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Kaito Ariu

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17 papers
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17

ICLR Conference 2025 Conference Paper

Boosting Perturbed Gradient Ascent for Last-Iterate Convergence in Games

  • Kenshi Abe
  • Mitsuki Sakamoto
  • Kaito Ariu
  • Atsushi Iwasaki

This paper presents a payoff perturbation technique, introducing a strong convexity to players' payoff functions in games. This technique is specifically designed for first-order methods to achieve last-iterate convergence in games where the gradient of the payoff functions is monotone in the strategy profile space, potentially containing additive noise. Although perturbation is known to facilitate the convergence of learning algorithms, the magnitude of perturbation requires careful adjustment to ensure last-iterate convergence. Previous studies have proposed a scheme in which the magnitude is determined by the distance from a periodically re-initialized anchoring or reference strategy. Building upon this, we propose Gradient Ascent with Boosting Payoff Perturbation, which incorporates a novel perturbation into the underlying payoff function, maintaining the periodically re-initializing anchoring strategy scheme. This innovation empowers us to provide faster last-iterate convergence rates against the existing payoff perturbed algorithms, even in the presence of additive noise.

TMLR Journal 2025 Journal Article

Evaluation of Best-of-N Sampling Strategies for Language Model Alignment

  • Yuki Ichihara
  • Yuu Jinnai
  • Tetsuro Morimura
  • Kenshi Abe
  • Kaito Ariu
  • Mitsuki Sakamoto
  • Eiji Uchibe

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.

AAMAS Conference 2025 Conference Paper

Global Behavior of Learning Dynamics in Zero-Sum Games with Memory Asymmetry

  • Yuma Fujimoto
  • Kaito Ariu
  • Kenshi Abe

This study examines the global behavior of dynamics in learning in games between two players, X and Y. We consider the simplest situation for memory asymmetry between two players: X memorizes the other Y’s previous action and uses reactive strategies, while Y has no memory. Although this memory complicates their learning dynamics, we characterize the global behavior of such complex dynamics by discovering and analyzing two novel quantities. One is an extended Kullback-Leibler divergence from the Nash equilibrium, a well-known conserved quantity from previous studies. The other is a family of Lyapunov functions of X’s reactive strategy. One of the global behaviors we capture is that if X exploits Y, then their strategies converge to the Nash equilibrium. Another is that if Y’s strategy is out of equilibrium, then X becomes more exploitative with time. Consequently, we suggest global convergence to the Nash equilibrium from both aspects of theory and experiment. This study provides a novel characterization of the global behavior in learning in games through a couple of indicators.

NeurIPS Conference 2025 Conference Paper

Last Iterate Convergence in Monotone Mean Field Games

  • Noboru Isobe
  • Kenshi Abe
  • Kaito Ariu

In the Lasry--Lions framework, Mean-Field Games (MFGs) model interactions among an infinite number of agents. However, existing algorithms either require strict monotonicity or only guarantee the convergence of averaged iterates, as in Fictitious Play in continuous time. We address this gap with the following theoretical result. First, we prove that the last-iterated policy of a proximal-point (PP) update with KL regularization converges to an MFG equilibrium under non-strict monotonicity. Second, we see that each PP update is equivalent to finding the equilibria of a KL-regularized MFG. We then prove that this equilibrium can be found using mirror descent with an exponential last-iterate convergence rate. Building on these insights, we propose the Approximate Proximal-Point ($\mathtt{APP}$) algorithm, which approximately implements the PP update via a small number of Mirror Descent steps. Numerical experiments on standard benchmarks confirm that the $\mathtt{APP}$ algorithm reliably converges to the unregularized mean-field equilibrium without time-averaging.

NeurIPS Conference 2025 Conference Paper

Learning from Delayed Feedback in Games via Extra Prediction

  • Yuma Fujimoto
  • Kenshi Abe
  • Kaito Ariu

This study raises and addresses the problem of time-delayed feedback in learning in games. Because learning in games assumes that multiple agents independently learn their strategies, a discrepancy in optimization often emerges among the agents. To overcome this discrepancy, the prediction of the future reward is incorporated into algorithms, typically known as Optimistic Follow-the-Regularized-Leader (OFTRL). However, the time delay in observing the past rewards hinders the prediction. Indeed, this study firstly proves that even a single-step delay worsens the performance of OFTRL from the aspects of social regret and convergence. This study proposes the weighted OFTRL (WOFTRL), where the prediction vector of the next reward in OFTRL is weighted $n$ times. We further capture an intuition that the optimistic weight cancels out this time delay. We prove that when the optimistic weight exceeds the time delay, our WOFTRL recovers the good performances that social regret is constant in general-sum normal-form games, and the strategies last-iterate converge to the Nash equilibrium in poly-matrix zero-sum games. The theoretical results are supported and strengthened by our experiments.

AAMAS Conference 2025 Conference Paper

Nash Equilibrium and Learning Dynamics in Three-Player Matching m -Action Games

  • Yuma Fujimoto
  • Kaito Ariu
  • Kenshi Abe

Learning in games discusses the processes where multiple players learn their optimal strategies through the repetition of game plays. The dynamics of learning between two players in zero-sum games, such as Matching Pennies, where their benefits are competitive, have already been well analyzed. However, it is still unexplored and challenging to analyze the dynamics of learning among three players. In this study, we formulate a minimalistic game where three players compete to match their actions with one another. Although interaction among three players diversifies and complicates the Nash equilibria, we fully analyze the equilibria. We also discuss the dynamics of learning based on some famous algorithms categorized into Follow the Regularized Leader. From both theoretical and experimental aspects, we characterize the dynamics by categorizing three-player interactions into three forces to synchronize their actions, switch their actions rotationally, and seek competition.

TMLR Journal 2025 Journal Article

Return-Aligned Decision Transformer

  • Tsunehiko Tanaka
  • Kenshi Abe
  • Kaito Ariu
  • Tetsuro Morimura
  • Edgar Simo-Serra

Traditional approaches in offline reinforcement learning aim to learn the optimal policy that maximizes the cumulative reward, also known as return. It is increasingly important to adjust the performance of AI agents to meet human requirements, for example, in applications like video games and education tools. Decision Transformer (DT) optimizes a policy that generates actions conditioned on the target return through supervised learning and includes a mechanism to control the agent's performance using the target return. However, the action generation is hardly influenced by the target return because DT’s self-attention allocates scarce attention scores to the return tokens. In this paper, we propose Return-Aligned Decision Transformer (RADT), designed to more effectively align the actual return with the target return. RADT leverages features extracted by paying attention solely to the return, enabling action generation to consistently depend on the target return. Extensive experiments show that RADT significantly reduces the discrepancies between the actual return and the target return compared to DT-based methods.

ICML Conference 2025 Conference Paper

Revisiting Instance-Optimal Cluster Recovery in the Labeled Stochastic Block Model

  • Kaito Ariu
  • Alexandre Proutière
  • Se-Young Yun

In this paper, we investigate the problem of recovering hidden communities in the Labeled Stochastic Block Model (LSBM) with a finite number of clusters whose sizes grow linearly with the total number of nodes. We derive the necessary and sufficient conditions under which the expected number of misclassified nodes is less than $ s $, for any number $ s = o(n) $. To achieve this, we propose IAC (Instance-Adaptive Clustering), the first algorithm whose performance matches the instance-specific lower bounds both in expectation and with high probability. IAC is a novel two-phase algorithm that consists of a one-shot spectral clustering step followed by iterative likelihood-based cluster assignment improvements. This approach is based on the instance-specific lower bound and notably does not require any knowledge of the model parameters, including the number of clusters. By performing the spectral clustering only once, IAC maintains an overall computational complexity of $ \mathcal{O}(n\, \text{polylog}(n)) $, making it scalable and practical for large-scale problems.

AAAI Conference 2025 Conference Paper

Synchronization in Learning in Periodic Zero-Sum Games Triggers Divergence from Nash Equilibrium

  • Yuma Fujimoto
  • Kaito Ariu
  • Kenshi Abe

Learning in zero-sum games studies a situation where multiple agents competitively learn their strategy. In such multi-agent learning, we often see that the strategies cycle around their optimum, i.e., Nash equilibrium. When a game periodically varies (called a ``periodic'' game), however, the Nash equilibrium moves generically. How learning dynamics behave in such periodic games is of interest but still unclear. Interestingly, we discover that the behavior is highly dependent on the relationship between the two speeds at which the game changes and at which players learn. We observe that when these two speeds synchronize, the learning dynamics diverge, and their time-average does not converge. Otherwise, the learning dynamics draw complicated cycles, but their time-average converges. Under some assumptions introduced for the dynamical systems analysis, we prove that this behavior occurs. Furthermore, our experiments observe this behavior even if these assumptions are removed. This study discovers a novel phenomenon, i.e., synchronization, and gains insight widely applicable to learning in periodic games.

ICML Conference 2024 Conference Paper

Adaptively Perturbed Mirror Descent for Learning in Games

  • Kenshi Abe
  • Kaito Ariu
  • Mitsuki Sakamoto
  • Atsushi Iwasaki

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 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 slingshot, strategy. In response, we propose 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.

ICML Conference 2024 Conference Paper

Matroid Semi-Bandits in Sublinear Time

  • Ruo-Chun Tzeng
  • Naoto Ohsaka
  • Kaito Ariu

We study the matroid semi-bandits problem, where at each round the learner plays a subset of $K$ arms from a feasible set, and the goal is to maximize the expected cumulative linear rewards. Existing algorithms have per-round time complexity at least $\Omega(K)$, which becomes expensive when $K$ is large. To address this computational issue, we propose FasterCUCB whose sampling rule takes time sublinear in $K$ for common classes of matroids: $\mathcal{O}(D\text{ polylog}(K)\text{ polylog}(T))$ for uniform matroids, partition matroids, and graphical matroids, and $\mathcal{O}(D\sqrt{K}\text{ polylog}(T))$ for transversal matroids. Here, $D$ is the maximum number of elements in any feasible subset of arms, and $T$ is the horizon. Our technique is based on dynamic maintenance of an approximate maximum-weight basis over inner-product weights. Although the introduction of an approximate maximum-weight basis presents a challenge in regret analysis, we can still guarantee an upper bound on regret as tight as CUCB in the sense that it matches the gap-dependent lower bound by Kveton et al. (2014a) asymptotically.

AAAI Conference 2024 Conference Paper

Memory Asymmetry Creates Heteroclinic Orbits to Nash Equilibrium in Learning in Zero-Sum Games

  • Yuma Fujimoto
  • Kaito Ariu
  • Kenshi Abe

Learning in games considers how multiple agents maximize their own rewards through repeated games. Memory, an ability that an agent changes his/her action depending on the history of actions in previous games, is often introduced into learning to explore more clever strategies and discuss the decision-making of real agents like humans. However, such games with memory are hard to analyze because they exhibit complex phenomena like chaotic dynamics or divergence from Nash equilibrium. In particular, how asymmetry in memory capacities between agents affects learning in games is still unclear. In response, this study formulates a gradient ascent algorithm in games with asymmetry memory capacities. To obtain theoretical insights into learning dynamics, we first consider a simple case of zero-sum games. We observe complex behavior, where learning dynamics draw a heteroclinic connection from unstable fixed points to stable ones. Despite this complexity, we analyze learning dynamics and prove local convergence to these stable fixed points, i.e., the Nash equilibria. We identify the mechanism driving this convergence: an agent with a longer memory learns to exploit the other, which in turn endows the other's utility function with strict concavity. We further numerically observe such convergence in various initial strategies, action numbers, and memory lengths. This study reveals a novel phenomenon due to memory asymmetry, providing fundamental strides in learning in games and new insights into computing equilibria.

ICML Conference 2024 Conference Paper

Model-Based Minimum Bayes Risk Decoding for Text Generation

  • Yuu Jinnai
  • Tetsuro Morimura
  • Ukyo Honda
  • Kaito Ariu
  • Kenshi Abe

Minimum Bayes Risk (MBR) decoding has been shown to be a powerful alternative to beam search decoding in a variety of text generation tasks. MBR decoding selects a hypothesis from a pool of hypotheses that has the least expected risk under a probability model according to a given utility function. Since it is impractical to compute the expected risk exactly over all possible hypotheses, two approximations are commonly used in MBR. First, it integrates over a sampled set of hypotheses rather than over all possible hypotheses. Second, it estimates the probability of each hypothesis using a Monte Carlo estimator. While the first approximation is necessary to make it computationally feasible, the second is not essential since we typically have access to the model probability at inference time. We propose model-based MBR (MBMBR), a variant of MBR that uses the model probability itself as the estimate of the probability distribution instead of the Monte Carlo estimate. We show analytically and empirically that the model-based estimate is more promising than the Monte Carlo estimate in text generation tasks. Our experiments show that MBMBR outperforms MBR in several text generation tasks, both with encoder-decoder models and with language models.

ICML Conference 2024 Conference Paper

On Universally Optimal Algorithms for A/B Testing

  • Po-An Wang
  • Kaito Ariu
  • Alexandre Proutière

We study the problem of best-arm identification with fixed budget in stochastic multi-armed bandits with Bernoulli rewards. For the problem with two arms, also known as the A/B testing problem, we prove that there is no algorithm that (i) performs as well as the algorithm sampling each arm equally (referred to as the uniform sampling algorithm) in all instances, and that (ii) strictly outperforms uniform sampling on at least one instance. In short, there is no algorithm better than the uniform sampling algorithm. To establish this result, we first introduce the natural class of consistent and stable algorithms, and show that any algorithm that performs as well as the uniform sampling algorithm in all instances belongs to this class. The proof then proceeds by deriving a lower bound on the error rate satisfied by any consistent and stable algorithm, and by showing that the uniform sampling algorithm matches this lower bound. Our results provide a solution to the two open problems presented in (Qin, 2022). For the general problem with more than two arms, we provide a first set of results. We characterize the asymptotic error rate of the celebrated Successive Rejects (SR) algorithm (Audibert et al. , 2010) and show that, surprisingly, the uniform sampling algorithm outperforms the SR algorithm in some instances.

IJCAI Conference 2023 Conference Paper

Learning in Multi-Memory Games Triggers Complex Dynamics Diverging from Nash Equilibrium

  • Yuma Fujimoto
  • Kaito Ariu
  • Kenshi Abe

Repeated games consider a situation where multiple agents are motivated by their independent rewards throughout learning. In general, the dynamics of their learning become complex. Especially when their rewards compete with each other like zero-sum games, the dynamics often do not converge to their optimum, i. e. , the Nash equilibrium. To tackle such complexity, many studies have understood various learning algorithms as dynamical systems and discovered qualitative insights among the algorithms. However, such studies have yet to handle multi-memory games (where agents can memorize actions they played in the past and choose their actions based on their memories), even though memorization plays a pivotal role in artificial intelligence and interpersonal relationship. This study extends two major learning algorithms in games, i. e. , replicator dynamics and gradient ascent, into multi-memory games. Then, we prove their dynamics are identical. Furthermore, theoretically and experimentally, we clarify that the learning dynamics diverge from the Nash equilibrium in multi-memory zero-sum games and reach heteroclinic cycles (sojourn longer around the boundary of the strategy space), providing a fundamental advance in learning in games.

ICML Conference 2022 Conference Paper

Thresholded Lasso Bandit

  • Kaito Ariu
  • Kenshi Abe
  • Alexandre Proutière

In this paper, we revisit the regret minimization problem in sparse stochastic contextual linear bandits, where feature vectors may be of large dimension $d$, but where the reward function depends on a few, say $s_0\ll d$, of these features only. We present Thresholded Lasso bandit, an algorithm that (i) estimates the vector defining the reward function as well as its sparse support, i. e. , significant feature elements, using the Lasso framework with thresholding, and (ii) selects an arm greedily according to this estimate projected on its support. The algorithm does not require prior knowledge of the sparsity index $s_0$ and can be parameter-free under some symmetric assumptions. For this simple algorithm, we establish non-asymptotic regret upper bounds scaling as $\mathcal{O}( \log d + \sqrt{T} )$ in general, and as $\mathcal{O}( \log d + \log T)$ under the so-called margin condition (a probabilistic condition on the separation of the arm rewards). The regret of previous algorithms scales as $\mathcal{O}( \log d + \sqrt{T \log (d T)})$ and $\mathcal{O}( \log T \log d)$ in the two settings, respectively. Through numerical experiments, we confirm that our algorithm outperforms existing methods.

NeurIPS Conference 2020 Conference Paper

Regret in Online Recommendation Systems

  • Kaito Ariu
  • Narae Ryu
  • Se-Young Yun
  • Alexandre Proutiere

This paper proposes a theoretical analysis of recommendation systems in an online setting, where items are sequentially recommended to users over time. In each round, a user, randomly picked from a population of $m$ users, arrives. The decision-maker observes the user and selects an item from a catalogue of $n$ items. Importantly, an item cannot be recommended twice to the same user. The probabilities that a user likes each item are unknown, and the performance of the recommendation algorithm is captured through its regret, considering as a reference an Oracle algorithm aware of these probabilities. We investigate various structural assumptions on these probabilities: we derive for each of them regret lower bounds, and devise algorithms achieving these limits. Interestingly, our analysis reveals the relative weights of the different components of regret: the component due to the constraint of not presenting the same item twice to the same user, that due to learning the chances users like items, and finally that arising when learning the underlying structure.