mathcal
VPO: Reasoning Preferences Optimization Based on \mathcal{V} -Usable Information
Direct Preference Optimization (DPO) is a widely used preference optimization algorithm in large language model (LLM) alignment, which reparameterizes the reward function in reinforcement learning with human feedback (RLHF) without requiring a separate reward model. However, during the DPO training process, when a large negative gradient is applied to low-confidence samples, LLMs with a softmax output head tend to squeeze the confidence in the model's output distribution towards the highest-confidence sentence, which may lead to a decrease in the confidence of both preference and non-preference samples, while increasing the confidence of unrelated tokens. This phenomenon becomes more complex in reasoning tasks. In this work, focusing on reasoning tasks, we propose VPO, a negative gradient constraint method for human non-preference samples based on $\mathcal{V}$-usable information. By using $\mathcal{V}$-usable information to measure the similarity between preference pairs and selectively constrain the negative gradient, VPO can alleviate the squeezing effect of DPO, enhance alignment with the generation objective, and maintain the model's ability to distinguish between preference and non-preference samples. We compare VPO with DPO and its latest variants on mathematical reasoning tasks using the LLama 3.1 and Qwen 2.5 series, including both Base and Instruct models. Our results demonstrate that VPO consistently and significantly outperforms existing methods.
Parallelization of Non-linear State-Space Models: Scaling Up Liquid-Resistance Liquid-Capacitance Networks for Efficient Sequence Modeling
We present LrcSSM, a $\textit{non-linear}$ recurrent model that processes long sequences as fast as today's linear state-space layers. By forcing its Jacobian matrix to be diagonal, the full sequence can be solved in parallel, giving $\mathcal{O}(TD)$ computational work and memory and only $\mathcal{O}(\log T)$ sequential depth, for input-sequence length $T$ and a state dimension $D$. Moreover, LrcSSM offers a formal gradient-stability guarantee that other input-varying systems such as Liquid-S4 and Mamba do not provide. Importantly, the diagonal Jacobian structure of our model results in no performance loss compared to the original model with dense Jacobian, and the approach can be generalized to other non-linear recurrent models, demonstrating broader applicability. On a suite of long-range forecasting tasks, we demonstrate that LrcSSM outperforms Transformers, LRU, S5, and Mamba.
Brain-like Variational Inference
Inference in both brains and machines can be formalized by optimizing a shared objective: maximizing the evidence lower bound (ELBO) in machine learning, or minimizing variational free energy ($\mathcal{F}$) in neuroscience (ELBO = $-\mathcal{F}$). While this equivalence suggests a unifying framework, it leaves open how inference is implemented in neural systems. Here, we introduce FOND (*Free energy Online Natural-gradient Dynamics*), a framework that derives neural inference dynamics from three principles: (1) natural gradients on $\mathcal{F}$, (2) online belief updating, and (3) iterative refinement. We apply FOND to derive iP-VAE (*iterative Poisson variational autoencoder*), a recurrent spiking neural network that performs variational inference through membrane potential dynamics, replacing amortized encoders with iterative inference updates.
Improving LLM General Preference Alignment via Optimistic Online Mirror Descent
Reinforcement learning from human feedback (RLHF) has demonstrated remarkable effectiveness in aligning large language models (LLMs) with human preferences. Many existing alignment approaches rely on the Bradley-Terry (BT) model assumption, which assumes the existence of a ground-truth reward for each prompt-response pair. However, this assumption can be overly restrictive when modeling complex human preferences. In this paper, we drop the BT model assumption and study LLM alignment under general preferences, formulated as a two-player game. Drawing on theoretical insights from learning in games, we integrate optimistic online mirror descent into our alignment framework to approximate the Nash policy. Theoretically, we demonstrate that our approach achieves an $\mathcal{O}(T^{-1})$ bound on the duality gap, improving upon the previous $\mathcal{O}(T^{-1/2})$ result. Meanwhile, it enjoys a linear convergence rate in the last iterate, a property not achieved by previous methods. More importantly, we implement our method and show through experiments that it outperforms state-of-the-art RLHF algorithms across multiple representative benchmarks.
Distributed Multi-Agent Bandits Over Erdős-Rényi Random Networks
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.
Inverse Q-Learning Done Right: Offline Imitation Learning in Q \pi -Realizable MDPs
We study the problem of offline imitation learning in Markov decision processes (MDPs), where the goal is to learn a well-performing policy given a dataset of state-action pairs generated by an expert policy. Complementing a recent line of work on this topic that assumes the expert belongs to a tractable class of known policies, we approach this problem from a new angle and leverage a different type of structural assumption about the environment. Specifically, for the class of linear $Q^\pi$-realizable MDPs, we introduce a new algorithm called saddle-point offline imitation learning (\SPOIL), which is guaranteed to match the performance of any expert up to an additive error $\varepsilon$ with access to $\mathcal{O}(\varepsilon^{-2})$ samples. Moreover, we extend this result to possibly nonlinear $Q^\pi$-realizable MDPs at the cost of a worse sample complexity of order $\mathcal{O}(\varepsilon^{-4})$. Finally, our analysis suggests a new loss function for training critic networks from expert data in deep imitation learning. Empirical evaluations on standard benchmarks demonstrate that the neural net implementation of \SPOIL is superior to behavior cloning and competitive with state-of-the-art algorithms.
Are Greedy Task Orderings Better Than Random in Continual Linear Regression?
We analyze task orderings in continual learning for linear regression, assuming joint realizability of training data. We focus on orderings that greedily maximize dissimilarity between consecutive tasks, a concept briefly explored in prior work but still surrounded by open questions. Using tools from the Kaczmarz method literature, we formalize such orderings and develop geometric and algebraic intuitions around them. Empirically, we demonstrate that greedy orderings converge faster than random ones in terms of the average loss across tasks, both for linear regression with random data and for linear probing on CIFAR-100 classification tasks. Analytically, in a high-rank regression setting, we prove a loss bound for greedy orderings analogous to that of random ones. However, under general rank, we establish a repetition-dependent separation. Specifically, while prior work showed that for random orderings, with or without replacement, the average loss after $k$ iterations is bounded by $\\mathcal{O}(1/\\sqrt{k})$--we prove that single-pass greedy orderings may fail catastrophically, whereas those allowing repetition converge at rate $\\mathcal{O}(1/\\sqrt[3]{k})$. Overall, we reveal nuances within and between greedy and random orderings.
When Lower-Order Terms Dominate: Adaptive Expert Algorithms for Heavy-Tailed Losses
We consider the problem setting of prediction with expert advice with possibly heavy-tailed losses, i.e., the only assumption on the losses is an upper bound on their second moments, denoted by $\theta$. We develop adaptive algorithms that do not require any prior knowledge about the range or the second moment of the losses. Existing adaptive algorithms have what is typically considered a lower-order term in their regret guarantees. We show that this lower-order term, which is often the maximum of the losses, can actually dominate the regret bound in our setting. Specifically, we show that even with small constant $\theta$, this lower-order term can scale as $\sqrt{KT}$, where $K$ is the number of experts and $T$ is the time horizon. We propose adaptive algorithms with improved regret bounds that avoid the dependence on such a lower-order term and guarantee $\mathcal{O}(\sqrt{\theta T\log(K)})$ regret in the worst case, and $\mathcal{O}(\theta \log(KT)/\Delta_{\min})$ regret when the losses are sampled i.i.d.
From Contextual Combinatorial Semi-Bandits to Bandit List Classification: Improved Sample Complexity with Sparse Rewards
We study the problem of contextual combinatorial semi-bandits, where input contexts are mapped into subsets of size $m$ of a collection of $K$ possible actions. In each round of the interaction, the learner observes feedback consisting of the realized reward of the predicted actions. Motivated by prototypical applications of contextual bandits, we focus on the $s$-sparse regime where we assume that the sum of rewards is bounded by some value $s \ll K$. For example, in recommendation systems the number of products purchased by any customer is significantly smaller than the total number of available products. Our main result is for the $(\varepsilon,\delta)$-PAC variant of the problem for which we design an algorithm that returns an $\varepsilon$-optimal policy with high probability using a sample complexity of $\widetilde{O}\big( (\mathrm{poly}(K/m) + sm / \varepsilon^2) \log (|\Pi|/\delta) \big)$ where $\Pi$ is the underlying (finite) class and $s$ is the sparsity parameter.