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Collaborating Authors

 Meng, Linjian


Asynchronous Predictive Counterfactual Regret Minimization$^+$ Algorithm in Solving Extensive-Form Games

arXiv.org Artificial Intelligence

Counterfactual Regret Minimization (CFR) algorithms are widely used to compute a Nash equilibrium (NE) in two-player zero-sum imperfect-information extensive-form games (IIGs). Among them, Predictive CFR$^+$ (PCFR$^+$) is particularly powerful, achieving an exceptionally fast empirical convergence rate via the prediction in many games. However, the empirical convergence rate of PCFR$^+$ would significantly degrade if the prediction is inaccurate, leading to unstable performance on certain IIGs. To enhance the robustness of PCFR$^+$, we propose a novel variant, Asynchronous PCFR$^+$ (APCFR$^+$), which employs an adaptive asynchronization of step-sizes between the updates of implicit and explicit accumulated counterfactual regrets to mitigate the impact of the prediction inaccuracy on convergence. We present a theoretical analysis demonstrating why APCFR$^+$ can enhance the robustness. Finally, we propose a simplified version of APCFR$^+$ called Simple APCFR$^+$ (SAPCFR$^+$), which uses a fixed asynchronization of step-sizes to simplify the implementation that only needs a single-line modification of the original PCFR+. Interestingly, SAPCFR$^+$ achieves a constant-factor lower theoretical regret bound than PCFR$^+$ in the worst case. Experimental results demonstrate that (i) both APCFR$^+$ and SAPCFR$^+$ outperform PCFR$^+$ in most of the tested games, as well as (ii) SAPCFR$^+$ achieves a comparable empirical convergence rate with APCFR$^+$.


Magnetic Preference Optimization: Achieving Last-iterate Convergence for Language Model Alignment

arXiv.org Artificial Intelligence

Self-play methods have demonstrated remarkable success in enhancing model capabilities across various domains. In the context of Reinforcement Learning from Human Feedback (RLHF), self-play not only boosts Large Language Model (LLM) performance but also overcomes the limitations of traditional Bradley-Terry (BT) model assumptions by finding the Nash equilibrium (NE) of a preference-based, two-player constant-sum game. However, existing methods either guarantee only average-iterate convergence, incurring high storage and inference costs, or converge to the NE of a regularized game, failing to accurately reflect true human preferences. In this paper, we introduce Magnetic Preference Optimization (MPO), a novel approach capable of achieving last-iterate convergence to the NE of the original game, effectively overcoming the limitations of existing methods. Building upon Magnetic Mirror Descent (MMD), MPO attains a linear convergence rate, making it particularly suitable for fine-tuning LLMs. To ensure our algorithm is both theoretically sound and practically viable, we present a simple yet effective implementation that adapts the theoretical insights to the RLHF setting. Empirical results demonstrate that MPO can significantly enhance the performance of LLMs, highlighting the potential of self-play methods in alignment.


Efficient Last-iterate Convergence Algorithms in Solving Games

arXiv.org Artificial Intelligence

No-regret algorithms are popular for learning Nash equilibrium (NE) in two-player zero-sum normal-form games (NFGs) and extensive-form games (EFGs). Many recent works consider the last-iterate convergence no-regret algorithms. Among them, the two most famous algorithms are Optimistic Gradient Descent Ascent (OGDA) and Optimistic Multiplicative Weight Update (OMWU). However, OGDA has high per-iteration complexity. OMWU exhibits a lower per-iteration complexity but poorer empirical performance, and its convergence holds only when NE is unique. Recent works propose a Reward Transformation (RT) framework for MWU, which removes the uniqueness condition and achieves competitive performance with OMWU. Unfortunately, RT-based algorithms perform worse than OGDA under the same number of iterations, and their convergence guarantee is based on the continuous-time feedback assumption, which does not hold in most scenarios. To address these issues, we provide a closer analysis of the RT framework, which holds for both continuous and discrete-time feedback. We demonstrate that the essence of the RT framework is to transform the problem of learning NE in the original game into a series of strongly convex-concave optimization problems (SCCPs). We show that the bottleneck of RT-based algorithms is the speed of solving SCCPs. To improve the their empirical performance, we design a novel transformation method to enable the SCCPs can be solved by Regret Matching+ (RM+), a no-regret algorithm with better empirical performance, resulting in Reward Transformation RM+ (RTRM+). RTRM+ enjoys last-iterate convergence under the discrete-time feedback setting. Using the counterfactual regret decomposition framework, we propose Reward Transformation CFR+ (RTCFR+) to extend RTRM+ to EFGs. Experimental results show that our algorithms significantly outperform existing last-iterate convergence algorithms and RM+ (CFR+).