97.6OCJun 1
Accelerating Min-Max Optimization via Power-Law StepsizesYue Wu, Weiqiang Zheng, Yang Cai et al.
We revisit the convergence guarantees of the Extragradient (EG) method for unconstrained biaffine min-max optimization. It is known that EG with a fixed stepsize achieves a $Θ(T^{-1/2})$ last-iterate convergence rate, which is slower than the optimal $\mathcal{O}(T^{-1})$ rate attainable by incorporating additional mechanisms such as anchoring. Motivated by recent advances showing that dynamic stepsizes alone can significantly accelerate gradient descent, we ask whether dynamic stepsizes can similarly accelerate the last-iterate convergence of EG. We present the first positive result in this direction. Specifically, we provide a deterministic dynamic stepsize schedule that accelerates the convergence rate of EG to $\mathcal{O}(T^{-2/3+\varepsilon})$ for any $\varepsilon > 0$. We also show that this rate is tight when the extrapolation and update steps of EG use the same stepsize. We then show that allowing different stepsizes for the extrapolation and update steps further improves the convergence rate to the near-optimal $\mathcal{O}(T^{-1+\varepsilon})$. Our analysis reduces stepsize scheduling to an optimization problem, whose solution leads to a stepsize schedule that follows (a discretization of) a power-law distribution. Our proposed stepsize schedules and analysis extend to other methods, such as Optimistic Gradient (OG), and suggest broader applicability to general min-max optimization problems.
GTMar 5, 2023
Uncoupled and Convergent Learning in Two-Player Zero-Sum Markov Games with Bandit FeedbackYang Cai, Haipeng Luo, Chen-Yu Wei et al.
We revisit the problem of learning in two-player zero-sum Markov games, focusing on developing an algorithm that is uncoupled, convergent, and rational, with non-asymptotic convergence rates. We start from the case of stateless matrix game with bandit feedback as a warm-up, showing an $O(t^{-\frac{1}{8}})$ last-iterate convergence rate. To the best of our knowledge, this is the first result that obtains finite last-iterate convergence rate given access to only bandit feedback. We extend our result to the case of irreducible Markov games, providing a last-iterate convergence rate of $O(t^{-\frac{1}{9+\varepsilon}})$ for any $\varepsilon>0$. Finally, we study Markov games without any assumptions on the dynamics, and show a path convergence rate, which is a new notion of convergence we defined, of $O(t^{-\frac{1}{10}})$. Our algorithm removes the coordination and prior knowledge requirement of [Wei et al., 2021], which pursued the same goals as us for irreducible Markov games. Our algorithm is related to [Chen et al., 2021, Cen et al., 2021] and also builds on the entropy regularization technique. However, we remove their requirement of communications on the entropy values, making our algorithm entirely uncoupled.
80.9ROMar 25Code
QuadFM: Foundational Text-Driven Quadruped Motion Dataset for Generation and ControlLi Gao, Fuzhi Yang, Jianhui Chen et al.
Despite significant advances in quadrupedal robotics, a critical gap persists in foundational motion resources that holistically integrate diverse locomotion, emotionally expressive behaviors, and rich language semantics-essential for agile, intuitive human-robot interaction. Current quadruped motion datasets are limited to a few mocap primitives (e.g., walk, trot, sit) and lack diverse behaviors with rich language grounding. To bridge this gap, we introduce Quadruped Foundational Motion (QuadFM) , the first large-scale, ultra-high-fidelity dataset designed for text-to-motion generation and general motion control. QuadFM contains 11,784 curated motion clips spanning locomotion, interactive, and emotion-expressive behaviors (e.g., dancing, stretching, peeing), each with three-layer annotation-fine-grained action labels, interaction scenarios, and natural language commands-totaling 35,352 descriptions to support language-conditioned understanding and command execution. We further propose Gen2Control RL, a unified framework that jointly trains a general motion controller and a text-to-motion generator, enabling efficient end-to-end inference on edge hardware. On a real quadruped robot with an NVIDIA Orin, our system achieves real-time motion synthesis (<500 ms latency). Simulation and real-world results show realistic, diverse motions while maintaining robust physical interaction. The dataset will be released at https://github.com/GaoLii/QuadFM.
OCOct 6, 2022
Accelerated Single-Call Methods for Constrained Min-Max OptimizationYang Cai, Weiqiang Zheng
We study first-order methods for constrained min-max optimization. Existing methods either require two gradient calls or two projections in each iteration, which may be costly in some applications. In this paper, we first show that a variant of the Optimistic Gradient (OG) method, a single-call single-projection algorithm, has $O(\frac{1}{\sqrt{T}})$ best-iterate convergence rate for inclusion problems with operators that satisfy the weak Minty variation inequality (MVI). Our second result is the first single-call single-projection algorithm -- the Accelerated Reflected Gradient (ARG) method that achieves the optimal $O(\frac{1}{T})$ last-iterate convergence rate for inclusion problems that satisfy negative comonotonicity. Both the weak MVI and negative comonotonicity are well-studied assumptions and capture a rich set of non-convex non-concave min-max optimization problems. Finally, we show that the Reflected Gradient (RG) method, another single-call single-projection algorithm, has $O(\frac{1}{\sqrt{T}})$ last-iterate convergence rate for constrained convex-concave min-max optimization, answering an open problem of [Heish et al, 2019]. Our convergence rates hold for standard measures such as the tangent residual and the natural residual.
OCJun 10, 2022
Accelerated Algorithms for Constrained Nonconvex-Nonconcave Min-Max Optimization and Comonotone InclusionYang Cai, Argyris Oikonomou, Weiqiang Zheng
We study constrained comonotone min-max optimization, a structured class of nonconvex-nonconcave min-max optimization problems, and their generalization to comonotone inclusion. In our first contribution, we extend the Extra Anchored Gradient (EAG) algorithm, originally proposed by Yoon and Ryu (2021) for unconstrained min-max optimization, to constrained comonotone min-max optimization and comonotone inclusion, achieving an optimal convergence rate of $O\left(\frac{1}{T}\right)$ among all first-order methods. Additionally, we prove that the algorithm's iterations converge to a point in the solution set. In our second contribution, we extend the Fast Extra Gradient (FEG) algorithm, as developed by Lee and Kim (2021), to constrained comonotone min-max optimization and comonotone inclusion, achieving the same $O\left(\frac{1}{T}\right)$ convergence rate. This rate is applicable to the broadest set of comonotone inclusion problems yet studied in the literature. Our analyses are based on simple potential function arguments, which might be useful for analyzing other accelerated algorithms.
OCApr 20, 2022
Tight Last-Iterate Convergence of the Extragradient and the Optimistic Gradient Descent-Ascent Algorithm for Constrained Monotone Variational InequalitiesYang Cai, Argyris Oikonomou, Weiqiang Zheng
The monotone variational inequality is a central problem in mathematical programming that unifies and generalizes many important settings such as smooth convex optimization, two-player zero-sum games, convex-concave saddle point problems, etc. The extragradient algorithm by Korpelevich [1976] and the optimistic gradient descent-ascent algorithm by Popov [1980] are arguably the two most classical and popular methods for solving monotone variational inequalities. Despite their long histories, the following major problem remains open. What is the last-iterate convergence rate of the extragradient algorithm or the optimistic gradient descent-ascent algorithm for monotone and Lipschitz variational inequalities with constraints? We resolve this open problem by showing that both the extragradient algorithm and the optimistic gradient descent-ascent algorithm have a tight $O\left(\frac{1}{\sqrt{T}}\right)$ last-iterate convergence rate for arbitrary convex feasible sets, which matches the lower bound by Golowich et al. [2020a,b]. Our rate is measured in terms of the standard gap function. At the core of our results lies a non-standard performance measure -- the tangent residual, which can be viewed as an adaptation of the norm of the operator that takes the local constraints into account. We use the tangent residual (or a slight variation of the tangent residual) as the the potential function in our analysis of the extragradient algorithm (or the optimistic gradient descent-ascent algorithm) and prove that it is non-increasing between two consecutive iterates.
GTNov 1, 2023
Last-Iterate Convergence Properties of Regret-Matching Algorithms in GamesYang Cai, Gabriele Farina, Julien Grand-Clément et al.
We study last-iterate convergence properties of algorithms for solving two-player zero-sum games based on Regret Matching$^+$ (RM$^+$). Despite their widespread use for solving real games, virtually nothing is known about their last-iterate convergence. A major obstacle to analyzing RM-type dynamics is that their regret operators lack Lipschitzness and (pseudo)monotonicity. We start by showing numerically that several variants used in practice, such as RM$^+$, predictive RM$^+$ and alternating RM$^+$, all lack last-iterate convergence guarantees even on a simple $3\times 3$ matrix game. We then prove that recent variants of these algorithms based on a smoothing technique, extragradient RM$^{+}$ and smooth Predictive RM$^+$, enjoy asymptotic last-iterate convergence (without a rate), $1/\sqrt{t}$ best-iterate convergence, and when combined with restarting, linear-rate last-iterate convergence. Our analysis builds on a new characterization of the geometric structure of the limit points of our algorithms, marking a significant departure from most of the literature on last-iterate convergence. We believe that our analysis may be of independent interest and offers a fresh perspective for studying last-iterate convergence in algorithms based on non-monotone operators.
GTNov 3, 2025
Proximal Regret and Proximal Correlated Equilibria: A New Tractable Solution Concept for Online Learning and GamesYang Cai, Constantinos Daskalakis, Haipeng Luo et al.
Learning and computation of equilibria are central problems in game theory, theory of computation, and artificial intelligence. In this work, we introduce proximal regret, a new notion of regret based on proximal operators that lies strictly between external and swap regret. When every player employs a no-proximal-regret algorithm in a general convex game, the empirical distribution of play converges to proximal correlated equilibria (PCE), a refinement of coarse correlated equilibria. Our framework unifies several emerging notions in online learning and game theory-such as gradient equilibrium and semicoarse correlated equilibrium-and introduces new ones. Our main result shows that the classic Online Gradient Descent (GD) algorithm achieves an optimal $O(\sqrt{T})$ bound on proximal regret, revealing that GD, without modification, minimizes a stronger regret notion than external regret. This provides a new explanation for the empirically superior performance of gradient descent in online learning and games. We further extend our analysis to Mirror Descent in the Bregman setting and to Optimistic Gradient Descent, which yields faster convergence in smooth convex games.
OCJun 29, 2023
Last-Iterate Convergence of Adaptive Riemannian Gradient Descent for Equilibrium ComputationYang Cai, Michael I. Jordan, Tianyi Lin et al.
Equilibrium computation on Riemannian manifolds provides a unifying framework for numerous problems in machine learning and data analytics. One of the simplest yet most fundamental methods is Riemannian gradient descent (RGD). While its Euclidean counterpart has been extensively studied, it remains unclear how the manifold curvature affects RGD in game-theoretic settings. This paper addresses this gap by establishing new convergence results for \textit{geodesic strongly monotone} games. Our key result shows that RGD attains last-iterate linear convergence in a \textit{geometry-agnostic} fashion, a key property for applications in machine learning. We extend this guarantee to stochastic and adaptive variants -- SRGD and FARGD -- and establish that: (i) the sample complexity of SRGD is geometry-agnostic and optimal with respect to noise; (ii) FARGD matches the convergence rate of its non-adaptive counterpart up to constant factors, while avoiding reliance on the condition number. Overall, this paper presents the first geometry-agnostic last-iterate convergence analysis for games beyond the Euclidean settings, underscoring the surprising power of RGD -- despite its simplicity -- in solving a wide spectrum of machine learning problems.
94.9AIMar 24Code
CoMaTrack: Competitive Multi-Agent Game-Theoretic Tracking with Vision-Language-Action ModelsYouzhi Liu, Li Gao, Liu Liu et al.
Embodied Visual Tracking (EVT), a core dynamic task in embodied intelligence, requires an agent to precisely follow a language-specified target. Yet most existing methods rely on single-agent imitation learning, suffering from costly expert data and limited generalization due to static training environments. Inspired by competition-driven capability evolution, we propose CoMaTrack, a competitive game-theoretic multi-agent reinforcement learning framework that trains agents in a dynamic adversarial setting with competitive subtasks, yielding stronger adaptive planning and interference-resilient strategies. We further introduce CoMaTrack-Bench, the first benchmark for competitive EVT, featuring game scenarios between a tracker and adaptive opponents across diverse environments and instructions, enabling standardized robustness evaluation under active adversarial interactions. Experiments show that CoMaTrack achieves state-of-the-art results on both standard benchmarks and CoMaTrack-Bench. Notably, a 3B VLM trained with our framework surpasses previous single-agent imitation learning methods based on 7B models on the challenging EVT-Bench, achieving 92.1% in STT, 74.2% in DT, and 57.5% in AT. The benchmark code will be available at https://github.com/wlqcode/CoMaTrack-Bench
LGJan 30, 2023
Doubly Optimal No-Regret Learning in Monotone GamesYang Cai, Weiqiang Zheng
We consider online learning in multi-player smooth monotone games. Existing algorithms have limitations such as (1) being only applicable to strongly monotone games; (2) lacking the no-regret guarantee; (3) having only asymptotic or slow $O(\frac{1}{\sqrt{T}})$ last-iterate convergence rate to a Nash equilibrium. While the $O(\frac{1}{\sqrt{T}})$ rate is tight for a large class of algorithms including the well-studied extragradient algorithm and optimistic gradient algorithm, it is not optimal for all gradient-based algorithms. We propose the accelerated optimistic gradient (AOG) algorithm, the first doubly optimal no-regret learning algorithm for smooth monotone games. Namely, our algorithm achieves both (i) the optimal $O(\sqrt{T})$ regret in the adversarial setting under smooth and convex loss functions and (ii) the optimal $O(\frac{1}{T})$ last-iterate convergence rate to a Nash equilibrium in multi-player smooth monotone games. As a byproduct of the accelerated last-iterate convergence rate, we further show that each player suffers only an $O(\log T)$ individual worst-case dynamic regret, providing an exponential improvement over the previous state-of-the-art $O(\sqrt{T})$ bound.
GTFeb 16, 2023
User Response in Ad Auctions: An MDP Formulation of Long-Term Revenue OptimizationYang Cai, Zhe Feng, Christopher Liaw et al.
We propose a new Markov Decision Process (MDP) model for ad auctions to capture the user response to the quality of ads, with the objective of maximizing the long-term discounted revenue. By incorporating user response, our model takes into consideration all three parties involved in the auction (advertiser, auctioneer, and user). The state of the user is modeled as a user-specific click-through rate (CTR) with the CTR changing in the next round according to the set of ads shown to the user in the current round. We characterize the optimal mechanism for this MDP as a Myerson's auction with a notion of modified virtual value, which relies on the value distribution of the advertiser, the current user state, and the future impact of showing the ad to the user. Leveraging this characterization, we design a sample-efficient and computationally-efficient algorithm which outputs an approximately optimal policy that requires only sample access to the true MDP and the value distributions of the bidders. Finally, we propose a simple mechanism built upon second price auctions with personalized reserve prices and show it can achieve a constant-factor approximation to the optimal long term discounted revenue.
GTFeb 12
Is Online Linear Optimization Sufficient for Strategic Robustness?Yang Cai, Haipeng Luo, Chen-Yu Wei et al.
We consider bidding in repeated Bayesian first-price auctions. Bidding algorithms that achieve optimal regret have been extensively studied, but their strategic robustness to the seller's manipulation remains relatively underexplored. Bidding algorithms based on no-swap-regret algorithms achieve both desirable properties, but are suboptimal in terms of statistical and computational efficiency. In contrast, online gradient ascent is the only algorithm that achieves $O(\sqrt{TK})$ regret and strategic robustness [KSS24], where $T$ denotes the number of auctions and $K$ the number of bids. In this paper, we explore whether simple online linear optimization (OLO) algorithms suffice for bidding algorithms with both desirable properties. Our main result shows that sublinear linearized regret is sufficient for strategic robustness. Specifically, we construct simple black-box reductions that convert any OLO algorithm into a strategically robust no-regret bidding algorithm, in both known and unknown value distribution settings. For the known value distribution case, our reduction yields a bidding algorithm that achieves $O(\sqrt{T \log K})$ regret and strategic robustness (with exponential improvement on the $K$-dependence compared to [KSS24]). For the unknown value distribution case, our reduction gives a bidding algorithm with high-probability $O(\sqrt{T (\log K+\log(T/δ)})$ regret and strategic robustness, while removing the bounded density assumption made in [KSS24].
LGJan 13
Asymptotic Universal Alignment: A New Alignment Framework via Test-Time ScalingYang Cai, Weiqiang Zheng
Aligning large language models (LLMs) to serve users with heterogeneous and potentially conflicting preferences is a central challenge for personalized and trustworthy AI. We formalize an ideal notion of universal alignment through test-time scaling: for each prompt, the model produces $k\ge 1$ candidate responses and a user selects their preferred one. We introduce $(k,f(k))$-robust alignment, which requires the $k$-output model to have win rate $f(k)$ against any other single-output model, and asymptotic universal alignment (U-alignment), which requires $f(k)\to 1$ as $k\to\infty$. Our main result characterizes the optimal convergence rate: there exists a family of single-output policies whose $k$-sample product policies achieve U-alignment at rate $f(k)=\frac{k}{k+1}$, and no method can achieve a faster rate in general. We show that popular post-training methods, including Nash learning from human feedback (NLHF), can fundamentally underutilize the benefits of test-time scaling. Even though NLHF is optimal for $k=1$, sampling from the resulting (often deterministic) policy cannot guarantee win rates above $\tfrac{1}{2}$ except for an arbitrarily small slack. This stems from a lack of output diversity: existing alignment methods can collapse to a single majority-preferred response, making additional samples redundant. In contrast, our approach preserves output diversity and achieves the optimal test-time scaling rate. In particular, we propose a family of symmetric multi-player alignment games and prove that any symmetric Nash equilibrium policy of the $(k+1)$-player alignment game achieves the optimal $(k,\frac{k}{k+1})$-robust alignment. Finally, we provide theoretical convergence guarantees for self-play learning dynamics in these games and extend the framework to opponents that also generate multiple responses.
ROFeb 12
ABot-N0: Technical Report on the VLA Foundation Model for Versatile Embodied NavigationZedong Chu, Shichao Xie, Xiaolong Wu et al.
Embodied navigation has long been fragmented by task-specific architectures. We introduce ABot-N0, a unified Vision-Language-Action (VLA) foundation model that achieves a ``Grand Unification'' across 5 core tasks: Point-Goal, Object-Goal, Instruction-Following, POI-Goal, and Person-Following. ABot-N0 utilizes a hierarchical ``Brain-Action'' architecture, pairing an LLM-based Cognitive Brain for semantic reasoning with a Flow Matching-based Action Expert for precise, continuous trajectory generation. To support large-scale learning, we developed the ABot-N0 Data Engine, curating 16.9M expert trajectories and 5.0M reasoning samples across 7,802 high-fidelity 3D scenes (10.7 $\text{km}^2$). ABot-N0 achieves new SOTA performance across 7 benchmarks, significantly outperforming specialized models. Furthermore, our Agentic Navigation System integrates a planner with hierarchical topological memory, enabling robust, long-horizon missions in dynamic real-world environments.
57.2ROMay 9
Constraint-Aware Diffusion Priors for High-Fidelity and Versatile Quadruped LocomotionJianhui Chen, Ruixin Zhan, Liu Liu et al.
Reinforcement learning combined with imitation learning has significantly advanced biomimetic quadrupedal locomotion. However, scaling these frameworks to massive, multi-source datasets exposes fundamental bottlenecks. First, traditional GAN-based discriminators are prone to mode collapse, struggling to capture diverse motion distributions from uncurated datasets. Second, existing kinematic priors suffer from out-of-distribution (OOD) tracking conflicts, leading to severe unintended heading drifts during complex maneuvers. Furthermore, deploying unconstrained priors to physical hardware poses critical safety risks by disregarding actuator dynamics. To overcome these challenges, we propose Diff-CAST (Diffusion-guided Constraint-Aware Symmetric Tracking), a novel motion prior framework leveraging the multi-modal distribution modeling capabilities of diffusion models for stylistic rewards. Diff-CAST effectively replaces traditional GAN discriminators, unlocking robust data scaling on heterogeneous collections. To ensure high-fidelity intent execution and reliable real-world deployment, we introduce a comprehensive Sim2Re architecture integrating Symmetric Augmented Command Conditioning (SACC) for drift-free tracking, and Constrained RL for hardware safety. Experiments on a quadruped demonstrate that Diff-CAST mitigates mode collapse, enables seamless transitions between diverse skills, and ensures robust, hardware-compliant locomotion.
CVJan 12
Smooth Operator: Smooth Verifiable Reward Activates Spatial Reasoning Ability of Vision-Language ModelSiwen Jiao, Tianxiong Lv, Kangan Qian et al.
Vision-Language Models (VLMs) face a critical bottleneck in achieving precise numerical prediction for 3D scene understanding. Traditional reinforcement learning (RL) approaches, primarily based on relative ranking, often suffer from severe reward sparsity and gradient instability, failing to effectively exploit the verifiable signals provided by 3D physical constraints. Notably, in standard GRPO frameworks, relative normalization causes "near-miss" samples (characterized by small but non-zero errors) to suffer from advantage collapse. This leads to a severe data utilization bottleneck where valuable boundary samples are discarded during optimization. To address this, we introduce the Smooth Numerical Reward Activation (SNRA) operator and the Absolute-Preserving GRPO (AP-GRPO) framework. SNRA employs a dynamically parameterized Sigmoid function to transform raw feedback into a dense, continuous reward continuum. Concurrently, AP-GRPO integrates absolute scalar gradients to mitigate the numerical information loss inherent in conventional relative-ranking mechanisms. By leveraging this approach, we constructed Numerical3D-50k, a dataset comprising 50,000 verifiable 3D subtasks. Empirical results indicate that AP-GRPO achieves performance parity with large-scale supervised methods while maintaining higher data efficiency, effectively activating latent 3D reasoning in VLMs without requiring architectural modifications.
LGDec 1, 2024
Provable Partially Observable Reinforcement Learning with Privileged InformationYang Cai, Xiangyu Liu, Argyris Oikonomou et al.
Partial observability of the underlying states generally presents significant challenges for reinforcement learning (RL). In practice, certain \emph{privileged information}, e.g., the access to states from simulators, has been exploited in training and has achieved prominent empirical successes. To better understand the benefits of privileged information, we revisit and examine several simple and practically used paradigms in this setting. Specifically, we first formalize the empirical paradigm of \emph{expert distillation} (also known as \emph{teacher-student} learning), demonstrating its pitfall in finding near-optimal policies. We then identify a condition of the partially observable environment, the \emph{deterministic filter condition}, under which expert distillation achieves sample and computational complexities that are \emph{both} polynomial. Furthermore, we investigate another useful empirical paradigm of \emph{asymmetric actor-critic}, and focus on the more challenging setting of observable partially observable Markov decision processes. We develop a belief-weighted asymmetric actor-critic algorithm with polynomial sample and quasi-polynomial computational complexities, in which one key component is a new provable oracle for learning belief states that preserve \emph{filter stability} under a misspecified model, which may be of independent interest. Finally, we also investigate the provable efficiency of partially observable multi-agent RL (MARL) with privileged information. We develop algorithms featuring \emph{centralized-training-with-decentralized-execution}, a popular framework in empirical MARL, with polynomial sample and (quasi-)polynomial computational complexities in both paradigms above. Compared with a few recent related theoretical studies, our focus is on understanding practically inspired algorithmic paradigms, without computationally intractable oracles.
GTDec 29, 2024
On the Convergence of Min-Max Langevin Dynamics and AlgorithmYang Cai, Siddharth Mitra, Xiuyuan Wang et al.
We study zero-sum games in the space of probability distributions over the Euclidean space $\mathbb{R}^d$ with entropy regularization, in the setting when the interaction function between the players is smooth and strongly convex-strongly concave. We prove an exponential convergence guarantee for the mean-field min-max Langevin dynamics to compute the equilibrium distribution of the zero-sum game. We also study the finite-particle approximation of the mean-field min-max Langevin dynamics, both in continuous and discrete times. We prove biased convergence guarantees for the continuous-time finite-particle min-max Langevin dynamics to the stationary mean-field equilibrium distribution with an explicit bias term which does not scale with the number of particles. We also prove biased convergence guarantees for the discrete-time finite-particle min-max Langevin algorithm to the stationary mean-field equilibrium distribution with an additional bias term which scales with the step size and the number of particles. This provides an explicit iteration complexity for the average particle along the finite-particle algorithm to approximately compute the equilibrium distribution of the zero-sum game.
LGOct 30, 2024
COMAL: A Convergent Meta-Algorithm for Aligning LLMs with General PreferencesYixin Liu, Argyris Oikonomou, Weiqiang Zheng et al.
Many alignment methods, including reinforcement learning from human feedback (RLHF), rely on the Bradley-Terry reward assumption, which is not always sufficient to capture the full range and complexity of general human preferences. We explore RLHF under a general preference framework by modeling the alignment problem as a two-player zero-sum game in a game-theoretic framework, where the Nash equilibrium policy guarantees a 50% win rate against any competing policy. However, previous self-play algorithms for finding the Nash policy either diverge or only converge to a Nash policy in a modified game, even in a simple synthetic setting, thereby failing to maintain the 50% win rate guarantee against all other policies. We propose a meta-algorithm, Convergent Meta Alignment Algorithm (COMAL), for language model alignment with general preferences, inspired by convergent algorithms in game theory. We provide theoretical analysis that our meta-algorithm converges to an exact Nash policy in the last iterate and demonstrate its effectiveness on a range of synthetic and preference optimization datasets. COMAL is simple and can be integrated with many existing methods designed for preference optimization with minimal changes, and empirically it consistently maintains above 60.2% and 56.8% win rates, when applied to Llama-3-8B-Instruct and Qwen2.5-7B, against all compared algorithms under controlled evaluations.
GTMar 13, 2024
On Tractable $Φ$-Equilibria in Non-Concave GamesYang Cai, Constantinos Daskalakis, Haipeng Luo et al.
While Online Gradient Descent and other no-regret learning procedures are known to efficiently converge to a coarse correlated equilibrium in games where each agent's utility is concave in their own strategy, this is not the case when utilities are non-concave -- a common scenario in machine learning applications involving strategies parameterized by deep neural networks, or when agents' utilities are computed by neural networks, or both. Non-concave games introduce significant game-theoretic and optimization challenges: (i) Nash equilibria may not exist; (ii) local Nash equilibria, though they exist, are intractable; and (iii) mixed Nash, correlated, and coarse correlated equilibria generally have infinite support and are intractable. To sidestep these challenges, we revisit the classical solution concept of $Φ$-equilibria introduced by Greenwald and Jafari [2003], which is guaranteed to exist for an arbitrary set of strategy modifications $Φ$ even in non-concave games [Stolz and Lugosi, 2007]. However, the tractability of $Φ$-equilibria in such games remains elusive. In this paper, we initiate the study of tractable $Φ$-equilibria in non-concave games and examine several natural families of strategy modifications. We show that when $Φ$ is finite, there exists an efficient uncoupled learning algorithm that converges to the corresponding $Φ$-equilibria. Additionally, we explore cases where $Φ$ is infinite but consists of local modifications. We show that approximating local $Φ$-equilibria beyond the first-order stationary regime is computationally intractable. In contrast, within this regime, we show Online Gradient Descent efficiently converges to $Φ$-equilibria for several natural infinite families of modifications, including a new structural family of modifications inspired by the well-studied proximal operator.
GTJun 4, 2025
From Average-Iterate to Last-Iterate Convergence in Games: A Reduction and Its ApplicationsYang Cai, Haipeng Luo, Chen-Yu Wei et al.
The convergence of online learning algorithms in games under self-play is a fundamental question in game theory and machine learning. Among various notions of convergence, last-iterate convergence is particularly desirable, as it reflects the actual decisions made by the learners and captures the day-to-day behavior of the learning dynamics. While many algorithms are known to converge in the average-iterate, achieving last-iterate convergence typically requires considerably more effort in both the design and the analysis of the algorithm. Somewhat surprisingly, we show in this paper that for a large family of games, there exists a simple black-box reduction that transforms the average iterates of an uncoupled learning dynamics into the last iterates of a new uncoupled learning dynamics, thus also providing a reduction from last-iterate convergence to average-iterate convergence. Our reduction applies to games where each player's utility is linear in both their own strategy and the joint strategy of all opponents. This family includes two-player bimatrix games and generalizations such as multi-player polymatrix games. By applying our reduction to the Optimistic Multiplicative Weights Update algorithm, we obtain new state-of-the-art last-iterate convergence rates for uncoupled learning dynamics in multi-player zero-sum polymatrix games: (1) an $O(\frac{\log d}{T})$ last-iterate convergence rate under gradient feedback, representing an exponential improvement in the dependence on the dimension $d$ (i.e., the maximum number of actions available to either player); and (2) an $\widetilde{O}(d^{\frac{1}{5}} T^{-\frac{1}{5}})$ last-iterate convergence rate under bandit feedback, improving upon the previous best rates of $\widetilde{O}(\sqrt{d} T^{-\frac{1}{8}})$ and $\widetilde{O}(\sqrt{d} T^{-\frac{1}{6}})$.
LGMar 4, 2025
On Separation Between Best-Iterate, Random-Iterate, and Last-Iterate Convergence of Learning in GamesYang Cai, Gabriele Farina, Julien Grand-Clément et al.
Non-ergodic convergence of learning dynamics in games is widely studied recently because of its importance in both theory and practice. Recent work (Cai et al., 2024) showed that a broad class of learning dynamics, including Optimistic Multiplicative Weights Update (OMWU), can exhibit arbitrarily slow last-iterate convergence even in simple $2 \times 2$ matrix games, despite many of these dynamics being known to converge asymptotically in the last iterate. It remains unclear, however, whether these algorithms achieve fast non-ergodic convergence under weaker criteria, such as best-iterate convergence. We show that for $2\times 2$ matrix games, OMWU achieves an $O(T^{-1/6})$ best-iterate convergence rate, in stark contrast to its slow last-iterate convergence in the same class of games. Furthermore, we establish a lower bound showing that OMWU does not achieve any polynomial random-iterate convergence rate, measured by the expected duality gaps across all iterates. This result challenges the conventional wisdom that random-iterate convergence is essentially equivalent to best-iterate convergence, with the former often used as a proxy for establishing the latter. Our analysis uncovers a new connection to dynamic regret and presents a novel two-phase approach to best-iterate convergence, which could be of independent interest.
CVNov 24, 2025
VideoPerceiver: Enhancing Fine-Grained Temporal Perception in Video Multimodal Large Language ModelsFufangchen Zhao, Liao Zhang, Daiqi Shi et al.
We propose VideoPerceiver, a novel video multimodal large language model (VMLLM) that enhances fine-grained perception in video understanding, addressing VMLLMs' limited ability to reason about brief actions in short clips or rare transient events in long videos. VideoPerceiver adopts a two-stage training framework. During supervised fine-tuning (SFT), we construct "key-information-missing" videos by extracting event-action keywords from captions, identifying corresponding key frames, and replacing them with adjacent frames. We jointly encode original and modified video tokens with text tokens, aligning intermediate visual representations with keywords via an auxiliary contrastive loss to enhance sensitivity to fine-grained motion cues. In reinforcement learning (RL), both video variants are fed into the model to generate descriptions, and a novel relative reward ensures responses from complete videos outperform those from degraded inputs, explicitly training the model to recover temporally precise action details. We also curate a dataset of 80,000 videos with fine-grained actions and transient events. Experiments show VideoPerceiver substantially outperforms state-of-the-art VMLLMs on fine-grained action understanding and rare event captioning benchmarks, while maintaining strong performance on standard tasks. By prioritizing task-relevant visual features, our work redefines video-language model training for fine-grained perception.
DSOct 24, 2025
A Unified Approach to Submodular Maximization Under NoiseKshipra Bhawalkar, Yang Cai, Zhe Feng et al.
We consider the problem of maximizing a submodular function with access to a noisy value oracle for the function instead of an exact value oracle. Similar to prior work, we assume that the noisy oracle is persistent in that multiple calls to the oracle for a specific set always return the same value. In this model, Hassidim and Singer (2017) design a $(1-1/e)$-approximation algorithm for monotone submodular maximization subject to a cardinality constraint, and Huang et al (2022) design a $(1-1/e)/2$-approximation algorithm for monotone submodular maximization subject to any arbitrary matroid constraint. In this paper, we design a meta-algorithm that allows us to take any "robust" algorithm for exact submodular maximization as a black box and transform it into an algorithm for the noisy setting while retaining the approximation guarantee. By using the meta-algorithm with the measured continuous greedy algorithm, we obtain a $(1-1/e)$-approximation (resp. $1/e$-approximation) for monotone (resp. non-monotone) submodular maximization subject to a matroid constraint under noise. Furthermore, by using the meta-algorithm with the double greedy algorithm, we obtain a $1/2$-approximation for unconstrained (non-monotone) submodular maximization under noise.
CVSep 18, 2025
DiffVL: Diffusion-Based Visual Localization on 2D Maps via BEV-Conditioned GPS DenoisingLi Gao, Hongyang Sun, Liu Liu et al.
Accurate visual localization is crucial for autonomous driving, yet existing methods face a fundamental dilemma: While high-definition (HD) maps provide high-precision localization references, their costly construction and maintenance hinder scalability, which drives research toward standard-definition (SD) maps like OpenStreetMap. Current SD-map-based approaches primarily focus on Bird's-Eye View (BEV) matching between images and maps, overlooking a ubiquitous signal-noisy GPS. Although GPS is readily available, it suffers from multipath errors in urban environments. We propose DiffVL, the first framework to reformulate visual localization as a GPS denoising task using diffusion models. Our key insight is that noisy GPS trajectory, when conditioned on visual BEV features and SD maps, implicitly encode the true pose distribution, which can be recovered through iterative diffusion refinement. DiffVL, unlike prior BEV-matching methods (e.g., OrienterNet) or transformer-based registration approaches, learns to reverse GPS noise perturbations by jointly modeling GPS, SD map, and visual signals, achieving sub-meter accuracy without relying on HD maps. Experiments on multiple datasets demonstrate that our method achieves state-of-the-art accuracy compared to BEV-matching baselines. Crucially, our work proves that diffusion models can enable scalable localization by treating noisy GPS as a generative prior-making a paradigm shift from traditional matching-based methods.
STJun 4, 2025
What Makes Treatment Effects Identifiable? Characterizations and Estimators Beyond UnconfoundednessYang Cai, Alkis Kalavasis, Katerina Mamali et al.
Most of the widely used estimators of the average treatment effect (ATE) in causal inference rely on the assumptions of unconfoundedness and overlap. Unconfoundedness requires that the observed covariates account for all correlations between the outcome and treatment. Overlap requires the existence of randomness in treatment decisions for all individuals. Nevertheless, many types of studies frequently violate unconfoundedness or overlap, for instance, observational studies with deterministic treatment decisions - popularly known as Regression Discontinuity designs - violate overlap. In this paper, we initiate the study of general conditions that enable the identification of the average treatment effect, extending beyond unconfoundedness and overlap. In particular, following the paradigm of statistical learning theory, we provide an interpretable condition that is sufficient and necessary for the identification of ATE. Moreover, this condition also characterizes the identification of the average treatment effect on the treated (ATT) and can be used to characterize other treatment effects as well. To illustrate the utility of our condition, we present several well-studied scenarios where our condition is satisfied and, hence, we prove that ATE can be identified in regimes that prior works could not capture. For example, under mild assumptions on the data distributions, this holds for the models proposed by Tan (2006) and Rosenbaum (2002), and the Regression Discontinuity design model introduced by Thistlethwaite and Campbell (1960). For each of these scenarios, we also show that, under natural additional assumptions, ATE can be estimated from finite samples. We believe these findings open new avenues for bridging learning-theoretic insights and causal inference methodologies, particularly in observational studies with complex treatment mechanisms.
GTJun 15, 2024
Fast Last-Iterate Convergence of Learning in Games Requires Forgetful AlgorithmsYang Cai, Gabriele Farina, Julien Grand-Clément et al.
Self-play via online learning is one of the premier ways to solve large-scale two-player zero-sum games, both in theory and practice. Particularly popular algorithms include optimistic multiplicative weights update (OMWU) and optimistic gradient-descent-ascent (OGDA). While both algorithms enjoy $O(1/T)$ ergodic convergence to Nash equilibrium in two-player zero-sum games, OMWU offers several advantages including logarithmic dependence on the size of the payoff matrix and $\widetilde{O}(1/T)$ convergence to coarse correlated equilibria even in general-sum games. However, in terms of last-iterate convergence in two-player zero-sum games, an increasingly popular topic in this area, OGDA guarantees that the duality gap shrinks at a rate of $O(1/\sqrt{T})$, while the best existing last-iterate convergence for OMWU depends on some game-dependent constant that could be arbitrarily large. This begs the question: is this potentially slow last-iterate convergence an inherent disadvantage of OMWU, or is the current analysis too loose? Somewhat surprisingly, we show that the former is true. More generally, we prove that a broad class of algorithms that do not forget the past quickly all suffer the same issue: for any arbitrarily small $δ>0$, there exists a $2\times 2$ matrix game such that the algorithm admits a constant duality gap even after $1/δ$ rounds. This class of algorithms includes OMWU and other standard optimistic follow-the-regularized-leader algorithms.
CVFeb 7, 2024
Multi-Scale Semantic Segmentation with Modified MBConv BlocksXi Chen, Yang Cai, Yuan Wu et al.
Recently, MBConv blocks, initially designed for efficiency in resource-limited settings and later adapted for cutting-edge image classification performances, have demonstrated significant potential in image classification tasks. Despite their success, their application in semantic segmentation has remained relatively unexplored. This paper introduces a novel adaptation of MBConv blocks specifically tailored for semantic segmentation. Our modification stems from the insight that semantic segmentation requires the extraction of more detailed spatial information than image classification. We argue that to effectively perform multi-scale semantic segmentation, each branch of a U-Net architecture, regardless of its resolution, should possess equivalent segmentation capabilities. By implementing these changes, our approach achieves impressive mean Intersection over Union (IoU) scores of 84.5% and 84.0% on the Cityscapes test and validation datasets, respectively, demonstrating the efficacy of our proposed modifications in enhancing semantic segmentation performance.
LGJan 26, 2024
Near-Optimal Policy Optimization for Correlated Equilibrium in General-Sum Markov GamesYang Cai, Haipeng Luo, Chen-Yu Wei et al.
We study policy optimization algorithms for computing correlated equilibria in multi-player general-sum Markov Games. Previous results achieve $O(T^{-1/2})$ convergence rate to a correlated equilibrium and an accelerated $O(T^{-3/4})$ convergence rate to the weaker notion of coarse correlated equilibrium. In this paper, we improve both results significantly by providing an uncoupled policy optimization algorithm that attains a near-optimal $\tilde{O}(T^{-1})$ convergence rate for computing a correlated equilibrium. Our algorithm is constructed by combining two main elements (i) smooth value updates and (ii) the optimistic-follow-the-regularized-leader algorithm with the log barrier regularizer.
GTOct 25, 2021
Recommender Systems meet Mechanism DesignYang Cai, Constantinos Daskalakis
Machine learning has developed a variety of tools for learning and representing high-dimensional distributions with structure. Recent years have also seen big advances in designing multi-item mechanisms. Akin to overfitting, however, these mechanisms can be extremely sensitive to the Bayesian prior that they target, which becomes problematic when that prior is only approximately known. At the same time, even if access to the exact Bayesian prior is given, it is known that optimal or even approximately optimal multi-item mechanisms run into sample, computational, representation and communication intractability barriers. We consider a natural class of multi-item mechanism design problems with very large numbers of items, but where the bidders' value distributions can be well-approximated by a topic model akin to those used in recommendation systems with very large numbers of possible recommendations. We propose a mechanism design framework for this setting, building on a recent robustification framework by Brustle et al., which disentangles the statistical challenge of estimating a multi-dimensional prior from the task of designing a good mechanism for it, and robustifies the performance of the latter against the estimation error of the former. We provide an extension of this framework appropriate for our setting, which allows us to exploit the expressive power of topic models to reduce the effective dimensionality of the mechanism design problem and remove the dependence of its computational, communication and representation complexity on the number of items.
GTNov 6, 2019
Multi-Item Mechanisms without Item-Independence: Learnability via RobustnessJohaness Brustle, Yang Cai, Constantinos Daskalakis
We study the sample complexity of learning revenue-optimal multi-item auctions. We obtain the first set of positive results that go beyond the standard but unrealistic setting of item-independence. In particular, we consider settings where bidders' valuations are drawn from correlated distributions that can be captured by Markov Random Fields or Bayesian Networks -- two of the most prominent graphical models. We establish parametrized sample complexity bounds for learning an up-to-$\varepsilon$ optimal mechanism in both models, which scale polynomially in the size of the model, i.e.~the number of items and bidders, and only exponential in the natural complexity measure of the model, namely either the largest in-degree (for Bayesian Networks) or the size of the largest hyper-edge (for Markov Random Fields). We obtain our learnability results through a novel and modular framework that involves first proving a robustness theorem. We show that, given only ``approximate distributions'' for bidder valuations, we can learn a mechanism whose revenue is nearly optimal simultaneously for all ``true distributions'' that are close to the ones we were given in Prokhorov distance. Thus, to learn a good mechanism, it suffices to learn approximate distributions. When item values are independent, learning in Prokhorov distance is immediate, hence our framework directly implies the main result of Gonczarowski and Weinberg. When item values are sampled from more general graphical models, we combine our robustness theorem with novel sample complexity results for learning Markov Random Fields or Bayesian Networks in Prokhorov distance, which may be of independent interest. Finally, in the single-item case, our robustness result can be strengthened to hold under an even weaker distribution distance, the Lévy distance.
LGMay 21, 2018
Learning Safe Policies with Expert GuidanceJessie Huang, Fa Wu, Doina Precup et al.
We propose a framework for ensuring safe behavior of a reinforcement learning agent when the reward function may be difficult to specify. In order to do this, we rely on the existence of demonstrations from expert policies, and we provide a theoretical framework for the agent to optimize in the space of rewards consistent with its existing knowledge. We propose two methods to solve the resulting optimization: an exact ellipsoid-based method and a method in the spirit of the "follow-the-perturbed-leader" algorithm. Our experiments demonstrate the behavior of our algorithm in both discrete and continuous problems. The trained agent safely avoids states with potential negative effects while imitating the behavior of the expert in the other states.
GTSep 1, 2017
Learning Multi-item Auctions with (or without) SamplesYang Cai, Constantinos Daskalakis
We provide algorithms that learn simple auctions whose revenue is approximately optimal in multi-item multi-bidder settings, for a wide range of valuations including unit-demand, additive, constrained additive, XOS, and subadditive. We obtain our learning results in two settings. The first is the commonly studied setting where sample access to the bidders' distributions over valuations is given, for both regular distributions and arbitrary distributions with bounded support. Our algorithms require polynomially many samples in the number of items and bidders. The second is a more general max-min learning setting that we introduce, where we are given "approximate distributions," and we seek to compute an auction whose revenue is approximately optimal simultaneously for all "true distributions" that are close to the given ones. These results are more general in that they imply the sample-based results, and are also applicable in settings where we have no sample access to the underlying distributions but have estimated them indirectly via market research or by observation of previously run, potentially non-truthful auctions. Our results hold for valuation distributions satisfying the standard (and necessary) independence-across-items property. They also generalize and improve upon recent works, which have provided algorithms that learn approximately optimal auctions in more restricted settings with additive, subadditive and unit-demand valuations using sample access to distributions. We generalize these results to the complete unit-demand, additive, and XOS setting, to i.i.d. subadditive bidders, and to the max-min setting. Our results are enabled by new uniform convergence bounds for hypotheses classes under product measures. Our bounds result in exponential savings in sample complexity compared to bounds derived by bounding the VC dimension, and are of independent interest.
MLAug 11, 2014
Optimum Statistical Estimation with Strategic Data SourcesYang Cai, Constantinos Daskalakis, Christos H. Papadimitriou
We propose an optimum mechanism for providing monetary incentives to the data sources of a statistical estimator such as linear regression, so that high quality data is provided at low cost, in the sense that the sum of payments and estimation error is minimized. The mechanism applies to a broad range of estimators, including linear and polynomial regression, kernel regression, and, under some additional assumptions, ridge regression. It also generalizes to several objectives, including minimizing estimation error subject to budget constraints. Besides our concrete results for regression problems, we contribute a mechanism design framework through which to design and analyze statistical estimators whose examples are supplied by workers with cost for labeling said examples.