task-specific geometry models (for depth and surface normal estimation) independently, losing the opportunity of exploring the intrinsic correlation of these geometric targets, or (ii) jointly fine-tune modified image diffusion backbones (e.g., altered self-attention), which typically demands substantial labeled data. To overcome these limitations in a principled fashion, we repurpose pretrained video generative models as a unified and data-efficient framework for geometry estimation, formulated innovatively as a next-frames prediction task. Our method, GeoNeXt, inherits naturally structured knowledge and richer priors from the video model, while further adapting them for joint modeling of images and geometry targets (image <-> geometry), enabling more data efficient and eff
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슬라이딩 윈도가 linear attention을 이긴다
Due to the nature of quadratic attention, Large Language Models (LLMs) consume a lot of memory and energy. Every new token costs more than the previous one. For each additional token, the keys and values must be stored in memory indefinitely, which is unsustainable.
Several alternatives have been proposed to fix the quadratic scaling problem, one of which is retrofitting LLMs to use Linear Attention. This idea has attracted a lot of attention, given its promise to solve the quadratic scaling problem with state-of-the-art performance at low cost. However, this line of research has not been properly compared to simpler baselines.
In this work, we show that Sliding Window Attention (SWA) with sinks performs as well or better than post-trained Linear Attention models. We observe this across multiple LLMs on various downstream tasks. For long-context reasoning tasks (Needle-in-a-Haystack and BABILong), SWA achieves massively higher performance (2 to 10 times higher than linear attention
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강화학습을 위한 Rubric-to-Code 크레딧 할당
Interactive web application generation requires models to produce usable HTML, CSS, and JavaScript applications from natural language requests. Unlike conventional code generation, application quality depends on multiple user-facing functional requirements, each often tied to localized code regions such as event handlers, state updates, DOM fragments, or CSS selectors. Standard GRPO collapses these structured outcomes into a single sequence-level reward and applies the resulting advantage uniformly to all tokens, weakening credit assignment. We propose Rubric-to-Code Credit Assignment (RCCA), a reinforcement learning framework that converts rubric-level functional feedback into localized optimization signals over generated code. RCCA builds training tasks around explicit functional rubrics, uses a hierarchical reward to separate format, source-code, runtime, and functional failures, and aligns evaluator-generated textual attributions with responsible code spans and generated tokens. Th
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