Abstract:Reinforcement Learning with Verifiable Rewards algorithms like GRPO have emerged as the dominant post-training paradigm for complex reasoning in LLMs, yet commonly suffer from policy entropy collapse during training. We conduct a first-order gradient analysis of token-level entropy dynamics under GRPO and identify a token-level credit assignment mismatch: the per-token entropy variation decomposes into the product of the trajectory-level advantage and an entropy sensitivity function over the next-token distribution, yielding an advantage-surprisal four-quadrant structure and a near-criticality property. Motivated by it, we propose STARE (Surprisal-guided Token-level Advantage Reweighting for policy Entropy stability), which identifies entropy-critical token subsets via batch-internal surprisal quantiles, selectively reweights their effective advantages, and incorporates a target-entropy closed-loop gate for stable entropy regulation. Across model scales from 1.5B to 32B and three task families (Short CoT, Long CoT, and Multi-Turn Tool Use), STARE sustains stable RL training over thousands of steps while maintaining policy entropy within the target band. On AIME24 and AIME25, STARE outperforms DAPO and other competitive baselines by 4%-8% in average accuracy, with reflection tokens and response length growing in tandem, indicating sustained exploration-exploitation balance that further unlocks RL training potential.Code is available at https://github.com/hp-luo/STARE.
Abstract:U-calibration studies online forecasting algorithms whose predictions can be consumed by any unknown downstream agent, guaranteeing sublinear regret simultaneously for all proper loss functions. Existing U-calibration algorithms achieve worst-case optimal $O(\sqrt{T})$ regret for every bounded proper loss, but they fail to adapt to easier losses: as we show, even for smooth losses such as squared loss, they incur $Ω(\sqrt{T})$ regret instead of the optimal $O(\log T)$ regret. In this work, we show that this limitation is not inherent. Specifically, we design a single forecast algorithm that simultaneously achieves $\tilde O(\sqrt{T})$ regret for every bounded proper loss and $O(\log T)$ regret for every bounded smooth proper loss. More generally, our algorithm also attains logarithmic regret for losses that are smooth relative to the log-barrier, which include several non-Lipschitz examples. Our approach is based on a novel variant of Follow-the-Perturbed-Leader (FTPL) in which perturbations are applied directly in the prediction space using self-concordant noise. The resulting analysis also departs substantially from prior FTPL analyses due to the complex nature of this noise and may be of independent interest.
Abstract:We revisit the convergence guarantees of the Extragradient (EG) method for unconstrained biaffine min-max optimization. It is known that EG with a fixed stepsize achieves a $Θ(T^{-1/2})$ last-iterate convergence rate, which is slower than the optimal $\mathcal{O}(T^{-1})$ rate attainable by incorporating additional mechanisms such as anchoring. Motivated by recent advances showing that dynamic stepsizes alone can significantly accelerate gradient descent, we ask whether dynamic stepsizes can similarly accelerate the last-iterate convergence of EG. We present the first positive result in this direction. Specifically, we provide a deterministic dynamic stepsize schedule that accelerates the convergence rate of EG to $\mathcal{O}(T^{-2/3+\varepsilon})$ for any $\varepsilon > 0$. We also show that this rate is tight when the extrapolation and update steps of EG use the same stepsize. We then show that allowing different stepsizes for the extrapolation and update steps further improves the convergence rate to the near-optimal $\mathcal{O}(T^{-1+\varepsilon})$. Our analysis reduces stepsize scheduling to an optimization problem, whose solution leads to a stepsize schedule that follows (a discretization of) a power-law distribution. Our proposed stepsize schedules and analysis extend to other methods, such as Optimistic Gradient (OG), and suggest broader applicability to general min-max optimization problems.
Abstract:Making calibrated online predictions is a central challenge in modern AI systems. Much of the existing literature focuses on fully adversarial environments where outcomes may be arbitrary, leading to conservative algorithms that can perform suboptimally in more benign settings, such as when outcomes are nearly stationary. This gap raises a natural question: can we design online prediction algorithms whose calibration error automatically adapts to the degree of non-stationarity in the environment, smoothly interpolating between i.i.d. and adversarial regimes? We answer this question in the affirmative and develop a suite of algorithms that achieve adaptive calibration guarantees under multiple calibration measures. Specifically, with $T$ being the number of rounds and $C\in[0,T]$ being an unknown non-stationary measure defined as the minimal $\ell_1$ deviation of the mean outcomes, our algorithms attain $\widetilde{O}(\sqrt{T}+(TC)^{\frac{1}{3}})$ for $\ell_1$ calibration error and $\widetilde{O}((1+C)^{\frac{1}{3}})$ for both $\ell_2$ and pseudo KL calibration error. These bounds match the optimal rates in the stationary case ($C=0$) and recover known guarantees in the fully adversarial regime ($C=T$). Our approach builds on and extends prior work [Hu et al., 2026, Luo et al., 2025], introducing an epoch-based scheduling together with a novel non-uniform partition of the prediction space that allocates finer resolution near the underlying ground truth.
Abstract:Last-iterate convergence of learning dynamics in games has attracted significant recent attention. In two-player zero-sum games with bandit feedback, where only the loss of the selected action pair is observed, Fiegel et al. (2025) show a separation between average-iterate and last-iterate convergence in duality gap: while the optimal t^(-1/2) rate after t rounds is achievable for the former via standard no-regret algorithms, the latter cannot converge faster than t^(-1/3) in expectation or t^(-1/4) with high probability. However, in many practical settings, such as preference learning, the players observe not only their loss but also the opponent's action. This raises a natural question: can such additional information enable faster last-iterate convergence? We answer this question affirmatively, showing that t^(-1/2) last-iterate convergence is achievable with high probability in this setting, via an efficient algorithm that updates its strategy infrequently by solving an estimated log-barrier-regularized game. We identify fundamental obstacles preventing standard analysis for multi-armed bandits, the single-player case, from generalizing to games, and develop a novel analysis to overcome them. Experiments confirm that our algorithm indeed converges faster than naive baselines and prior methods that do not exploit opponent-action feedback. Finally, we note that our results also improve those for dueling bandits, a special case with skew-symmetric game matrices.
Abstract:We study calibeating, the problem of post-processing external forecasts online to minimize cumulative losses and match an informativeness-based benchmark. Unlike prior work, which analyzed calibeating for specific losses with specific arguments, we reduce calibeating to existing online learning techniques and obtain results for general proper losses. More concretely, we first show that calibeating is minimax-equivalent to regret minimization. This recovers the $O(\log T)$ calibeating rate of Foster and Hart [FH23] for the Brier and log losses and its optimality, and yields new optimal calibeating rates for mixable losses and general bounded losses. Second, we prove that multi-calibeating is minimax-equivalent to the combination of calibeating and the classical expert problem. This yields new optimal multi-calibeating rates for mixable losses, including Brier and log losses, and general bounded losses. Finally, we obtain new bounds for achieving calibeating and calibration simultaneously for the Brier loss. For binary predictions, our result gives the first calibrated algorithm that at the same time also achieves the optimal $O(\log T)$ calibeating rate.
Abstract:This short note describes a simple variant of the Squint algorithm of Koolen and Van Erven [2015] for the classic expert problem. Via an equally simple modification of their proof, we prove that this variant ensures a regret bound that resembles the one shown in a recent work by Freund et al. [2026] for a variant of the NormalHedge algorithm [Chaudhuri et al., 2009].
Abstract:We study $K$-armed Multiarmed Bandit (MAB) problem with $M$ heterogeneous data sources, each exhibiting unknown and distinct noise variances $\{σ_j^2\}_{j=1}^M$. The learner's objective is standard MAB regret minimization, with the additional complexity of adaptively selecting which data source to query from at each round. We propose Source-Optimistic Adaptive Regret minimization (SOAR), a novel algorithm that quickly prunes high-variance sources using sharp variance-concentration bounds, followed by a `balanced min-max LCB-UCB approach' that seamlessly integrates the parallel tasks of identifying the best arm and the optimal (minimum-variance) data source. Our analysis shows SOAR achieves an instance-dependent regret bound of $\tilde{O}\left({σ^*}^2\sum_{i=2}^K \frac{\log T}{Δ_i} + \sqrt{K \sum_{j=1}^M σ_j^2}\right)$, up to preprocessing costs depending only on problem parameters, where ${σ^*}^2 := \min_j σ_j^2$ is the minimum source variance and $Δ_i$ denotes the suboptimality gap of the $i$-th arm. This result is both surprising as despite lacking prior knowledge of the minimum-variance source among $M$ alternatives, SOAR attains the optimal instance-dependent regret of standard single-source MAB with variance ${σ^*}^2$, while incurring only an small (and unavoidable) additive cost of $\tilde O(\sqrt{K \sum_{j=1}^M σ_j^2})$ towards the optimal (minimum variance) source identification. Our theoretical bounds represent a significant improvement over some proposed baselines, e.g. Uniform UCB or Explore-then-Commit UCB, which could potentially suffer regret scaling with $σ_{\max}^2$ in place of ${σ^*}^2$-a gap that can be arbitrarily large when $σ_{\max} \gg σ^*$. Experiments on multiple synthetic problem instances and the real-world MovieLens\;25M dataset, demonstrating the superior performance of SOAR over the baselines.
Abstract:Scale-invariance in games has recently emerged as a widely valued desirable property. Yet, almost all fast convergence guarantees in learning in games require prior knowledge of the utility scale. To address this, we develop learning dynamics that achieve fast convergence while being both scale-free, requiring no prior information about utilities, and scale-invariant, remaining unchanged under positive rescaling of utilities. For two-player zero-sum games, we obtain scale-free and scale-invariant dynamics with external regret bounded by $\tilde{O}(A_{\mathrm{diff}})$, where $A_{\mathrm{diff}}$ is the payoff range, which implies an $\tilde{O}(A_{\mathrm{diff}} / T)$ convergence rate to Nash equilibrium after $T$ rounds. For multiplayer general-sum games with $n$ players and $m$ actions, we obtain scale-free and scale-invariant dynamics with swap regret bounded by $O(U_{\mathrm{max}} \log T)$, where $U_{\mathrm{max}}$ is the range of the utilities, ignoring the dependence on the number of players and actions. This yields an $O(U_{\mathrm{max}} \log T / T)$ convergence rate to correlated equilibrium. Our learning dynamics are based on optimistic follow-the-regularized-leader with an adaptive learning rate that incorporates the squared path length of the opponents' gradient vectors, together with a new stopping-time analysis that exploits negative terms in regret bounds without scale-dependent tuning. For general-sum games, scale-free learning is enabled also by a technique called doubling clipping, which clips observed gradients based on past observations.
Abstract:We consider bidding in repeated Bayesian first-price auctions. Bidding algorithms that achieve optimal regret have been extensively studied, but their strategic robustness to the seller's manipulation remains relatively underexplored. Bidding algorithms based on no-swap-regret algorithms achieve both desirable properties, but are suboptimal in terms of statistical and computational efficiency. In contrast, online gradient ascent is the only algorithm that achieves $O(\sqrt{TK})$ regret and strategic robustness [KSS24], where $T$ denotes the number of auctions and $K$ the number of bids. In this paper, we explore whether simple online linear optimization (OLO) algorithms suffice for bidding algorithms with both desirable properties. Our main result shows that sublinear linearized regret is sufficient for strategic robustness. Specifically, we construct simple black-box reductions that convert any OLO algorithm into a strategically robust no-regret bidding algorithm, in both known and unknown value distribution settings. For the known value distribution case, our reduction yields a bidding algorithm that achieves $O(\sqrt{T \log K})$ regret and strategic robustness (with exponential improvement on the $K$-dependence compared to [KSS24]). For the unknown value distribution case, our reduction gives a bidding algorithm with high-probability $O(\sqrt{T (\log K+\log(T/δ)})$ regret and strategic robustness, while removing the bounded density assumption made in [KSS24].