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Yufei Ye

Publications and source records attributed to Yufei Ye.

At least 19 recordsLinked to original sources

ProMeta: Few-shot PROTAC-targeted degradation prediction across E3 ligases

Proteolysis-targeting chimeras (PROTACs) have emerged as a transformative therapeutic strategy that selectively degrades historically ''undruggable'' targets via the ubiquitin-proteasome system. Despite growing efforts to develop computational predictors of PROTAC degradation activity, existing supervised approaches remain severely challenged by data scarcity and imbalance across E3 ligases, limiting their ability to generalize beyond well-studied ligase contexts. In practice, labeled data are heavily concentrated on a few ligases (e.g., CRBN and VHL), while the majority of E3 ligases remain underexplored yet are critical for expanding the design space of targeted degraders. Developing methods that enable robust cross-ligase generalization with minimal labeled data is therefore essential for improving the practical utility of computational PROTAC discovery. We reformulate PROTAC degradation activity prediction across E3 ligases as a few-shot meta-learning problem and present ProMeta, a prototype-based graph neural network trained through episodic meta-learning on source-E3 tasks and evaluated on held-out target-E3 tasks through support-conditioned inference. ProMeta performs inference without updating the encoder by dynamically estimating class prototypes from minimal target-ligase support samples. On the CRBN-to-VHL benchmark, ProMeta achieves AUROC values of 0.796 under K=2, Q=3 and 0.883 under K=2, Q=5, improving by 19.9% and 6.8%, respectively, over the corresponding supervised GNN baseline. Reverse VHL-to-CRBN transfer under the same protocol yielded AUROC values of 0.702 (K=2, Q=3) and 0.821 (K=2, Q=5), confirming bidirectional applicability while revealing direction and data-regime dependence. Together, these results support ProMeta as a practical framework for cross-ligase few-shot prediction under the evaluated support/query protocols.

cs.LG

HERMES: a multi-agent framework for structured knowledge extraction from ultra-long documents in geoscience

Authoritative scientific knowledge in geoscience remains largely trapped in legacy monographs and historical literature, where unstructured text and complex layouts hinder computational access. We introduce HERMES, a scalable multi-agent framework that extracts structured data from ultra-long scientific documents. Using a coordinating large language model, HERMES integrates domain constraints, validation rules and evidence tracing within a unified document-level extraction process that incorporates parsed text, tables, figures and captions. Applied to the 55-volume Treatise on Invertebrate Paleontology, the system produced a structured database of 32,277 fossil taxonomic entities and 451,878 attributes, released online at https://treatise.geolex.org. Extraction performance remained stable across fossil groups (average F1 scores of approximately 0.90 for entities and 0.91 for attributes), improving per-volume efficiency approximately sixfold relative to the tested fully manual baseline. Evaluation in palaeomagnetism and geochemistry, conducted without additional model training, demonstrated transfer across distinct geoscience domains. This work provides a practical pathway to transform historical scientific literature into FAIR-oriented structured data, offering a sustainable infrastructure for data-intensive disciplines and large-scale knowledge integration.

cs.CL

OneReason Technical Report

Generative recommendation models in the OneRec family have been widely deployed in many real-world services, such as short-video, live-streaming, advertising, and e-commerce. However, these generative models can only benefit from the scaling advantage, while their reasoning ability is hard to activate, since we cannot construct meaningful Chain-of-Thought (CoT) sequences consisting of itemic tokens only. Inspired by the success of the reasoning-style ``think before answer'' paradigm in the LLM field, we conduct preliminary studies (i.e., OneRec-Think, OpenOneRec) to explore reasoning capability in generative recommendation. Nevertheless, we notice an unexpected phenomenon: the thinking mode does not show advantages over the non-thinking mode. Drawing insights from recent findings on CoT robustness in multi-modal language models, we argue that effective reasoning in recommendation rests on two factors: perception, the ability to ground itemic tokens in their underlying language semantics, and cognition, the ability to reorganize a user's behavior sequence into coherent latent interest points. We therefore propose OneReason, which includes: (1) strong itemic token perception in pre-training, (2) a three-level cognition-enhanced CoT format for recommendation tasks in SFT, and (3) a specialize-then-unify training recipe in RL to enhance the thinking ability.

cs.IR

GRAIL: Generating Humanoid Loco-Manipulation from 3D Assets and Video Priors

Scaling humanoid loco-manipulation requires robot-compatible demonstrations across diverse objects, whole-body motions, and scene geometries, but teleoperation and motion capture are difficult to scale because each collection depends on physical setups, instrumented actors, and robot operation. We present GRAIL, a digital generation pipeline that remains fully virtual until deployment: it composes 3D assets, simulator-ready scenes, and priors from video foundation models (VFMs) to synthesize interactions without rebuilding physical environments or teleoperating the robot. Rather than reconstructing unconstrained in-the-wild videos, GRAIL starts from fully specified 3D configurations in which object geometry, camera parameters, metric scale, environment depth, and a robot-proportioned character are known before video generation and reused during reconstruction. This privileged setup better conditions 4D recovery, allowing model-based object tracking, human motion estimation, and interaction-aware optimization to reconstruct metric 4D human-object interaction (HOI) trajectories with reduced depth ambiguity and morphology mismatch. We retarget the recovered motions to a humanoid robot and train complementary task-general trackers: an object-aware latent adaptor for manipulation and a scene-aware tracker for terrain traversal. GRAIL produces over 20,000 sequences spanning pick-up, object manipulation, sitting, and terrain traversal. Using only GRAIL-generated data, we train egocentric visual policies through a sim-to-real pipeline and deploy them on a Unitree G1 humanoid, achieving 84\% real-world success on diverse object pick-up and 90\% success on stair-climbing.

cs.RO

Dynamic Task and Resource Scheduling Towards Green Space-Air-Ground-Sea Integrated Network

In the context of 6G ubiquitous connectivity, the space-air-ground-sea integrated network (SAGSIN) emerges as a new paradigm to provide critical services for resource-limited ocean environments. To realize this paradigm efficiently, we propose an innovative dynamic task and resource scheduling approach for green SAGSIN that delivers computing support for vessels while minimizing overall task execution delay. To address the challenge of multi-layer task scheduling, a layer-wise task offloading algorithm is developed specifically for SAGSIN. It adapts to real-time, multi-dimensional system dynamics and integrates an anticipatory handover strategy that adaptively controls the amount of data offloaded to the satellite, thereby preventing post-handover congestion while improving satellite resource utilization. Furthermore, the bandwidth allocation of uncrewed aerial vehicles and base station, UAV trajectories, and computing resource allocation are jointly optimized to enhance connectivity among low-altitude devices and facilitate demand-driven resource allocation for green network development. Simulation results verify that the proposed method better adapts to dynamic system resources and achieves at least a 23% reduction in average task delay compared with benchmarks.

cs.NI

MUSIC: Learning Muscle-Driven Dexterous Hand Control

We present a data-driven approach for physics-based, muscle-driven dexterous control that enables musculoskeletal hands to perform precise piano playing for novel pieces of music outside the reference dataset. Our approach combines high-frequency muscle-level control with low-frequency latent-space coordination in a hierarchical architecture. At the low level, general single-hand policies are trained via reinforcement learning to generate dynamic muscle-tendon activations while tracking trajectories from a large reference motion dataset. The resulting tracking policies are then distilled into variational autoencoder (VAE) models, yielding smooth and structured latent spaces that abstract away low-level muscle dynamics. For the high level, we train piece-specific policies to operate in this latent space, coordinating bimanual motions based on specific goals, denoted by note events extracted from given musical scores, to synthesize performances beyond the reference data. In addition, we present an enhanced musculoskeletal hand model that supports fine control of fingers for accurate low-level motion tracking and diverse high-level motion synthesis. We evaluate the control pipeline of our approach on a diverse piano repertoire spanning multiple musical styles and technical demands. Results demonstrate that our approach can synthesize coordinated bimanual motions with accurate key presses, and achieve the state-of-the-art performance of piano playing in physics-based dexterous control. We also show that our musculoskeletal hand model demonstrates superior biomechanical stability and tracking precision compared to the existing model, and validate that our musculoskeletal hand model and muscle-driven controller can generate physiologically plausible activation patterns that align with human electromyography (EMG) recordings.

cs.GR

FuXi-Linear: Unleashing the Power of Linear Attention in Long-term Time-aware Sequential Recommendation

Modern recommendation systems primarily rely on attention mechanisms with quadratic complexity, which limits their ability to handle long user sequences and slows down inference. While linear attention is a promising alternative, existing research faces three critical challenges: (1) temporal signals are often overlooked or integrated via naive coupling that causes mutual interference between temporal and semantic signals while neglecting behavioral periodicity; (2) insufficient positional information provided by existing linear frameworks; and (3) a primary focus on short sequences and shallow architectures. To address these issues, we propose FuXi-Linear, a linear-complexity model designed for efficient long-sequence recommendation. Our approach introduces two key components: (1) a Temporal Retention Channel that independently computes periodic attention weights using temporal data, preventing crosstalk between temporal and semantic signals; (2) a Linear Positional Channel that integrates positional information through learnable kernels within linear complexity. Moreover, we demonstrate that FuXi-Linear exhibits a robust power-law scaling property at a thousand-length scale, a characteristic largely unexplored in prior linear recommendation studies. Extensive experiments on sequences of several thousand tokens demonstrate that FuXi-Linear outperforms state-of-the-art models in recommendation quality, while achieving up to 10$\times$ speedup in the prefill stage and up to 21$\times$ speedup in the decode stage compared to competitive baselines. Our code has been released in a public repository https://github.com/USTC-StarTeam/fuxi-linear.

cs.IR

WHOLE: World-Grounded Hand-Object Lifted from Egocentric Videos

Egocentric manipulation videos are highly challenging due to severe occlusions during interactions and frequent object entries and exits from the camera view as the person moves. Current methods typically focus on recovering either hand or object pose in isolation, but both struggle during interactions and fail to handle out-of-sight cases. Moreover, their independent predictions often lead to inconsistent hand-object relations. We introduce WHOLE, a method that holistically reconstructs hand and object motion in world space from egocentric videos given object templates. Our key insight is to learn a generative prior over hand-object motion to jointly reason about their interactions. At test time, the pretrained prior is guided to generate trajectories that conform to the video observations. This joint generative reconstruction substantially outperforms approaches that process hands and objects separately followed by post-processing. WHOLE achieves state-of-the-art performance on hand motion estimation, 6D object pose estimation, and their relative interaction reconstruction. Project website: https://judyye.github.io/whole-www

cs.CV

Dexterous Manipulation Policies from RGB Human Videos via 3D Hand-Object Trajectory Reconstruction

Multi-finger robotic hand manipulation and grasping are challenging due to the high-dimensional action space and the difficulty of acquiring large-scale training data. Existing approaches largely rely on human teleoperation with wearable devices or specialized sensing equipment to capture hand-object interactions, which limits scalability. In this work, we propose VIDEOMANIP, a device-free framework that learns dexterous manipulation directly from RGB human videos. Leveraging recent advances in computer vision, VIDEOMANIP reconstructs explicit 3D robot-object trajectories from monocular videos by estimating human hand poses, object meshes, and retargets the reconstructed human motions to robotic hands for manipulation learning. To make the reconstructed robot data suitable for dexterous manipulation training, we introduce hand-object contact optimization with interaction-centric grasp modeling, as well as a demonstration synthesis strategy that generates diverse training trajectories from a single video, enabling generalizable policy learning without additional robot demonstrations. In simulation, the learned grasping model achieves a 70.25% success rate across 20 diverse objects using the Inspire Hand. In the real world, manipulation policies trained from RGB videos achieve an average 62.86% success rate across seven tasks using the LEAP Hand, outperforming retargeting-based methods by 15.87%. Project videos are available at videomanip.github.io.

cs.RO

Multi-Tier UAV Edge Computing Towards Long-Term Energy Stability for Low Altitude Networks

The agile mobility of Unmanned Aerial Vehicles (UAVs) makes them ideal for low-altitude edge computing. This paper proposes a novel multi-tier UAV edge computing system where lightweight Low-Tier UAVs (L-UAVs) function as edge servers for vehicle users, supported by a powerful High-Tier UAV (H-UAV) acting as a backup server. The objective is to minimize task execution delays while ensuring the long-term energy stability of the L-UAVs, despite unknown future system states. To this end, the problem is decoupled using Lyapunov optimization, which adaptively balances the priorities of task delays and L-UAV energy cost based on their real-time energy states. An efficient vehicle to L-UAV matching scheme is designed, and the joint optimization problem for task assignment, computing resource allocation, and trajectory control of L-UAVs and H-UAV is then solved via a Block Coordinate Descent (BCD) algorithm. Simulation results demonstrate a reduction in L-UAV transmission energy of over 26% and superior L-UAV energy stability compared to existing benchmarks.

cs.NI

Multi-Tier UAV Edge Computing for Low Altitude Networks Towards Long-Term Energy Stability

This paper presents a novel multi-tier UAV-assisted edge computing system designed for low-altitude networks. The system comprises vehicle users, lightweight Low-Tier UAVs (L-UAVs), and High-Tier UAV (H-UAV). L-UAVs function as small-scale edge servers positioned closer to vehicle users, while the H-UAV, equipped with more powerful server and larger-capacity battery, serves as mobile backup server to address the limitations in endurance and computing resources of L-UAVs. The primary objective is to minimize task execution delays while ensuring long-term energy stability for L-UAVs. To address this challenge, the problem is first decoupled into a series of deterministic problems for each time slot using Lyapunov optimization. The priorities of task delay and energy consumption for L-UAVs are adaptively adjusted based on real-time energy status. The optimization tasks include assignment of tasks, allocation of computing resources, and trajectory planning for both L-UAVs and H-UAV. Simulation results demonstrate that the proposed approach achieves a reduction of at least 26% in transmission energy for L-UAVs and exhibits superior energy stability compared to existing benchmarks.

cs.NI

FuXi-\beta: Towards a Lightweight and Fast Large-Scale Generative Recommendation Model

Scaling laws for autoregressive generative recommenders reveal potential for larger, more versatile systems but mean greater latency and training costs. To accelerate training and inference, we investigated the recent generative recommendation models HSTU and FuXi-$\alpha$, identifying two efficiency bottlenecks: the indexing operations in relative temporal attention bias and the computation of the query-key attention map. Additionally, we observed that relative attention bias in self-attention mechanisms can also serve as attention maps. Previous works like Synthesizer have shown that alternative forms of attention maps can achieve similar performance, naturally raising the question of whether some attention maps are redundant. Through empirical experiments, we discovered that using the query-key attention map might degrade the model's performance in recommendation tasks. To address these bottlenecks, we propose a new framework applicable to Transformer-like recommendation models. On one hand, we introduce Functional Relative Attention Bias, which avoids the time-consuming operations of the original relative attention bias, thereby accelerating the process. On the other hand, we remove the query-key attention map from the original self-attention layer and design a new Attention-Free Token Mixer module. Furthermore, by applying this framework to FuXi-$\alpha$, we introduce a new model, FuXi-$\beta$. Experiments across multiple datasets demonstrate that FuXi-$\beta$ outperforms previous state-of-the-art models and achieves significant acceleration compared to FuXi-$\alpha$, while also adhering to the scaling law. Notably, FuXi-$\beta$ shows an improvement of 27% to 47% in the NDCG@10 metric on large-scale industrial datasets compared to FuXi-$\alpha$. Our code is available in a public repository: https://github.com/USTC-StarTeam/FuXi-beta

cs.IR

Hand-Eye Autonomous Delivery: Learning Humanoid Navigation, Locomotion and Reaching

We propose Hand-Eye Autonomous Delivery (HEAD), a framework that learns navigation, locomotion, and reaching skills for humanoids, directly from human motion and vision perception data. We take a modular approach where the high-level planner commands the target position and orientation of the hands and eyes of the humanoid, delivered by the low-level policy that controls the whole-body movements. Specifically, the low-level whole-body controller learns to track the three points (eyes, left hand, and right hand) from existing large-scale human motion capture data while high-level policy learns from human data collected by Aria glasses. Our modular approach decouples the ego-centric vision perception from physical actions, promoting efficient learning and scalability to novel scenes. We evaluate our method both in simulation and in the real-world, demonstrating humanoid's capabilities to navigate and reach in complex environments designed for humans.

cs.RO

Web2Grasp: Learning Functional Grasps from Web Images of Hand-Object Interactions

Functional grasping is essential for enabling dexterous multi-finger robot hands to manipulate objects effectively. Prior work largely focuses on power grasps, which only involve holding an object, or relies on in-domain demonstrations for specific objects. We propose leveraging human grasp information extracted from web images, which capture natural and functional hand-object interactions (HOI). Using a pretrained 3D reconstruction model, we recover 3D human HOI meshes from RGB images. To train on these noisy HOI data, we propose to use: (1) an interaction-centric model to learn the functional interaction pattern between hand and object, and (2) geometry-based filtering to remove the infeasible grasps and physical simulation to retain grasps who can resist disturbance. In IssacGym simulation, our model trained on reconstructed HOI grasps achieves a 75.8% success rate on objects from the web dataset and generalizes to unseen objects, outperforming baseline methods in both grasp success and functional quality. In real-world experiments with the LEAP hand and Inspire hand, it attains a 77.5% success rate across 12 objects, including challenging ones such as a syringe, spray bottle, knife, and tongs. Project website is at: https://web2grasp.github.io/.

cs.CV

St4RTrack: Simultaneous 4D Reconstruction and Tracking in the World

Dynamic 3D reconstruction and point tracking in videos are typically treated as separate tasks, despite their deep connection. We propose St4RTrack, a feed-forward framework that simultaneously reconstructs and tracks dynamic video content in a world coordinate frame from RGB inputs. This is achieved by predicting two appropriately defined pointmaps for a pair of frames captured at different moments. Specifically, we predict both pointmaps at the same moment, in the same world, capturing both static and dynamic scene geometry while maintaining 3D correspondences. Chaining these predictions through the video sequence with respect to a reference frame naturally computes long-range correspondences, effectively combining 3D reconstruction with 3D tracking. Unlike prior methods that rely heavily on 4D ground truth supervision, we employ a novel adaptation scheme based on a reprojection loss. We establish a new extensive benchmark for world-frame reconstruction and tracking, demonstrating the effectiveness and efficiency of our unified, data-driven framework. Our code, model, and benchmark will be released.

cs.CV

Sequential Task Assignment and Resource Allocation in V2X-Enabled Mobile Edge Computing

Nowadays, the convergence of mobile edge computing (MEC) and vehicular networks has emerged as a vital enabler for the ever-increasing intelligent onboard applications. This paper proposes a multi-tier task offloading mechanism for MEC-enabled vehicular networks leveraging vehicle-to-everything (V2X) communications. The study focuses on applications with sequential subtasks and explores the collaboration of two tiers. In the Vehicle Tier, the requesting vehicle (RV)-service vehicle (SV) matching scheme and the inter-vehicle collaborative computation are studied, with joint optimization of task offloading decision, communication, and computing resource allocation to minimize energy consumption while satisfying delay requirements. In the Roadside Unit (RSU) Tier, collaboration among RSUs is investigated to further address multi-access issues of uplink subchannels and computing resources for serving unmatched RVs. To tackle this intricate problem, a layered optimization framework is first proposed to obtain task offloading decisions and optimal continuous resource allocation, after which a subchannel allocation scheme is designed to recover the discrete solution with low complexity. Extensive experiments are conducted to demonstrate that the proposed method reduces average energy consumption by at least 15% compared with recent utility maximization and energy cost minimization benchmarks under varying task delay requirements and vehicle scales.

cs.NI

Generative Large Recommendation Models: Emerging Trends in LLMs for Recommendation

In the era of information overload, recommendation systems play a pivotal role in filtering data and delivering personalized content. Recent advancements in feature interaction and user behavior modeling have significantly enhanced the recall and ranking processes of these systems. With the rise of large language models (LLMs), new opportunities have emerged to further improve recommendation systems. This tutorial explores two primary approaches for integrating LLMs: LLMs-enhanced recommendations, which leverage the reasoning capabilities of general LLMs, and generative large recommendation models, which focus on scaling and sophistication. While the former has been extensively covered in existing literature, the latter remains underexplored. This tutorial aims to fill this gap by providing a comprehensive overview of generative large recommendation models, including their recent advancements, challenges, and potential research directions. Key topics include data quality, scaling laws, user behavior mining, and efficiency in training and inference. By engaging with this tutorial, participants will gain insights into the latest developments and future opportunities in the field, aiding both academic research and practical applications. The timely nature of this exploration supports the rapid evolution of recommendation systems, offering valuable guidance for researchers and practitioners alike.

cs.IR

FuXi-$\alpha$: Scaling Recommendation Model with Feature Interaction Enhanced Transformer

Inspired by scaling laws and large language models, research on large-scale recommendation models has gained significant attention. Recent advancements have shown that expanding sequential recommendation models to large-scale recommendation models can be an effective strategy. Current state-of-the-art sequential recommendation models primarily use self-attention mechanisms for explicit feature interactions among items, while implicit interactions are managed through Feed-Forward Networks (FFNs). However, these models often inadequately integrate temporal and positional information, either by adding them to attention weights or by blending them with latent representations, which limits their expressive power. A recent model, HSTU, further reduces the focus on implicit feature interactions, constraining its performance. We propose a new model called FuXi-$\alpha$ to address these issues. This model introduces an Adaptive Multi-channel Self-attention mechanism that distinctly models temporal, positional, and semantic features, along with a Multi-stage FFN to enhance implicit feature interactions. Our offline experiments demonstrate that our model outperforms existing models, with its performance continuously improving as the model size increases. Additionally, we conducted an online A/B test within the Huawei Music app, which showed a $4.76\%$ increase in the average number of songs played per user and a $5.10\%$ increase in the average listening duration per user. Our code has been released at https://github.com/USTC-StarTeam/FuXi-alpha.

cs.IR