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Liyan Chen

Publications and source records attributed to Liyan Chen.

At least 19 recordsLinked to original sources

How to Avoid Debate: Scalable AI Safety via Doubly-Efficient Interactive Proofs

As AI models continue to develop powerful capabilities, it becomes critical that we are able to verify that their output is aligned with our intentions. A recent line of work focuses on verification via debate, a model of interactive proofs where two competing powerful provers, or AI models, debate each other to convince a weak verifier, or a human, of the correctness of their claim. However, debate assumes that the two AI models possess equal abilities and that one of them is truthful, which may not be realistic. In this work, we show \emph{how to avoid debate}: we initiate the study of \emph{single-prover} interactive proofs for AI safety. Prior results in single-prover interactive proofs do not immediately carry over to the AI safety setting: for example, they do not work when the computation has access to an oracle, such as to human judgment or an external database such as the web. We present doubly-efficient single-prover interactive proofs and arguments for oracle-aided computations (also known as relativizing proofs), in the settings where (1) the computation is robust, in the sense that the output does not change if at most a small fraction of the answers to oracle queries are incorrect, or (2) the oracle is a low-degree polynomial. These results suggest that interactive verification is possible even without debate, under structured or noise-tolerant oracle access.

cs.AI

Towards a Doubly Efficient IP=PSPACE

We show that every language in PSPACE decidable by a Turing machine in time $T(n)=n^{O(\log n)}$ admits a doubly efficient interactive proof system: the prover runs in time polynomial in T(n), and the verifier runs in time polynomial in n. This extends the best previously known regime for such proof systems from $T(n)=n^{O(\sqrt{\log n / \log\log n})}$, established by Berger, Goyal, Hong, and Kalai (FOCS 2025), to $T(n)=n^{O(\log n)}$. Beyond improving the range of T, our protocol is substantially simpler than previous doubly efficient proofs for time-bounded PSPACE. Earlier constructions proceed indirectly: they first build batch interactive proofs and then invoke them as a black box to obtain doubly efficient protocols. In contrast, we give a direct construction. This not only simplifies the proof but also points to a more promising route for future improvements.

cs.CC

Understanding while Exploring: Semantics-driven Active Mapping

Effective robotic autonomy in unknown environments demands proactive exploration and precise understanding of both geometry and semantics. In this paper, we propose ActiveSGM, an active semantic mapping framework designed to predict the informativeness of potential observations before execution. Built upon a 3D Gaussian Splatting (3DGS) mapping backbone, our approach employs semantic and geometric uncertainty quantification, coupled with a sparse semantic representation, to guide exploration. By enabling robots to strategically select the most beneficial viewpoints, ActiveSGM efficiently enhances mapping completeness, accuracy, and robustness to noisy semantic data, ultimately supporting more adaptive scene exploration. Our experiments on the Replica and Matterport3D datasets highlight the effectiveness of ActiveSGM in active semantic mapping tasks.

cs.RO

CHIME: A Case for Efficient Long-Context Attention-FC Disaggregated Inference with DIMM-PIM

Attention-FC Disaggregated (AFD) LLM inference systems offload memory-bound Attention operations to memory-rich accelerators (e.g., CPUs, HBM-PIM) while retaining compute-bound Fully-Connected (FC) operations on GPUs. In this paper, we first design a Disaggregated Roofline Model (DRM) to characterize AFD performance, revealing that system throughput is constrained by the accelerator's limiting factor: either memory bandwidth or capacity. We observe that prior AFD systems often overlook these constraints and fail to balance them, leading to resource underutilization or constrained throughput. Therefore, we propose CHIME, the first AFD system integrating DIMM-PIM, which is a case of the new accelerator that strikes the balance with scalable capacity and bandwidth. To address the synchronization challenges inherent to the distributed cooperating DRAM chips in DIMM-PIM, CHIME employs bubble-free pipelining and hybrid-grained re-layout for efficient attention computation. Furthermore, it maximizes cross-device resource utilization via rankset-granular communication-computation overlapping and alignment-predicting scheduling. Evaluations show CHIME achieves up to 5.15$\times$ speedup over state-of-the-art HBM-PIM solutions.

cs.AR

ActiveGAMER: Active GAussian Mapping through Efficient Rendering

We introduce ActiveGAMER, an active mapping system that utilizes 3D Gaussian Splatting (3DGS) to achieve high-quality, real-time scene mapping and exploration. Unlike traditional NeRF-based methods, which are computationally demanding and restrict active mapping performance, our approach leverages the efficient rendering capabilities of 3DGS, allowing effective and efficient exploration in complex environments. The core of our system is a rendering-based information gain module that dynamically identifies the most informative viewpoints for next-best-view planning, enhancing both geometric and photometric reconstruction accuracy. ActiveGAMER also integrates a carefully balanced framework, combining coarse-to-fine exploration, post-refinement, and a global-local keyframe selection strategy to maximize reconstruction completeness and fidelity. Our system autonomously explores and reconstructs environments with state-of-the-art geometric and photometric accuracy and completeness, significantly surpassing existing approaches in both aspects. Extensive evaluations on benchmark datasets such as Replica and MP3D highlight ActiveGAMER's effectiveness in active mapping tasks.

cs.CV

Dialogue Director: Bridging the Gap in Dialogue Visualization for Multimodal Storytelling

Recent advances in AI-driven storytelling have enhanced video generation and story visualization. However, translating dialogue-centric scripts into coherent storyboards remains a significant challenge due to limited script detail, inadequate physical context understanding, and the complexity of integrating cinematic principles. To address these challenges, we propose Dialogue Visualization, a novel task that transforms dialogue scripts into dynamic, multi-view storyboards. We introduce Dialogue Director, a training-free multimodal framework comprising a Script Director, Cinematographer, and Storyboard Maker. This framework leverages large multimodal models and diffusion-based architectures, employing techniques such as Chain-of-Thought reasoning, Retrieval-Augmented Generation, and multi-view synthesis to improve script understanding, physical context comprehension, and cinematic knowledge integration. Experimental results demonstrate that Dialogue Director outperforms state-of-the-art methods in script interpretation, physical world understanding, and cinematic principle application, significantly advancing the quality and controllability of dialogue-based story visualization.

cs.CV

Flash3D: Super-scaling Point Transformers through Joint Hardware-Geometry Locality

Recent efforts recognize the power of scale in 3D learning (e.g. PTv3) and attention mechanisms (e.g. FlashAttention). However, current point cloud backbones fail to holistically unify geometric locality, attention mechanisms, and GPU architectures in one view. In this paper, we introduce Flash3D Transformer, which aligns geometric locality and GPU tiling through a principled locality mechanism based on Perfect Spatial Hashing (PSH). The common alignment with GPU tiling naturally fuses our PSH locality mechanism with FlashAttention at negligible extra cost. This mechanism affords flexible design choices throughout the backbone that result in superior downstream task results. Flash3D outperforms state-of-the-art PTv3 results on benchmark datasets, delivering a 2.25x speed increase and 2.4x memory efficiency boost. This efficiency enables scaling to wider attention scopes and larger models without additional overhead. Such scaling allows Flash3D to achieve even higher task accuracies than PTv3 under the same compute budget.

cs.CV

Audio-driven High-resolution Seamless Talking Head Video Editing via StyleGAN

The existing methods for audio-driven talking head video editing have the limitations of poor visual effects. This paper tries to tackle this problem through editing talking face images seamless with different emotions based on two modules: (1) an audio-to-landmark module, consisting of the CrossReconstructed Emotion Disentanglement and an alignment network module. It bridges the gap between speech and facial motions by predicting corresponding emotional landmarks from speech; (2) a landmark-based editing module edits face videos via StyleGAN. It aims to generate the seamless edited video consisting of the emotion and content components from the input audio. Extensive experiments confirm that compared with state-of-the-arts methods, our method provides high-resolution videos with high visual quality.

cs.CV

Setting Targets is All You Need:Improved Order Competitive Ratio for Online Selection

There is a rising interest for studying the online benchmark as an alternative of the classical offline benchmark in online stochastic settings. Ezra, Feldman, Gravin, and Tang (SODA 2023) introduced the notion of order-competitive ratio, defined as the worst-case ratio between the performance of the best order-unaware algorithm and the best order-aware algorithm, to quantify the loss incurred by the lack of knowledge of the arrival order. They showed in the online single selection setting (a.k.a. the prophet problem), the optimal order-competitive ratio achieved by deterministic algorithms is $1/\varphi \approx 0.618$, and left with an open question whether randomized algorithms can do better. We answer the open question firmly by introducing a novel family of algorithms called \emph{targeted value algorithms}. We show that the task of online selection is as easy as guessing the optimal online benchmark. Specifically, we provide 1) an alternative optimal $1/\varphi$ order-competitive algorithm by setting the targeted value deterministically, and 2) a $0.732$ order-competitive algorithm by setting the targeted value randomly. We further provide a $0.758$ upper bound on the order-competitive ratio of our algorithm, showing that our analysis is close to the best possible, and establish an upper bound of $0.829$ on the order-competitive ratio for general randomized order-unaware algorithms.

cs.DS

4DRecons: 4D Neural Implicit Deformable Objects Reconstruction from a single RGB-D Camera with Geometrical and Topological Regularizations

This paper presents a novel approach 4DRecons that takes a single camera RGB-D sequence of a dynamic subject as input and outputs a complete textured deforming 3D model over time. 4DRecons encodes the output as a 4D neural implicit surface and presents an optimization procedure that combines a data term and two regularization terms. The data term fits the 4D implicit surface to the input partial observations. We address fundamental challenges in fitting a complete implicit surface to partial observations. The first regularization term enforces that the deformation among adjacent frames is as rigid as possible (ARAP). To this end, we introduce a novel approach to compute correspondences between adjacent textured implicit surfaces, which are used to define the ARAP regularization term. The second regularization term enforces that the topology of the underlying object remains fixed over time. This regularization is critical for avoiding self-intersections that are typical in implicit-based reconstructions. We have evaluated the performance of 4DRecons on a variety of datasets. Experimental results show that 4DRecons can handle large deformations and complex inter-part interactions and outperform state-of-the-art approaches considerably.

cs.CV

DNPM: A Neural Parametric Model for the Synthesis of Facial Geometric Details

Parametric 3D models have enabled a wide variety of computer vision and graphics tasks, such as modeling human faces, bodies and hands. In 3D face modeling, 3DMM is the most widely used parametric model, but can't generate fine geometric details solely from identity and expression inputs. To tackle this limitation, we propose a neural parametric model named DNPM for the facial geometric details, which utilizes deep neural network to extract latent codes from facial displacement maps encoding details and wrinkles. Built upon DNPM, a novel 3DMM named Detailed3DMM is proposed, which augments traditional 3DMMs by including the synthesis of facial details only from the identity and expression inputs. Moreover, we show that DNPM and Detailed3DMM can facilitate two downstream applications: speech-driven detailed 3D facial animation and 3D face reconstruction from a degraded image. Extensive experiments have shown the usefulness of DNPM and Detailed3DMM, and the progressiveness of two proposed applications.

cs.CV

Learning the Distribution of Errors in Stereo Matching for Joint Disparity and Uncertainty Estimation

We present a new loss function for joint disparity and uncertainty estimation in deep stereo matching. Our work is motivated by the need for precise uncertainty estimates and the observation that multi-task learning often leads to improved performance in all tasks. We show that this can be achieved by requiring the distribution of uncertainty to match the distribution of disparity errors via a KL divergence term in the network's loss function. A differentiable soft-histogramming technique is used to approximate the distributions so that they can be used in the loss. We experimentally assess the effectiveness of our approach and observe significant improvements in both disparity and uncertainty prediction on large datasets.

cs.CV

Geometric Pose Affordance: 3D Human Pose with Scene Constraints

Full 3D estimation of human pose from a single image remains a challenging task despite many recent advances. In this paper, we explore the hypothesis that strong prior information about scene geometry can be used to improve pose estimation accuracy. To tackle this question empirically, we have assembled a novel $\textbf{Geometric Pose Affordance}$ dataset, consisting of multi-view imagery of people interacting with a variety of rich 3D environments. We utilized a commercial motion capture system to collect gold-standard estimates of pose and construct accurate geometric 3D CAD models of the scene itself. To inject prior knowledge of scene constraints into existing frameworks for pose estimation from images, we introduce a novel, view-based representation of scene geometry, a $\textbf{multi-layer depth map}$, which employs multi-hit ray tracing to concisely encode multiple surface entry and exit points along each camera view ray direction. We propose two different mechanisms for integrating multi-layer depth information pose estimation: input as encoded ray features used in lifting 2D pose to full 3D, and secondly as a differentiable loss that encourages learned models to favor geometrically consistent pose estimates. We show experimentally that these techniques can improve the accuracy of 3D pose estimates, particularly in the presence of occlusion and complex scene geometry.

cs.CV

How likely is a random graph shift-enabled?

The shift-enabled property of an underlying graph is essential in designing distributed filters. This article discusses when a random graph is shift-enabled. In particular, popular graph models ER, WS, BA random graph are used, weighted and unweighted, as well as signed graphs. Our results show that the considered unweighted connected random graphs are shift-enabled with high probability when the number of edges is moderately high. However, very dense graphs, as well as fully connected graphs, are not shift-enabled. Interestingly, this behaviour is not observed for weighted connected graphs, which are always shift-enabled unless the number of edges in the graph is very low.

cs.DM

Improving VQA and its Explanations \\ by Comparing Competing Explanations

Most recent state-of-the-art Visual Question Answering (VQA) systems are opaque black boxes that are only trained to fit the answer distribution given the question and visual content. As a result, these systems frequently take shortcuts, focusing on simple visual concepts or question priors. This phenomenon becomes more problematic as the questions become complex that requires more reasoning and commonsense knowledge. To address this issue, we present a novel framework that uses explanations for competing answers to help VQA systems select the correct answer. By training on human textual explanations, our framework builds better representations for the questions and visual content, and then reweights confidences in the answer candidates using either generated or retrieved explanations from the training set. We evaluate our framework on the VQA-X dataset, which has more difficult questions with human explanations, achieving new state-of-the-art results on both VQA and its explanations.

cs.CV

DropCluster: A structured dropout for convolutional networks

Dropout as a common regularizer to prevent overfitting in deep neural networks has been less effective in convolutional layers than in fully connected layers. This is because Dropout drops features randomly, without considering local structure. When features are spatially correlated, as in the case of convolutional layers, information from the dropped features can still propagate to subsequent layers via neighboring features. To address this problem, structured forms of Dropout have been proposed. A drawback of these methods is that they do not adapt to the data. In this work, we leverage the structure in the outputs of convolutional layers and introduce a novel structured regularization method named DropCluster. Our approach clusters features in convolutional layers, and drops the resulting clusters randomly during training iterations. Experiments on CIFAR-10/100, SVHN, and APPA-REAL datasets demonstrate that our approach is effective and controls overfitting better than other approaches.

cs.LG

Undirected graphs: is the shift-enabled condition trivial or necessary?

It has recently been shown that, contrary to the wide belief that a shift-enabled condition (necessary for any shift-invariant filter to be representable by a graph shift matrix) can be ignored because any non-shift-enabled matrix can be converted to a shift-enabled matrix, such a conversion in general may not hold for a directed graph with non-symmetric shift matrix. This letter extends this prior work, focusing on undirected graphs where the shift matrix is generally symmetric. We show that while, in this case, the shift matrix can be converted to satisfy the original shift-enabled condition, the converted matrix is not associated with the original graph, that is, it does not capture anymore the structure of the graph signal. We show via a counterexample, that a non-shift-enabled matrix cannot be converted to a shift-enabled one and still maintain the topological structure of the underlying graph, which is necessary to facilitate localized signal processing.

eess.SP

Embedding Multimodal Relational Data for Knowledge Base Completion

Representing entities and relations in an embedding space is a well-studied approach for machine learning on relational data. Existing approaches, however, primarily focus on simple link structure between a finite set of entities, ignoring the variety of data types that are often used in knowledge bases, such as text, images, and numerical values. In this paper, we propose multimodal knowledge base embeddings (MKBE) that use different neural encoders for this variety of observed data, and combine them with existing relational models to learn embeddings of the entities and multimodal data. Further, using these learned embedings and different neural decoders, we introduce a novel multimodal imputation model to generate missing multimodal values, like text and images, from information in the knowledge base. We enrich existing relational datasets to create two novel benchmarks that contain additional information such as textual descriptions and images of the original entities. We demonstrate that our models utilize this additional information effectively to provide more accurate link prediction, achieving state-of-the-art results with a considerable gap of 5-7% over existing methods. Further, we evaluate the quality of our generated multimodal values via a user study. We have release the datasets and the open-source implementation of our models at https://github.com/pouyapez/mkbe

cs.AI