Researcher profile

Ziming Li

Ziming Li contributes to research discovery and scholarly infrastructure.

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Published work

10 published item(s)

preprint2026arXiv

On the Safety of Graph Representation Learning

Graph representation learning (GRL) has evolved from topology-only graph embeddings to task-specific supervised GNNs, and more recently to reusable representations and graph foundation models (GFMs). However, existing evaluations mainly measure clean transfer, adaptation, and task coverage. It remains unclear whether GRL methods stay reliable when deployment stresses affect graph signals, graph contexts, label support, structural groups, or predictive evidence. We introduce GRL-Safety, a multi-axis safety evaluation benchmark for GRL. GRL-Safety evaluates twelve representative methods, spanning topology-only embedding methods, supervised GNNs, self-supervised graph models, and GFMs, on twenty-five graph datasets under standardized evaluation conditions while preserving method-native adaptation. The evaluation covers five safety axes: corruption robustness, OOD generalization, class imbalance, fairness, and interpretation, with per-axis and sub-condition reporting rather than a single aggregate score. Our analysis yields three cross-axis insights that can inspire future research. First, safety behavior is shaped by the interaction between representation design and the stressed graph factor, rather than by method family alone. Second, foundation-era methods show axis-specific strengths rather than broad safety dominance. Third, several deployment regimes remain difficult even for the best evaluated method, revealing capability gaps that require new robustness, adaptation, or training objectives beyond model selection. The benchmark, evaluation protocols, and code are available at: https://github.com/GXG-CS/GRL-Safety.

preprint2026arXiv

Same Signal, Opposite Meaning: Direction-Informed Adaptive Learning for LLM Agents

Adaptive test-time compute for LLM agents aims to invoke extra computation only when it improves performance. Existing methods typically use confidence-, uncertainty-, or difficulty-based gates, assuming a fixed direction from the gating signal through compute need to the value of computation. This makes gating a utility-calibration problem: gating signals should align with whether extra computation improves the final outcome over the base policy. We show that this alignment is unstable: the same signal predicts rollout benefit in one setting and rollout harm in another, with reversals across environments and backbones even when the task is fixed. Wrong-direction gates can therefore worsen performance by precisely selecting harmful states. This reversal reflects a deeper distinction between compute need and compute suitability: a high uncertainty signal may indicate decision-difficult states where rollouts help compare alternatives, or intervention-unsuitable states where the current context does not support useful rollout-based improvement. Under this two-source model, fixed-direction gates are unreliable across heterogeneous settings. To address this, we propose DIAL (Direction-Informed Adaptive Learning), a sparse gate trained from signal-agnostic counterfactual exploration to learn the utility direction of state features per (environment, backbone). Across six environments and three backbones, DIAL yields a stronger overall success-cost trade-off than fixed-direction baselines.

preprint2026arXiv

SIN-Bench: Tracing Native Evidence Chains in Long-Context Multimodal Scientific Interleaved Literature

Evaluating whether multimodal large language models truly understand long-form scientific papers remains challenging: answer-only metrics and synthetic "Needle-In-A-Haystack" tests often reward answer matching without requiring a causal, evidence-linked reasoning trace in the document. We propose the "Fish-in-the-Ocean" (FITO) paradigm, which requires models to construct explicit cross-modal evidence chains within native scientific documents. To operationalize FITO, we build SIN-Data, a scientific interleaved corpus that preserves the native interleaving of text and figures. On top of it, we construct SIN-Bench with four progressive tasks covering evidence discovery (SIN-Find), hypothesis verification (SIN-Verify), grounded QA (SIN-QA), and evidence-anchored synthesis (SIN-Summary). We further introduce "No Evidence, No Score", scoring predictions when grounded to verifiable anchors and diagnosing evidence quality via matching, relevance, and logic. Experiments on eight MLLMs show that grounding is the primary bottleneck: Gemini-3-pro achieves the best average overall score (0.573), while GPT-5 attains the highest SIN-QA answer accuracy (0.767) but underperforms on evidence-aligned overall scores, exposing a gap between correctness and traceable support.

preprint2022arXiv

Collaborative Remote Control of Unmanned Ground Vehicles in Virtual Reality

Virtual reality (VR) technology is commonly used in entertainment applications; however, it has also been deployed in practical applications in more serious aspects of our lives, such as safety. To support people working in dangerous industries, VR can ensure operators manipulate standardized tasks and work collaboratively to deal with potential risks. Surprisingly, little research has focused on how people can collaboratively work in VR environments. Few studies have paid attention to the cognitive load of operators in their collaborative tasks. Once task demands become complex, many researchers focus on optimizing the design of the interaction interfaces to reduce the cognitive load on the operator. That approach could be of merit; however, it can actually subject operators to a more significant cognitive load and potentially more errors and a failure of collaboration. In this paper, we propose a new collaborative VR system to support two teleoperators working in the VR environment to remote control an uncrewed ground vehicle. We use a compared experiment to evaluate the collaborative VR systems, focusing on the time spent on tasks and the total number of operations. Our results show that the total number of processes and the cognitive load during operations were significantly lower in the two-person group than in the single-person group. Our study sheds light on designing VR systems to support collaborative work with respect to the flow of work of teleoperators instead of simply optimizing the design outcomes.

preprint2022arXiv

IGLU 2022: Interactive Grounded Language Understanding in a Collaborative Environment at NeurIPS 2022

Human intelligence has the remarkable ability to adapt to new tasks and environments quickly. Starting from a very young age, humans acquire new skills and learn how to solve new tasks either by imitating the behavior of others or by following provided natural language instructions. To facilitate research in this direction, we propose IGLU: Interactive Grounded Language Understanding in a Collaborative Environment. The primary goal of the competition is to approach the problem of how to develop interactive embodied agents that learn to solve a task while provided with grounded natural language instructions in a collaborative environment. Understanding the complexity of the challenge, we split it into sub-tasks to make it feasible for participants. This research challenge is naturally related, but not limited, to two fields of study that are highly relevant to the NeurIPS community: Natural Language Understanding and Generation (NLU/G) and Reinforcement Learning (RL). Therefore, the suggested challenge can bring two communities together to approach one of the crucial challenges in AI. Another critical aspect of the challenge is the dedication to perform a human-in-the-loop evaluation as a final evaluation for the agents developed by contestants.

preprint2022arXiv

Interactive Grounded Language Understanding in a Collaborative Environment: IGLU 2021

Human intelligence has the remarkable ability to quickly adapt to new tasks and environments. Starting from a very young age, humans acquire new skills and learn how to solve new tasks either by imitating the behavior of others or by following provided natural language instructions. To facilitate research in this direction, we propose \emph{IGLU: Interactive Grounded Language Understanding in a Collaborative Environment}. The primary goal of the competition is to approach the problem of how to build interactive agents that learn to solve a task while provided with grounded natural language instructions in a collaborative environment. Understanding the complexity of the challenge, we split it into sub-tasks to make it feasible for participants.

preprint2021arXiv

Telescopers for differential forms with one parameter

Telescopers for a function are linear differential (resp. difference) operators annihilated by the definite integral (resp. definite sum) of this function. They play a key role in Wilf-Zeilberger theory and algorithms for computing them have been extensively studied in the past thirty years. In this paper, we introduce the notion of telescopers for differential forms with $D$-finite function coefficients. These telescopers appear in several areas of mathematics, for instance parametrized differential Galois theory and mirror symmetry. We give a sufficient and necessary condition for the existence of telescopers for a differential form and describe a method to compute them if they exist. Algorithms for verifying this condition are also given.

preprint2020arXiv

Guided Dialog Policy Learning without Adversarial Learning in the Loop

Reinforcement Learning (RL) methods have emerged as a popular choice for training an efficient and effective dialogue policy. However, these methods suffer from sparse and unstable reward signals returned by a user simulator only when a dialogue finishes. Besides, the reward signal is manually designed by human experts, which requires domain knowledge. Recently, a number of adversarial learning methods have been proposed to learn the reward function together with the dialogue policy. However, to alternatively update the dialogue policy and the reward model on the fly, we are limited to policy-gradient-based algorithms, such as REINFORCE and PPO. Moreover, the alternating training of a dialogue agent and the reward model can easily get stuck in local optima or result in mode collapse. To overcome the listed issues, we propose to decompose the adversarial training into two steps. First, we train the discriminator with an auxiliary dialogue generator and then incorporate a derived reward model into a common RL method to guide the dialogue policy learning. This approach is applicable to both on-policy and off-policy RL methods. Based on our extensive experimentation, we can conclude the proposed method: (1) achieves a remarkable task success rate using both on-policy and off-policy RL methods; and (2) has the potential to transfer knowledge from existing domains to a new domain.

preprint2020arXiv

Optimizing Interactive Systems via Data-Driven Objectives

Effective optimization is essential for real-world interactive systems to provide a satisfactory user experience in response to changing user behavior. However, it is often challenging to find an objective to optimize for interactive systems (e.g., policy learning in task-oriented dialog systems). Generally, such objectives are manually crafted and rarely capture complex user needs in an accurate manner. We propose an approach that infers the objective directly from observed user interactions. These inferences can be made regardless of prior knowledge and across different types of user behavior. We introduce Interactive System Optimizer (ISO), a novel algorithm that uses these inferred objectives for optimization. Our main contribution is a new general principled approach to optimizing interactive systems using data-driven objectives. We demonstrate the high effectiveness of ISO over several simulations.

preprint2020arXiv

Rethinking Supervised Learning and Reinforcement Learning in Task-Oriented Dialogue Systems

Dialogue policy learning for task-oriented dialogue systems has enjoyed great progress recently mostly through employing reinforcement learning methods. However, these approaches have become very sophisticated. It is time to re-evaluate it. Are we really making progress developing dialogue agents only based on reinforcement learning? We demonstrate how (1)~traditional supervised learning together with (2)~a simulator-free adversarial learning method can be used to achieve performance comparable to state-of-the-art RL-based methods. First, we introduce a simple dialogue action decoder to predict the appropriate actions. Then, the traditional multi-label classification solution for dialogue policy learning is extended by adding dense layers to improve the dialogue agent performance. Finally, we employ the Gumbel-Softmax estimator to alternatively train the dialogue agent and the dialogue reward model without using reinforcement learning. Based on our extensive experimentation, we can conclude the proposed methods can achieve more stable and higher performance with fewer efforts, such as the domain knowledge required to design a user simulator and the intractable parameter tuning in reinforcement learning. Our main goal is not to beat reinforcement learning with supervised learning, but to demonstrate the value of rethinking the role of reinforcement learning and supervised learning in optimizing task-oriented dialogue systems.