value function
Knowing When to Quit: A Principled Framework for Dynamic Abstention in LLM Reasoning
Davidov, Hen, Cohen, Nachshon, Kalinsky, Oren, Fairstein, Yaron, Kushilevitz, Guy, Yazdi, Ram, Rebeschini, Patrick
Large language models (LLMs) using chain-of-thought reasoning often waste substantial compute by producing long, incorrect responses. Abstention can mitigate this by withholding outputs unlikely to be correct. While most abstention methods decide to withhold outputs before or after generation, dynamic mid-generation abstention considers early termination of unpromising reasoning traces at each token position. Prior work has explored empirical variants of this idea, but principled guidance for the abstention rule remains lacking. We present a formal analysis of dynamic abstention for LLMs, modeling abstention as an explicit action within a regularized reinforcement learning framework. An abstention reward parameter controls the trade-off between compute and information. We show that abstaining when the value function falls below this reward strictly outperforms natural baselines under general conditions. We further derive a principled and efficient method to approximate the value function. Empirical results on mathematical reasoning and toxicity avoidance tasks support our theory and demonstrate improved selective accuracy over existing methods.
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Sample Complexity Bounds for Stochastic Shortest Path with a Generative Model
Tarbouriech, Jean, Pirotta, Matteo, Valko, Michal, Lazaric, Alessandro
We study the sample complexity of learning an $ε$-optimal policy in the Stochastic Shortest Path (SSP) problem. We first derive sample complexity bounds when the learner has access to a generative model. We show that there exists a worst-case SSP instance with $S$ states, $A$ actions, minimum cost $c_{\min}$, and maximum expected cost of the optimal policy over all states $B_{\star}$, where any algorithm requires at least $Ω(SAB_{\star}^3/(c_{\min}ε^2))$ samples to return an $ε$-optimal policy with high probability. Surprisingly, this implies that whenever $c_{\min} = 0$ an SSP problem may not be learnable, thus revealing that learning in SSPs is strictly harder than in the finite-horizon and discounted settings. We complement this lower bound with an algorithm that matches it, up to logarithmic factors, in the general case, and an algorithm that matches it up to logarithmic factors even when $c_{\min} = 0$, but only under the condition that the optimal policy has a bounded hitting time to the goal state.
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Finite Sample Analysis of the GTD Policy Evaluation Algorithms in Markov Setting
In reinforcement learning (RL), one of the key components is policy evaluation, which aims to estimate the value function (i.e., expected long-term accumulated reward) of a policy. With a good policy evaluation method, the RL algorithms will estimate the value function more accurately and find a better policy. When the state space is large or continuous \emph{Gradient-based Temporal Difference(GTD)} policy evaluation algorithms with linear function approximation are widely used. Considering that the collection of the evaluation data is both time and reward consuming, a clear understanding of the finite sample performance of the policy evaluation algorithms is very important to reinforcement learning. Under the assumption that data are i.i.d.
Hybrid Reward Architecture for Reinforcement Learning
One of the main challenges in reinforcement learning (RL) is generalisation. In typical deep RL methods this is achieved by approximating the optimal value function with a low-dimensional representation using a deep network. While this approach works well in many domains, in domains where the optimal value function cannot easily be reduced to a low-dimensional representation, learning can be very slow and unstable. This paper contributes towards tackling such challenging domains, by proposing a new method, called Hybrid Reward Architecture (HRA). HRA takes as input a decomposed reward function and learns a separate value function for each component reward function. Because each component typically only depends on a subset of all features, the corresponding value function can be approximated more easily by a low-dimensional representation, enabling more effective learning. We demonstrate HRA on a toy-problem and the Atari game Ms. Pac-Man, where HRA achieves above-human performance.
Transfer of Value Functions via Variational Methods
We consider the problem of transferring value functions in reinforcement learning. We propose an approach that uses the given source tasks to learn a prior distribution over optimal value functions and provide an efficient variational approximation of the corresponding posterior in a new target task. We show our approach to be general, in the sense that it can be combined with complex parametric function approximators and distribution models, while providing two practical algorithms based on Gaussians and Gaussian mixtures. We theoretically analyze them by deriving a finite-sample analysis and provide a comprehensive empirical evaluation in four different domains.
Meta-Gradient Reinforcement Learning
The goal of reinforcement learning algorithms is to estimate and/or optimise the value function. However, unlike supervised learning, no teacher or oracle is available to provide the true value function. Instead, the majority of reinforcement learning algorithms estimate and/or optimise a proxy for the value function. This proxy is typically based on a sampled and bootstrapped approximation to the true value function, known as a return. The particular choice of return is one of the chief components determining the nature of the algorithm: the rate at which future rewards are discounted; when and how values should be bootstrapped; or even the nature of the rewards themselves. It is well-known that these decisions are crucial to the overall success of RL algorithms. We discuss a gradient-based meta-learning algorithm that is able to adapt the nature of the return, online, whilst interacting and learning from the environment. When applied to 57 games on the Atari 2600 environment over 200 million frames, our algorithm achieved a new state-of-the-art performance.
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