arXiv:2603.15957cs.LG2026-03中稿 · ICLR被引 3

用真实难题引导大模型自博弈,提升代码生成能力

GASP: Guided Asymmetric Self-Play For Coding LLMs

  • 以真实难题为靶心,逐步构建由易到难的训练题库
  • 在LiveCodeBench上比无引导方法提升2.5%通过率
  • 适合想提升代码模型泛化能力的研究者

非对称自博弈已成为大语言模型后训练的有前景范式,其中教师持续生成学生可解决但具挑战性的问题。然而,当前方法缺乏目标导向,无法区分真正有助于模型能力提升的问题。本文提出受引导的非对称自博弈(GASP),引入真实数据中的目标难题作为探索基准。训练中,教师先生成较易变体,再生成更难变体,逐步逼近目标难题。该方法使LiveCodeBench(LCB)上pass@20提升2.5%,并成功解决了所有基线无法触及的高难度目标问题。

原文摘要 · Abstract (English)

Asymmetric self-play has emerged as a promising paradigm for post-training large language models, where a teacher continually generates questions for a student to solve at the edge of the student's learnability. Although these methods promise open-ended data generation bootstrapped from no human data, they suffer from one major problem: not all problems that are hard to solve are interesting or informative to improve the overall capabilities of the model. Current asymmetric self-play methods are goal-agnostic with no real grounding. We propose Guided Asymmetric Self-Play (GASP), where grounding is provided by real-data goalpost questions that are identified to pose a hard exploration challenge to the model. During self-play, the teacher first generates an easier variant of a hard question, and then a harder variant of that easier question, with the goal of gradually closing the gap to the goalpost throughout training. Doing so, we improve pass@20 on LiveCodeBench (LCB) by 2.5% over unguided asymmetric self-play, and through the curriculum constructed by the teacher, we manage to solve hard goalpost questions that remain out of reach for all baselines.

代码生成自博弈强化学习大模型

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