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Jingqi Li

Publications and source records attributed to Jingqi Li.

At least 19 recordsLinked to original sources

A Data-Driven Multimodal Method for Early Detection of Coordinated Abnormal Behaviors in Live-Streaming Platforms

With the rapid growth of live-streaming e-commerce and digital marketing, abnormal marketing behaviors have become increasingly concealed and coordinated across heterogeneous modalities, challenging platform governance and early risk identification. We propose MM-FGDNet, a data-driven multimodal framework for detecting abnormal behavior in large-scale live-streaming environments from complementary temporal-evolution and group-structure perspectives. A cross-modal temporal alignment module maps video, text, audio, and user behavior into a unified temporal semantic space. A temporal fraud-pattern module captures the progression from weak early signals to abrupt outbreaks, while a cooperative manipulation module identifies coordinated interactions among organized user groups and automated accounts. Experiments on real-world multi-platform live-streaming e-commerce datasets show that MM-FGDNet outperforms representative baselines, achieving an AUC of 0.927, F1 of 0.847, precision of 0.861, recall of 0.834, and an Early Detection Score of 0.689, while reducing false alarms. Ablation studies validate the contribution of each module, and cross-domain experiments demonstrate stable generalization to new streamers, product categories, and platforms. These results indicate that MM-FGDNet provides an effective and scalable solution for proactive detection of coordinated abnormal behavior in live-streaming systems.

cs.SI

Random Permutations from Bott-Samelson Varieties

Motivated by a recent random pipe dream model, we study a family of probability distributions on \(S_n\) arising from Bott--Samelson varieties over finite fields. More precisely, for a word \(R\), we consider the Bott--Samelson map \(\pi_R:\mathrm{BS}^R\to \mathcal{F}\ell_n\) and define a distribution \(\mathbb{P}_{R,q}\) by counting the \(\mathbb{F}_q\)-points in the inverse images of Schubert cells. For a suitable choice of parameters \(p_1=q/(1+q)\) and \(p_2=1/q\), this construction recovers a special case of the random pipe dream distribution. The main problem considered in this note is to determine which combinatorial properties of a reduced word are detected by the distribution \(\mathbb{P}_{R,q}\). We prove the stronger statement that, for arbitrary reduced words \(R_1,R_2\), the equality \(\mathbb{P}_{R_1,q}=\mathbb{P}_{R_2,q}\) as functions of \(q\) holds if and only if \(R_1\) and \(R_2\) lie in the same commutation class. In particular, equality of distributions already forces the two words to represent the same permutation. The proof combines the Bott--Samelson interpretation with Demazure products, commutation-class invariants, and Hecke-algebraic arguments.

math.CO

Inverse Safety Filtering: Inferring Constraints from Safety Filters for Decentralized Coordination

Safe multi-agent coordination in uncertain environments can benefit from learning constraints from other agents. Implicitly communicating safety constraints through actions is a promising approach, allowing agents to coordinate and maintain safety without expensive communication channels. This paper introduces an online method to infer constraints from observing the safety-filtered actions of other agents. We approach the problem by using safety filters to ensure forward safety and exploit their structure to work backwards and infer constraints. We provide sufficient conditions under which we can infer these constraints and prove that our inference method converges. This constraint inference procedure is coupled with a decentralized planning method that ensures safety when the constraint activation distance is sufficiently large. We then empirically validate our method with Monte Carlo simulations and hardware experiments with quadruped robots.

eess.SY

Breaking Exponential Complexity in Games of Ordered Preference: A Tractable Reformulation

Games of ordered preference (GOOPs) model multi-player equilibrium problems in which each player maintains a distinct hierarchy of strictly prioritized objectives. Existing approaches solve GOOPs by deriving and enforcing the necessary optimality conditions that characterize lexicographically constrained Nash equilibria through a single-level reformulation. However, the number of primal and dual variables in the resulting KKT system grows exponentially with the number of preference levels, leading to severe scalability challenges. We derive a compact reformulation of these necessary conditions that preserves the essential primal stationarity structure across hierarchy levels, yielding a "reduced" KKT system whose size grows polynomially with both the number of players and the number of preference levels. The reduced system constitutes a relaxation of the complete KKT system, yet it remains a valid necessary condition for local GOOP equilibria. For GOOPs with quadratic objectives and linear constraints, we prove that the primal solution sets of the reduced and complete KKT systems coincide. More generally, for GOOPs with arbitrary (but smooth) nonlinear objectives and constraints, the reduced KKT conditions recover all local GOOP equilibria but may admit spurious non-equilibrium solutions. We introduce a second-order sufficient condition to certify when a candidate point corresponds to a local GOOP equilibrium. We also develop a primal-dual interior-point method for computing a local GOOP equilibrium with local quadratic convergence. The resulting framework enables scalable and efficient computation of GOOP equilibria beyond the tractable range of existing exponentially complex formulations.

cs.GT

From Global to Local: Hierarchical Probabilistic Verification for Reachability Learning

Hamilton-Jacobi (HJ) reachability provides formal safety guarantees for nonlinear systems. However, it becomes computationally intractable in high-dimensional settings, motivating learning-based approximations that may introduce unsafe errors or overly optimistic safe sets. In this work, we propose a hierarchical probabilistic verification framework for reachability learning that bridges offline global certification and online local refinement. We first construct a coarse safe set using scenario optimization, providing an efficient global probabilistic certificate. We then introduce an online local refinement module that expands the certified safe set near its boundary by solving a sequence of convex programs, recovering regions excluded by the global verification. This refinement reduces conservatism while focusing computation on critical regions of the state space. We provide probabilistic safety guarantees for both the global and locally refined sets. Integrated with a switching mechanism between a learned reachability policy and a model-based controller, the proposed framework improves success rates in goal-reaching tasks with safety constraints, as demonstrated in simulation experiments of two drones racing to a goal with complex safety constraints.

eess.SY

Active Calibration of Reachable Sets Using Approximate Pick-to-Learn

Reachability computations that rely on approximate or learned models require calibration in order to uphold confidence about their guarantees. Calibration generally involves sampling scenarios inside the reachable set. However, producing reasonable probabilistic guarantees may require many samples, which can be costly. To remedy this, we propose that calibration of reachable sets be performed using active learning strategies. In order to produce a probabilistic guarantee on the active learning, we adapt the Pick-to-Learn algorithm, which produces generalization bounds for standard supervised learning, to the active learning setting. Our method, Approximate Pick-to-Learn, treats the process of choosing data samples as maximizing an approximate error function. Conformal prediction is used to ensure that the approximate error is close to the true model error. We demonstrate our technique for a simulated drone racing example in which learning is used to provide an initial guess of the reachable tube. Our method requires fewer samples to calibrate the model and provides more accurate sets than the baselines while also producing a novel generalization bound.

eess.SY

Efficiently Solving Mixed-Hierarchy Games with Quasi-Policy Approximations

Multi-robot coordination often exhibits hierarchical structure, with some robots' decisions depending on the planned behaviors of others. While game theory provides a principled framework for such interactions, existing solvers struggle to handle mixed information structures that combine simultaneous (Nash) and hierarchical (Stackelberg) decision-making. We study N-robot forest-structured mixed-hierarchy games, in which each robot acts as a Stackelberg leader over its subtree while robots in different branches interact via Nash equilibria. We derive the Karush-Kuhn-Tucker (KKT) first-order optimality conditions for this class of games and show that they involve increasingly high-order derivatives of robots' best-response policies as the hierarchy depth grows, rendering a direct solution intractable. To overcome this challenge, we introduce a quasi-policy approximation that removes higher-order policy derivatives and develop an inexact Newton method for efficiently solving the resulting approximated KKT systems. We prove local exponential convergence of the proposed algorithm for games with non-quadratic objectives and nonlinear constraints. The approach is implemented in a highly optimized Julia library (MixedHierarchyGames.jl) and evaluated in hardware and simulated multi-agent experiments, demonstrating real-time convergence for complex mixed-hierarchy information structures.

cs.GT

Generalized Information Gathering Under Dynamics Uncertainty

An agent operating in an unknown dynamical system must learn its dynamics from observations. Active information gathering accelerates this learning, but existing methods derive bespoke costs for specific modeling choices: dynamics models, belief update procedures, observation models, and planners. We present a unifying framework that decouples these choices from the information-gathering cost by explicitly exposing the causal dependencies between parameters, beliefs, and controls. Using this framework, we derive a general information-gathering cost based on Massey's directed information that assumes only Markov dynamics with additive noise and is otherwise agnostic to modeling choices. We prove that the mutual information cost used in existing literature is a special case of our cost. Then, we leverage our framework to establish an explicit connection between the mutual information cost and information gain in linearized Bayesian estimation, thereby providing theoretical justification for mutual information-based active learning approaches. Finally, we illustrate the practical utility of our framework through experiments spanning linear, nonlinear, and multi-agent systems.

cs.LG

Training Report of TeleChat3-MoE

TeleChat3-MoE is the latest series of TeleChat large language models, featuring a Mixture-of-Experts (MoE) architecture with parameter counts ranging from 105 billion to over one trillion,trained end-to-end on Ascend NPU cluster. This technical report mainly presents the underlying training infrastructure that enables reliable and efficient scaling to frontier model sizes. We detail systematic methodologies for operator-level and end-to-end numerical accuracy verification, ensuring consistency across hardware platforms and distributed parallelism strategies. Furthermore, we introduce a suite of performance optimizations, including interleaved pipeline scheduling, attention-aware data scheduling for long-sequence training,hierarchical and overlapped communication for expert parallelism, and DVM-based operator fusion. A systematic parallelization framework, leveraging analytical estimation and integer linear programming, is also proposed to optimize multi-dimensional parallelism configurations. Additionally, we present methodological approaches to cluster-level optimizations, addressing host- and device-bound bottlenecks during large-scale training tasks. These infrastructure advancements yield significant throughput improvements and near-linear scaling on clusters comprising thousands of devices, providing a robust foundation for large-scale language model development on hardware ecosystems.

cs.CL

Multi-Agent Guided Policy Search for Non-Cooperative Dynamic Games

Multi-agent reinforcement learning (MARL) optimizes strategic interactions in non-cooperative dynamic games, where agents have misaligned objectives. However, data-driven methods such as multi-agent policy gradients (MA-PG) often suffer from instability and limit-cycle behaviors. Prior stabilization techniques typically rely on entropy-based exploration, which slows learning and increases variance. We propose a model-based approach that incorporates approximate priors into the reward function as regularization. In linear quadratic (LQ) games, we prove that such priors stabilize policy gradients and guarantee local exponential convergence to an approximate Nash equilibrium. We then extend this idea to infinite-horizon nonlinear games by introducing Multi-agent Guided Policy Search (MA-GPS), which constructs short-horizon local LQ approximations from trajectories of current policies to guide training. Experiments on nonlinear vehicle platooning and a six-player strategic basketball formation show that MA-GPS achieves faster convergence and more stable learning than existing MARL methods.

eess.SY

Level-2 Inverse Games for Inferring Agents' Estimates of Others' Objectives

Effectively interpreting strategic interactions among multiple agents requires us to infer each agent's objective from limited information. Existing inverse game-theoretic approaches frame this challenge in terms of a "level-1" inference problem, in which we take the perspective of a third-party observer and assume that individual agents share complete knowledge of one another's objectives. However, this assumption breaks down in decentralized, real-world scenarios like urban driving and bargaining, in which agents may act based on conflicting views of one another's objectives. We demonstrate the necessity of inferring agents' different estimates of each other's objectives through empirical examples, and by theoretically characterizing the prediction error of level-1 inference on fictitious gameplay data from linear-quadratic games. To address this fundamental issue, we propose a framework for level-2 inference to address the question: "What does each agent believe about other agents' objectives?" We prove that the level-2 inference problem is non-convex even in benign settings like linear-quadratic games, and we develop an efficient gradient-based approach for identifying local solutions. Experiments on a synthetic urban driving example show that our approach uncovers nuanced misalignments that level-1 methods miss.

cs.GT

Resolving Conflicting Constraints in Multi-Agent Reinforcement Learning with Layered Safety

Preventing collisions in multi-robot navigation is crucial for deployment. This requirement hinders the use of learning-based approaches, such as multi-agent reinforcement learning (MARL), on their own due to their lack of safety guarantees. Traditional control methods, such as reachability and control barrier functions, can provide rigorous safety guarantees when interactions are limited only to a small number of robots. However, conflicts between the constraints faced by different agents pose a challenge to safe multi-agent coordination. To overcome this challenge, we propose a method that integrates multiple layers of safety by combining MARL with safety filters. First, MARL is used to learn strategies that minimize multiple agent interactions, where multiple indicates more than two. Particularly, we focus on interactions likely to result in conflicting constraints within the engagement distance. Next, for agents that enter the engagement distance, we prioritize pairs requiring the most urgent corrective actions. Finally, a dedicated safety filter provides tactical corrective actions to resolve these conflicts. Crucially, the design decisions for all layers of this framework are grounded in reachability analysis and a control barrier-value function-based filtering mechanism. We validate our Layered Safe MARL framework in 1) hardware experiments using Crazyflie drones and 2) high-density advanced aerial mobility (AAM) operation scenarios, where agents navigate to designated waypoints while avoiding collisions. The results show that our method significantly reduces conflict while maintaining safety without sacrificing much efficiency (i.e., shorter travel time and distance) compared to baselines that do not incorporate layered safety. The project website is available at https://dinamo-mit.github.io/Layered-Safe-MARL/

cs.RO

Coordinating Distributed Energy Resources with Nodal Pricing in Distribution Networks: a Game-Theoretic Approach

We propose a real-time nodal pricing mechanism for cost minimization and voltage control in a distribution network with autonomous distributed energy resources and analyze the resulting market using stochastic game theory. Unlike existing methods, the proposed pricing scheme does not require device-aware centralized coordination or communication between prosumers. By developing new sufficient conditions under which a stochastic game is a Markov potential game, we show that the problem of computing an equilibrium for the proposed model is equivalent to solving a single-agent Markov Decision Process. These new conditions are general and may apply to other applications. We compute the equilibrium for an IEEE test system to empirically demonstrate the effectiveness of the pricing policy.

eess.SY

Approximate Feedback Nash Equilibria with Sparse Inter-Agent Dependencies

Feedback Nash equilibrium strategies in multi-agent dynamic games require availability of all players' state information to compute control actions. However, in real-world scenarios, sensing and communication limitations between agents make full state feedback expensive or impractical, and such strategies can become fragile when state information from other agents is inaccurate. To this end, we propose a regularized dynamic programming approach for finding sparse feedback policies that selectively depend on the states of a subset of agents in dynamic games. The proposed approach solves convex adaptive group Lasso problems to compute sparse policies approximating Nash equilibrium solutions. We prove the regularized solutions' asymptotic convergence to a neighborhood of Nash equilibrium policies in linear-quadratic (LQ) games. Further, we extend the proposed approach to general non-LQ games via an iterative algorithm. Simulation results in multi-robot interaction scenarios show that the proposed approach effectively computes feedback policies with varying sparsity levels. When agents have noisy observations of other agents' states, simulation results indicate that the proposed regularized policies consistently achieve lower costs than standard Nash equilibrium policies by up to 77% for all interacting agents whose costs are coupled with other agents' states.

cs.GT

Deep Reinforcement Learning for Reach-Avoid-Stay Problems

Reach-Avoid-Stay (RAS) tasks are essential in applications where systems must safely reach a target set and remain within it under all bounded disturbances. Existing approaches either struggle to compute the maximal robust RAS set, the set of all states from which the RAS task is achievable, or are limited in handling general dynamic systems. To address these challenges, this paper proposes a two-step deep reinforcement learning framework that jointly learns the maximal robust RAS set and the corresponding control policy. The first step identifies the maximal robust control-invariant set within the target set and derives a policy that ensures the system remains within it. The second step computes the maximal robust reach-avoid (RA) set using this invariant set as the target, and it is proven that this RA set is equivalent to the maximal robust RAS set. Leveraging this result, a switching policy is constructed from the two step-wise policies, which constitutes a valid policy guaranteeing completion of the RAS task. Simulation results demonstrate that the proposed framework (1) computes the exact maximal robust RAS set in the absence of training errors, yielding the least restrictive RAS policy, and (2) identifies the RAS set with high accuracy while outperforming baseline methods on RAS tasks.

eess.SY

Infinite-Horizon Reach-Avoid Zero-Sum Games via Deep Reinforcement Learning

In this paper, we consider the infinite-horizon reach-avoid zero-sum game problem, where the goal is to find a set in the state space, referred to as the reach-avoid set, such that the system starting at a state therein could be controlled to reach a given target set without violating constraints under the worst-case disturbance. We address this problem by designing a new value function with a contracting Bellman backup, where the super-zero level set, i.e., the set of states where the value function is evaluated to be non-negative, recovers the reach-avoid set. Building upon this, we prove that the proposed method can be adapted to compute the viability kernel, or the set of states which could be controlled to satisfy given constraints, and the backward reachable set, or the set of states that could be driven towards a given target set. Finally, we propose to alleviate the curse of dimensionality issue in high-dimensional problems by extending Conservative Q-Learning, a deep reinforcement learning technique, to learn a value function such that the super-zero level set of the learned value function serves as a (conservative) approximation to the reach-avoid set. Our theoretical and empirical results suggest that the proposed method could learn reliably the reach-avoid set and the optimal control policy even with neural network approximation.

eess.SY

To What Extent do Open-loop and Feedback Nash Equilibria Diverge in General-Sum Linear Quadratic Dynamic Games?

Dynamic games offer a versatile framework for modeling the evolving interactions of strategic agents, whose steady-state behavior can be captured by the Nash equilibria of the games. Nash equilibria are often computed in feedback, with policies depending on the state at each time, or in open-loop, with policies depending only on the initial state. Empirically, open-loop Nash equilibria (OLNE) could be more efficient to compute, while feedback Nash equilibria (FBNE) often encode more complex interactions. However, it remains unclear exactly which dynamic games yield FBNE and OLNE that differ significantly and which do not. To address this problem, we present a principled comparison study of OLNE and FBNE in linear quadratic (LQ) dynamic games. Specifically, we prove that the OLNE strategies of an LQ dynamic game can be synthesized by solving the coupled Riccati equations of an auxiliary LQ game with perturbed costs. The construction of the auxiliary game allows us to establish conditions under which OLNE and FBNE coincide and derive an upper bound on the deviation between FBNE and OLNE of an LQ game.

eess.SY

Certifiable Reachability Learning Using a New Lipschitz Continuous Value Function

We propose a new reachability learning framework for high-dimensional nonlinear systems, focusing on reach-avoid problems. These problems require computing the reach-avoid set, which ensures that all its elements can safely reach a target set despite disturbances within pre-specified bounds. Our framework has two main parts: offline learning of a newly designed reachavoid value function, and post-learning certification. Compared to prior work, our new value function is Lipschitz continuous and its associated Bellman operator is a contraction mapping, both of which improve the learning performance. To ensure deterministic guarantees of our learned reach-avoid set, we introduce two efficient post-learning certification methods. Both methods can be used online for real-time local certification or offline for comprehensive certification. We validate our framework in a 12-dimensional crazyflie drone racing hardware experiment and a simulated 10-dimensional highway take-over example.

eess.SY