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Jialian Li

dblp:182/2475 · DBLP profile ↗
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12ranked-venue papers
4as first author
7since 2021 · last 2025
—ORCID · conflict

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

Artificial intelligence and machine learning · 11 · 4 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 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.

Artificial intelligence
9 papers
Reinforcement learning · 51% Language models and text generation · 23% Trustworthy machine learning · 6%
Theoretical computer science
2 papers
Algorithmic game theory and mechanism design · 72% Mathematical optimization · 28%

Topics — the 26 heaviest of 27, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Natural language and speech › Language models and text generation
alignment
0.912025
3D-Properties: Identifying Challenges in DPO and Charting a Path Forward · ICLR 2025
Natural language and speech › Language models and text generation › preference optimization
direct preference optimization
0.912025
3D-Properties: Identifying Challenges in DPO and Charting a Path Forward · ICLR 2025
Machine learning › Reinforcement learning › reinforcement learning from human feedback
preference-based reinforcement learning
0.912025
3D-Properties: Identifying Challenges in DPO and Charting a Path Forward · ICLR 2025
Machine learning › Trustworthy machine learning
interpretability
0.812024
Exploring the LLM Journey from Cognition to Expression with Linear Representations · ICML 2024
Natural language and speech › Language models and text generation
large language model training
0.812024
Exploring the LLM Journey from Cognition to Expression with Linear Representations · ICML 2024
Computer vision › 3D vision › motion capture
human motion capture
0.612022
LiDARCap: Long-range Markerless 3D Human Motion Capture with LiDAR Point Clouds · CVPR 2022
Computer vision › Face, body and person analysis
human pose estimation
0.612022
LiDARCap: Long-range Markerless 3D Human Motion Capture with LiDAR Point Clouds · CVPR 2022
Machine learning › Reinforcement learning › robust reinforcement learning
robust markov decision process
0.612022
Policy Learning for Robust Markov Decision Process with a Mismatched Generative Model · AAAI 2022
Machine learning › Reinforcement learning
robust reinforcement learning
0.612022
Policy Learning for Robust Markov Decision Process with a Mismatched Generative Model · AAAI 2022
Machine learning › Reinforcement learning › offline reinforcement learning
offline policy optimization
0.512021
Nearly Horizon-Free Offline Reinforcement Learning · NeurIPS 2021
Machine learning › Reinforcement learning
offline reinforcement learning
0.512021
Nearly Horizon-Free Offline Reinforcement Learning · NeurIPS 2021
Machine learning › Reinforcement learning
off-policy evaluation
0.512021
Nearly Horizon-Free Offline Reinforcement Learning · NeurIPS 2021
Algorithmic game theory and mechanism design › multi-armed bandit
contextual bandits
0.512021
A Bayesian Approach for Subset Selection in Contextual Bandits · AAAI 2021
Mathematical optimization › sparse learning
feature selection
0.512021
A Bayesian Approach for Subset Selection in Contextual Bandits · AAAI 2021
Algorithmic game theory and mechanism design
multi-armed bandit
0.512021
A Bayesian Approach for Subset Selection in Contextual Bandits · AAAI 2021
Machine learning › Reinforcement learning › regret minimization
counterfactual regret minimization
0.412020
Lazy-CFR: fast and near-optimal regret minimization for extensive games with imperfect information · ICLR 2020
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.412020
Posterior sampling for multi-agent reinforcement learning: solving extensive games with imperfect information · ICLR 2020
Machine learning › Probabilistic and Bayesian machine learning › sampling
posterior sampling
0.412020
Posterior sampling for multi-agent reinforcement learning: solving extensive games with imperfect information · ICLR 2020
Machine learning › Reinforcement learning
regret minimization
0.412020
Lazy-CFR: fast and near-optimal regret minimization for extensive games with imperfect information · ICLR 2020
Machine learning › Reinforcement learning
multi-armed bandit
0.312017
Identify the Nash Equilibrium in Static Games with Random Payoffs · ICML 2017
Algorithmic game theory and mechanism design › equilibrium computation
nash equilibrium computation
0.312017
Identify the Nash Equilibrium in Static Games with Random Payoffs · ICML 2017
Natural language and speech › Language models and text generation
instruction following
0.312025
3D-Properties: Identifying Challenges in DPO and Charting a Path Forward · ICLR 2025
Machine learning › Generative modeling
conditional generative model
0.212016
Conditional Generative Moment-Matching Networks · NIPS 2016
Machine learning › Efficient and distributed learning › model compression
knowledge distillation
0.212016
Conditional Generative Moment-Matching Networks · NIPS 2016
Machine learning › Learning theory › probability metric › integral probability metric
maximum mean discrepancy
0.212016
Conditional Generative Moment-Matching Networks · NIPS 2016
Machine learning › Reinforcement learning
model-based reinforcement learning
0.212022
Policy Learning for Robust Markov Decision Process with a Mismatched Generative Model · AAAI 2022

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

sample complexity analysis · 1.6regularization · 0.9gradient analysis · 0.9linear probing · 0.8few-shot learning · 0.8pointnet++ · 0.6nash equilibrium computation · 0.6inverse kinematics solver · 0.6game-theoretic formulation · 0.6SMPL optimizer · 0.6bayesian approach · 0.5successive action elimination · 0.3confidence bounds · 0.3
YearPublicationVenuePosition
2025 3D-Properties: Identifying Challenges in DPO and Charting a Path Forward
abstract
Aligning large language models (LLMs) with human preferences has gained significant attention, with Proximal Policy Optimization (PPO) as a standard yet computationally expensive method and Direct Preference Optimization (DPO) as a more efficient alternative. While DPO offers simplicity, it remains underutilized in state-of-the-art LLMs, suggesting potential limitations. In this work, we revisit DPO, analyzing its theoretical foundations and empirical performance to bridge this gap. We identify three key properties—termed \textbf{3D}-properties—that emerge from DPO’s learning process: \textbf{D}rastic drop in rejected response likelihood, \textbf{D}egradation into response suppression, and \textbf{D}ispersion effect on unseen responses. We show that these issues arise from DPO’s optimization dynamics, where the interaction between chosen and rejected response gradients leads to instability. Our findings are supported by experiments on both a controlled toy model and real-world LLM tasks, including mathematical problem-solving and instruction following. To address these challenges, we propose simple regularization techniques that improve training stability and performance. Additionally, we examine how preference data distribution impacts DPO’s effectiveness, offering insights into how alignment models handle out-of-domain (OOD) data. Our work connects these observations to broader research and provides a theoretical explanation for DPO’s limitations. We hope these insights will guide future advancements in reward-model-free preference learning, bringing it closer to reward-model-based approaches.
Yuzi Yan, Yibo Miao, Jialian Li, Yipin Zhang, Zhijie Deng
ICLR3
2024 Exploring the LLM Journey from Cognition to Expression with Linear Representations
abstract
This paper presents an in-depth examination of the evolution and interplay of cognitive and expressive capabilities in large language models (LLMs), with a specific focus on Baichuan-7B and Baichuan-33B, an advanced bilingual (Chinese and English) LLM series. We define and explore the model’s cognitive and expressive capabilities through linear representations across three critical phases: Pretraining, Supervised Fine-Tuning (SFT), and Reinforcement Learning from Human Feedback (RLHF). Cognitive capability is defined as the quantity and quality of information conveyed by the neuron output vectors within the network, similar to the neural signal processing in human cognition. Expressive capability is defined as the model’s capability to produce word-level output. Our findings unveil a sequential development pattern, where cognitive abilities are largely established during Pretraining, whereas expressive abilities predominantly advance during SFT and RLHF. Statistical analyses confirm a significant correlation between the two capabilities, suggesting that cognitive capacity may limit expressive potential. The paper also explores the theoretical underpinnings of these divergent developmental trajectories and their connection to the LLMs’ architectural design. Moreover, we evaluate various optimization-independent strategies, such as few-shot learning and repeated sampling, which bridge the gap between cognitive and expressive capabilities. This research reveals the potential connection between the hidden space and the output space, contributing valuable insights into the interpretability and controllability of their training processes.
Yuzi Yan, Jialian Li, Yipin Zhang
ICML2
2022 Policy Learning for Robust Markov Decision Process with a Mismatched Generative Model
abstract
In high-stake scenarios like medical treatment and auto-piloting, it's risky or even infeasible to collect online experimental data to train the agent. Simulation-based training can alleviate this issue, but may suffer from its inherent mismatches from the simulator and real environment. It is therefore imperative to utilize the simulator to learn a robust policy for the real-world deployment. In this work, we consider policy learning for Robust Markov Decision Processes (RMDP), where the agent tries to seek a robust policy with respect to unexpected perturbations on the environments. Specifically, we focus on the setting where the training environment can be characterized as a generative model and a constrained perturbation can be added to the model during testing. Our goal is to identify a near-optimal robust policy for the perturbed testing environment, which introduces additional technical difficulties as we need to simultaneously estimate the training environment uncertainty from samples and find the worst-case perturbation for testing. To solve this issue, we propose a generic method which formalizes the perturbation as an opponent to obtain a two-player zero-sum game, and further show that the Nash Equilibrium corresponds to the robust policy. We prove that, with a polynomial number of samples from the generative model, our algorithm can find a near-optimal robust policy with a high probability. Our method is able to deal with general perturbations under some mild assumptions and can also be extended to more complex problems like robust partial observable Markov decision process, thanks to the game-theoretical formulation.
Jialian Li, Tongzheng Ren, Hang Su 0006, Jun Zhu 0001
AAAI1
2022 LiDARCap: Long-range Markerless 3D Human Motion Capture with LiDAR Point Clouds
abstract
Existing motion capture datasets are largely short-range and cannot yet fit the need of long-range applications. We propose LiDARHuman26M, a new human motion capture dataset captured by LiDAR at a much longer range to overcome this limitation. Our dataset also includes the ground truth human motions acquired by the IMU system and the synchronous RGB images. We further present a strong base-line method, LiDARCap, for LiDAR point cloud human motion capture. Specifically, we first utilize$PointNet++$to encode features of points and then employ the inverse kinematics solver and SMPL optimizer to regress the pose through aggregating the temporally encoded features hierarchically. Quantitative and qualitative experiments show that our method outperforms the techniques based only on RGB images. Ablation experiments demonstrate that our dataset is challenging and worthy of further research. Finally, the experiments on the KITTI Dataset and the Waymo Open Dataset show that our method can be generalized to different LiDAR sensor settings.
Jialian Li, Chenglu Wen, Yuexin Ma, Lan Xu 0003, Jingyi Yu 0001, Cheng Wang 0003
CVPR1
2021 A Bayesian Approach for Subset Selection in Contextual Bandits
Jialian Li
AAAI1
2021 Building Facade Completion Using Semantic-Synchronized GAN
abstract
Due to the difference in high-rise distance, laser incident angle, and occlusion, incomplete point cloud of building facades is incomplete. The existing point cloud facade completion work does not fully explore the semantic constraints. Thus, it is difficult to deal with the facades with large-area missing. This paper proposes a novel facade completion framework for point clouds. By introducing semantic constraints and semantic-synchronized GAN, we solve the facade completion problem with large-area missing while the semantic consistency is augmented.
Zhenhuang Cai, Yangbin Lin, Jialian Li, Zongliang Zhang, Xingwang Huang
IGARSS3
2021 Nearly Horizon-Free Offline Reinforcement Learning
abstract
We revisit offline reinforcement learning on episodic time-homogeneous Markov Decision Processes (MDP). For tabular MDP with $S$ states and $A$ actions, or linear MDP with anchor points and feature dimension $d$, given the collected $K$ episodes data with minimum visiting probability of (anchor) state-action pairs $d_m$, we obtain nearly horizon $H$-free sample complexity bounds for offline reinforcement learning when the total reward is upper bounded by 1. Specifically:• For offline policy evaluation, we obtain an $\tilde{O}\left(\sqrt{\frac{1}{Kd_m}} \right)$ error bound for the plug-in estimator, which matches the lower bound up to logarithmic factors and does not have additional dependency on $\mathrm{poly}(H, S, A, d)$ in higher-order term.• For offline policy optimization, we obtain an $\tilde{O}\left(\sqrt{\frac{1}{Kd_m}} + \frac{\min(S, d)}{Kd_m}\right)$ sub-optimality gap for the empirical optimal policy, which approaches the lower bound up to logarithmic factors and a high-order term, improving upon the best known result by [Cui and Yang 2020] that has additional $\mathrm{poly} (H, S, d)$ factors in the main term.To the best of our knowledge, these are the first set of nearly horizon-free bounds for episodic time-homogeneous offline tabular MDP and linear MDP with anchor points. Central to our analysis is a simple yet effective recursion based method to bound a "total variance" term in the offline scenarios, which could be of individual interest.
Tongzheng Ren, Jialian Li, Bo Dai 0001, Simon S. Du, Sujay Sanghavi
NeurIPS2
2020 Posterior sampling for multi-agent reinforcement learning: solving extensive games with imperfect information
Yichi Zhou, Jialian Li, Jun Zhu 0001
ICLR2
2020 Lazy-CFR: fast and near-optimal regret minimization for extensive games with imperfect information
Yichi Zhou, Tongzheng Ren, Jialian Li, Jun Zhu 0001
ICLR3
2020 Exploration Analysis in Finite-Horizon Turn-based Stochastic Games
abstract
Exploration and exploitation trade-off is one of the key concerns in reinforcement learning. Previous work on one-player Markov Decision Processes has reached near-optimal results for both PAC and high probability regret guarantees. However, such an analysis is lacking for the more complex stochastic games with multi-players, where all players aim to find an approximate Nash Equilibrium. In this work, we address the exploration issue for the $N$-player finite-horizon turn-based stochastic games (FTSG). We propose a framework, \textit{Upper Bounding the Values for Players} (UBVP), to guide exploration in FTSGs. UBVP leverages the key insight that players choose the optimal policy conditioning on the policies of the others simultaneously; thus players can explore \textit{in the face of uncertainty} and get close to the Nash Equilibrium. Based on UBVP, we present two provable algorithms. One is \textit{Uniform}-PAC with a sample complexity of $\tilde{O}(1/\epsilon^2)$ to get an $\epsilon$-Nash Equilibrium for arbitrary $\epsilon>0$, and the other has a cumulative exploitability of $\tilde{O}(\sqrt{T})$ with high probability.
Jialian Li, Yichi Zhou, Tongzheng Ren, Jun Zhu 0001
UAI1
2017 Identify the Nash Equilibrium in Static Games with Random Payoffs
abstract
We study the problem on how to learn the pure Nash Equilibrium of a two-player zero-sum static game with random payoffs under unknown distributions via efficient payoff queries. We introduce a multi-armed bandit model to this problem due to its ability to find the best arm efficiently among random arms and propose two algorithms for this problem—LUCB-G based on the confidence bounds and a racing algorithm based on successive action elimination. We provide an analysis on the sample complexity lower bound when the Nash Equilibrium exists.
Yichi Zhou, Jialian Li, Jun Zhu 0001
ICML2
2016 Conditional Generative Moment-Matching Networks
abstract
Maximum mean discrepancy (MMD) has been successfully applied to learn deep generative models for characterizing a joint distribution of variables via kernel mean embedding. In this paper, we present conditional generative moment-matching networks (CGMMN), which learn a conditional distribution given some input variables based on a conditional maximum mean discrepancy (CMMD) criterion. The learning is performed by stochastic gradient descent with the gradient calculated by back-propagation. We evaluate CGMMN on a wide range of tasks, including predictive modeling, contextual generation, and Bayesian dark knowledge, which distills knowledge from a Bayesian model by learning a relatively small CGMMN student network. Our results demonstrate competitive performance in all the tasks.
Jun Zhu 0001, Jialian Li, Yucen Luo
NIPS3