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Reinforcement learning from human feedback (RLHF) has been popular for aligning text-to-image (T2I) diffusion models with human preferences. As a mainstream branch of RLHF, Direct Preference Optimization (DPO) offers a computationally…

Machine Learning · Computer Science 2026-05-07 Jiaming Hu , Jiamu Bai , Haoyu Wang , Debarghya Mukherjee , Ioannis Ch. Paschalidis

Nash equilibrium is a central solution concept for reasoning about self-interested agents. We address the problem of synthesizing Nash equilibria in two-player deterministic games on graphs, where players have private, partially-ordered…

Computer Science and Game Theory · Computer Science 2025-10-29 Caleb Probine , Abhishek Kulkarni , Ufuk Topcu

In the past decade, motivated by the putative failure of naive self-play deep reinforcement learning (DRL) in adversarial imperfect-information games, researchers have developed numerous DRL algorithms based on fictitious play (FP), double…

Decision-making in large imperfect information games is difficult. Thanks to recent success in Poker, Counterfactual Regret Minimization (CFR) methods have been at the forefront of research in these games. However, most of the success in…

Artificial Intelligence · Computer Science 2019-05-28 Douglas Rebstock , Christopher Solinas , Michael Buro

Modern random access mechanisms combine packet repetitions with multi-user detection mechanisms at the receiver to maximize the throughput and reliability in massive Internet of Things (IoT) scenarios. However, optimizing the access policy,…

This paper presents a general mean-field game (GMFG) framework for simultaneous learning and decision-making in stochastic games with a large population. It first establishes the existence of a unique Nash Equilibrium to this GMFG, and…

Optimization and Control · Mathematics 2021-10-12 Xin Guo , Anran Hu , Renyuan Xu , Junzi Zhang

Personalized alignment is crucial for enabling Large Language Models (LLMs) to engage effectively in user-centric interactions. However, current methods face a dual challenge: they fail to infer users' deep implicit preferences (including…

Artificial Intelligence · Computer Science 2026-04-29 Peiming Li , Zhiyuan Hu , Yang Tang , Shiyu Li , Xi Chen

We extend the classic regret minimization framework for approximating equilibria in normal-form games by greedily weighing iterates based on regrets observed at runtime. Theoretically, our method retains all previous convergence rate…

Computer Science and Game Theory · Computer Science 2022-04-12 Hugh Zhang , Adam Lerer , Noam Brown

Optimization of deep learning algorithms to approach Nash Equilibrium remains a significant problem in imperfect information games, e.g. StarCraft and poker. Neural Fictitious Self-Play (NFSP) has provided an effective way to learn…

Artificial Intelligence · Computer Science 2021-04-23 Yuxuan Chen , Li Zhang , Shijian Li , Gang Pan

Preference-based reinforcement learning (PbRL) provides a natural way to align RL agents' behavior with human desired outcomes, but is often restrained by costly human feedback. To improve feedback efficiency, most existing PbRL methods…

Machine Learning · Computer Science 2024-07-08 Xiao Hu , Jianxiong Li , Xianyuan Zhan , Qing-Shan Jia , Ya-Qin Zhang

Reinforcement Learning from Human Feedback (RLHF) has emerged as a popular paradigm for aligning models with human intent. Typically RLHF algorithms operate in two phases: first, use human preferences to learn a reward function and second,…

Machine Learning · Computer Science 2024-05-01 Joey Hejna , Rafael Rafailov , Harshit Sikchi , Chelsea Finn , Scott Niekum , W. Bradley Knox , Dorsa Sadigh

One key in real-life Nash equilibrium applications is to calibrate players' cost functions. To leverage the approximation ability of neural networks, we proposed a general framework for optimizing and learning Nash equilibrium using neural…

Computer Science and Game Theory · Computer Science 2024-09-04 Di Zhang , Wei Gu , Qing Jin

Counterfactual Regret Minimization (CFR) is the most popular iterative algorithm for solving zero-sum imperfect-information games. Regret-Based Pruning (RBP) is an improvement that allows poorly-performing actions to be temporarily pruned,…

Computer Science and Game Theory · Computer Science 2016-09-13 Noam Brown , Tuomas Sandholm

Game-theoretic techniques and equilibria analysis facilitate the design and verification of competitive systems. While algorithmic complexity of equilibria computation has been extensively studied, practical implementation and application…

Computer Science and Game Theory · Computer Science 2022-02-02 Marta Kwiatkowska , Gethin Norman , David Parker , Gabriel Santos

We present Preference Flow Matching (PFM), a new framework for preference-based reinforcement learning (PbRL) that streamlines the integration of preferences into an arbitrary class of pre-trained models. Existing PbRL methods require…

Machine Learning · Computer Science 2024-10-29 Minu Kim , Yongsik Lee , Sehyeok Kang , Jihwan Oh , Song Chong , Se-Young Yun

Reinforcement Learning from Human Feedback (RLHF) has recently surged in popularity, particularly for aligning large language models and other AI systems with human intentions. At its core, RLHF can be viewed as a specialized instance of…

Machine Learning · Computer Science 2025-01-10 Yujie Zhao , Jose Efraim Aguilar Escamill , Weyl Lu , Huazheng Wang

Poker is a large complex game of imperfect information, which has been singled out as a major AI challenge problem. Recently there has been a series of breakthroughs culminating in agents that have successfully defeated the strongest human…

Artificial Intelligence · Computer Science 2022-06-28 Sam Ganzfried , Max Chiswick

Mean field games (MFG) and mean field control (MFC) problems have been introduced to study large populations of strategic players. They correspond respectively to non-cooperative or cooperative scenarios, where the aim is to find the Nash…

Computer Science and Game Theory · Computer Science 2023-12-19 Rene Carmona , Gokce Dayanikli , Francois Delarue , Mathieu Lauriere

Humans rapidly learn abstract knowledge when encountering novel environments and flexibly deploy this knowledge to guide efficient and intelligent action. Can modern AI systems learn and plan in a similar way? We study this question using a…

This paper considers a non-cooperative game in which competing users sharing a frequency-selective interference channel selfishly optimize their power allocation in order to improve their achievable rates. Previously, it was shown that a…

Computer Science and Game Theory · Computer Science 2008-11-04 Yi Su , Mihaela van der Schaar
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