new

Get trending papers in your email inbox!

Subscribe

Daily Papers

byAK and the research community

Feb 27

Reinforce-Ada: An Adaptive Sampling Framework for Reinforce-Style LLM Training

Reinforcement learning applied to large language models (LLMs) for reasoning tasks is often bottlenecked by unstable gradient estimates due to fixed and uniform sampling of responses across prompts. Prior work such as GVM-RAFT addresses this by dynamically allocating inference budget per prompt to minimize stochastic gradient variance under a budget constraint. Inspired by this insight, we propose Reinforce-Ada, an adaptive sampling framework for online RL post-training of LLMs that continuously reallocates sampling effort to the prompts with the greatest uncertainty or learning potential. Unlike conventional two-stage allocation methods, Reinforce-Ada interleaves estimation and sampling in an online successive elimination process, and automatically stops sampling for a prompt once sufficient signal is collected. To stabilize updates, we form fixed-size groups with enforced reward diversity and compute advantage baselines using global statistics aggregated over the adaptive sampling phase. Empirical results across multiple model architectures and reasoning benchmarks show that Reinforce-Ada accelerates convergence and improves final performance compared to GRPO, especially when using the balanced sampling variant. Our work highlights the central role of variance-aware, adaptive data curation in enabling efficient and reliable reinforcement learning for reasoning-capable LLMs. Code is available at https://github.com/RLHFlow/Reinforce-Ada.

RLHFlow RLHFlow
·
Oct 6, 2025 2

Weighted Tallying Bandits: Overcoming Intractability via Repeated Exposure Optimality

In recommender system or crowdsourcing applications of online learning, a human's preferences or abilities are often a function of the algorithm's recent actions. Motivated by this, a significant line of work has formalized settings where an action's loss is a function of the number of times that action was recently played in the prior m timesteps, where m corresponds to a bound on human memory capacity. To more faithfully capture decay of human memory with time, we introduce the Weighted Tallying Bandit (WTB), which generalizes this setting by requiring that an action's loss is a function of a weighted summation of the number of times that arm was played in the last m timesteps. This WTB setting is intractable without further assumption. So we study it under Repeated Exposure Optimality (REO), a condition motivated by the literature on human physiology, which requires the existence of an action that when repetitively played will eventually yield smaller loss than any other sequence of actions. We study the minimization of the complete policy regret (CPR), which is the strongest notion of regret, in WTB under REO. Since m is typically unknown, we assume we only have access to an upper bound M on m. We show that for problems with K actions and horizon T, a simple modification of the successive elimination algorithm has O left( KT + (m+M)K right) CPR. Interestingly, upto an additive (in lieu of mutliplicative) factor in (m+M)K, this recovers the classical guarantee for the simpler stochastic multi-armed bandit with traditional regret. We additionally show that in our setting, any algorithm will suffer additive CPR of Omega left( mK + M right), demonstrating our result is nearly optimal. Our algorithm is computationally efficient, and we experimentally demonstrate its practicality and superiority over natural baselines.

  • 4 authors
·
May 4, 2023

Oracle Efficient Algorithms for Groupwise Regret

We study the problem of online prediction, in which at each time step t, an individual x_t arrives, whose label we must predict. Each individual is associated with various groups, defined based on their features such as age, sex, race etc., which may intersect. Our goal is to make predictions that have regret guarantees not just overall but also simultaneously on each sub-sequence comprised of the members of any single group. Previous work such as [Blum & Lykouris] and [Lee et al] provide attractive regret guarantees for these problems; however, these are computationally intractable on large model classes. We show that a simple modification of the sleeping experts technique of [Blum & Lykouris] yields an efficient reduction to the well-understood problem of obtaining diminishing external regret absent group considerations. Our approach gives similar regret guarantees compared to [Blum & Lykouris]; however, we run in time linear in the number of groups, and are oracle-efficient in the hypothesis class. This in particular implies that our algorithm is efficient whenever the number of groups is polynomially bounded and the external-regret problem can be solved efficiently, an improvement on [Blum & Lykouris]'s stronger condition that the model class must be small. Our approach can handle online linear regression and online combinatorial optimization problems like online shortest paths. Beyond providing theoretical regret bounds, we evaluate this algorithm with an extensive set of experiments on synthetic data and on two real data sets -- Medical costs and the Adult income dataset, both instantiated with intersecting groups defined in terms of race, sex, and other demographic characteristics. We find that uniformly across groups, our algorithm gives substantial error improvements compared to running a standard online linear regression algorithm with no groupwise regret guarantees.

  • 5 authors
·
Oct 6, 2023

Learning to Relax: Setting Solver Parameters Across a Sequence of Linear System Instances

Solving a linear system Ax=b is a fundamental scientific computing primitive for which numerous solvers and preconditioners have been developed. These come with parameters whose optimal values depend on the system being solved and are often impossible or too expensive to identify; thus in practice sub-optimal heuristics are used. We consider the common setting in which many related linear systems need to be solved, e.g. during a single numerical simulation. In this scenario, can we sequentially choose parameters that attain a near-optimal overall number of iterations, without extra matrix computations? We answer in the affirmative for Successive Over-Relaxation (SOR), a standard solver whose parameter omega has a strong impact on its runtime. For this method, we prove that a bandit online learning algorithm--using only the number of iterations as feedback--can select parameters for a sequence of instances such that the overall cost approaches that of the best fixed omega as the sequence length increases. Furthermore, when given additional structural information, we show that a contextual bandit method asymptotically achieves the performance of the instance-optimal policy, which selects the best omega for each instance. Our work provides the first learning-theoretic treatment of high-precision linear system solvers and the first end-to-end guarantees for data-driven scientific computing, demonstrating theoretically the potential to speed up numerical methods using well-understood learning algorithms.

  • 4 authors
·
Oct 3, 2023

PETS: A Principled Framework Towards Optimal Trajectory Allocation for Efficient Test-Time Self-Consistency

Test-time scaling can improve model performance by aggregating stochastic reasoning trajectories. However, achieving sample-efficient test-time self-consistency under a limited budget remains an open challenge. We introduce PETS (Principled and Efficient Test-TimeSelf-Consistency), which initiates a principled study of trajectory allocation through an optimization framework. Central to our approach is the self-consistency rate, a new measure defined as agreement with the infinite-budget majority vote. This formulation makes sample-efficient test-time allocation theoretically grounded and amenable to rigorous analysis. We study both offline and online settings. In the offline regime, where all questions are known in advance, we connect trajectory allocation to crowdsourcing, a classic and well-developed area, by modeling reasoning traces as workers. This perspective allows us to leverage rich existing theory, yielding theoretical guarantees and an efficient majority-voting-based allocation algorithm. In the online streaming regime, where questions arrive sequentially and allocations must be made on the fly, we propose a novel method inspired by the offline framework. Our approach adapts budgets to question difficulty while preserving strong theoretical guarantees and computational efficiency. Experiments show that PETS consistently outperforms uniform allocation. On GPQA, PETS achieves perfect self-consistency in both settings while reducing the sampling budget by up to 75% (offline) and 55% (online) relative to uniform allocation. Code is available at https://github.com/ZDCSlab/PETS.

OneSearch: A Preliminary Exploration of the Unified End-to-End Generative Framework for E-commerce Search

Traditional e-commerce search systems employ multi-stage cascading architectures (MCA) that progressively filter items through recall, pre-ranking, and ranking stages. While effective at balancing computational efficiency with business conversion, these systems suffer from fragmented computation and optimization objective collisions across stages, which ultimately limit their performance ceiling. To address these, we propose OneSearch, the first industrial-deployed end-to-end generative framework for e-commerce search. This framework introduces three key innovations: (1) a Keyword-enhanced Hierarchical Quantization Encoding (KHQE) module, to preserve both hierarchical semantics and distinctive item attributes while maintaining strong query-item relevance constraints; (2) a multi-view user behavior sequence injection strategy that constructs behavior-driven user IDs and incorporates both explicit short-term and implicit long-term sequences to model user preferences comprehensively; and (3) a Preference-Aware Reward System (PARS) featuring multi-stage supervised fine-tuning and adaptive reward-weighted ranking to capture fine-grained user preferences. Extensive offline evaluations on large-scale industry datasets demonstrate OneSearch's superior performance for high-quality recall and ranking. The rigorous online A/B tests confirm its ability to enhance relevance in the same exposure position, achieving statistically significant improvements: +1.67% item CTR, +2.40% buyer, and +3.22% order volume. Furthermore, OneSearch reduces operational expenditure by 75.40% and improves Model FLOPs Utilization from 3.26% to 27.32%. The system has been successfully deployed across multiple search scenarios in Kuaishou, serving millions of users, generating tens of millions of PVs daily.

  • 28 authors
·
Sep 3, 2025

RLHF Workflow: From Reward Modeling to Online RLHF

We present the workflow of Online Iterative Reinforcement Learning from Human Feedback (RLHF) in this technical report, which is widely reported to outperform its offline counterpart by a large margin in the recent large language model (LLM) literature. However, existing open-source RLHF projects are still largely confined to the offline learning setting. In this technical report, we aim to fill in this gap and provide a detailed recipe that is easy to reproduce for online iterative RLHF. In particular, since online human feedback is usually infeasible for open-source communities with limited resources, we start by constructing preference models using a diverse set of open-source datasets and use the constructed proxy preference model to approximate human feedback. Then, we discuss the theoretical insights and algorithmic principles behind online iterative RLHF, followed by a detailed practical implementation. Our trained LLM, SFR-Iterative-DPO-LLaMA-3-8B-R, achieves impressive performance on LLM chatbot benchmarks, including AlpacaEval-2, Arena-Hard, and MT-Bench, as well as other academic benchmarks such as HumanEval and TruthfulQA. We have shown that supervised fine-tuning (SFT) and iterative RLHF can obtain state-of-the-art performance with fully open-source datasets. Further, we have made our models, curated datasets, and comprehensive step-by-step code guidebooks publicly available. Please refer to https://github.com/RLHFlow/RLHF-Reward-Modeling and https://github.com/RLHFlow/Online-RLHF for more detailed information.

  • 10 authors
·
May 13, 2024 5

Online Adversarial Attacks

Adversarial attacks expose important vulnerabilities of deep learning models, yet little attention has been paid to settings where data arrives as a stream. In this paper, we formalize the online adversarial attack problem, emphasizing two key elements found in real-world use-cases: attackers must operate under partial knowledge of the target model, and the decisions made by the attacker are irrevocable since they operate on a transient data stream. We first rigorously analyze a deterministic variant of the online threat model by drawing parallels to the well-studied k-secretary problem in theoretical computer science and propose Virtual+, a simple yet practical online algorithm. Our main theoretical result shows Virtual+ yields provably the best competitive ratio over all single-threshold algorithms for k<5 -- extending the previous analysis of the k-secretary problem. We also introduce the stochastic k-secretary -- effectively reducing online blackbox transfer attacks to a k-secretary problem under noise -- and prove theoretical bounds on the performance of Virtual+ adapted to this setting. Finally, we complement our theoretical results by conducting experiments on MNIST, CIFAR-10, and Imagenet classifiers, revealing the necessity of online algorithms in achieving near-optimal performance and also the rich interplay between attack strategies and online attack selection, enabling simple strategies like FGSM to outperform stronger adversaries.

  • 7 authors
·
Mar 2, 2021

Successive Prompting for Decomposing Complex Questions

Answering complex questions that require making latent decisions is a challenging task, especially when limited supervision is available. Recent works leverage the capabilities of large language models (LMs) to perform complex question answering in a few-shot setting by demonstrating how to output intermediate rationalizations while solving the complex question in a single pass. We introduce ``Successive Prompting'', where we iteratively break down a complex task into a simple task, solve it, and then repeat the process until we get the final solution. Successive prompting decouples the supervision for decomposing complex questions from the supervision for answering simple questions, allowing us to (1) have multiple opportunities to query in-context examples at each reasoning step (2) learn question decomposition separately from question answering, including using synthetic data, and (3) use bespoke (fine-tuned) components for reasoning steps where a large LM does not perform well. The intermediate supervision is typically manually written, which can be expensive to collect. We introduce a way to generate a synthetic dataset which can be used to bootstrap a model's ability to decompose and answer intermediate questions. Our best model (with successive prompting) achieves an improvement of ~5% absolute F1 on a few-shot version of the DROP dataset when compared with a state-of-the-art model with the same supervision.

  • 4 authors
·
Dec 8, 2022

PowerWalk: Scalable Personalized PageRank via Random Walks with Vertex-Centric Decomposition

Most methods for Personalized PageRank (PPR) precompute and store all accurate PPR vectors, and at query time, return the ones of interest directly. However, the storage and computation of all accurate PPR vectors can be prohibitive for large graphs, especially in caching them in memory for real-time online querying. In this paper, we propose a distributed framework that strikes a better balance between offline indexing and online querying. The offline indexing attains a fingerprint of the PPR vector of each vertex by performing billions of "short" random walks in parallel across a cluster of machines. We prove that our indexing method has an exponential convergence, achieving the same precision with previous methods using a much smaller number of random walks. At query time, the new PPR vector is composed by a linear combination of related fingerprints, in a highly efficient vertex-centric decomposition manner. Interestingly, the resulting PPR vector is much more accurate than its offline counterpart because it actually uses more random walks in its estimation. More importantly, we show that such decomposition for a batch of queries can be very efficiently processed using a shared decomposition. Our implementation, PowerWalk, takes advantage of advanced distributed graph engines and it outperforms the state-of-the-art algorithms by orders of magnitude. Particularly, it responses to tens of thousands of queries on graphs with billions of edges in just a few seconds.

  • 4 authors
·
Aug 22, 2016

Dynamic Rank Reinforcement Learning for Adaptive Low-Rank Multi-Head Self Attention in Large Language Models

We propose Dynamic Rank Reinforcement Learning (DR-RL), a novel framework that adaptively optimizes the low-rank factorization of Multi-Head Self-Attention (MHSA) in Large Language Models (LLMs) through the integration of reinforcement learning and online matrix perturbation theory. While traditional low-rank approximations often rely on static rank assumptions--limiting their flexibility across diverse input contexts--our method dynamically selects ranks based on real-time sequence dynamics, layer-specific sensitivities, and hardware constraints. The core innovation lies in an RL agent that formulates rank selection as a sequential policy optimization problem, where the reward function strictly balances attention fidelity against computational latency. Crucially, we employ online matrix perturbation bounds to enable incremental rank updates, thereby avoiding the prohibitive cost of full decomposition during inference. Furthermore, the integration of a lightweight Transformer-based policy network and batched Singular Value Decomposition (SVD) operations ensures scalable deployment on modern GPU architectures. Experiments demonstrate that DR-RL maintains downstream accuracy statistically equivalent to full-rank attention while significantly reducing Floating Point Operations (FLOPs), particularly in long-sequence regimes (L > 4096). This work bridges the gap between adaptive efficiency and theoretical rigor in MHSA, offering a principled, mathematically grounded alternative to heuristic rank reduction techniques in resource-constrained deep learning. Source code and experiment logs are available at: https://github.com/canererden/DR_RL_Project

  • 1 authors
·
Dec 17, 2025

Tree Search for Language Model Agents

Autonomous agents powered by language models (LMs) have demonstrated promise in their ability to perform decision-making tasks such as web automation. However, a key limitation remains: LMs, primarily optimized for natural language understanding and generation, struggle with multi-step reasoning, planning, and using environmental feedback when attempting to solve realistic computer tasks. Towards addressing this, we propose an inference-time search algorithm for LM agents to explicitly perform exploration and multi-step planning in interactive web environments. Our approach is a form of best-first tree search that operates within the actual environment space, and is complementary with most existing state-of-the-art agents. It is the first tree search algorithm for LM agents that shows effectiveness on realistic web tasks. On the challenging VisualWebArena benchmark, applying our search algorithm on top of a GPT-4o agent yields a 39.7% relative increase in success rate compared to the same baseline without search, setting a state-of-the-art success rate of 26.4%. On WebArena, search also yields a 28.0% relative improvement over a baseline agent, setting a competitive success rate of 19.2%. Our experiments highlight the effectiveness of search for web agents, and we demonstrate that performance scales with increased test-time compute. We conduct a thorough analysis of our results to highlight improvements from search, limitations, and promising directions for future work. Our code and models are publicly released at https://jykoh.com/search-agents.

  • 4 authors
·
Jul 1, 2024

Online Matching with Stochastic Rewards: Advanced Analyses Using Configuration Linear Programs

Mehta and Panigrahi (2012) proposed Online Matching with Stochastic Rewards, which generalizes the Online Bipartite Matching problem of Karp, Vazirani, and Vazirani (1990) by associating the edges with success probabilities. This new feature captures the pay-per-click model in online advertising. Recently, Huang and Zhang (2020) studied this problem under the online primal dual framework using the Configuration Linear Program (LP), and got the best known competitive ratios of the Stochastic Balance algorithm. Their work suggests that the more expressive Configuration LP is more suitable for this problem than the Matching LP. This paper advances the theory of Configuration LP in two directions. Our technical contribution includes a characterization of the joint matching outcome of an offline vertex and all its neighbors. This characterization may be of independent interest, and is aligned with the spirit of Configuration LP. By contrast, previous analyses of Ranking generally focus on only one neighbor. Second, we designed a Stochastic Configuration LP that captures a stochastic benchmark proposed by Goyal and Udwani (2020), who used a Path-based LP. The Stochastic Configuration LP is smaller and simpler than the Path-based LP. Moreover, using the new LP we improved the competitive ratio of Stochastic Balance from 0.596 to 0.611 when the success probabilities are infinitesimal, and to 0.613 when the success probabilities are further equal.

  • 6 authors
·
Sep 18, 2023

Online Information Acquisition: Hiring Multiple Agents

We investigate the mechanism design problem faced by a principal who hires multiple agents to gather and report costly information. Then, the principal exploits the information to make an informed decision. We model this problem as a game, where the principal announces a mechanism consisting in action recommendations and a payment function, a.k.a. scoring rule. Then, each agent chooses an effort level and receives partial information about an underlying state of nature based on the effort. Finally, the agents report the information (possibly non-truthfully), the principal takes a decision based on this information, and the agents are paid according to the scoring rule. While previous work focuses on single-agent problems, we consider multi-agents settings. This poses the challenge of coordinating the agents' efforts and aggregating correlated information. Indeed, we show that optimal mechanisms must correlate agents' efforts, which introduces externalities among the agents, and hence complex incentive compatibility constraints and equilibrium selection problems. First, we design a polynomial-time algorithm to find an optimal incentive compatible mechanism. Then, we study an online problem, where the principal repeatedly interacts with a group of unknown agents. We design a no-regret algorithm that provides mathcal{O}(T^{2/3}) regret with respect to an optimal mechanism, matching the state-of-the-art bound for single-agent settings.

  • 3 authors
·
Jul 12, 2023

Low Rank Matrix Completion via Robust Alternating Minimization in Nearly Linear Time

Given a matrix Min R^{mtimes n}, the low rank matrix completion problem asks us to find a rank-k approximation of M as UV^top for Uin R^{mtimes k} and Vin R^{ntimes k} by only observing a few entries specified by a set of entries Omegasubseteq [m]times [n]. In particular, we examine an approach that is widely used in practice -- the alternating minimization framework. Jain, Netrapalli and Sanghavi~jns13 showed that if M has incoherent rows and columns, then alternating minimization provably recovers the matrix M by observing a nearly linear in n number of entries. While the sample complexity has been subsequently improved~glz17, alternating minimization steps are required to be computed exactly. This hinders the development of more efficient algorithms and fails to depict the practical implementation of alternating minimization, where the updates are usually performed approximately in favor of efficiency. In this paper, we take a major step towards a more efficient and error-robust alternating minimization framework. To this end, we develop an analytical framework for alternating minimization that can tolerate moderate amount of errors caused by approximate updates. Moreover, our algorithm runs in time widetilde O(|Omega| k), which is nearly linear in the time to verify the solution while preserving the sample complexity. This improves upon all prior known alternating minimization approaches which require widetilde O(|Omega| k^2) time.

  • 4 authors
·
Feb 21, 2023

Can Prompt Difficulty be Online Predicted for Accelerating RL Finetuning of Reasoning Models?

Recent advances have witnessed the effectiveness of reinforcement learning (RL) finetuning in enhancing the reasoning capabilities of large language models (LLMs). The optimization process often requires numerous iterations to achieve satisfactory performance, resulting in high computational costs due to the need for frequent prompt evaluations under intensive LLM interactions and repeated policy updates. Appropriate online prompt selection methods reduce iteration steps by prioritizing informative prompts during training, while the pipeline's reliance on exhaustive prompt evaluation and subset selection for optimization still incurs substantial computational overhead due to frequent LLM inference calls. Distinguished from these direct evaluate-then-select schemes, this work investigates iterative approximate evaluation for arbitrary prompts and introduces Model Predictive Prompt Selection (MoPPS), a Bayesian risk-predictive framework that online estimates prompt difficulty without requiring costly LLM interactions. Technically, MoPPS models each prompt's success rate as a latent variable, performs streaming Bayesian inference, and employs posterior sampling in a constructed multi-armed bandit machine, enabling sample efficient and adaptive prompt selection. Extensive experiments across mathematics, planning, and vision-based geometry tasks show that MoPPS reliably predicts prompt difficulty and accelerates training with significantly reduced LLM rollouts.

  • 6 authors
·
Jul 6, 2025

Online Prototype Learning for Online Continual Learning

Online continual learning (CL) studies the problem of learning continuously from a single-pass data stream while adapting to new data and mitigating catastrophic forgetting. Recently, by storing a small subset of old data, replay-based methods have shown promising performance. Unlike previous methods that focus on sample storage or knowledge distillation against catastrophic forgetting, this paper aims to understand why the online learning models fail to generalize well from a new perspective of shortcut learning. We identify shortcut learning as the key limiting factor for online CL, where the learned features may be biased, not generalizable to new tasks, and may have an adverse impact on knowledge distillation. To tackle this issue, we present the online prototype learning (OnPro) framework for online CL. First, we propose online prototype equilibrium to learn representative features against shortcut learning and discriminative features to avoid class confusion, ultimately achieving an equilibrium status that separates all seen classes well while learning new classes. Second, with the feedback of online prototypes, we devise a novel adaptive prototypical feedback mechanism to sense the classes that are easily misclassified and then enhance their boundaries. Extensive experimental results on widely-used benchmark datasets demonstrate the superior performance of OnPro over the state-of-the-art baseline methods. Source code is available at https://github.com/weilllllls/OnPro.

  • 5 authors
·
Aug 1, 2023

Learning to Actively Learn: A Robust Approach

This work proposes a procedure for designing algorithms for specific adaptive data collection tasks like active learning and pure-exploration multi-armed bandits. Unlike the design of traditional adaptive algorithms that rely on concentration of measure and careful analysis to justify the correctness and sample complexity of the procedure, our adaptive algorithm is learned via adversarial training over equivalence classes of problems derived from information theoretic lower bounds. In particular, a single adaptive learning algorithm is learned that competes with the best adaptive algorithm learned for each equivalence class. Our procedure takes as input just the available queries, set of hypotheses, loss function, and total query budget. This is in contrast to existing meta-learning work that learns an adaptive algorithm relative to an explicit, user-defined subset or prior distribution over problems which can be challenging to define and be mismatched to the instance encountered at test time. This work is particularly focused on the regime when the total query budget is very small, such as a few dozen, which is much smaller than those budgets typically considered by theoretically derived algorithms. We perform synthetic experiments to justify the stability and effectiveness of the training procedure, and then evaluate the method on tasks derived from real data including a noisy 20 Questions game and a joke recommendation task.

  • 3 authors
·
Oct 29, 2020

One Objective to Rule Them All: A Maximization Objective Fusing Estimation and Planning for Exploration

In online reinforcement learning (online RL), balancing exploration and exploitation is crucial for finding an optimal policy in a sample-efficient way. To achieve this, existing sample-efficient online RL algorithms typically consist of three components: estimation, planning, and exploration. However, in order to cope with general function approximators, most of them involve impractical algorithmic components to incentivize exploration, such as optimization within data-dependent level-sets or complicated sampling procedures. To address this challenge, we propose an easy-to-implement RL framework called Maximize to Explore (MEX), which only needs to optimize unconstrainedly a single objective that integrates the estimation and planning components while balancing exploration and exploitation automatically. Theoretically, we prove that MEX achieves a sublinear regret with general function approximations for Markov decision processes (MDP) and is further extendable to two-player zero-sum Markov games (MG). Meanwhile, we adapt deep RL baselines to design practical versions of MEX, in both model-free and model-based manners, which can outperform baselines by a stable margin in various MuJoCo environments with sparse rewards. Compared with existing sample-efficient online RL algorithms with general function approximations, MEX achieves similar sample efficiency while enjoying a lower computational cost and is more compatible with modern deep RL methods.

  • 9 authors
·
May 29, 2023

Tight Regret Bounds for Single-pass Streaming Multi-armed Bandits

Regret minimization in streaming multi-armed bandits (MABs) has been studied extensively in recent years. In the single-pass setting with K arms and T trials, a regret lower bound of Omega(T^{2/3}) has been proved for any algorithm with o(K) memory (Maiti et al. [NeurIPS'21]; Agarwal at al. [COLT'22]). On the other hand, however, the previous best regret upper bound is still O(K^{1/3} T^{2/3}log^{1/3}(T)), which is achieved by the streaming implementation of the simple uniform exploration. The O(K^{1/3}log^{1/3}(T)) gap leaves the open question of the tight regret bound in the single-pass MABs with sublinear arm memory. In this paper, we answer this open problem and complete the picture of regret minimization in single-pass streaming MABs. We first improve the regret lower bound to Omega(K^{1/3}T^{2/3}) for algorithms with o(K) memory, which matches the uniform exploration regret up to a logarithm factor in T. We then show that the log^{1/3}(T) factor is not necessary, and we can achieve O(K^{1/3}T^{2/3}) regret by finding an varepsilon-best arm and committing to it in the rest of the trials. For regret minimization with high constant probability, we can apply the single-memory varepsilon-best arm algorithms in Jin et al. [ICML'21] to obtain the optimal bound. Furthermore, for the expected regret minimization, we design an algorithm with a single-arm memory that achieves O(K^{1/3} T^{2/3}log(K)) regret, and an algorithm with O(log^{*}(n))-memory with the optimal O(K^{1/3} T^{2/3}) regret following the varepsilon-best arm algorithm in Assadi and Wang [STOC'20]. We further tested the empirical performances of our algorithms. The simulation results show that the proposed algorithms consistently outperform the benchmark uniform exploration algorithm by a large margin, and on occasion, reduce the regret by up to 70%.

  • 1 authors
·
Jun 3, 2023

Faster Algorithms for Text-to-Pattern Hamming Distances

We study the classic Text-to-Pattern Hamming Distances problem: given a pattern P of length m and a text T of length n, both over a polynomial-size alphabet, compute the Hamming distance between P and T[i, ., . , i+m-1] for every shift i, under the standard Word-RAM model with Theta(log n)-bit words. - We provide an O(nm) time Las Vegas randomized algorithm for this problem, beating the decades-old O(n m log m) running time [Abrahamson, SICOMP 1987]. We also obtain a deterministic algorithm, with a slightly higher O(nm(log mloglog m)^{1/4}) running time. Our randomized algorithm extends to the k-bounded setting, with running time Obig(n+nk{m}big), removing all the extra logarithmic factors from earlier algorithms [Gawrychowski and Uzna\'{n}ski, ICALP 2018; Chan, Golan, Kociumaka, Kopelowitz and Porat, STOC 2020]. - For the (1+epsilon)-approximate version of Text-to-Pattern Hamming Distances, we give an O(epsilon^{-0.93}n) time Monte Carlo randomized algorithm, beating the previous O(epsilon^{-1}n) running time [Kopelowitz and Porat, FOCS 2015; Kopelowitz and Porat, SOSA 2018]. Our approximation algorithm exploits a connection with 3SUM, and uses a combination of Fredman's trick, equality matrix product, and random sampling; in particular, we obtain new results on approximate counting versions of 3SUM and Exact Triangle, which may be of independent interest. Our exact algorithms use a novel combination of hashing, bit-packed FFT, and recursion; in particular, we obtain a faster algorithm for computing the sumset of two integer sets, in the regime when the universe size is close to quadratic in the number of elements. We also prove a fine-grained equivalence between the exact Text-to-Pattern Hamming Distances problem and a range-restricted, counting version of 3SUM.

  • 4 authors
·
Oct 19, 2023

Contextual Bandits with Online Neural Regression

Recent works have shown a reduction from contextual bandits to online regression under a realizability assumption [Foster and Rakhlin, 2020, Foster and Krishnamurthy, 2021]. In this work, we investigate the use of neural networks for such online regression and associated Neural Contextual Bandits (NeuCBs). Using existing results for wide networks, one can readily show a {O}(T) regret for online regression with square loss, which via the reduction implies a {O}(K T^{3/4}) regret for NeuCBs. Departing from this standard approach, we first show a O(log T) regret for online regression with almost convex losses that satisfy QG (Quadratic Growth) condition, a generalization of the PL (Polyak-\L ojasiewicz) condition, and that have a unique minima. Although not directly applicable to wide networks since they do not have unique minima, we show that adding a suitable small random perturbation to the network predictions surprisingly makes the loss satisfy QG with unique minima. Based on such a perturbed prediction, we show a {O}(log T) regret for online regression with both squared loss and KL loss, and subsequently convert these respectively to mathcal{O}(KT) and mathcal{O}(KL^* + K) regret for NeuCB, where L^* is the loss of the best policy. Separately, we also show that existing regret bounds for NeuCBs are Omega(T) or assume i.i.d. contexts, unlike this work. Finally, our experimental results on various datasets demonstrate that our algorithms, especially the one based on KL loss, persistently outperform existing algorithms.

  • 5 authors
·
Dec 12, 2023

Autonomous Tree-search Ability of Large Language Models

Large Language Models have excelled in remarkable reasoning capabilities with advanced prompting techniques, but they fall short on tasks that require exploration, strategic foresight, and sequential decision-making. Recent works propose to utilize external programs to define search logic, such that LLMs can perform passive tree search to solve more challenging reasoning tasks. Though impressive results have been achieved, there are several fundamental limitations of these approaches. First, passive tree searches are not efficient as they usually require multiple rounds of LLM API calls to solve one single problem. Moreover, passive search methods are not flexible since they need task-specific program designs. Then a natural question arises: can we maintain the tree-search capability of LLMs without the aid of external programs, and can still generate responses that clearly demonstrate the process of a tree-structure search? To this end, we propose a new concept called autonomous tree-search ability of LLM, which can automatically generate a response containing search trajectories for the correct answer. Concretely, we perform search trajectories using capable LLM API via a fixed system prompt, allowing them to perform autonomous tree-search (ATS) right out of the box. Experiments on 4 puzzle games demonstrate our method can achieve huge improvements. The ATS-BFS method outperforms the Chain of Thought approach by achieving an average accuracy improvement of 33%. Compared to Tree of Thoughts, it requires 65.6% or 47.7% less GPT-api cost to attain a comparable level of accuracy. Moreover, we have collected data using the ATS prompt method and fine-tuned LLaMA. This approach yield a greater improvement compared to the ones fine-tuned on CoT data. Specifically, it outperforms CoT-tuned LLaMAs by an average of 40.6% and 38.5% for LLaMA2-7B and LLaMA2-13B, respectively.

  • 4 authors
·
Oct 14, 2023

Making RL with Preference-based Feedback Efficient via Randomization

Reinforcement Learning algorithms that learn from human feedback (RLHF) need to be efficient in terms of statistical complexity, computational complexity, and query complexity. In this work, we consider the RLHF setting where the feedback is given in the format of preferences over pairs of trajectories. In the linear MDP model, using randomization in algorithm design, we present an algorithm that is sample efficient (i.e., has near-optimal worst-case regret bounds) and has polynomial running time (i.e., computational complexity is polynomial with respect to relevant parameters). Our algorithm further minimizes the query complexity through a novel randomized active learning procedure. In particular, our algorithm demonstrates a near-optimal tradeoff between the regret bound and the query complexity. To extend the results to more general nonlinear function approximation, we design a model-based randomized algorithm inspired by the idea of Thompson sampling. Our algorithm minimizes Bayesian regret bound and query complexity, again achieving a near-optimal tradeoff between these two quantities. Computation-wise, similar to the prior Thompson sampling algorithms under the regular RL setting, the main computation primitives of our algorithm are Bayesian supervised learning oracles which have been heavily investigated on the empirical side when applying Thompson sampling algorithms to RL benchmark problems.

  • 2 authors
·
Oct 23, 2023

Leveraging Offline Data in Online Reinforcement Learning

Two central paradigms have emerged in the reinforcement learning (RL) community: online RL and offline RL. In the online RL setting, the agent has no prior knowledge of the environment, and must interact with it in order to find an epsilon-optimal policy. In the offline RL setting, the learner instead has access to a fixed dataset to learn from, but is unable to otherwise interact with the environment, and must obtain the best policy it can from this offline data. Practical scenarios often motivate an intermediate setting: if we have some set of offline data and, in addition, may also interact with the environment, how can we best use the offline data to minimize the number of online interactions necessary to learn an epsilon-optimal policy? In this work, we consider this setting, which we call the FineTuneRL setting, for MDPs with linear structure. We characterize the necessary number of online samples needed in this setting given access to some offline dataset, and develop an algorithm, FTPedel, which is provably optimal. We show through an explicit example that combining offline data with online interactions can lead to a provable improvement over either purely offline or purely online RL. Finally, our results illustrate the distinction between verifiable learning, the typical setting considered in online RL, and unverifiable learning, the setting often considered in offline RL, and show that there is a formal separation between these regimes.

  • 2 authors
·
Nov 9, 2022

Online Matching: A Real-time Bandit System for Large-scale Recommendations

The last decade has witnessed many successes of deep learning-based models for industry-scale recommender systems. These models are typically trained offline in a batch manner. While being effective in capturing users' past interactions with recommendation platforms, batch learning suffers from long model-update latency and is vulnerable to system biases, making it hard to adapt to distribution shift and explore new items or user interests. Although online learning-based approaches (e.g., multi-armed bandits) have demonstrated promising theoretical results in tackling these challenges, their practical real-time implementation in large-scale recommender systems remains limited. First, the scalability of online approaches in servicing a massive online traffic while ensuring timely updates of bandit parameters poses a significant challenge. Additionally, exploring uncertainty in recommender systems can easily result in unfavorable user experience, highlighting the need for devising intricate strategies that effectively balance the trade-off between exploitation and exploration. In this paper, we introduce Online Matching: a scalable closed-loop bandit system learning from users' direct feedback on items in real time. We present a hybrid "offline + online" approach for constructing this system, accompanied by a comprehensive exposition of the end-to-end system architecture. We propose Diag-LinUCB -- a novel extension of the LinUCB algorithm -- to enable distributed updates of bandits parameter in a scalable and timely manner. We conduct live experiments in YouTube and show that Online Matching is able to enhance the capabilities of fresh content discovery and item exploration in the present platform.

  • 9 authors
·
Jul 29, 2023

To Backtrack or Not to Backtrack: When Sequential Search Limits Model Reasoning

Recent advancements in large language models have significantly improved their reasoning abilities, particularly through techniques involving search and backtracking. Backtracking naturally scales test-time compute by enabling sequential, linearized exploration via long chain-of-thought (CoT) generation. However, this is not the only strategy for scaling test-time compute: parallel sampling with best-of-n selection provides an alternative that generates diverse solutions simultaneously. Despite the growing adoption of sequential search, its advantages over parallel sampling--especially under a fixed compute budget remain poorly understood. In this paper, we systematically compare these two approaches on two challenging reasoning tasks: CountDown and Sudoku. Surprisingly, we find that sequential search underperforms parallel sampling on CountDown but outperforms it on Sudoku, suggesting that backtracking is not universally beneficial. We identify two factors that can cause backtracking to degrade performance: (1) training on fixed search traces can lock models into suboptimal strategies, and (2) explicit CoT supervision can discourage "implicit" (non-verbalized) reasoning. Extending our analysis to reinforcement learning (RL), we show that models with backtracking capabilities benefit significantly from RL fine-tuning, while models without backtracking see limited, mixed gains. Together, these findings challenge the assumption that backtracking universally enhances LLM reasoning, instead revealing a complex interaction between task structure, training data, model scale, and learning paradigm.

  • 4 authors
·
Apr 9, 2025

ParallelSearch: Train your LLMs to Decompose Query and Search Sub-queries in Parallel with Reinforcement Learning

Reasoning-augmented search agents such as Search-R1, trained via reinforcement learning with verifiable rewards (RLVR), demonstrate remarkable capabilities in multi-step information retrieval from external knowledge sources. These agents address the limitations of their parametric memory by dynamically gathering relevant facts to address complex reasoning tasks. However, existing approaches suffer from a fundamental architectural limitation: they process search queries strictly sequentially, even when handling inherently parallelizable and logically independent comparisons. This sequential bottleneck significantly constrains computational efficiency, particularly for queries that require multiple entity comparisons. To address this critical limitation, we propose ParallelSearch, a novel reinforcement learning framework that empowers large language models (LLMs) to recognize parallelizable query structures and execute multiple search operations concurrently. Our approach introduces dedicated reward functions that incentivize the identification of independent query components while preserving answer accuracy through jointly considering correctness, query decomposition quality, and parallel execution benefits. Comprehensive experiments demonstrate that ParallelSearch outperforms state-of-the-art baselines by an average performance gain of 2.9% across seven question-answering benchmarks. Notably, on parallelizable questions, our method achieves a 12.7% performance improvement while requiring only 69.6% of the LLM calls compared to sequential approaches.

  • 6 authors
·
Aug 12, 2025

A Theoretical Framework for Auxiliary-Loss-Free Load Balancing of Sparse Mixture-of-Experts in Large-Scale AI Models

In large-scale AI training, Sparse Mixture-of-Experts (s-MoE) layers enable scaling by activating only a small subset of experts per token. An operational challenge in this design is load balancing: routing tokens to minimize the number of idle experts, which is important for the efficient utilization of (costly) GPUs. We provide a theoretical framework for analyzing the Auxiliary-Loss-Free Load Balancing (ALF-LB) procedure -- proposed by DeepSeek's Wang et al. (2024) -- by casting it as a one-step-per-iteration primal-dual method for an assignment problem. First, in a stylized deterministic setting, our framework yields several insightful structural properties: (i) a monotonic improvement of a Lagrangian objective, (ii) a preference rule that moves tokens from overloaded to underloaded experts, and (iii) an approximate-balancing guarantee. Then, we incorporate the stochastic and dynamic nature of AI training using a generalized online optimization formulation. In the online setting, we derive a strong convexity property of the objective that leads to a logarithmic expected regret bound under certain step-size choices. Additionally, we present real experiments on 1B-parameter DeepSeekMoE models to complement our theoretical findings. Together, these results build a principled framework for analyzing the Auxiliary-Loss-Free Load Balancing of s-MoE in AI models.

Uchicago University of Chicago
·
Dec 3, 2025 2

Adaptive Guidance Accelerates Reinforcement Learning of Reasoning Models

We study the process through which reasoning models trained with reinforcement learning on verifiable rewards (RLVR) can learn to solve new problems. We find that RLVR drives performance in two main ways: (1) by compressing pass@k into pass@1 and (2) via "capability gain" in which models learn to solve new problems that they previously could not solve even at high k. We find that while capability gain exists across model scales, learning to solve new problems is primarily driven through self-distillation. We demonstrate these findings across model scales ranging from 0.5B to 72B parameters on >500,000 reasoning problems with prompts and verifiable final answers across math, science, and code domains. We further show that we can significantly improve pass@k rates by leveraging natural language guidance for the model to consider within context while still requiring the model to derive a solution chain from scratch. Based of these insights, we derive Guide -- a new class of online training algorithms. Guide adaptively incorporates hints into the model's context on problems for which all rollouts were initially incorrect and adjusts the importance sampling ratio for the "off-policy" trajectories in order to optimize the policy for contexts in which the hints are no longer present. We describe variants of Guide for GRPO and PPO and empirically show that Guide-GRPO on 7B and 32B parameter models improves generalization over its vanilla counterpart with up to 4% macro-average improvement across math benchmarks. We include careful ablations to analyze Guide's components and theoretically analyze Guide's learning efficiency.

  • 6 authors
·
Jun 16, 2025

Hybrid Deep Searcher: Integrating Parallel and Sequential Search Reasoning

Large reasoning models (LRMs) have demonstrated strong performance in complex, multi-step reasoning tasks. Existing methods enhance LRMs by sequentially integrating external knowledge retrieval; models iteratively generate queries, retrieve external information, and progressively reason over this information. However, purely sequential querying increases inference latency and context length, diminishing coherence and potentially reducing accuracy. To address these limitations, we introduce HDS-QA (Hybrid Deep Search QA), a synthetic dataset automatically generated from Natural Questions, explicitly designed to train LRMs to distinguish parallelizable from sequential queries. HDS-QA comprises hybrid-hop questions that combine parallelizable independent subqueries (executable simultaneously) and sequentially dependent subqueries (requiring step-by-step resolution), along with synthetic reasoning-querying-retrieval paths involving parallel queries. We fine-tune an LRM using HDS-QA, naming the model HybridDeepSearcher, which outperforms state-of-the-art baselines across multiple benchmarks, notably achieving +15.9 and +11.5 F1 on FanOutQA and a subset of BrowseComp, respectively, both requiring comprehensive and exhaustive search. Experimental results highlight two key advantages: HybridDeepSearcher reaches comparable accuracy with fewer search turns, significantly reducing inference latency, and it effectively scales as more turns are permitted. These results demonstrate the efficiency, scalability, and effectiveness of explicitly training LRMs to leverage hybrid parallel and sequential querying.

  • 9 authors
·
Aug 26, 2025

Leveraging Online Olympiad-Level Math Problems for LLMs Training and Contamination-Resistant Evaluation

Advances in Large Language Models (LLMs) have sparked interest in their ability to solve Olympiad-level math problems. However, the training and evaluation of these models are constrained by the limited size and quality of available datasets, as creating large-scale data for such advanced problems requires extensive effort from human experts. In addition, current benchmarks are prone to contamination, leading to unreliable evaluations. In this paper, we present an automated pipeline that leverages the rich resources of the Art of Problem Solving (AoPS) forum, which predominantly features Olympiad-level problems and community-driven solutions. Using open-source LLMs, we develop a method to extract question-answer pairs from the forum, resulting in AoPS-Instruct, a dataset of more than 600,000 high-quality QA pairs. Our experiments demonstrate that fine-tuning LLMs on AoPS-Instruct improves their reasoning abilities across various benchmarks. Moreover, we build an automatic pipeline that introduces LiveAoPSBench, an evolving evaluation set with timestamps, derived from the latest forum data, providing a contamination-resistant benchmark for assessing LLM performance. Notably, we observe a significant decline in LLM performance over time, suggesting their success on older examples may stem from pre-training exposure rather than true reasoning ability. Our work presents a scalable approach to creating and maintaining large-scale, high-quality datasets for advanced math reasoning, offering valuable insights into the capabilities and limitations of LLMs in this domain. Our benchmark and code is available at https://github.com/DSL-Lab/aops

  • 6 authors
·
Jan 24, 2025

Hardness of Independent Learning and Sparse Equilibrium Computation in Markov Games

We consider the problem of decentralized multi-agent reinforcement learning in Markov games. A fundamental question is whether there exist algorithms that, when adopted by all agents and run independently in a decentralized fashion, lead to no-regret for each player, analogous to celebrated convergence results in normal-form games. While recent work has shown that such algorithms exist for restricted settings (notably, when regret is defined with respect to deviations to Markovian policies), the question of whether independent no-regret learning can be achieved in the standard Markov game framework was open. We provide a decisive negative resolution this problem, both from a computational and statistical perspective. We show that: - Under the widely-believed assumption that PPAD-hard problems cannot be solved in polynomial time, there is no polynomial-time algorithm that attains no-regret in general-sum Markov games when executed independently by all players, even when the game is known to the algorithm designer and the number of players is a small constant. - When the game is unknown, no algorithm, regardless of computational efficiency, can achieve no-regret without observing a number of episodes that is exponential in the number of players. Perhaps surprisingly, our lower bounds hold even for seemingly easier setting in which all agents are controlled by a a centralized algorithm. They are proven via lower bounds for a simpler problem we refer to as SparseCCE, in which the goal is to compute a coarse correlated equilibrium that is sparse in the sense that it can be represented as a mixture of a small number of product policies. The crux of our approach is a novel application of aggregation techniques from online learning, whereby we show that any algorithm for the SparseCCE problem can be used to compute approximate Nash equilibria for non-zero sum normal-form games.

  • 3 authors
·
Mar 21, 2023

The Generalization Gap in Offline Reinforcement Learning

Despite recent progress in offline learning, these methods are still trained and tested on the same environment. In this paper, we compare the generalization abilities of widely used online and offline learning methods such as online reinforcement learning (RL), offline RL, sequence modeling, and behavioral cloning. Our experiments show that offline learning algorithms perform worse on new environments than online learning ones. We also introduce the first benchmark for evaluating generalization in offline learning, collecting datasets of varying sizes and skill-levels from Procgen (2D video games) and WebShop (e-commerce websites). The datasets contain trajectories for a limited number of game levels or natural language instructions and at test time, the agent has to generalize to new levels or instructions. Our experiments reveal that existing offline learning algorithms struggle to match the performance of online RL on both train and test environments. Behavioral cloning is a strong baseline, outperforming state-of-the-art offline RL and sequence modeling approaches when trained on data from multiple environments and tested on new ones. Finally, we find that increasing the diversity of the data, rather than its size, improves performance on new environments for all offline learning algorithms. Our study demonstrates the limited generalization of current offline learning algorithms highlighting the need for more research in this area.

  • 4 authors
·
Dec 9, 2023

Individually Fair Learning with One-Sided Feedback

We consider an online learning problem with one-sided feedback, in which the learner is able to observe the true label only for positively predicted instances. On each round, k instances arrive and receive classification outcomes according to a randomized policy deployed by the learner, whose goal is to maximize accuracy while deploying individually fair policies. We first extend the framework of Bechavod et al. (2020), which relies on the existence of a human fairness auditor for detecting fairness violations, to instead incorporate feedback from dynamically-selected panels of multiple, possibly inconsistent, auditors. We then construct an efficient reduction from our problem of online learning with one-sided feedback and a panel reporting fairness violations to the contextual combinatorial semi-bandit problem (Cesa-Bianchi & Lugosi, 2009, Gy\"{o}rgy et al., 2007). Finally, we show how to leverage the guarantees of two algorithms in the contextual combinatorial semi-bandit setting: Exp2 (Bubeck et al., 2012) and the oracle-efficient Context-Semi-Bandit-FTPL (Syrgkanis et al., 2016), to provide multi-criteria no regret guarantees simultaneously for accuracy and fairness. Our results eliminate two potential sources of bias from prior work: the "hidden outcomes" that are not available to an algorithm operating in the full information setting, and human biases that might be present in any single human auditor, but can be mitigated by selecting a well chosen panel.

  • 2 authors
·
Jun 9, 2022

Last Switch Dependent Bandits with Monotone Payoff Functions

In a recent work, Laforgue et al. introduce the model of last switch dependent (LSD) bandits, in an attempt to capture nonstationary phenomena induced by the interaction between the player and the environment. Examples include satiation, where consecutive plays of the same action lead to decreased performance, or deprivation, where the payoff of an action increases after an interval of inactivity. In this work, we take a step towards understanding the approximability of planning LSD bandits, namely, the (NP-hard) problem of computing an optimal arm-pulling strategy under complete knowledge of the model. In particular, we design the first efficient constant approximation algorithm for the problem and show that, under a natural monotonicity assumption on the payoffs, its approximation guarantee (almost) matches the state-of-the-art for the special and well-studied class of recharging bandits (also known as delay-dependent). In this attempt, we develop new tools and insights for this class of problems, including a novel higher-dimensional relaxation and the technique of mirroring the evolution of virtual states. We believe that these novel elements could potentially be used for approaching richer classes of action-induced nonstationary bandits (e.g., special instances of restless bandits). In the case where the model parameters are initially unknown, we develop an online learning adaptation of our algorithm for which we provide sublinear regret guarantees against its full-information counterpart.

  • 4 authors
·
Jun 1, 2023

Pre-trained Language Model based Ranking in Baidu Search

As the heart of a search engine, the ranking system plays a crucial role in satisfying users' information demands. More recently, neural rankers fine-tuned from pre-trained language models (PLMs) establish state-of-the-art ranking effectiveness. However, it is nontrivial to directly apply these PLM-based rankers to the large-scale web search system due to the following challenging issues:(1) the prohibitively expensive computations of massive neural PLMs, especially for long texts in the web-document, prohibit their deployments in an online ranking system that demands extremely low latency;(2) the discrepancy between existing ranking-agnostic pre-training objectives and the ad-hoc retrieval scenarios that demand comprehensive relevance modeling is another main barrier for improving the online ranking system;(3) a real-world search engine typically involves a committee of ranking components, and thus the compatibility of the individually fine-tuned ranking model is critical for a cooperative ranking system. In this work, we contribute a series of successfully applied techniques in tackling these exposed issues when deploying the state-of-the-art Chinese pre-trained language model, i.e., ERNIE, in the online search engine system. We first articulate a novel practice to cost-efficiently summarize the web document and contextualize the resultant summary content with the query using a cheap yet powerful Pyramid-ERNIE architecture. Then we endow an innovative paradigm to finely exploit the large-scale noisy and biased post-click behavioral data for relevance-oriented pre-training. We also propose a human-anchored fine-tuning strategy tailored for the online ranking system, aiming to stabilize the ranking signals across various online components. Extensive offline and online experimental results show that the proposed techniques significantly boost the search engine's performance.

  • 11 authors
·
May 24, 2021

ArenaRL: Scaling RL for Open-Ended Agents via Tournament-based Relative Ranking

Reinforcement learning has substantially improved the performance of LLM agents on tasks with verifiable outcomes, but it still struggles on open-ended agent tasks with vast solution spaces (e.g., complex travel planning). Due to the absence of objective ground-truth for these tasks, current RL algorithms largely rely on reward models that assign scalar scores to individual responses. We contend that such pointwise scoring suffers from an inherent discrimination collapse: the reward model struggles to distinguish subtle advantages among different trajectories, resulting in scores within a group being compressed into a narrow range. Consequently, the effective reward signal becomes dominated by noise from the reward model, leading to optimization stagnation. To address this, we propose ArenaRL, a reinforcement learning paradigm that shifts from pointwise scalar scoring to intra-group relative ranking. ArenaRL introduces a process-aware pairwise evaluation mechanism, employing multi-level rubrics to assign fine-grained relative scores to trajectories. Additionally, we construct an intra-group adversarial arena and devise a tournament-based ranking scheme to obtain stable advantage signals. Empirical results confirm that the built seeded single-elimination scheme achieves nearly equivalent advantage estimation accuracy to full pairwise comparisons with O(N^2) complexity, while operating with only O(N) complexity, striking an optimal balance between efficiency and precision. Furthermore, to address the lack of full-cycle benchmarks for open-ended agents, we build Open-Travel and Open-DeepResearch, two high-quality benchmarks featuring a comprehensive pipeline covering SFT, RL training, and multi-dimensional evaluation. Extensive experiments show that ArenaRL substantially outperforms standard RL baselines, enabling LLM agents to generate more robust solutions for complex real-world tasks.

Alibaba-NLP Alibaba-NLP
·
Jan 10 2

LoRec: Large Language Model for Robust Sequential Recommendation against Poisoning Attacks

Sequential recommender systems stand out for their ability to capture users' dynamic interests and the patterns of item-to-item transitions. However, the inherent openness of sequential recommender systems renders them vulnerable to poisoning attacks, where fraudulent users are injected into the training data to manipulate learned patterns. Traditional defense strategies predominantly depend on predefined assumptions or rules extracted from specific known attacks, limiting their generalizability to unknown attack types. To solve the above problems, considering the rich open-world knowledge encapsulated in Large Language Models (LLMs), our research initially focuses on the capabilities of LLMs in the detection of unknown fraudulent activities within recommender systems, a strategy we denote as LLM4Dec. Empirical evaluations demonstrate the substantial capability of LLMs in identifying unknown fraudsters, leveraging their expansive, open-world knowledge. Building upon this, we propose the integration of LLMs into defense strategies to extend their effectiveness beyond the confines of known attacks. We propose LoRec, an advanced framework that employs LLM-Enhanced Calibration to strengthen the robustness of sequential recommender systems against poisoning attacks. LoRec integrates an LLM-enhanced CalibraTor (LCT) that refines the training process of sequential recommender systems with knowledge derived from LLMs, applying a user-wise reweighting to diminish the impact of fraudsters injected by attacks. By incorporating LLMs' open-world knowledge, the LCT effectively converts the limited, specific priors or rules into a more general pattern of fraudsters, offering improved defenses against poisoning attacks. Our comprehensive experiments validate that LoRec, as a general framework, significantly strengthens the robustness of sequential recommender systems.

  • 6 authors
·
Jan 31, 2024

UER: A Heuristic Bias Addressing Approach for Online Continual Learning

Online continual learning aims to continuously train neural networks from a continuous data stream with a single pass-through data. As the most effective approach, the rehearsal-based methods replay part of previous data. Commonly used predictors in existing methods tend to generate biased dot-product logits that prefer to the classes of current data, which is known as a bias issue and a phenomenon of forgetting. Many approaches have been proposed to overcome the forgetting problem by correcting the bias; however, they still need to be improved in online fashion. In this paper, we try to address the bias issue by a more straightforward and more efficient method. By decomposing the dot-product logits into an angle factor and a norm factor, we empirically find that the bias problem mainly occurs in the angle factor, which can be used to learn novel knowledge as cosine logits. On the contrary, the norm factor abandoned by existing methods helps remember historical knowledge. Based on this observation, we intuitively propose to leverage the norm factor to balance the new and old knowledge for addressing the bias. To this end, we develop a heuristic approach called unbias experience replay (UER). UER learns current samples only by the angle factor and further replays previous samples by both the norm and angle factors. Extensive experiments on three datasets show that UER achieves superior performance over various state-of-the-art methods. The code is in https://github.com/FelixHuiweiLin/UER.

  • 6 authors
·
Sep 7, 2023

Rethinking Fine-Tuning when Scaling Test-Time Compute: Limiting Confidence Improves Mathematical Reasoning

Recent progress in large language models (LLMs) highlights the power of scaling test-time compute to achieve strong performance on complex tasks, such as mathematical reasoning and code generation. This raises a critical question: how should model training be modified to optimize performance under a subsequent test-time compute strategy and budget? To explore this, we focus on pass@N, a simple test-time strategy that searches for a correct answer in N independent samples. We show, surprisingly, that training with cross-entropy (CE) loss can be {it misaligned} with pass@N in that pass@N accuracy {it decreases} with longer training. We explain the origins of this misalignment in terms of model overconfidence induced by CE, and experimentally verify our prediction of overconfidence as an impediment to scaling test-time compute via pass@N. Furthermore we suggest a principled, modified training loss that is better aligned to pass@N by limiting model confidence and rescuing pass@N test performance. Our algorithm demonstrates improved mathematical reasoning on MATH and MiniF2F benchmarks under several scenarios: (1) providing answers to math questions; and (2) proving theorems by searching over proof trees of varying shapes. Overall our work underscores the importance of co-designing two traditionally separate phases of LLM development: training-time protocols and test-time search and reasoning strategies.

  • 5 authors
·
Feb 10, 2025

Harnessing Density Ratios for Online Reinforcement Learning

The theories of offline and online reinforcement learning, despite having evolved in parallel, have begun to show signs of the possibility for a unification, with algorithms and analysis techniques for one setting often having natural counterparts in the other. However, the notion of density ratio modeling, an emerging paradigm in offline RL, has been largely absent from online RL, perhaps for good reason: the very existence and boundedness of density ratios relies on access to an exploratory dataset with good coverage, but the core challenge in online RL is to collect such a dataset without having one to start. In this work we show -- perhaps surprisingly -- that density ratio-based algorithms have online counterparts. Assuming only the existence of an exploratory distribution with good coverage, a structural condition known as coverability (Xie et al., 2023), we give a new algorithm (GLOW) that uses density ratio realizability and value function realizability to perform sample-efficient online exploration. GLOW addresses unbounded density ratios via careful use of truncation, and combines this with optimism to guide exploration. GLOW is computationally inefficient; we complement it with a more efficient counterpart, HyGLOW, for the Hybrid RL setting (Song et al., 2022) wherein online RL is augmented with additional offline data. HyGLOW is derived as a special case of a more general meta-algorithm that provides a provable black-box reduction from hybrid RL to offline RL, which may be of independent interest.

  • 5 authors
·
Jan 17, 2024

Diffusion Models as Optimizers for Efficient Planning in Offline RL

Diffusion models have shown strong competitiveness in offline reinforcement learning tasks by formulating decision-making as sequential generation. However, the practicality of these methods is limited due to the lengthy inference processes they require. In this paper, we address this problem by decomposing the sampling process of diffusion models into two decoupled subprocesses: 1) generating a feasible trajectory, which is a time-consuming process, and 2) optimizing the trajectory. With this decomposition approach, we are able to partially separate efficiency and quality factors, enabling us to simultaneously gain efficiency advantages and ensure quality assurance. We propose the Trajectory Diffuser, which utilizes a faster autoregressive model to handle the generation of feasible trajectories while retaining the trajectory optimization process of diffusion models. This allows us to achieve more efficient planning without sacrificing capability. To evaluate the effectiveness and efficiency of the Trajectory Diffuser, we conduct experiments on the D4RL benchmarks. The results demonstrate that our method achieves it 3-it 10 times faster inference speed compared to previous sequence modeling methods, while also outperforming them in terms of overall performance. https://github.com/RenMing-Huang/TrajectoryDiffuser Keywords: Reinforcement Learning and Efficient Planning and Diffusion Model

  • 7 authors
·
Jul 22, 2024