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Dian Yu

Dian Yu contributes to research discovery and scholarly infrastructure.

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Published work

12 published item(s)

preprint2026arXiv

DeltaRubric: Generative Multimodal Reward Modeling via Joint Planning and Verification

Aligning Multimodal Large Language Models (MLLMs) requires reliable reward models, yet existing single-step evaluators can suffer from lazy judging, exploiting language priors over fine-grained visual verification. While rubric-based evaluation mitigates these biases in text-only settings, extending it to multimodal tasks is bottlenecked by the complexity of visual reasoning. The critical differences between responses often depend on instance-specific visual details. Robust evaluation requires dynamically synthesizing rubrics that isolate spatial and factual discrepancies. To address this, we introduce $\textbf{DeltaRubric}$, an approach that reformulates multimodal preference evaluation as a plan-and-execute process within a single MLLM. DeltaRubric operates in two steps: acting first as a $\textit{Disagreement Planner}$, the model generates a neutral, instance-specific verification checklist. Transitioning into a $\textit{Checklist Verifier}$, it executes these self-generated checks against the image and question to produce the final grounded judgment. We formulate DeltaRubric as a multi-role reinforcement learning problem, jointly optimizing planning and verification capabilities. Validated on Qwen3-VL 4B and 8B Instruct models, DeltaRubric achieves solid empirical gains. For instance, On VL-RewardBench, it improves base model overall accuracy by $\textbf{+22.6}$ (4B) and $\textbf{+18.8}$ (8B) points, largely outperforming standard no-rubric baselines. The results demonstrate that decomposing evaluation into structured, verifiable steps leads to more reliable and generalizable multimodal reward modeling.

preprint2026arXiv

Reinforcing Multimodal Reasoning Against Visual Degradation

Reinforcement Learning has significantly advanced the reasoning capabilities of Multimodal Large Language Models (MLLMs), yet the resulting policies remain brittle against real-world visual degradations such as blur, compression artifacts, and low-resolution scans. Prior robustness techniques from vision and deep RL rely on static data augmentation or value-based regularization, neither of which transfers cleanly to critic-free RL fine-tuning of autoregressive MLLMs. Reinforcing reasoning against such corruptions is non-trivial: naively injecting degraded views during rollout induces reward poisoning, where perceptual occlusions trigger hallucinated trajectories and destabilize optimization. We propose ROMA, an RL fine-tuning framework that modifies the optimization dynamics to reinforce reasoning against visual degradation while preserving clean-input performance. A dual-forward-pass strategy uses teacher forcing to evaluate corrupted views against clean-image trajectories, avoiding new rollouts on degraded inputs. For distributional consistency, we apply a token-level surrogate KL penalty against the worst-case augmentation; to prevent policy collapse under regularization, an auxiliary policy gradient loss anchored to clean-image advantages preserves a reliable reward signal; and to avoid systematically incorrect invariance, correctness-conditioned regularization restricts enforcement to successful trajectories. On Qwen3-VL 4B/8B across seven multimodal reasoning benchmarks, our method improves robustness by +2.4% on seen and +2.3% on unseen corruptions over GRPO while matching clean accuracy.

preprint2022arXiv

C-MORE: Pretraining to Answer Open-Domain Questions by Consulting Millions of References

We consider the problem of pretraining a two-stage open-domain question answering (QA) system (retriever + reader) with strong transfer capabilities. The key challenge is how to construct a large amount of high-quality question-answer-context triplets without task-specific annotations. Specifically, the triplets should align well with downstream tasks by: (i) covering a wide range of domains (for open-domain applications), (ii) linking a question to its semantically relevant context with supporting evidence (for training the retriever), and (iii) identifying the correct answer in the context (for training the reader). Previous pretraining approaches generally fall short of one or more of these requirements. In this work, we automatically construct a large-scale corpus that meets all three criteria by consulting millions of references cited within Wikipedia. The well-aligned pretraining signals benefit both the retriever and the reader significantly. Our pretrained retriever leads to 2%-10% absolute gains in top-20 accuracy. And with our pretrained reader, the entire system improves by up to 4% in exact match.

preprint2022arXiv

Description-Driven Task-Oriented Dialog Modeling

Task-oriented dialogue (TOD) systems are required to identify key information from conversations for the completion of given tasks. Such information is conventionally specified in terms of intents and slots contained in task-specific ontology or schemata. Since these schemata are designed by system developers, the naming convention for slots and intents is not uniform across tasks, and may not convey their semantics effectively. This can lead to models memorizing arbitrary patterns in data, resulting in suboptimal performance and generalization. In this paper, we propose that schemata should be modified by replacing names or notations entirely with natural language descriptions. We show that a language description-driven system exhibits better understanding of task specifications, higher performance on state tracking, improved data efficiency, and effective zero-shot transfer to unseen tasks. Following this paradigm, we present a simple yet effective Description-Driven Dialog State Tracking (D3ST) model, which relies purely on schema descriptions and an "index-picking" mechanism. We demonstrate the superiority in quality, data efficiency and robustness of our approach as measured on the MultiWOZ (Budzianowski et al.,2018), SGD (Rastogi et al., 2020), and the recent SGD-X (Lee et al., 2021) benchmarks.

preprint2022arXiv

Learning-by-Narrating: Narrative Pre-Training for Zero-Shot Dialogue Comprehension

Comprehending a dialogue requires a model to capture diverse kinds of key information in the utterances, which are either scattered around or implicitly implied in different turns of conversations. Therefore, dialogue comprehension requires diverse capabilities such as paraphrasing, summarizing, and commonsense reasoning. Towards the objective of pre-training a zero-shot dialogue comprehension model, we develop a novel narrative-guided pre-training strategy that learns by narrating the key information from a dialogue input. However, the dialogue-narrative parallel corpus for such a pre-training strategy is currently unavailable. For this reason, we first construct a dialogue-narrative parallel corpus by automatically aligning movie subtitles and their synopses. We then pre-train a BART model on the data and evaluate its performance on four dialogue-based tasks that require comprehension. Experimental results show that our model not only achieves superior zero-shot performance but also exhibits stronger fine-grained dialogue comprehension capabilities. The data and code are available at https://github.com/zhaochaocs/Diana

preprint2022arXiv

Unsupervised Slot Schema Induction for Task-oriented Dialog

Carefully-designed schemas describing how to collect and annotate dialog corpora are a prerequisite towards building task-oriented dialog systems. In practical applications, manually designing schemas can be error-prone, laborious, iterative, and slow, especially when the schema is complicated. To alleviate this expensive and time consuming process, we propose an unsupervised approach for slot schema induction from unlabeled dialog corpora. Leveraging in-domain language models and unsupervised parsing structures, our data-driven approach extracts candidate slots without constraints, followed by coarse-to-fine clustering to induce slot types. We compare our method against several strong supervised baselines, and show significant performance improvement in slot schema induction on MultiWoz and SGD datasets. We also demonstrate the effectiveness of induced schemas on downstream applications including dialog state tracking and response generation.

preprint2022arXiv

Using Chatbots to Teach Languages

This paper reports on progress towards building an online language learning tool to provide learners with conversational experience by using dialog systems as conversation practice partners. Our system can adapt to users' language proficiency on the fly. We also provide automatic grammar error feedback to help users learn from their mistakes. According to our first adopters, our system is entertaining and useful. Furthermore, we will provide the learning technology community a large-scale conversation dataset on language learning and grammar correction. Our next step is to make our system more adaptive to user profile information by using reinforcement learning algorithms.

preprint2021arXiv

A Efficient Multimodal Framework for Large Scale Emotion Recognition by Fusing Music and Electrodermal Activity Signals

Considerable attention has been paid for physiological signal-based emotion recognition in field of affective computing. For the reliability and user friendly acquisition, Electrodermal Activity (EDA) has great advantage in practical applications. However, the EDA-based emotion recognition with hundreds of subjects still lacks effective solution. In this paper, our work makes an attempt to fuse the subject individual EDA features and the external evoked music features. And we propose an end-to-end multimodal framework, the 1-dimensional residual temporal and channel attention network (RTCAN-1D). For EDA features, the novel convex optimization-based EDA (CvxEDA) method is applied to decompose EDA signals into pahsic and tonic signals for mining the dynamic and steady features. The channel-temporal attention mechanism for EDA-based emotion recognition is firstly involved to improve the temporal- and channel-wise representation. For music features, we process the music signal with the open source toolkit openSMILE to obtain external feature vectors. The individual emotion features from EDA signals and external emotion benchmarks from music are fused in the classifing layers. We have conducted systematic comparisons on three multimodal datasets (PMEmo, DEAP, AMIGOS) for 2-classes valance/arousal emotion recognition. Our proposed RTCAN-1D outperforms the existing state-of-the-art models, which also validate that our work provides an reliable and efficient solution for large scale emotion recognition. Our code has been released at https://github.com/guanghaoyin/RTCAN-1D.

preprint2020arXiv

Dialogue-Based Relation Extraction

We present the first human-annotated dialogue-based relation extraction (RE) dataset DialogRE, aiming to support the prediction of relation(s) between two arguments that appear in a dialogue. We further offer DialogRE as a platform for studying cross-sentence RE as most facts span multiple sentences. We argue that speaker-related information plays a critical role in the proposed task, based on an analysis of similarities and differences between dialogue-based and traditional RE tasks. Considering the timeliness of communication in a dialogue, we design a new metric to evaluate the performance of RE methods in a conversational setting and investigate the performance of several representative RE methods on DialogRE. Experimental results demonstrate that a speaker-aware extension on the best-performing model leads to gains in both the standard and conversational evaluation settings. DialogRE is available at https://dataset.org/dialogre/.

preprint2020arXiv

Exploration Based Language Learning for Text-Based Games

This work presents an exploration and imitation-learning-based agent capable of state-of-the-art performance in playing text-based computer games. Text-based computer games describe their world to the player through natural language and expect the player to interact with the game using text. These games are of interest as they can be seen as a testbed for language understanding, problem-solving, and language generation by artificial agents. Moreover, they provide a learning environment in which these skills can be acquired through interactions with an environment rather than using fixed corpora. One aspect that makes these games particularly challenging for learning agents is the combinatorially large action space. Existing methods for solving text-based games are limited to games that are either very simple or have an action space restricted to a predetermined set of admissible actions. In this work, we propose to use the exploration approach of Go-Explore for solving text-based games. More specifically, in an initial exploration phase, we first extract trajectories with high rewards, after which we train a policy to solve the game by imitating these trajectories. Our experiments show that this approach outperforms existing solutions in solving text-based games, and it is more sample efficient in terms of the number of interactions with the environment. Moreover, we show that the learned policy can generalize better than existing solutions to unseen games without using any restriction on the action space.

preprint2020arXiv

Recurrent Chunking Mechanisms for Long-Text Machine Reading Comprehension

In this paper, we study machine reading comprehension (MRC) on long texts, where a model takes as inputs a lengthy document and a question and then extracts a text span from the document as an answer. State-of-the-art models tend to use a pretrained transformer model (e.g., BERT) to encode the joint contextual information of document and question. However, these transformer-based models can only take a fixed-length (e.g., 512) text as its input. To deal with even longer text inputs, previous approaches usually chunk them into equally-spaced segments and predict answers based on each segment independently without considering the information from other segments. As a result, they may form segments that fail to cover the correct answer span or retain insufficient contexts around it, which significantly degrades the performance. Moreover, they are less capable of answering questions that need cross-segment information. We propose to let a model learn to chunk in a more flexible way via reinforcement learning: a model can decide the next segment that it wants to process in either direction. We also employ recurrent mechanisms to enable information to flow across segments. Experiments on three MRC datasets -- CoQA, QuAC, and TriviaQA -- demonstrate the effectiveness of our proposed recurrent chunking mechanisms: we can obtain segments that are more likely to contain complete answers and at the same time provide sufficient contexts around the ground truth answers for better predictions.

preprint2020arXiv

User independent Emotion Recognition with Residual Signal-Image Network

User independent emotion recognition with large scale physiological signals is a tough problem. There exist many advanced methods but they are conducted under relatively small datasets with dozens of subjects. Here, we propose Res-SIN, a novel end-to-end framework using Electrodermal Activity(EDA) signal images to classify human emotion. We first apply convex optimization-based EDA (cvxEDA) to decompose signals and mine the static and dynamic emotion changes. Then, we transform decomposed signals to images so that they can be effectively processed by CNN frameworks. The Res-SIN combines individual emotion features and external emotion benchmarks to accelerate convergence. We evaluate our approach on the PMEmo dataset, the currently largest emotional dataset containing music and EDA signals. To the best of author's knowledge, our method is the first attempt to classify large scale subject-independent emotion with 7962 pieces of EDA signals from 457 subjects. Experimental results demonstrate the reliability of our model and the binary classification accuracy of 73.65% and 73.43% on arousal and valence dimension can be used as a baseline.