Tianyu Qiu

LG
h-index52
15papers
299citations
Novelty50%
AI Score55

15 Papers

NADec 9, 2015
A new and improved analysis of the time domain boundary integral operators for acoustics

Matthew Hassell, Tianyu Qiu, Tonatiuh Sanchez-Vizuet et al.

We present a novel analysis of the boundary integral operators associated to the wave equation. The analysis is done entirely in the time-domain by employing tools from abstract evolution equations in Hilbert spaces and semi-group theory. We prove a single general theorem from which well-posedness and regularity of the solutions for several boundary integral formulations can be deduced as particular cases. By careful choices of continuous and discrete spaces, we are able to provide a concise analysis for various direct and indirect formulations, both at the continuous level and for their Galerkin-in-space semi-discretizations. Some of the results here are improvements on previously known results, while other results are equivalent to those in the literature. The methodology presented here greatly simplifies the analysis of the operators of the Calderon projector for the wave equation and can be generalized for other relevant boundary integral equations.

AIFeb 27Code
AIDABench: AI Data Analytics Benchmark

Yibo Yang, Fei Lei, Yixuan Sun et al.

As AI-driven document understanding and processing tools become increasingly prevalent in real-world applications, the need for rigorous evaluation standards has grown increasingly urgent. Existing benchmarks and evaluations often focus on isolated capabilities or simplified scenarios, failing to capture the end-to-end task effectiveness required in practical settings. To address this gap, we introduce AIDABench, a comprehensive benchmark for evaluating AI systems on complex data analytics tasks in an end-to-end manner. AIDABench encompasses 600+ diverse document analysis tasks across three core capability dimensions: question answering, data visualization, and file generation. These tasks are grounded in realistic scenarios involving heterogeneous data types, including spreadsheets, databases, financial reports, and operational records, and reflect analytical demands across diverse industries and job functions. Notably, the tasks in AIDABench are sufficiently challenging that even human experts require 1-2 hours per question when assisted by AI tools, underscoring the benchmark's difficulty and real-world complexity. We evaluate 11 state-of-the-art models on AIDABench, spanning both proprietary (e.g., Claude Sonnet 4.5, Gemini 3 Pro Preview) and open-source (e.g., Qwen3-Max-2026-01-23-Thinking) families. Our results reveal that complex, real-world data analytics tasks remain a significant challenge for current AI systems, with the best-performing model achieving only 59.43% pass-at-1. We provide a detailed analysis of failure modes across each capability dimension and identify key challenges for future research. AIDABench offers a principled reference for enterprise procurement, tool selection, and model optimization, and is publicly available at https://github.com/MichaelYang-lyx/AIDABench.

NANov 7, 2017
Time-domain boundary integral equation modeling of heat transmission problems

Tianyu Qiu, Alexander Rieder, Francisco-Javier Sayas et al.

This paper investigates the numerical modeling of a time-dependent heat transmission problem by the convolution quadrature boundary element method. It introduces the latest theoretical development into the error analysis of the numerical scheme. Semigroup theory is applied to obtain stability in spatial semidiscrete scheme. Functional calculus is employed to yield convergence in the fully discrete scheme. In comparison to the traditional Laplace domain approach, we show our approach gives better estimates.

SYMar 17
Linear-Quadratic Gaussian Games with Distributed Sparse Estimation

Tianyu Qiu, Filippos Fotiadis, Xinjie Liu et al.

Linear-quadratic Gaussian games provide a framework for modeling strategic interactions in multi-agent systems, where agents must estimate system states from noisy observations while also making decisions to optimize a quadratic cost. However, these formulations usually require agents to utilize the full set of available observations when forming their state estimates, which can be unrealistic in large-scale or resource-constrained settings. In this paper, we consider linear-quadratic Gaussian games with sparse interagent observations. To enforce sparsity in the estimation stage, we design a distributed estimator that balances estimation effectiveness with interagent measurement sparsity via a group lasso problem, while agents implement feedback Nash strategies based on their state estimates. We provide sufficient conditions under which the sparse estimator is guaranteed to trigger a corrective reset to the optimal estimation gain, ensuring that estimation quality does not degrade beyond a level determined by the regularization parameters. Simulations on a formation game show that the proposed approach yields a significant reduction in communication resources consumed while only minimally affecting the nominal equilibrium trajectories.

QMSep 12, 2023
CloudBrain-NMR: An Intelligent Cloud Computing Platform for NMR Spectroscopy Processing, Reconstruction and Analysis

Di Guo, Sijin Li, Jun Liu et al.

Nuclear Magnetic Resonance (NMR) spectroscopy has served as a powerful analytical tool for studying molecular structure and dynamics in chemistry and biology. However, the processing of raw data acquired from NMR spectrometers and subsequent quantitative analysis involves various specialized tools, which necessitates comprehensive knowledge in programming and NMR. Particularly, the emerging deep learning tools is hard to be widely used in NMR due to the sophisticated setup of computation. Thus, NMR processing is not an easy task for chemist and biologists. In this work, we present CloudBrain-NMR, an intelligent online cloud computing platform designed for NMR data reading, processing, reconstruction, and quantitative analysis. The platform is conveniently accessed through a web browser, eliminating the need for any program installation on the user side. CloudBrain-NMR uses parallel computing with graphics processing units and central processing units, resulting in significantly shortened computation time. Furthermore, it incorporates state-of-the-art deep learning-based algorithms offering comprehensive functionalities that allow users to complete the entire processing procedure without relying on additional software. This platform has empowered NMR applications with advanced artificial intelligence processing. CloudBrain-NMR is openly accessible for free usage at https://csrc.xmu.edu.cn/CloudBrain.html

MAJul 13, 2024
Inferring Occluded Agent Behavior in Dynamic Games from Noise Corrupted Observations

Tianyu Qiu, David Fridovich-Keil

In mobile robotics and autonomous driving, it is natural to model agent interactions as the Nash equilibrium of a noncooperative, dynamic game. These methods inherently rely on observations from sensors such as lidars and cameras to identify agents participating in the game and, therefore, have difficulty when some agents are occluded. To address this limitation, this paper presents an occlusion-aware game-theoretic inference method to estimate the locations of potentially occluded agents, and simultaneously infer the intentions of both visible and occluded agents, which best accounts for the observations of visible agents. Additionally, we propose a receding horizon planning strategy based on an occlusion-aware contingency game designed to navigate in scenarios with potentially occluded agents. Monte Carlo simulations validate our approach, demonstrating that it accurately estimates the game model and trajectories for both visible and occluded agents using noisy observations of visible agents. Our planning pipeline significantly enhances navigation safety when compared to occlusion-ignorant baseline as well.

ROApr 1
A Player Selection Network for Scalable Game-Theoretic Prediction and Planning

Tianyu Qiu, Eric Ouano, Fernando Palafox et al.

While game-theoretic planning frameworks are effective at modeling multi-agent interactions, they require solving large optimization problems where the number of variables increases with the number of agents, resulting in long computation times that limit their use in large-scale, real-time systems. To address this issue, we propose 1) PSN Game-a learning-based, game-theoretic prediction and planning framework that reduces game size by learning a Player Selection Network (PSN); and 2) a Goal Inference Network (GIN) that makes it possible to use the PSN in incomplete-information games where other agents' intentions are unknown to the ego agent. A PSN outputs a player selection mask that distinguishes influential players from less relevant ones, enabling the ego player to solve a smaller, masked game involving only selected players. By reducing the number of players included in the game, PSN shrinks the corresponding optimization problems, leading to faster solve times. Experiments in both simulated scenarios and real-world pedestrian trajectory datasets show that PSN is competitive with, and often improves upon, the evaluated explicit game-theoretic selection baselines in 1) prediction accuracy and 2) planning safety. Across scenarios, PSN typically selects substantially fewer players than are present in the full game, thereby reducing game size and planning complexity. PSN also generalizes to settings in which agents' objectives are unknown, via the GIN, without test-time fine-tuning. By selecting only the most relevant players for decision-making, PSN Game provides a practical mechanism for reducing planning complexity that can be integrated into existing multi-agent planning frameworks.

LGSep 6, 2024
An Efficient and Generalizable Symbolic Regression Method for Time Series Analysis

Yi Xie, Tianyu Qiu, Yun Xiong et al.

Time series analysis and prediction methods currently excel in quantitative analysis, offering accurate future predictions and diverse statistical indicators, but generally falling short in elucidating the underlying evolution patterns of time series. To gain a more comprehensive understanding and provide insightful explanations, we utilize symbolic regression techniques to derive explicit expressions for the non-linear dynamics in the evolution of time series variables. However, these techniques face challenges in computational efficiency and generalizability across diverse real-world time series data. To overcome these challenges, we propose \textbf{N}eural-\textbf{E}nhanced \textbf{Mo}nte-Carlo \textbf{T}ree \textbf{S}earch (NEMoTS) for time series. NEMoTS leverages the exploration-exploitation balance of Monte-Carlo Tree Search (MCTS), significantly reducing the search space in symbolic regression and improving expression quality. Furthermore, by integrating neural networks with MCTS, NEMoTS not only capitalizes on their superior fitting capabilities to concentrate on more pertinent operations post-search space reduction, but also replaces the complex and time-consuming simulation process, thereby substantially improving computational efficiency and generalizability in time series analysis. NEMoTS offers an efficient and comprehensive approach to time series analysis. Experiments with three real-world datasets demonstrate NEMoTS's significant superiority in performance, efficiency, reliability, and interpretability, making it well-suited for large-scale real-world time series data.

GTMay 14
Efficiently Solving Mixed-Hierarchy Games with Quasi-Policy Approximations

Hamzah Khan, Dong Ho Lee, Jingqi Li et al.

Multi-robot coordination often exhibits hierarchical structure, with some robots' decisions depending on the planned behaviors of others. While game theory provides a principled framework for such interactions, existing solvers struggle to handle mixed information structures that combine simultaneous (Nash) and hierarchical (Stackelberg) decision-making. We study N-robot forest-structured mixed-hierarchy games, in which each robot acts as a Stackelberg leader over its subtree while robots in different branches interact via Nash equilibria. We derive the Karush-Kuhn-Tucker (KKT) first-order optimality conditions for this class of games and show that they involve increasingly high-order derivatives of robots' best-response policies as the hierarchy depth grows, rendering a direct solution intractable. To overcome this challenge, we introduce a quasi-policy approximation that removes higher-order policy derivatives and develop an inexact Newton method for efficiently solving the resulting approximated KKT systems. We prove local exponential convergence of the proposed algorithm for games with non-quadratic objectives and nonlinear constraints. The approach is implemented in a highly optimized Julia library (MixedHierarchyGames.jl) and evaluated in hardware and simulated multi-agent experiments, demonstrating real-time convergence for complex mixed-hierarchy information structures.

ROApr 22
FingerEye: Continuous and Unified Vision-Tactile Sensing for Dexterous Manipulation

Zhixuan Xu, Yichen Li, Xuanye Wu et al.

Dexterous robotic manipulation requires comprehensive perception across all phases of interaction: pre-contact, contact initiation, and post-contact. Such continuous feedback allows a robot to adapt its actions throughout interaction. However, many existing tactile sensors, such as GelSight and its variants, only provide feedback after contact is established, limiting a robot's ability to precisely initiate contact. We introduce FingerEye, a compact and cost-effective sensor that provides continuous vision-tactile feedback throughout the interaction process. FingerEye integrates binocular RGB cameras to provide close-range visual perception with implicit stereo depth. Upon contact, external forces and torques deform a compliant ring structure; these deformations are captured via marker-based pose estimation and serve as a proxy for contact wrench sensing. This design enables a perception stream that smoothly transitions from pre-contact visual cues to post-contact tactile feedback. Building on this sensing capability, we develop a vision-tactile imitation learning policy that fuses signals from multiple FingerEye sensors to learn dexterous manipulation behaviors from limited real-world data. We further develop a digital twin of our sensor and robot platform to improve policy generalization. By combining real demonstrations with visually augmented simulated observations for representation learning, the learned policies become more robust to object appearance variations. Together, these design aspects enable dexterous manipulation across diverse object properties and interaction regimes, including coin standing, chip picking, letter retrieving, and syringe manipulation. The hardware design, code, appendix, and videos are available on our project website: https://nus-lins-lab.github.io/FingerEyeWeb/

MLDec 19, 2024
Enhancing Masked Time-Series Modeling via Dropping Patches

Tianyu Qiu, Yi Xie, Yun Xiong et al.

This paper explores how to enhance existing masked time-series modeling by randomly dropping sub-sequence level patches of time series. On this basis, a simple yet effective method named DropPatch is proposed, which has two remarkable advantages: 1) It improves the pre-training efficiency by a square-level advantage; 2) It provides additional advantages for modeling in scenarios such as in-domain, cross-domain, few-shot learning and cold start. This paper conducts comprehensive experiments to verify the effectiveness of the method and analyze its internal mechanism. Empirically, DropPatch strengthens the attention mechanism, reduces information redundancy and serves as an efficient means of data augmentation. Theoretically, it is proved that DropPatch slows down the rate at which the Transformer representations collapse into the rank-1 linear subspace by randomly dropping patches, thus optimizing the quality of the learned representations

LGDec 2, 2024
Dense Dynamics-Aware Reward Synthesis: Integrating Prior Experience with Demonstrations

Cevahir Koprulu, Po-han Li, Tianyu Qiu et al.

Many continuous control problems can be formulated as sparse-reward reinforcement learning (RL) tasks. In principle, online RL methods can automatically explore the state space to solve each new task. However, discovering sequences of actions that lead to a non-zero reward becomes exponentially more difficult as the task horizon increases. Manually shaping rewards can accelerate learning for a fixed task, but it is an arduous process that must be repeated for each new environment. We introduce a systematic reward-shaping framework that distills the information contained in 1) a task-agnostic prior data set and 2) a small number of task-specific expert demonstrations, and then uses these priors to synthesize dense dynamics-aware rewards for the given task. This supervision substantially accelerates learning in our experiments, and we provide analysis demonstrating how the approach can effectively guide online learning agents to faraway goals.

IRJan 7, 2022
On the Effectiveness of Sampled Softmax Loss for Item Recommendation

Jiancan Wu, Xiang Wang, Xingyu Gao et al.

The learning objective plays a fundamental role to build a recommender system. Most methods routinely adopt either pointwise or pairwise loss to train the model parameters, while rarely pay attention to softmax loss due to its computational complexity when scaling up to large datasets or intractability for streaming data. The sampled softmax (SSM) loss emerges as an efficient substitute for softmax loss. Its special case, InfoNCE loss, has been widely used in self-supervised learning and exhibited remarkable performance for contrastive learning. Nonetheless, limited recommendation work uses the SSM loss as the learning objective. Worse still, none of them explores its properties thoroughly and answers ``Does SSM loss suit for item recommendation?'' and ``What are the conceptual advantages of SSM loss, as compared with the prevalent losses?'', to the best of our knowledge. In this work, we aim to offer a better understanding of SSM for item recommendation. Specifically, we first theoretically reveal three model-agnostic advantages: (1) mitigating popularity bias; (2) mining hard negative samples; and (3) maximizing the ranking metric. However, based on our empirical studies, we recognize that the default choice of cosine similarity function in SSM limits its ability in learning the magnitudes of representation vectors. As such, the combinations of SSM with the models that also fall short in adjusting magnitudes may result in poor representations. One step further, we provide mathematical proof that message passing schemes in graph convolution networks can adjust representation magnitude according to node degree, which naturally compensates for the shortcoming of SSM. Extensive experiments on four benchmark datasets justify our analyses, demonstrating the superiority of SSM for item recommendation. Our implementations are available in both TensorFlow and PyTorch.

MED-PHJan 26, 2021
Magnetic Resonance Spectroscopy Deep Learning Denoising Using Few In Vivo Data

Dicheng Chen, Wanqi Hu, Huiting Liu et al.

Magnetic Resonance Spectroscopy (MRS) is a noninvasive tool to reveal metabolic information. One challenge of 1H-MRS is the low Signal-Noise Ratio (SNR). To improve the SNR, a typical approach is to perform Signal Averaging (SA) with M repeated samples. The data acquisition time, however, is increased by M times accordingly, and a complete clinical MRS scan takes approximately 10 minutes at a common setting M=128. Recently, deep learning has been introduced to improve the SNR but most of them use the simulated data as the training set. This may hinder the MRS applications since some potential differences, such as acquisition system imperfections, and physiological and psychologic conditions may exist between the simulated and in vivo data. Here, we proposed a new scheme that purely used the repeated samples of realistic data. A deep learning model, Refusion Long Short-Term Memory (ReLSTM), was designed to learn the mapping from the low SNR time-domain data (24 SA) to the high SNR one (128 SA). Experiments on the in vivo brain spectra of 7 healthy subjects, 2 brain tumor patients and 1 cerebral infarction patient showed that only using 20% repeated samples, the denoised spectra by ReLSTM could provide comparable estimated concentrations of metabolites to 128 SA. Compared with the state-of-the-art low-rank denoising method, the ReLSTM achieved the lower relative error and the Cramér-Rao lower bounds in quantifying some important biomarkers. In summary, ReLSTM can perform high-fidelity denoising of the spectra under fast acquisition (24 SA), which would be valuable to MRS clinical studies.

MED-PHApr 9, 2019
Accelerated Nuclear Magnetic Resonance Spectroscopy with Deep Learning

Xiaobo Qu, Yihui Huang, Hengfa Lu et al.

Nuclear magnetic resonance (NMR) spectroscopy serves as an indispensable tool in chemistry and biology but often suffers from long experimental time. We present a proof-of-concept of application of deep learning and neural network for high-quality, reliable, and very fast NMR spectra reconstruction from limited experimental data. We show that the neural network training can be achieved using solely synthetic NMR signal, which lifts the prohibiting demand for a large volume of realistic training data usually required in the deep learning approach.