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Yuxuan Liu

Publications and source records attributed to Yuxuan Liu.

At least 55 records · Page 3Linked to original sources

Boundary mutual information in double holography

We consider a composite system where AdS$_3$ gravity is coupled to a flat heat bath and investigate the mutual information between two subregions on the intersection of the AdS$_3$ and bath, referred to as the boundary mutual information (BMI). The corresponding entanglement entropy is captured via quantum extremal surfaces (QES), which holographically be computed by a surface optimization algorithm based on ``Surface Evolver''. We focus on both connected and disconnected configurations of the quantum entanglement wedge (Q-EW) in the AdS$_3$ bulk and analyze the finite corrections to the BMI. Our numerical results reveal a phase transition of the BMI as the separation between two subregions increases. Furthermore, we find that the BMI can naturally be decomposed into two distinct components: a geometric term arising from the areas of the quantum extremal surfaces, and a correction term resulting from bulk quantum fields within the Q-EW. Interestingly, the geometric contribution always exceeds the total BMI, indicating a negative correction from the bulk matter fields. This negativity can be understood as the result of subtracting a greater contribution from quantum fields in the connected Q-EW than in the disconnected one. We also reproduce the negative contribution of bulk quantum fields to BMI within a random tensor network (RTN) toy model of double holography. Modeling the bulk as a highly mixed state entangled with a large bath leads to a volume-law bulk entropy. In the large bond-dimension limit, the geometric part of the BMI remains non-negative, while the bulk entropy contribution becomes non-positive when the Q-EWs merge.

hep-th↗

Geometry-Aware Localized Watermarking for Copyright Protection in Embedding-as-a-Service

Embedding-as-a-Service (EaaS) has become an important semantic infrastructure for natural language and multimedia applications, but it is highly vulnerable to model stealing and copyright infringement. Existing EaaS watermarking methods face a fundamental robustness--utility--verifiability tension: trigger-based methods are fragile to paraphrasing, transformation-based methods are sensitive to dimensional perturbation, and region-based methods may incur false positives due to coincidental geometric affinity. To address this problem, we propose GeoMark, a geometry-aware localized watermarking framework for EaaS copyright protection. GeoMark uses a natural in-manifold embedding as a shared watermark target, constructs geometry-separated anchors with explicit target--anchor margins, and activates watermark injection only within adaptive local neighborhoods. This design decouples where watermarking is triggered from what ownership is attributed to, achieving localized triggering and centralized attribution. Experiments on four benchmark datasets show that GeoMark preserves downstream utility and geometric fidelity while maintaining robust copyright verification under paraphrasing, dimensional perturbation, and CSE (Clustering, Selection, Elimination) attacks, with improved verification stability and low false-positive risk.

cs.CR↗

Rethinking Self-Evolving Agent Skills: Feedback Dynamics over Multiple Rounds

Self-evolving skill systems promise to improve agents by turning execution feedback into persistent skill updates without changing the underlying model. Yet it remains unclear when further evolution helps, how successful and failed trajectories shape revision, and whether extra test-time computation can recover the same gains. To address these questions, we present a controlled evaluation framework across five benchmarks and three models. Our primary study contains 42 feedback runs across 14 supported model-benchmark settings. Within each setting, we hold the executor and optimizer configuration, revision procedure, validation rule, and round budget fixed, while varying only the feedback shown to the optimizer: successes and failures (Normal), failures only, or successes only. Evolution is sparse: only 55 of 388 candidates establish byte-distinct validation bests. Validation-based selection chooses an evolved skill in 11 of 14 settings, nine of which improve released-test performance. All 11 selections come from feedback conditions that include failed trajectories, although the relative ranking of Normal and Fail-only varies across settings. Validation and downstream evaluations on test, robustness, and transfer sometimes favor different feedback views. A broader SearchQA analysis covering eight models shows similarly sparse, feedback-dependent dynamics. In the GPT-5.5 test-time-scaling controls, oracle Parallel Sampling comes within 0.43 points of the evolved SearchQA skill but remains 30.96 points behind on SpreadsheetBench; Sequential Refinement recovers neither gain. Overall, persistent skill self-evolution is better understood as sparse, validation-filtered search with model- and benchmark-dependent returns, rather than steady improvement from additional rounds. The implementation is available at https://github.com/HKUST-KnowComp/rethinkskill.

cs.SE↗

RLPF: Reinforcement Learning from Performance Feedback for Code Generation

Code models are increasingly trained with execution feedback, but most training signals still stop at correctness. This leaves an important gap for systems code: two programs can pass the same tests while differing greatly in runtime. We study how to train code agents to prefer faster correct implementations, rather than treating efficiency only as an evaluation metric. The key difficulty is that runtime is a fragile reward. It is meaningful only after a program is correct, varies across tasks, and gives little guidance when most sampled programs fail to compile or run. We propose \textbf{RLPF}, reinforcement learning from performance feedback, which turns execution outcomes into a staged reward. Failed programs are ordered by execution progress, while correct programs are ranked by their relative improvement from the baseline toward the expert reference. This gives useful feedback before correctness and performance-sensitive feedback after correctness. Fine-tuning Qwen3-32B with RLPF on PerfCodeBench raises correct-and-runnable solutions from $11.1\%$ to $54.6\%$ and improves relative efficiency from $8.1\%$ to $38.6\%$. The trained model becomes competitive with stronger open-weight systems, and its optimization behavior transfers modestly to EffiBench-X. Additional studies show that model-generated references provide useful but weaker supervision, and that the full composite reward is more reliable than correctness-only or runtime-only baselines. These results suggest that code agents can be trained not only to pass tests, but also to optimize the programs they write.

cs.LG↗

Pretraining EHR Foundation Models with Patient-Aware Sampling

Autoregressive foundation models for electronic health records (EHRs) typically inherit pretraining methods from language modeling, where patient trajectories are concatenated into a single token stream and windows are sampled from that stream. In EHR data, this choice is consequential: windows may mix multiple patients, and patients with longer records contribute more optimization updates, potentially introducing bias. We propose Patient Sampling, a pretraining sequence-construction method that allows us to control how training signal is distributed across patients. We compare this method to the standard approach, which we refer to as Global Stream. We show that stochastic Patient Sampling with controllable weighting improves performance on real-world EHR data. Across downstream clinical tasks on MIMIC-IV v2.2 and v3.1, Patient Sampling improves Macro AUROC and AUPRC over the Global Stream baseline. These results identify training and validation sequence construction as important and underexplored design choices for autoregressive EHR foundation models.

cs.LG↗

Autoregressive EHR Foundation Models with Multimodal Inputs

Autoregressive foundation models trained on tokenized electronic health records (EHRs) can support zero-shot clinical prediction, yet most operate on structured event codes alone, and do not incorporate multiple modalities in a principled way. We present a framework for conditioning such models on auxiliary clinical modalities, including ECG waveforms, chest X-ray images, and clinical notes, using modality-specific latent compression and gated cross-attention with temporal alignment. We investigate two key design choices: (1) how to compress long per-modality sequences (e.g., ECG time series) before they enter the multi-modal cross-attention. This feature may be essential to reduce compute overheads and may be beneficial for generalization; (2) how the choice of pretrained encoder for each modality impacts downstream performance. Through controlled ablations on MIMIC-IV, we show that the best latent-compression configurations outperforms both uncompressed cross-attention and mean pooling. Encoder choice has a clear within-modality effect, with stronger pretrained encoders consistently outperforming weaker alternatives. We further show that merely adding auxiliary modalities does not guarantee improvement on ICU mortality prediction over an EHR-only baseline. This implies that careful design of the fusion architecture and an appropriate evaluation in the clinical context are required.

cs.LG↗

Semantic Sampling via Learnable Observation Front Ends

Sampling determines the form of information available to downstream reconstruction systems. Conventional lowrate sampling forms finite-dimensional observations directly from the raw waveform, with the sampling rule mainly guided by bandwidth, sparsity, or fixed signal-level structures. For acoustic signals such as speech, however, reconstruction-relevant information is often expressed through content-related spectral-temporal structures rather than waveform samples alone. This paper proposes semantic sampling via learnable observation front ends, where finite-dimensional observations are generated from learned signal responses instead of directly subsampled waveform points. The proposed front end consists of a semantic feature filterbank, a constrained semantic observation matrix, and a low-rate readout module. The filterbank maps the input waveform into multiple acoustic response channels, the observation matrix combines these responses into a small number of observation channels, and the readout module produces low-rate finite-dimensional samples. A reconstruction network is then used to recover the signal from the resulting observations. Experiments on low-rate speech reconstruction show that, under the same observation budget, the proposed semantic sampling front end provides more informative observations than fixed low-rate sampling and neural restoration methods based on predetermined low-rate waveforms. The improvements in waveform fidelity, spectral consistency, and perceptual quality show that learnable observation front ends preserve more useful information for acoustic signal reconstruction under the same observation budget.

eess.AS↗

MET: Theory-Grounded and Culture-Aware Multilingual Moral Reasoning

Language models are increasingly used for moral decision-making across diverse linguistic and cultural contexts, yet existing work overlooks multilinguality on three aspects: 1) multilingual evaluation benchmarks use direct translation, failing to adapt culture-specific items; 2) inference-time methods for moral reasoning rely on static, English-centric scaffolds and lack grounding in moral theory; 3) training methods for moral decision-making typically require expensive supervision from stronger models or human annotators. We address these gaps with three contributions. First, we introduce MCLASH, a multilingual moral decision-making benchmark to capture culturally situated moral intuitions and social norms across languages. Second, we propose MET (Multilingual Ethics with Theory-grounded reasoning), a two-step prompting method built on expert-curated, theory-based grounds drawn from psychology and philosophy: the model first selects situation- and culture-specific grounds, then reasons over them in the native language of the user. Third, we introduce MET-D (MET-Distillation), which enhances the second step through a self-distillation training stage that requires no external supervision. MET-D improves macro-F1 over the base model on all three models of different sizes and families (Qwen3-4B, Qwen3-8B, Gemma3-4B), by an average of 3.71 points on MCLASH and 4.23 on MMoralExceptQA, with a peak MCLASH gain of 12.94 points for Malay on Qwen3-8B. We further reveal that MET-D increases native-language reasoning by 62.13 points on average, and that beneficial grounds differ systematically across cultures. Together, these contributions open the path for culture-aligned, theory-grounded multilingual moral reasoning.

cs.CL↗

Further Results on the Maximum Number of Stars in Graphs with Forbidden Properties

A graph $G$ is called $k$-edge-hamiltonian if every linear forest (i.e., a disjoint union of paths) with at most $k$ edges is contained in a Hamilton cycle of $G$. In 2018, Füredi, Kostochka and Luo determined the maximum number of $t$-stars in nonhamiltonian graphs, thereby extending an earlier result of Erdős. Recently, Berikkyzy, Hogenson, Kirsch and McDonald extended this line of research by determining the maximum number of $t$-stars in graphs that are not $k$-edge-hamiltonian, as well as in graphs failing to satisfy related properties such as traceability, hamiltonian-connectedness and $k$-hamiltonicity. For sufficiently large $t$, they also characterized the extremal graphs, while for smaller values of $t$, they proposed a conjecture. In this paper, we investigate this conjecture. We show that the conjecture fails at the critical value and further establish a threshold-type result describing the behavior of the extremal graphs when $t$ is close to this critical value.

math.CO↗

Multi-Block Diffusion Language Models

Block Diffusion Language Models (BD-LMs) improve diffusion-based text generation with KV caching and flexible-length generation. A natural next step is to extend them from Single-Block Diffusion (SingleBD) to Multi-Block Diffusion (MultiBD), where a running-set of consecutive blocks is decoded concurrently for inter-block parallelism. However, existing BD-LMs are mostly trained under teacher forcing, where the model observes only one noisy block conditioned on a clean prefix. While the recent diffusion forcing strategy introduces visibility among multiple noisy blocks, its training states still differ from MultiBD inference, where decoding operates on a bounded running-set with heterogeneous slot-wise noise patterns. To bridge this gap, we propose Multi-Block Diffusion Language Models (MBD-LMs), obtained by post-training BD-LMs with Multi-block Teacher Forcing (MultiTF). MultiTF integrates teacher forcing and diffusion forcing by training on bounded noise-groups conditioned on clean prefixes, with randomized noise-schedulers that better match MultiBD inference states. To make MultiBD practically executable, we further introduce an optimized decoding algorithm based on the Block Buffer mechanism that preserves prefix-cache reuse, keeps input shapes static, and translates increased decoding parallelism into wall-clock acceleration. Empirically, MBD-LLaDA2-Mini increases average Tokens Per Forward pass (TPF) from 3.47 to 6.19 and improves average accuracy from 79.95% to 81.03%; when combined with DMax, MBD-LLaDA2-Mini-DMax reaches an average TPF of 9.34 with only a 1.02% accuracy drop on math and code benchmarks.

cs.LG↗

PhoneBuddy: Training Open Models for Agentic Phone Use

Phones are becoming an important execution surface for general-purpose agents, but training open models for reliable phone use remains difficult because the environment that matters at deployment, real devices running real apps, is slow, stateful, side-effectful, and hard to reset or verify, while scalable mock environments only approximate real behavior. We present PhoneBuddy, a training recipe and open-model line for agentic phone use that combines a real-app environment with a mock-app environment, PhoneWorld, which reconstructs runnable mock apps from real GUI usage structure. PhoneBuddy first builds a shared supervised fine-tuning stage from trajectories collected in both environments, then compares real-app RL against mixed RL across both environments. Across a 150-task human evaluation on real phones spanning apps, mini-apps, and cross-app workflows, task success rate improves from 36.67\% after supervised fine-tuning to 40.67\% after real-app RL and 45.33\% after mixed RL. On AndroidWorld, the same progression rises from 60.3\% to 77.2\% to 83.2\%. These results show that mock-app training is not a replacement for real-app RL, but a complementary source of scalable, resettable, and automatically checked interaction. The gains are strongest on app and mini-app tasks, while long-horizontal cross-app workflows remain an important open challenge.

cs.CL↗

Qwen-AgentWorld: Language World Models for General Agents

A world model predicts environment dynamics based on current observations and actions, serving as a core cognitive mechanism for reasoning and planning. In this work, we investigate how world modeling based on language models can further push the boundaries of general agents. (i) We first focus on building foundation models for agentic environment simulation. We introduce Qwen-AgentWorld-35B-A3B and Qwen-AgentWorld-397B-A17B, the first language world models capable of simulating agentic environments covering 7 domains via long chain-of-thought reasoning. Leveraging more than 10M environment interaction trajectories of 7 domains in real-world environments, we develop Qwen-AgentWorld through a three-stage training pipeline: CPT injects general-purpose world modeling capabilities from the state transition dynamics and augmented professional corpora, SFT activates next-state-prediction reasoning, and RL sharpens simulation fidelity through a tailored framework with hybrid rubric-and-rule rewards. To evaluate language world models, we present AgentWorldBench, a comprehensive benchmark constructed from real-world interactions of 5 frontier models on 9 established benchmarks. Empirical results demonstrate that Qwen-AgentWorld significantly outperforms existing frontier models. (ii) Beyond foundation models, we further investigate two complementary paradigms through which world modeling enhances general agents. First, as a decoupled environment simulator, Qwen-AgentWorld supports scalable and controllable simulation of thousands of real-world environments for agentic RL, yielding gains that surpass real-environment training alone. Second, as a unified agent foundation model, world-model training acts as a highly effective warm-up that improves downstream performance across 7 agentic benchmarks. Code: https://github.com/QwenLM/Qwen-AgentWorld

cs.CL↗

StackPlanner: A Centralized Hierarchical Multi-Agent System with Task-Experience Memory Management

Multi-agent systems based on large language models, particularly centralized architectures, have recently shown strong potential for complex and knowledge-intensive tasks. However, central agents often suffer from unstable long-horizon collaboration due to the lack of memory management, leading to context bloat, error accumulation, and poor cross-task generalization. To address both task-level memory inefficiency and the inability to reuse coordination experience, we propose StackPlanner, a hierarchical multi-agent framework with explicit memory control. StackPlanner addresses these challenges by decoupling high-level coordination from subtask execution with active task-level memory control, and by learning to retrieve and exploit reusable coordination experience via structured experience memory and reinforcement learning. Experiments on multiple deep-search and agent system benchmarks demonstrate the effectiveness of our approach in enabling reliable long-horizon multi-agent collaboration.

cs.AI↗

Concept-Constrained Prompt Learning for Few-Shot CLIP Adaptation

Few-shot prompt learning is an effective strategy for adapting CLIP to downstream tasks, but class-only prompt optimization can overfit base-class supervision and weaken transfer to unseen classes. We propose Concept-Constrained Prompt Learning (CCPL), a lightweight regularization framework that anchors learnable class prompts to frozen concept-level text prototypes without updating CLIP encoders. CCPL learns a set of shared context tokens, instantiates class prompts by appending class names, and constructs frozen concept prototypes from a class-level concept bank. During training, a text-space cosine consistency objective aligns learnable class-prompt embeddings with frozen concept prototypes; concept dropout provides additional regularization against over-reliance on fixed concept lists. At inference, CCPL optionally fuses class-prompt logits with concept-prototype logits using a controllable ensemble weight alpha. Our default configuration uses text-space concept regularization lambda = 0.5, concept dropout p = 0.3 and weak concept-guided fusion (alpha = 0.1), with no KL-based prediction consistency term. Experiments under identical automatically-generated fallback splits show that CCPL improves the base-to-new harmonic mean on DTD (+0.6) and EuroSAT (+2.9) compared with CoOp, while remaining near-neutral on OxfordPets (-0.1). Ablations indicate that text-space concept regularization is consistently beneficial, while the best concept-guided inference strength is dataset- and protocol-sensitive. These results suggest concept constraints are most effective when concept prototypes align naturally with dataset semantics, and identify fine-grained categories as a current boundary condition. The code is released at: https://github.com/richael-sang/concept-constrained-prompt-learning.

cs.LG↗

GameCraft-Bench: Can Agents Build Playable Games End-to-End in a Real Game Engine?

Game generation is an emerging application of coding agents, requiring models to transform natural-language specifications into playable interactive systems. Unlike traditional coding tasks, game generation takes place within a game engine, where scripts, scenes, assets, rendering, and runtime interactions must jointly produce coherent gameplay. We formalize end-to-end game generation as the problem of producing a complete game artifact that realizes a specification through observable player-game interaction in a target environment. We argue that evaluating this setting requires three desiderata: Engine Grounding, Artifact Completeness, and Interactive Verification. We propose an interaction-grounded evaluation framework that assesses executable gameplay through replayed demonstrations and rubric-guided multimodal judging. We instantiate this framework as GameCraft-Bench, a benchmark comprising 140 Godot tasks across 15 game families. Evaluations of frontier coding agents show that end-to-end game generation remains highly challenging: the strongest agent achieves only 41.46%, and most agents score below 40%. Further analysis reveals that while agents often implement recognizable mechanics, they struggle to deliver complete games with sufficient content, functional visual feedback, and coherent presentation. See https://tongxuluo.github.io/gamecraft-bench-website for demos, code, and data.

cs.CL↗

Entanglement islands of 2D charged scalar-hairy black holes on the brane

We investigate the entanglement dynamics and Page curve of a 2D brane Maxwell-Scalar (MS) black hole coupled to thermal baths in double holography. Computing the entanglement entropy via the island formula, we find that injecting electric charge and scalar source into the system produce opposite effects: the former increases the degrees of freedom (DOF) on the brane by enhancing the effective global tension, thereby raising the saturation entropy of the system; conversely, the latter reduces the DOF on the brane by lowering the effective local tension near the IR geometry, ultimately suppressing the entanglement. Despite the non-trivial backreaction from the matter fields, the pre-saturation entanglement dynamics remain robust. We identify an early-time quadratic growth corresponding to the pre-local-thermalization phase, which smoothly transitions into a late-time linear growth. Furthermore, the scale of the Page time is governed by a competition between thermal excitations and the brane DOF. Higher temperatures accelerate the onset of the Page time by exciting more Hawking modes, while abundant DOF delay it by increasing the saturated entropy.

hep-th↗

Your UnEmbedding Matrix is Secretly a Feature Lens for Text Embeddings

Large language models exhibit impressive zero-shot capabilities across a wide range of downstream tasks. However, they struggle to function as off-the-shelf embedding models, leading to suboptimal performance on massive text embedding benchmarks. In this paper, we identify a potential cause underlying this deficiency. Our motivation stems from an unexpected observation: text embeddings tend to align with frequent but uninformative tokens when projected onto the vocabulary space. We argue that this excessive expression of high-frequency tokens suppresses the model's ability to capture nuanced semantics. To address this, we introduce EmbedFilter, a simple linear transformation designed to refine text embeddings derived from LLMs directly. Specifically, we uncover that the unembedding matrix within LLMs encodes a latent space that is actively writing these frequent tokens into embedding space. By filtering out this subspace, EmbedFilter suppress the influence of high-frequency tokens, thereby enhancing semantic representations. As a compelling byproduct, this enables an inherent dimensionality reduction, lowering index storage and speedup retrieval while fully preserving the refined embedding quality. Our experiments across multiple LLM backbones demonstrate that LLMs equipped with EmbedFilter achieve superior zero-shot downstream performance even with significantly reduced embedding dimensions. We hope our findings provide deeper insights into the mechanisms of LLM-based representations and inspire more principled designs to improve text embeddings training. Our code is available at https://github.com/CentreChen/EmbFilter.

cs.CL↗

A Scalable Benchmark Test Suite for Dynamic Multi-Objective Optimization with a Changing Number of Objectives

Dynamic multi-objective optimization with a changing number of objectives has recently attracted increasing attention due to its relevance to real-world problems whose evaluation criteria may evolve over time. However, existing benchmark test suites for this problem setting suffer from a fundamental limitation: when the number of objectives changes, the objective functions themselves also change implicitly. This makes it difficult to isolate and evaluate an algorithm's capability to handle dynamics in the number of objectives alone. In this paper, we analyze this issue in detail and show that several theoretical properties claimed in prior studies rely on an assumption that is violated by commonly used test suites. To address this problem, we propose a scalable benchmark test suite in which the objective functions are fixed throughout the optimization process, while the number of active objectives changes over time. Our benchmark is constructed by defining a maximum-objective problem and dynamically selecting subsets of objectives. To avoid degeneracy issues in classical DTLZ and WFG problems, we adopt Minus-DTLZ and Minus-WFG formulations, in which all objectives are mutually conflicting. Extensive benchmark studies using representative algorithms from the literature demonstrate the usefulness and flexibility of the proposed test suite.

cs.NE↗