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Eric Xue

Publications and source records attributed to Eric Xue.

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Hardness of Approximate Hylland-Zeckhauser Equilibria

In this paper, we investigate the computational hardness of finding fractional allocations to unit-demand players using competitive equilibria from equal incomes (CEEI), where we allow a small constant error in players' response to market prices (also known as an approximate Hylland-Zeckhauser equilibrium). We show that assuming the $\mathbf{(\varepsilon,\delta)}$-Generalized Circuits problem is PPAD-hard (the "PCP-for-PPAD" conjecture), finding an approximate HZ equilibrium is also PPAD-hard. This result provides additional motivation for trying to prove the PCP-for-PPAD conjecture as a tool for obtaining robust computational hardness results about markets. Further, we introduce a natural restriction on approximate HZ equilibria, where players' bundles may still only be approximately optimal given the prices, but may not contain positive-price items for which the player has zero utility. We show unconditionally that there exists a constant $\epsilon$ such that finding a restricted $\epsilon$-HZ equilibrium is PPAD-hard.

cs.GT

Stronger core results with multidimensional prices

We study one-sided matchings with endowments in the absence of money. It is well-known that a competitive equilibrium may not always exist and that the strong core may be empty in this setting [Hylland and Zeckhauser, 1979]. We propose a generalization of competitive equilibria that associates each item with a multi-dimensional price. We show that this solution concept always exists and resides within the rejective core [Konovalov, 2005]. Rejective core stability is strictly stronger than weak core stability: allocations in the rejective core are elements of the weak core, but the opposite is not true. Moreover, we show that the rejective core always converges to the set of competitive equilibria with multi-dimensional prices as the economy grows, demonstrating core convergence in a setting without non-satiation.

cs.GT

FunPRM: Function-as-Step Process Reward Model with Meta Reward Correction for Code Generation

Code generation is a core application of large language models (LLMs), yet LLMs still frequently fail on complex programming tasks. Given its success in mathematical reasoning, test-time scaling approaches such as Process Reward Model (PRM)-based Best-of-N selection offer a promising way to improve performance. However, existing PRMs remain ineffective for code generation due to the lack of meaningful step decomposition in code and the noise of Monte Carlo-estimated partial-solution correctness scores (rewards). To address these challenges, we propose FunPRM. FunPRM prompts LLMs to encourage modular code generation organized into functions, with functions treated as PRM reasoning steps. Furthermore, FunPRM introduces a novel meta-learning-based reward correction mechanism that leverages clean final-solution rewards obtained via a unit-test-based evaluation system to purify noisy partial-solution rewards. Experiments on LiveCodeBench and BigCodeBench demonstrate that FunPRM consistently outperforms existing test-time scaling methods across five base LLMs, notably achieving state-of-the-art performance on LiveCodeBench when combined with O4-mini. Furthermore, FunPRM produces code that is more readable and reusable for developers.

cs.LG

Evaluating Music Context Preservation: A Multi-facet Framework for Music Editing Systems

Music editing plays a vital role in modern music production, with applications in film, broadcasting, and game development. Recent advances in music editing systems have enabled diverse editing tasks such as timbre transfer, instrument substitution, and genre transformation. However, many existing works overlook evaluating their ability to preserve musical facets that should remain unchanged during editing, which we define as Music Context Preservation (MuseCP). While some studies do consider MuseCP, their evaluation protocols and metrics are not comprehensive. To address this, we introduce the first MuseCP evaluation framework, MuseCPEval, that covers four categories of music facets with fine-grained and well-tailored metrics to capture nuanced changes in music attributes. Objective validation and a human study demonstrate the effectiveness of these metrics. Moreover, the case studies on diverse music editing systems illustrate the practical utility of these metrics as a testbed and diagnostic tool, providing insights into the strengths and limitations of existing systems. We hope our metrics and findings can offer practical guidance for developing more effective and reliable music editing strategies with strong MuseCP capability

cs.SD

SteganoBackdoor: Stealthy and Data-Efficient Backdoor Attacks on Language Models

Modern language models remain vulnerable to backdoor attacks via poisoned data, where training inputs containing a trigger are paired with a target output, causing the model to reproduce that behavior whenever the trigger appears at inference time. Recent work has emphasized stealthy attacks that stress-test data-curation defenses using stylized artifacts or token-level perturbations as triggers, but this focus leaves a more practically relevant threat model underexplored: backdoors tied to naturally occurring semantic concepts. We introduce SteganoBackdoor, an optimization-based framework that constructs SteganoPoisons, steganographic poisoned training examples in which a backdoor payload is distributed across a fluent sentence while exhibiting no representational overlap with the inference-time semantic trigger. Across diverse model architectures, SteganoBackdoor achieves high attack success under constrained poisoning budgets and remains effective under conservative data-level filtering, highlighting a blind spot in existing data-curation defenses.

cs.CR

Learning to Imitate with Less: Efficient Individual Behavior Modeling in Chess

As humans seek to collaborate with, learn from, and better understand artificial intelligence systems, developing AIs that can accurately emulate individual decision-making becomes increasingly important. Chess, a long-standing AI benchmark with precise skill measurement, offers an ideal testbed for human-AI alignment. However, existing approaches to modeling human behavior require prohibitively large amounts of data from each individual, making them impractical for new or sparsely represented users. In this work, we introduce Maia4All, a framework designed to learn and adapt to individual decision-making styles efficiently, even with limited data. Maia4All achieves this through a two-stage optimization process: (1) an enrichment step, which bridges population and individual-level human behavior modeling with a prototype-enriched model, and (2) a democratization step, which leverages ability levels or user prototypes to initialize and refine individual embeddings with minimal data. Our experimental results show that Maia4All can accurately predict individual moves and profile behavioral patterns with high fidelity, establishing a new standard for personalized human-like AI behavior modeling in chess. Maia4All achieves individual human behavior modeling in chess with only 20 games, compared to the 5,000 games required previously, representing a significant improvement in data efficiency. Our work provides an example of how population AI systems can flexibly adapt to individual users using a prototype-enriched model as a bridge. This approach extends beyond chess, as shown in our case study on idiosyncratic LLMs, highlighting its potential for broader applications in personalized AI adaptation.

cs.AI

Towards Machine Theory of Mind with Large Language Model-Augmented Inverse Planning

We propose a hybrid approach to machine Theory of Mind (ToM) that uses large language models (LLMs) as a mechanism for generating hypotheses and likelihood functions with a Bayesian inverse planning model that computes posterior probabilities for an agent's likely mental states given its actions. Bayesian inverse planning models can accurately predict human reasoning on a variety of ToM tasks, but these models are constrained in their ability to scale these predictions to scenarios with a large number of possible hypotheses and actions. Conversely, LLM-based approaches have recently demonstrated promise in solving ToM benchmarks, but can exhibit brittleness and failures on reasoning tasks even when they pass otherwise structurally identical versions. By combining these two methods, this approach leverages the strengths of each component, closely matching optimal results on a task inspired by prior inverse planning models and improving performance relative to models that utilize LLMs alone or with chain-of-thought prompting, even with smaller LLMs that typically perform poorly on ToM tasks. We also exhibit the model's potential to predict mental states on open-ended tasks, offering a promising direction for future development of ToM models and the creation of socially intelligent generative agents.

cs.AI

A New Benchmark for Online Learning with Budget-Balancing Constraints

The adversarial Bandit with Knapsack problem is a multi-armed bandits problem with budget constraints and adversarial rewards and costs. In each round, a learner selects an action to take and observes the reward and cost of the selected action. The goal is to maximize the sum of rewards while satisfying the budget constraint. The classical benchmark to compare against is the best fixed distribution over actions that satisfies the budget constraint in expectation. Unlike its stochastic counterpart, where rewards and costs are drawn from some fixed distribution (Badanidiyuru et al., 2018), the adversarial BwK problem does not admit a no-regret algorithm for every problem instance due to the "spend-or-save" dilemma (Immorlica et al., 2022). A key problem left open by existing works is whether there exists a weaker but still meaningful benchmark to compare against such that no-regret learning is still possible. In this work, we present a new benchmark to compare against, motivated both by real-world applications such as autobidding and by its underlying mathematical structure. The benchmark is based on the Earth Mover's Distance (EMD), and we show that sublinear regret is attainable against any strategy whose spending pattern is within EMD $o(T^2)$ of any sub-pacing spending pattern. As a special case, we obtain results against the "pacing over windows" benchmark, where we partition time into disjoint windows of size $w$ and allow the benchmark strategies to choose a different distribution over actions for each window while satisfying a pacing budget constraint. Against this benchmark, our algorithm obtains a regret bound of $\tilde{O}(T/\sqrt{w}+\sqrt{wT})$. We also show a matching lower bound, proving the optimality of our algorithm in this important special case. In addition, we provide further evidence of the necessity of the EMD condition for obtaining a sublinear regret.

cs.LG

IMPROVE: Iterative Model Pipeline Refinement and Optimization Leveraging LLM Experts

Large language model (LLM) agents have emerged as a promising solution to automate the workflow of machine learning, but most existing methods share a common limitation: they attempt to optimize entire pipelines in a single step before evaluation, making it difficult to attribute improvements to specific changes. This lack of granularity leads to unstable optimization and slower convergence, limiting their effectiveness. To address this, we introduce Iterative Refinement, a novel strategy for LLM-driven ML pipeline design inspired by how human ML experts iteratively refine models, focusing on one component at a time rather than making sweeping changes all at once. By systematically updating individual components based on real training feedback, Iterative Refinement improves overall model performance. We also provide some theoretical edvience of the superior properties of this Iterative Refinement. Further, we implement this strategy in IMPROVE, an end-to-end LLM agent framework for automating and optimizing object classification pipelines. Through extensive evaluations across datasets of varying sizes and domains, we demonstrate that Iterative Refinement enables IMPROVE to consistently achieve better performance over existing zero-shot LLM-based approaches.

cs.CV

Toward Fair and Strategyproof Tournament Rules for Tournaments with Partially Transferable Utilities

A tournament on $n$ agents is a complete oriented graph with the agents as vertices and edges that describe the win-loss outcomes of the $\binom{n}{2}$ matches played between each pair of agents. The winner of a tournament is determined by a tournament rule that maps tournaments to probability distributions over the agents. We want these rules to be fair (choose a high-quality agent) and robust to strategic manipulation. Prior work has shown that under minimally fair rules, manipulations between two agents can be prevented when utility is nontransferable but not when utility is completely transferable. We introduce a partially transferable utility model that interpolates between these two extremes using a selfishness parameter $\lambda$. Our model is that an agent may be willing to lose on purpose, sacrificing some of her own chance of winning, but only if the colluding pair's joint gain is more than $\lambda$ times the individual's sacrifice. We show that no fair tournament rule can prevent manipulations when $\lambda < 1$. We computationally solve for fair and manipulation-resistant tournament rules for $\lambda = 1$ for up to 6 agents. We conjecture and leave as a major open problem that such a tournament rule exists for all $n$. We analyze the trade-offs between ``relative'' and ``absolute'' approximate strategyproofness for previously studied rules and derive as a corollary that all of these rules require $\lambda \geq \Omega(n)$ to be robust to manipulation. We show that for stronger notions of fairness, non-manipulable tournament rules are closely related to tournament rules that witness decreasing gains from manipulation as the number of agents increases.

cs.GT

Towards Adversarially Robust Dataset Distillation by Curvature Regularization

Dataset distillation (DD) allows datasets to be distilled to fractions of their original size while preserving the rich distributional information, so that models trained on the distilled datasets can achieve a comparable accuracy while saving significant computational loads. Recent research in this area has been focusing on improving the accuracy of models trained on distilled datasets. In this paper, we aim to explore a new perspective of DD. We study how to embed adversarial robustness in distilled datasets, so that models trained on these datasets maintain the high accuracy and meanwhile acquire better adversarial robustness. We propose a new method that achieves this goal by incorporating curvature regularization into the distillation process with much less computational overhead than standard adversarial training. Extensive empirical experiments suggest that our method not only outperforms standard adversarial training on both accuracy and robustness with less computation overhead but is also capable of generating robust distilled datasets that can withstand various adversarial attacks. Our implementation is available at: https://github.com/yumozi/GUARD.

cs.LG

Settling the Competition Complexity of Additive Buyers over Independent Items

The competition complexity of an auction setting is the number of additional bidders needed such that the simple mechanism of selling items separately (with additional bidders) achieves greater revenue than the optimal but complex (randomized, prior-dependent, Bayesian-truthful) optimal mechanism without the additional bidders. Our main result settles the competition complexity of $n$ bidders with additive values over $m < n$ independent items at $\Theta(\sqrt{nm})$. The $O(\sqrt{nm})$ upper bound is due to [BW19], and our main result improves the prior lower bound of $\Omega(\ln n)$ to $\Omega(\sqrt{nm})$. Our main result follows from an explicit construction of a Bayesian IC auction for $n$ bidders with additive values over $m m$: $\text{SRev}_n(\mathcal{ER}^m) = nm+O_m(\ln (n)) \leq \text{SRev}_{n+O_m(\ln (n))}(\mathcal{ER}^m)$, and therefore our result can only follow by considering all possible truncations.

cs.GT

Nearly Optimal Committee Selection For Bias Minimization

We study the model of metric voting proposed by Feldman et al. [2020]. In this model, experts and candidates are located in a metric space, and each candidate possesses a quality that is independent of her location. An expert evaluates each candidate as the candidate's quality less a bias term--the distance between the candidate and the expert in the metric space. The expert then votes for her favorite candidate. The goal is to select a voting rule and a committee of experts to mitigate the bias. More specifically, given $m$ candidates, what is the minimum number of experts needed to ensure that the voting rule selects a candidate whose quality is at most $\varepsilon$ worse than the best one? Our first main result is a new way to select the committee using exponentially less experts compared to the method proposed in Feldman et al. [2020]. Our second main result is a novel construction that substantially improves the lower bound on the committee size. Indeed, our upper and lower bounds match in terms of $m$, the number of candidates, and $\varepsilon$, the desired accuracy, for general convex normed spaces, and differ by a multiplicative factor that only depends on the dimension of the underlying normed space but is independent of other parameters of the problem. We extend the nearly matching upper and lower bounds to the setting in which each expert returns a ranking of her top $k$ candidates and we wish to choose $\ell$ candidates with cumulative quality at most $\varepsilon$ worse than that of the best set of $\ell$ candidates, settling an open problem of Feldman et al. [2020]. Finally, we consider the setting where there are multiple rounds of voting. We show that by introducing another round of voting, the number of experts needed to guarantee the selection of an $\varepsilon$-optimal candidate becomes independent of the number of candidates.

cs.GT

CoSQL: A Conversational Text-to-SQL Challenge Towards Cross-Domain Natural Language Interfaces to Databases

We present CoSQL, a corpus for building cross-domain, general-purpose database (DB) querying dialogue systems. It consists of 30k+ turns plus 10k+ annotated SQL queries, obtained from a Wizard-of-Oz (WOZ) collection of 3k dialogues querying 200 complex DBs spanning 138 domains. Each dialogue simulates a real-world DB query scenario with a crowd worker as a user exploring the DB and a SQL expert retrieving answers with SQL, clarifying ambiguous questions, or otherwise informing of unanswerable questions. When user questions are answerable by SQL, the expert describes the SQL and execution results to the user, hence maintaining a natural interaction flow. CoSQL introduces new challenges compared to existing task-oriented dialogue datasets:(1) the dialogue states are grounded in SQL, a domain-independent executable representation, instead of domain-specific slot-value pairs, and (2) because testing is done on unseen databases, success requires generalizing to new domains. CoSQL includes three tasks: SQL-grounded dialogue state tracking, response generation from query results, and user dialogue act prediction. We evaluate a set of strong baselines for each task and show that CoSQL presents significant challenges for future research. The dataset, baselines, and leaderboard will be released at https://yale-lily.github.io/cosql.

cs.CL

Editing-Based SQL Query Generation for Cross-Domain Context-Dependent Questions

We focus on the cross-domain context-dependent text-to-SQL generation task. Based on the observation that adjacent natural language questions are often linguistically dependent and their corresponding SQL queries tend to overlap, we utilize the interaction history by editing the previous predicted query to improve the generation quality. Our editing mechanism views SQL as sequences and reuses generation results at the token level in a simple manner. It is flexible to change individual tokens and robust to error propagation. Furthermore, to deal with complex table structures in different domains, we employ an utterance-table encoder and a table-aware decoder to incorporate the context of the user utterance and the table schema. We evaluate our approach on the SParC dataset and demonstrate the benefit of editing compared with the state-of-the-art baselines which generate SQL from scratch. Our code is available at https://github.com/ryanzhumich/sparc_atis_pytorch.

cs.CL