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Zehua Jiang

Publications and source records attributed to Zehua Jiang.

16 recordsLinked to original sources

Recursive Flow: A Generative Framework for MIMO Channel Estimation

Channel estimation is a fundamental challenge in massive multiple-input multiple-output systems, where estimation accuracy governs the spectral efficiency and link reliability. In this work, we introduce Recursive Flow (RC-Flow), a novel solver that leverages pre-trained flow matching priors to robustly recover channel state information from noisy, under-determined measurements. Different from conventional open-loop generative models, our approach establishes a closed-loop refinement framework via a serial restart mechanism and anchored trajectory rectification. By synergizing flow-consistent prior directions with data-fidelity proximal projections, the proposed RC-Flow achieves robust channel reconstruction and delivers state-of-the-art performance across diverse noise levels, particularly in noise-dominated scenarios. The framework is further augmented by an adaptive dual-scheduling strategy, offering flexible management of the trade-off between convergence speed and reconstruction accuracy. Theoretically, we analyze the Jacobian spectral radius of the recursive operator to prove its global asymptotic stability. Numerical results demonstrate that RC-Flow reduces inference latency by two orders of magnitude while achieving a 2.7 dB performance gain in low signal-to-noise ratio regimes compared to the score-based baseline.

cs.IT

P-Flow: Proxy-gradient Flows for Linear Inverse Problems

Generative models based on flow matching have emerged as a powerful paradigm for inverse problems, offering straighter trajectories and faster sampling compared to diffusion models. However, existing approaches often necessitate differentiating through unrolled paths, leading to numerical instability and prohibitive computational overhead. To address this, we propose P-Flow, a framework that stabilizes the reconstruction process by leveraging a proxy gradient to update the source point. This approach effectively circumvents the numerical instability and memory overhead of long-chain differentiation. To ensure consistency with the prior distribution, we employ a Gaussian spherical projection motivated by the concentration of measure phenomenon in high-dimensional spaces. We further provide a theoretical analysis for P-Flow based on Bayesian theory and Lipschitz continuity. Experiments across diverse restoration tasks demonstrate that P-Flow delivers competitive performance, especially under extreme degradations such as severely ill-posed conditions and high measurement noise.

cs.LG

PCGRLLM: Large Language Model-Driven Reward Design for Procedural Content Generation Reinforcement Learning

Reward design plays a pivotal role in the training of game AIs, requiring substantial domain-specific knowledge and human effort. In recent years, several studies have explored reward generation for training game agents and controlling robots using large language models (LLMs). In the content generation literature, there has been early work on generating reward functions for reinforcement learning agent generators. This work introduces PCGRLLM, an extended architecture based on earlier work, which employs a feedback mechanism and several reasoning-based prompt engineering techniques. We evaluate the proposed method on a story-to-reward generation task in a two-dimensional environment using two state-of-the-art LLMs across various reasoning-based prompting methods. Our experiments provide insightful evaluations that demonstrate the capabilities of LLMs essential for content generation tasks. The results demonstrate a substantial performance improvement over the previous structure, achieving performance comparable to that of humans. Our work demonstrates the potential to reduce human dependency in game AI development, while supporting and enhancing creative processes.

cs.AI

Social Catalysts, Not Moral Agents: The Illusion of Alignment in LLM Societies

The rapid evolution of Large Language Models (LLMs) has led to the emergence of Multi-Agent Systems where collective cooperation is often threatened by the "Tragedy of the Commons." This study investigates the effectiveness of Anchoring Agents--pre-programmed altruistic entities--in fostering cooperation within a Public Goods Game (PGG). Using a full factorial design across three state-of-the-art LLMs, we analyzed both behavioral outcomes and internal reasoning chains. While Anchoring Agents successfully boosted local cooperation rates, cognitive decomposition and transfer tests revealed that this effect was driven by strategic compliance and cognitive offloading rather than genuine norm internalization. Notably, most agents reverted to self-interest in new environments, and advanced models like GPT-4.1 exhibited a "Chameleon Effect," masking strategic defection under public scrutiny. These findings highlight a critical gap between behavioral modification and authentic value alignment in artificial societies.

physics.soc-ph

One-Step Generative Channel Estimation via Average Velocity Field

Generative models have shown immense potential for wireless communication by learning complex channel data distributions. However, the iterative denoising process associated with these models imposes a significant challenge in latency-sensitive wireless communication scenarios, particularly in channel estimation. To address this challenge, we propose a novel solution for one-step generative channel estimation. Our approach bypasses the time-consuming iterative steps of conventional models by directly learning the average velocity field. Through extensive simulations, we validate the effectiveness of our proposed method over existing state-of-the-art diffusion-based approach. Specifically, our scheme achieves a normalized mean squared error up to 2.65 dB lower than the diffusion method and reduces latency by around 90%, demonstrating the potential of our method to enhance channel estimation performance.

cs.IT

Video Game Level Design as a Multi-Agent Reinforcement Learning Problem

Procedural Content Generation via Reinforcement Learning (PCGRL) offers a method for training controllable level designer agents without the need for human datasets, using metrics that serve as proxies for level quality as rewards. Existing PCGRL research focuses on single generator agents, but are bottlenecked by the need to frequently recalculate heuristics of level quality and the agent's need to navigate around potentially large maps. By framing level generation as a multi-agent problem, we mitigate the efficiency bottleneck of single-agent PCGRL by reducing the number of reward calculations relative to the number of agent actions. We also find that multi-agent level generators are better able to generalize to out-of-distribution map shapes, which we argue is due to the generators' learning more local, modular design policies. We conclude that treating content generation as a distributed, multi-agent task is beneficial for generating functional artifacts at scale.

cs.AI

PuzzleJAX: A Benchmark for Reasoning and Learning

We introduce PuzzleJAX, a GPU-accelerated puzzle game engine and description language designed to support rapid benchmarking of tree search, reinforcement learning, and LLM reasoning abilities. Unlike existing GPU-accelerated learning environments that provide hard-coded implementations of fixed sets of games, PuzzleJAX allows dynamic compilation of any game expressible in its domain-specific language (DSL). This DSL follows PuzzleScript, which is a popular and accessible online game engine for designing puzzle games. In this paper, we validate in PuzzleJAX several hundred of the thousands of games designed in PuzzleScript by both professional designers and casual creators since its release in 2013, thereby demonstrating PuzzleJAX's coverage of an expansive, expressive, and human-relevant space of tasks. By analyzing the performance of search, learning, and language models on these games, we show that PuzzleJAX can naturally express tasks that are both simple and intuitive to understand, yet often deeply challenging to master, requiring a combination of control, planning, and high-level insight.

cs.AI

DeepTelecom: A Digital-Twin Deep Learning Dataset for Channel and MIMO Applications

Domain-specific datasets are the foundation for unleashing artificial intelligence (AI)-driven wireless innovation. Yet existing wireless AI corpora are slow to produce, offer limited modeling fidelity, and cover only narrow scenario types. To address the challenges, we create DeepTelecom, a three-dimension (3D) digital-twin channel dataset. Specifically, a large language model (LLM)-assisted pipeline first builds the third level of details (LoD3) outdoor and indoor scenes with segmentable material-parameterizable surfaces. Then, DeepTelecom simulates full radio-wave propagation effects based on Sionna's ray-tracing engine. Leveraging GPU acceleration, DeepTelecom streams ray-path trajectories and real-time signal-strength heat maps, compiles them into high-frame-rate videos, and simultaneously outputs synchronized multi-view images, channel tensors, and multi-scale fading traces. By efficiently streaming large-scale, high-fidelity, and multimodal channel data, DeepTelecom not only furnishes a unified benchmark for wireless AI research but also supplies the domain-rich training substrate that enables foundation models to tightly fuse large model intelligence with future communication systems.

cs.IT

ScriptDoctor: Automatic Generation of PuzzleScript Games via Large Language Models and Tree Search

There is much interest in using large pre-trained models in Automatic Game Design (AGD), whether via the generation of code, assets, or more abstract conceptualization of design ideas. But so far this interest largely stems from the ad hoc use of such generative models under persistent human supervision. Much work remains to show how these tools can be integrated into longer-time-horizon AGD pipelines, in which systems interface with game engines to test generated content autonomously. To this end, we introduce ScriptDoctor, a Large Language Model (LLM)-driven system for automatically generating and testing games in PuzzleScript, an expressive but highly constrained description language for turn-based puzzle games over 2D gridworlds. ScriptDoctor generates and tests game design ideas in an iterative loop, where human-authored examples are used to ground the system's output, compilation errors from the PuzzleScript engine are used to elicit functional code, and search-based agents play-test generated games. ScriptDoctor serves as a concrete example of the potential of automated, open-ended LLM-based workflows in generating novel game content.

cs.AI

Enhancing Diagnostic Accuracy in Rare and Common Fundus Diseases with a Knowledge-Rich Vision-Language Model

Previous foundation models for fundus images were pre-trained with limited disease categories and knowledge base. Here we introduce a knowledge-rich vision-language model (RetiZero) that leverages knowledge from more than 400 fundus diseases. For RetiZero's pretraining, we compiled 341,896 fundus images paired with texts, sourced from public datasets, ophthalmic literature, and online resources, encompassing a diverse range of diseases across multiple ethnicities and countries. RetiZero exhibits remarkable performance in several downstream tasks, including zero-shot disease recognition, image-to-image retrieval, AI-assisted clinical diagnosis,few-shot fine-tuning, and internal- and cross-domain disease identification. In zero-shot scenarios, RetiZero achieves Top-5 accuracies of 0.843 for 15 diseases and 0.756 for 52 diseases. For image retrieval, it achieves Top-5 scores of 0.950 and 0.886 for the same sets, respectively. AI-assisted clinical diagnosis results show that RetiZero's Top-3 zero-shot performance surpasses the average of 19 ophthalmologists from Singapore, China, and the United States. RetiZero substantially enhances clinicians' accuracy in diagnosing fundus diseases, in particularly rare ones. These findings underscore the value of integrating the RetiZero into clinical settings, where various fundus diseases are encountered.

eess.IV

Enhancing Player Enjoyment with a Two-Tier DRL and LLM-Based Agent System for Fighting Games

Deep reinforcement learning (DRL) has effectively enhanced gameplay experiences and game design across various game genres. However, few studies on fighting game agents have focused explicitly on enhancing player enjoyment, a critical factor for both developers and players. To address this gap and establish a practical baseline for designing enjoyability-focused agents, we propose a two-tier agent (TTA) system and conducted experiments in the classic fighting game Street Fighter II. The first tier of TTA employs a task-oriented network architecture, modularized reward functions, and hybrid training to produce diverse and skilled DRL agents. In the second tier of TTA, a Large Language Model Hyper-Agent, leveraging players' playing data and feedback, dynamically selects suitable DRL opponents. In addition, we investigate and model several key factors that affect the enjoyability of the opponent. The experiments demonstrate improvements from 64. 36% to 156. 36% in the execution of advanced skills over baseline methods. The trained agents also exhibit distinct game-playing styles. Additionally, we conducted a small-scale user study, and the overall enjoyment in the player's feedback validates the effectiveness of our TTA system.

cs.AI

PCGRL+: Scaling, Control and Generalization in Reinforcement Learning Level Generators

Procedural Content Generation via Reinforcement Learning (PCGRL) has been introduced as a means by which controllable designer agents can be trained based only on a set of computable metrics acting as a proxy for the level's quality and key characteristics. While PCGRL offers a unique set of affordances for game designers, it is constrained by the compute-intensive process of training RL agents, and has so far been limited to generating relatively small levels. To address this issue of scale, we implement several PCGRL environments in Jax so that all aspects of learning and simulation happen in parallel on the GPU, resulting in faster environment simulation; removing the CPU-GPU transfer of information bottleneck during RL training; and ultimately resulting in significantly improved training speed. We replicate several key results from prior works in this new framework, letting models train for much longer than previously studied, and evaluating their behavior after 1 billion timesteps. Aiming for greater control for human designers, we introduce randomized level sizes and frozen "pinpoints" of pivotal game tiles as further ways of countering overfitting. To test the generalization ability of learned generators, we evaluate models on large, out-of-distribution map sizes, and find that partial observation sizes learn more robust design strategies.

cs.LG

Alpha-wolves and Alpha-mammals: Exploring Dictionary Attacks on Iris Recognition Systems

A dictionary attack in a biometric system entails the use of a small number of strategically generated images or templates to successfully match with a large number of identities, thereby compromising security. We focus on dictionary attacks at the template level, specifically the IrisCodes used in iris recognition systems. We present an hitherto unknown vulnerability wherein we mix IrisCodes using simple bitwise operators to generate alpha-mixtures - alpha-wolves (combining a set of "wolf" samples) and alpha-mammals (combining a set of users selected via search optimization) that increase false matches. We evaluate this vulnerability using the IITD, CASIA-IrisV4-Thousand and Synthetic datasets, and observe that an alpha-wolf (from two wolves) can match upto 71 identities @FMR=0.001%, while an alpha-mammal (from two identities) can match upto 133 other identities @FMR=0.01% on the IITD dataset.

cs.CV

Controllable Path of Destruction

Path of Destruction (PoD) is a self-supervised method for learning iterative generators. The core idea is to produce a training set by destroying a set of artifacts, and for each destructive step create a training instance based on the corresponding repair action. A generator trained on this dataset can then generate new artifacts by repairing from arbitrary states. The PoD method is very data-efficient in terms of original training examples and well-suited to functional artifacts composed of categorical data, such as game levels and discrete 3D structures. In this paper, we extend the Path of Destruction method to allow designer control over aspects of the generated artifacts. Controllability is introduced by adding conditional inputs to the state-action pairs that make up the repair trajectories. We test the controllable PoD method in a 2D dungeon setting, as well as in the domain of small 3D Lego cars.

cs.AI

Diversity and Novelty MasterPrints: Generating Multiple DeepMasterPrints for Increased User Coverage

This work expands on previous advancements in genetic fingerprint spoofing via the DeepMasterPrints and introduces Diversity and Novelty MasterPrints. This system uses quality diversity evolutionary algorithms to generate dictionaries of artificial prints with a focus on increasing coverage of users from the dataset. The Diversity MasterPrints focus on generating solution prints that match with users not covered by previously found prints, and the Novelty MasterPrints explicitly search for prints with more that are farther in user space than previous prints. Our multi-print search methodologies outperform the singular DeepMasterPrints in both coverage and generalization while maintaining quality of the fingerprint image output.

cs.CV

Learning Controllable 3D Level Generators

Procedural Content Generation via Reinforcement Learning (PCGRL) foregoes the need for large human-authored data-sets and allows agents to train explicitly on functional constraints, using computable, user-defined measures of quality instead of target output. We explore the application of PCGRL to 3D domains, in which content-generation tasks naturally have greater complexity and potential pertinence to real-world applications. Here, we introduce several PCGRL tasks for the 3D domain, Minecraft (Mojang Studios, 2009). These tasks will challenge RL-based generators using affordances often found in 3D environments, such as jumping, multiple dimensional movement, and gravity. We train an agent to optimize each of these tasks to explore the capabilities of previous research in PCGRL. This agent is able to generate relatively complex and diverse levels, and generalize to random initial states and control targets. Controllability tests in the presented tasks demonstrate their utility to analyze success and failure for 3D generators.

cs.AI