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From Average-Iterate to Last-Iterate Convergence in Games: A Reduction and Its Applications

Neural Information Processing Systems

The convergence of online learning algorithms in games under self-play is a fundamental question in game theory and machine learning. Among various notions of convergence, last-iterate convergence is particularly desirable, as it reflects the actual decisions made by the learners and captures the day-to-day behavior of the learning dynamics. While many algorithms are known to converge in the average-iterate, achieving last-iterate convergence typically requires considerably more effort in both the design and the analysis of the algorithm. Somewhat surprisingly, we show in this paper that for a large family of games, there exists a simple black-box reduction that transforms the average iterates of an uncoupled learning dynamics into the last iterates of a new uncoupled learning dynamics, thus also providing a reduction from last-iterate convergence to average-iterate convergence. Our reduction applies to games where each player's utility is linear in both their own strategy and the joint strategy of all opponents. This family includes two-player bimatrix games and generalizations such as multi-player polymatrix games. By applying our reduction to the Optimistic Multiplicative Weights Update algorithm, we obtain new state-of-the-art last-iterate convergence rates for uncoupled learning dynamics in multi-player zero-sum polymatrix games: (1) an $O(\frac{\log d}{T})$ last-iterate convergence rate under gradient feedback, representing an exponential improvement in the dependence on the dimension $d$ (i.e., the maximum number of actions available to either player); and (2) an $\tilde{O}(d^{\frac{1}{5}}T^{-\frac{1}{5}})$ last-iterate convergence rate under bandit feedback, improving upon the previous best rates of $\tilde{O}(\sqrt{d}T^{-\frac{1}{8}})$ and $\tilde{O}(\sqrt{d}T^{-\frac{1}{6}})$.


Exploring Data Scaling Trends and Effects in Reinforcement Learning from Human Feedback

Neural Information Processing Systems

Reinforcement Learning from Human Feedback (RLHF) is essential for aligning large language models (LLMs) with human preferences and values. While recent research has primarily focused on algorithmic advancements--such as reducing computational overhead or strengthening reward models to mitigate reward hacking--the critical role of prompt-data construction and its scalability has received comparatively less attention. In this paper, we address this gap by systematically exploring data-driven bottlenecks that currently hinder RLHF performance scaling, focusing specifically on the challenges posed by reward hacking and decreasing response diversity. To mitigate reward hacking, we introduce a hybrid reward system combining reasoning task verifiers (RTV) and a generative reward model (GenRM). This approach enables accurate assessment of responses against clearly defined ground-truth solutions. Additionally, in order to ensure response diversity and enhance learning effectiveness, we propose a novel prompt-selection method named Pre-PPO, explicitly identifying training prompts that are inherently challenging and thus less prone to reward hacking.


Open-Reasoner-Zero: An Open Source Approach to Scaling Up Reinforcement Learning on the Base Model

Neural Information Processing Systems

We introduce Open-Reasoner-Zero, the first open source implementation of largescale reasoning-oriented RL training on the base model focusing on scalability, simplicity and accessibility. Through extensive experiments, we demonstrate that a minimalist approach, vanilla PPO with GAE (λ = 1, γ = 1) and straightforward rule-based rewards, without any KL regularization, is sufficient to scale up both benchmark performance and response length, replicating the scaling phenomenon observed in DeepSeek-R1-Zero.



a0f9f3ee18de20579b5f0bed7458aa20-Paper-Conference.pdf

Neural Information Processing Systems

While recent success of large reasoning models (LRMs) significantly advanced LLMs' reasoning capability by optimizing the final answer accuracy using reinforcement learning, they may also drastically increase the output length due to overthinking-characterized by unnecessarily complex reasoning paths that waste computation and potentially degrade the performance. We hypothesize that such inefficiencies stem from LRMs' limited capability to dynamically select the proper modular reasoning strategies, termed thinking patterns at the right position. To investigate this hypothesis, we propose a dynamic optimization framework that segments model-generated reasoning paths into distinct thinking patterns, systematically identifying and promoting beneficial patterns that improve the answer while removing detrimental ones. Empirical analysis confirms that our optimized thinking paths yield more concise yet sufficiently informative trajectories, enhancing reasoning efficiency by reducing attention FLOPs by up to 47% while maintaining accuracy for originally correct responses. Moreover, a non-trivial portion of originally incorrect responses are transformed into correct ones, achieving a 15.6% accuracy improvement with reduced length. Motivated by the improvement brought by the optimized thinking paths, we apply a preference optimization technique supported by a pairwise dataset contrasting suboptimal and optimal reasoning paths. Experimental evaluations across multiple mathematical reasoning benchmarks reveal that our method notably reduces computational overhead while simultaneously improving reasoning accuracy, achieving up to a 12% accuracy improvement and reducing token usage from approximately 5,000 to 3,000 tokens.


Fairshare Data Pricing via Data Valuation for Large Language Models

Neural Information Processing Systems

Training data is the backbone of large language models (LLMs), yet today's data markets often operate under exploitative pricing - sourcing data from marginalized groups with little pay or recognition. This paper introduces a theoretical framework for LLM data markets, modeling the strategic interactions between buyers (LLM builders) and sellers (human annotators). We begin with theoretical and empirical analysis showing how exploitative pricing drives high-quality sellers out of the market, degrading data quality and long-term model performance. Then we introduce fairshare, a pricing mechanism grounded in data valuation that quantifies each data's contribution.


GUARDIAN: Safeguarding LLMMulti-Agent Collaborations with Temporal Graph Modeling

Neural Information Processing Systems

The emergence of large language models (LLMs) enables the development of intelligent agents capable of engaging in complex and multi-turn dialogues. However, multi-agent collaboration faces critical safety challenges, such as hallucination amplification and error injection and propagation. This paper presents GUARDIAN, a unified method for detecting and mitigating multiple safety concerns in GUARDing Intelligent Agent collaboratioNs. By modeling the multi-agent collaboration process as a discrete-time temporal attributed graph, GUARDIAN explicitly captures the propagation dynamics of hallucinations and errors. The unsupervised encoder-decoder architecture incorporating an incremental training paradigm learns to reconstruct node attributes and graph structures from latent embeddings, enabling the identification of anomalous nodes and edges with unparalleled precision. Moreover, we introduce a graph abstraction mechanism based on the Information Bottleneck Theory, which compresses temporal interaction graphs while preserving essential patterns. Extensive experiments demonstrate GUARDIAN's effectiveness in safeguarding LLM multi-agent collaborations against diverse safety vulnerabilities, achieving state-of-the-art accuracy with efficient resource utilization.


Distributed Multi-Agent Bandits Over Erdős-Rényi Random Networks

Neural Information Processing Systems

We study the distributed multi-agent multi-armed bandit problem with heterogeneous rewards over random communication graphs. Uniquely, at each time step $t$ agents communicate over a time-varying random graph $\mathcal{G}\_t$ generated by applying the Erdős-Rényi model to a fixed connected base graph $\mathcal{G}$ (for classical Erdos-Rényi graphs, $\mathcal{G}$ is a complete graph), where each potential edge in $\mathcal{G}$ is randomly and independently present with the link probability $p$. Notably, the resulting random graph is not necessarily connected at each time step. Each agent's arm rewards follow time-invariant distributions, and the reward distribution for the same arm may differ across agents. The goal is to minimize the cumulative expected regret relative to the global mean reward of each arm, defined as the average of that arm's mean rewards across all agents. To this end, we propose a fully distributed algorithm that integrates the arm elimination strategy with the random gossip algorithm. We theoretically show that the regret upper bound is of order $\log T$ and is highly interpretable, where $T$ is the time horizon.


Preference-based Reinforcement Learning beyond Pairwise Comparisons: Benefits of Multiple Options

Neural Information Processing Systems

We study online preference-based reinforcement learning (PbRL) with the goal of improving sample efficiency. While a growing body of theoretical work has emerged--motivated by PbRL's recent empirical success, particularly in aligning large language models (LLMs)--most existing studies focus only on pairwise comparisons. A few recent works (Zhu et al., 2023, Mukherjee et al., 2024, Thekumparampil et al., 2024) have explored using multiple comparisons and ranking feedback, but their performance guarantees fail to improve--and can even deteriorate--as the feedback length increases, despite the richer information available. To address this gap, we adopt the Plackett-Luce (PL) model for ranking feedback over action subsets and propose **M-AUPO**, an algorithm that selects multiple actions by maximizing the average uncertainty within the offered subset.


Scalable Neural Incentive Design with Parameterized Mean-Field Approximation

Neural Information Processing Systems

Designing incentives for a multi-agent system to induce a desirable Nash equilibrium is both a crucial and challenging problem appearing in many decision-making domains, especially for a large number of agents $N$. Under the exchangeability assumption, we formalize this incentive design (ID) problem as a parameterized mean-field game (PMFG), aiming to reduce complexity via an infinite-population limit. We first show that when dynamics and rewards are Lipschitz, the finite-$N$ ID objective is approximated by the PMFG at rate $\mathcal{O}(\frac{1}{\sqrt{N}})$. Moreover, beyond the Lipschitz-continuous setting, we prove the same $\mathcal{O}(\frac{1}{\sqrt{N}})$ decay for the important special case of sequential auctions, despite discontinuities in dynamics, through a tailored auction-specific analysis. Built on our novel approximation results, we further introduce our Adjoint Mean-Field Incentive Design (AMID) algorithm, which uses explicit differentiation of iterated equilibrium operators to compute gradients efficiently. By uniting approximation bounds with optimization guarantees, AMID delivers a powerful, scalable algorithmic tool for many-agent (large $N$) ID. Across diverse auction settings, the proposed AMID method substantially increases revenue over first-price formats and outperforms existing benchmark methods.