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Zehao Zhao

Publications and source records attributed to Zehao Zhao.

10 recordsLinked to original sources

Beyond Update Counts: A Control Map for Evaluating Test-Time Model Updates

Test-time updating lets a language model change persistent state after training---such as model weights, adapter parameters, or a memory module---before or while answering queries. Existing evaluations often compare systems using update count or frequency and performance measured immediately afterward. These summaries omit what is updated, where, when, and in what order. The same total can therefore hide an important difference: one system may answer after one update while another answers after two. We introduce the Control Map, an evaluation framework that records the committed updates preceding each scored answer and separately evaluates behavioral changes, immediate learning (acquisition), later recall (retention), preservation of unrelated behavior (locality), and performance in new settings. We prove when counts alone determine final state and show, under stated assumptions, how differences between pre-answer histories limit differences in average scores. Using ControlMap, our experiments reveal three insights. First, update scheduling matters: at a 760M-parameter checkpoint, 24 schedules with the same update count yield 19.7%--34.2% accuracy. Second, learning an edit does not guarantee that it lasts or remains contained: all six selected CounterFact LoRA settings learn the new information, while ROME retains edits at all 13 operating points but fails locality at each. Third, no editor performs best consistently across models, benchmarks, and tests. Evaluations should therefore report update histories and assess acquisition, retention, and locality separately.

cs.LG↗

Correlated Quantal Response Equilibrium: A New Equilibrium Notion for Human-AI Strategic Interactions

The modeling of the behavior of agents in strategic environments and the prediction of the resulting outcomes has long been a challenging problem; this has been the focus of game theory. The introduction of AI agents as human-aids or as sole decision-makers expands the underlying question: Can we model behavior and predict outcomes of strategic games that involve a mix of AI agents and human players? As an initial answer, we propose Correlated Quantal Response Equilibrium (CQRE) that combines and generalizes classical solution concepts such as Quantal Response Equilibrium and Correlated Equilibrium. We answer questions of existence and propose a method for computing the CQRE that is a best fit to a given joint action distribution. We demonstrate the empirical effectiveness of CQRE predictions using a diverse collection of complex general-sum games, including high-rank and large-action two-player games, challenging multiplayer games, and a large-scale extension of the Selten--Chmura setting to AI--AI and human--AI play.

cs.GT↗

ART-MPG: Autoregressive R/T Manifold Path Guiding

Specular chains concentrate important transport in small regions of path space and the structure depends on chain topology. We introduce ART-MPG, a compact neural model that samples chain length, an autoregressive reflection/transmission (R/T) string, and a direction from a topology-conditioned four-component von Mises-Fisher (vMF) mixture. We extend the repeated trial weighting in Manifold Path Guiding (MPG) by conditioning retry sampling on both chain length and the sampled R/T string, accounting for its known mass outside the stochastic re-hit trials. For a fixed proposal and target chain, this preserves the ideal expectation while reducing the expected retry count and reciprocal-estimator variance compared with retries conditioned on chain length alone. We distinguish the formal unbiasedness result from the capped and clamped renderer used in experiments. We evaluate fourteen scenes across a range of samples per pixel (SPP) against existing online and offline rendering algorithms. Our method consistently produces lower mean squared error at equal SPP than the online and offline baselines, with lower standard deviation across runs.

cs.LG↗

Recursive Self-Improvement via On-Policy Distillation for Reasoning

On-policy distillation (OPD) trains a student model by having it generate trajectories, then matching its next-token predictions with an external teacher's next-token predictions. This provides dense, token-level supervision to the student. On-policy self-distillation (OPSD) eliminates the need for the external teacher. Specifically, a second frozen copy of the student model, now given the ground truth in its context, serves as the teacher. The student model only receives the problem and learns to mimic the privileged teacher model, while the teacher remains frozen throughout training. Previous work showed that freezing the teacher is useful for training stability, but we argue that this can prevent the teacher from incorporating the improvements learned by the student during training. Our primary contribution is to address this limitation with a recursive framework built around two complementary components. First, we let the privileged teacher co-evolve with the student so that revision learned in one round can guide the next, a process we refer to as Dynamic Co-Evolution (DCE). Second, because stronger revision can also make responses too verbose and self-critical, we additionally train on shorter, verified rewrites of the model's own on-policy responses. We call this complementary objective Self-Refined Concise Learning (SRCL). Overall, our comprehensive evaluations show that DCE+SRCL outperforms OPSD across multiple model scales and four competition-level mathematics benchmarks. Specifically, on Qwen3-8B, DCE+SRCL reaches 65.97% Average@12, outperforming OPSD by 35.62 percentage points while reducing mean output length by 7.80% relative to DCE alone.

cs.CL↗

Learning Fractional-Order Dynamics from a Single Trajectory

Many real-world processes exhibit long-range dependence, where the current state depends on a slowly decaying trace of past states rather than on the most recent state alone. This paper studies system identification for discrete-time fractional-order linear time-invariant systems from a single observed trajectory of length $t$, a setting that captures such non-Markovian dynamics through the Grünwald--Letnikov difference operator. Unlike Markovian systems, fractional-order systems couple estimation across the entire history, making both statistical analysis and practical identification more challenging. We propose \emph{Fractional-Order Ordinary-Least-Squares Grid-Search (FO-GS)}, a simple two-stage estimator that exploits the diagonal structure of the fractional-difference operator to decouple the identification problem row-wise. Under the stability assumption, we establish high-probability, non-asymptotic error bounds for estimating both the fractional order and the system matrix in the heterogeneous setting, with both estimation errors scaling as \(\mathcal{O}(t^{-1/2})\). Through experiments, we show that \emph{FO-GS} outperforms existing baselines in recovering both the fractional order and the underlying system dynamics.

cs.LG↗

Efficient Decentralized Learning of Generalized Quantal Response Equilibrium

We study a solution concept for bounded rational agents in finite normal-form general-sum games called Generalized Quantal Response Equilibrium (GQRE) which generalizes Quantal Response Equilibrium~\citep{mckelvey1995quantal}. In our setup, each player can individually maximize a smooth, regularized expected utility of the mixed profiles used, reflecting both bounded rationality that subsumes stochastic choice and also individual choice of behaviors. After establishing existence under mild conditions, we present a computationally efficient no-regret decentralized learning algorithm via a smoothened version of the Frank--Wolfe algorithm. Our algorithm uses noisy gradient estimates via bandit-feedback from a simulation oracle that reports on repeated plays of the game. We analyze finite-time convergence properties of our algorithm under assumptions that ensure uniqueness of equilibrium, using a novel class of gap functions that generalize the Nash gap. We end by demonstrating the effectiveness of our method on a set of complex general-sum games such as high-rank two-player games, large action two-player games, and known examples of difficult multi-player games.

cs.GT↗

1$^{st}$ Place Solution of WWW 2025 EReL@MIR Workshop Multimodal CTR Prediction Challenge

The WWW 2025 EReL@MIR Workshop Multimodal CTR Prediction Challenge focuses on effectively applying multimodal embedding features to improve click-through rate (CTR) prediction in recommender systems. This technical report presents our 1$^{st}$ place winning solution for Task 2, combining sequential modeling and feature interaction learning to effectively capture user-item interactions. For multimodal information integration, we simply append the frozen multimodal embeddings to each item embedding. Experiments on the challenge dataset demonstrate the effectiveness of our method, achieving superior performance with a 0.9839 AUC on the leaderboard, much higher than the baseline model. Code and configuration are available in our GitHub repository and the checkpoint of our model can be found in HuggingFace.

cs.IR↗

Performance Optimization on Practical Quantum Random Number Generators: Modification on Min-entropy Evaluation and Acceleration on Post Processing

Quantum random number generation is a technique to generate random numbers by extracting randomness from specific quantum processes. As for practical random number generators, they are required not only to have no information leakage but also have a high speed at generating random sequences. In this paper, we consider the generators based on laser phase noise and propose a method to modify the estimation of min-entropy, which can guarantee no information leakage to the eavesdropper. We also accelerate post processing based on Toeplitz matrix with Fast Fourier Transformation, reducing its time complexity to O(nlogn). Furthermore, we discuss the influence on post processing speed by block length and find a proper block length to process a fixed-length raw sequence.

cs.IT↗

Advanced Mapping Robot and High-Resolution Dataset

This paper presents a fully hardware synchronized mapping robot with support for a hardware synchronized external tracking system, for super-precise timing and localization. Nine high-resolution cameras and two 32-beam 3D Lidars were used along with a professional, static 3D scanner for ground truth map collection. With all the sensors calibrated on the mapping robot, three datasets are collected to evaluate the performance of mapping algorithms within a room and between rooms. Based on these datasets we generate maps and trajectory data, which is then fed into evaluation algorithms. We provide the datasets for download and the mapping and evaluation procedures are made in a very easily reproducible manner for maximum comparability. We have also conducted a survey on available robotics-related datasets and compiled a big table with those datasets and a number of properties of them.

cs.RO↗

Towards Generation and Evaluation of Comprehensive Mapping Robot Datasets

This paper presents a fully hardware synchronized mapping robot with support for a hardware synchronized external tracking system, for super-precise timing and localization. We also employ a professional, static 3D scanner for ground truth map collection. Three datasets are generated to evaluate the performance of mapping algorithms within a room and between rooms. Based on these datasets we generate maps and trajectory data, which is then fed into evaluation algorithms. The mapping and evaluation procedures are made in a very easily reproducible manner for maximum comparability. In the end we can draw a couple of conclusions about the tested SLAM algorithms.

cs.RO↗