Abstract:In this paper, we consider the related problems of multicalibration -- a multigroup fairness notion and omniprediction -- a simultaneous loss minimization paradigm, both in the distributional and online settings. The recent work of Garg et al. (2024) raised the open problem of whether it is possible to efficiently achieve $O(\sqrt{T})$ $\ell_{2}$-multicalibration error against bounded linear functions. In this paper, we answer this question in a strongly affirmative sense. We propose an efficient algorithm that achieves $O(T^{\frac{1}{3}})$ $\ell_{2}$-swap multicalibration error (both in high probability and expectation). On propagating this bound onward, we obtain significantly improved rates for $\ell_{1}$-swap multicalibration and swap omniprediction for a loss class of convex Lipschitz functions. In particular, we show that our algorithm achieves $O(T^{\frac{2}{3}})$ $\ell_{1}$-swap multicalibration and swap omniprediction errors, thereby improving upon the previous best-known bound of $O(T^{\frac{7}{8}})$. As a consequence of our improved online results, we further obtain several improved sample complexity rates in the distributional setting. In particular, we establish a $O(\varepsilon ^ {-3})$ sample complexity of efficiently learning an $\varepsilon$-swap omnipredictor for the class of convex and Lipschitz functions, $O(\varepsilon ^{-2.5})$ sample complexity of efficiently learning an $\varepsilon$-swap agnostic learner for the squared loss, and $O(\varepsilon ^ {-5}), O(\varepsilon ^ {-2.5})$ sample complexities of learning $\ell_{1}, \ell_{2}$-swap multicalibrated predictors against linear functions, all of which significantly improve on the previous best-known bounds.
Abstract:We study the Pandora's Box problem in an online learning setting with semi-bandit feedback. In each round, the learner sequentially pays to open up to $n$ boxes with unknown reward distributions, observes rewards upon opening, and decides when to stop. The utility of the learner is the maximum observed reward minus the cumulative cost of opened boxes, and the goal is to minimize regret defined as the gap between the cumulative expected utility and that of the optimal policy. We propose a new algorithm that achieves $\widetilde{O}(\sqrt{nT})$ regret after $T$ rounds, which improves the $\widetilde{O}(n\sqrt{T})$ bound of Agarwal et al. [2024] and matches the known lower bound up to logarithmic factors. To better capture real-life applications, we then extend our results to a natural but challenging contextual linear setting, where each box's expected reward is linear in some known but time-varying $d$-dimensional context and the noise distribution is fixed over time. We design an algorithm that learns both the linear function and the noise distributions, achieving $\widetilde{O}(nd\sqrt{T})$ regret. Finally, we show that our techniques also apply to the online Prophet Inequality problem, where the learner must decide immediately whether or not to accept a revealed reward. In both non-contextual and contextual settings, our approach achieves similar improvements and regret bounds.
Abstract:In the classic expert problem, $\Phi$-regret measures the gap between the learner's total loss and that achieved by applying the best action transformation $\phi \in \Phi$. A recent work by Lu et al., [2025] introduces an adaptive algorithm whose regret against a comparator $\phi$ depends on a certain sparsity-based complexity measure of $\phi$, (almost) recovering and interpolating optimal bounds for standard regret notions such as external, internal, and swap regret. In this work, we propose a general idea to achieve an even better comparator-adaptive $\Phi$-regret bound via much simpler algorithms compared to Lu et al., [2025]. Specifically, we discover a prior distribution over all possible binary transformations and show that it suffices to achieve prior-dependent regret against these transformations. Then, we propose two concrete and efficient algorithms to achieve so, where the first one learns over multiple copies of a prior-aware variant of the Kernelized MWU algorithm of Farina et al., [2022], and the second one learns over multiple copies of a prior-aware variant of the BM-reduction [Blum and Mansour, 2007]. To further showcase the power of our methods and the advantages over Lu et al., [2025] besides the simplicity and better regret bounds, we also show that our second approach can be extended to the game setting to achieve accelerated and adaptive convergence rate to $\Phi$-equilibria for a class of general-sum games. When specified to the special case of correlated equilibria, our bound improves over the existing ones from Anagnostides et al., [2022a,b]
Abstract:As Large Language Models (LLMs) rapidly advance, we introduce Hunyuan-TurboS, a novel large hybrid Transformer-Mamba Mixture of Experts (MoE) model. It synergistically combines Mamba's long-sequence processing efficiency with Transformer's superior contextual understanding. Hunyuan-TurboS features an adaptive long-short chain-of-thought (CoT) mechanism, dynamically switching between rapid responses for simple queries and deep "thinking" modes for complex problems, optimizing computational resources. Architecturally, this 56B activated (560B total) parameter model employs 128 layers (Mamba2, Attention, FFN) with an innovative AMF/MF block pattern. Faster Mamba2 ensures linear complexity, Grouped-Query Attention minimizes KV cache, and FFNs use an MoE structure. Pre-trained on 16T high-quality tokens, it supports a 256K context length and is the first industry-deployed large-scale Mamba model. Our comprehensive post-training strategy enhances capabilities via Supervised Fine-Tuning (3M instructions), a novel Adaptive Long-short CoT Fusion method, Multi-round Deliberation Learning for iterative improvement, and a two-stage Large-scale Reinforcement Learning process targeting STEM and general instruction-following. Evaluations show strong performance: overall top 7 rank on LMSYS Chatbot Arena with a score of 1356, outperforming leading models like Gemini-2.0-Flash-001 (1352) and o4-mini-2025-04-16 (1345). TurboS also achieves an average of 77.9% across 23 automated benchmarks. Hunyuan-TurboS balances high performance and efficiency, offering substantial capabilities at lower inference costs than many reasoning models, establishing a new paradigm for efficient large-scale pre-trained models.
Abstract:Non-ergodic convergence of learning dynamics in games is widely studied recently because of its importance in both theory and practice. Recent work (Cai et al., 2024) showed that a broad class of learning dynamics, including Optimistic Multiplicative Weights Update (OMWU), can exhibit arbitrarily slow last-iterate convergence even in simple $2 \times 2$ matrix games, despite many of these dynamics being known to converge asymptotically in the last iterate. It remains unclear, however, whether these algorithms achieve fast non-ergodic convergence under weaker criteria, such as best-iterate convergence. We show that for $2\times 2$ matrix games, OMWU achieves an $O(T^{-1/6})$ best-iterate convergence rate, in stark contrast to its slow last-iterate convergence in the same class of games. Furthermore, we establish a lower bound showing that OMWU does not achieve any polynomial random-iterate convergence rate, measured by the expected duality gaps across all iterates. This result challenges the conventional wisdom that random-iterate convergence is essentially equivalent to best-iterate convergence, with the former often used as a proxy for establishing the latter. Our analysis uncovers a new connection to dynamic regret and presents a novel two-phase approach to best-iterate convergence, which could be of independent interest.
Abstract:No-regret self-play learning dynamics have become one of the premier ways to solve large-scale games in practice. Accelerating their convergence via improving the regret of the players over the naive $O(\sqrt{T})$ bound after $T$ rounds has been extensively studied in recent years, but almost all studies assume access to exact gradient feedback. We address the question of whether acceleration is possible under bandit feedback only and provide an affirmative answer for two-player zero-sum normal-form games. Specifically, we show that if both players apply the Tsallis-INF algorithm of Zimmert and Seldin (2018, arXiv:1807.07623), then their regret is at most $O(c_1 \log T + \sqrt{c_2 T})$, where $c_1$ and $c_2$ are game-dependent constants that characterize the difficulty of learning -- $c_1$ resembles the complexity of learning a stochastic multi-armed bandit instance and depends inversely on some gap measures, while $c_2$ can be much smaller than the number of actions when the Nash equilibria have a small support or are close to the boundary. In particular, for the case when a pure strategy Nash equilibrium exists, $c_2$ becomes zero, leading to an optimal instance-dependent regret bound as we show. We additionally prove that in this case, our algorithm also enjoys last-iterate convergence and can identify the pure strategy Nash equilibrium with near-optimal sample complexity.
Abstract:Calibration is a fundamental concept that aims at ensuring the reliability of probabilistic predictions by aligning them with real-world outcomes. There is a surge of studies on new calibration measures that are easier to optimize compared to the classical $\ell_1$-Calibration while still having strong implications for downstream applications. One recent such example is the work by Fishelson et al. (2025) who show that it is possible to achieve $O(T^{1/3})$ pseudo $\ell_2$-Calibration error via minimizing pseudo swap regret of the squared loss, which in fact implies the same bound for all bounded proper losses with a smooth univariate form. In this work, we significantly generalize their result in the following ways: (a) in addition to smooth univariate forms, our algorithm also simultaneously achieves $O(T^{1/3})$ swap regret for any proper loss with a twice continuously differentiable univariate form (such as Tsallis entropy); (b) our bounds hold not only for pseudo swap regret that measures losses using the forecaster's distributions on predictions, but also hold for the actual swap regret that measures losses using the forecaster's actual realized predictions. We achieve so by introducing a new stronger notion of calibration called (pseudo) KL-Calibration, which we show is equivalent to the (pseudo) swap regret for log loss. We prove that there exists an algorithm that achieves $O(T^{1/3})$ KL-Calibration error and provide an explicit algorithm that achieves $O(T^{1/3})$ pseudo KL-Calibration error. Moreover, we show that the same algorithm achieves $O(T^{1/3}(\log T)^{-1/3}\log(T/\delta))$ swap regret w.p. $\ge 1-\delta$ for any proper loss with a smooth univariate form, which implies $O(T^{1/3})$ $\ell_2$-Calibration error. A technical contribution of our work is a new randomized rounding procedure and a non-uniform discretization scheme to minimize the swap regret for log loss.
Abstract:A recent work by Schlisselberg et al. (2024) studies a delay-as-payoff model for stochastic multi-armed bandits, where the payoff (either loss or reward) is delayed for a period that is proportional to the payoff itself. While this captures many real-world applications, the simple multi-armed bandit setting limits the practicality of their results. In this paper, we address this limitation by studying the delay-as-payoff model for contextual linear bandits. Specifically, we start from the case with a fixed action set and propose an efficient algorithm whose regret overhead compared to the standard no-delay case is at most $D\Delta_{\max}\log T$, where $T$ is the total horizon, $D$ is the maximum delay, and $\Delta_{\max}$ is the maximum suboptimality gap. When payoff is loss, we also show further improvement of the bound, demonstrating a separation between reward and loss similar to Schlisselberg et al. (2024). Contrary to standard linear bandit algorithms that construct least squares estimator and confidence ellipsoid, the main novelty of our algorithm is to apply a phased arm elimination procedure by only picking actions in a volumetric spanner of the action set, which addresses challenges arising from both payoff-dependent delays and large action sets. We further extend our results to the case with varying action sets by adopting the reduction from Hanna et al. (2023). Finally, we implement our algorithm and showcase its effectiveness and superior performance in experiments.
Abstract:Motivated by alternating learning dynamics in two-player games, a recent work by Cevher et al.(2024) shows that $o(\sqrt{T})$ alternating regret is possible for any $T$-round adversarial Online Linear Optimization (OLO) problem, and left as an open question whether the same is true for general Online Convex Optimization (OCO). We answer this question in the affirmative by showing that the continuous Hedge algorithm achieves $\tilde{\mathcal{O}}(d^{\frac{2}{3}}T^{\frac{1}{3}})$ alternating regret for any adversarial $d$-dimensional OCO problems. We show that this implies an alternating learning dynamic that finds a Nash equilibrium for any convex-concave zero-sum games or a coarse correlated equilibrium for any convex two-player general-sum games at a rate of $\tilde{\mathcal{O}}(d^{\frac{2}{3}}/T^{\frac{2}{3}})$. To further improve the time complexity and/or the dimension dependence, we propose another simple algorithm, Follow-the-Regularized-Leader with a regularizer whose convex conjugate is 3rd-order smooth, for OCO with smooth and self-concordant loss functions (such as linear or quadratic losses). We instantiate our algorithm with different regularizers and show that, for example, when the decision set is the $\ell_2$ ball, our algorithm achieves $\tilde{\mathcal{O}}(T^{\frac{2}{5}})$ alternating regret with no dimension dependence (and a better $\tilde{\mathcal{O}}(T^{\frac{1}{3}})$ bound for quadratic losses). We complement our results by showing some algorithm-specific alternating regret lower bounds, including a somewhat surprising $\Omega(\sqrt{T})$ lower bound for a Regret Matching variant that is widely used in alternating learning dynamics.
Abstract:Learning in games is the problem where multiple players interact in a shared environment, each aiming to minimize their own regret, and it is known that an approximate equilibrium can be obtained when all players employ no-regret algorithms. Notably, by adopting optimistic follow-the-regularized-leader (OFTRL), the regret of each player after $T$ rounds is constant in two-player zero-sum games, implying that an equilibrium can be computed at a faster rate of $O(1/T)$. However, this acceleration is limited to the honest regime, where all players fully adhere to the given algorithms. To address this limitation, this paper presents corrupted learning dynamics that adaptively find an equilibrium at a rate dependent on the degree of deviation by each player from the given algorithm's output. First, in two-player zero-sum games, we provide learning dynamics where the external regret of the x-player (and similarly for the y-player) in the corrupted regime is roughly bounded by $O(\log (m_\mathrm{x} m_\mathrm{y}) + \sqrt{C_\mathrm{y}} + C_\mathrm{x})$, which implies a convergence rate of $\tilde{O}((\sqrt{C_\mathrm{y}} + C_\mathrm{x})/T)$ to a Nash equilibrium. Here, $m_\mathrm{x}$ and $m_\mathrm{y}$ are the number of actions of the x- and y-players, respectively, and $C_\mathrm{x}$ and $C_\mathrm{y}$ are the cumulative deviations of the x- and y-players from their given algorithms. Furthermore, we extend our approach to multi-player general-sum games, showing that the swap regret of player $i$ in the corrupted regime is bounded by $O(\log T + \sqrt{\sum_j C_j \log T} + C_i)$, where $C_i$ is the cumulative deviations of player $i$ from the given algorithm. This implies a convergence rate of $O((\log T + \sqrt{\sum_j C_j \log T} + C_i)/T)$ to a correlated equilibrium. Our learning dynamics are agnostic to the corruption levels and are based on OFTRL with new adaptive learning rates.