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Unpacking DPO and PPO: Disentangling Best Practices for Learning from Preference Feedback
Learning from preference feedback has emerged as an essential step for improving the generation quality and performance of modern language models (LMs). Despite its widespread use, the way preference-based learning is applied varies wildly, with differing data, learning algorithms, and evaluations used, making disentangling the impact of each aspect difficult. In this work, we identify four core aspects of preference-based learning: preference data, learning algorithm, reward model, and policy training prompts, systematically investigate the impact of these components on downstream model performance, and suggest a recipe for strong learning for preference feedback. Our findings indicate that all aspects are important for performance, with better preference data leading to the largest improvements, followed by the choice of learning algorithm, the use of improved reward models, and finally the use of additional unlabeled prompts for policy training. Notably, PPO outperforms DPO by up to 2.5% in math and 1.2% in general domains. High-quality preference data leads to improvements of up to 8% in instruction following and truthfulness. Despite significant gains of up to 5% in mathematical evaluation when scaling up reward models, we surprisingly observe marginal improvements in other categories.
Dueling Bandits with Adversarial Sleeping
We introduce the problem of sleeping dueling bandits with stochastic preferences and adversarial availabilities (DB-SPAA). In almost all dueling bandit applications, the decision space often changes over time; eg, retail store management, online shopping, restaurant recommendation, search engine optimization, etc. Surprisingly, this `sleeping aspect' of dueling bandits has never been studied in the literature. Like dueling bandits, the goal is to compete with the best arm by sequentially querying the preference feedback of item pairs. The non-triviality however results due to the non-stationary item spaces that allow any arbitrary subsets items to go unavailable every round. The goal is to find an optimal `no-regret policy that can identify the best available item at each round, as opposed to the standard `fixed best-arm regret objective' of dueling bandits. We first derive an instance-specific lower bound for DB-SPAA $\Omega( \sum_{i =1}^{K-1}\sum_{j=i+1}^K \frac{\log T}{\Delta(i,j)})$, where $K$ is the number of items and $\Delta(i,j)$ is the gap between items $i$ and $j$. This indicates that the sleeping problem with preference feedback is inherently more difficult than that for classical multi-armed bandits (MAB). We then propose two algorithms, with near optimal regret guarantees. Our results are corroborated empirically.
Preference Based Adaptation for Learning Objectives
In many real-world learning tasks, it is hard to directly optimize the true performance measures, meanwhile choosing the right surrogate objectives is also difficult. Under this situation, it is desirable to incorporate an optimization of objective process into the learning loop based on weak modeling of the relationship between the true measure and the objective. In this work, we discuss the task of objective adaptation, in which the learner iteratively adapts the learning objective to the underlying true objective based on the preference feedback from an oracle. We show that when the objective can be linearly parameterized, this preference based learning problem can be solved by utilizing the dueling bandit model.
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