GTJun 18, 2022
Mutation-Driven Follow the Regularized Leader for Last-Iterate Convergence in Zero-Sum GamesKenshi Abe, Mitsuki Sakamoto, Atsushi Iwasaki
In this study, we consider a variant of the Follow the Regularized Leader (FTRL) dynamics in two-player zero-sum games. FTRL is guaranteed to converge to a Nash equilibrium when time-averaging the strategies, while a lot of variants suffer from the issue of limit cycling behavior, i.e., lack the last-iterate convergence guarantee. To this end, we propose mutant FTRL (M-FTRL), an algorithm that introduces mutation for the perturbation of action probabilities. We then investigate the continuous-time dynamics of M-FTRL and provide the strong convergence guarantees toward stationary points that approximate Nash equilibria under full-information feedback. Furthermore, our simulation demonstrates that M-FTRL can enjoy faster convergence rates than FTRL and optimistic FTRL under full-information feedback and surprisingly exhibits clear convergence under bandit feedback.
GTAug 21, 2022
Last-Iterate Convergence with Full and Noisy Feedback in Two-Player Zero-Sum GamesKenshi Abe, Kaito Ariu, Mitsuki Sakamoto et al.
This paper proposes Mutation-Driven Multiplicative Weights Update (M2WU) for learning an equilibrium in two-player zero-sum normal-form games and proves that it exhibits the last-iterate convergence property in both full and noisy feedback settings. In the former, players observe their exact gradient vectors of the utility functions. In the latter, they only observe the noisy gradient vectors. Even the celebrated Multiplicative Weights Update (MWU) and Optimistic MWU (OMWU) algorithms may not converge to a Nash equilibrium with noisy feedback. On the contrary, M2WU exhibits the last-iterate convergence to a stationary point near a Nash equilibrium in both feedback settings. We then prove that it converges to an exact Nash equilibrium by iteratively adapting the mutation term. We empirically confirm that M2WU outperforms MWU and OMWU in exploitability and convergence rates.
LGApr 22, 2024Code
Filtered Direct Preference OptimizationTetsuro Morimura, Mitsuki Sakamoto, Yuu Jinnai et al.
Reinforcement learning from human feedback (RLHF) plays a crucial role in aligning language models with human preferences. While the significance of dataset quality is generally recognized, explicit investigations into its impact within the RLHF framework, to our knowledge, have been limited. This paper addresses the issue of text quality within the preference dataset by focusing on direct preference optimization (DPO), an increasingly adopted reward-model-free RLHF method. We confirm that text quality significantly influences the performance of models optimized with DPO more than those optimized with reward-model-based RLHF. Building on this new insight, we propose an extension of DPO, termed filtered direct preference optimization (fDPO). fDPO uses a trained reward model to monitor the quality of texts within the preference dataset during DPO training. Samples of lower quality are discarded based on comparisons with texts generated by the model being optimized, resulting in a more accurate dataset. Experimental results demonstrate that fDPO enhances the final model performance. Our code is available at https://github.com/CyberAgentAILab/filtered-dpo.
CLFeb 18, 2025
Evaluation of Best-of-N Sampling Strategies for Language Model AlignmentYuki Ichihara, Yuu Jinnai, Tetsuro Morimura et al.
Best-of-N (BoN) sampling with a reward model has been shown to be an effective strategy for aligning Large Language Models (LLMs) with human preferences at the time of decoding. BoN sampling is susceptible to a problem known as reward hacking. Since the reward model is an imperfect proxy for the true objective, an excessive focus on optimizing its value can lead to a compromise of its performance on the true objective. Previous work proposes Regularized BoN sampling (RBoN), a BoN sampling with regularization to the objective, and shows that it outperforms BoN sampling so that it mitigates reward hacking and empirically (Jinnai et al., 2024). However, Jinnai et al. (2024) introduce RBoN based on a heuristic and they lack the analysis of why such regularization strategy improves the performance of BoN sampling. The aim of this study is to analyze the effect of BoN sampling on regularization strategies. Using the regularization strategies corresponds to robust optimization, which maximizes the worst case over a set of possible perturbations in the proxy reward. Although the theoretical guarantees are not directly applicable to RBoN, RBoN corresponds to a practical implementation. This paper proposes an extension of the RBoN framework, called Stochastic RBoN sampling (SRBoN), which is a theoretically guaranteed approach to worst-case RBoN in proxy reward. We then perform an empirical evaluation using the AlpacaFarm and Anthropic's hh-rlhf datasets to evaluate which factors of the regularization strategies contribute to the improvement of the true proxy reward. In addition, we also propose another simple RBoN method, the Sentence Length Regularized BoN, which has a better performance in the experiment as compared to the previous methods.
GTJan 28, 2025
On the Power of Perturbation under Sampling in Solving Extensive-Form GamesWataru Masaka, Mitsuki Sakamoto, Kenshi Abe et al.
We investigate how perturbation does and does not improve the Follow-the-Regularized-Leader (FTRL) algorithm in solving imperfect-information extensive-form games under sampling, where payoffs are estimated from sampled trajectories. While optimistic algorithms are effective under full feedback, they often become unstable in the presence of sampling noise. Payoff perturbation offers a promising alternative for stabilizing learning and achieving \textit{last-iterate convergence}. We present a unified framework for \textit{Perturbed FTRL} algorithms and study two variants: PFTRL-KL (standard KL divergence) and PFTRL-RKL (Reverse KL divergence), the latter featuring an estimator with both unbiasedness and conditional zero variance. While PFTRL-KL generally achieves equivalent or better performance across benchmark games, PFTRL-RKL consistently outperforms it in Leduc poker, whose structure is more asymmetric than the other games in a sense. Given the modest advantage of PFTRL-RKL, we design the second experiment to isolate the effect of conditional zero variance, showing that the variance-reduction property of RKL improve last-iterate performance.
LGSep 26, 2025
MO-GRPO: Mitigating Reward Hacking of Group Relative Policy Optimization on Multi-Objective ProblemsYuki Ichihara, Yuu Jinnai, Tetsuro Morimura et al.
Group Relative Policy Optimization (GRPO) has been shown to be an effective algorithm when an accurate reward model is available. However, such a highly reliable reward model is not available in many real-world tasks. In this paper, we particularly focus on multi-objective settings, in which we identify that GRPO is vulnerable to reward hacking, optimizing only one of the objectives at the cost of the others. To address this issue, we propose MO-GRPO, an extension of GRPO with a simple normalization method to reweight the reward functions automatically according to the variances of their values. We first show analytically that MO-GRPO ensures that all reward functions contribute evenly to the loss function while preserving the order of preferences, eliminating the need for manual tuning of the reward functions' scales. Then, we evaluate MO-GRPO experimentally in four domains: (i) the multi-armed bandits problem, (ii) simulated control task (Mo-Gymnasium), (iii) machine translation tasks on the WMT benchmark (En-Ja, En-Zh), and (iv) instruction following task. MO-GRPO achieves stable learning by evenly distributing correlations among the components of rewards, outperforming GRPO, showing MO-GRPO to be a promising algorithm for multi-objective reinforcement learning problems.
GTMay 26, 2023
Adaptively Perturbed Mirror Descent for Learning in GamesKenshi Abe, Kaito Ariu, Mitsuki Sakamoto et al.
This paper proposes a payoff perturbation technique for the Mirror Descent (MD) algorithm in games where the gradient of the payoff functions is monotone in the strategy profile space, potentially containing additive noise. The optimistic family of learning algorithms, exemplified by optimistic MD, successfully achieves {\it last-iterate} convergence in scenarios devoid of noise, leading the dynamics to a Nash equilibrium. A recent re-emerging trend underscores the promise of the perturbation approach, where payoff functions are perturbed based on the distance from an anchoring, or {\it slingshot}, strategy. In response, we propose {\it Adaptively Perturbed MD} (APMD), which adjusts the magnitude of the perturbation by repeatedly updating the slingshot strategy at a predefined interval. This innovation empowers us to find a Nash equilibrium of the underlying game with guaranteed rates. Empirical demonstrations affirm that our algorithm exhibits significantly accelerated convergence.
IVJun 27, 2019
Automated Segmentation of Hip and Thigh Muscles in Metal Artifact-Contaminated CT using Convolutional Neural Network-Enhanced Normalized Metal Artifact ReductionMitsuki Sakamoto, Yuta Hiasa, Yoshito Otake et al.
In total hip arthroplasty, analysis of postoperative medical images is important to evaluate surgical outcome. Since Computed Tomography (CT) is most prevalent modality in orthopedic surgery, we aimed at the analysis of CT image. In this work, we focus on the metal artifact in postoperative CT caused by the metallic implant, which reduces the accuracy of segmentation especially in the vicinity of the implant. Our goal was to develop an automated segmentation method of the bones and muscles in the postoperative CT images. We propose a method that combines Normalized Metal Artifact Reduction (NMAR), which is one of the state-of-the-art metal artifact reduction methods, and a Convolutional Neural Network-based segmentation using two U-net architectures. The first U-net refines the result of NMAR and the muscle segmentation is performed by the second U-net. We conducted experiments using simulated images of 20 patients and real images of three patients to evaluate the segmentation accuracy of 19 muscles. In simulation study, the proposed method showed statistically significant improvement (p<0.05) in the average symmetric surface distance (ASD) metric for 14 muscles out of 19 muscles and the average ASD of all muscles from 1.17 +/- 0.543 mm (mean +/- std over all patients) to 1.10 +/- 0.509 mm over our previous method. The real image study using the manual trace of gluteus maximus and medius muscles showed ASD of 1.32 +/- 0.25 mm. Our future work includes training of a network in an end-to-end manner for both the metal artifact reduction and muscle segmentation.