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Sixie Yu

dblp:169/3359 · DBLP profile ↗
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7ranked-venue papers
4as first author
4since 2021 · last 2025
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 5 · 3 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Theoretical computer science
3 papers
Algorithmic game theory and mechanism design · 90% Computational complexity · 10%
Network and information security
1 paper
Security and privacy of machine learning · 100%
Artificial intelligence
2 papers
Trustworthy machine learning · 43% Image recognition and object detection · 28% Representation and self-supervised learning · 28%
Databases, data mining, and information retrieval
1 paper
Information retrieval · 100%

Topics — the 17 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Algorithmic game theory and mechanism design › non-cooperative game
public goods game
0.922021
Altruism Design in Networked Public Goods Games · IJCAI 2021
Computing Equilibria in Binary Networked Public Goods Games · AAAI 2020
Security and privacy of machine learning
machine unlearning
0.912025
Adversarial Machine Unlearning · ICLR 2025
Security and privacy of machine learning
membership inference
0.912025
Adversarial Machine Unlearning · ICLR 2025
Algorithmic game theory and mechanism design
equilibrium computation
0.822020
Computing Equilibria in Binary Networked Public Goods Games · AAAI 2020
Adversarial Regression with Multiple Learners · ICML 2018
Computational complexity
game complexity
0.512021
Altruism Design in Networked Public Goods Games · IJCAI 2021
Algorithmic game theory and mechanism design
mechanism design
0.512021
Altruism Design in Networked Public Goods Games · IJCAI 2021
Algorithmic game theory and mechanism design › non-cooperative game › public goods game
networked public goods game
0.512021
Altruism Design in Networked Public Goods Games · IJCAI 2021
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
approximate equilibrium
0.412020
Computing Equilibria in Binary Networked Public Goods Games · AAAI 2020
Algorithmic game theory and mechanism design › equilibrium computation
nash equilibrium computation
0.412020
Computing Equilibria in Binary Networked Public Goods Games · AAAI 2020
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts › nash equilibrium
pure nash equilibrium
0.412020
Computing Equilibria in Binary Networked Public Goods Games · AAAI 2020
Machine learning › Trustworthy machine learning › robustness
adversarial robustness
0.312018
Adversarial Regression with Multiple Learners · ICML 2018
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
symmetric equilibrium
0.312018
Adversarial Regression with Multiple Learners · ICML 2018
Machine learning › Representation and self-supervised learning › visual representation › image representation
convolutional feature representation
0.212015
Learning Deep Features For MSR-bing Information Retrieval Challenge · ACM Multimedia 2015
Computer vision › Image recognition and object detection › image classification
fine-grained image classification
0.212015
Learning Deep Features For MSR-bing Information Retrieval Challenge · ACM Multimedia 2015
Information retrieval
image retrieval
0.212015
Learning Deep Features For MSR-bing Information Retrieval Challenge · ACM Multimedia 2015
Information retrieval › image retrieval
multimodal image retrieval
0.212015
Learning Deep Features For MSR-bing Information Retrieval Challenge · ACM Multimedia 2015
Information retrieval
ranking
0.112015
Learning Deep Features For MSR-bing Information Retrieval Challenge · ACM Multimedia 2015

Methods — techniques the papers use, named apart from their topics

stackelberg game · 0.9implicit differentiation · 0.9game theory · 0.7convex optimization · 0.7linear programming · 0.5pagerank · 0.4multi-scale training · 0.4hierarchical clustering · 0.4fine-tuning · 0.4CNN · 0.4heuristic approximation · 0.4
YearPublicationVenuePosition
2025 Adversarial Machine Unlearning
abstract
This paper focuses on the challenge of machine unlearning, aiming to remove the influence of specific training data on machine learning models. Traditionally, the development of unlearning algorithms runs parallel with that of membership inference attacks (MIA), a type of privacy threat to determine whether a data instance was used for training. However, the two strands are intimately connected: one can view machine unlearning through the lens of MIA success with respect to removed data. Recognizing this connection, we propose a game-theoretic framework that integrates MIAs into the design of unlearning algorithms. Specifically, we model the unlearning problem as a Stackelberg game in which an unlearner strives to unlearn specific training data from a model, while an auditor employs MIAs to detect the traces of the ostensibly removed data. Adopting this adversarial perspective allows the utilization of new attack advancements, facilitating the design of unlearning algorithms. Our framework stands out in two ways. First, it takes an adversarial approach and proactively incorporates the attacks into the design of unlearning algorithms. Secondly, it uses implicit differentiation to obtain the gradients that limit the attacker's success, thus benefiting the process of unlearning. We present empirical results to demonstrate the effectiveness of the proposed approach for machine unlearning.
Zonglin Di, Sixie Yu, Yevgeniy Vorobeychik, Yang Liu 0018
ICLR2
2022 Learning binary multi-scale games on networks
abstract
Network games are a natural modeling framework for strategic interactions of agents whose actions have local impact on others. Recently, a multi-scale network game model has been proposed to capture local effects at multiple network scales, such as among both individuals and groups. We propose a framework to learn the utility functions of binary multi-scale games from agents’ behavioral data. Departing from much prior work in this area, we model agent behavior as following logit-response dynamics, rather than acting according to a Nash equilibrium. This defines a generative time-series model of joint behavior of both agents and groups, which enables us to naturally cast the learning problem as maximum likelihood estimation (MLE). We show that in the important special case of multi-scale linear-quadratic games, this MLE problem is convex. Extensive experiments using both synthetic and real data demonstrate that our proposed modeling and learning approach is effective in both game parameter estimation as well as prediction of future behavior, even when we learn the game from only a single behavior time series. Furthermore, we show how to use our framework to develop a statistical test for the existence of multi-scale structure in the game, and use it to demonstrate that real time-series data indeed exhibits such structure.
Sixie Yu, P. Jeffrey Brantingham, Matthew Valasik, Yevgeniy Vorobeychik
UAI1
2021 Altruism Design in Networked Public Goods Games
abstract
Many collective decision-making settings feature a strategic tension between agents acting out of individual self-interest and promoting a common good. These include wearing face masks during a pandemic, voting, and vaccination. Networked public goods games capture this tension, with networks encoding strategic interdependence among agents. Conventional models of public goods games posit solely individual self-interest as a motivation, even though altruistic motivations have long been known to play a significant role in agents' decisions. We introduce a novel extension of public goods games to account for altruistic motivations by adding a term in the utility function that incorporates the perceived benefits an agent obtains from the welfare of others, mediated by an altruism graph. Most importantly, we view altruism not as immutable, but rather as a lever for promoting the common good. Our central algorithmic question then revolves around the computational complexity of modifying the altruism network to achieve desired public goods game investment profiles. We first show that the problem can be solved using linear programming when a principal can fractionally modify the altruism network. While the problem becomes in general intractable if the principal's actions are all-or-nothing, we exhibit several tractable special cases.
Sixie Yu, David Kempe 0001, Yevgeniy Vorobeychik
IJCAI1
2021 POTION : Optimizing Graph Structure for Targeted Diffusion
abstract
The problem of diffusion control on networks has been extensively studied, with applications ranging from marketing to controlling infectious disease.However, in many applications, such as cybersecurity, an attacker may want to attack a targeted subgraph of a network, while limiting the impact on the rest of the network in order to remain undetected.We present a model POTION in which the principal aim is to optimize graph structure to achieve such targeted attacks.We propose an algorithm POTION-ALG for solving the model at scale, using a gradient-based approach that leverages Rayleigh quotients and pseudospectrum theory.In addition, we present a condition for certifying that a targeted subgraph is immune to such attacks.Finally, we demonstrate the effectiveness of our approach through experiments on real and synthetic networks.
Sixie Yu, Leonardo Torres 0003, Scott Alfeld, Tina Eliassi-Rad, Yevgeniy Vorobeychik
SDM1
2020 Computing Equilibria in Binary Networked Public Goods Games
abstract
Public goods games study the incentives of individuals to contribute to a public good and their behaviors in equilibria. In this paper, we examine a specific type of public goods game where players are networked and each has binary actions, and focus on the algorithmic aspects of such games. First, we show that checking the existence of a pure-strategy Nash equilibrium is NP-complete. We then identify tractable instances based on restrictions of either utility functions or of the underlying graphical structure. In certain cases, we also show that we can efficiently compute a socially optimal Nash equilibrium. Finally, we propose a heuristic approach for computing approximate equilibria in general binary networked public goods games, and experimentally demonstrate its effectiveness. Due to space limitation, some proofs are deferred to the extended version1.
Sixie Yu, Kai Zhou 0001, P. Jeffrey Brantingham, Yevgeniy Vorobeychik
AAAI1
2018 Adversarial Regression with Multiple Learners
abstract
Despite the considerable success enjoyed by machine learning techniques in practice, numerous studies demonstrated that many approaches are vulnerable to attacks. An important class of such attacks involves adversaries changing features at test time to cause incorrect predictions. Previous investigations of this problem pit a single learner against an adversary. However, in many situations an adversary’s decision is aimed at a collection of learners, rather than specifically targeted at each independently. We study the problem of adversarial linear regression with multiple learners. We approximate the resulting game by exhibiting an upper bound on learner loss functions, and show that the resulting game has a unique symmetric equilibrium. We present an algorithm for computing this equilibrium, and show through extensive experiments that equilibrium models are significantly more robust than conventional regularized linear regression.
Liang Tong, Sixie Yu, Scott Alfeld, Yevgeniy Vorobeychik
ICML2
2015 Learning Deep Features For MSR-bing Information Retrieval Challenge
abstract
Two tasks have been put forward in the MSR-bing Grand Challenge 2015. To address the information retrieval task, we raise and integrate a series of methods with visual features obtained by convolution neural network (CNN) models. In our experiments, we discover that the ranking strategies of Hierarchical clustering and PageRank methods are mutually complementary. Another task is fine-grained classification. In contrast to basic-level recognition, fine-grained classification aims to distinguish between different breeds or species or product models, and often requires distinctions that must be conditioned on the object pose for reliable identification. Current state-of-the-art techniques rely heavily upon the use of part annotations, while the bing datasets suffer both abundance of part annotations and dirty background. In this paper, we propose a CNN-based feature representation for visual recognition only using image-level information. Our CNN model is pre-trained on a collection of clean datasets and fine-tuned on the bing datasets. Furthermore, a multi-scale training strategy is adopted by simply resizing the input images into different scales and then merging the soft-max posteriors. We then implement our method into a unified visual recognition system on Microsoft cloud service. Finally, our solution achieved top performance in both tasks of the contest
Sixie Yu, Cong Leng, Jiaxiang Wu 0001, Qinghao Hu 0001, Jian Cheng 0001
ACM Multimedia2