Chair of Architecture and Building Systems
Abstract:Large language models (LLMs) have mastered abundant simple and explicit commonsense knowledge through pre-training, enabling them to achieve human-like performance in simple commonsense reasoning. Nevertheless, LLMs struggle to reason with complex and implicit commonsense knowledge that is derived from simple ones (such as understanding the long-term effects of certain events), an aspect humans tend to focus on more. Existing works focus on complex tasks like math and code, while complex commonsense reasoning remains underexplored due to its uncertainty and lack of structure. To fill this gap and align with real-world concerns, we propose a benchmark Com$^2$ focusing on complex commonsense reasoning. We first incorporate causal event graphs to serve as structured complex commonsense. Then we adopt causal theory~(e.g., intervention) to modify the causal event graphs and obtain different scenarios that meet human concerns. Finally, an LLM is employed to synthesize examples with slow thinking, which is guided by the logical relationships in the modified causal graphs. Furthermore, we use detective stories to construct a more challenging subset. Experiments show that LLMs struggle in reasoning depth and breadth, while post-training and slow thinking can alleviate this. The code and data are available at https://github.com/Waste-Wood/Com2.
Abstract:Modeling 3D language fields with Gaussian Splatting for open-ended language queries has recently garnered increasing attention. However, recent 3DGS-based models leverage view-dependent 2D foundation models to refine 3D semantics but lack a unified 3D representation, leading to view inconsistencies. Additionally, inherent open-vocabulary challenges cause inconsistencies in object and relational descriptions, impeding hierarchical semantic understanding. In this paper, we propose Hi-LSplat, a view-consistent Hierarchical Language Gaussian Splatting work for 3D open-vocabulary querying. To achieve view-consistent 3D hierarchical semantics, we first lift 2D features to 3D features by constructing a 3D hierarchical semantic tree with layered instance clustering, which addresses the view inconsistency issue caused by 2D semantic features. Besides, we introduce instance-wise and part-wise contrastive losses to capture all-sided hierarchical semantic representations. Notably, we construct two hierarchical semantic datasets to better assess the model's ability to distinguish different semantic levels. Extensive experiments highlight our method's superiority in 3D open-vocabulary segmentation and localization. Its strong performance on hierarchical semantic datasets underscores its ability to capture complex hierarchical semantics within 3D scenes.
Abstract:Multi-agent reinforcement learning, despite its popularity and empirical success, faces significant scalability challenges in large-population dynamic games. Graphon mean field games (GMFGs) offer a principled framework for approximating such games while capturing heterogeneity among players. In this paper, we propose and analyze a policy optimization framework for continuous-time, finite-horizon linear-quadratic GMFGs. Exploiting the structural properties of GMFGs, we design an efficient policy parameterization in which each player's policy is represented as an affine function of their private state, with a shared slope function and player-specific intercepts. We develop a bilevel optimization algorithm that alternates between policy gradient updates for best-response computation under a fixed population distribution, and distribution updates using the resulting policies. We prove linear convergence of the policy gradient steps to best-response policies and establish global convergence of the overall algorithm to the Nash equilibrium. The analysis relies on novel landscape characterizations over infinite-dimensional policy spaces. Numerical experiments demonstrate the convergence and robustness of the proposed algorithm under varying graphon structures, noise levels, and action frequencies.
Abstract:While reasoning-augmented large language models (RLLMs) significantly enhance complex task performance through extended reasoning chains, they inevitably introduce substantial unnecessary token consumption, particularly for simpler problems where Short Chain-of-Thought (Short CoT) suffices. This overthinking phenomenon leads to inefficient resource usage without proportional accuracy gains. To address this issue, we propose Self-Route, a dynamic reasoning framework that automatically selects between general and reasoning modes based on model capability estimation. Our approach introduces a lightweight pre-inference stage to extract capability-aware embeddings from hidden layer representations, enabling real-time evaluation of the model's ability to solve problems. We further construct Gradient-10K, a model difficulty estimation-based dataset with dense complexity sampling, to train the router for precise capability boundary detection. Extensive experiments demonstrate that Self-Route achieves comparable accuracy to reasoning models while reducing token consumption by 30-55\% across diverse benchmarks. The proposed framework demonstrates consistent effectiveness across models with different parameter scales and reasoning paradigms, highlighting its general applicability and practical value.
Abstract:Evaluating and iterating upon recommender systems is crucial, yet traditional A/B testing is resource-intensive, and offline methods struggle with dynamic user-platform interactions. While agent-based simulation is promising, existing platforms often lack a mechanism for user actions to dynamically reshape the environment. To bridge this gap, we introduce RecInter, a novel agent-based simulation platform for recommender systems featuring a robust interaction mechanism. In RecInter platform, simulated user actions (e.g., likes, reviews, purchases) dynamically update item attributes in real-time, and introduced Merchant Agents can reply, fostering a more realistic and evolving ecosystem. High-fidelity simulation is ensured through Multidimensional User Profiling module, Advanced Agent Architecture, and LLM fine-tuned on Chain-of-Thought (CoT) enriched interaction data. Our platform achieves significantly improved simulation credibility and successfully replicates emergent phenomena like Brand Loyalty and the Matthew Effect. Experiments demonstrate that this interaction mechanism is pivotal for simulating realistic system evolution, establishing our platform as a credible testbed for recommender systems research.
Abstract:This paper presents the development of a wearable ankle rehabilitation robot based on a 3-RRR spherical parallel mechanism (SPM) to support multi-DOF recovery through pitch, roll, and yaw motions. The system features a compact, ergonomic structure designed for comfort, safety, and compatibility with ankle biomechanics. A complete design-to-dynamics pipeline has been implemented, including structural design, kinematic modeling for motion planning, and Lagrangian-based dynamic modeling for torque estimation and simulation analysis. Preliminary simulations verify stable joint coordination and smooth motion tracking under representative rehabilitation trajectories. The control framework is currently being developed to enhance responsiveness across the workspace. Future work will focus on integrating personalized modeling and adaptive strategies to address kinematic singularities through model based control. This work establishes a foundational platform for intelligent, personalized ankle rehabilitation, enabling both static training and potential extension to gait-phase-timed assistance.
Abstract:Designing efficient learning algorithms with complexity guarantees for Markov decision processes (MDPs) with large or continuous state and action spaces remains a fundamental challenge. We address this challenge for entropy-regularized MDPs with Polish state and action spaces, assuming access to a generative model of the environment. We propose a novel family of multilevel Monte Carlo (MLMC) algorithms that integrate fixed-point iteration with MLMC techniques and a generic stochastic approximation of the Bellman operator. We quantify the precise impact of the chosen approximate Bellman operator on the accuracy of the resulting MLMC estimator. Leveraging this error analysis, we show that using a biased plain MC estimate for the Bellman operator results in quasi-polynomial sample complexity, whereas an unbiased randomized multilevel approximation of the Bellman operator achieves polynomial sample complexity in expectation. Notably, these complexity bounds are independent of the dimensions or cardinalities of the state and action spaces, distinguishing our approach from existing algorithms whose complexities scale with the sizes of these spaces. We validate these theoretical performance guarantees through numerical experiments.
Abstract:Stochastic policies are widely used in continuous-time reinforcement learning algorithms. However, executing a stochastic policy and evaluating its performance in a continuous-time environment remain open challenges. This work introduces and rigorously analyzes a policy execution framework that samples actions from a stochastic policy at discrete time points and implements them as piecewise constant controls. We prove that as the sampling mesh size tends to zero, the controlled state process converges weakly to the dynamics with coefficients aggregated according to the stochastic policy. We explicitly quantify the convergence rate based on the regularity of the coefficients and establish an optimal first-order convergence rate for sufficiently regular coefficients. Additionally, we show that the same convergence rates hold with high probability concerning the sampling noise, and further establish a $1/2$-order almost sure convergence when the volatility is not controlled. Building on these results, we analyze the bias and variance of various policy evaluation and policy gradient estimators based on discrete-time observations. Our results provide theoretical justification for the exploratory stochastic control framework in [H. Wang, T. Zariphopoulou, and X.Y. Zhou, J. Mach. Learn. Res., 21 (2020), pp. 1-34].
Abstract:As one of the prominent AI-generated content, Deepfake has raised significant safety concerns. Although it has been demonstrated that temporal consistency cues offer better generalization capability, existing methods based on CNNs inevitably introduce spatial bias, which hinders the extraction of intrinsic temporal features. To address this issue, we propose a novel method called Spatial Dependency Reduction (SDR), which integrates common temporal consistency features from multiple spatially-perturbed clusters, to reduce the dependency of the model on spatial information. Specifically, we design multiple Spatial Perturbation Branch (SPB) to construct spatially-perturbed feature clusters. Subsequently, we utilize the theory of mutual information and propose a Task-Relevant Feature Integration (TRFI) module to capture temporal features residing in similar latent space from these clusters. Finally, the integrated feature is fed into a temporal transformer to capture long-range dependencies. Extensive benchmarks and ablation studies demonstrate the effectiveness and rationale of our approach.
Abstract:Efficiently synthesizing novel views from sparse inputs while maintaining accuracy remains a critical challenge in 3D reconstruction. While advanced techniques like radiance fields and 3D Gaussian Splatting achieve rendering quality and impressive efficiency with dense view inputs, they suffer from significant geometric reconstruction errors when applied to sparse input views. Moreover, although recent methods leverage monocular depth estimation to enhance geometric learning, their dependence on single-view estimated depth often leads to view inconsistency issues across different viewpoints. Consequently, this reliance on absolute depth can introduce inaccuracies in geometric information, ultimately compromising the quality of scene reconstruction with Gaussian splats. In this paper, we present RDG-GS, a novel sparse-view 3D rendering framework with Relative Depth Guidance based on 3D Gaussian Splatting. The core innovation lies in utilizing relative depth guidance to refine the Gaussian field, steering it towards view-consistent spatial geometric representations, thereby enabling the reconstruction of accurate geometric structures and capturing intricate textures. First, we devise refined depth priors to rectify the coarse estimated depth and insert global and fine-grained scene information to regular Gaussians. Building on this, to address spatial geometric inaccuracies from absolute depth, we propose relative depth guidance by optimizing the similarity between spatially correlated patches of depth and images. Additionally, we also directly deal with the sparse areas challenging to converge by the adaptive sampling for quick densification. Across extensive experiments on Mip-NeRF360, LLFF, DTU, and Blender, RDG-GS demonstrates state-of-the-art rendering quality and efficiency, making a significant advancement for real-world application.