Researcher profile

Yeying Jin

Yeying Jin contributes to research discovery and scholarly infrastructure.

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Published work

4 published item(s)

preprint2026arXiv

Elucidating Representation Degradation Problem in Diffusion Model Training

Diffusion models have achieved remarkable success, yet their training remains inefficient due to a severe optimization bottleneck, which we term Representation Degradation. As noise levels increase, the outputs of the trained model exhibit progressive structural distortion, which can destabilize training and impair generation quality. Our analysis suggests that this instability is driven by mismatched target recoverability, which is associated with Neural Tangent Kernel (NTK) spectral weakening and effective low-rank behavior. To address this, we propose Elucidated Representation Diffusion (ERD), a plug-and-play framework that dynamically reallocates optimization effort according to effective recoverability. By stabilizing representation learning without external supervision, ERD accelerates convergence and achieves strong empirical performance across diffusion backbones.

preprint2026arXiv

Incantation: Natural Language as the Action Interface for Multi-Entity Video World Models

Modern interactive video world models have achieved impressive visual fidelity, yet lack fine-grained multi-entity control and cross-entity, cross-world generalization. We trace this gap to the action interface: standard control protocols (e.g. animation IDs, device inputs, scene-level captions) bind action semantics to specific entities or engines at design time. We propose natural language as the interface to unlock expressiveness that no prior interface can achieve, and we present Incantation, the first interactive video world model with per-latent-frame (0.25 s) natural-language conditioning that supports simultaneous multi-entity control and concept-level cross-entity transfer beyond any fixed rendering pipeline. We pair a pretrained bidirectional video backbone with frame-local text cross-attention, and enable real-time long-horizon streaming through ODE-initialized Self-Forcing distillation with a RoPE-decoupled sliding KV-cache. We surpass the Action-Index baseline on cross-entity transfer (89% vs. 43%) and out-of-vocabulary prompts (90% vs. 0%), and our 2-step student sustains 19.7 FPS at 480p with stable FVD over 2-hour rollouts. We further apply the same architecture and training recipe to The King of Fighters, changing only the per-entity action vocabulary slots. We have released a preview subset of the Incantation dataset at https://huggingface.co/datasets/zhush/incantation-elden-ring-scenes, containing manually collected Elden Ring player-boss combat clips with structured action-oriented metadata. Larger-scale Elden Ring and KOF data will be released with the full project.

preprint2026arXiv

ReactiveGWM: Steering NPC in Reactive Game World Models

Current game world models simulate environments from a subjective, player-centric perspective. However, by treating the Non-Player Character (NPC) merely as background pixels, these models cannot capture interactions between the player and NPC. In that sense, they act as passive video renderers rather than real simulation engines, lacking the physical understanding needed to model action-induced NPC reactivities. We introduce ReactiveGWM, a reactive game world model that synthesizes dynamic interactions between the player and NPC. Instead of entangling all interaction dynamics, ReactiveGWM explicitly decouples player controls from NPC behaviors. Player actions are injected into the diffusion backbone via a lightweight additive bias, while high-level NPC responses (e.g., Offense, Control, Defense) are grounded through cross-attention modules. Crucially, these modules learn a game-agnostic representation of interactive logic. This enables zero-shot strategy transfer: our learned modules can be plugged directly into off-the-shelf, unannotated world models of different games. This instantly unlocks steerable NPC interactions without any domain-specific retraining. Evaluated on two Street Fighter games, ReactiveGWM maintains fine-grain player controllability while achieving robust, prompt-aligned NPC strategy adherence, paving the way for scalable, strategy-rich interaction with the NPC.

preprint2026arXiv

Unpaired Image Deraining Using Reward-Guided Self-Reinforcement Strategy

Unsupervised deraining has attracted attention for its ability to learn the real-world distribution of rain without paired supervision. However, the lack of strong constraints makes it difficult for the network to converge, especially with the complex diversity of rain degradation. A key motivation is that high-quality deraining results occasionally emerge during training, which can be leveraged to guide the optimization process. To overcome these challenges, we introduce RGSUD (Reward-Guided Self-Reinforcement Unsupervised Image Deraining), comprising two key stages: reward recycling and self-reinforcement (SR) training. For the former stage, we propose an Image Quality Assessment (IQA)-based dynamic reward recycling mechanism that selects optimal derained outputs during training and continuously collects high-quality deraining images. In latter stage, we incorporate these rewards into the model's optimization process, constraining the optimization space and improving alignment between derained outputs and clean images. By leveraging IQA-based self-reinforced loss and dynamically updated rewards, we enhance the quality of synthesized pseudo-paired data and stabilize the optimization. Extensive experiments demonstrate that our method achieves SOTA performance across multiple datasets, including paired synthetic, paired real, and unpaired real images, outperforming existing unsupervised deraining approaches in both subjective and objective IQA metrics. Additionally, we show that the self-reinforcement strategy is adaptable to other unsupervised deraining methods and our deraining framework demonstrates strong generalization across existing supervised deraining networks.