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Siyi Li

Publications and source records attributed to Siyi Li.

At least 19 recordsLinked to original sources

Your Model Already Knows Don't Teach It, Learn to Ask It: Soft Prompting for Few-Shot Adaptation of Vision-Language Models

We address few-shot object detection with vision-language models (VLMs) in out-of-domain settings such as aerial, industrial, and medical imagery, using only ten annotated images for supervision. Existing adaptation methods are discrete prompt optimization and LoRA fine-tuning. We revisit a third option: soft prompting, where a small number of continuous prompt tokens are optimized while the pretrained backbone remains frozen. We identify two key design choices. First, placing prompt tokens at the cross-modal boundary between visual and text tokens outperforms other placements (10.0 vs. 8.4 mAP). Second, initializing prompts from the empty space token outperforms semantic and random initialization. With these choices, one to three learned tokens (7,168 parameters on average) match the best LoRA configuration on Roboflow20-VL (14.2 mAP, 10-shot) while training over 20,000x fewer parameters. Soft prompting remains harder to optimize, exhibiting higher variance across random seeds. Unlike LoRA, however, it causes no forgetting: the LoRA rank matching our accuracy reduces NaturalBench VQA accuracy by 35% relative, rising to 56% at the largest rank, whereas soft prompting leaves pretrained performance unchanged. The learned tokens behave like prompts rather than weights. They transfer to a newer model without retraining (+0.8 mAP on Qwen3.5-9B) and can be verbalized into readable prompts competitive with prompt-search methods (matching DetPO and outperforming GEPA). The approach also extends beyond detection. On RoboCasa manipulation tasks, the frozen $\pi_{0.5}$ vision-language-action policy benefits from soft prompting, matching the LoRA baseline on two of three tasks when tokens are placed at the gradient bottleneck. These results suggest modern VLMs already encode much of what is needed for specialized domains; the challenge is learning how to ask.

cs.CV

Tri-Hybrid Beamforming Design for DMA-Aided Secure ISAC Systems

This paper proposes a tri-hybrid beamforming scheme for secure integrated sensing and communication (ISAC) with a dynamic metasurface antenna (DMA) architecture, where the base station (BS) is capable of communicating with legitimate users and sensing the target. There is also an eavesdropper in the system intending to eavesdrop on the confidential information. The tri-hybrid beamforming design problem is formulated with the objective of maximizing the sensing signal-to-noise ratio (SNR) under the constraints of secrecy spectral efficiency (SSE), transmit power, and physical structure limitations. We first solve the problem and obtain the optimized fully-digital beamforming solution through successive convex approximation (SCA) and semidefinite relaxation (SDR) approaches. A triple alternating optimization scheme is then developed to iteratively optimize the digital, analog, and DMA beamformers, progressively approximating the fully-digital solution. Numerical results demonstrate that the proposed secure tri-hybrid beamforming design for DMA-aided ISAC improves the sensing SNR by approximately 3 dB compared to a tri-hybrid beamforming scheme with a fixed DMA electromagnetic design.

eess.SP

DeepInsight II: One Trace from Benchmark to Robot

Across a Physical AI stack, evaluation maturity is inversely aligned with deployment risk: foundation models enjoy mature, standardized harnesses, while the embodied layers on which deployment actually turns remain fragmented across benchmark-specific simulators, embodiments, and interfaces. The first DeepInsight report (v1) unified evaluation across this stack behind three abstractions---task, resource, and result---but its quantitative evidence centered on the foundation-model layer; navigation and manipulation (System 1) and whole-body control (System 0) remained simulation case studies, and physical execution was outside its empirical scope. DeepInsight II keeps that substrate fixed and quantifies the embodied half. First, it reproduces released-checkpoint references across two navigation and four manipulation benchmarks under their native protocols. Second, MotionBench places four released whole-body controllers under one workload and metric contract, then carries a qualified within-family cohort from parallel simulation to matched real-robot trials in which simulated and physical rollouts share a parent trace identity while retaining execution-domain-specific records, making the sim-to-real gap a native reduction rather than a reconciliation across toolchains. Third, a composed System 2--1--0 study extends trace localization into five evidence-grounded handoff labels, each mapped to a concrete repair action, with a measured repairability criterion and physical episodes testing the same attribution under hardware-observable state. The contribution is therefore not a new evaluation architecture, but empirical continuity from benchmark execution to matched robot evidence and repair-oriented diagnosis.

cs.AI

DeepInsight: A Unified Evaluation Infrastructure Across the Physical AI Stack

Evaluating a Physical AI stack spans operators that differ by more than three orders of magnitude -- from a single foundation-model decoding step to thousands of physics ticks of whole-body control -- varying orthogonally in modality, reward semantics, and resource profile. No existing framework spans this range, so the stack is evaluated today by stitching together separate harnesses that share neither runtime nor scoring, preserving each segment's local validity but losing the shared identity needed to diagnose cross-layer regressions. We present DeepInsight, an evaluation infrastructure that serves this full spectrum on a single runtime. Rather than homogenize the regimes, it preserves their heterogeneity behind three narrow abstractions -- task, resource, and result -- each realized as one invariant shared by every subsystem: one episode driver, one resource-handle protocol implemented by every expensive backend (LLM inference and sandboxed runtimes alike), and one trace identity scheme under which every event is written. Deployed in production across all three layers of an embodied humanoid stack, this single set of invariants onboards new benchmarks largely by configuration. Where mature peer orchestrators exist -- at the foundation-model end -- it reproduces published references and peer-framework readings within their own spread, runs the same suites faster on a single node, and scales near-linearly across nodes. Its distinctive return is diagnostic: because every layer writes into one shared trace, a regression that begins in one layer and surfaces in another stays localizable on that trace -- a cross-layer payoff no federation of per-segment harnesses can reproduce.

cs.AI

AI-based experts' knowledge visualization of cultural heritage: A case study of Terracotta Warriors

Advancements in 3D modeling,digital display technologies,and the growing availability of digital cultural heritage data have significantly improved the accuracy of heritage depictions and expanded opportunities for analysis.However,while many studies focus on presenting specific cultural heritage figurines,an often overlooked aspect is the visualization of the Terracotta Warriors as a unified entity.This involves concisely representing the distribution of features and their relationships,providing a clear and insightful presentation that engages practitioners, academics,and wider audiences.To tackle the challenges mentioned above,this research seeks to explore the application of AI methods in processing cultural heritage data.It aims to optimize and augment the dataset,analyze the distribution and relationships of various attributes, and interpret the analysis results through visualization techniques.The Terracotta Warriors,among China's most significant cultural heritages and renowned for their abundance,exquisite workmanship,and magnitude,are chosen as a case study.The contribution of this paper is primarily twofold.Firstly,we constructed a dataset of Terracotta Warriors from Pit No.1,detailing the attributes significant for identifying different Terracotta Warriors.Secondly,we employ various AI methods,such as generative adversarial network and random forest,to process and analyze these attributes,followed by visualizing the analysis results for an intuitive presentation.This study introduces a novel scheme for presenting information on a collection of cultural relics,offering a practical case for analyzing and visualizing the Terracotta Warriors'attributes as a whole entity,rather than showcasing individual relics'information in isolation.

cs.HC

Predicting Neuromodulation Outcome for Parkinson's Disease with Generative Virtual Brain Model

Parkinson's disease (PD) affects over ten million people worldwide. Although temporal interference (TI) and deep brain stimulation (DBS) are promising therapies, inter-individual variability limits empirical treatment selection, increasing non-negligible surgical risk and cost. Previous explorations either resort to limited statistical biomarkers that are insufficient to characterize variability, or employ AI-driven methods which is prone to overfitting and opacity. We bridge this gap with a pretraining-finetuning framework to predict outcomes directly from resting-state fMRI. Critically, a generative virtual brain foundation model, pretrained on a collective dataset (2707 subjects, 5621 sessions) to capture universal disorder patterns, was finetuned on PD cohorts receiving TI (n=51) or DBS (n=55) to yield individualized virtual brains with high fidelity to empirical functional connectivity (r=0.935). By constructing counterfactual estimations between pathological and healthy neural states within these personalized models, we predicted clinical responses (TI: AUPR=0.853; DBS: AUPR=0.915), substantially outperforming baselines. External and prospective validations (n=14, n=11) highlight the feasibility of clinical translation. Moreover, our framework provides state-dependent regional patterns linked to response, offering hypothesis-generating mechanistic insights.

q-bio.NC

CoTJudger: A Graph-Driven Framework for Automatic Evaluation of Chain-of-Thought Efficiency and Redundancy in LRMs

Large Reasoning Models (LRMs) have demonstrated strong performance by producing extended Chain-of-Thought (CoT) traces before answering. However, this paradigm often induces over-reasoning: redundant calculations and circular self-verification that increase computational cost without improving outcomes. Existing evaluations largely emphasize final accuracy or coarse token counts, and lack automated tools to separate essential logic from structural redundancy. We introduce CoTJudger, a graph-driven framework that quantifies reasoning efficiency by converting free-form CoTs into directed dependency graphs and extracting the Shortest Effective Path (SEP) needed to reach a correct solution. This yields an interpretable efficiency signal -- how much of a CoT is necessary versus structurally redundant -- that is comparable across models and tasks. Evaluating 21 LRMs, CoTJudger reveals pervasive redundancy and surfaces recurring failure modes, including verification obsession and compensatory redundancy. These results provide a practical metric for disentangling reasoning ability from computational waste, enabling more targeted evaluation and diagnosis of LRM efficiency.

cs.AI

Draw it like Euclid: Teaching transformer models to generate CAD profiles using ruler and compass construction steps

We introduce a new method of generating Computer Aided Design (CAD) profiles via a sequence of simple geometric constructions including curve offsetting, rotations and intersections. These sequences start with geometry provided by a designer and build up the points and curves of the final profile step by step. We demonstrate that adding construction steps between the designer's input geometry and the final profile improves generation quality in a similar way to the introduction of a chain of thought in language models. Similar to the constraints in a parametric CAD model, the construction sequences reduce the degrees of freedom in the modeled shape to a small set of parameter values which can be adjusted by the designer, allowing parametric editing with the constructed geometry evaluated to floating point precision. In addition we show that applying reinforcement learning to the construction sequences gives further improvements over a wide range of metrics, including some which were not explicitly optimized.

cs.LG

UniFlow: Zero-Shot LiDAR Scene Flow for Autonomous Vehicles

LiDAR scene flow is the task of estimating per-point 3D motion between consecutive point clouds. Recent methods achieve centimeter-level accuracy on popular autonomous vehicle (AV) datasets, but are typically only trained and evaluated on a single sensor. In this paper, we aim to learn general motion priors that transfer to diverse and unseen LiDAR sensors. However, prior work in LiDAR semantic segmentation and 3D object detection demonstrate that naively training on multiple datasets yields worse performance than single dataset models. Interestingly, we find that this conventional wisdom does not hold for motion estimation, and that state-of-the-art scene flow methods greatly benefit from cross-dataset training without architectural modification. We posit that low-level tasks such as motion estimation may be less sensitive to sensor configuration; indeed, our analysis shows that models trained on fast-moving objects (e.g., from highway datasets) perform well on fast-moving objects, even across different datasets. Informed by our analysis, we propose UniFlow, a feedforward model that unifies and trains on multiple large-scale LiDAR scene flow datasets with diverse sensor placements and point cloud densities. Our frustratingly simple solution establishes a new state-of-the-art on Waymo and nuScenes, improving over prior work by 5.1% and 35.2% respectively. Moreover, UniFlow achieves state-of-the-art accuracy on unseen datasets like TruckScenes and AEVAScenes, outperforming prior dataset-specific models by 30.1% and 22.5% respectively.

cs.CV

Predicting Drug-Drug Interactions Using Heterogeneous Graph Neural Networks: HGNN-DDI

Drug-drug interactions (DDIs) are a major concern in clinical practice, as they can lead to reduced therapeutic efficacy or severe adverse effects. Traditional computational approaches often struggle to capture the complex relationships among drugs, targets, and biological entities. In this work, we propose HGNN-DDI, a heterogeneous graph neural network model designed to predict potential DDIs by integrating multiple drug-related data sources. HGNN-DDI leverages graph representation learning to model heterogeneous biomedical networks, enabling effective information propagation across diverse node and edge types. Experimental results on benchmark DDI datasets demonstrate that HGNN-DDI outperforms state-of-the-art baselines in prediction accuracy and robustness, highlighting its potential to support safer drug development and precision medicine.

cs.LG

A Survey on Large Language Model Benchmarks

In recent years, with the rapid development of the depth and breadth of large language models' capabilities, various corresponding evaluation benchmarks have been emerging in increasing numbers. As a quantitative assessment tool for model performance, benchmarks are not only a core means to measure model capabilities but also a key element in guiding the direction of model development and promoting technological innovation. We systematically review the current status and development of large language model benchmarks for the first time, categorizing 283 representative benchmarks into three categories: general capabilities, domain-specific, and target-specific. General capability benchmarks cover aspects such as core linguistics, knowledge, and reasoning; domain-specific benchmarks focus on fields like natural sciences, humanities and social sciences, and engineering technology; target-specific benchmarks pay attention to risks, reliability, agents, etc. We point out that current benchmarks have problems such as inflated scores caused by data contamination, unfair evaluation due to cultural and linguistic biases, and lack of evaluation on process credibility and dynamic environments, and provide a referable design paradigm for future benchmark innovation.

cs.CL

Agents Play Thousands of 3D Video Games

We present PORTAL, a novel framework for developing artificial intelligence agents capable of playing thousands of 3D video games through language-guided policy generation. By transforming decision-making problems into language modeling tasks, our approach leverages large language models (LLMs) to generate behavior trees represented in domain-specific language (DSL). This method eliminates the computational burden associated with traditional reinforcement learning approaches while preserving strategic depth and rapid adaptability. Our framework introduces a hybrid policy structure that combines rule-based nodes with neural network components, enabling both high-level strategic reasoning and precise low-level control. A dual-feedback mechanism incorporating quantitative game metrics and vision-language model analysis facilitates iterative policy improvement at both tactical and strategic levels. The resulting policies are instantaneously deployable, human-interpretable, and capable of generalizing across diverse gaming environments. Experimental results demonstrate PORTAL's effectiveness across thousands of first-person shooter (FPS) games, showcasing significant improvements in development efficiency, policy generalization, and behavior diversity compared to traditional approaches. PORTAL represents a significant advancement in game AI development, offering a practical solution for creating sophisticated agents that can operate across thousands of commercial video games with minimal development overhead. Experiment results on the 3D video games are best viewed on https://zhongwen.one/projects/portal .

cs.LG

Eval-PPO: Building an Efficient Threat Evaluator Using Proximal Policy Optimization

In various game scenarios, selecting a fixed number of targets from multiple enemy units is an extremely challenging task. This difficulty stems from the complex relationship between the threat levels of enemy units and their feature characteristics, which complicates the design of rule-based evaluators. Moreover, traditional supervised learning methods face the challenge of lacking explicit labels during training when applied to this threat evaluation problem. In this study, we redefine the threat evaluation problem as a reinforcement learning task and introduce an efficient evaluator training algorithm, Eval-PPO, based on the Proximal Policy Optimization (PPO) algorithm. Eval-PPO integrates multidimensional enemy features and the state information of friendly units through systematic training, thereby achieving precise threat assessment. Compared with rule-based methods, Eval-PPO demonstrates a significant improvement in average success rate, with an increase of 17.84%.

cs.LG

Reinforcement Learning-based Threat Assessment

In some game scenarios, due to the uncertainty of the number of enemy units and the priority of various attributes, the evaluation of the threat level of enemy units as well as the screening has been a challenging research topic, and the core difficulty lies in how to reasonably set the priority of different attributes in order to achieve quantitative evaluation of the threat. In this paper, we innovatively transform the problem of threat assessment into a reinforcement learning problem, and through systematic reinforcement learning training, we successfully construct an efficient neural network evaluator. The evaluator can not only comprehensively integrate the multidimensional attribute features of the enemy, but also effectively combine our state information, thus realizing a more accurate and scientific threat assessment.

cs.LG

Evolution and sudden change of steady interactions of low enthalpy hypersonic double wedge flows with fore angle

The evolution and sudden change of steady interaction structures is numerically studied with the fore wedge angle theta_1 in a low enthalpy hypersonic double wedge configuration. It particularly focuses on the conditions of Swantek and Austin's experiments where Ma=7, and h_0=2 MJ/kg but with a reduced Reynolds number (Re). The sudden structural change indicates that when theta_1 reaches a critical value, minor angular variations can trigger a discontinuous transformation in flow structures. The analysis is based on the laminar Navier-Stokes equations, using ideal gas and non-equilibrium gas models. Under the condition of Re=1E5/m, detailed numerical simulations are conducted as theta_1 varies over 0 deg-40 deg. This study yields the following findings: (a) The upper and lower boundaries of theta_1 for the onset of unsteady flow are identified. When theta_1 lies outside these boundaries, the flow remains steady. (b) As theta_1 increases, the interaction patterns evolve sequentially, progressing from Type VI through Type VI->V, Type III, Type IV_r, and ultimately to a flow dominated solely by a bow shock. This evolution defines the boundaries between different interaction patterns and provides a comprehensive understanding of their progression with theta_1. Sudden structural changes occur during the transitions from Type III to Type IV_r and from Type IV_r to a bow shock-dominated flow. In addition, a comparative study is performed through shock polar analysis to compare its predictions with computational results. (c) An unconventional reflection pattern of the transmitted shock over the separation zone, called Type III_r, is observed in non-equilibrium gas flows, which differs from classical interaction patterns. (d) The aerodynamic distribution of wall properties under various interactions is obtained, indicating distinct features before and after the sudden structural change.

physics.flu-dyn

Machine learning for modelling unstructured grid data in computational physics: a review

Unstructured grid data are essential for modelling complex geometries and dynamics in computational physics. Yet, their inherent irregularity presents significant challenges for conventional machine learning (ML) techniques. This paper provides a comprehensive review of advanced ML methodologies designed to handle unstructured grid data in high-dimensional dynamical systems. Key approaches discussed include graph neural networks, transformer models with spatial attention mechanisms, interpolation-integrated ML methods, and meshless techniques such as physics-informed neural networks. These methodologies have proven effective across diverse fields, including fluid dynamics and environmental simulations. This review is intended as a guidebook for computational scientists seeking to apply ML approaches to unstructured grid data in their domains, as well as for ML researchers looking to address challenges in computational physics. It places special focus on how ML methods can overcome the inherent limitations of traditional numerical techniques and, conversely, how insights from computational physics can inform ML development. To support benchmarking, this review also provides a summary of open-access datasets of unstructured grid data in computational physics. Finally, emerging directions such as generative models with unstructured data, reinforcement learning for mesh generation, and hybrid physics-data-driven paradigms are discussed to inspire future advancements in this evolving field.

cs.LG

ROOT: VLM based System for Indoor Scene Understanding and Beyond

Recently, Vision Language Models (VLMs) have experienced significant advancements, yet these models still face challenges in spatial hierarchical reasoning within indoor scenes. In this study, we introduce ROOT, a VLM-based system designed to enhance the analysis of indoor scenes. Specifically, we first develop an iterative object perception algorithm using GPT-4V to detect object entities within indoor scenes. This is followed by employing vision foundation models to acquire additional meta-information about the scene, such as bounding boxes. Building on this foundational data, we propose a specialized VLM, SceneVLM, which is capable of generating spatial hierarchical scene graphs and providing distance information for objects within indoor environments. This information enhances our understanding of the spatial arrangement of indoor scenes. To train our SceneVLM, we collect over 610,000 images from various public indoor datasets and implement a scene data generation pipeline with a semi-automated technique to establish relationships and estimate distances among indoor objects. By utilizing this enriched data, we conduct various training recipes and finish SceneVLM. Our experiments demonstrate that \rootname facilitates indoor scene understanding and proves effective in diverse downstream applications, such as 3D scene generation and embodied AI. The code will be released at \url{https://github.com/harrytea/ROOT}.

cs.CV

Neural Eulerian Scene Flow Fields

We reframe scene flow as the task of estimating a continuous space-time ODE that describes motion for an entire observation sequence, represented with a neural prior. Our method, EulerFlow, optimizes this neural prior estimate against several multi-observation reconstruction objectives, enabling high quality scene flow estimation via pure self-supervision on real-world data. EulerFlow works out-of-the-box without tuning across multiple domains, including large-scale autonomous driving scenes and dynamic tabletop settings. Remarkably, EulerFlow produces high quality flow estimates on small, fast moving objects like birds and tennis balls, and exhibits emergent 3D point tracking behavior by solving its estimated ODE over long-time horizons. On the Argoverse 2 2024 Scene Flow Challenge, EulerFlow outperforms all prior art, surpassing the next-best unsupervised method by more than 2.5x, and even exceeding the next-best supervised method by over 10%.

cs.CV