I have joined THU-IIIS (also known as the Yao Class) as AP in Sep 2024. I also work part-time at Shanghai Qi Zhi Institute and Xiongan AI Institute. I have just founded a start-up in Xiong'an doing for video game development.
My research focus on video game development, multi-modal generation, society simulation, and AI safety.
In 2024 I was a postdoc at UW, supervised by Yulia Tsvetkov, who runs the Tsvetshop.
A while ago, I was a PhD student at MIT, supervised by Prof. James Glass, who runs the SLS group.
I did my bachelor and master degree at Shanghai Jiao Tong University, and my research there was supervised by Prof. Kai Yu, who runs the SJTU SpeechLab.
At SJTU I was in the ACM honored class.
For the undergraduate NLP/LLM course I'm teaching, we have a list of staff-recommended papers here.
We introduce RMCW, a language model watermarking method based on Reed–Muller codes that addresses the loss of token alignment caused by deletion attacks. RMCW embeds algebraic structure during generation and detects surviving local patterns through Reed–Solomon consistency tests, without requiring full codeword recovery. Experiments on C4 and ELI5 with OPT-1.3B and Llama-3.1-8B-Instruct show strong clean-text detectability and improved or competitive robustness against several deletion and rewriting attacks.
We introduce SimPref, an interactive interface for collecting step-level human preferences over intermediate decisions in generative-agent social simulations. The resulting dataset contains 57,239 preference pairs across six agent modules and 30 social events. Training open-weight LLMs with SFT and DPO on this data improves simulation fidelity, coordination, and interaction quality, showing that fine-grained human supervision can improve both local decisions and long-horizon behavior.
We introduce Patcher, an adversarial training method that protects open-weight LLMs against malicious full-parameter finetuning. Patcher simulates many-step attacks and reuses the resulting parameter displacement across multiple defense updates to reduce training cost. Our theoretical analysis explains the effects of attack length and vector reuse, while experiments show improved robustness across three safety benchmarks with model utility preserved, including generalization to prompt-based jailbreaks.
We investigate how texts generated by diffusion language models differ from those generated by autoregressive language models. Across 20 off-the-shelf models, DLMs exhibit lower n-gram entropy, higher semantic coherence, and higher semantic diversity. Controlled experiments decoupling training objectives from decoding algorithms show that bidirectional context in the DLM training objective is the main driver of the semantic gains, while the entropy reduction stems from DLM decoding algorithms, particularly confidence-based remasking, for which we also provide a theoretical understanding. These findings offer guidance for designing more diverse and controllable DLM generation.
We study whether LLMs can reinvent foundational algorithms by using unlearning to suppress direct recall of a target algorithm, then testing whether models can recover it. Although unlearning does not guarantee complete knowledge removal, nearly half of the 20 target algorithms remain unrecovered without hints. Even suppressing algorithm names during decoding, without unlearning, substantially reduces recovery rates, suggesting a strong reliance on memorized knowledge. A generative verifier helps sustain reasoning and mitigate "thought collapse." Treating recovery rates after unlearning as an approximate upper bound, our results suggest that current LLMs have limited capacity for foundational algorithmic innovation.
We introduce CREBench, a benchmark of 432 cryptographic binary reverse engineering challenges built from 48 standard algorithms, 3 insecure key usage scenarios, and 3 difficulty levels. Each challenge requires the model to analyze cryptographic logic and recover the correct input in a CTF-style setting. Evaluating eight frontier LLMs, we find the best model (GPT-5.4) scores 64.03/100 and recovers the flag in 59% of challenges. We also establish a strong human expert baseline of 92.19 points, showing that humans maintain an advantage in cryptographic RE tasks.
We propose KSTER, a two-stage attack that exposes a critical side-channel vulnerability in model editing. We leverage the low-rank structure of parameter updates to accurately recover the edited subjects and their contexts. Our experiments demonstrate high success rates across multiple LLMs. Further, we suggest a subspace camouflage defense to effectively mitigate these privacy risks.
We propose VirtualCrime, a sandbox simulation framework utilizing a three-agent system to evaluate the criminal capabilities of LLMs. Through 40 diverse tasks, we assess the models' proficiency in planning and executing crimes. Our experiments reveal that agents often succeed in these criminal tasks, highlighting the need for safety alignment when deploying agentic AI in real-world settings.
We present a game-theoretic approach to mitigate dishonest manipulation of LLM providers. We propose an economic model for a user-provider ecosystem, where a user iteratively delegates queries to multiple providers, and providers may manipulate outcomes to increase their billing. We propose an approximately incentive-compatible mechanism that guarantees a second-best user utility. We also prove an impossibility result, stating that no mechanism is asymptotically better than our mechanism. Simulation experiments with real-world API settings demonstrate the framework's effectiveness.
We present SimCity, a multi-agent framework that leverages LLMs to model an interpretable macroeconomic system with heterogeneous agents and rich interactions. Within SimCity, four core agent types (households, firms, a central bank, and a government) deliberate and participate in a frictional labor market, a heterogeneous goods market, and a financial market. Furthermore, a Vision-Language Model (VLM) determines the geographic placement of new firms and renders a mapped virtual city, allowing us to study both macroeconomic regularities and urban expansion dynamics within a unified environment. To evaluate the framework, we compile a checklist of canonical macroeconomic phenomena.
We evaluate and show that LLM is pretty good at undergraduate-level crypto. The benchmark comprises 135 multiple-choice questions, 150 capture-the-flag (CTF) challenges, and 30 proof problems, covering a broad range of skills from factual memorization to vulnerability exploitation and formal reasoning. All tasks are carefully reviewed or constructed by cryptography experts (huge thanks to Prof.Chen) to ensure correctness and rigor.
We introduce ChatAnime, the first Emotionally Supportive Role-Playing (ESRP) dataset. We first thoughtfully select 20 top-tier characters from popular anime communities and design 60 emotion-centric real-world scenario questions. Then, we execute a nationwide selection process to identify 40 Chinese anime enthusiasts. Next, we systematically collect two rounds of dialogue data from 10 LLMs and the human fans. Experimental results show that top-performing LLMs surpass human fans in role-playing and emotional support, while humans still lead in response diversity.
We use the Unity game engine to build an improved visualization interface (frontend) for generative agents. It visualizes trajectory data generated by a backend LLM simulation. Major features: map editor, items, short-time summary (provided by backend), easy asset adding, and other basic features. We also open-source our Unity code.
MAS could be vulnerable to malicious agents that exploit the system to serve self-interests without disrupting its core functionality. This work explores integrity attacks where malicious agents employ subtle prompt manipulation to bias MAS operations and gain various benefits. Four types of attacks are examined: Scapegoater, Boaster, Self-Dealer, and Free-Rider.
We introduce the VACSIM framework with 100 generative agents powered by Large Language Models (LLMs). VACSIM simulates vaccine policy outcomes with the following steps: 1) Instantiate a population of agents with demographics based on census data; 2) Connect the agents via a social network and model vaccine attitudes as a function of social dynamics and disease-related information; 3) Design and evaluate various public health interventions aimed at mitigating vaccine hesitancy.
Drawing inspiration from cryptography, our jailbreak utilizes an encryption-decryption process across text and image modalities to mitigate over-exposure of malicious information. To align the model's output with malicious intent covertly, we also employ a technique called "evil alignment", framing the attack within a video game production scenario.
We extensively experiment with transformer models trained on multiple synthetic datasets and with different training objectives and show that while other objectives e.g., sequence-to-sequence modeling, prefix language modeling, often failed to lead to hierarchical generalization, models trained with the language modeling objective consistently learned to generalize hierarchically.
I tried to using the Unity game engine to build a visualization interface for simulacra. It's now functional and you are welcome to try it. I have stopped working on it myself, but some of my students are working on a better version of it.
We comprehensively study the robustness of popular machine-generated text detectors under attacks from diverse categories: editing, paraphrasing, prompting, and co-generating.
In this work, we explore a useful but often neglected methodology for robustness analysis of text generation evaluation metrics: stress tests with synthetic data. Basically, we design and synthesize a wide range of potential errors and check whether they result in a commensurate drop in the metric scores. Our experiments reveal interesting insensitivities, biases, or even loopholes in existing metrics. Further, we investigate the reasons behind these blind spots and suggest practical workarounds for a more reliable evaluation of text generation.
Existing watermarking algorithms are vulnerable to paraphrase attacks because of their token-level design. To address this issue, we propose SemStamp, a robust sentence-level semantic watermarking algorithm based on locality-sensitive hashing (LSH), which partitions the semantic space of sentences.
In the current user-server interaction paradigm for prompted generation, there is zero option for users who want to keep the generated text to themselves. We propose LatticeGen, a cooperative framework in which the server still handles most of the computation while the user controls the sampling operation. In the end, the server does not know what exactly is generated. The key idea is that the true generated sequence is mixed with noise tokens by the user and hidden in a noised lattice.
How will the detectors of machine-generated text perform on outputs of a new generator, that the detectors were not trained on? We begin by collecting generation data from a wide range of LLMs, and train neural detectors on data from each generator and test its performance on held-out generators. While none of the detectors can generalize to all generators, we observe a consistent and interesting pattern that the detectors trained on data from a medium-size LLM can zero-shot generalize to the larger version.
Are language models graph reasoners? We propose the NLGraph benchmark, a test bed for graph-based reasoning designed for language models in natural language. We find that LLMs are preliminary graph thinkers while the most advanced graph reasoning tasks remain an open research question.
We propose a natural language (NL) interface for controlled text generation, where we craft a PCFG to embed the control attributes into natural language commands, and propose variants of existing CTG models that take commands as input.
Different focus in the context leads to different generation! We develop the "focus vector" method to control the focus of a pretrained language model.
By feeding the LM with different types of prefixes, we could assess how serious exposure bias is. Surprisingly, our experiments reveal that LM has the self-recovery ability, which we hypothesize to be countering the harmful effects from exposure bias.
We explore joint energy-based model (EBM) training during the finetuning of pretrained text encoders (e.g., Roberta) for natural language understanding (NLU) tasks. Our experiments show that EBM training can help the model reach a better calibration that is competitive to strong baselines, with little or no loss in accuracy.
After finetuning of pretrained NLG models, does the model forget some precious skills learned pretraining? We demonstrate the forgetting phenomenon through a set of detailed behavior analysis from the perspectives of knowledge transfer, context sensitivity, and function space projection.
We identify a few interesting properties that are shared among existing sampling algorithms for NLG. We design experiments to check whether these properties are crucial for the good performance.
We provide a theoretical explanation for the effectiveness of gradient clipping in training deep neural networks. The key ingredient is a new smoothness condition derived from practical neural network training examples.
We propose a mixer of dynamically weighted LMs that are separately trained on source and target domains, aiming to improve simple linear interpolation with dynamic weighting.
We organize a monthly lunch on AI safety at the FIT Building, Tsinghua University, Beijing. Two students usually present at each lunch. If you are based in Beijing, work on AI safety, and would like to join, please email me with a brief introduction and a CV. You are welcome to write in Chinese.
IIIS Squash
I organize weekly squash sessions at Tsinghua University.
Tianxing He (Project Lead & Director); Lanlan Qiu (Game Designer); Henius (Game Developer); Peipei, Limiao, Liying (Artists); Henius, Kangda (Animators)
Little Witch Garden is a roguelike card-based auto-battler built with the Unity engine. Set in a garden affected by a dark curse, the game features battles fought alongside three witches and emphasizes run-based decision-making. Its core gameplay combines auto-battler combat, card collection, and persistent unlock progression across runs. We have released it on GitHub, and you are welcome to try it!
The design and code of this website is borrowed from Jon Barron's site.