Jiajun Wu

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2026

While large language models (LLMs) have mastered syntax-level code generation, complex algorithmic reasoning remains a challenge, typically addressed by scaling model depth and parameter count. Universal Transformers (UT) offer a compelling alternative by introducing a recurrent inductive bias that aligns with the recursive nature of programming logic. However, training looped architectures at scale has historically been hindered by severe instability and optimization difficulties associated with backpropagation through time (BPTT). We present LoopCoder (40B-A80B) pre-trained on 12T+ code and general tokens, along with LoopCoder-Thinking and LoopCoder-Instruct variants—the first large-scale looped transformer for code, achieving comparable performance to standard dense architectures with more parameters. Unlike prior approaches that restrict recurrence to small-scale tasks, we implement a comprehensive looped training protocol spanning both pre-training and post-training phases. We initiate the model via dense-to-loop transformation, folding a pre-trained dense checkpoint to initialize a recurrent block, followed by rigorous looped pre-training and specialized post-training for instruction following and reasoning. Our results establish a robust recipe for scaling coding intelligence via recurrent computation, proving that dense checkpoints serve as an optimal foundation for evolving into dynamic, looped reasoners.
Large language models (LLMs) have demonstrated remarkable capabilities in code generation tasks. However, their effectiveness heavily relies on supervised training with extensive labeled (e.g., question-answering pairs) or unlabeled datasets (e.g., code snippets), which are often expensive and difficult to obtain at scale. To address this limitation, this paper introduces a method IPC, an unsupervised framework that leverages Internal Probing of LLMs for Code generation without any external corpus, even unlabeled code snippets. We introduce the problem space probing, test understanding probing, solution space probing, and knowledge consolidation and reinforcement to probe the internal knowledge and confidence patterns existing in LLMs. Further, IPC identifies reliable code candidates through self-consistency mechanisms and representation-based quality estimation to train UCoder (coder with unsupervised learning). We validate the proposed approach across multiple code benchmarks, demonstrating that unsupervised methods can achieve competitive performance compared to supervised approaches while significantly reducing the dependency on labeled data and computational resources. Analytic experiments reveal that internal model states contain rich signals about code quality and correctness, and that properly harnessing these signals enables effective unsupervised learning for code generation tasks, opening new directions for training code LLMs in resource-constrained scenarios.
Code large language models have demonstrated remarkable capabilities in programming tasks, yet current benchmarks primarily focus on single modality rather than visual game development. Most existing code-related benchmarks evaluate syntax correctness and execution accuracy, overlooking critical game-specific metrics such as playability, visual aesthetics, and user engagement that are essential for real-world deployment. To address the gap between current LLM capabilities in algorithmic problem-solving and competitive programming versus the comprehensive requirements of practical game development, we present V-GameGym, a comprehensive benchmark comprising 2,219 high-quality samples across 100 thematic clusters derived from real-world repositories, adopting a novel clustering-based curation methodology to ensure both diversity and structural completeness. Further, we introduce a multimodal evaluation framework with an automated LLM-driven pipeline for visual code synthesis using complete UI sandbox environments. Our extensive analysis reveals that V-GameGym effectively bridges the gap between code generation accuracy and practical game development workflows, providing quantifiable quality metrics for visual programming and interactive element generation.