Predicting how an environment will change before acting is a natural route to better decision making for agents. Recent post-training methods therefore require agents to predict the next observation and turn that prediction into a reward or a direct supervision signal, which is called world model. Existing next-observation training methods help the agent to learn the environmental content. However, they additionally involve an optimization process, which may introduce several effects other than learning to predict the world. Consequently, where the performance gain comes from during the training process remains an open question. We answer this research question through replacing true next-observation targets with in-distribution mismatched observations during the training process. Across two interactive text environments, mismatched targets lower prediction accuracy by 15.3-61.6% relative to ground-truth targets, yet retain substantial task gains over the base model. Compared with the base model, trained models consider more candidate actions and exhibit less looping. We also introduce a setting that replaces prediction-based rewards with independent random signals. This training expands task coverage (pass@64) even when the reward carries no environment information. We also generalize this finding to VisualWebArena, where random-reward training raises pass@64 by 14.3% relative to the base model, without observation-matching rewards or an external multimodal teacher for reward construction.
This publication proposes a definition and a classification of agile software development approaches and analyses ten software development methods that can be characterized as being "agile" against the defined criterion.
P. Abrahamsson, O. Salo, Jussi Ronkainen et al.· arXiv.org· 727 citations· ⚡54
Consequences of happiness and unhappiness that are beneficial and detrimental for developers' mental well-being, the software development process, and the produced artifacts are found.
D. Graziotin, Fabian Fagerholm, Xiaofeng Wang et al.· Journal of Systems and Softw...· 236 citations· ⚡13
The Mobile-D approach is briefly outlined here and the experiences gained from four case studies are discussed, which helped develop an agile development approach for mobile application development.
P. Abrahamsson, Antti Hanhineva, H. Hulkko et al.· Conference on Object-Oriente...· 225 citations· ⚡18
A study with 42 participants investigates the relationship between the affective states, creativity, and analytical problem-solving skills of software developers and offers support for the claim that happy developers are indeed better problem solvers in terms of their analytical abilities.
D. Graziotin, Xiaofeng Wang, P. Abrahamsson· PeerJ· 216 citations· ⚡13
GAOKAO-Bench is introduced, an intuitive benchmark that employs questions from the Chinese GAOKAO examination as test samples, including both subjective and objective questions that contribute a robust evaluation benchmark for future large language models and offers valuable insights into the advantages and limitations...
Xiaotian Zhang, Chun-yan Li, Yi Zong et al.· arXiv.org· 216 citations· ⚡17
This state-of-practice investigation was performed using a literature review followed by a multiple-case study approach and presents how inconsistency between managerial strategies and execution can lead to failure by means of a behavioral framework.
Carmine Giardino, Xiaofeng Wang, P. Abrahamsson· International Conference on...· 175 citations· ⚡19