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Zhihan Yang

Zhihan Yang contributes to research discovery and scholarly infrastructure.

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Published work

5 published item(s)

preprint2026arXiv

Continuous Diffusion Scales Competitively with Discrete Diffusion for Language

While diffusion has drawn considerable recent attention from the language modeling community, continuous diffusion has appeared less scalable than discrete approaches. To challenge this belief we revisit Plaid, a likelihood-based continuous diffusion language model (DLM), and construct RePlaid by aligning the architecture of Plaid with modern discrete DLMs. In this unified setting, we establish the first scaling law for continuous DLMs that rivals discrete DLMs: RePlaid exhibits a compute gap of only $20\times$ compared to autoregressive models, outperforms Duo while using fewer parameters, and outperforms MDLM in the over-trained regime. We benchmark RePlaid against recent continuous DLMs: on OpenWebText, RePlaid achieves a new state-of-the-art PPL bound of $22.1$ among continuous DLMs and superior generation quality. These results suggest that continuous diffusion, when trained via likelihood, is a highly competitive and scalable alternative to discrete DLMs. Moreover, we offer theoretical insights to understand the advantage of likelihood-based training. We show that optimizing the noise schedule to minimize the ELBO's variance naturally yields linear cross-entropy (information loss) over time. This evenly distributes denoising difficulty without any case-specific time reparameterization. In addition, we find that optimizing embeddings via likelihood creates structured geometries and drives the most significant likelihood gain.

preprint2026arXiv

FORESTLLM: Large Language Models Make Random Forest Great on Few-shot Tabular Learning

Tabular data high-stakes critical decision-making in domains such as finance, healthcare, and scientific discovery. Yet, learning effectively from tabular data in few-shot settings, where labeled examples are scarce, remains a fundamental challenge. Traditional tree-based methods often falter in these regimes due to their reliance on statistical purity metrics, which become unstable and prone to overfitting with limited supervision. At the same time, direct applications of large language models (LLMs) often overlook its inherent structure, leading to suboptimal performance. To overcome these limitations, we propose FORESTLLM, a novel framework that unifies the structural inductive biases of decision forests with the semantic reasoning capabilities of LLMs. Crucially, FORESTLLM leverages the LLM only during training, treating it as an offline model designer that encodes rich, contextual knowledge into a lightweight, interpretable forest model, eliminating the need for LLM inference at test time. Our method is two-fold. First, we introduce a semantic splitting criterion in which the LLM evaluates candidate partitions based on their coherence over both labeled and unlabeled data, enabling the induction of more robust and generalizable tree structures under few-shot supervision. Second, we propose a one-time in-context inference mechanism for leaf node stabilization, where the LLM distills the decision path and its supporting examples into a concise, deterministic prediction, replacing noisy empirical estimates with semantically informed outputs. Across a diverse suite of few-shot classification and regression benchmarks, FORESTLLM achieves state-of-the-art performance.

preprint2022arXiv

Hierarchical Reinforcement Learning under Mixed Observability

The framework of mixed observable Markov decision processes (MOMDP) models many robotic domains in which some state variables are fully observable while others are not. In this work, we identify a significant subclass of MOMDPs defined by how actions influence the fully observable components of the state and how those, in turn, influence the partially observable components and the rewards. This unique property allows for a two-level hierarchical approach we call HIerarchical Reinforcement Learning under Mixed Observability (HILMO), which restricts partial observability to the top level while the bottom level remains fully observable, enabling higher learning efficiency. The top level produces desired goals to be reached by the bottom level until the task is solved. We further develop theoretical guarantees to show that our approach can achieve optimal and quasi-optimal behavior under mild assumptions. Empirical results on long-horizon continuous control tasks demonstrate the efficacy and efficiency of our approach in terms of improved success rate, sample efficiency, and wall-clock training time. We also deploy policies learned in simulation on a real robot.

preprint2020arXiv

Controllable Level Blending between Games using Variational Autoencoders

Previous work explored blending levels from existing games to create levels for a new game that mixes properties of the original games. In this paper, we use Variational Autoencoders (VAEs) for improving upon such techniques. VAEs are artificial neural networks that learn and use latent representations of datasets to generate novel outputs. We train a VAE on level data from Super Mario Bros. and Kid Icarus, enabling it to capture the latent space spanning both games. We then use this space to generate level segments that combine properties of levels from both games. Moreover, by applying evolutionary search in the latent space, we evolve level segments satisfying specific constraints. We argue that these affordances make the VAE-based approach especially suitable for co-creative level design and compare its performance with similar generative models like the GAN and the VAE-GAN.

preprint2020arXiv

Game Level Clustering and Generation using Gaussian Mixture VAEs

Variational autoencoders (VAEs) have been shown to be able to generate game levels but require manual exploration of the learned latent space to generate outputs with desired attributes. While conditional VAEs address this by allowing generation to be conditioned on labels, such labels have to be provided during training and thus require prior knowledge which may not always be available. In this paper, we apply Gaussian Mixture VAEs (GMVAEs), a variant of the VAE which imposes a mixture of Gaussians (GM) on the latent space, unlike regular VAEs which impose a unimodal Gaussian. This allows GMVAEs to cluster levels in an unsupervised manner using the components of the GM and then generate new levels using the learned components. We demonstrate our approach with levels from Super Mario Bros., Kid Icarus and Mega Man. Our results show that the learned components discover and cluster level structures and patterns and can be used to generate levels with desired characteristics.