reward distribution
What should post-training optimize? A test-time scaling law perspective
Li, Muheng, Qian, Jian, Mou, Wenlong
Large language models are increasingly deployed with test-time strategies: sample $N$ responses, score them with a reward model or verifier, and return the best. This deployment rule exposes a mismatch in post-training: standard objectives optimize the mean reward of a single response, whereas best-of-$N$ performance is governed by the upper tail of the reward distribution. Recent test-time-aware objectives partly address this mismatch, but typically assume that training can use the same per-prompt rollout budget as deployment, which is impractical when post-training must cover many prompts while deployment can allocate much larger per-prompt test-time compute. We study this budget-mismatch regime, where only $m\ll N$ per-prompt rollouts are available during training but the target objective is best-of-$N$ deployment. Under structural assumptions on the reward tails, we show that the policy gradient of the best-of-$N$ objective can be approximated from a much smaller rollout group by extrapolating upper-tail statistics. This yields a family of Tail-Extrapolated estimators for best-of-$N$-oriented post-training: a simple direct estimator, Tail-Extrapolated Advantage (TEA), and a fixed-order debiased Prefix-TEA estimator based on moment cancellation. Experiments on instruction-following tasks show that TEA and Prefix-TEA improve best-of-$N$ performance across different language models, reward models and datasets under various training and test-time budget settings.
Bandit Learning in General Open Multi-agent Systems
Recent developments in digital platforms have highlighted the prevalence of open systems, where agents can arrive and depart over time. While bandit learning in open systems has recently received initial attention, existing work imposes structural assumptions that are frequently violated in practice. A learning paradigm for general open systems creates fresh challenges: newly arriving agents induce endogenous non-stationarity; agent patterns determine how quickly information accumulates; and new agents make regret scale further with the time horizon. To this end, we formulate a unified open-system bandit problem with general dynamics, including heterogeneous rewards and general agent patterns. We introduce new concepts to capture the inherent complexities: the \emph{pre-training degree} of new agents quantifies how much information an agent carries upon entry, \emph{stability} measures the impact of new agents on the system, and \emph{global dynamic regret} compares the cumulative expected reward of all active agents with that of the varying optimal arms. We develop certified global-UCB learning methodologies with provable guarantees. Our regret bounds reveal that entry uncertainty enters linearly via the pre-training degree, while in stable regimes, regret is governed by the time needed to identify a persistent optimal arm, as well as by the agent patterns. We further show that these dependencies are tight via lower bounds in hard instances.
Beyond Average Return in Markov Decision Processes
What are the functionals of the reward that can be computed and optimized exactly in Markov Decision Processes? In the finite-horizon, undiscounted setting, Dynamic Programming (DP) can only handle these operations efficiently for certain classes of statistics. We summarize the characterization of these classes for policy evaluation, and give a new answer for the planning problem. Interestingly, we prove that only generalized means can be optimized exactly, even in the more general framework of Distributional Reinforcement Learning (DistRL). DistRL permits, however, to evaluate other functionals approximately. We provide error bounds on the resulting estimators, and discuss the potential of this approach as well as its limitations. These results contribute to advancing the theory of Markov Decision Processes by examining overall characteristics of the return, and particularly risk-conscious strategies.
Transportability for Bandits with Data from Different Environments
A unifying theme in the design of intelligent agents is to efficiently optimize a policy based on what prior knowledge of the problem is available and what actions can be taken to learn more about it. Bandits are a canonical instance of this task that has been intensely studied in the literature. Most methods, however, typically rely solely on an agent's experimentation in a single environment (or multiple closely related environments). In this paper, we relax this assumption and consider the design of bandit algorithms from a combination of batch data and qualitative assumptions about the relatedness across different environments, represented in the form of causal models. In particular, we show that it is possible to exploit invariances across environments, wherever they may occur in the underlying causal model, to consistently improve learning. The resulting bandit algorithm has a sub-linear regret bound with an explicit dependency on a term that captures how informative related environments are for the task at hand; and may have substantially lower regret than experimentation-only bandit instances.
Learning in Prophet Inequalities with Noisy Observations
Kim, Jung-hun, Perchet, Vianney
We study the prophet inequality, a fundamental problem in online decision-making and optimal stopping, in a practical setting where rewards are observed only through noisy realizations and reward distributions are unknown. At each stage, the decision-maker receives a noisy reward whose true value follows a linear model with an unknown latent parameter, and observes a feature vector drawn from a distribution. To address this challenge, we propose algorithms that integrate learning and decision-making via lower-confidence-bound (LCB) thresholding. In the i.i.d.\ setting, we establish that both an Explore-then-Decide strategy and an $\varepsilon$-Greedy variant achieve the sharp competitive ratio of $1 - 1/e$, under a mild condition on the optimal value. For non-identical distributions, we show that a competitive ratio of $1/2$ can be guaranteed against a relaxed benchmark. Moreover, with limited window access to past rewards, the tight ratio of $1/2$ against the optimal benchmark is achieved.
Learning the Expected Core of Strictly Convex Stochastic Cooperative Games
Reward allocation, also known as the credit assignment problem, has been an important topic in economics, engineering, and machine learning. An important concept in reward allocation is the core, which is the set of stable allocations where no agent has the motivation to deviate from the grand coalition. In previous works, computing the core requires either knowledge of the reward function in deterministic games or the reward distribution in stochastic games. However, this is unrealistic, as the reward function or distribution is often only partially known and may be subject to uncertainty. In this paper, we consider the core learning problem in stochastic cooperative games, where the reward distribution is unknown. Our goal is to learn the expected core, that is, the set of allocations that are stable in expectation, given an oracle that returns a stochastic reward for an enquired coalition each round. Within the class of strictly convex games, we present an algorithm named \texttt{Common-Points-Picking} that returns a point in the expected core given a polynomial number of samples, with high probability. To analyse the algorithm, we develop a new extension of the separation hyperplane theorem for multiple convex sets.t.