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Jieyi Long

Publications and source records attributed to Jieyi Long.

10 recordsLinked to original sources

ECDSA.Fail: Open Autoresearch for Optimizing Elliptic-Curve Point Addition in Shor's Algorithm

We propose Open Autoresearch, a paradigm in which humans and AI agents publish evaluator-verified improvements to a public leaderboard. We instantiate it in ECDSA.Fail, optimizing reversible secp256k1 point-addition circuits, a bottleneck in Shor's algorithm for elliptic-curve cryptography. The benchmark minimizes the spacetime-inspired score $S=Q\times T$, where $Q$ is peak logical qubit width and $T$ is average executed Toffoli count. Participants reduced $S$ by 86.1%. At the data cutoff (26 July 2026), the best-scoring circuit uses 1,151 qubits and 1,299,453 average executed Toffoli gates, giving $Q\times T\approx1.496$ billion. This is more than 50% below Google's published point-addition score thresholds (arXiv:2603.28846), under different accounting conventions. Because the benchmark supplies one addend classically, we construct a coherent windowed-addition-compatible variant implementing the single-call interface required by windowed Shor. It uses 1,162 qubits and 1,684,161 average executed Toffoli gates. On 100,000 random inputs, its empirical success probability is $\hat{p}=0.99809$, giving $Q\times T/\hat{p}\approx1.961$ billion under an independently rerunnable per-call sensitivity model, not a full-Shor success estimate. Its qubit and Toffoli counts lie below Google's published thresholds and Schrottenloher's reported operating points (arXiv:2606.02235), although differing interfaces, accounting conventions, and validation scope preclude formal dominance. After the cutoff, the score was further reduced to 1.259 billion, while a separate low-width circuit reached 813 qubits. The public record shows AI agents complementing human judgment, providing evidence for open autoresearch on efficiently evaluable, machine-checkable objectives.

quant-ph

FlowScene: Style-Consistent Indoor Scene Generation with Multimodal Graph Rectified Flow

Scene generation has extensive industrial applications, demanding both high realism and precise control over geometry and appearance. Language-driven retrieval methods compose plausible scenes from a large object database, but overlook object-level control and often fail to enforce scene-level style coherence. Graph-based formulations offer higher controllability over objects and inform holistic consistency by explicitly modeling relations, yet existing methods struggle to produce high-fidelity textured results, thereby limiting their practical utility. We present FlowScene, a tri-branch scene generative model conditioned on multimodal graphs that collaboratively generates scene layouts, object shapes, and object textures. At its core lies a tight-coupled rectified flow model that exchanges object information during generation, enabling collaborative reasoning across the graph. This enables fine-grained control of objects' shapes, textures, and relations while enforcing scene-level style coherence across structure and appearance. Extensive experiments show that FlowScene outperforms both language-conditioned and graph-conditioned baselines in terms of generation realism, style consistency, and alignment with human preferences.

cs.CV

DARA: Few-shot Budget Allocation in Online Advertising via In-Context Decision Making with RL-Finetuned LLMs

Optimizing the advertiser's cumulative value of winning impressions under budget constraints poses a complex challenge in online advertising, under the paradigm of AI-Generated Bidding (AIGB). Advertisers often have personalized objectives but limited historical interaction data, resulting in few-shot scenarios where traditional reinforcement learning (RL) methods struggle to perform effectively. Large Language Models (LLMs) offer a promising alternative for AIGB by leveraging their in-context learning capabilities to generalize from limited data. However, they lack the numerical precision required for fine-grained optimization. To address this limitation, we introduce GRPO-Adaptive, an efficient LLM post-training strategy that enhances both reasoning and numerical precision by dynamically updating the reference policy during training. Built upon this foundation, we further propose DARA, a novel dual-phase framework that decomposes the decision-making process into two stages: a few-shot reasoner that generates initial plans via in-context prompting, and a fine-grained optimizer that refines these plans using feedback-driven reasoning. This separation allows DARA to combine LLMs' in-context learning strengths with precise adaptability required by AIGB tasks. Extensive experiments on both real-world and synthetic data environments demonstrate that our approach consistently outperforms existing baselines in terms of cumulative advertiser value under budget constraints.

cs.AI

Yo'City: Personalized and Boundless 3D Realistic City Scene Generation via Self-Critic Expansion

Realistic 3D city generation is fundamental to a wide range of applications, including virtual reality and digital twins. However, most existing methods rely on training a single diffusion model, which limits their ability to generate personalized and boundless city-scale scenes. In this paper, we present Yo'City, a novel agentic framework that enables user-customized and infinitely expandable 3D city generation by leveraging the reasoning and compositional capabilities of off-the-shelf large models. Specifically, Yo'City first conceptualizes the city through a top-down planning strategy that defines a hierarchical "City-District-Grid" structure. The Global Planner determines the overall layout and potential functional districts, while the Local Designer further refines each district with detailed grid-level descriptions. Subsequently, the grid-level 3D generation is achieved through a "produce-refine-evaluate" isometric image synthesis loop, followed by image-to-3D generation. To simulate continuous city evolution, Yo'City further introduces a user-interactive, relationship-guided expansion mechanism, which performs scene graph-based distance- and semantics-aware layout optimization, ensuring spatially coherent city growth. To comprehensively evaluate our method, we construct a diverse benchmark dataset and design six multi-dimensional metrics that assess generation quality from the perspectives of semantics, geometry, texture, and layout. Extensive experiments demonstrate that Yo'City consistently outperforms existing state-of-the-art methods across all evaluation aspects.

cs.CV

MMGDreamer: Mixed-Modality Graph for Geometry-Controllable 3D Indoor Scene Generation

Controllable 3D scene generation has extensive applications in virtual reality and interior design, where the generated scenes should exhibit high levels of realism and controllability in terms of geometry. Scene graphs provide a suitable data representation that facilitates these applications. However, current graph-based methods for scene generation are constrained to text-based inputs and exhibit insufficient adaptability to flexible user inputs, hindering the ability to precisely control object geometry. To address this issue, we propose MMGDreamer, a dual-branch diffusion model for scene generation that incorporates a novel Mixed-Modality Graph, visual enhancement module, and relation predictor. The mixed-modality graph allows object nodes to integrate textual and visual modalities, with optional relationships between nodes. It enhances adaptability to flexible user inputs and enables meticulous control over the geometry of objects in the generated scenes. The visual enhancement module enriches the visual fidelity of text-only nodes by constructing visual representations using text embeddings. Furthermore, our relation predictor leverages node representations to infer absent relationships between nodes, resulting in more coherent scene layouts. Extensive experimental results demonstrate that MMGDreamer exhibits superior control of object geometry, achieving state-of-the-art scene generation performance. Project page: https://yangzhifeio.github.io/project/MMGDreamer.

cs.CV

Large Language Model Guided Tree-of-Thought

In this paper, we introduce the Tree-of-Thought (ToT) framework, a novel approach aimed at improving the problem-solving capabilities of auto-regressive large language models (LLMs). The ToT technique is inspired by the human mind's approach for solving complex reasoning tasks through trial and error. In this process, the human mind explores the solution space through a tree-like thought process, allowing for backtracking when necessary. To implement ToT as a software system, we augment an LLM with additional modules including a prompter agent, a checker module, a memory module, and a ToT controller. In order to solve a given problem, these modules engage in a multi-round conversation with the LLM. The memory module records the conversation and state history of the problem solving process, which allows the system to backtrack to the previous steps of the thought-process and explore other directions from there. To verify the effectiveness of the proposed technique, we implemented a ToT-based solver for the Sudoku Puzzle. Experimental results show that the ToT framework can significantly increase the success rate of Sudoku puzzle solving. Our implementation of the ToT-based Sudoku solver is available on GitHub: \url{https://github.com/jieyilong/tree-of-thought-puzzle-solver}.

cs.AI

Proof-of-Contribution-Based Design for Collaborative Machine Learning on Blockchain

We consider a project (model) owner that would like to train a model by utilizing the local private data and compute power of interested data owners, i.e., trainers. Our goal is to design a data marketplace for such decentralized collaborative/federated learning applications that simultaneously provides i) proof-of-contribution based reward allocation so that the trainers are compensated based on their contributions to the trained model; ii) privacy-preserving decentralized model training by avoiding any data movement from data owners; iii) robustness against malicious parties (e.g., trainers aiming to poison the model); iv) verifiability in the sense that the integrity, i.e., correctness, of all computations in the data market protocol including contribution assessment and outlier detection are verifiable through zero-knowledge proofs; and v) efficient and universal design. We propose a blockchain-based marketplace design to achieve all five objectives mentioned above. In our design, we utilize a distributed storage infrastructure and an aggregator aside from the project owner and the trainers. The aggregator is a processing node that performs certain computations, including assessing trainer contributions, removing outliers, and updating hyper-parameters. We execute the proposed data market through a blockchain smart contract. The deployed smart contract ensures that the project owner cannot evade payment, and honest trainers are rewarded based on their contributions at the end of training. Finally, we implement the building blocks of the proposed data market and demonstrate their applicability in practical scenarios through extensive experiments.

cs.CR

Nakamoto Consensus with Verifiable Delay Puzzle

This paper presents a new consensus protocol based on verifiable delay function. First, we introduce the concept of verifiable delay puzzle (VDP), which resembles the hashing puzzle used in the PoW mechanism but can only be solved sequentially. We then present a VDP implementation based on the continuous verifiable delay function. Further, we show that VDP can be combined with the Nakamoto consensus in a proof-of-stake/proof-of-delay hybrid protocol. We analyze the persistence and liveness of the protocol, and show that compared to PoW, our proposal consumes much less energy; compared to BFT leader-election based consensus algorithms, our proposal achieves better resistance to long-range attacks and DoS attacks targeting the block proposers.

cs.DC

Off-Chain Micropayment Pool for High-ThroughputBandwidth Sharing Rewards

This paper presents a layer-2 micropayment pool design which supports high-throughput blockchain off-chain payment, designed specifically for the use case of rewarding users who share redundant bandwidth to assist video stream delivery. We analyze the validity and effectiveness of the proposed micropayment pool. Our analysis results demonstrate that the proposed micropayment pool design is better suited for the bandwidth reward use case compared to existing off-chain payment channel solution.

cs.DC

Scalable BFT Consensus Mechanism Through Aggregated Signature Gossip

In this paper, we present a new BFT consensus mechanism which enables thousands of nodes to participate in the consensus process, and supports very high transaction throughput. This is achieved via an aggregated signature gossip protocol which can significantly reduce the messaging complexity and thus allows a large number of nodes to reach consensus quickly. The proposed aggregated signature gossip protocol leverages a non-interactive leaderless BLS signature aggregation scheme. We have proven the correctness of the protocol, and analyzed its efficiency. In our analysis, each node only needs to send and receive O(logn) messages to reach agreement, where each message just contains a couple kilobytes of data.

cs.DC