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Naichen Shi

Naichen Shi contributes to research discovery and scholarly infrastructure.

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Published work

4 published item(s)

preprint2026arXiv

DiffATS: Diffusion in Aligned Tensor Space

Direct diffusion modeling of high-resolution spatiotemporal fields is computationally challenging. Parameter-efficient primitives address this by representing high-dimensional data with a compact set of parameters. In this paper, we construct data-dependent tensor primitives without pretrained compression autoencoders. Our construction starts from Tucker decomposition, which captures low-rank multilinear structure through a core tensor and mode-wise factors. However, Tucker factors are non-unique: the same tensor can be represented by different rotated factors, which complicates generative modeling. We address this issue with orthogonal Procrustes (OP) alignment. Specifically, we select medoid anchor matrices from the data and align the factor matrices to resolve the gauge ambiguity. This yields matrix Grassmannian primitives and tensor Grassmannian primitives that are compact, data-adaptive, and directly decodable by explicit multilinear reconstruction. Theoretically, we prove that the proposed primitive maps are homeomorphisms between low-rank tensors and their corresponding primitive spaces, certifying that the representations are non-degenerate and topologically faithful. Building on these primitives, we propose *Diffusion in Aligned Tensor Space* (DiffATS), a generative framework that trains diffusion models directly on aligned tensor primitives. Across images, videos, and PDE solutions, DiffATS achieves strong unconditional and conditional generation performance while compressing original data by $3.9\times$ to $210\times$, without relying on any pretrained deep compression autoencoders.

preprint2026arXiv

SURGE: Approximation-free Training Free Particle Filter for Diffusion Surrogate

Diffusion-based generative models increasingly rely on inference-time guidance, adding a drift term or reweighting mixture of experts, to improve sample quality on task-specific objectives. However, most existing techniques require repeated score or gradient evaluations, introducing bias, high computational overhead, or both. We introduce \texttt{URGE}, Unbiased Resampling via Girsanov Estimation, a derivative-free inference-time scaling algorithm that performs path-wise importance reweighting via a Girsanov change of measure. Instead of computing gradient-based particle weights in previous work, \texttt{URGE} attaches a simple multiplicative weight to each simulated trajectory and periodically resamples. No score, no Hessian, and no PDE evaluation is required. We establish an equivalence between path-wise and particle-wise SMC: the Girsanov path weight admits a backward conditional expectation that recovers the previous particle-level weights, guaranteeing that both schemes produce the same unbiased terminal law. Empirically, \texttt{URGE} outperforms existing inference-time guidance baselines on synthetic tests and diffusion-model benchmarks, achieving better generation quality, while being significantly simpler to implement and fully gradient-free.

preprint2023arXiv

Adam Can Converge Without Any Modification On Update Rules

Ever since Reddi et al. 2018 pointed out the divergence issue of Adam, many new variants have been designed to obtain convergence. However, vanilla Adam remains exceptionally popular and it works well in practice. Why is there a gap between theory and practice? We point out there is a mismatch between the settings of theory and practice: Reddi et al. 2018 pick the problem after picking the hyperparameters of Adam, i.e., $(β_1, β_2)$; while practical applications often fix the problem first and then tune $(β_1, β_2)$. Due to this observation, we conjecture that the empirical convergence can be theoretically justified, only if we change the order of picking the problem and hyperparameter. In this work, we confirm this conjecture. We prove that, when $β_2$ is large and $β_1 < \sqrt{β_2}<1$, Adam converges to the neighborhood of critical points. The size of the neighborhood is propositional to the variance of stochastic gradients. Under an extra condition (strong growth condition), Adam converges to critical points. It is worth mentioning that our results cover a wide range of hyperparameters: as $β_2$ increases, our convergence result can cover any $β_1 \in [0,1)$ including $β_1=0.9$, which is the default setting in deep learning libraries. To our knowledge, this is the first result showing that Adam can converge without any modification on its update rules. Further, our analysis does not require assumptions of bounded gradients or bounded 2nd-order momentum. When $β_2$ is small, we further point out a large region of $(β_1,β_2)$ where Adam can diverge to infinity. Our divergence result considers the same setting as our convergence result, indicating a phase transition from divergence to convergence when increasing $β_2$. These positive and negative results can provide suggestions on how to tune Adam hyperparameters.

preprint2021arXiv

ScrofaZero: Mastering Trick-taking Poker Game Gongzhu by Deep Reinforcement Learning

People have made remarkable progress in game AIs, especially in domain of perfect information game. However, trick-taking poker game, as a popular form of imperfect information game, has been regarded as a challenge for a long time. Since trick-taking game requires high level of not only reasoning, but also inference to excel, it can be a new milestone for imperfect information game AI. We study Gongzhu, a trick-taking game analogous to, but slightly simpler than contract bridge. Nonetheless, the strategies of Gongzhu are complex enough for both human and computer players. We train a strong Gongzhu AI ScrofaZero from \textit{tabula rasa} by deep reinforcement learning, while few previous efforts on solving trick-taking poker game utilize the representation power of neural networks. Also, we introduce new techniques for imperfect information game including stratified sampling, importance weighting, integral over equivalent class, Bayesian inference, etc. Our AI can achieve human expert level performance. The methodologies in building our program can be easily transferred into a wide range of trick-taking games.