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Tianji Yang

Publications and source records attributed to Tianji Yang.

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METTLE: Efficient Streaming Erasure Code with Peeling Decodability

In this work, we solve a long-standing open problem in coding theory with broad applications in networking and systems: designing an erasure code that simultaneously satisfies three requirements: (1) high coding efficiency, (2) low coding complexity, and (3) being a streaming code (defined as one with low decoding latency). We propose METTLE (Multi-Edge Type with Touch-less Leading Edge), the first erasure code to meet all three requirements. Compared to "streaming RaptorQ" (RaptorQ configured with a small source block size to ensure a low decoding latency), METTLE is only slightly worse in coding efficiency, but 47.7 to 84.6 times faster to decode.

cs.IT

CommonSense: Efficient Set Intersection (SetX) Protocol Based on Compressed Sensing

In the set reconciliation (\textsf{SetR}) problem, two parties Alice and Bob, holding sets $\mathsf{A}$ and $\mathsf{B}$, communicate to learn the symmetric difference $\mathsf{A} \Delta \mathsf{B}$. In this work, we study a related but under-explored problem: set intersection (\textsf{SetX})~\cite{Ozisik2019}, where both parties learn $\mathsf{A} \cap \mathsf{B}$ instead. However, existing solutions typically reuse \textsf{SetR} protocols due to the absence of dedicated \textsf{SetX} protocols and the misconception that \textsf{SetR} and \textsf{SetX} have comparable costs. Observing that \textsf{SetX} is fundamentally cheaper than \textsf{SetR}, we developed a multi-round \textsf{SetX} protocol that outperforms the information-theoretic lower bound of \textsf{SetR} problem. In our \textsf{SetX} protocol, Alice sends Bob a compressed sensing (CS) sketch of $\mathsf{A}$ to help Bob identify his unique elements (those in $\mathsf{B \setminus A}$). This solves the \textsf{SetX} problem, if $\mathsf{A} \subseteq \mathsf{B}$. Otherwise, Bob sends a CS sketch of the residue (a set of elements he cannot decode) back to Alice for her to decode her unique elements (those in $\mathsf{A \setminus B}$). As such, Alice and Bob communicate back and forth %with a set membership filter (SMF) of estimated $\mathsf{B \setminus A}$. Alice updates $\mathsf{A}$ and communication repeats until both parties agrees on $\mathsf{A} \cap \mathsf{B}$. On real world datasets, experiments show that our $\mathsf{SetX}$ protocol reduces the communication cost by 8 to 10 times compared to the IBLT-based $\mathsf{SetR}$ protocol.

cs.DC

GraphChase: A Platform and Benchmark for Urban Network Security Games

After the achievement of solving two-player zero-sum games, more AI researchers focus on solving multiplayer games. Urban Network Security Games (\textbf{UNSGs}) represent a class of such games, modeling real-world scenarios where law enforcement must strategically allocate limited resources to intercept criminals escaping within urban networks, and have gained considerable research attention. However, progress in this field has been limited by the absence of a standardized experimental platform and realistic benchmarks with heterogeneous travel costs. To address this limitation, we introduce \textbf{GraphChase}, an open-source platform designed to support the development and evaluation of algorithms for UNSGs. GraphChase offers a unified environment for modeling diverse UNSG variants on unweighted and weighted road networks across urban topologies. It also incorporates learning-based algorithms as baseline references for researchers. Furthermore, our experiments with GraphChase reveal that existing approaches to UNSGs still face challenges in terms of robustness and scalability, and suffer performance degradation when deployed under weighted edge costs, highlighting a sim-to-real generalization gap. GraphChase thus provides a realistic testbed for developing and validating UNSGs solvers under realistic travel-time heterogeneity.

cs.AI

Open-Sora: Democratizing Efficient Video Production for All

Vision and language are the two foundational senses for humans, and they build up our cognitive ability and intelligence. While significant breakthroughs have been made in AI language ability, artificial visual intelligence, especially the ability to generate and simulate the world we see, is far lagging behind. To facilitate the development and accessibility of artificial visual intelligence, we created Open-Sora, an open-source video generation model designed to produce high-fidelity video content. Open-Sora supports a wide spectrum of visual generation tasks, including text-to-image generation, text-to-video generation, and image-to-video generation. The model leverages advanced deep learning architectures and training/inference techniques to enable flexible video synthesis, which could generate video content of up to 15 seconds, up to 720p resolution, and arbitrary aspect ratios. Specifically, we introduce Spatial-Temporal Diffusion Transformer (STDiT), an efficient diffusion framework for videos that decouples spatial and temporal attention. We also introduce a highly compressive 3D autoencoder to make representations compact and further accelerate training with an ad hoc training strategy. Through this initiative, we aim to foster innovation, creativity, and inclusivity within the community of AI content creation. By embracing the open-source principle, Open-Sora democratizes full access to all the training/inference/data preparation codes as well as model weights. All resources are publicly available at: https://github.com/hpcaitech/Open-Sora.

cs.CV

Rethinking Data Shapley for Data Selection Tasks: Misleads and Merits

Data Shapley provides a principled approach to data valuation and plays a crucial role in data-centric machine learning (ML) research. Data selection is considered a standard application of Data Shapley. However, its data selection performance has shown to be inconsistent across settings in the literature. This study aims to deepen our understanding of this phenomenon. We introduce a hypothesis testing framework and show that Data Shapley's performance can be no better than random selection without specific constraints on utility functions. We identify a class of utility functions, monotonically transformed modular functions, within which Data Shapley optimally selects data. Based on this insight, we propose a heuristic for predicting Data Shapley's effectiveness in data selection tasks. Our experiments corroborate these findings, adding new insights into when Data Shapley may or may not succeed.

cs.LG