CRFeb 27, 2023
Proof-of-Contribution-Based Design for Collaborative Machine Learning on BlockchainBaturalp Buyukates, Chaoyang He, Shanshan Han et al.
We consider a project (model) owner that would like to train a model by utilizing the local private data and compute power of interested data owners, i.e., trainers. Our goal is to design a data marketplace for such decentralized collaborative/federated learning applications that simultaneously provides i) proof-of-contribution based reward allocation so that the trainers are compensated based on their contributions to the trained model; ii) privacy-preserving decentralized model training by avoiding any data movement from data owners; iii) robustness against malicious parties (e.g., trainers aiming to poison the model); iv) verifiability in the sense that the integrity, i.e., correctness, of all computations in the data market protocol including contribution assessment and outlier detection are verifiable through zero-knowledge proofs; and v) efficient and universal design. We propose a blockchain-based marketplace design to achieve all five objectives mentioned above. In our design, we utilize a distributed storage infrastructure and an aggregator aside from the project owner and the trainers. The aggregator is a processing node that performs certain computations, including assessing trainer contributions, removing outliers, and updating hyper-parameters. We execute the proposed data market through a blockchain smart contract. The deployed smart contract ensures that the project owner cannot evade payment, and honest trainers are rewarded based on their contributions at the end of training. Finally, we implement the building blocks of the proposed data market and demonstrate their applicability in practical scenarios through extensive experiments.
96.8CVMar 20
FlowScene: Style-Consistent Indoor Scene Generation with Multimodal Graph Rectified FlowZhifei Yang, Guangyao Zhai, Keyang Lu et al. · pku
Scene generation has extensive industrial applications, demanding both high realism and precise control over geometry and appearance. Language-driven retrieval methods compose plausible scenes from a large object database, but overlook object-level control and often fail to enforce scene-level style coherence. Graph-based formulations offer higher controllability over objects and inform holistic consistency by explicitly modeling relations, yet existing methods struggle to produce high-fidelity textured results, thereby limiting their practical utility. We present FlowScene, a tri-branch scene generative model conditioned on multimodal graphs that collaboratively generates scene layouts, object shapes, and object textures. At its core lies a tight-coupled rectified flow model that exchanges object information during generation, enabling collaborative reasoning across the graph. This enables fine-grained control of objects' shapes, textures, and relations while enforcing scene-level style coherence across structure and appearance. Extensive experiments show that FlowScene outperforms both language-conditioned and graph-conditioned baselines in terms of generation realism, style consistency, and alignment with human preferences.
AIJan 21
DARA: Few-shot Budget Allocation in Online Advertising via In-Context Decision Making with RL-Finetuned LLMsMingxuan Song, Yusen Huo, Bohan Zhou et al.
Optimizing the advertiser's cumulative value of winning impressions under budget constraints poses a complex challenge in online advertising, under the paradigm of AI-Generated Bidding (AIGB). Advertisers often have personalized objectives but limited historical interaction data, resulting in few-shot scenarios where traditional reinforcement learning (RL) methods struggle to perform effectively. Large Language Models (LLMs) offer a promising alternative for AIGB by leveraging their in-context learning capabilities to generalize from limited data. However, they lack the numerical precision required for fine-grained optimization. To address this limitation, we introduce GRPO-Adaptive, an efficient LLM post-training strategy that enhances both reasoning and numerical precision by dynamically updating the reference policy during training. Built upon this foundation, we further propose DARA, a novel dual-phase framework that decomposes the decision-making process into two stages: a few-shot reasoner that generates initial plans via in-context prompting, and a fine-grained optimizer that refines these plans using feedback-driven reasoning. This separation allows DARA to combine LLMs' in-context learning strengths with precise adaptability required by AIGB tasks. Extensive experiments on both real-world and synthetic data environments demonstrate that our approach consistently outperforms existing baselines in terms of cumulative advertiser value under budget constraints.
AIMay 15, 2023Code
Large Language Model Guided Tree-of-ThoughtJieyi Long
In this paper, we introduce the Tree-of-Thought (ToT) framework, a novel approach aimed at improving the problem-solving capabilities of auto-regressive large language models (LLMs). The ToT technique is inspired by the human mind's approach for solving complex reasoning tasks through trial and error. In this process, the human mind explores the solution space through a tree-like thought process, allowing for backtracking when necessary. To implement ToT as a software system, we augment an LLM with additional modules including a prompter agent, a checker module, a memory module, and a ToT controller. In order to solve a given problem, these modules engage in a multi-round conversation with the LLM. The memory module records the conversation and state history of the problem solving process, which allows the system to backtrack to the previous steps of the thought-process and explore other directions from there. To verify the effectiveness of the proposed technique, we implemented a ToT-based solver for the Sudoku Puzzle. Experimental results show that the ToT framework can significantly increase the success rate of Sudoku puzzle solving. Our implementation of the ToT-based Sudoku solver is available on GitHub: \url{https://github.com/jieyilong/tree-of-thought-puzzle-solver}.
CVFeb 9, 2025
MMGDreamer: Mixed-Modality Graph for Geometry-Controllable 3D Indoor Scene GenerationZhifei Yang, Keyang Lu, Chao Zhang et al. · pku
Controllable 3D scene generation has extensive applications in virtual reality and interior design, where the generated scenes should exhibit high levels of realism and controllability in terms of geometry. Scene graphs provide a suitable data representation that facilitates these applications. However, current graph-based methods for scene generation are constrained to text-based inputs and exhibit insufficient adaptability to flexible user inputs, hindering the ability to precisely control object geometry. To address this issue, we propose MMGDreamer, a dual-branch diffusion model for scene generation that incorporates a novel Mixed-Modality Graph, visual enhancement module, and relation predictor. The mixed-modality graph allows object nodes to integrate textual and visual modalities, with optional relationships between nodes. It enhances adaptability to flexible user inputs and enables meticulous control over the geometry of objects in the generated scenes. The visual enhancement module enriches the visual fidelity of text-only nodes by constructing visual representations using text embeddings. Furthermore, our relation predictor leverages node representations to infer absent relationships between nodes, resulting in more coherent scene layouts. Extensive experimental results demonstrate that MMGDreamer exhibits superior control of object geometry, achieving state-of-the-art scene generation performance. Project page: https://yangzhifeio.github.io/project/MMGDreamer.
CVNov 24, 2025
Yo'City: Personalized and Boundless 3D Realistic City Scene Generation via Self-Critic ExpansionKeyang Lu, Sifan Zhou, Hongbin Xu et al.
Realistic 3D city generation is fundamental to a wide range of applications, including virtual reality and digital twins. However, most existing methods rely on training a single diffusion model, which limits their ability to generate personalized and boundless city-scale scenes. In this paper, we present Yo'City, a novel agentic framework that enables user-customized and infinitely expandable 3D city generation by leveraging the reasoning and compositional capabilities of off-the-shelf large models. Specifically, Yo'City first conceptualize the city through a top-down planning strategy that defines a hierarchical "City-District-Grid" structure. The Global Planner determines the overall layout and potential functional districts, while the Local Designer further refines each district with detailed grid-level descriptions. Subsequently, the grid-level 3D generation is achieved through a "produce-refine-evaluate" isometric image synthesis loop, followed by image-to-3D generation. To simulate continuous city evolution, Yo'City further introduces a user-interactive, relationship-guided expansion mechanism, which performs scene graph-based distance- and semantics-aware layout optimization, ensuring spatially coherent city growth. To comprehensively evaluate our method, we construct a diverse benchmark dataset and design six multi-dimensional metrics that assess generation quality from the perspectives of semantics, geometry, texture, and layout. Extensive experiments demonstrate that Yo'City consistently outperforms existing state-of-the-art methods across all evaluation aspects.