<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Paper-Conference | Jiyi Wang</title><link>https://g1no3.github.io/publication_types/paper-conference/</link><atom:link href="https://g1no3.github.io/publication_types/paper-conference/index.xml" rel="self" type="application/rss+xml"/><description>Paper-Conference</description><generator>Hugo Blox Builder (https://hugoblox.com)</generator><language>en-us</language><lastBuildDate>Sun, 27 Sep 2026 00:00:00 +0000</lastBuildDate><image><url>https://g1no3.github.io/media/icon_hu7729264130191091259.png</url><title>Paper-Conference</title><link>https://g1no3.github.io/publication_types/paper-conference/</link></image><item><title>Learning Reusable Motor Motifs for Continuous Animal Behavior Modeling</title><link>https://g1no3.github.io/publication/wang-2026-motor-motifs/</link><pubDate>Sun, 27 Sep 2026 00:00:00 +0000</pubDate><guid>https://g1no3.github.io/publication/wang-2026-motor-motifs/</guid><description>&lt;h2 id="learning-the-building-blocks-of-behavior">Learning the building blocks of behavior&lt;/h2>
&lt;p>Complex movements often combine simpler components: an animal can turn while grooming, or sniff while moving forward. &lt;strong>Motif-based Continuous Dynamics (MCD)&lt;/strong> learns these reusable motor motifs directly from behavioral trajectories and models behavior as smoothly changing combinations of them.&lt;/p>
&lt;h2 id="method">Method&lt;/h2>
&lt;ul>
&lt;li>&lt;strong>Learn from offline trajectories.&lt;/strong> Use transition-based spectral representation learning to discover a shared basis for dynamics, policies, and rewards.&lt;/li>
&lt;li>&lt;strong>Compose skills continuously.&lt;/strong> Represent behavior through time-varying motif weights, allowing multiple motifs to be active together.&lt;/li>
&lt;li>&lt;strong>Infer policies and reward structure.&lt;/strong> Connect the learned representation to maximum-entropy policies and inverse reinforcement learning.&lt;/li>
&lt;/ul>
&lt;h2 id="experimental-findings">Experimental findings&lt;/h2>
&lt;p>Evaluated on simulated gridworlds, maze navigation, and real animal behavior data. On the animal behavior benchmark, MCD outperforms Keypoint-MoSeq, SemiSeg, and OPAL in human-annotated behavior decoding accuracy and trajectory discrimination AUC. The learned motifs capture both transitions and simultaneous movements, such as locomotion and sniffing.&lt;/p>
&lt;h2 id="research-connection">Research connection&lt;/h2>
&lt;p>This work studies how reusable, compositional skills can be extracted from observed behavior. It informs my broader interest in learning embodied skills from demonstrations. The experiments in this paper concern simulated tasks and animal behavior; transferring this approach to human motion and robots is a future research direction.&lt;/p></description></item><item><title>Leveraging Dale’s Principle as an Inductive Bias in Recurrent Neural Networks</title><link>https://g1no3.github.io/publication/wang-2026-dales-principle/</link><pubDate>Sun, 27 Sep 2026 00:00:00 +0000</pubDate><guid>https://g1no3.github.io/publication/wang-2026-dales-principle/</guid><description>&lt;h2 id="a-biological-principle-for-more-stable-learning">A biological principle for more stable learning&lt;/h2>
&lt;p>Biological neurons send either excitatory or inhibitory outputs. &lt;strong>EISep RNN&lt;/strong> incorporates this constraint, known as Dale’s principle, into recurrent networks while allowing each neuron’s excitatory or inhibitory identity to be learned.&lt;/p>
&lt;h2 id="method">Method&lt;/h2>
&lt;p>The architecture combines a learnable sign assignment using Gumbel–Softmax. These choices let the network adapt its excitatory–inhibitory organization during training while improving optimization stability.&lt;/p>
&lt;h2 id="experimental-findings">Experimental findings&lt;/h2>
&lt;ul>
&lt;li>&lt;strong>Multi-task learning:&lt;/strong> competitive performance on a 20-task cognitive benchmark, with more stable gradients and recurrent dynamics.&lt;/li>
&lt;li>&lt;strong>Continual learning:&lt;/strong> reduced task interference and stronger resistance to catastrophic forgetting across sequential cognitive tasks.&lt;/li>
&lt;li>&lt;strong>Reinforcement learning:&lt;/strong> improved recurrent advantage actor–critic performance on Lunar Lander and HalfCheetah, covering discrete and continuous control.&lt;/li>
&lt;li>&lt;strong>Interpretable structure:&lt;/strong> sparse, modular connectivity emerges from the excitatory–inhibitory constraint.&lt;/li>
&lt;/ul>
&lt;h2 id="research-connection">Research connection&lt;/h2>
&lt;p>Reliable policy learning depends on stable optimization and representations that can be reused across tasks. This work explores architectural inductive biases for those properties.&lt;/p></description></item><item><title>Inverse Reinforcement Learning with Switching Rewards and History Dependency for Characterizing Animal Behaviors</title><link>https://g1no3.github.io/publication/ke-2025-inverse/</link><pubDate>Wed, 01 Jan 2025 00:00:00 +0000</pubDate><guid>https://g1no3.github.io/publication/ke-2025-inverse/</guid><description>&lt;h2 id="inferring-the-intentions-behind-behavior">Inferring the intentions behind behavior&lt;/h2>
&lt;p>&lt;strong>SWIRL (Switching Inverse Reinforcement Learning)&lt;/strong> infers changing goals from behavioral trajectories. It models long sequences as transitions between hidden decision-making modes, each with its own reward function and policy.&lt;/p>
&lt;h2 id="method">Method&lt;/h2>
&lt;ul>
&lt;li>&lt;strong>Goal switching:&lt;/strong> transitions between hidden modes depend on the previous mode and the animal’s current state.&lt;/li>
&lt;li>&lt;strong>Behavioral memory:&lt;/strong> rewards and policies can depend on recent states, capturing how past experience shapes actions.&lt;/li>
&lt;li>&lt;strong>Joint inference:&lt;/strong> expectation–maximization alternates between inferring behavioral modes and learning their transitions, rewards, and policies.&lt;/li>
&lt;/ul>
&lt;h2 id="experimental-findings">Experimental findings&lt;/h2>
&lt;ul>
&lt;li>&lt;strong>Gridworld:&lt;/strong> combining both levels of history dependence improves reward recovery and behavioral segmentation.&lt;/li>
&lt;li>&lt;strong>Mouse navigation:&lt;/strong> recovers interpretable water-seeking, home-seeking, and exploration modes in a 127-node labyrinth.&lt;/li>
&lt;li>&lt;strong>Spontaneous behavior:&lt;/strong> outperforms autoregressive HMM baselines in held-out likelihood. State-dependent switching helps, while adding action-level history does not improve this dataset.&lt;/li>
&lt;/ul>
&lt;h2 id="research-connection">Research connection&lt;/h2>
&lt;p>This work connects learning from demonstrations with interpretable reward inference, offering a way to study changing intentions under the complicated behavior.&lt;/p></description></item></channel></rss>