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A Minimaximalist Approach to Reinforcement Learning from Human Feedback

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arxiv 2401.04056 v2 pith:5VMG3SBS submitted 2024-01-08 cs.LG

classification cs.LG
keywords approachhumanlearningpreferencepreferenceswhileapproachesfeedback
verification ladder T0 review T1 audit T2 compute T3 formal
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We present Self-Play Preference Optimization (SPO), an algorithm for reinforcement learning from human feedback. Our approach is minimalist in that it does not require training a reward model nor unstable adversarial training and is therefore rather simple to implement. Our approach is maximalist in that it provably handles non-Markovian, intransitive, and stochastic preferences while being robust to the compounding errors that plague offline approaches to sequential prediction. To achieve the preceding qualities, we build upon the concept of a Minimax Winner (MW), a notion of preference aggregation from the social choice theory literature that frames learning from preferences as a zero-sum game between two policies. By leveraging the symmetry of this game, we prove that rather than using the traditional technique of dueling two policies to compute the MW, we can simply have a single agent play against itself while maintaining strong convergence guarantees. Practically, this corresponds to sampling multiple trajectories from a policy, asking a preference or teacher model to compare them, and then using the proportion of wins as the reward for a particular trajectory. We demonstrate that on a suite of continuous control tasks, we are able to learn significantly more efficiently than reward-model based approaches while maintaining robustness to the intransitive and stochastic preferences that frequently occur in practice when aggregating human judgments.

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Cited by 9 Pith papers

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. Distortion of AI Alignment: Does Preference Optimization Optimize for Preferences?

    cs.LG 2025-05 accept novelty 7.0 of 10

    NLHF achieves the minimax-optimal worst-case average-utility distortion (1/2+o(1))β, while RLHF and DPO can suffer distortion up to e^{Ω(β)} or unbounded under certain comparison sampling.

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    Pruning visual tokens farthest from the text feature space at selected 'robust' layers improves MLLM jailbreak defense (average +13.29% RAR) and slightly reduces hallucination.

  3. Multi-Turn On-Policy Distillation with Prefix Replay

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    ReOPD offline-distills multi-turn agentic LLMs via teacher-prefix replay plus step-decay sampling, matching online OPD accuracy at ≥4× speed with zero tool calls.

  4. e3: Learning to Explore Enables Extrapolation of Test-Time Compute for LLMs

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    e3 couples asymmetric skill chaining, negative-gradient RL, and a difficulty/budget curriculum so a 1.7B model extrapolates test-time compute to 2x its training budget and sets reported <2B state-of-the-art on AIME/HMMT 2025.

  5. Square$\chi$PO: Differentially Private and Robust $\chi^2$-Preference Optimization in Offline Direct Alignment

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    SquareχPO, a square-loss variant of χPO, achieves optimal 1/sqrt(n) suboptimality under label privacy and Huber corruption for offline direct alignment with general function classes.

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    Value-incentivized exploration via best-response values gives near-optimal regret for NE/CCE in linear-model Markov games without explicit uncertainty bonuses.

  7. Reward Shaping for (Inference-Time) Alignment: A Stackelberg Game Perspective

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    The optimal reward for KL-regularized LLM alignment is a threshold function—reward B above a prompt-dependent cutoff, 0 below—which can be estimated from base-model samples and integrated into decoding-time alignment.

  8. Game Theory Meets LLM and Agentic AI: Reimagining Cybersecurity for the Age of Intelligent Threats

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  9. Reinforcement Learning Meets Large Language Models: A Survey of Advancements and Applications Across the LLM Lifecycle

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