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Huozhi Zhou

Publications and source records attributed to Huozhi Zhou.

7 recordsLinked to original sources

GRAIN: Bridging Name and Narrative Shifts in Real-World Graph Reasoning through Invariance-Rewarded Agentic RL

Despite their potential in standardized graph tasks, Large Language Models (LLMs) remain brittle to real-world shifts in node identifiers and task formulation. While deterministic graph tools are invariant to such shifts, extracting topological structures from noisy text is highly fragile for LLMs, which often overfit to surface patterns. Moreover, mitigating these parsing failures via multi-agent systems incurs prohibitive latency. To address this, we propose GRAIN, a single-agent framework optimized via reinforcement learning. GRAIN models reasoning as a semantic parsing and tool-execution pipeline, guided by a Structure Invariance Reward. By validating extracted intermediate graphs against ground-truth topologies, this reward forces the LLM to learn robust text-to-structure mappings rather than memorizing linguistic artifacts. We also introduce GRIT, a benchmark evaluating sensitivity to such linguistic shifts. GRAIN outperforms multi-agent baselines by 16.45\% in accuracy with approximately 24\% lower latency. Furthermore, it demonstrates superior structural generalization, halving the out-of-distribution (OOD) gap of SFT models (from 15.77\% to 7.80\%) and maintaining robustness on large-scale graphs beyond the training distribution.

cs.AI

Baichuan-M1: Pushing the Medical Capability of Large Language Models

The current generation of large language models (LLMs) is typically designed for broad, general-purpose applications, while domain-specific LLMs, especially in vertical fields like medicine, remain relatively scarce. In particular, the development of highly efficient and practical LLMs for the medical domain is challenging due to the complexity of medical knowledge and the limited availability of high-quality data. To bridge this gap, we introduce Baichuan-M1, a series of large language models specifically optimized for medical applications. Unlike traditional approaches that simply continue pretraining on existing models or apply post-training to a general base model, Baichuan-M1 is trained from scratch with a dedicated focus on enhancing medical capabilities. Our model is trained on 20 trillion tokens and incorporates a range of effective training methods that strike a balance between general capabilities and medical expertise. As a result, Baichuan-M1 not only performs strongly across general domains such as mathematics and coding but also excels in specialized medical fields. We have open-sourced Baichuan-M1-14B, a mini version of our model, which can be accessed through the following links.

cs.CL

Nonstationary Reinforcement Learning with Linear Function Approximation

We consider reinforcement learning (RL) in episodic Markov decision processes (MDPs) with linear function approximation under drifting environment. Specifically, both the reward and state transition functions can evolve over time but their total variations do not exceed a $\textit{variation budget}$. We first develop $\texttt{LSVI-UCB-Restart}$ algorithm, an optimistic modification of least-squares value iteration with periodic restart, and bound its dynamic regret when variation budgets are known. Then we propose a parameter-free algorithm $\texttt{Ada-LSVI-UCB-Restart}$ that extends to unknown variation budgets. We also derive the first minimax dynamic regret lower bound for nonstationary linear MDPs and as a byproduct establish a minimax regret lower bound for linear MDPs unsolved by Jin et al. (2020). Finally, we provide numerical experiments to demonstrate the effectiveness of our proposed algorithms.

cs.LG

Adversarial Linear Contextual Bandits with Graph-Structured Side Observations

This paper studies the adversarial graphical contextual bandits, a variant of adversarial multi-armed bandits that leverage two categories of the most common side information: \emph{contexts} and \emph{side observations}. In this setting, a learning agent repeatedly chooses from a set of $K$ actions after being presented with a $d$-dimensional context vector. The agent not only incurs and observes the loss of the chosen action, but also observes the losses of its neighboring actions in the observation structures, which are encoded as a series of feedback graphs. This setting models a variety of applications in social networks, where both contexts and graph-structured side observations are available. Two efficient algorithms are developed based on \texttt{EXP3}. Under mild conditions, our analysis shows that for undirected feedback graphs the first algorithm, \texttt{EXP3-LGC-U}, achieves the regret of order $\mathcal{O}(\sqrt{(K+α(G)d)T\log{K}})$ over the time horizon $T$, where $α(G)$ is the average \emph{independence number} of the feedback graphs. A slightly weaker result is presented for the directed graph setting as well. The second algorithm, \texttt{EXP3-LGC-IX}, is developed for a special class of problems, for which the regret is reduced to $\mathcal{O}(\sqrt{α(G)dT\log{K}\log(KT)})$ for both directed as well as undirected feedback graphs. Numerical tests corroborate the efficiency of proposed algorithms.

cs.LG

A Near-Optimal Change-Detection Based Algorithm for Piecewise-Stationary Combinatorial Semi-Bandits

We investigate the piecewise-stationary combinatorial semi-bandit problem. Compared to the original combinatorial semi-bandit problem, our setting assumes the reward distributions of base arms may change in a piecewise-stationary manner at unknown time steps. We propose an algorithm, \texttt{GLR-CUCB}, which incorporates an efficient combinatorial semi-bandit algorithm, \texttt{CUCB}, with an almost parameter-free change-point detector, the \emph{Generalized Likelihood Ratio Test} (GLRT). Our analysis shows that the regret of \texttt{GLR-CUCB} is upper bounded by $\mathcal{O}(\sqrt{NKT\log{T}})$, where $N$ is the number of piecewise-stationary segments, $K$ is the number of base arms, and $T$ is the number of time steps. As a complement, we also derive a nearly matching regret lower bound on the order of $Ω(\sqrt{NKT}$), for both piecewise-stationary multi-armed bandits and combinatorial semi-bandits, using information-theoretic techniques and judiciously constructed piecewise-stationary bandit instances. Our lower bound is tighter than the best available regret lower bound, which is $Ω(\sqrt{T})$. Numerical experiments on both synthetic and real-world datasets demonstrate the superiority of \texttt{GLR-CUCB} compared to other state-of-the-art algorithms.

cs.LG

Nearly Optimal Algorithms for Piecewise-Stationary Cascading Bandits

Cascading bandit (CB) is a popular model for web search and online advertising, where an agent aims to learn the $K$ most attractive items out of a ground set of size $L$ during the interaction with a user. However, the stationary CB model may be too simple to apply to real-world problems, where user preferences may change over time. Considering piecewise-stationary environments, two efficient algorithms, \texttt{GLRT-CascadeUCB} and \texttt{GLRT-CascadeKL-UCB}, are developed and shown to ensure regret upper bounds on the order of $\mathcal{O}(\sqrt{NLT\log{T}})$, where $N$ is the number of piecewise-stationary segments, and $T$ is the number of time slots. At the crux of the proposed algorithms is an almost parameter-free change-point detector, the generalized likelihood ratio test (GLRT). Comparing with existing works, the GLRT-based algorithms: i) are free of change-point-dependent information for choosing parameters; ii) have fewer tuning parameters; iii) improve at least the $L$ dependence in regret upper bounds. In addition, we show that the proposed algorithms are optimal (up to a logarithm factor) in terms of regret by deriving a minimax lower bound on the order of $Ω(\sqrt{NLT})$ for piecewise-stationary CB. The efficiency of the proposed algorithms relative to state-of-the-art approaches is validated through numerical experiments on both synthetic and real-world datasets.

cs.LG

$HS^2$: Active Learning over Hypergraphs

We propose a hypergraph-based active learning scheme which we term $HS^2$, $HS^2$ generalizes the previously reported algorithm $S^2$ originally proposed for graph-based active learning with pointwise queries [Dasarathy et al., COLT 2015]. Our $HS^2$ method can accommodate hypergraph structures and allows one to ask both pointwise queries and pairwise queries. Based on a novel parametric system particularly designed for hypergraphs, we derive theoretical results on the query complexity of $HS^2$ for the above described generalized settings. Both the theoretical and empirical results show that $HS^2$ requires a significantly fewer number of queries than $S^2$ when one uses $S^2$ over a graph obtained from the corresponding hypergraph via clique expansion.

cs.LG