Identifiability and generalizability from multiple experts in Inverse Reinforcement LearningPaul Rolland, Luca Viano, Norman Schuerhoff et al.
While Reinforcement Learning (RL) aims to train an agent from a reward function in a given environment, Inverse Reinforcement Learning (IRL) seeks to recover the reward function from observing an expert's behavior. It is well known that, in general, various reward functions can lead to the same optimal policy, and hence, IRL is ill-defined. However, (Cao et al., 2021) showed that, if we observe two or more experts with different discount factors or acting in different environments, the reward function can under certain conditions be identified up to a constant. This work starts by showing an equivalent identifiability statement from multiple experts in tabular MDPs based on a rank condition, which is easily verifiable and is shown to be also necessary. We then extend our result to various different scenarios, i.e., we characterize reward identifiability in the case where the reward function can be represented as a linear combination of given features, making it more interpretable, or when we have access to approximate transition matrices. Even when the reward is not identifiable, we provide conditions characterizing when data on multiple experts in a given environment allows to generalize and train an optimal agent in a new environment. Our theoretical results on reward identifiability and generalizability are validated in various numerical experiments.
1.4LGFeb 5
Provably avoiding over-optimization in Direct Preference Optimization without knowing the data distributionAdam Barla, Emanuele Nevali, Luca Viano et al.
We introduce PEPO (Pessimistic Ensemble based Preference Optimization), a single-step Direct Preference Optimization (DPO)-like algorithm to mitigate the well-known over-optimization issue in preference learning without requiring the knowledge of the data-generating distribution or learning an explicit reward model. PEPO achieves pessimism via an ensemble of preference-optimized policies trained on disjoint data subsets and then aggregates them through a worst case construction that favors the agreement across models. In the tabular setting, PEPO achieves sample complexity guarantees depending only on a single-policy concentrability coefficient, thus avoiding the all-policy concentrability which affects the guarantees of algorithms prone to over-optimization, such as DPO. The theoretical findings are corroborated by a convincing practical performance, while retaining the simplicity and the practicality of DPO-style training.
14.4LGFeb 18, 2025
Multi-Step Alignment as Markov Games: An Optimistic Online Gradient Descent Approach with Convergence GuaranteesYongtao Wu, Luca Viano, Yihang Chen et al.
Reinforcement Learning from Human Feedback (RLHF) has been highly successful in aligning large language models with human preferences. While prevalent methods like DPO have demonstrated strong performance, they frame interactions with the language model as a bandit problem, which limits their applicability in real-world scenarios where multi-turn conversations are common. Additionally, DPO relies on the Bradley-Terry model assumption, which does not adequately capture the non-transitive nature of human preferences. In this paper, we address these challenges by modeling the alignment problem as a two-player constant-sum Markov game, where each player seeks to maximize their winning rate against the other across all steps of the conversation. Our approach Optimistic Multi-step Preference Optimization (OMPO) is built upon the optimistic online mirror descent algorithm~\citep{rakhlin2013online,joulani17a}. Theoretically, we provide a rigorous analysis for the convergence of OMPO and show that OMPO requires $\mathcal{O}(ε^{-1})$ policy updates to converge to an $ε$-approximate Nash equilibrium. We also validate the effectiveness of our method on multi-turn conversations dataset and math reasoning dataset.
7.1LGOct 10, 2025
Rate optimal learning of equilibria from dataTill Freihaut, Luca Viano, Emanuele Nevali et al.
We close open theoretical gaps in Multi-Agent Imitation Learning (MAIL) by characterizing the limits of non-interactive MAIL and presenting the first interactive algorithm with near-optimal sample complexity. In the non-interactive setting, we prove a statistical lower bound that identifies the all-policy deviation concentrability coefficient as the fundamental complexity measure, and we show that Behavior Cloning (BC) is rate-optimal. For the interactive setting, we introduce a framework that combines reward-free reinforcement learning with interactive MAIL and instantiate it with an algorithm, MAIL-WARM. It improves the best previously known sample complexity from $\mathcal{O}(\varepsilon^{-8})$ to $\mathcal{O}(\varepsilon^{-2}),$ matching the dependence on $\varepsilon$ implied by our lower bound. Finally, we provide numerical results that support our theory and illustrate, in environments such as grid worlds, where Behavior Cloning fails to learn.
7.1LGFeb 17, 2025
Best of Both Worlds: Regret Minimization versus Minimax PlayAdrian Müller, Jon Schneider, Stratis Skoulakis et al.
In this paper, we investigate the existence of online learning algorithms with bandit feedback that simultaneously guarantee $O(1)$ regret compared to a given comparator strategy, and $\tilde{O}(\sqrt{T})$ regret compared to any fixed strategy, where $T$ is the number of rounds. We provide the first affirmative answer to this question whenever the comparator strategy supports every action. In the context of zero-sum games with min-max value zero, both in normal- and extensive form, we show that our results allow us to guarantee to risk at most $O(1)$ loss while being able to gain $Ω(T)$ from exploitable opponents, thereby combining the benefits of both no-regret algorithms and minimax play.