Abstract:Poker is a landmark challenge for artificial intelligence. The dominant approach relies on equilibrium solvers built on counterfactual regret minimization, requiring millions of core-hours of training. Large Language Models (LLMs) possess extensive poker knowledge but perform far below solver-based agents when asked to play directly. Traditional rule-based poker agents are interpretable and training-free, but their strategic ceiling remains far below equilibrium play. We introduce \textbf{PokerSkill}, a training-free and solver-free framework that bridges this gap by using detailed rule-based poker skills as a structured action-grounding interface for LLMs. A deterministic context engine analyzes the current state and retrieves only the relevant fragments from a layered skill library, which is entirely designed by human poker experts, constraining the LLM's choice to reasonable actions. Against GTOWizard, a state-of-the-art GTO benchmark, GPT-5.5 XHigh with PokerSkill achieves $-57 \pm 21$ mbb/hand, Claude Opus 4.6 achieves $-80 \pm 29$ mbb/hand and Claude Opus 4.7 achieves $-87\pm 64$ mbb/hand, reducing losses by 49--61\% compared to default-prompt baselines and outperforming the strong bot Slumbot. Our key finding is that rule-based skills alone do not constitute a strong strategy, and LLMs alone cannot play well, but their combination yields an agent that requires neither training nor solver access yet competes with systems built on millions of core-hours of computation. To our knowledge, this is the first demonstration of an LLM achieving competitive performance in a complex imperfect-information game without game-specific training or solver queries. Code is available at https://github.com/lbn187/PokerSkill.
Abstract:Counterfactual Regret Minimization (CFR) is the dominant algorithmic family for solving large imperfect-information games, underpinning breakthroughs such as Libratus and Pluribus in No-Limit Texas Hold'em poker. In real-time game-playing systems, the solver must compute a near-equilibrium strategy within a strict time budget of only a few seconds per decision, and the number of CFR iterations completed in this window directly determines play strength. We present \textbf{Parallel CFR}, the first parallelization framework for real-time depth-limited CFR solving that seamlessly integrates pruning, abstraction, and advanced CFR variants. We decompose each CFR iteration into a pipeline of seven stages and identify two orthogonal dimensions of parallelism: \emph{by information set} and \emph{by tree node}. Leaf node evaluation is offloaded to GPUs via batched neural network inference, creating a heterogeneous CPU--GPU pipeline. Experiments on Heads-Up No-Limit Texas Hold'em demonstrate that Parallel CFR achieves $3.3$--$3.4\times$ speedup over the single-threaded baseline on postflop streets, with per-iteration time of ${\sim}47$--$54$~ms on a depth-limited game tree with over $1$ billion histories. All experiments run on a single desktop-class device (NVIDIA DGX Spark), enabling hundreds of CFR iterations within a typical real-time decision budget without requiring datacenter-scale infrastructure.
Abstract:Unsupervised Reinforcement Learning from Internal Feedback (RLIF) has emerged as a promising paradigm for eliciting the latent capabilities of Large Language Models (LLMs) without external supervision. However, current methods rely on heuristic intrinsic rewards, which often lack a well-defined theoretical optimization target and are prone to degenerative biases. In this work, we introduce PowerFlow, a principled framework that reformulates unsupervised fine-tuning as a distribution matching problem. By casting GFlowNet as an amortized variational sampler for unnormalized densities, we propose a length-aware Trajectory-Balance objective that explicitly neutralizes the structural length biases inherent in autoregressive generation. By targeting $α$-power distributions, PowerFlow enables the directional elicitation of the dual nature of LLMs: sharpening the distribution ($α> 1$) to intensify logical reasoning, or flattening it ($α< 1$) to unlock expressive creativity. Extensive experiments demonstrate that PowerFlow consistently outperforms existing RLIF methods, matching or even exceeding supervised GRPO. Furthermore, by mitigating over-sharpening in aligned models, our approach achieves simultaneous gains in diversity and quality, shifting the Pareto frontier in creative tasks.
Abstract:Reparameterization Policy Gradient (RPG) has emerged as a powerful paradigm for model-based reinforcement learning, enabling high sample efficiency by backpropagating gradients through differentiable dynamics. However, prior RPG approaches have been predominantly restricted to Gaussian policies, limiting their performance and failing to leverage recent advances in generative models. In this work, we identify that flow policies, which generate actions via differentiable ODE integration, naturally align with the RPG framework, a connection not established in prior work. However, naively exploiting this synergy proves ineffective, often suffering from training instability and a lack of exploration. We propose Reparameterization Flow Policy Optimization (RFO). RFO computes policy gradients by backpropagating jointly through the flow generation process and system dynamics, unlocking high sample efficiency without requiring intractable log-likelihood calculations. RFO includes two tailored regularization terms for stability and exploration. We also propose a variant of RFO with action chunking. Extensive experiments on diverse locomotion and manipulation tasks, involving both rigid and soft bodies with state or visual inputs, demonstrate the effectiveness of RFO. Notably, on a challenging locomotion task controlling a soft-body quadruped, RFO achieves almost $2\times$ the reward of the state-of-the-art baseline.
Abstract:We investigate episodic Markov Decision Processes with heavy-tailed feedback (HTMDPs). Existing approaches for HTMDPs are conservative in stochastic environments and lack adaptivity in adversarial regimes. In this work, we propose algorithms HT-FTRL-OM and HT-FTRL-UOB for HTMDPs that achieve Best-of-Both-Worlds (BoBW) guarantees: instance-independent regret in adversarial environments and logarithmic instance-dependent regret in self-bounding (including the stochastic case) environments. For the known transition setting, HT-FTRL-OM applies the Follow-The-Regularized-Leader (FTRL) framework over occupancy measures with novel skipping loss estimators, achieving a $\widetilde{O}(T^{1/α})$ regret bound in adversarial regimes and a $O(\log T)$ regret in stochastic regimes. Building upon this framework, we develop a novel algorithm HT-FTRL-UOB to tackle the more challenging unknown-transition setting. This algorithm employs a pessimistic skipping loss estimator and achieves a $\widetilde{O}(T^{1/α} + \sqrt{T})$ regret in adversarial regimes and a $O(\log^2(T))$ regret in stochastic regimes. Our analysis overcomes key barriers through several technical insights, including a local control mechanism for heavy-tailed shifted losses, a new suboptimal-mass propagation principle, and a novel regret decomposition that isolates transition uncertainty from heavy-tailed estimation errors and skipping bias.
Abstract:Many popular practical reinforcement learning (RL) algorithms employ evolving reward functions-through techniques such as reward shaping, entropy regularization, or curriculum learning-yet their theoretical foundations remain underdeveloped. This paper provides the first finite-time convergence analysis of a single-timescale actor-critic algorithm in the presence of an evolving reward function under Markovian sampling. We consider a setting where the reward parameters may change at each time step, affecting both policy optimization and value estimation. Under standard assumptions, we derive non-asymptotic bounds for both actor and critic errors. Our result shows that an $O(1/\sqrt{T})$ convergence rate is achievable, matching the best-known rate for static rewards, provided the reward parameters evolve slowly enough. This rate is preserved when the reward is updated via a gradient-based rule with bounded gradient and on the same timescale as the actor and critic, offering a theoretical foundation for many popular RL techniques. As a secondary contribution, we introduce a novel analysis of distribution mismatch under Markovian sampling, improving the best-known rate by a factor of $\log^2T$ in the static-reward case.
Abstract:Stochastic interpolants offer a robust framework for continuously transforming samples between arbitrary data distributions, holding significant promise for generative modeling. Despite their potential, rigorous finite-time convergence guarantees for practical numerical schemes remain largely unexplored. In this work, we address the finite-time convergence analysis of numerical implementations for ordinary differential equations (ODEs) derived from stochastic interpolants. Specifically, we establish novel finite-time error bounds in total variation distance for two widely used numerical integrators: the first-order forward Euler method and the second-order Heun's method. Furthermore, our analysis on the iteration complexity of specific stochastic interpolant constructions provides optimized schedules to enhance computational efficiency. Our theoretical findings are corroborated by numerical experiments, which validate the derived error bounds and complexity analyses.




Abstract:Reparameterization policy gradient (RPG) is promising for improving sample efficiency by leveraging differentiable dynamics. However, a critical barrier is its training instability, where high-variance gradients can destabilize the learning process. To address this, we draw inspiration from Proximal Policy Optimization (PPO), which uses a surrogate objective to enable stable sample reuse in the model-free setting. We first establish a connection between this surrogate objective and RPG, which has been largely unexplored and is non-trivial. Then, we bridge this gap by demonstrating that the reparameterization gradient of a PPO-like surrogate objective can be computed efficiently using backpropagation through time. Based on this key insight, we propose Reparameterization Proximal Policy Optimization (RPO), a stable and sample-efficient RPG-based method. RPO enables multiple epochs of stable sample reuse by optimizing a clipped surrogate objective tailored for RPG, while being further stabilized by Kullback-Leibler (KL) divergence regularization and remaining fully compatible with existing variance reduction methods. We evaluate RPO on a suite of challenging locomotion and manipulation tasks, where experiments demonstrate that our method achieves superior sample efficiency and strong performance.
Abstract:Generative models, especially diffusion and flow-based models, have been promising in offline multi-agent reinforcement learning. However, integrating powerful generative models into this framework poses unique challenges. In particular, diffusion and flow-based policies suffer from low sampling efficiency due to their iterative generation processes, making them impractical in time-sensitive or resource-constrained settings. To tackle these difficulties, we propose OM2P (Offline Multi-Agent Mean-Flow Policy), a novel offline MARL algorithm to achieve efficient one-step action sampling. To address the misalignment between generative objectives and reward maximization, we introduce a reward-aware optimization scheme that integrates a carefully-designed mean-flow matching loss with Q-function supervision. Additionally, we design a generalized timestep distribution and a derivative-free estimation strategy to reduce memory overhead and improve training stability. Empirical evaluations on Multi-Agent Particle and MuJoCo benchmarks demonstrate that OM2P achieves superior performance, with up to a 3.8x reduction in GPU memory usage and up to a 10.8x speed-up in training time. Our approach represents the first to successfully integrate mean-flow model into offline MARL, paving the way for practical and scalable generative policies in cooperative multi-agent settings.
Abstract:Generative Flow Networks (GFlowNets) are a promising class of generative models designed to sample diverse, high-reward structures by modeling distributions over compositional objects. In many real-world applications, obtaining the reward function for such objects is expensive, time-consuming, or requires human input, making it necessary to train GFlowNets from historical datasets. Most existing methods adopt a model-based approach, learning a proxy model from the dataset to approximate the reward function. However, this strategy inherently ties the quality of the learned policy to the accuracy of the proxy, introducing additional complexity and uncertainty into the training process. To overcome these limitations, we propose \textbf{Trajectory-Distilled GFlowNet (TD-GFN)}, a \emph{proxy-free} training framework that eliminates the need for out-of-dataset reward queries. Our method is motivated by the key observation that different edges in the associated directed acyclic graph (DAG) contribute unequally to effective policy learning. TD-GFN leverages inverse reinforcement learning to estimate edge-level rewards from the offline dataset, which are then used to ingeniously prune the DAG and guide backward trajectory sampling during training. This approach directs the policy toward high-reward regions while reducing the complexity of model fitting. Empirical results across multiple tasks show that TD-GFN trains both efficiently and reliably, significantly outperforming existing baselines in convergence speed and sample quality.