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arXiv:2502.10482

A Self-Supervised Reinforcement Learning Approach for Fine-Tuning Large Language Models Using Cross-Attention Signals

We propose a novel reinforcement learning framework for post training large language models that does not rely on human in the loop feedback. Instead, our approach uses cross attention signals within the model itself to derive a self supervised reward, thereby guiding iterative fine tuning of the model policy. By analyzing how the model attends to the input prompt during generation, we construct measures of prompt coverage, focus, and coherence. We then use these measures to rank or score candidate responses, providing a reward signal that encourages the model to produce well aligned, on topic text. In empirical comparisons against standard policy gradient methods and RL fine tuning with synthetic preference models, our method shows significant gains in prompt relevance and consistency over a non RL baseline. While it does not yet match the performance of fully human supervised RLHF systems, it highlights an important direction for scaling alignment with minimal human labeling. We provide a detailed analysis, discuss potential limitations, and outline future work for combining cross-attention based signals with smaller amounts of human feedback.

arXiv:2502.12024

Computing and Learning Stationary Mean Field Equilibria with Scalar Interactions: Algorithms and Applications

Mean field equilibrium (MFE) has emerged as a computationally tractable solution concept for large dynamic games. However, computing MFE remains challenging due to nonlinearities and the absence of contraction properties, limiting its reliability for counterfactual analysis and comparative statics. This paper focuses on MFE in dynamic models where agents interact through a scalar function of the population distribution, referred to as the scalar interaction function. Such models naturally arise in a wide range of applications involving market dynamics and strategic competition. The main contribution of this paper is to introduce iterative algorithms that leverage the scalar interaction structure and are guaranteed to converge to the MFE under mild assumptions. Leveraging this structure, we also establish an MFE existence result for non-compact state spaces and analytical comparative statics. To the best of our knowledge, these are the first algorithms with global convergence guarantees in such settings. Unlike existing approaches, our algorithms do not rely on monotonicity or contraction properties, significantly broadening their applicability. Furthermore, we provide a model-free algorithm that learns the MFE via simulation and reinforcement learning techniques such as Q-learning and policy gradient methods without requiring prior knowledge of payoff or transition functions. We apply our algorithms to classic models of dynamic competition, such as capacity competition, and to competitive models motivated by online marketplaces, including ridesharing and inventory competition, as well as to social learning models. We show how key market parameters influence equilibrium outcomes through reliable comparative statics in these representative models, providing insights into the design of competitive systems.

arXiv:2502.08938공식 코드 · Papers with Code

Reevaluating Policy Gradient Methods for Imperfect-Information Games

In the past decade, motivated by the putative failure of naive self-play deep reinforcement learning (DRL) in adversarial imperfect-information games, researchers have developed numerous DRL algorithms based on fictitious play (FP), double oracle (DO), and counterfactual regret minimization (CFR). In light of recent results of the magnetic mirror descent algorithm, we hypothesize that simpler generic policy gradient methods like PPO are competitive with or superior to these FP, DO, and CFR-based DRL approaches. To facilitate the resolution of this hypothesis, we implement and release the first broadly accessible exact exploitability computations for four large games. Using these games, we conduct the largest-ever exploitability comparison of DRL algorithms for imperfect-information games. Over 5600 training runs, FP, DO, and CFR-based approaches fail to outperform generic policy gradient methods. Code is available at https://github.com/nathanlct/IIG-RL-Benchmark and https://github.com/gabrfarina/exp-a-spiel .

arXiv:2502.01694

Metastable Dynamics of Chain-of-Thought Reasoning: Provable Benefits of Search, RL and Distillation

A key paradigm to improve the reasoning capabilities of large language models (LLMs) is to allocate more inference-time compute to search against a verifier or reward model. This process can then be utilized to refine the pretrained model or distill its reasoning patterns into more efficient models. In this paper, we study inference-time compute by viewing chain-of-thought (CoT) generation as a metastable Markov process: easy reasoning steps (e.g., algebraic manipulations) form densely connected clusters, while hard reasoning steps (e.g., applying a relevant theorem) create sparse, low-probability edges between clusters, leading to phase transitions at longer timescales. Under this framework, we prove that implementing a search protocol that rewards sparse edges improves CoT by decreasing the expected number of steps to reach different clusters. In contrast, we establish a limit on reasoning capability when the model is restricted to local information of the pretrained graph. We also show that the information gained by search can be utilized to obtain a better reasoning model: (1) the pretrained model can be directly finetuned to favor sparse edges via policy gradient methods, and moreover (2) a compressed metastable representation of the reasoning dynamics can be distilled into a smaller, more efficient model.

arXiv:2502.01384공식 코드 · Papers with Code

Fine-Tuning Discrete Diffusion Models with Policy Gradient Methods

Discrete diffusion models have recently gained significant attention due to their ability to process complex discrete structures for language modeling. However, fine-tuning these models with policy gradient methods, as is commonly done in Reinforcement Learning from Human Feedback (RLHF), remains a challenging task. We propose an efficient, broadly applicable, and theoretically justified policy gradient algorithm, called Score Entropy Policy Optimization (SEPO), for fine-tuning discrete diffusion models over non-differentiable rewards. Our numerical experiments across several discrete generative tasks demonstrate the scalability and efficiency of our method. Our code is available at https://github.com/ozekri/SEPO.

arXiv:2501.15034공식 코드 · Papers with Code

Divergence-Augmented Policy Optimization

In deep reinforcement learning, policy optimization methods need to deal with issues such as function approximation and the reuse of off-policy data. Standard policy gradient methods do not handle off-policy data well, leading to premature convergence and instability. This paper introduces a method to stabilize policy optimization when off-policy data are reused. The idea is to include a Bregman divergence between the behavior policy that generates the data and the current policy to ensure small and safe policy updates with off-policy data. The Bregman divergence is calculated between the state distributions of two policies, instead of only on the action probabilities, leading to a divergence augmentation formulation. Empirical experiments on Atari games show that in the data-scarce scenario where the reuse of off-policy data becomes necessary, our method can achieve better performance than other state-of-the-art deep reinforcement learning algorithms.

arXiv:2501.14700공식 코드 · Papers with Code

An Attentive Graph Agent for Topology-Adaptive Cyber Defence

As cyber threats grow increasingly sophisticated, reinforcement learning (RL) is emerging as a promising technique to create intelligent and adaptive cyber defense systems. However, most existing autonomous defensive agents have overlooked the inherent graph structure of computer networks subject to cyber attacks, potentially missing critical information and constraining their adaptability. To overcome these limitations, we developed a custom version of the Cyber Operations Research Gym (CybORG) environment, encoding network state as a directed graph with realistic low-level features. We employ a Graph Attention Network (GAT) architecture to process node, edge, and global features, and adapt its output to be compatible with policy gradient methods in RL. Our GAT-based approach offers key advantages over flattened alternatives: policies that demonstrate resilience to certain types of unexpected dynamic network topology changes, reasonable generalisation to networks of varying sizes within the same structural distribution, and interpretable defensive actions grounded in tangible network properties. We demonstrate that GAT defensive policies can be trained using our low-level directed graph observations, even when unexpected connections arise during simulation. Evaluations across networks of different sizes, but consistent subnetwork structure, show our policies achieve comparable performance to policies trained specifically for each network configuration. Our study contributes to the development of robust cyber defence systems that can better adapt to real-world network security challenges.

arXiv:2501.04879공식 코드 · Papers with Code

Multilinear Tensor Low-Rank Approximation for Policy-Gradient Methods in Reinforcement Learning

Reinforcement learning (RL) aims to estimate the action to take given a (time-varying) state, with the goal of maximizing a cumulative reward function. Predominantly, there are two families of algorithms to solve RL problems: value-based and policy-based methods, with the latter designed to learn a probabilistic parametric policy from states to actions. Most contemporary approaches implement this policy using a neural network (NN). However, NNs usually face issues related to convergence, architectural suitability, hyper-parameter selection, and underutilization of the redundancies of the state-action representations (e.g. locally similar states). This paper postulates multi-linear mappings to efficiently estimate the parameters of the RL policy. More precisely, we leverage the PARAFAC decomposition to design tensor low-rank policies. The key idea involves collecting the policy parameters into a tensor and leveraging tensor-completion techniques to enforce low rank. We establish theoretical guarantees of the proposed methods for various policy classes and validate their efficacy through numerical experiments. Specifically, we demonstrate that tensor low-rank policy models reduce computational and sample complexities in comparison to NN models while achieving similar rewards.

arXiv:2412.06597

Self-Interested Agents in Collaborative Learning: An Incentivized Adaptive Data-Centric Framework

We propose a framework for adaptive data-centric collaborative learning among self-interested agents, coordinated by an arbiter. Designed to handle the incremental nature of real-world data, the framework operates in an online manner: at each step, the arbiter collects a batch of data from agents, trains a machine learning model, and provides each agent with a distinct model reflecting its data contributions. This setup establishes a feedback loop where shared data influence model updates, and the resulting models guide future data-sharing strategies. Agents evaluate and partition their data, selecting a partition to share using a stochastic parameterized policy optimized via policy gradient methods to optimize the utility of the received model as defined by agent-specific evaluation functions. On the arbiter side, the expected loss function over the true data distribution is optimized, incorporating agent-specific weights to account for distributional differences arising from diverse sources and selective sharing. A bilevel optimization algorithm jointly learns the model parameters and agent-specific weights. Mean-zero noise, computed using a distortion function that adjusts these agent-specific weights, is introduced to generate distinct agent-specific models, promoting valuable data sharing without requiring separate training. Our framework is underpinned by non-asymptotic analyses, ensuring convergence of the agent-side policy optimization to an approximate stationary point of the evaluation functions and convergence of the arbiter-side optimization to an approximate stationary point of the expected loss function.

arXiv:2412.05265

Reinforcement Learning: An Overview

This manuscript gives a big-picture, up-to-date overview of the field of (deep) reinforcement learning and sequential decision making, covering value-based methods, policy-based methods, model-based methods, multi-agent RL, LLMs and RL, and various other topics (e.g., offline RL, hierarchical RL, intrinsic reward).

arXiv:2412.00308

BOTS: Batch Bayesian Optimization of Extended Thompson Sampling for Severely Episode-Limited RL Settings

In settings where the application of reinforcement learning (RL) requires running real-world trials, including the optimization of adaptive health interventions, the number of episodes available for learning can be severely limited due to cost or time constraints. In this setting, the bias-variance trade-off of contextual bandit methods can be significantly better than that of more complex full RL methods. However, Thompson sampling bandits are limited to selecting actions based on distributions of immediate rewards. In this paper, we extend the linear Thompson sampling bandit to select actions based on a state-action utility function consisting of the Thompson sampler's estimate of the expected immediate reward combined with an action bias term. We use batch Bayesian optimization over episodes to learn the action bias terms with the goal of maximizing the expected return of the extended Thompson sampler. The proposed approach is able to learn optimal policies for a strictly broader class of Markov decision processes (MDPs) than standard Thompson sampling. Using an adaptive intervention simulation environment that captures key aspects of behavioral dynamics, we show that the proposed method can significantly out-perform standard Thompson sampling in terms of total return, while requiring significantly fewer episodes than standard value function and policy gradient methods.

arXiv:2411.19583

Solving Rubik's Cube Without Tricky Sampling

The Rubiks Cube, with its vast state space and sparse reward structure, presents a significant challenge for reinforcement learning (RL) due to the difficulty of reaching rewarded states. Previous research addressed this by propagating cost-to-go estimates from the solved state and incorporating search techniques. These approaches differ from human strategies that start from fully scrambled cubes, which can be tricky for solving a general sparse-reward problem. In this paper, we introduce a novel RL algorithm using policy gradient methods to solve the Rubiks Cube without relying on near solved-state sampling. Our approach employs a neural network to predict cost patterns between states, allowing the agent to learn directly from scrambled states. Our method was tested on the 2x2x2 Rubiks Cube, where the cube was scrambled 50,000 times, and the model successfully solved it in over 99.4% of cases. Notably, this result was achieved using only the policy network without relying on tree search as in previous methods, demonstrating its effectiveness and potential for broader applications in sparse-reward problems.

arXiv:2411.15370공식 코드 · Papers with Code

Deep Policy Gradient Methods Without Batch Updates, Target Networks, or Replay Buffers

Modern deep policy gradient methods achieve effective performance on simulated robotic tasks, but they all require large replay buffers or expensive batch updates, or both, making them incompatible for real systems with resource-limited computers. We show that these methods fail catastrophically when limited to small replay buffers or during incremental learning, where updates only use the most recent sample without batch updates or a replay buffer. We propose a novel incremental deep policy gradient method -- Action Value Gradient (AVG) and a set of normalization and scaling techniques to address the challenges of instability in incremental learning. On robotic simulation benchmarks, we show that AVG is the only incremental method that learns effectively, often achieving final performance comparable to batch policy gradient methods. This advancement enabled us to show for the first time effective deep reinforcement learning with real robots using only incremental updates, employing a robotic manipulator and a mobile robot.

arXiv:2411.05193

Q-SFT: Q-Learning for Language Models via Supervised Fine-Tuning

Value-based reinforcement learning (RL) can in principle learn effective policies for a wide range of multi-turn problems, from games to dialogue to robotic control, including via offline RL from static previously collected datasets. However, despite the widespread use of policy gradient methods to train large language models for single turn tasks (e.g., question answering), value-based methods for multi-turn RL in an off-policy or offline setting have proven particularly challenging to scale to the setting of large language models. This setting requires effectively leveraging pretraining, scaling to large architectures with billions of parameters, and training on large datasets, all of which represent major challenges for current value-based RL methods. In this work, we propose a novel offline RL algorithm that addresses these drawbacks, casting Q-learning as a modified supervised fine-tuning (SFT) problem where the probabilities of tokens directly translate to Q-values. In this way we obtain an algorithm that smoothly transitions from maximizing the likelihood of the data during pretraining to learning a near-optimal Q-function during finetuning. Our algorithm has strong theoretical foundations, enjoying performance bounds similar to state-of-the-art Q-learning methods, while in practice utilizing an objective that closely resembles SFT. Because of this, our approach can enjoy the full benefits of the pretraining of language models, without the need to reinitialize any weights before RL finetuning, and without the need to initialize new heads for predicting values or advantages. Empirically, we evaluate our method on both pretrained LLMs and VLMs, on a variety of tasks including both natural language dialogue and robotic manipulation and navigation from images.

arXiv:2410.22114공식 코드 · Papers with Code

Policy Gradient for Robust Markov Decision Processes

We develop a generic policy gradient method with the global optimality guarantee for robust Markov Decision Processes (MDPs). While policy gradient methods are widely used for solving dynamic decision problems due to their scalable and efficient nature, adapting these methods to account for model ambiguity has been challenging, often making it impractical to learn robust policies. This paper introduces a novel policy gradient method, Double-Loop Robust Policy Mirror Descent (DRPMD), for solving robust MDPs. DRPMD employs a general mirror descent update rule for the policy optimization with adaptive tolerance per iteration, guaranteeing convergence to a globally optimal policy. We provide a comprehensive analysis of DRPMD, including new convergence results under both direct and softmax parameterizations, and provide novel insights into the inner problem solution through Transition Mirror Ascent (TMA). Additionally, we propose innovative parametric transition kernels for both discrete and continuous state-action spaces, broadening the applicability of our approach. Empirical results validate the robustness and global convergence of DRPMD across various challenging robust MDP settings.

arXiv:2410.13463

Truncating Trajectories in Monte Carlo Policy Evaluation: an Adaptive Approach

Policy evaluation via Monte Carlo (MC) simulation is at the core of many MC Reinforcement Learning (RL) algorithms (e.g., policy gradient methods). In this context, the designer of the learning system specifies an interaction budget that the agent usually spends by collecting trajectories of fixed length within a simulator. However, is this data collection strategy the best option? To answer this question, in this paper, we propose as a quality index a surrogate of the mean squared error of a return estimator that uses trajectories of different lengths, i.e., \emph{truncated}. Specifically, this surrogate shows the sub-optimality of the fixed-length trajectory schedule. Furthermore, it suggests that adaptive data collection strategies that spend the available budget sequentially can allocate a larger portion of transitions in timesteps in which more accurate sampling is required to reduce the error of the final estimate. Building on these findings, we present an adaptive algorithm called Robust and Iterative Data collection strategy Optimization (RIDO). The main intuition behind RIDO is to split the available interaction budget into mini-batches. At each round, the agent determines the most convenient schedule of trajectories that minimizes an empirical and robust version of the surrogate of the estimator's error. After discussing the theoretical properties of our method, we conclude by assessing its performance across multiple domains. Our results show that RIDO can adapt its trajectory schedule toward timesteps where more sampling is required to increase the quality of the final estimation.

arXiv:2410.07745공식 코드 · Papers with Code

StepTool: A Step-grained Reinforcement Learning Framework for Tool Learning in LLMs

Despite having powerful reasoning and inference capabilities, Large Language Models (LLMs) still need external tools to acquire real-time information retrieval or domain-specific expertise to solve complex tasks, which is referred to as tool learning. Existing tool learning methods primarily rely on tuning with expert trajectories, focusing on token-sequence learning from a linguistic perspective. However, there are several challenges: 1) imitating static trajectories limits their ability to generalize to new tasks. 2) even expert trajectories can be suboptimal, and better solution paths may exist. In this work, we introduce StepTool, a novel step-grained reinforcement learning framework to improve tool learning in LLMs. It consists of two components: Step-grained Reward Shaping, which assigns rewards at each tool interaction based on tool invocation success and its contribution to the task, and Step-grained Optimization, which uses policy gradient methods to optimize the model in a multi-step manner. Experimental results demonstrate that StepTool significantly outperforms existing methods in multi-step, tool-based tasks, providing a robust solution for complex task environments. Codes are available at https://github.com/yuyq18/StepTool.

arXiv:2410.06317

Learning in complex action spaces without policy gradients

Conventional wisdom suggests that policy gradient methods are better suited to complex action spaces than action-value methods. However, foundational studies have shown equivalences between these paradigms in small and finite action spaces (O'Donoghue et al., 2017; Schulman et al., 2017a). This raises the question of why their computational applicability and performance diverge as the complexity of the action space increases. We hypothesize that the apparent superiority of policy gradients in such settings stems not from intrinsic qualities of the paradigm, but from universal principles that can also be applied to action-value methods to serve similar functionality. We identify three such principles and provide a framework for incorporating them into action-value methods. To support our hypothesis, we instantiate this framework in what we term QMLE, for Q-learning with maximum likelihood estimation. Our results show that QMLE can be applied to complex action spaces with a controllable computational cost that is comparable to that of policy gradient methods, all without using policy gradients. Furthermore, QMLE demonstrates strong performance on the DeepMind Control Suite, even when compared to the state-of-the-art methods such as DMPO and D4PG.

arXiv:2409.19437

Strongly-polynomial time and validation analysis of policy gradient methods

This paper proposes a novel termination criterion, termed the advantage gap function, for finite state and action Markov decision processes (MDP) and reinforcement learning (RL). By incorporating this advantage gap function into the design of step size rules and deriving a new linear rate of convergence that is independent of the stationary state distribution of the optimal policy, we demonstrate that policy gradient methods can solve MDPs in strongly-polynomial time. To the best of our knowledge, this is the first time that such strong convergence properties have been established for policy gradient methods. Moreover, in the stochastic setting, where only stochastic estimates of policy gradients are available, we show that the advantage gap function provides close approximations of the optimality gap for each individual state and exhibits a sublinear rate of convergence at every state. The advantage gap function can be easily estimated in the stochastic case, and when coupled with easily computable upper bounds on policy values, they provide a convenient way to validate the solutions generated by policy gradient methods. Therefore, our developments offer a principled and computable measure of optimality for RL, whereas current practice tends to rely on algorithm-to-algorithm or baselines comparisons with no certificate of optimality.

arXiv:2409.17138

Landscape of Policy Optimization for Finite Horizon MDPs with General State and Action

Policy gradient methods are widely used in reinforcement learning. Yet, the nonconvexity of policy optimization imposes significant challenges in understanding the global convergence of policy gradient methods. For a class of finite-horizon Markov Decision Processes (MDPs) with general state and action spaces, we develop a framework that provides a set of easily verifiable assumptions to ensure the Kurdyka-Lojasiewicz (KL) condition of the policy optimization. Leveraging the KL condition, policy gradient methods converge to the globally optimal policy with a non-asymptomatic rate despite nonconvexity. Our results find applications in various control and operations models, including entropy-regularized tabular MDPs, Linear Quadratic Regulator (LQR) problems, stochastic inventory models, and stochastic cash balance problems, for which we show an $\epsilon$-optimal policy can be obtained using a sample size in $\tilde{\mathcal{O}}(\epsilon^{-1})$ and polynomial in terms of the planning horizon by stochastic policy gradient methods. Our result establishes the first sample complexity for multi-period inventory systems with Markov-modulated demands and stochastic cash balance problems in the literature.