EDBT 2026 Demo / reviewers in the wild / expert
Yitao Liang
dblp:173/4969
· DBLP profile ↗
42ranked-venue papers
2as first author
35since 2021 · last 2026
0009-0009-0944-7814ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 36 · 2 first-author · 30 since 2021Graphics, computer vision, multimedia, augmented reality and games · 12 · 1 first-author · 10 since 2021Systems, architecture and hardware · 3 · 3 since 2021Software engineering, systems software and programming languages · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Steering Visuomotor Policy in Open Worlds via Cross-View Goal AlignmentabstractWe aim to develop a goal specification method that is semantically clear, spatially sensitive, domain-agnostic, and intuitive for human users to guide agent interactions in 3D environments. Specifically, we propose a novel cross-view goal alignment framework that allows users to specify target objects using segmentation masks from their camera views rather than the agent’s observations. We highlight that behavior cloning alone fails to align the agent’s behavior with human intent when the human and agent camera views differ significantly. To address this, we introduce two auxiliary objectives: cross-view consistency loss and target visibility loss, which explicitly enhance the agent's spatial reasoning ability. According to this, we develop ROCKET-2, a state-of-the-art agent trained in Minecraft, achieving an improvement in the efficiency of inference 3x to 6x. We demonstrate that ROCKET-2 can directly interpret goals from human camera views, enabling better human-agent interaction. Remarkably, ROCKET-2 demonstrates zero-shot generalization capabilities: despite being trained exclusively on the Minecraft dataset, it can adapt and generalize to other 3D environments like Doom, DMLab, and Unreal through a simple action space mapping. Shaofei Cai, Zhancun Mu, Anji Liu, Yitao Liang |
AAAI | 4 |
| 2026 | DexGraspVLA: A Vision-Language-Action Framework Towards General Dexterous GraspingabstractDexterous grasping remains a fundamental yet challenging problem in robotics. A general-purpose robot must be capable of grasping diverse objects in arbitrary scenarios. However, existing research typically relies on restrictive assumptions, such as single-object settings or limited environments, showing constrained generalization. We present DexGraspVLA, a hierarchical framework for robust generalization in language-guided general dexterous grasping and beyond. It utilizes a pre-trained Vision-Language model as the high-level planner and learns a diffusion-based low-level Action controller. The key insight to achieve generalization lies in iteratively transforming diverse language and visual inputs into domain-invariant representations via foundation models, where imitation learning can be effectively applied due to the alleviation of domain shift. Notably, our method achieves a 90+% dexterous grasping success rate under thousands of challenging unseen cluttered scenes. Empirical analysis confirms the consistency of internal model behavior across environmental variations, validating our design. DexGraspVLA also, for the first time, simultaneously demonstrates free-form long-horizon prompt execution, robustness to adversarial objects and human disturbance, and failure recovery. Extended application to nonprehensile grasping further proves its generality. Yifan Zhong, Xuchuan Huang, Ruochong Li, Ceyao Zhang, Tianrui Guan, Fanlian Zeng, Ka Nam Lui, Yuyao Ye, Yitao Liang, Yaodong Yang 0001, Yuanpei Chen |
AAAI | 10 |
| 2026 | CREATE: Cross-Layer Resilience Characterization and Optimization for Efficient yet Reliable Embodied AI SystemsabstractEmbodied Artificial Intelligence (AI) has recently attracted significant attention as it bridges AI with the physical world. Modern embodied AI systems often combine a Large Language Model (LLM)-based planner for high-level task planning and a reinforcement learning (RL)-based controller for low-level action generation, enabling embodied agents to tackle complex tasks in real-world environments. However, deploying embodied agents remains challenging due to their high computation requirements, especially for battery-powered local devices. Although techniques like lowering operating voltage can improve energy efficiency, they can introduce bit errors and result in task failures. In this work, we propose CREATE, a general design principle that leverages heterogeneous resilience at different layers for synergistic energy-reliability co-optimization. For the first time, we conduct a comprehensive error injection study on modern embodied AI systems and observe an inherent but heterogeneous fault tolerance. Building upon these insights, we develop an anomaly detection and clearance mechanism at the circuit level to eliminate outlier errors. At the model level, we propose a weight-rotation-enhanced planning algorithm to improve the fault tolerance of the LLM-based planner. Furthermore, we introduce an application-level technique, autonomy-adaptive voltage scaling, to dynamically adjust the operating voltage of the controllers. The voltage scaling circuit is co-designed to enable online voltage adjustment. Extensive experiments demonstrate that without compromising task quality, CREATE achieves 40.6% computational energy savings on average over nominal-voltage baselines and 35.0% over prior-art techniques. This further leads to 29.5% to 37.3% chip-level energy savings and approximately a 15% to 30% improvement in battery life. Tong Xie, Yijiahao Qi, Jinqi Wen, Zishen Wan, Yanchi Dong, Shaofei Cai, Yitao Liang, Yuan Wang 0001, Runsheng Wang, Meng Li 0004 |
ASPLOS (2) | 8 |
| 2026 | ESTroM: Element-Flow Architecture for Processing Sparse Tractable Probabilistic ModelsabstractProbabilistic Circuits (PCs) models are emerging popular tractable probabilistic models. Their internal connections are represented in the form of directed acyclic graphs (DAGs) with sum nodes and product nodes, ensuring their internal parameter efficiency and model expressiveness in terms of probabilistic inference. Despite these algorithmic advantages, executing PC still faces graph structure deployment issues. PyJuice on GPU with the block-sparse parallel computation methods causes a parallelism-sparsity gap, while DAG-style processing does not take advantage of the repetitive characteristics of PC internal nodes, resulting in low throughput. To address this challenge, this work proposes the ESTroM, an efficient architecture that provides novel graph-element (nodes/edges) parallelism with sparsity-aware compilation. Through analysis of the sum/product node computational requirements, ESTroM core uses compressed matrices for sum/product nodes DAG representations, edge-based dataflow for product node processing, and node-based dataflow for sum node processing. With intra-core rewind and intercore multicast optimizations, we develop a prototype ESTrom chip and a demonstrative system for a PC-based neural lossless compression application. Our ablation experiments show ESTrom offers a speed improvement of$2.11 \sim 3.79 \times$compared to the state-of-the-art DAG processing unit (DPU)-v2 with the same computing resources. Under various typical PC structures, ESTrom achieves a speedup of$18.7 \times$compared to DPU-v2 and$3.9 \times$compared to NVIDIA RTX 4090 GPU with PyJuice framework. In terms of neural lossless compression, ESTroM demonstrates a$1.39 \times$improvement in compression ratio compared to the industrial-standard Z-standard (Zstd) algorithms with the highest compression level, while offering$16.3 \sim 65.2 \times$improvement in compression speed compared to Zstd on Intel Xeon Gold 6230. In a nutshell, this work develops novel graph element parallelism and element-flow architecture theory with practical prototype chips and systems, revealing a new hardware-perspective path for the “scaling law” of emerging tractable probabilistic models. Anjunyi Fan, Xuejie Liu, Anji Liu, Qiuping Wu, Jiaqi Yang 0009, Yuchao Qin, Guy Van den Broeck, Yitao Liang, Bonan Yan |
HPCA | 8 |
| 2026 | On the Limitations and Capabilities of Position Embeddings for Length GeneralizationabstractIn Transformers, Position Embeddings (PEs) significantly influence Length Generalization (LG) performance, yet their fundamental role remains unclear. In this work, we identify two fundamental limitations of PEs in achieving LG: the inability to acquire new operators beyond training data, and the inability to deal with inconsistent computational roles of the same positions across scales. To formalize these limitations, we introduce computational representation complexity which measures the number of distinct unit operators required for a task, and the notion of canonicality, which characterizes operator-position consistency as the scale varies. We prove that PEs cannot achieve LG for mappings whose computational representation complexity increases with scale, nor for mappings that are non-canonical. We further show that PEs enable LG when these two failure modes are absent. In this case, LG can be achieved with a PE whose positional relation function characterizes the computational representation. To enhance LG for non-canonical mappings, we introduce scale hint, allowing flexible instance scaling. We also propose a learning-based position embedding framework that automatically learns positional relations. Our work provides theoretical insights and practical strategies for improving LG in Transformers. Yitao Liang, Zhouchen Lin |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2026 | A two-stage low-light image enhancement network combining spatial and frequency information
Xuxu Yang, Yitao Liang, Juan Xia |
Signal Process. Image Commun. | 2 |
| 2025 | Quantification of Large Language Model DistillationabstractSunbowen Lee, Junting Zhou, Chang Ao, Kaige Li, Xeron Du, Sirui He, Haihong Wu, Tianci Liu, Jiaheng Liu, Hamid Alinejad-Rokny, Min Yang, Yitao Liang, Zhoufutu Wen, Shiwen Ni. Proceedings of the 63rd Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2025. Sunbowen Lee, Junting Zhou, Chang Ao, Kaige Li, Xeron Du, Sirui He 0001, Haihong Wu, Tianci Liu 0011, Hamid Alinejad-Rokny, Min Yang 0007, Yitao Liang, Zhoufutu Wen, Shiwen Ni |
ACL (1) | 12 |
| 2025 | ROCKET-1: Mastering Open-World Interaction with Visual-Temporal Context PromptingabstractVision-language models (VLMs) have excelled in multimodal tasks, but adapting them to embodied decision-making in open-world environments presents challenges. One critical issue is bridging the gap between discrete entities in low-level observations and the abstract concepts required for effective planning. A common solution is building hierarchical agents, where VLMs serve as high-level reasoners that break down tasks into executable sub-tasks, typically specified using language. However, language suffers from the inability to communicate detailed spatial information. We propose visual-temporal context prompting, a novel communication protocol between VLMs and policy models. This protocol leverages object segmentation from past observations to guide policy-environment interactions. Using this approach, we train ROCKET-1, a low-level policy that predicts actions based on concatenated visual observations and segmentation masks, supported by real-time object tracking from SAM-2. Our method unlocks the potential of VLMs, enabling them to tackle complex tasks that demand spatial reasoning. Experiments in Minecraft show that our approach enables agents to achieve previously unattainable tasks, with a 76% absolute improvement in open-world interaction performance. Codes are available at https://craftjarvis.github.io/ROCKET-1. Shaofei Cai, Kewei Lian, Zhancun Mu, Xiaojian Ma 0001, Anji Liu, Yitao Liang |
CVPR | 7 |
| 2025 | Open-World Skill Discovery from Unsegmented Demonstration Videos
Jingwen Deng, Shaofei Cai, Anji Liu, Yitao Liang |
ICCV | 5 |
| 2025 | GROOT-2: Weakly Supervised Multimodal Instruction Following AgentsabstractDeveloping agents that can follow multimodal instructions remains a fundamental challenge in robotics and AI. Although large-scale pre-training on unlabeled datasets has enabled agents to learn diverse behaviors, these agents often struggle with following instructions. While augmenting the dataset with instruction labels can mitigate this issue, acquiring such high-quality annotations at scale is impractical.
To address this issue, we frame the problem as a semi-supervised learning task and introduce \agent, a multimodal instructable agent trained using a novel approach that combines weak supervision with latent variable models. Our method consists of two key components: constrained self-imitating, which utilizes large amounts of unlabeled demonstrations to enable the policy to learn diverse behaviors, and human intention alignment, which uses a smaller set of labeled demonstrations to ensure the latent space reflects human intentions. \agent’s effectiveness is validated across four diverse environments, ranging from video games to robotic manipulation, demonstrating its robust multimodal instruction-following capabilities. Shaofei Cai, Bowei Zhang 0007, Haowei Lin, Xiaojian Ma 0001, Anji Liu, Yitao Liang |
ICLR | 7 |
| 2025 | TFG-Flow: Training-free Guidance in Multimodal Generative FlowabstractGiven an unconditional generative model and a predictor for a target property (e.g., a classifier), the goal of training-free guidance is to generate samples with desirable target properties without additional training. As a highly efficient technique for steering generative models toward flexible outcomes, training-free guidance has gained increasing attention in diffusion models. However, existing methods only handle data in continuous spaces, while many scientific applications involve both continuous and discrete data (referred to as multimodality). Another emerging trend is the growing use of the simple and general flow matching framework in building generative foundation models, where guided generation remains under-explored. To address this, we introduce TFG-Flow, a novel training-free guidance method for multimodal generative flow. TFG-Flow addresses the curse-of-dimensionality while maintaining the property of unbiased sampling in guiding discrete variables. We validate TFG-Flow on four molecular design tasks and show that TFG-Flow has great potential in drug design by generating molecules with desired properties. Haowei Lin, Shanda Li, Haotian Ye, Stefano Ermon, Yitao Liang, Jianzhu Ma |
ICLR | 6 |
| 2025 | Low-Dimension-to-High-Dimension Generalization and Its Implications for Length GeneralizationabstractLow-Dimension-to-High-Dimension (LDHD) generalization, a subset of Out-of-Distribution (OOD) generalization, involves training on a low-dimensional subspace and testing in a high-dimensional space. Assuming instances are generated from latent variables reflecting problem scale, LDHD generalization captures the inherent scaling challenge of length generalization. We theoretically show that LDHD generalization is unattainable without appropriate inductive bias. Focusing on Boolean functions, we demonstrate that different architectures trained with (S)GD converge to min-degree interpolators w.r.t. different linearly independent sets, achieving LDHD generalization only when the target function aligns with this bias. From the perspective of LDHD generalization for length generalization, we explain the success of CoT in restructuring latent space for improved LDHD generalization. We further propose a principle for designing position embeddings to address both LDHD generalization and data format nuisances separately. Following the principle, we introduce RPE-Square, a novel embedding that enhances RPE to better handle data formats. Long Yang 0004, Yitao Liang, Zhouchen Lin |
ICML | 3 |
| 2025 | Tractable Transformers for Flexible Conditional GenerationabstractNon-autoregressive (NAR) generative models are valuable because they can handle diverse conditional generation tasks in a more principled way than their autoregressive (AR) counterparts, which are constrained by sequential dependency requirements. Recent advancements in NAR models, such as diffusion language models, have demonstrated superior performance in unconditional generation compared to AR models (e.g., GPTs) of similar sizes. However, such improvements do not always lead to improved conditional generation performance. We show that a key reason for this gap is the difficulty in generalizing to conditional probability queries unseen during training. As a result, strong unconditional generation performance does not guarantee high-quality conditional generation. This paper proposes Tractable Transformers (Tracformer), a Transformer-based generative model that is more robust to different conditional generation tasks. Unlike existing models that rely solely on global contextual features derived from full inputs, Tracformers incorporate a sparse Transformer encoder to capture both local and global contextual information. This information is routed through a decoder for conditional generation. Empirical results demonstrate that Tracformers achieve state-of-the-art conditional generation performance on text modeling compared to recent diffusion and AR model baselines. Anji Liu, Xuejie Liu, Dayuan Zhao, Mathias Niepert, Yitao Liang, Guy Van den Broeck |
ICML | 5 |
| 2025 | MCU: An Evaluation Framework for Open-Ended Game AgentsabstractDeveloping AI agents capable of interacting with open-world environments to solve diverse tasks is a compelling challenge. However, evaluating such open-ended agents remains difficult, with current benchmarks facing scalability limitations. To address this, we introduce \textit{Minecraft Universe} (MCU), a comprehensive evaluation framework set within the open-world video game Minecraft. MCU incorporates three key components: (1) an expanding collection of 3,452 composable atomic tasks that encompasses 11 major categories and 41 subcategories of challenges; (2) a task composition mechanism capable of generating infinite diverse tasks with varying difficulty; and (3) a general evaluation framework that achieves 91.5\% alignment with human ratings for open-ended task assessment. Empirical results reveal that even state-of-the-art foundation agents struggle with the increasing diversity and complexity of tasks. These findings highlight the necessity of MCU as a robust benchmark to drive progress in AI agent development within open-ended environments. Our evaluation code and scripts are available at https://github.com/CraftJarvis/MCU. Xinyue Zheng, Haowei Lin, Kaichen He, Qiang Fu 0016, Haobo Fu, Zilong Zheng, Yitao Liang |
ICML | 8 |
| 2025 | Plug-and-Play Context Feature Reuse for Efficient Masked GenerationabstractMasked generative models (MGMs) have emerged as a powerful framework for image synthesis, combining parallel decoding with strong bidirectional context modeling. However, generating high-quality samples typically requires many iterative decoding steps, resulting in high inference costs. A straightforward way to speed up generation is by decoding more tokens in each step, thereby reducing the total number of steps. However, when many tokens are decoded simultaneously, the model can only estimate the univariate marginal distributions independently, failing to capture the dependency among them. As a result, reducing the number of steps significantly compromises generation fidelity. In this work, we introduce ReCAP (Reused Context-Aware Prediction), a plug-and-play module that accelerates inference in MGMs by constructing low-cost steps via reusing feature embeddings from previously decoded context tokens. ReCAP interleaves standard full evaluations with lightweight steps that cache and reuse context features, substantially reducing computation while preserving the benefits of fine-grained, iterative generation. We demonstrate its effectiveness on top of three representative MGMs (MaskGIT, MAGE, and MAR), including both discrete and continuous token spaces and covering diverse architectural designs. In particular, on ImageNet256 class-conditional generation, ReCAP achieves up to 2.4$\times$ faster inference than the base model with minimal performance drop, and consistently delivers better efficiency–fidelity trade-offs under various generation settings. Xuejie Liu, Anji Liu, Guy Van den Broeck, Yitao Liang |
NeurIPS | 4 |
| 2025 | QCircuitBench: A Large-Scale Dataset for Benchmarking Quantum Algorithm DesignabstractQuantum computing is an emerging field recognized for the significant speedup it offers over classical computing through quantum algorithms. However, designing and implementing quantum algorithms pose challenges due to the complex nature of quantum mechanics and the necessity for precise control over quantum states. Despite the significant advancements in AI, there has been a lack of datasets specifically tailored for this purpose. In this work, we introduce QCircuitBench, the first benchmark dataset designed to evaluate AI's capability in designing and implementing quantum algorithms in the form of quantum circuit codes. Unlike using AI for writing traditional codes, this task is fundamentally more complicated due to highly flexible design space. Our key contributions include: 1. A general framework which formulates the key features of quantum algorithm design task for Large Language Models.2. Implementation for quantum algorithms from basic primitives to advanced applications, spanning 3 task suites, 25 algorithms, and 120,290 data points.3. Automatic validation and verification functions, allowing for iterative and interactive evaluation without human inspection.4. Promising potential as a training dataset through primitive fine-tuning results.We observed several interesting experimental phenomena: fine-tuning does not always outperform few-shot learning, and LLMs tend to exhibit consistent error patterns. QCircuitBench provides a comprehensive benchmark for AI-driven quantum algorithm design, while also revealing some limitations of LLMs in this domain. Ziruo Wang, Yuntian Gu, Yitao Liang, Tongyang Li |
NeurIPS | 4 |
| 2025 | Underwater images enhancement using contrast limited adaptive parameter settings histogram equalization
Yahui Chen, Yitao Liang |
Multim. Tools Appl. | 2 |
| 2025 | JARVIS-1: Open-World Multi-Task Agents With Memory-Augmented Multimodal Language ModelsabstractAchieving human-like planning and control with multimodal observations in an open world is a key milestone for more functional generalist agents. Existing approaches can handle certain long-horizon tasks in an open world. However, they still struggle when the number of open-world tasks could potentially be infinite and lack the capability to progressively enhance task completion as game time progresses. We introduceJARVIS-1, an open-world agent that can perceive multimodal input (visual observations and human instructions), generate sophisticated plans, and perform embodied control, all within the popular yet challenging open-world Minecraft universe. Specifically, we developJARVIS-1 on top of pre-trained multimodal language models, which map visual observations and textual instructions to plans. The plans will be ultimately dispatched to the goal-conditioned controllers. We outfitJARVIS-1 with a multimodal memory, which facilitates planning using both pre-trained knowledge and its actual game survival experiences.JARVIS-1 is the existing most general agent in Minecraft, capable of completing over 200 different tasks using control and observation space similar to humans. These tasks range from short-horizon tasks, e.g., “chopping trees” to long-horizon ones, e.g., “obtaining a diamond pickaxe”.JARVIS-1 performs exceptionally well in short-horizon tasks, achieving nearly perfect performance. In the classic long-term task ofObtainDiamondPickaxe,JARVIS-1 surpasses the reliability of current state-of-the-art agents by 5 times and can successfully complete longer-horizon and more challenging tasks. Furthermore, we show thatJARVIS-1 is able toself-improvefollowing a life-long learning paradigm thanks to multimodal memory, sparking a more general intelligence and improved autonomy. Shaofei Cai, Anji Liu, Yonggang Jin, Jinbing Hou, Bowei Zhang 0007, Haowei Lin, Zhaofeng He 0001, Zilong Zheng, Yaodong Yang 0001, Xiaojian Ma 0001, Yitao Liang |
IEEE Trans. Pattern Anal. Mach. Intell. | 12 |
| 2025 | CELAT-DiffNet: channel-enhanced local attention transformer for underwater image enhancement based on diffusion models
Yitao Liang, Xuxu Yang, Mengjuan Zhao, Juan Xia |
J. Supercomput. | 2 |
| 2024 | ProAgent: Building Proactive Cooperative Agents with Large Language ModelsabstractBuilding agents with adaptive behavior in cooperative tasks stands as a paramount goal in the realm of multi-agent systems. Current approaches to developing cooperative agents rely primarily on learning-based methods, whose policy generalization depends heavily on the diversity of teammates they interact with during the training phase. Such reliance, however, constrains the agents' capacity for strategic adaptation when cooperating with unfamiliar teammates, which becomes a significant challenge in zero-shot coordination scenarios. To address this challenge, we propose ProAgent, a novel framework that harnesses large language models (LLMs) to create proactive agents capable of dynamically adapting their behavior to enhance cooperation with teammates. ProAgent can analyze the present state, and infer the intentions of teammates from observations. It then updates its beliefs in alignment with the teammates' subsequent actual behaviors. Moreover, ProAgent exhibits a high degree of modularity and interpretability, making it easily integrated into various of coordination scenarios. Experimental evaluations conducted within the Overcooked-AI environment unveil the remarkable performance superiority of ProAgent, outperforming five methods based on self-play and population-based training when cooperating with AI agents. Furthermore, in partnered with human proxy models, its performance exhibits an average improvement exceeding 10% compared to the current state-of-the-art method. For more information about our project, please visit https://pku-proagent.github.io. Ceyao Zhang, Kaijie Yang, Siyi Hu 0001, Guanghe Li, Yihang Sun, Zhaowei Zhang 0001, Anji Liu, Song-Chun Zhu, Xiaojun Chang, Junge Zhang, Feng Yin 0001, Yitao Liang, Yaodong Yang 0001 |
AAAI | 14 |
| 2024 | Neural-Symbolic Recursive Machine for Systematic GeneralizationabstractCurrent learning models often struggle with human-like systematic generalization, particularly in learning compositional rules from limited data and extrapolating them to novel combinations. We introduce the Neural-Symbolic Recursive Ma- chine ( NSR), whose core is a Grounded Symbol System ( GSS), allowing for the emergence of combinatorial syntax and semantics directly from training data. The NSR employs a modular design that integrates neural perception, syntactic parsing, and semantic reasoning. These components are synergistically trained through a novel deduction-abduction algorithm. Our findings demonstrate that NSR’s design, imbued with the inductive biases of equivariance and compositionality, grants it the expressiveness to adeptly handle diverse sequence-to-sequence tasks and achieve unparalleled systematic generalization. We evaluate NSR’s efficacy across four challenging benchmarks designed to probe systematic generalization capabilities: SCAN for semantic parsing, PCFG for string manipulation, HINT for arithmetic reasoning, and a compositional machine translation task. The results affirm NSR ’s superiority over contemporary neural and hybrid models in terms of generalization and transferability. Qing Li 0003, Yixin Zhu 0001, Yitao Liang, Ying Nian Wu, Song-Chun Zhu, Siyuan Huang 0001 |
ICLR | 3 |
| 2024 | GROOT: Learning to Follow Instructions by Watching Gameplay VideosabstractWe study the problem of building a controller that can follow open-ended instructions in open-world environments. We propose to follow reference videos as instructions, which offer expressive goal specifications while eliminating the need for expensive text-gameplay annotations. A new learning framework is derived to allow learning such instruction-following controllers from gameplay videos while producing a video instruction encoder that induces a structured goal space. We implement our agent GROOT in a simple yet effective encoder-decoder architecture based on causal transformers. We evaluate GROOT against open-world counterparts and human players on a proposed Minecraft SkillForge benchmark. The Elo ratings clearly show that GROOT is closing the human-machine gap as well as exhibiting a 70% winning rate over the best generalist agent baseline. Qualitative analysis of the induced goal space further demonstrates some interesting emergent properties, including the goal composition and complex gameplay behavior synthesis. Shaofei Cai, Bowei Zhang 0007, Xiaojian Ma 0001, Anji Liu, Yitao Liang |
ICLR | 6 |
| 2024 | Selecting Large Language Model to Fine-tune via Rectified Scaling LawabstractThe ever-growing ecosystem of LLMs has posed a challenge in selecting the most appropriate pre-trained model to fine-tune amidst a sea of options. Given constrained resources, fine-tuning all models and making selections afterward is unrealistic. In this work, we formulate this resource-constrained selection task into predicting fine-tuning performance and illustrate its natural connection with Scaling Law. Unlike pre-training, we find that the fine-tuning scaling curve includes not just the well-known "power phase" but also the previously unobserved "pre-power phase". We also explain why existing Scaling Law fails to capture this phase transition phenomenon both theoretically and empirically. To address this, we introduce the concept of "pre-learned data size" into our Rectified Scaling Law, which overcomes theoretical limitations and fits experimental results much better. By leveraging our law, we propose a novel LLM selection algorithm that selects the near-optimal model with hundreds of times less resource consumption, while other methods may provide negatively correlated selection. The project page is available at rectified-scaling-law.github.io. Haowei Lin, Baizhou Huang, Haotian Ye, Qinyu Chen, Sujian Li, Jianzhu Ma, Xiaojun Wan 0001, James Zou 0001, Yitao Liang |
ICML | 10 |
| 2024 | A Tractable Inference Perspective of Offline RLabstractA popular paradigm for offline Reinforcement Learning (RL) tasks is to first fit the offline trajectories to a sequence model, and then prompt the model for actions that lead to high expected return. In addition to obtaining accurate sequence models, this paper highlights that tractability, the ability to exactly and efficiently answer various probabilistic queries, plays an important role in offline RL. Specifically, due to the fundamental stochasticity from the offline data-collection policies and the environment dynamics, highly non-trivial conditional/constrained generation is required to elicit rewarding actions. While it is still possible to approximate such queries, we observe that such crude estimates undermine the benefits brought by expressive sequence models. To overcome this problem, this paper proposes Trifle (Tractable Inference for Offline RL), which leverages modern tractable generative models to bridge the gap between good sequence models and high expected returns at evaluation time. Empirically, Trifle achieves $7$ state-of-the-art scores and the highest average scores in $9$ Gym-MuJoCo benchmarks against strong baselines. Further, Trifle significantly outperforms prior approaches in stochastic environments and safe RL tasks with minimum algorithmic modifications. Xuejie Liu, Anji Liu, Guy Van den Broeck, Yitao Liang |
NeurIPS | 4 |
| 2024 | Mars: Situated Inductive Reasoning in an Open-World EnvironmentabstractLarge Language Models (LLMs) trained on massive corpora have shown remarkable success in knowledge-intensive tasks. Yet, most of them rely on pre-stored knowledge. Inducing new general knowledge from a specific environment andperforming reasoning with the acquired knowledge—situated inductive reasoning, is crucial and challenging for machine intelligence. In this paper, we design Mars, an interactive environment devised for situated inductive reasoning. It introduces counter-commonsense game mechanisms by modifying terrain, survival setting and task dependency while adhering to certain principles. In Mars, agents need to actively interact with their surroundings, derive useful rules and perform decision-making tasks in specific contexts. We conduct experiments on various RL-based and LLM-based methods, finding that they all struggle on this challenging situated inductive reasoning benchmark. Furthermore, we explore Induction from Reflection, where we instruct agents to perform inductive reasoning from history trajectory. The superior performance underscores the importance of inductive reasoning in Mars. Through Mars, we aim to galvanize advancements in situated inductive reasoning and set the stage for developing the next generation of AI systems that can reason in an adaptive and context-sensitive way. Xiaojuan Tang, Jiaqi Li 0021, Yitao Liang, Song-Chun Zhu, Muhan Zhang, Zilong Zheng |
NeurIPS | 3 |
| 2024 | OmniJARVIS: Unified Vision-Language-Action Tokenization Enables Open-World Instruction Following AgentsabstractThis paper presents OmniJARVIS, a novel Vision-Language-Action (VLA) model for open-world instruction-following agents in Minecraft. Compared to prior works that either emit textual goals to separate controllers or produce the control command directly, OmniJARVIS seeks a different path to ensure both strong reasoning and efficient decision-making capabilities via unified tokenization of multimodal interaction data. First, we introduce a self-supervised approach to learn a behavior encoder that produces discretized tokens for behavior trajectories $\tau = \{o_0, a_0, \dots\}$ and an imitation learning policy decoder conditioned on these tokens. These additional behavior tokens will be augmented to the vocabulary of pretrained Multimodal Language Models. With this encoder, we then pack long-term multimodal interactions involving task instructions, memories, thoughts, observations, textual responses, behavior trajectories, etc into unified token sequences and model them with autoregressive transformers. Thanks to the semantically meaningful behavior tokens, the resulting VLA model, OmniJARVIS, can reason (by producing chain-of-thoughts), plan, answer questions, and act (by producing behavior tokens for the imitation learning policy decoder). OmniJARVIS demonstrates excellent performances on a comprehensive collection of atomic, programmatic, and open-ended tasks in open-world Minecraft. Our analysis further unveils the crucial design principles in interaction data formation, unified tokenization, and its scaling potentials. The dataset, models, and code will be released at https://craftjarvis.org/OmniJARVIS. Shaofei Cai, Zhancun Mu, Haowei Lin, Ceyao Zhang, Xuejie Liu, Qing Li 0003, Anji Liu, Xiaojian Ma 0001, Yitao Liang |
NeurIPS | 10 |
| 2024 | TFG: Unified Training-Free Guidance for Diffusion ModelsabstractGiven an unconditional diffusion model and a predictor for a target property of interest (e.g., a classifier), the goal of training-free guidance is to generate samples with desirable target properties without additional training. Existing methods, though effective in various individual applications, often lack theoretical grounding and rigorous testing on extensive benchmarks. As a result, they could even fail on simple tasks, and applying them to a new problem becomes unavoidably difficult. This paper introduces a novel algorithmic framework encompassing existing methods as special cases, unifying the study of training-free guidance into the analysis of an algorithm-agnostic design space. Via theoretical and empirical investigation, we propose an efficient and effective hyper-parameter searching strategy that can be readily applied to any downstream task. We systematically benchmark across 7 diffusion models on 16 tasks with 40 targets, and improve performance by 8.5% on average. Our framework and benchmark offer a solid foundation for conditional generation in a training-free manner. Haotian Ye, Haowei Lin, Jiaqi Han 0001, Minkai Xu, Yitao Liang, Jianzhu Ma, James Zou 0001, Stefano Ermon |
NeurIPS | 6 |
| 2023 | Out-of-Distribution Generalization by Neural-Symbolic Joint TrainingabstractThis paper develops a novel methodology to simultaneously learn a neural network and extract generalized logic rules. Different from prior neural-symbolic methods that require background knowledge and candidate logical rules to be provided, we aim to induce task semantics with minimal priors. This is achieved by a two-step learning framework that iterates between optimizing neural predictions of task labels and searching for a more accurate representation of the hidden task semantics. Notably, supervision works in both directions: (partially) induced task semantics guide the learning of the neural network and induced neural predictions admit an improved semantic representation. We demonstrate that our proposed framework is capable of achieving superior out-of-distribution generalization performance on two tasks: (i) learning multi-digit addition, where it is trained on short sequences of digits and tested on long sequences of digits; (ii) predicting the optimal action in the Tower of Hanoi, where the model is challenged to discover a policy independent of the number of disks in the puzzle. Anji Liu, Hongming Xu 0003, Guy Van den Broeck, Yitao Liang |
AAAI | 4 |
| 2023 | Open-World Multi-Task Control Through Goal-Aware Representation Learning and Adaptive Horizon PredictionabstractWe study the problem of learning goal-conditioned policies in Minecraft, a popular, widely accessible yet challenging open-ended environment for developing human-level multi-task agents. We first identify two main challenges of learning such policies: 1) the indistinguishability of tasks from the state distribution, due to the vast scene diversity, and 2) the non-stationary nature of environment dynamics caused by partial observability. To tackle the first challenge, we propose Goal-Sensitive Backbone (GSB) for the policy to encourage the emergence of goal-relevant visual state representations. To tackle the second challenge, the policy is further fueled by an adaptive horizon prediction module that helps alleviate the learning uncertainty brought by the non-stationary dynamics. Experiments on 20 Minecraft tasks show that our method significantly outperforms the best baseline so far; in many of them, we double the performance. Our ablation and exploratory studies then explain how our approach beat the counterparts and also unveil the surprising bonus of zero-shot generalization to new scenes (biomes). We hope our agent could help shed some light on learning goal-conditioned, multi-task agents in challenging, open-ended environments like Minecraft. The code is released at https://github.com/CraftJarvis/MC-Controller. Shaofei Cai, Xiaojian Ma 0001, Anji Liu, Yitao Liang |
CVPR | 5 |
| 2023 | SQA3D: Situated Question Answering in 3D Scenes
Xiaojian Ma 0001, Silong Yong, Zilong Zheng, Qing Li 0003, Yitao Liang, Song-Chun Zhu, Siyuan Huang 0001 |
ICLR | 5 |
| 2023 | Understanding the Distillation Process from Deep Generative Models to Tractable Probabilistic CircuitsabstractProbabilistic Circuits (PCs) are a general and unified computational framework for tractable probabilistic models that support efficient computation of various inference tasks (e.g., computing marginal probabilities). Towards enabling such reasoning capabilities in complex real-world tasks, Liu et al. (2022) propose to distill knowledge (through latent variable assignments) from less tractable but more expressive deep generative models. However, it is still unclear what factors make this distillation work well. In this paper, we theoretically and empirically discover that the performance of a PC can exceed that of its teacher model. Therefore, instead of performing distillation from the most expressive deep generative model, we study what properties the teacher model and the PC should have in order to achieve good distillation performance. This leads to a generic algorithmic improvement as well as other data-type-specific ones over the existing latent variable distillation pipeline. Empirically, we outperform SoTA TPMs by a large margin on challenging image modeling benchmarks. In particular, on ImageNet32, PCs achieve 4.06 bits-per-dimension, which is only 0.34 behind variational diffusion models (Kingma et al., 2021). Xuejie Liu, Anji Liu, Guy Van den Broeck, Yitao Liang |
ICML | 4 |
| 2023 | Describe, Explain, Plan and Select: Interactive Planning with LLMs Enables Open-World Multi-Task AgentsabstractIn this paper, we study the problem of planning in Minecraft, a popular, democratized yet challenging open-ended environment for developing multi-task embodied agents. We've found two primary challenges of empowering such agents with planning: 1) planning in an open-ended world like Minecraft requires precise and multi-step reasoning due to the long-term nature of the tasks, and 2) as vanilla planners do not consider the achievability of the current agent when ordering parallel sub-goals within a complicated plan, the resulting plan could be inefficient. To this end, we propose ``$\underline{D}$escribe, $\underline{E}$xplain, $\underline{P}$lan and $\underline{S}$elect'' ($\textbf{DEPS}$), an interactive planning approach based on Large Language Models (LLMs). Our approach helps with better error correction from the feedback during the long-haul planning, while also bringing the sense of proximity via goal $\textbf{Selector}$, a learnable module that ranks parallel sub-goals based on the estimated steps of completion and improves the original plan accordingly. Our experiments mark the milestone of the first zero-shot multi-task agent that can robustly accomplish 70+ Minecraft tasks and nearly double the overall performances. Further testing reveals our method's general effectiveness in popularly adopted non-open-ended domains as well (i.e., ALFWorld and tabletop manipulation). The ablation and exploratory studies detail how our design beats the counterparts and provide a promising update on the $\texttt{ObtainDiamond}$ grand challenge with our approach. Shaofei Cai, Guanzhou Chen 0003, Anji Liu, Xiaojian Ma 0001, Yitao Liang |
NeurIPS | 6 |
| 2023 | Effective long-term tracking with contrast optimizer
Yongbo Han, Yitao Liang |
Mach. Vis. Appl. | 2 |
| 2022 | Efficient Meta Reinforcement Learning for Preference-based Fast AdaptationabstractLearning new task-specific skills from a few trials is a fundamental challenge for artificial intelligence. Meta reinforcement learning (meta-RL) tackles this problem by learning transferable policies that support few-shot adaptation to unseen tasks. Despite recent advances in meta-RL, most existing methods require the access to the environmental reward function of new tasks to infer the task objective, which is not realistic in many practical applications. To bridge this gap, we study the problem of few-shot adaptation in the context of human-in-the-loop reinforcement learning. We develop a meta-RL algorithm that enables fast policy adaptation with preference-based feedback. The agent can adapt to new tasks by querying human's preference between behavior trajectories instead of using per-step numeric rewards. By extending techniques from information theory, our approach can design query sequences to maximize the information gain from human interactions while tolerating the inherent error of non-expert human oracle. In experiments, we extensively evaluate our method, Adaptation with Noisy OracLE (ANOLE), on a variety of meta-RL benchmark tasks and demonstrate substantial improvement over baseline algorithms in terms of both feedback efficiency and error tolerance. Zhizhou Ren, Anji Liu, Yitao Liang, Jian Peng 0001, Jianzhu Ma |
NeurIPS | 3 |
| 2021 | Juice: A Julia Package for Logic and Probabilistic CircuitsabstractJuice is an open-source Julia package providing tools for logic and probabilistic reasoning and learning based on logic circuits (LCs) and probabilistic circuits (PCs). It provides a range of efficient algorithms for probabilistic inference queries, such as computing marginal probabilities (MAR), as well as many more advanced queries. Certain structural circuit properties are needed to achieve this tractability, which Juice helps validate. Additionally, it supports several parameter and structure learning algorithms proposed in the recent literature. By leveraging parallelism (on both CPU and GPU), Juice provides a fast implementation of circuit-based algorithms, which makes it suitable for tackling large-scale datasets and models. Meihua Dang, Pasha Khosravi, Yitao Liang, Antonio Vergari, Guy Van den Broeck |
AAAI | 3 |
| 2019 | Learning Logistic CircuitsabstractThis paper proposes a new classification model called logistic circuits. On MNIST and Fashion datasets, our learning algorithm outperforms neural networks that have an order of magnitude more parameters. Yet, logistic circuits have a distinct origin in symbolic AI, forming a discriminative counterpart to probabilistic-logical circuits such as ACs, SPNs, and PSDDs. We show that parameter learning for logistic circuits is convex optimization, and that a simple local search algorithm can induce strong model structures from data. Yitao Liang, Guy Van den Broeck |
AAAI | 1 |
| 2019 | What to Expect of Classifiers? Reasoning about Logistic Regression with Missing FeaturesabstractWhile discriminative classifiers often yield strong predictive performance, missing feature values at prediction time can still be a challenge. Classifiers may not behave as expected under certain ways of substituting the missing values, since they inherently make assumptions about the data distribution they were trained on. In this paper, we propose a novel framework that classifies examples with missing features by computing the expected prediction with respect to a feature distribution. Moreover, we use geometric programming to learn a naive Bayes distribution that embeds a given logistic regression classifier and can efficiently take its expected predictions. Empirical evaluations show that our model achieves the same performance as the logistic regression with all features observed, and outperforms standard imputation techniques when features go missing during prediction time. Furthermore, we demonstrate that our method can be used to generate ``sufficient explanations'' of logistic regression classifications, by removing features that do not affect the classification. Pasha Khosravi, Yitao Liang, YooJung Choi 0001, Guy Van den Broeck |
IJCAI | 2 |
| 2019 | On Tractable Computation of Expected PredictionsabstractComputing expected predictions of discriminative models is a fundamental task in machine learning that appears in many interesting applications such as fairness, handling missing values, and data analysis. Unfortunately, computing expectations of a discriminative model with respect to a probability distribution defined by an arbitrary generative model has been proven to be hard in general. In fact, the task is intractable even for simple models such as logistic regression and a naive Bayes distribution. In this paper, we identify a pair of generative and discriminative models that enables tractable computation of expectations, as well as moments of any order, of the latter with respect to the former in case of regression. Specifically, we consider expressive probabilistic circuits with certain structural constraints that support tractable probabilistic inference. Moreover, we exploit the tractable computation of high-order moments to derive an algorithm to approximate the expectations for classification scenarios in which exact computations are intractable. Our framework to compute expected predictions allows for handling of missing data during prediction time in a principled and accurate way and enables reasoning about the behavior of discriminative models. We empirically show our algorithm to consistently outperform standard imputation techniques on a variety of datasets. Finally, we illustrate how our framework can be used for exploratory data analysis. Pasha Khosravi, YooJung Choi 0001, Yitao Liang, Antonio Vergari, Guy Van den Broeck |
NeurIPS | 3 |
| 2018 | A Semantic Loss Function for Deep Learning with Symbolic KnowledgeabstractThis paper develops a novel methodology for using symbolic knowledge in deep learning. From first principles, we derive a semantic loss function that bridges between neural output vectors and logical constraints. This loss function captures how close the neural network is to satisfying the constraints on its output. An experimental evaluation shows that it effectively guides the learner to achieve (near-)state-of-the-art results on semi-supervised multi-class classification. Moreover, it significantly increases the ability of the neural network to predict structured objects, such as rankings and paths. These discrete concepts are tremendously difficult to learn, and benefit from a tight integration of deep learning and symbolic reasoning methods. Zilu Zhang, Tal Friedman, Yitao Liang, Guy Van den Broeck |
ICML | 4 |
| 2018 | Inference Aided Reinforcement Learning for Incentive Mechanism Design in CrowdsourcingabstractIncentive mechanisms for crowdsourcing are designed to incentivize financially self-interested workers to generate and report high-quality labels. Existing mechanisms are often developed as one-shot static solutions, assuming a certain level of knowledge about worker models (expertise levels, costs for exerting efforts, etc.). In this paper, we propose a novel inference aided reinforcement mechanism that acquires data sequentially and requires no such prior assumptions. Specifically, we first design a Gibbs sampling augmented Bayesian inference algorithm to estimate workers' labeling strategies from the collected labels at each step. Then we propose a reinforcement incentive learning (RIL) method, building on top of the above estimates, to uncover how workers respond to different payments. RIL dynamically determines the payment without accessing any ground-truth labels. We theoretically prove that RIL is able to incentivize rational workers to provide high-quality labels both at each step and in the long run. Empirical results show that our mechanism performs consistently well under both rational and non-fully rational (adaptive learning) worker models. Besides, the payments offered by RIL are more robust and have lower variances compared to existing one-shot mechanisms. Zehong Hu, Yitao Liang, Jie Zhang 0002, Zhao Li 0007, Yang Liu 0018 |
NeurIPS | 2 |
| 2017 | Learning the Structure of Probabilistic Sentential Decision Diagrams
Yitao Liang, Jessa Bekker, Guy Van den Broeck |
UAI | 1 |
| 2017 | An application of optimization method for storyline based on cluster analysisabstractAs a new visualization technology1, storyline intuitively illustrates the dynamic relationships between entities in a story, which is useful in many applications, including the description of characters' interactions in movies, the evolution of community structure in dynamic social networks, the marital status between people, etc. Previous works optimize the storyline's layout from the perspective of aesthetic standard, significantly reducing line crossings, line wiggles and layout space. But when dealing with large-scale data, there is room for improvement with regard to three issues: insufficient memory space, large time consumption and weak data expression. Therefore, this paper introduces the idea of cluster analysis to the storyline to present the clustering information and reduce the time complexity under the condition where a large number of entities interact in the same period. Meantime a scalable, reusable visualization library of storyline is implemented including some novel interactions. Yuhua Liu, Hanfei Lin, Yitao Liang, Changbo Wang |
VINCI | 3 |