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Yixuan Even Xu

Publications and source records attributed to Yixuan Even Xu.

15 recordsLinked to original sources

Compressed Sensing for Capability Localization in Large Language Models

Large language models (LLMs) exhibit a wide range of capabilities, including mathematical reasoning, code generation, and linguistic behaviors. We show that Transformer architectures contain small subsets of attention heads that are necessary for certain capabilities. Zeroing out as few as five task-specific heads can degrade performance by up to $60\%$ on standard benchmarks measuring the capability of interest, while largely preserving performance on unrelated tasks. We introduce a compressed sensing-based method that exploits the sparsity of these heads to identify them via strategic knockouts and a small number of model evaluations. We validate these findings across Llama and Qwen models ranging from 1B to 14B parameters and a diverse set of capabilities including mathematical abilities and code generation, revealing a modular organization in which specialized capabilities are dependent on sparse, functionally distinct components. Overall, our results suggest that capability localization is a general organizational principle of Transformer language models, with implications for interpretability, model editing, and AI safety. Code is released at https://github.com/locuslab/llm-components.

cs.CL↗

A Unified Framework for Scalable and Robust Paper Assignment

Assigning papers to reviewers is a central challenge in the peer-review process of large academic conferences. Program chairs must balance competing objectives, including maximizing reviewer expertise, promoting diversity, and enhancing robustness to strategic manipulation, but it is challenging to do so at the modern conference scale. Existing algorithmic paper assignment approaches either fail to address all of these goals simultaneously or suffer from poor scalability. To address the limitation, we propose Robust Assignment via Marginal Perturbation (RAMP), a unified framework for large-scale peer review. Our approach formulates a linearized perturbed-maximization objective with soft constraints that flexibly balance assignment quality, diversity, and robustness while maintaining runtime efficiency. We further introduce an attribute-aware sampling procedure that converts fractional solutions into integral assignments and improves the diversity and robustness of the final assignment. On datasets with over 20,000 papers and 20,000 reviewers, RAMP runs in under 20 minutes, demonstrating its suitability for real-world deployment.

cs.SI↗

Base Models Look Human To AI Detectors

As AI-generated text enters the real-world at scale, institutions increasingly use commercial AI-text detectors, especially in education and academic-integrity workflows. We report a surprising empirical finding about such systems: when evaluated by GPTZero and Pangram, generated text from base models is often judged overwhelmingly human, whereas text generated by their instruction-tuned counterparts is not. Building on this observation, we propose Humanization by Iterative Paraphrasing (HIP), a detector-agnostic pipeline that minimally fine-tunes a base model into a paraphraser and applies it iteratively. Compared with the baselines we test, HIP yields a stronger trade-off between semantic preservation and detector evasion on commercial detectors. Across Llama-3 and Qwen-3 families, spanning model sizes from 0.6B to 70B, HIP consistently improves detector human-likeness. Our findings suggest that current detectors are tracking artifacts of instruction tuning and local context more than any invariant notion of machine-generated text. This, in turn, calls for detector designs that model these factors more explicitly.

cs.CL↗

Antidistillation Fingerprinting

Model distillation enables efficient emulation of frontier large language models (LLMs), creating a need for robust mechanisms to detect when a third-party student model has trained on a teacher model's outputs. However, existing fingerprinting techniques that could be used to detect such distillation rely on heuristic perturbations that impose a steep trade-off between generation quality and fingerprinting strength, often requiring significant degradation of utility to ensure the fingerprint is effectively internalized by the student. We introduce antidistillation fingerprinting (ADFP), a principled approach that aligns the fingerprinting objective with the student's learning dynamics. Building upon the gradient-based framework of antidistillation sampling, ADFP utilizes a proxy model to identify and sample tokens that directly maximize the expected detectability of the fingerprint in the student after fine-tuning, rather than relying on the incidental absorption of the un-targeted biases of a more naive watermark. Experiments on GSM8K, OASST1, and MBPP demonstrate that ADFP achieves a significant Pareto improvement over state-of-the-art baselines, yielding stronger detection confidence with minimal impact on utility across mathematical reasoning, dialogue, and code generation, even when the student model's architecture is unknown.

cs.LG↗

Not All Rollouts are Useful: Down-Sampling Rollouts in LLM Reinforcement Learning

Reinforcement learning with verifiable rewards (RLVR) has emerged as the leading approach for enhancing reasoning capabilities in large language models. However, it faces a fundamental compute and memory asymmetry: rollout generation is embarrassingly parallel and memory-light, whereas policy updates are communication-heavy and memory-intensive. To address this, we introduce PODS (Policy Optimization with Down-Sampling), which decouples rollout generation from policy updates by training only on a strategically selected subset of rollouts, maintaining learning quality while dramatically reducing update costs. We propose a principled subset selection criterion, max-variance down-sampling, that maximizes reward diversity, and provide an efficient $O(n\log n)$ implementation. Empirically, Group Relative Policy Optimization (GRPO) with PODS achieves the peak test accuracy of vanilla GRPO at least $\mathbf{1.7\times}$ faster across the different reasoning benchmarks and hardware configurations we tested.

cs.LG↗

Antidistillation Sampling

Frontier models that generate extended reasoning traces inadvertently produce rich token sequences that can facilitate model distillation. Recognizing this vulnerability, model owners may seek sampling strategies that limit the effectiveness of distillation without compromising model performance. Antidistillation sampling provides exactly this capability. By strategically modifying a model's next-token probability distribution, antidistillation sampling poisons reasoning traces, rendering them significantly less effective for distillation while preserving the model's practical utility. For further details, see https://antidistillation.com.

cs.AI↗

Existing Large Language Model Unlearning Evaluations Are Inconclusive

Machine unlearning aims to remove sensitive or undesired data from large language models. However, recent studies suggest that unlearning is often shallow, claiming that removed knowledge can easily be recovered. In this work, we critically examine standard unlearning evaluation practices and uncover key limitations that shake our trust in those findings. First, we show that some evaluations introduce substantial new information into the model, potentially masking true unlearning performance by re-teaching the model during testing. Second, we demonstrate that evaluation outcomes vary significantly across tasks, undermining the generalizability of current evaluation routines. Finally, we find that many evaluations rely on spurious correlations, making their results difficult to trust and interpret. Taken together, these issues suggest that current evaluation protocols may both overstate and understate unlearning success. To address this, we propose two principles for future unlearning evaluations: minimal information injection and downstream task awareness. We validate these principles through a series of targeted experiments, showing how violations of each can lead to misleading conclusions.

cs.LG↗

Improving Community-Participated Patrol for Anti-Poaching

Community engagement plays a critical role in anti-poaching efforts, yet existing mathematical models aimed at enhancing this engagement often overlook direct participation by community members as alternative patrollers. Unlike professional rangers, community members typically lack flexibility and experience, resulting in new challenges in optimizing patrol resource allocation. To address this gap, we propose a novel game-theoretic model for community-participated patrol, where a conservation agency strategically deploys both professional rangers and community members to safeguard wildlife against a best-responding poacher. In addition to a mixed-integer linear program formulation, we introduce a Two-Dimensional Binary Search algorithm and a novel Hybrid Waterfilling algorithm to efficiently solve the game in polynomial time. Through extensive experiments and a detailed case study focused on a protected tiger habitat in Northeast China, we demonstrate the effectiveness of our algorithms and the practical applicability of our model.

cs.GT↗

Deviate or Not: Learning Coalition Structures with Multiple-bit Observations in Games

We consider the Coalition Structure Learning (CSL) problem in multi-agent systems, motivated by the existence of coalitions in many real-world systems, e.g., trading platforms and auction systems. In this problem, there is a hidden coalition structure within a set of $n$ agents, which affects the behavior of the agents in games. Our goal is to actively design a sequence of games for the agents to play, such that observations in these games can be used to learn the hidden coalition structure. In particular, we consider the setting where in each round, we design and present a game together with a strategy profile to the agents, and receive a multiple-bit observation -- for each agent, we observe whether or not they would like to deviate from the specified strategy. We show that we can learn the coalition structure in $O(\log n)$ rounds if we are allowed to design any normal-form game, matching the information-theoretical lower bound. For practicality, we extend the result to settings where we can only choose games of a specific format, and design algorithms to learn the coalition structure in these settings. For most settings, our complexity matches the theoretical lower bound up to a constant factor.

cs.GT↗

Aggregating Quantitative Relative Judgments: From Social Choice to Ranking Prediction

Quantitative Relative Judgment Aggregation (QRJA) is a new research topic in (computational) social choice. In the QRJA model, agents provide judgments on the relative quality of different candidates, and the goal is to aggregate these judgments across all agents. In this work, our main conceptual contribution is to explore the interplay between QRJA in a social choice context and its application to ranking prediction. We observe that in QRJA, judges do not have to be people with subjective opinions; for example, a race can be viewed as a "judgment" on the contestants' relative abilities. This allows us to aggregate results from multiple races to evaluate the contestants' true qualities. At a technical level, we introduce new aggregation rules for QRJA and study their structural and computational properties. We evaluate the proposed methods on data from various real races and show that QRJA-based methods offer effective and interpretable ranking predictions.

cs.GT↗

Bidder Selection Problem in Position Auctions: A Fast and Simple Algorithm via Poisson Approximation

In the Bidder Selection Problem (BSP) there is a large pool of $n$ potential advertisers competing for ad slots on the user's web page. Due to strict computational restrictions, the advertising platform can run a proper auction only for a fraction $k<n$ of advertisers. We consider the basic optimization problem underlying BSP: given $n$ independent prior distributions, how to efficiently find a subset of $k$ with the objective of either maximizing expected social welfare or revenue of the platform. We study BSP in the classic multi-winner model of position auctions for welfare and revenue objectives using the optimal (respectively, VCG mechanism, or Myerson's auction) format for the selected set of bidders. Previous PTAS results for BSP optimization were only known for single-item auctions and in case of [Segev and Singla 2021] for $l$-unit auctions. More importantly, all of these PTASes were computational complexity results with impractically large running times, which defeats the purpose of using these algorithms under severe computational constraints. We propose a novel Poisson relaxation of BSP for position auctions that immediately implies that 1) BSP is polynomial-time solvable up to a vanishingly small error as the problem size $k$ grows; 2) there is a PTAS for position auctions after combining our relaxation with the trivial brute force algorithm. Unlike all previous PTASes, we implemented our algorithm and did extensive numerical experiments on practically relevant input sizes. First, our experiments corroborate the previous experimental findings of Mehta et al. that a few simple heuristics used in practice perform surprisingly well in terms of approximation factor. Furthermore, our algorithm outperforms Greedy both in running time and approximation on medium and large-sized instances.

cs.GT↗

Learning Coalition Structures with Games

Coalitions naturally exist in many real-world systems involving multiple decision makers such as ridesharing, security, and online ad auctions, but the coalition structure among the agents is often unknown. We propose and study an important yet previously overseen problem -- Coalition Structure Learning (CSL), where we aim to carefully design a series of games for the agents and infer the underlying coalition structure by observing their interactions in those games. We establish a lower bound on the sample complexity -- defined as the number of games needed to learn the structure -- of any algorithms for CSL and propose the Iterative Grouping (IG) algorithm for designing normal-form games to achieve the lower bound. We show that IG can be extended to other succinct games such as congestion games and graphical games. Moreover, we solve CSL in a more restrictive and practical setting: auctions. We show a variant of IG to solve CSL in the auction setting even if we cannot design the bidder valuations. Finally, we conduct experiments to evaluate IG in the auction setting and the results align with our theoretical analysis.

cs.GT↗

Non-Excludable Bilateral Trade Between Groups

Bilateral trade is one of the most natural and important forms of economic interaction: A seller has a single, indivisible item for sale, and a buyer is potentially interested. The two parties typically have different, privately known valuations for the item, and ideally, they would like to trade if the buyer values the item more than the seller. The celebrated impossibility result by Myerson and Satterthwaite shows that any mechanism for this setting must violate at least one important desideratum. In this paper, we investigate a richer paradigm of bilateral trade, with many self-interested buyers and sellers on both sides of a single trade who cannot be excluded from the trade. We show that this allows for more positive results. In fact, we establish a dichotomy in the possibility of trading efficiently. If in expectation, the buyers value the item more, we can achieve efficiency in the limit. If this is not the case, then efficiency cannot be achieved in general. En route, we characterize trading mechanisms that encourage truth-telling, which may be of independent interest. We also evaluate our trading mechanisms experimentally, and the experiments align with our theoretical results.

cs.GT↗

A One-Size-Fits-All Approach to Improving Randomness in Paper Assignment

The assignment of papers to reviewers is a crucial part of the peer review processes of large publication venues, where organizers (e.g., conference program chairs) rely on algorithms to perform automated paper assignment. As such, a major challenge for the organizers of these processes is to specify paper assignment algorithms that find appropriate assignments with respect to various desiderata. Although the main objective when choosing a good paper assignment is to maximize the expertise of each reviewer for their assigned papers, several other considerations make introducing randomization into the paper assignment desirable: robustness to malicious behavior, the ability to evaluate alternative paper assignments, reviewer diversity, and reviewer anonymity. However, it is unclear in what way one should randomize the paper assignment in order to best satisfy all of these considerations simultaneously. In this work, we present a practical, one-size-fits-all method for randomized paper assignment intended to perform well across different motivations for randomness. We show theoretically and experimentally that our method outperforms currently-deployed methods for randomized paper assignment on several intuitive randomness metrics, demonstrating that the randomized assignments produced by our method are general-purpose.

cs.SI↗

On the Perturbation Function of Ranking and Balance for Weighted Online Bipartite Matching

Ranking and Balance are arguably the two most important algorithms in the online matching literature. They achieve the same optimal competitive ratio of $1-1/e$ for the integral version and fractional version of online bipartite matching by Karp, Vazirani, and Vazirani (STOC 1990) respectively. The two algorithms have been generalized to weighted online bipartite matching problems, including vertex-weighted online bipartite matching and AdWords, by utilizing a perturbation function. The canonical choice of the perturbation function is $f(x)=1-e^{x-1}$ as it leads to the optimal competitive ratio of $1-1/e$ in both settings. We advance the understanding of the weighted generalizations of Ranking and Balance in this paper, with a focus on studying the effect of different perturbation functions. First, we prove that the canonical perturbation function is the \emph{unique} optimal perturbation function for vertex-weighted online bipartite matching. In stark contrast, all perturbation functions achieve the optimal competitive ratio of $1-1/e$ in the unweighted setting. Second, we prove that the generalization of Ranking to AdWords with unknown budgets using the canonical perturbation function is at most $0.624$ competitive, refuting a conjecture of Vazirani (2021). More generally, as an application of the first result, we prove that no perturbation function leads to the prominent competitive ratio of $1-1/e$ by establishing an upper bound of $1-1/e-0.0003$. Finally, we propose the online budget-additive welfare maximization problem that is intermediate between AdWords and AdWords with unknown budgets, and we design an optimal $1-1/e$ competitive algorithm by generalizing Balance.

cs.DS↗