This work introduces TOFFEE, a system for synthesizing high-quality data agent trajectories from given data environments via Monte Carlo Tree Search (MCTS) with adaptive model selection and cross-task prefix reuse, and shows that TOFFEE can effectively generate scalable trajectory data for complex analytical tasks across heterogeneous environments.
Abstract
LLM-powered data agents are playing an increasingly important role in data-driven decision making. However, existing data agents struggle to generalize to unseen data environments and analytical workflows, especially in heterogeneous enterprise settings. This creates a growing need for synthesizing high-quality data agent trajectories that capture complex analytical workflows for given data environments. Such trajectories support two key downstream uses: they can serve as supervised finetuning (SFT) data that adapts data agent models to the target domain, and as in-context learning (ICL) demonstrations to guide general-purpose LLMs in unfamiliar data environments. Thus, we introduce TOFFEE, a system for synthesizing high-quality data agent trajectories from given data environments via Monte Carlo Tree Search (MCTS) with adaptive model selection and cross-task prefix reuse. We show that TOFFEE can effectively generate scalable trajectory data for complex analytical tasks across heterogeneous environments. In this demonstration, we present the system framework of TOFFEE, including its task pool construction, trajectory explorer, and learned cost model. We also introduce the web interface of TOFFEE and its workflow, and demonstrate two end-to-end scenarios: trajectory synthesis for data agent finetuning, and demonstration-augmented data agent reasoning.
This work introduces AgentMercury, a scalable framework for synthesizing executable environments from high-level business scenarios that improves substantially on both enterprise workflows and out-of-domain benchmarks spanning reasoning, coding, scientific computing, and tool use.
The paradigm of LLMs has rapidly shifted from passive language interfaces to autonomous Claw-like agents that execute long-horizon tasks across stateful workspaces. While Agentic Reinforcement Learning (Agentic RL) provides a promising path to optimize these agents, its scaling is heavily bottlenecked by the severe scarcity of interactive training environments. Existing synthetic environments are strictly limited to tool-calling endpoints, rendering them insufficient for accommodating the end-to-end real-world demands of claw-like agents. To bridge this gap, we introduce EnvCraft, an automated framework for synthesizing executable environments and scalable training data. Specifically, EnvCraft employs an environment synthesis engine to build sandbox-isolated workspaces, alongside a topology-aware data generation engine to produce coherent task trajectories. Overall, we synthesize 139 interactive environments comprising approximately 20K complex tasks for Agentic RL training. Experiments on Qwen3/3.5 models (8B-32B) show that our method yields gains of up to +11.9% on Claw-style benchmarks and +8.0% on general tool-use benchmarks, with concurrent reductions in inference token cost. The results confirm that synthesized executable environments provide robust and generalizable learning signals for training.
Yi-Rong Zeng, Shen You, Jin-Hang Feng et al.· 0 citations
A one-round study provides initial evidence for PRD-guided self-evolution, motivating validation at larger scales and in industrial settings, and presents AgentOmnia, a framework coordinating task-space definition, data synthesis, post-training, evaluation, and improvement across To-Consumer (ToC), To-Business (ToB), and To-Employee (ToE) applications.
Comparisons against stronger model and coding-agent competitors further indicate that both domain-specific agent runtime structure and foundation-model strength matter for autonomous data analysis.
LLM-based agents are increasingly deployed in real-world applications through tool-use APIs, yet training them for specific environments remains fundamentally difficult: real-world applications provide no pre-defined tasks or verifiers, no faithful simulators, and limited budget for large-scale environment interaction. In this paper, we propose \textbf{AgentBrew}, an offline training framework that learns effective tool-use policies from a single batch of raw interaction trajectories, without task verifiers or iterative on-policy rollouts. The agent first explores the target environment to collect a raw trajectory corpus without quality filtering. To extract training signal from this noisy corpus, \emph{retrospective task inference} reconstructs an aligned instruction for each trajectory based on its actual outcome, and \emph{PMI-Based credit assignment} decomposes the trajectory's total information about the inferred instruction into additive per-action credits via pointwise mutual information (PMI). These credits weight the policy training objective, amplifying informative actions while suppressing ineffective ones. On three real-world MCP applications (GitHub, Notion, PostgreSQL), AgentBrew improves Qwen3-32B by +8.7 Acc / +9.7 Score on average, surpassing Qwen3-235B (+2.3 / +4.4) and outperforming rejection sampling (+5.9 / +10.3). These results demonstrate that fine-grained offline learning can recover useful supervision from raw trajectories that filtering-based approaches would discard. The code is available at https://github.com/alphatogo/AgentBrew
Zhiyi Lyu, Ye-Wen Li, Longtao Zheng et al.· 0 citations
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 provides real-world long-horizon trajectory data for RL post-training. We therefore propose Reinforcement Learning with Human-Engine Verification (RLHEV), a post-training paradigm that combines dense engine signals with implicit human acceptance feedback from the development process.
P. Zhou, Hesong Wang, Zhengfeiyang Zhang et al.· 0 citations
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