Search arXiv⌕ Search

arXiv subjects

Yang Liu

Publications and source records attributed to Yang Liu.

At least 109 records · Page 6Linked to original sources

Visual-Invariance-Augmented Feature Optimal Alignment for Transferable Adversarial Attacks against Closed-Source MLLMs

Multimodal large language models (MLLMs) remain vulnerable to transferable adversarial examples, especially in black-box settings where only open-source surrogate models are accessible. Existing targeted transfer attacks mainly align adversarial and target samples using global image-level features, such as encoder [CLS] embeddings. However, such coarse alignment insufficiently exploits patch-level visual structures, limiting transferability across heterogeneous closed-source MLLMs. We propose IAU-FOA, a visual-invariance-augmented feature optimal alignment attack with adaptive unbalanced transport, to improve targeted transferability against closed-source MLLMs. IAU-FOA aligns adversarial and target samples at both global and local levels: a cosine-based objective narrows their global semantic gap, while patch tokens are clustered into compact local patterns and matched through optimal transport for fine-grained feature alignment. Balanced optimal transport enforces fixed marginal masses even for local clusters without reliable counterparts, potentially introducing misleading alignment gradients. We therefore introduce confidence-adaptive unbalanced transport to relax these constraints for weakly matched clusters, aiming to reduce unreliable local alignment and improve adversarial transferability. We further study the effect of input transformations and propose visual-invariance augmentation, which applies bidirectional pixel-intensity rescaling and per-channel white-balance adjustment to simulate exposure, contrast, illumination, and color-temperature variations. This strategy encourages adversarial perturbations to generalize across different visual encoders. Extensive experiments on open-source and closed-source MLLMs show that IAU-FOA consistently outperforms state-of-the-art transferable attack methods. Code is available at https://github.com/jiaxiaojunQAQ/IAU-FOA.

cs.CV↗

GFPack++: Attention-Driven Gradient Fields for Optimizing 2D Irregular Packing

2D irregular packing is a classic combinatorial optimization problem with various applications, such as material utilization and texture atlas generation. Due to its NP-hard nature, conventional numerical approaches typically encounter slow convergence and high computational costs. Previous research (GFPack) introduced a generative method for gradient-based packing, providing early evidence of its feasibility but faced limitations such as insufficient rotation support, poor boundary adaptability, and high overlap ratios. In this paper, we propose GFPack++, a deeply investigated framework that adopts attention-based geometry and relation encoding, enabling more comprehensive modeling of complex packing relationships. We further design a constrained gradient and a weighting function to enhance both the feasibility of the produced solutions and the learning effectiveness. Experimental results on multiple datasets demonstrate that GFPack++ achieves higher space utilization, supports continuous rotation, generalizes well to arbitrary boundaries, and infers orders of magnitude faster than previous approaches. Codes for this paper are at https://github.com/TimHsue/GFPack-pp.

cs.AI↗

MASBench: Benchmarking LLM-based Multi-Agent Collaboration under Partial Observability

Large language models (LLMs) have progressively evolved into the core of autonomous agents. Building on this progress, LLM-based multi-agent systems (MAS) coordinate multiple agents into a synergistic team to accomplish complex tasks that exceed the capabilities of individual agents. The effectiveness of such systems depends not only on the agents themselves, but also on how collaboration mechanisms are designed and organized. Note that real-world collaboration is typically partially observable, where each agent can only access partial information about the environment due to physical or privacy-related constraints. However, many existing multi-agent benchmarks assume global observability, and leave limited support for systematically evaluating collaboration mechanisms. To bridge this gap, we introduce MASBench, a multi-agent collaboration benchmark designed under partially observable constraints. It is organized into three progressive task categories: Reasoning, Scheduling, and Game. Through this structure, we progressively evaluate three representative collaboration mechanisms: Protocol, Memory, and Routing. MASBench further provides deterministic evaluation metrics, including performance score, communication cost, and cost effectiveness, to characterize both collaboration outcomes and communication overhead. Experiments across diverse LLM backbones and mechanism configurations offer empirical guidance for effective MAS design. Code is available at: https://github.com/BUPT-GAMMA/MASBench

cs.AI↗

PFAdapter: Hierarchical LoRA Decomposition for Personalized Federated MLLMs

Agentic AI systems are reshaping communications and networking by deploying autonomous intelligent agents capable of collaborative learning while maintaining data privacy at network edges. Within distributed network environments, Multimodal Large Language Models (MLLMs) serve as cognitive engines for edge devices, yet federated fine-tuning faces substantial challenges in balancing global knowledge aggregation with local adaptation under heterogeneous network conditions. Conventional federated protocols typically rely on uniform parameter aggregation, which conflates domain-invariant features with client-specific nuances, thereby resulting in suboptimal personalization and excessive communication overhead. To address these challenges, we propose PFAdapter, a communication-efficient framework introducing hierarchical LoRA decomposition to explicitly separate adapter parameters into global-shared and local-private components. Query and key projections are assigned to global synchronization for capturing universal multimodal semantics across the network, while value and output projections remain localized for edge-specific adaptation. Additionally, orthogonality regularization based on the Frobenius norm enforces strict separation between these components, preventing redundant feature learning. Selective aggregation protocols synchronize only global-shared components across the federated network, preserving local expertise and reducing communication costs by nearly 50%. Extensive experiments on VQA-RAD, SLAKE, Hateful Memes, and CrisisMMD datasets demonstrate that PFAdapter consistently outperforms state-of-the-art baselines, achieving accuracy improvements ranging from 2.4% to 4.8% across diverse edge intelligence tasks. Consequently, our framework establishes an efficient solution for agentic AI deployment in resource-constrained communication networks.

cs.LG↗

Anomaly Detection and Generation with Diffusion Models: A Survey

Anomaly detection (AD) plays a pivotal role across diverse domains, including cybersecurity, finance, healthcare, and industrial manufacturing, by identifying unexpected patterns that deviate from established norms in real-world data. Recent advancements in deep learning, specifically diffusion models (DMs), have sparked significant interest due to their ability to learn complex data distributions and generate high-fidelity samples, offering a robust framework for unsupervised AD. In this survey, we comprehensively review anomaly detection and generation with diffusion models (ADGDM), presenting a tutorial-style analysis of the theoretical foundations and practical implementations and spanning images, videos, time series, tabular, and multimodal data. Crucially, unlike existing surveys that often treat anomaly detection and generation as separate problems, we highlight their inherent synergistic relationship. We reveal how DMs enable a reinforcing cycle where generation techniques directly address the fundamental challenge of anomaly data scarcity, while detection methods provide critical feedback to improve generation fidelity and relevance, advancing both capabilities beyond their individual potential. A detailed taxonomy categorizes ADGDM methods based on anomaly scoring mechanisms, conditioning strategies, and architectural designs, analyzing their strengths and limitations. We final discuss key challenges including scalability and computational efficiency, and outline promising future directions such as efficient architectures, conditioning strategies, and integration with foundation models (e.g., visual-language models and large language models). By synthesizing recent advances and outlining open research questions, this survey aims to guide researchers and practitioners in leveraging DMs for innovative AD solutions across diverse applications.

cs.LG↗

Neuro-Symbolic Indirect-Call Analysis under Opaque Pointers

Resolving indirect calls is central to call-graph construction for C. Scalable type-based analyses such as MLTA use type information in LLVM IR to associate indirect calls with functions assigned to the corresponding structure fields. However, a single pointee type often misrepresents the memory a pointer addresses, and LLVM 17 removed pointee types in favor of opaque pointers. Therefore, field-sensitive analyses lose their matching key. Recovering the erased types restores the matching key but still misses the relation that the type encoded: which functions the program assigns to the field. We present Facet, to our knowledge the first analysis that reconstructs this dispatch relation over opaque IR. Facet identifies the structure field from which an indirect call loads its function pointer. It separately recovers the functions assigned to that field through initializers, stores, and aggregate copies. It then joins the two by field identity, without requiring an end-to-end value-flow path. Facet classifies proposed call-graph changes under distinct evidence rules for edge addition and removal and records the assumption behind each refinement. An LLM decides only the residual cases among symbolically bounded candidates. One analysis yields both a recall-preserving call graph and a refined call graph. On 14 C programs, Facet reduces the mean target-set size from 25.9 to 5.2 and raises observed recall from 0.79 to 0.99. Its recovered field identities agree with typed IR at 98.1% of jointly resolved sites. Applied to bug detection, the refined call graph found 17 deep bugs in C software from nginx to the Linux kernel, three of them latent for over a decade; 12 are confirmed.

cs.SE↗

Sharp Noether-type inequalities for $3$-folds of intermediate Kodaira dimensions

For a smooth projective $3$-fold $V$ of intermediate Kodaira dimension, we establish Noether-type inequalities relating the Iitaka volume $\operatorname{Ivol}(V)$ and the geometric genus $p_g(V)$. Specifically, for a smooth projective $3$-fold $V$ of Kodaira dimension $2$, we show that $\operatorname{Ivol}(V)\geq \frac{3}{4}p_g(V)-\frac{5}{4};$ while if the Kodaira dimension of $V$ is $1$, then $\operatorname{Ivol}(V)\geq p_g(V)-1.$ Both inequalities are sharp. In the Kodaira dimension $2$ case, we prove that the equality holds only if the bicanonical system of $V$ induces the Iitaka fibration and the canonical system of $V$ is composed with a pencil of surfaces whose general member has Iitaka volume $\frac12$ provided that $p_g(V)\geq 4$.

math.AG↗

Anonymized risk sharing

Anonymized risk sharing requires no information about agents' preferences, identities, private operations, or realized losses. It is especially relevant in the digital economy, with applications such as P2P health-care insurance, revenue sharing for digital music and videos, and blockchain mining pools. Although there is an extensive literature on axiomatic approaches in decision theory, there is, so far, no axiomatic theory of risk sharing. We develop such a theory in the context of anonymized risk sharing. Equilibrium and various notions of optimality are discussed. Applications to the digital economy are presented.

econ.TH↗

Are AI Coders Snitches? An Empirical Study of Pretraining Data Detection on Code Large Language Models

Recent advances in code large language models (CodeLLMs) have made them indispensable tools in modern software engineering. However, these models occasionally produce outputs that contain proprietary or sensitive code snippets, raising concerns about potential non-compliant use of training data, and posing risks to privacy and intellectual property. To ensure responsible and compliant deployment of CodeLLMs, training data detection (TDD) has become a critical task. While recent TDD methods have shown promise in natural language settings, their effectiveness on code data remains largely underexplored. This gap is particularly important given code's structured syntax and distinct similarity criteria compared to natural language. To address this, we conduct a comprehensive empirical study of seven state-of-the-art TDD methods on source code data, evaluating their performance across eight CodeLLMs. To support this evaluation, we introduce CodeSnitch, a function-level benchmark dataset comprising 9,000 code samples in three programming languages, each explicitly labeled as either included or excluded from CodeLLM training. Beyond evaluation on the original CodeSnitch, we design targeted mutation strategies to test the robustness of TDD methods under three distinct settings. These mutation strategies are grounded in the well-established Type-1 to Type-4 code clone detection taxonomy. Our study provides a systematic assessment of current TDD techniques for code and offers insights to guide the development of more effective and robust detection methods in the future.

cs.SE↗

Breaking Babel: A Self-Evolving Multi-Agent System for Long-Form Subtitle Translation

Long-form subtitle translation requires reasoning over discourse and cultural context spanning episodes or entire series, while maintaining consistent terminology and style. Existing single-LLM methods are largely sentence-level, and multi-agent systems often use static workflows that do not adapt to scene complexity or production context. We propose SMART, a Self-evolving Multi-Agent system for long-foRm subtitle Translation. During test-time training, SMART builds persistent series-level memory and translates a subset of sentences through a dynamic router and Mixture-of-Agents layer with tools for terminology verification, subtitle constraint validation, and contextual retrieval. A judge-refiner loop scores candidates and uses textual critiques to update agent prompts and routing policies without retraining the underlying LLMs. During test-time inference, the evolved configuration translates the remaining series. We also introduce Subtitle Arena, covering 14 genres, 2--198 episodes per series, production years 1959--2023, and 15 target locales, together with SubMQM, a subtitle-adapted MQM framework with seven dimensions and 19 error categories. SMART achieves the best overall MQM score in all 15 Subtitle Arena directions, reducing average penalty by 6.9% over the strongest competing agent system. On a public benchmark, MuSC, SMART obtains the best model result across all 4 language pairs. SMART also achieves the best result in human evaluation with an overall score of 4.50/5.

cs.CL↗

Federated Agent Optimization

Large language model (LLM) agents increasingly operate in private environments and accumulate valuable experience from task execution, tool use, feedback, and local knowledge. Yet such experience is distributed across organizations and cannot be directly shared because of privacy and proprietary constraints. Conventional federated learning is insufficient for this setting, as agent capabilities extend beyond model parameters to memory, tools, rewards, skills, and structured knowledge. In this paper, we formulate \textbf{Federated Agent Optimization (FAO)}, which studies how distributed agents can collaboratively improve through controlled information exchange while keeping raw data, complete trajectories, and private knowledge local. We define FAO as a multi-objective problem balancing agent utility, privacy leakage, and communication cost, and organize its optimization space across policy, memory, tool use, reward, and structured knowledge and skills. We further characterize how private experience can be abstracted, protected, aggregated, and adapted into transferable capabilities, providing a unified view of how agents can benefit from one another without direct experience sharing. Finally, we identify the key challenges of FAO and outline several promising directions for future research toward trustworthy federated agent systems.

cs.AI↗

MoE-CORE: Coordinated Expert Offloading and Residency for Memory-Constrained MoE Inference

Sparse expert activation reduces MoE models' computation, yet expert weights can exceed limited device memory. Offloading makes inference feasible on a compact AI appliance but exposes host-to-device transfers to the inference path. We present MoE-CORE, a system that coordinates expert offloading and residency for memory-constrained MoE inference. It stages complete expert layers in alternating buffers during prefill. During decode, it combines nonuniform layer-wise cache capacity, domain-informed initialization, routing-history-aware replacement, and cross-layer prefetching. The main configuration executes router-selected experts exactly; an optional score-based substitution path handles eligible low-score misses. The main comparison uses 1K- and 128-token output caps for MoE-CORE and vLLM Prefetch, respectively. Across five workloads per model, MoE-CORE records a mean time per output token (TPOT) of 38.0-44.8 ms versus 1268.9-1269.1 ms for the evaluated vLLM Prefetch configuration on DeepSeek-V4-Flash-W4A8; the corresponding values on GLM-5.2-W4A8C8 are 206.6-220.5 and 5941.5-5941.8 ms. Under an 84-GB NPU-memory cap, the best measured DeepSeek GSM8K configuration achieves a TPOT of 21.5 ms with approximate expert substitution and multi-token prediction (MTP) at depth 2. These results support coordinated expert residency and transfer scheduling under a device-memory constraint. The code is here.

cs.DC↗

Recursive Stochastic Linear-Quadratic Control with Indefinite Weights for Jump-Diffusion Systems with Random Coefficients

We study finite-horizon stochastic linear-quadratic (LQ) control for finite-activity jump diffusions with bounded random coefficients, indefinite weights and a linear recursive cost. The cost is defined by a backward stochastic differential equation (BSDE) whose generator has bounded deterministic coefficients multiplying the Brownian and jump integrands. A Brownian-Poisson change of measure and an integrating factor reduce the criterion to a nonrecursive LQ functional. On the intersection of the physical and transformed square-integrable control spaces, we establish recursive evaluation for L^1 quadratic data under the transformed measure and equality with the full transformed value. Under transformed uniform convexity and invertibility of the uncontrolled jump map, we identify the stochastic Riccati equation from the nonrecursive value kernel. Conditional energy estimates justify transferring its martingale coefficients to the physical measure. Completion of squares gives feedback representation, comparison and uniqueness in the feedback-admissible class. For each initial pair, the recursive value is attained exactly when the transformed optimizer has finite physical control energy. Analytical examples illustrate nonzero feedback and uniform convexity with a negative control weight.

math.OC↗

Bridge-WA: Learning Action-Relevant World Dynamics for Robotic Manipulation

General-purpose VLA models leverage large-scale vision-language priors to understand scenes and instructions, but primarily generate actions directly from the current observation. WAMs further model future scene states, offering a broader view of how the environment may evolve. However, for robotic manipulation, predicting the entire future scene can introduce information beyond what is necessary for action generation; more importantly, effective actions require knowing not only what the scene may become, but also where and how relevant changes unfold. To bridge action generation with these action-relevant aspects of the world, we present Bridge-WA, a general world-action framework that learns complementary representations of future states, spatial changes, and local motion. Specifically, Bridge-WA consists of a Latent World Dynamics Module (LWDM) and WorldBridge. LWDM predicts future states, spatial changes, and local motion from VLM outputs, supervised by corresponding world targets. The WorldBridge are embedded into the action transformer and inject layer-specific combinations of these world priors through multi-source attention, spatiotemporal biases, and reliability-gated feature modulation. This design grounds action generation in action-relevant future dynamics while adaptively regulating world guidance, enabling robust generalization to visual disturbances and viewpoint shifts. We evaluate Bridge-WA on four simulation benchmarks and the real robots, where it achieves maximum success-rate improvements of 11.1%, 42.0%, 3.7%, 23.4%, and 11.1%, respectively, and achieves state-of-the-art average success rates on LIBERO-Dynamic, RoboTwin 2.0 and real-world. In particular, Bridge-WA demonstrates strong generalization to visual variations and viewpoint shifts in both simulation and real-world settings. Code and visualizations are available at: https://hcplab-sysu.github.io/BRIDGE-WA.

cs.RO↗

Matrix-game 2.0: An open-source, real-time, and streaming interactive world model

Recent advances in interactive video generations have demonstrated diffusion model's potential as world models by capturing complex physical dynamics and interactive behaviors. However, existing interactive world models depend on bidirectional attention and lengthy inference steps, severely limiting real-time performance. Consequently, they are hard to simulate real-world dynamics, where outcomes must update instantaneously based on historical context and current actions. To address this, we present Matrix-Game 2.0, an interactive world model generates long videos on-the-fly via few-step auto-regressive diffusion. Our framework consists of three key components: (1) A scalable data production pipeline for Unreal Engine and GTA5 environments to effectively produce massive amounts (about 1200 hours) of video data with diverse interaction annotations; (2) An action injection module that enables frame-level mouse and keyboard inputs as interactive conditions; (3) A few-step distillation based on the casual architecture for real-time and streaming video generation. Matrix Game 2.0 can generate high-quality minute-level videos across diverse scenes at an ultra-fast speed of 25 FPS. We open-source our model weights and codebase to advance research in interactive world modeling.

cs.CV↗

Matrix-Game 3.0: Real-Time and Streaming Interactive World Model with Long-Horizon Memory

With the advancement of interactive video generation, diffusion models have increasingly demonstrated their potential as world models. However, existing approaches still struggle to simultaneously achieve memory-enabled long-term temporal consistency and high-resolution real-time generation, limiting their applicability in real-world scenarios. To address this, we present Matrix-Game 3.0, a memory-augmented interactive world model designed for 720p real-time longform video generation. Building upon Matrix-Game 2.0, we introduce systematic improvements across data, model, and inference. First, we develop an upgraded industrial-scale infinite data engine that integrates Unreal Engine-based synthetic data, large-scale automated collection from AAA games, and real-world video augmentation to produce high-quality Video-Pose-Action-Prompt quadruplet data at scale. Second, we propose a training framework for long-horizon consistency: by modeling prediction residuals and re-injecting imperfect generated frames during training, the base model learns self-correction; meanwhile, camera-aware memory retrieval and injection enable the base model to achieve long horizon spatiotemporal consistency. Third, we design a multi-segment autoregressive distillation strategy based on Distribution Matching Distillation (DMD), combined with model quantization and VAE decoder pruning, to achieve efficient real-time inference. Experimental results show that Matrix-Game 3.0 achieves up to 40 FPS real-time generation at 720p resolution with a 5B model, while maintaining stable memory consistency over minute-long sequences. Scaling up to a 2x14B model further improves generation quality, dynamics, and generalization. Our approach provides a practical pathway toward industrial-scale deployable world models.

cs.CV↗

AquaMend: Minimal Re-probing and Conditional Rollback for Latent-Belief Failures in Embodied Agents

Physical changes or sensing errors can invalidate embodied agents' task-relevant beliefs. AquaMend compares re-probing, rollback, and supported continuation on a probe-belief-action graph under an expected-loss objective covering sensing, physical recovery, and uncorrected failures. A joint posterior guides a one-step policy with conditional detection-power screening. The per-belief three-way optimum requires independence, separability, and fully resolving probes; the general policy has no global optimality guarantee. Across 32 paired scenarios in a self-constructed simulation benchmark, AquaMend recovers in 28/32 cases and reduces mean complete loss by 21.6% versus restart. Its paired loss difference from decision-theoretic troubleshooting (DTT) is not statistically significant after Holm correction. Against the all-candidate ablation, online decision time decreases by 12.3% overall but increases by 3.4% in the uncovered late stage.

cs.RO↗

Long-Term Memory-Guided Enhancement for Target Perception in Audio-Language Models

Audio large language models (ALLMs) can reason about the content of audio recordings to perform complex tasks. However, these capabilities usually collapse in real-world environments when background noise and competing sources mix the target sound. Inspired by long-term memory in human listening, we propose Long-Term Memory-Guided Audio Enhancement (LTM-AE) to improve selective target perception by refining the audio representations of ALLMs without training. LTM-AE extracts representations in hidden states from separate clean reference recordings as long-term memory for each category, guiding enhancement toward a user-specified listening target. We reconstruct incoming audio tokens in the selected category long-term memory and interpolate the reconstructions with the original tokens before language backbone decoding. This interpolation controls the influence of stored auditory experience while keeping all ALLM parameters fixed. Diagnostic readouts across twenty sound categories and three ALLMs show that LTM-AE strengthens responses to a specified target amid three interfering sources. Averaged over constrained and free-form classification, accuracy gains over raw mixtures range from 29.53 to 46.15 percentage points across multiple open source models. For speech content recovery, LTM-AE with an additional learned token-level gate reduces Qwen2-Audio's word error rate from 23.07% to 14.77%. This work takes an initial step toward using principles of human long-term memory to enhance ALLMs for real-world listening. Our code is available at https://github.com/aynlp/ltm-audio-code

cs.SD↗