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Kenshi Abe

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20 papers
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20

AAMAS Conference 2026 Conference Paper

Time-Varyingness in Auction Breaks Revenue Equivalence

  • Yuma Fujimoto
  • Kaito Ariu
  • Kenshi Abe

The revenue equivalence theorem states that equilibrium revenue is the same across different auction mechanisms, such as first- and second-price ones. However, the environment in the real-world auctions varies over time and can prevent bidders from reaching such an equilibrium. While second-price auctions allow bidders to automatically maintain equilibrium through truthful bidding, firstprice auctions require bidders to track moving equilibria through continuous learning. We demonstrate that this tracking lag breaks revenue equivalence. Which of the first- and second-price auctions yields higher revenue depends on the correlation between the basis value (the standard price to bid) and the value interval (the width of possible values). This study uncovers a novel phenomenon that can be triggered by time-varying environments in real-world auctions.

AAAI Conference 2025 Conference Paper

Approximate State Abstraction for Markov Games

  • Hiroki Ishibashi
  • Kenshi Abe
  • Atsushi Iwasaki

This paper introduces state abstraction for two-player zero-sum Markov games (TZMGs) where the payoffs for the two players are determined by the state representing the environment and their respective actions, with state transitions following a Markov decision processes. For example, in games like soccer, the value of actions changes according to the state of play, we should describe them as Markov games. In TZMGs, the more the number of states becomes, the more difficult computing the equilibrium becomes. Therefore, we abstract the states of TZMGs and examine the performance. State abstraction reduces the number of states by treating multiple different states as a single state, and there is a substantial body of research on finding optimal policies for Markov decision processes using state abstraction. This study extends the state abstraction for MDPs to Markov games. In this case, the game with state abstraction may yield different equilibrium solutions from those of the ground game. To evaluate the equilibrium solutions of the game with state abstraction, we derived bounds on duality gap, which represents the distance from the equilibrium solutions of the ground game. Finally, we demonstrate our state abstraction with Markov Soccer, compute equilibrium policies, and examine the results.

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.

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.

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.

RLC Conference 2024 Conference Paper

Policy Gradient Algorithms with Monte Carlo Tree Learning for Non-Markov Decision Processes

  • Tetsuro Morimura
  • Kazuhiro Ota
  • Kenshi Abe
  • Peinan Zhang

Policy gradient (PG) is a reinforcement learning (RL) approach that optimizes a parameterized policy model for an expected return using gradient ascent. While PG can work well even in non-Markovian environments, it may encounter plateaus or peakiness issues. As another successful RL approach, algorithms based on Monte Carlo Tree Search (MCTS), which include AlphaZero, have obtained groundbreaking results, especially in the game-playing domain. They are also effective when applied to non-Markov decision processes. However, the standard MCTS is a method for decision-time planning, which differs from the online RL setting. In this work, we first introduce Monte Carlo Tree Learning (MCTL), an adaptation of MCTS for online RL setups. We then explore a combined policy approach of PG and MCTL to leverage their strengths. We derive conditions for asymptotic convergence with the results of a two-timescale stochastic approximation and propose an algorithm that satisfies these conditions and converges to a reasonable solution. Our numerical experiments validate the effectiveness of the proposed methods.

RLJ Journal 2024 Journal Article

Policy Gradient Algorithms with Monte Carlo Tree Learning for Non-Markov Decision Processes

  • Tetsuro Morimura
  • Kazuhiro Ota
  • Kenshi Abe
  • Peinan Zhang

Policy gradient (PG) is a reinforcement learning (RL) approach that optimizes a parameterized policy model for an expected return using gradient ascent. While PG can work well even in non-Markovian environments, it may encounter plateaus or peakiness issues. As another successful RL approach, algorithms based on Monte Carlo Tree Search (MCTS), which include AlphaZero, have obtained groundbreaking results, especially in the game-playing domain. They are also effective when applied to non-Markov decision processes. However, the standard MCTS is a method for decision-time planning, which differs from the online RL setting. In this work, we first introduce Monte Carlo Tree Learning (MCTL), an adaptation of MCTS for online RL setups. We then explore a combined policy approach of PG and MCTL to leverage their strengths. We derive conditions for asymptotic convergence with the results of a two-timescale stochastic approximation and propose an algorithm that satisfies these conditions and converges to a reasonable solution. Our numerical experiments validate the effectiveness of the proposed methods.

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.

IJCAI Conference 2022 Conference Paper

Anytime Capacity Expansion in Medical Residency Match by Monte Carlo Tree Search

  • Kenshi Abe
  • Junpei Komiyama
  • Atsushi Iwasaki

This paper considers the capacity expansion problem in two-sided matchings, where the policymaker is allowed to allocate some extra seats as well as the standard seats. In medical residency match, each hospital accepts a limited number of doctors. Such capacity constraints are typically given in advance. However, such exogenous constraints can compromise the welfare of the doctors; some popular hospitals inevitably dismiss some of their favorite doctors. Meanwhile, it is often the case that the hospitals are also benefited to accept a few extra doctors. To tackle the problem, we propose an anytime method that the upper confidence tree searches the space of capacity expansions, each of which has a resident-optimal stable assignment that the deferred acceptance method finds. Constructing a good search tree representation significantly boosts the performance of the proposed method. Our simulation shows that the proposed method identifies an almost optimal capacity expansion with a significantly smaller computational budget than exact methods based on mixed-integer programming.

UAI Conference 2022 Conference Paper

Mutation-driven follow the regularized leader for last-iterate convergence in zero-sum games

  • Kenshi 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.

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.

AAMAS Conference 2021 Conference Paper

Off-Policy Exploitability-Evaluation in Two-Player Zero-Sum Markov Games

  • Kenshi Abe
  • Yusuke Kaneko

Off-policy evaluation (OPE) is the problem of evaluating new policies using historical data obtained from a different policy. In the recent OPE context, most studies have focused on single-player cases, and not on multi-player cases. In this study, we propose OPE estimators constructed by the doubly robust and double reinforcement learning estimators in two-player zero-sum Markov games. The proposed estimators project exploitability that is often used as a metric for determining how close a policy profile (i. e. , a tuple of policies) is to a Nash equilibrium in two-player zero-sum games. We prove the exploitability estimation error bounds for the proposed estimators. We then propose the methods to find the best candidate policy profile by selecting the policy profile that minimizes the estimated exploitability from a given policy profile class. We prove the regret bounds of the policy profiles selected by our methods. Finally, we demonstrate the effectiveness and performance of the proposed estimators through experiments.

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