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Jing Dong

Publications and source records attributed to Jing Dong.

At least 55 records · Page 3Linked to original sources

DeltaEdit: Exploring Text-free Training for Text-Driven Image Manipulation

Text-driven image manipulation remains challenging in training or inference flexibility. Conditional generative models depend heavily on expensive annotated training data. Meanwhile, recent frameworks, which leverage pre-trained vision-language models, are limited by either per text-prompt optimization or inference-time hyper-parameters tuning. In this work, we propose a novel framework named \textit{DeltaEdit} to address these problems. Our key idea is to investigate and identify a space, namely delta image and text space that has well-aligned distribution between CLIP visual feature differences of two images and CLIP textual embedding differences of source and target texts. Based on the CLIP delta space, the DeltaEdit network is designed to map the CLIP visual features differences to the editing directions of StyleGAN at training phase. Then, in inference phase, DeltaEdit predicts the StyleGAN's editing directions from the differences of the CLIP textual features. In this way, DeltaEdit is trained in a text-free manner. Once trained, it can well generalize to various text prompts for zero-shot inference without bells and whistles.

cs.CV↗

Noise-Informed Diffusion-Generated Image Detection with Anomaly Attention

With the rapid development of image generation technologies, especially the advancement of Diffusion Models, the quality of synthesized images has significantly improved, raising concerns among researchers about information security. To mitigate the malicious abuse of diffusion models, diffusion-generated image detection has proven to be an effective countermeasure.However, a key challenge for forgery detection is generalising to diffusion models not seen during training. In this paper, we address this problem by focusing on image noise. We observe that images from different diffusion models share similar noise patterns, distinct from genuine images. Building upon this insight, we introduce a novel Noise-Aware Self-Attention (NASA) module that focuses on noise regions to capture anomalous patterns. To implement a SOTA detection model, we incorporate NASA into Swin Transformer, forming an novel detection architecture NASA-Swin. Additionally, we employ a cross-modality fusion embedding to combine RGB and noise images, along with a channel mask strategy to enhance feature learning from both modalities. Extensive experiments demonstrate the effectiveness of our approach in enhancing detection capabilities for diffusion-generated images. When encountering unseen generation methods, our approach achieves the state-of-the-art performance.Our code is available at https://github.com/WeinanGuan/NASA-Swin.

cs.CV↗

Online Control with Adversarial Disturbance for Continuous-time Linear Systems

We study online control for continuous-time linear systems with finite sampling rates, where the objective is to design an online procedure that learns under non-stochastic noise and performs comparably to a fixed optimal linear controller. We present a novel two-level online algorithm, by integrating a higher-level learning strategy and a lower-level feedback control strategy. This method offers a practical and robust solution for online control, which achieves sublinear regret. Our work provides the first nonasymptotic results for controlling continuous-time linear systems with finite number of interactions with the system. Moreover, we examine how to train an agent in domain randomization environments from a non-stochastic control perspective. By applying our method to the SAC (Soft Actor-Critic) algorithm, we achieved improved results in multiple reinforcement learning tasks within domain randomization environments. Our work provides new insights into non-asymptotic analyses of controlling continuous-time systems. Furthermore, our work brings practical intuition into controller learning under non-stochastic environments.

math.OC↗

Research on Personalized Financial Product Recommendation by Integrating Large Language Models and Graph Neural Networks

With the rapid growth of fintech, personalized financial product recommendations have become increasingly important. Traditional methods like collaborative filtering or content-based models often fail to capture users' latent preferences and complex relationships. We propose a hybrid framework integrating large language models (LLMs) and graph neural networks (GNNs). A pre-trained LLM encodes text data (e.g., user reviews) into rich feature vectors, while a heterogeneous user-product graph models interactions and social ties. Through a tailored message-passing mechanism, text and graph information are fused within the GNN to jointly optimize embeddings. Experiments on public and real-world financial datasets show our model outperforms standalone LLM or GNN in accuracy, recall, and NDCG, with strong interpretability. This work offers new insights for personalized financial recommendations and cross-modal fusion in broader recommendation tasks.

cs.IR↗

Concept Corrector: Erase concepts on the fly for text-to-image diffusion models

Text-to-image diffusion models have demonstrated the underlying risk of generating various unwanted content, such as sexual elements. To address this issue, the task of concept erasure has been introduced, aiming to erase any undesired concepts that the models can generate. Previous methods, whether training-based or training-free, have primarily focused on the input side, i.e., texts. However, they often suffer from incomplete erasure due to limitations in the generalization from limited prompts to diverse image content. In this paper, motivated by the notion that concept erasure on the output side, i.e., generated images, may be more direct and effective, we propose Concept Corrector. It checks target concepts based on visual features provided by final generated images predicted at certain time steps. Further, it incorporates Concept Removal Attention to erase generated concept features. It overcomes the limitations of existing methods, which are either unable to remove the concept features that have been generated in images or rely on the assumption that the related concept words are contained in input prompts. In the whole pipeline, our method changes no model parameters and only requires a given target concept as well as the corresponding replacement content, which is easy to implement. To the best of our knowledge, this is the first erasure method based on intermediate-generated images, achieving the ability to erase concepts on the fly. The experiments on various concepts demonstrate its impressive erasure performance.

cs.CV↗

NTIRE 2025 challenge on Text to Image Generation Model Quality Assessment

This paper reports on the NTIRE 2025 challenge on Text to Image (T2I) generation model quality assessment, which will be held in conjunction with the New Trends in Image Restoration and Enhancement Workshop (NTIRE) at CVPR 2025. The aim of this challenge is to address the fine-grained quality assessment of text-to-image generation models. This challenge evaluates text-to-image models from two aspects: image-text alignment and image structural distortion detection, and is divided into the alignment track and the structural track. The alignment track uses the EvalMuse-40K, which contains around 40K AI-Generated Images (AIGIs) generated by 20 popular generative models. The alignment track has a total of 371 registered participants. A total of 1,883 submissions are received in the development phase, and 507 submissions are received in the test phase. Finally, 12 participating teams submitted their models and fact sheets. The structure track uses the EvalMuse-Structure, which contains 10,000 AI-Generated Images (AIGIs) with corresponding structural distortion mask. A total of 211 participants have registered in the structure track. A total of 1155 submissions are received in the development phase, and 487 submissions are received in the test phase. Finally, 8 participating teams submitted their models and fact sheets. Almost all methods have achieved better results than baseline methods, and the winning methods in both tracks have demonstrated superior prediction performance on T2I model quality assessment.

cs.CV↗

Pointwise Convergence in Games with Conflicting Interest

In this work, we introduce the concept of non-negative weighted regret, an extension of non-negative regret \cite{anagnostides2022last} in games. Investigating games with non-negative weighted regret helps us to understand games with conflicting interests, including harmonic games and important classes of zero-sum games.We show that optimistic variants of classical no-regret learning algorithms, namely optimistic mirror descent (OMD) and optimistic follow the regularized leader (OFTRL), converge to an $ε$-approximate Nash equilibrium at a rate of $O(1/ε^2)$.Consequently, they guarantee pointwise convergence to a Nash equilibrium if there are only finitely many Nash equilibria in the game. These algorithms are robust in the sense the convergence holds even if the players deviate Our theoretical findings are supported by empirical evaluations of OMD and OFTRL on the game of matching pennies and harmonic game instances.

cs.GT↗

Multiclass Queue Scheduling Under Slowdown: An Approximate Dynamic Programming Approach

In many service systems, especially those in healthcare, customer waiting times can result in increased service requirements. Such service slowdowns can significantly impact system performance. Therefore, it is important to properly account for their impact when designing scheduling policies. Scheduling under wait-dependent service times is challenging, especially when multiple customer classes are heterogeneously affected by waiting. In this work, we study scheduling policies in multiclass, multiserver queues with wait-dependent service slowdowns. We propose a simulation-based Approximate Dynamic Programming (ADP) algorithm to find close-to-optimal scheduling policies. The ADP algorithm (i) represents the policy using classifiers based on the index policy structure, (ii) leverages a coupling method to estimate the differences of the relative value functions directly, and (iii) uses adaptive sampling for efficient state-space exploration. Through extensive numerical experiments, we illustrate that the ADP algorithm generates close-to-optimal policies that outperform well-known benchmarks. We also provide insights into the structure of the optimal policy, which reveals an important trade-off between instantaneous cost reduction and preventing the system from reaching high-cost equilibria. Lastly, we conduct a case study on scheduling admissions into rehabilitation care to illustrate the effectiveness of the ADP algorithm in practice.

math.OC↗

On the Decomposition of Differential Game

To understand the complexity of the dynamic of learning in differential games, we decompose the game into components where the dynamic is well understood. One of the possible tools is Helmholtz's theorem, which can decompose a vector field into a potential and a harmonic component. This has been shown to be effective in finite and normal-form games. However, applying Helmholtz's theorem by connecting it with the Hodge theorem on $\mathbb{R}^n$ (which is the strategy space of differential game) is non-trivial due to the non-compactness of $\mathbb{R}^n$. Bridging the dynamic-strategic disconnect through Hodge/Helmoltz's theorem in differential games is then left as an open problem \cite{letcher2019differentiable}. In this work, we provide two decompositions of differential games to answer this question: the first as an exact scalar potential part, a near vector potential part, and a non-strategic part; the second as a near scalar potential part, an exact vector potential part, and a non-strategic part. We show that scalar potential games coincide with potential games proposed by \cite{monderer1996potential}, where the gradient descent dynamic can successfully find the Nash equilibrium. For the vector potential game, we show that the individual gradient field is divergence-free, in which case the gradient descent dynamic may either be divergent or recurrent.

cs.GT↗

Last-iterate Convergence in Regularized Graphon Mean Field Game

To model complex real-world systems, such as traders in stock markets, or the dissemination of contagious diseases, graphon mean-field games (GMFG) have been proposed to model many agents. Despite the empirical success, our understanding of GMFG is limited. Popular algorithms such as mirror descent are deployed but remain unknown for their convergence properties. In this work, we give the first last-iterate convergence rate of mirror descent in regularized monotone GMFG. In tabular monotone GMFG with finite state and action spaces and under bandit feedback, we show a last-iterate convergence rate of $O(T^{-1/4})$. Moreover, when exact knowledge of costs and transitions is available, we improve this convergence rate to $O(T^{-1})$, matching the existing convergence rate observed in strongly convex games. In linear GMFG, our algorithm achieves a last-iterate convergence rate of $O(T^{-1/5})$. Finally, we verify the performance of the studied algorithms by empirically testing them against fictitious play in a variety of tasks.

cs.GT↗

QGym: Scalable Simulation and Benchmarking of Queuing Network Controllers

Queuing network control determines the allocation of scarce resources to manage congestion, a fundamental problem in manufacturing, communications, and healthcare. Compared to standard RL problems, queueing problems are distinguished by unique challenges: i) a system operating in continuous time, ii) high stochasticity, and iii) long horizons over which the system can become unstable (exploding delays). To spur methodological progress tackling these challenges, we present an open-sourced queueing simulation framework, QGym, that benchmark queueing policies across realistic problem instances. Our modular framework allows the researchers to build on our initial instances, which provide a wide range of environments including parallel servers, criss-cross, tandem, and re-entrant networks, as well as a realistically calibrated hospital queuing system. QGym makes it easy to compare multiple policies, including both model-free RL methods and classical queuing policies. Our testbed complements the traditional focus on evaluating algorithms based on mathematical guarantees in idealized settings, and significantly expands the scope of empirical benchmarking in prior work. QGym code is open-sourced at https://github.com/namkoong-lab/QGym.

cs.LG↗

Stochastic Gradient Descent with Adaptive Data

Stochastic gradient descent (SGD) is a powerful optimization technique that is particularly useful in online learning scenarios. Its convergence analysis is relatively well understood under the assumption that the data samples are independent and identically distributed (iid). However, applying SGD to policy optimization problems in operations research involves a distinct challenge: the policy changes the environment and thereby affects the data used to update the policy. The adaptively generated data stream involves samples that are non-stationary, no longer independent from each other, and affected by previous decisions. The influence of previous decisions on the data generated introduces bias in the gradient estimate, which presents a potential source of instability for online learning not present in the iid case. In this paper, we introduce simple criteria for the adaptively generated data stream to guarantee the convergence of SGD. We show that the convergence speed of SGD with adaptive data is largely similar to the classical iid setting, as long as the mixing time of the policy-induced dynamics is factored in. Our Lyapunov-function analysis allows one to translate existing stability analysis of stochastic systems studied in operations research into convergence rates for SGD, and we demonstrate this for queueing and inventory management problems. We also showcase how our result can be applied to study the sample complexity of an actor-critic policy gradient algorithm.

cs.LG↗

Latent Watermark: Inject and Detect Watermarks in Latent Diffusion Space

Watermarking is a tool for actively identifying and attributing the images generated by latent diffusion models. Existing methods face the dilemma of image quality and watermark robustness. Watermarks with superior image quality usually have inferior robustness against attacks such as blurring and JPEG compression, while watermarks with superior robustness usually significantly damage image quality. This dilemma stems from the traditional paradigm where watermarks are injected and detected in pixel space, relying on pixel perturbation for watermark detection and resilience against attacks. In this paper, we highlight that an effective solution to the problem is to both inject and detect watermarks in the latent diffusion space, and propose Latent Watermark with a progressive training strategy. It weakens the direct connection between quality and robustness and thus alleviates their contradiction. We conduct evaluations on two datasets and against 10 watermark attacks. Six metrics measure the image quality and watermark robustness. Results show that compared to the recently proposed methods such as StableSignature, StegaStamp, RoSteALS, LaWa, TreeRing, and DiffuseTrace, LW not only surpasses them in terms of robustness but also offers superior image quality. Our code will be available at https://github.com/RichardSunnyMeng/LatentWatermark.

cs.CV↗

Ego-Exo4D: Understanding Skilled Human Activity from First- and Third-Person Perspectives

We present Ego-Exo4D, a diverse, large-scale multimodal multiview video dataset and benchmark challenge. Ego-Exo4D centers around simultaneously-captured egocentric and exocentric video of skilled human activities (e.g., sports, music, dance, bike repair). 740 participants from 13 cities worldwide performed these activities in 123 different natural scene contexts, yielding long-form captures from 1 to 42 minutes each and 1,286 hours of video combined. The multimodal nature of the dataset is unprecedented: the video is accompanied by multichannel audio, eye gaze, 3D point clouds, camera poses, IMU, and multiple paired language descriptions -- including a novel "expert commentary" done by coaches and teachers and tailored to the skilled-activity domain. To push the frontier of first-person video understanding of skilled human activity, we also present a suite of benchmark tasks and their annotations, including fine-grained activity understanding, proficiency estimation, cross-view translation, and 3D hand/body pose. All resources are open sourced to fuel new research in the community. Project page: http://ego-exo4d-data.org/

cs.CV↗

Differentiable Discrete Event Simulation for Queuing Network Control

Queuing network control is essential for managing congestion in job-processing systems such as service systems, communication networks, and manufacturing processes. Despite growing interest in applying reinforcement learning (RL) techniques, queueing network control poses distinct challenges, including high stochasticity, large state and action spaces, and lack of stability. To tackle these challenges, we propose a scalable framework for policy optimization based on differentiable discrete event simulation. Our main insight is that by implementing a well-designed smoothing technique for discrete event dynamics, we can compute pathwise policy gradients for large-scale queueing networks using auto-differentiation software (e.g., Tensorflow, PyTorch) and GPU parallelization. Through extensive empirical experiments, we observe that our policy gradient estimators are several orders of magnitude more accurate than typical REINFORCE-based estimators. In addition, We propose a new policy architecture, which drastically improves stability while maintaining the flexibility of neural-network policies. In a wide variety of scheduling and admission control tasks, we demonstrate that training control policies with pathwise gradients leads to a 50-1000x improvement in sample efficiency over state-of-the-art RL methods. Unlike prior tailored approaches to queueing, our methods can flexibly handle realistic scenarios, including systems operating in non-stationary environments and those with non-exponential interarrival/service times.

cs.LG↗

S^3D-NeRF: Single-Shot Speech-Driven Neural Radiance Field for High Fidelity Talking Head Synthesis

Talking head synthesis is a practical technique with wide applications. Current Neural Radiance Field (NeRF) based approaches have shown their superiority on driving one-shot talking heads with videos or signals regressed from audio. However, most of them failed to take the audio as driven information directly, unable to enjoy the flexibility and availability of speech. Since mapping audio signals to face deformation is non-trivial, we design a Single-Shot Speech-Driven Neural Radiance Field (S^3D-NeRF) method in this paper to tackle the following three difficulties: learning a representative appearance feature for each identity, modeling motion of different face regions with audio, and keeping the temporal consistency of the lip area. To this end, we introduce a Hierarchical Facial Appearance Encoder to learn multi-scale representations for catching the appearance of different speakers, and elaborate a Cross-modal Facial Deformation Field to perform speech animation according to the relationship between the audio signal and different face regions. Moreover, to enhance the temporal consistency of the important lip area, we introduce a lip-sync discriminator to penalize the out-of-sync audio-visual sequences. Extensive experiments have shown that our S^3D-NeRF surpasses previous arts on both video fidelity and audio-lip synchronization.

cs.CV↗

Uncoupled and Convergent Learning in Monotone Games under Bandit Feedback

We study the problem of no-regret learning algorithms for general monotone and smooth games and their last-iterate convergence properties. Specifically, we investigate the problem under bandit feedback and strongly uncoupled dynamics, which allows modular development of the multi-player system that applies to a wide range of real applications. We propose a mirror-descent-based algorithm, which converges in $O(T^{-1/4})$ and is also no-regret. The result is achieved by a dedicated use of two regularizations and the analysis of the fixed point thereof. The convergence rate is further improved to $O(T^{-1/2})$ in the case of strongly monotone games. Motivated by practical tasks where the game evolves over time, the algorithm is extended to time-varying monotone games. We provide the first non-asymptotic result in converging monotone games and give improved results for equilibrium tracking games.

cs.GT↗

Performance study of the JadePix-3 telescope from a beam test

We present the results of a beam test conducted on a telescope using the JadePix-3 pixel sensor, developed with TowerJazz 180 nm CMOS imaging technology. The telescope is composed of five planes, each equipped with a JadePix-3 sensor with pitches of 26 um x 16 um and 23.11 um x 16 um. In addition, it features an FPGA-based synchronous readout system. The telescope underwent testing using an electron beam with energy ranging from 4 to 6 GeV. At an electron energy of 5.4 GeV, the telescope demonstrated superior spatial resolutions of 2.6 and 2.3 um in two dimensions. By designating the central plane as the device under test, we evaluated the JadePix-3 sensor's spatial resolutions as 5.2 and 4.6 um in two dimensions, achieving a detection efficiency of over 99%.

hep-ex↗