Researcher profile

Wee Sun Lee

Wee Sun Lee contributes to research discovery and scholarly infrastructure.

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Published work

8 published item(s)

preprint2026arXiv

From Backward Spreading to Forward Replay: Revisiting Target Construction in LLM Parameter Editing

LLM parameter editing methods commonly rely on computing an ideal target hidden-state at a target layer (referred as anchor point) and distributing the target vector to multiple preceding layers (commonly known as backward spreading) for cooperative editing. Although widely used for a long time, its underlying basis have not been systematically investigated. In this paper, we first conduct a systematic study of its foundations, which helps clarify its capability boundaries, practical considerations, and potential failure modes. Then, we propose a simple and elegant alternative that replaces backward spreading with forward-propagation. Instead of optimizing the target at the last editing layer, we optimize the anchor point at the first editing layer, and then propagate it forward to obtain accurate and mutually compatible target hidden-states for all subsequent editing layers. This approach achieves the same computational complexity as existing methods while producing more accurate layer-wise targets. Our method is simple, without interfering with either the computation of the initial target hidden state or any other components of the subsequent editing pipeline, and thus constituting a benefit for a wide range of LLM parameter editing methods.

preprint2026arXiv

Intrinsic Wasserstein Rates for Score-Based Generative Models on Smooth Manifolds

Score-based generative models are trained in high-dimensional ambient spaces, yet many data distributions are supported on low-dimensional nonlinear structures. We prove that, for compact $d$-dimensional smooth manifolds $\mathcal{M} \subset [0,1]^D$ with $d > 2$ and $β$-Hölder densities strictly positive on $\mathcal{M}$, a variance-preserving SGM estimator attains the intrinsic Wasserstein--1 sample exponent $\tilde{\mathcal{O}}(D^{\mathcal{O}_β(d)}n^{-(β+1)/(d+2β)})$, up to logarithmic factors and explicit geometry and density factors. The full nonasymptotic bound explicitly isolates the finite-order geometry envelope, Hölder radius, density lower bound, ambient dependence, and finite-order correction terms. The analysis separates score approximation into a large-noise tangent-cell regime and a small-noise projection-centered, de-Gaussianized Laplace regime. The key technical ingredient is a ReLU implementation of nearest-projection coordinates via finite intrinsic anchors and Gauss--Newton iterations, rather than approximating the manifold projection as a black-box high-dimensional smooth map. Consequently, for families with polynomially controlled geometry and density lower bounds, the constructed score-network parameters have polynomial ambient dependence.

preprint2022arXiv

Context-Hierarchy Inverse Reinforcement Learning

An inverse reinforcement learning (IRL) agent learns to act intelligently by observing expert demonstrations and learning the expert's underlying reward function. Although learning the reward functions from demonstrations has achieved great success in various tasks, several other challenges are mostly ignored. Firstly, existing IRL methods try to learn the reward function from scratch without relying on any prior knowledge. Secondly, traditional IRL methods assume the reward functions are homogeneous across all the demonstrations. Some existing IRL methods managed to extend to the heterogeneous demonstrations. However, they still assume one hidden variable that affects the behavior and learn the underlying hidden variable together with the reward from demonstrations. To solve these issues, we present Context Hierarchy IRL(CHIRL), a new IRL algorithm that exploits the context to scale up IRL and learn reward functions of complex behaviors. CHIRL models the context hierarchically as a directed acyclic graph; it represents the reward function as a corresponding modular deep neural network that associates each network module with a node of the context hierarchy. The context hierarchy and the modular reward representation enable data sharing across multiple contexts and state abstraction, significantly improving the learning performance. CHIRL has a natural connection with hierarchical task planning when the context hierarchy represents subtask decomposition. It enables to incorporate the prior knowledge of causal dependencies of subtasks and make it capable of solving large complex tasks by decoupling it into several subtasks and conquering each subtask to solve the original task. Experiments on benchmark tasks, including a large scale autonomous driving task in the CARLA simulator, show promising results in scaling up IRL for tasks with complex reward functions.

preprint2022arXiv

Graph Representation Learning with Individualization and Refinement

Graph Neural Networks (GNNs) have emerged as prominent models for representation learning on graph structured data. GNNs follow an approach of message passing analogous to 1-dimensional Weisfeiler Lehman (1-WL) test for graph isomorphism and consequently are limited by the distinguishing power of 1-WL. More expressive higher-order GNNs which operate on k-tuples of nodes need increased computational resources in order to process higher-order tensors. Instead of the WL approach, in this work, we follow the classical approach of Individualization and Refinement (IR), a technique followed by most practical isomorphism solvers. Individualization refers to artificially distinguishing a node in the graph and refinement is the propagation of this information to other nodes through message passing. We learn to adaptively select nodes to individualize and to aggregate the resulting graphs after refinement to help handle the complexity. Our technique lets us learn richer node embeddings while keeping the computational complexity manageable. Theoretically, we show that our procedure is more expressive than the 1-WL test. Experiments show that our method outperforms prominent 1-WL GNN models as well as competitive higher-order baselines on several benchmark synthetic and real datasets. Furthermore, our method opens new doors for exploring the paradigm of learning on graph structures with individualization and refinement.

preprint2022arXiv

Learning Latent Graph Dynamics for Visual Manipulation of Deformable Objects

Manipulating deformable objects, such as ropes and clothing, is a long-standing challenge in robotics, because of their large degrees of freedom, complex non-linear dynamics, and self-occlusion in visual perception. The key difficulty is a suitable representation, rich enough to capture the object shape, dynamics for manipulation and yet simple enough to be estimated reliably from visual observations. This work aims to learn latent Graph dynamics for DefOrmable Object Manipulation (G-DOOM). G-DOOM approximates a deformable object as a sparse set of interacting keypoints, which are extracted automatically from images via unsupervised learning. It learns a graph neural network that captures abstractly the geometry and the interaction dynamics of the keypoints. To handle object self-occlusion, G-DOOM uses a recurrent neural network to track the keypoints over time and condition their interactions on the history. We then train the resulting recurrent graph dynamics model through contrastive learning in a high-fidelity simulator. For manipulation planning, G-DOOM reasons explicitly about the learned dynamics model through model-predictive control applied at each keypoint. Preliminary experiments of G-DOOM on a set of challenging rope and cloth manipulation tasks indicate strong performance, compared with state-of-the-art methods. Although trained in a simulator, G-DOOM transfers directly to a real robot for both rope and cloth manipulation.

preprint2021arXiv

State-Aware Variational Thompson Sampling for Deep Q-Networks

Thompson sampling is a well-known approach for balancing exploration and exploitation in reinforcement learning. It requires the posterior distribution of value-action functions to be maintained; this is generally intractable for tasks that have a high dimensional state-action space. We derive a variational Thompson sampling approximation for DQNs which uses a deep network whose parameters are perturbed by a learned variational noise distribution. We interpret the successful NoisyNets method \cite{fortunato2018noisy} as an approximation to the variational Thompson sampling method that we derive. Further, we propose State Aware Noisy Exploration (SANE) which seeks to improve on NoisyNets by allowing a non-uniform perturbation, where the amount of parameter perturbation is conditioned on the state of the agent. This is done with the help of an auxiliary perturbation module, whose output is state dependent and is learnt end to end with gradient descent. We hypothesize that such state-aware noisy exploration is particularly useful in problems where exploration in certain \textit{high risk} states may result in the agent failing badly. We demonstrate the effectiveness of the state-aware exploration method in the off-policy setting by augmenting DQNs with the auxiliary perturbation module.

preprint2020arXiv

Discriminative Particle Filter Reinforcement Learning for Complex Partial Observations

Deep reinforcement learning is successful in decision making for sophisticated games, such as Atari, Go, etc. However, real-world decision making often requires reasoning with partial information extracted from complex visual observations. This paper presents Discriminative Particle Filter Reinforcement Learning (DPFRL), a new reinforcement learning framework for complex partial observations. DPFRL encodes a differentiable particle filter in the neural network policy for explicit reasoning with partial observations over time. The particle filter maintains a belief using learned discriminative update, which is trained end-to-end for decision making. We show that using the discriminative update instead of standard generative models results in significantly improved performance, especially for tasks with complex visual observations, because they circumvent the difficulty of modeling complex observations that are irrelevant to decision making. In addition, to extract features from the particle belief, we propose a new type of belief feature based on the moment generating function. DPFRL outperforms state-of-the-art POMDP RL models in Flickering Atari Games, an existing POMDP RL benchmark, and in Natural Flickering Atari Games, a new, more challenging POMDP RL benchmark introduced in this paper. Further, DPFRL performs well for visual navigation with real-world data in the Habitat environment.

preprint2020arXiv

Multiplicative Gaussian Particle Filter

We propose a new sampling-based approach for approximate inference in filtering problems. Instead of approximating conditional distributions with a finite set of states, as done in particle filters, our approach approximates the distribution with a weighted sum of functions from a set of continuous functions. Central to the approach is the use of sampling to approximate multiplications in the Bayes filter. We provide theoretical analysis, giving conditions for sampling to give good approximation. We next specialize to the case of weighted sums of Gaussians, and show how properties of Gaussians enable closed-form transition and efficient multiplication. Lastly, we conduct preliminary experiments on a robot localization problem and compare performance with the particle filter, to demonstrate the potential of the proposed method.