Yuzhou Wu

h-index14
2papers

2 Papers

CVDec 21, 2025Code
IPCV: Information-Preserving Compression for MLLM Visual Encoders

Yuan Chen, Zichen Wen, Yuzhou Wu et al.

Multimodal Large Language Models (MLLMs) deliver strong vision-language performance but at high computational cost, driven by numerous visual tokens processed by the Vision Transformer (ViT) encoder. Existing token pruning strategies are inadequate: LLM-stage token pruning overlooks the ViT's overhead, while conventional ViT token pruning, without language guidance, risks discarding textually critical visual cues and introduces feature distortions amplified by the ViT's bidirectional attention. To meet these challenges, we propose IPCV, a training-free, information-preserving compression framework for MLLM visual encoders. IPCV enables aggressive token pruning inside the ViT via Neighbor-Guided Reconstruction (NGR) that temporarily reconstructs pruned tokens to participate in attention with minimal overhead, then fully restores them before passing to the LLM. Besides, we introduce Attention Stabilization (AS) to further alleviate the negative influence from token pruning by approximating the K/V of pruned tokens. It can be directly applied to previous LLM-side token pruning methods to enhance their performance. Extensive experiments show that IPCV substantially reduces end-to-end computation and outperforms state-of-the-art training-free token compression methods across diverse image and video benchmarks. Our code is available at https://github.com/Perkzi/IPCV.

LGMar 2, 2019
Efficient Reinforcement Learning for StarCraft by Abstract Forward Models and Transfer Learning

Ruo-Ze Liu, Haifeng Guo, Xiaozhong Ji et al.

Injecting human knowledge is an effective way to accelerate reinforcement learning (RL). However, these methods are underexplored. This paper presents our discovery that an abstract forward model (thought-game (TG)) combined with transfer learning (TL) is an effective way. We take StarCraft II as our study environment. With the help of a designed TG, the agent can learn a 99% win-rate on a 64x64 map against the Level-7 built-in AI, using only 1.08 hours in a single commercial machine. We also show that the TG method is not as restrictive as it was thought to be. It can work with roughly designed TGs, and can also be useful when the environment changes. Comparing with previous model-based RL, we show TG is more effective. We also present a TG hypothesis that gives the influence of different fidelity levels of TG. For real games that have unequal state and action spaces, we proposed a novel XfrNet of which usefulness is validated while achieving a 90% win-rate against the cheating Level-10 AI. We argue that the TG method might shed light on further studies of efficient RL with human knowledge.