Demo Data from VLDB 2026 / reviewers in the wild / expert
Yuhe Nie
dblp:344/8714
· DBLP profile ↗
6ranked-venue papers
3as first author
6since 2021 · last 2025
0009-0007-0190-166XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 3 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
2 papers |
Efficient and distributed learning · 60% Generative modeling · 40% | |
| Human-computer interaction and pervasive computing
1 paper |
Games and playful interaction · 100% | |
| Software engineering, system software, and programming languages
1 paper |
Program synthesis and code generation · 100% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Efficient and distributed learning › model merging
adapter merging |
0.9 | 1 | 2025 | Come Together, But Not Right Now: A Progressive Strategy to Boost Low-Rank Adaptation · ICML 2025 |
Machine learning › Generative modeling
diffusion model |
0.9 | 1 | 2025 | Moonshine: Distilling Game Content Generators into Steerable Generative Models · AAAI 2025 |
Machine learning › Efficient and distributed learning › parameter-efficient fine-tuning
low-rank adaptation |
0.9 | 1 | 2025 | Come Together, But Not Right Now: A Progressive Strategy to Boost Low-Rank Adaptation · ICML 2025 |
Machine learning › Efficient and distributed learning
parameter-efficient fine-tuning |
0.9 | 1 | 2025 | Come Together, But Not Right Now: A Progressive Strategy to Boost Low-Rank Adaptation · ICML 2025 |
Machine learning › Generative modeling › cross-modal generation
text-conditioned generation |
0.9 | 1 | 2025 | Moonshine: Distilling Game Content Generators into Steerable Generative Models · AAAI 2025 |
Games and playful interaction › game AI
procedural content generation |
0.9 | 1 | 2025 | Moonshine: Distilling Game Content Generators into Steerable Generative Models · AAAI 2025 |
Methods — techniques the papers use, named apart from their topics
large language model labeling · 2.6knowledge distillation · 2.6diffusion model · 2.6stochastic adapter deactivation · 0.9progressive training · 0.9cooperative game theory · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Moonshine: Distilling Game Content Generators into Steerable Generative ModelsabstractProcedural Content Generation via Machine Learning (PCGML) has enhanced game content creation, yet challenges in controllability and limited training data persist. This study addresses these issues by distilling a constructive PCG algorithm into a controllable PCGML model. We first generate a large amount of content with a constructive algorithm and label it using a Large Language Model (LLM). We use these synthetic labels to condition two PCGML models for content-specific generation, a diffusion model and the five-dollar model. This neural network distillation process ensures that the generation aligns with the original algorithm while introducing controllability through plain text. We define this text-conditioned PCGML as a Text-to-game-Map (T2M) task, offering an alternative to prevalent text-to-image multi-modal tasks. We compare our distilled models with the baseline constructive algorithm. Our analysis of the variety, accuracy, and quality of our generation demonstrates the efficacy of distilling constructive methods into controllable text-conditioned PCGML models. Yuhe Nie, Michael Middleton, Timothy Merino, Nidhushan Kanagaraja, Zhan Zhuang, Julian Togelius |
AAAI | 1 |
| 2025 | Come Together, But Not Right Now: A Progressive Strategy to Boost Low-Rank AdaptationabstractLow-rank adaptation (LoRA) has emerged as a leading parameter-efficient fine-tuning technique for adapting large foundation models, yet it often locks adapters into suboptimal minima near their initialization. This hampers model generalization and limits downstream operators such as adapter merging and pruning. Here, we propose CoTo, a progressive training strategy that gradually increases adapters’ activation probability over the course of fine-tuning. By stochastically deactivating adapters, CoTo encourages more balanced optimization and broader exploration of the loss landscape. We provide a theoretical analysis showing that CoTo promotes layer-wise dropout stability and linear mode connectivity, and we adopt a cooperative-game approach to quantify each adapter’s marginal contribution. Extensive experiments demonstrate that CoTo consistently boosts single-task performance, enhances multi-task merging accuracy, improves pruning robustness, and reduces training overhead, all while remaining compatible with diverse LoRA variants. Code is available at https://github.com/zwebzone/coto. Zhan Zhuang, Xiequn Wang, Yulong Zhang 0005, Qiushi Huang, Shuhao Chen, Xuehao Wang, Yanbin Wei, Yuhe Nie, Kede Ma, Yu Zhang 0006, Ying Wei 0001 |
ICML | 9 |
| 2024 | DreamCraft: Text-Guided Generation of Functional 3D Environments in MinecraftabstractProcedural Content Generation (PCG) algorithms enable the automatic generation of complex and diverse artifacts. However, they don’t provide high-level control over the generated content and typically require domain expertise. In contrast, text-to-3D methods allow users to specify desired characteristics in natural language, offering a high amount of flexibility and expressivity. But unlike PCG, such approaches cannot guarantee functionality, which is crucial for certain applications like game design. In this paper, we present a method for generating functional 3D artifacts from free-form text prompts in the open-world game Minecraft. Our method, DreamCraft, trains quantized Neural Radiance Fields (NeRFs) to represent artifacts that, when viewed in-game, match given text descriptions. We find that DreamCraft produces more aligned in-game artifacts than a baseline that post-processes the output of an unconstrained NeRF. Thanks to the quantized representation of the environment, functional constraints can be integrated using specialized loss terms. We show how this can be leveraged to generate 3D structures that match a target distribution or obey certain adjacency rules over the block types. DreamCraft inherits a high degree of expressivity and controllability from the NeRF, while still being able to incorporate functional constraints through domain-specific objectives. Sam Earle, Filippos Kokkinos, Yuhe Nie, Julian Togelius, Roberta Raileanu |
FDG | 3 |
| 2024 | Pilgrimage to Pureland: Art, Perception and the Wutai Mural VR ReconstructionabstractVirtual reality (VR) supports audiences to engage with cultural heritage proactively. We designed an easy-to-access and guided VR reconstruction of the murals in Mogao Grottoes, Pilgrimage To Pureland, to offer the general public an accessible and engaging way to experience the Dunhuang murals. We explored an immersive VR reconstruction approach that can efficiently convert complex 2D mural art into 3D digital VR content while maintaining its originality. Specifically, we reconstructed the Mt. Wutai pilgrimage mural in Cave 61 into a plot-based interactive VR environment that offers users a more accessible and immersive narrative to visit and appreciate Dunhuang murals’ complex religious, historical, and artistic value. We conducted a user study with twenty participants to further investigate how this reconstruction approach and the interactive narratives would affect users’ immersive experiences and knowledge acquisition, compared with other forms of virtual access as the control group. Findings from our user study revealed that participants from the VR experimental group reported a significantly higher level of immersion and understanding of the knowledge. To conclude, our 2D-to-VR reconstruction methods provided a VR reconstruction approach and insights for creating engaging user experiences and improving users understanding of cultural and historical concepts while preserving the originality of the cultural heritage. Rongxuan Mu, Yuhe Nie, Kent Cao, Ruoxin You, Yinzong Wei, Xin Tong 0004 |
Int. J. Hum. Comput. Interact. | 2 |
| 2024 | Nested Wave Function Collapse Enables Large-Scale Content GenerationabstractThe Wave Function Collapse (WFC) algorithm is a widely used tile-based algorithm in procedural content generation, including textures, objects, and scenes. However, the current WFC algorithm and related optimized algorithms based on it lack the ability to generate commercial-scale or infinite content due to constraint conflicts and high time complexity. This paper proposes the Nested WFC (N-WFC) algorithm framework to reduce time complexity. To avoid conflict and backtracking problems, we offer a complete and sub-complete tileset preparation strategy, which requires only a small number of tiles to generate infinite, aperiodic, and deterministic content. We use Mario and Carcassonne as two game examples to describe their application and discuss potential research value. Our contribution addresses WFC's challenge in massive content generation and provides a theoretical basis for implementing concrete games. Yuhe Nie, Shaoming Zheng, Zhan Zhuang, Julian Togelius |
IEEE Trans. Games | 1 |
| 2023 | Extend Wave Function Collapse Algorithm to Large-Scale Content GenerationabstractWave Function Collapse (WFC) is a widely used tile-based algorithm in procedural content generation, including textures, objects, and scenes. However, the current WFC algorithm and related research lack the ability to generate commercialized large-scale or infinite content due to constraint conflict and time complexity costs. This paper proposes a Nested WFC (N-WFC) algorithm framework to reduce time complexity. To avoid conflict and backtracking problems, we offer a complete and sub-complete tileset preparation strategy, which requires only a small number of tiles to generate aperiodic and deterministic infinite content. We also introduce the weight-brush system that combines N-WFC and sub-complete tileset, proving its suitability for game design. Our contribution addresses WFC’s challenge in massive content generation and provides a theoretical basis for implementing concrete games. Yuhe Nie, Shaoming Zheng, Zhan Zhuang, Xuan Song 0001 |
CoG | 1 |