Jiangyang He


2026

Mixture-of-Experts large language models (LLMs) scale efficiently through sparse activation, yet their deployment is fundamentally constrained by the large static parameter footprint of experts. Existing compression approaches either remove entire experts, disrupting routing topology and harming performance, or rely on unstructured weight pruning with limited practical efficiency. To address the limitations, we propose TENP, a structured **T**rapezoidal **E**xpert **N**euron **P**runing framework. Using a few samples, we identify and retain important experts, while applying expert neuron pruning (ENP) to less important experts, preserving model parameters in a trapezoidal pattern from shallow to deep layers. When evaluating expert importance, we jointly consider both the magnitude of the expert output and its ability to change the direction of the input vector. For ENP, we measure each neuron’s projected contribution to the expert output to identify and retain important neurons. We conduct extensive experiments on the Qwen and DeepSeek models. Under a routing expert sparsity of 40% and an average of 63.76% activated expert parameters, the DeepSeek model suffers only a 1-point drop in accuracy compared to the full-parameter model. Moreover, it outperforms the full-parameter model by 10% on code generation tasks.

2025

Developing agents capable of fluid gameplay in first/third-person games without API access remains a critical challenge in Artificial General Intelligence (AGI). Recent efforts leverage Vision Language Models (VLMs) as direct controllers, frequently pausing the game to analyze screens and plan action through language reasoning. However, this inefficient paradigm fundamentally restricts agents to basic and non-fluent interactions: relying on isolated VLM reasoning for each action makes it impossible to handle tasks requiring high reactivity (e.g., FPS shooting) or dynamic adaptability (e.g., ACT combat). To handle this, we propose a paradigm shift in gameplay agent design: instead of direct control, VLM serves as a developer, creating specialized execution modules tailored for tasks like shooting and combat. These modules handle real-time game interactions, elevating VLM to a high-level developer. Building upon this paradigm, we introduce GameSense, a gameplay agent framework where VLM develops task-specific game sense modules by observing task execution and leveraging vision tools and neural network training pipelines. These modules encapsulate action-feedback logic, ranging from direct action rules to neural network-based decisions. Experiments demonstrate that our framework is the first to achieve fluent gameplay in diverse genres, including ACT, FPS, and Flappy Bird, setting a new benchmark for game-playing agents.