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Haipeng Luo

Publications and source records attributed to Haipeng Luo.

At least 19 recordsLinked to original sources

STARE: Surprisal-Guided Token-Level Advantage Reweighting for Policy Entropy Stability

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.

cs.LG

Toward Simultaneously Optimal Regret in U-Calibration

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 $\Omega(\sqrt{T})$ 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.

stat.ML

Accelerating Min-Max Optimization via Power-Law Stepsizes

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 $\Theta(T^{-1/2})$ 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.

math.OC

Adaptive Calibration in Non-Stationary Environments

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, $K$ being the unknown number of i.i.d. segments of the environment, and $C\in[0,T]$ being another unknown non-stationary measure defined as the minimal $\ell_1$ deviation of the mean outcomes, our algorithms attain $\widetilde{O}(\min\{\sqrt{T}+(TC)^{\frac{1}{3}}, \sqrt{KT}\})$ for $\ell_1$ calibration error and $\widetilde{O}(\min\{(1+C)^{\frac{1}{3}}, K\})$ for both $\ell_2$ and pseudo KL calibration error. These bounds match the optimal rates in the stationary case ($C=0$ and $K=1$) and recover known guarantees in the fully adversarial regime ($C, K=\Omega(T)$). 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.

cs.LG

Near-Optimal Last-Iterate Convergence for Zero-Sum Games with Bandit Feedback and Opponent Actions

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.

cs.LG

Calibeating Made Simple

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.

cs.LG

A Short Note on a Variant of the Squint Algorithm

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].

cs.LG

One Good Source is All You Need: Near-Optimal Regret for Bandits under Heterogeneous Noise

We study $K$-armed Multiarmed Bandit (MAB) problem with $M$ heterogeneous data sources, each exhibiting unknown and distinct noise variances $\{\sigma_j^2\}_{j=1}^M$. 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 $\tilde{O}\left({\sigma^*}^2\sum_{i=2}^K \frac{\log T}{\Delta_i} + \sqrt{K \sum_{j=1}^M \sigma_j^2}\right)$, up to preprocessing costs depending only on problem parameters, where ${\sigma^*}^2 := \min_j \sigma_j^2$ is the minimum source variance and $\Delta_i$ 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 ${\sigma^*}^2$, while incurring only an small (and unavoidable) additive cost of $\tilde O(\sqrt{K \sum_{j=1}^M \sigma_j^2})$ 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 $\sigma_{\max}^2$ in place of ${\sigma^*}^2$-a gap that can be arbitrarily large when $\sigma_{\max} \gg \sigma^*$. Experiments on multiple synthetic problem instances and the real-world MovieLens\;25M dataset, demonstrating the superior performance of SOAR over the baselines.

cs.LG

Scale-Invariant Fast Convergence in Games

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.

cs.GT

Is Online Linear Optimization Sufficient for Strategic Robustness?

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 $O(\sqrt{T (\log K+\log(T/\delta)})$ regret and strategic robustness, while removing the bounded density assumption made in [KSS24].

cs.GT

Interaction-Grounded Learning for Contextual Markov Decision Processes with Personalized Feedback

In this paper, we study Interaction-Grounded Learning (IGL) [Xie et al., 2021], a paradigm designed for realistic scenarios where the learner receives indirect feedback generated by an unknown mechanism, rather than explicit numerical rewards. While prior work on IGL provides efficient algorithms with provable guarantees, those results are confined to single-step settings, restricting their applicability to modern sequential decision-making systems such as multi-turn Large Language Model (LLM) deployments. To bridge this gap, we propose a computationally efficient algorithm that achieves a sublinear regret guarantee for contextual episodic Markov Decision Processes (MDPs) with personalized feedback. Technically, we extend the reward-estimator construction of Zhang et al. [2024a] from the single-step to the multi-step setting, addressing the unique challenges of decoding latent rewards under MDPs. Building on this estimator, we design an Inverse-Gap-Weighting (IGW) algorithm for policy optimization. Finally, we demonstrate the effectiveness of our method in learning personalized objectives from multi-turn interactions through experiments on both a synthetic episodic MDP and a real-world user booking dataset.

cs.LG

Adversarial Learning in Games with Bandit Feedback: Logarithmic Pure-Strategy Maximin Regret

Learning to play zero-sum games is a fundamental problem in game theory and machine learning. While significant progress has been made in minimizing external regret in the self-play settings or with full-information feedback, real-world applications often force learners to play against unknown, arbitrary opponents and restrict learners to bandit feedback where only the payoff of the realized action is observable. In such challenging settings, it is well-known that $\Omega(\sqrt{T})$ external regret is unavoidable (where T is the number of rounds). To overcome this barrier, we investigate adversarial learning in zero-sum games under bandit feedback, aiming to minimize the deficit against the maximin pure strategy -- a metric we term Pure-Strategy Maximin Regret. We analyze this problem under two bandit feedback models: uninformed (only the realized reward is revealed) and informed (both the reward and the opponent's action are revealed). For uninformed bandit learning of normal-form games, we show that the Tsallis-INF algorithm achieves $O(c \log T)$ instance-dependent regret with a game-dependent parameter $c$. Crucially, we prove an information-theoretic lower bound showing that the dependence on c is necessary. To overcome this hardness, we turn to the informed setting and introduce Maximin-UCB, which obtains another regret bound of the form $O(c' \log T)$ for a different game-dependent parameter $c'$ that could potentially be much smaller than $c$. Finally, we generalize both results to bilinear games over an arbitrary, large action set, proposing Tsallis-FTRL-SPM and Maximin-LinUCB for the uninformed and informed setting respectively and establishing similar game-dependent logarithmic regret bounds.

cs.LG

Online Learning for Uninformed Markov Games: Empirical Nash-Value Regret and Non-Stationarity Adaptation

We study online learning in two-player uninformed Markov games, where the opponent's actions and policies are unobserved. In this setting, Tian et al. (2021) show that achieving no-external-regret is impossible without incurring an exponential dependence on the episode length $H$. They then turn to the weaker notion of Nash-value regret and propose a V-learning algorithm with regret $O(K^{2/3})$ after $K$ episodes. However, their algorithm and guarantee do not adapt to the difficulty of the problem: even in the case where the opponent follows a fixed policy and thus $O(\sqrt{K})$ external regret is well-known to be achievable, their result is still the worse rate $O(K^{2/3})$ on a weaker metric. In this work, we fully address both limitations. First, we introduce empirical Nash-value regret, a new regret notion that is strictly stronger than Nash-value regret and naturally reduces to external regret when the opponent follows a fixed policy. Moreover, under this new metric, we propose a parameter-free algorithm that achieves an $O(\min \{\sqrt{K} + (CK)^{1/3},\sqrt{LK}\})$ regret bound, where $C$ quantifies the variance of the opponent's policies and $L$ denotes the number of policy switches (both at most $O(K)$). Therefore, our results not only recover the two extremes -- $O(\sqrt{K})$ external regret when the opponent is fixed and $O(K^{2/3})$ Nash-value regret in the worst case -- but also smoothly interpolate between these extremes by automatically adapting to the opponent's non-stationarity. We achieve so by first providing a new analysis of the epoch-based V-learning algorithm by Mao et al. (2022), establishing an $O(\eta C + \sqrt{K/\eta})$ regret bound, where $\eta$ is the epoch incremental factor. Next, we show how to adaptively restart this algorithm with an appropriate $\eta$ in response to the potential non-stationarity of the opponent, eventually achieving our final results.

cs.LG

Swap Regret Minimization Through Response-Based Approachability

We consider the problem of minimizing different notions of swap regret in online optimization. These forms of regret are tightly connected to correlated equilibrium concepts in games, and have been more recently shown to guarantee non-manipulability against strategic adversaries. The only computationally efficient algorithm for minimizing linear swap regret over a general convex set in $\mathbb{R}^d$ was developed recently by Daskalakis, Farina, Fishelson, Pipis, and Schneider (STOC '25). However, it incurs a highly suboptimal regret bound of $\Omega(d^4 \sqrt{T})$ and also relies on computationally intensive calls to the ellipsoid algorithm at each iteration. In this paper, we develop a significantly simpler, computationally efficient algorithm that guarantees $O(d \sqrt{T})$ linear swap regret for a general convex set that has been preconditioned via the John ellipsoid. Our algorithm leverages the powerful response-based approachability framework of Bernstein and Shimkin (JMLR~'15) -- previously overlooked in the line of work on swap regret minimization -- and simultaneously minimizes profile swap regret, which was recently shown to guarantee non-manipulability. Moreover, we establish a matching information-theoretic lower bound: any learner must incur in expectation $\Omega(d \sqrt{T})$ linear swap regret for large enough $T$, even when the set is centrally symmetric. This also shows that the classic algorithm of Gordon, Greenwald, and Marks (ICML '08) is existentially optimal for minimizing linear swap regret, although it is computationally inefficient. Finally, we extend our approach to minimize regret with respect to the set of swap deviations with polynomial dimension, unifying and strengthening recent results in equilibrium computation and online learning.

cs.LG

AgentMath: Empowering Mathematical Reasoning for Large Language Models via Tool-Augmented Agent

Large Reasoning Models (LRMs) like o3 and DeepSeek-R1 have achieved remarkable progress in reasoning tasks with long cot. However, they remain computationally inefficient and struggle with accuracy when solving problems requiring complex mathematical operations. In this work, we present AgentMath, an agent framework that seamlessly integrates language models' reasoning capabilities with code interpreters' computational precision to efficiently tackle complex mathematical problems. Our approach introduces three key innovations: (1) An automated method that converts natural language chain-of-thought into structured tool-augmented trajectories, generating high-quality supervised fine-tuning (SFT) data to alleviate data scarcity; (2) A novel agentic reinforcement learning (RL) paradigm that dynamically interleaves natural language generation with real-time code execution. This enables models to autonomously learn optimal tool-use strategies through multi-round interactive feedback, while fostering emergent capabilities in code refinement and error correction; (3) An efficient training system incorporating innovative techniques, including request-level asynchronous rollout scheduling, agentic partial rollout, and prefix-aware weighted load balancing, achieving 4-5x speedup and making efficient RL training feasible on ultra-long sequences with scenarios with massive tool invocation. The evaluations show that AgentMath achieves state-of-the-art performance on challenging mathematical competition benchmarks including AIME24, AIME25, and HMMT25. Specifically, AgentMath-30B-A3B attains 90.6%, 86.4%, and 73.8% accuracy respectively, surpassing OpenAI-o3-mini and Claude-Opus-4.0-Thinking while remaining competitive with OpenAI-o3, Gemini-2.5-Pro, and DeepSeek-R1-671B-0528.These results validate the effectiveness of our approach and pave the way for building scalable mathematical reasoning agents.

cs.AI

Efficient Swap Multicalibration of Elicitable Properties

Multicalibration [HJKRR18] is an algorithmic fairness perspective that demands that the predictions of a predictor are correct conditional on themselves and membership in a collection of potentially overlapping subgroups of a population. The work of [NR23] established a surprising connection between multicalibration for an arbitrary property $\Gamma$ (e.g., mean or median) and property elicitation: a property $\Gamma$ can be multicalibrated if and only if it is elicitable, where elicitability is the notion that the true property value of a distribution can be obtained by solving a regression problem over the distribution. In the online setting, [NR23] proposed an inefficient algorithm that achieves $\sqrt T$ $\ell_2$-multicalibration error for a hypothesis class of group membership functions and an elicitable property $\Gamma$, after $T$ rounds of interaction between a forecaster and adversary. In this paper, we generalize multicalibration for an elicitable property $\Gamma$ from group membership functions to arbitrary bounded hypothesis classes and introduce a stronger notion -- swap multicalibration, following [GKR23]. Subsequently, we propose an oracle-efficient algorithm which, when given access to an online agnostic learner, achieves $T^{1/(r+1)}$ $\ell_r$-swap multicalibration error with high probability (for $r\ge2$) for a hypothesis class with bounded sequential Rademacher complexity and an elicitable property $\Gamma$. For the special case of $r=2$, this implies an oracle-efficient algorithm that achieves $T^{1/3}$ $\ell_2$-swap multicalibration error, which significantly improves on the previously established bounds for the problem [NR23, GMS25, LSS25a], and completely resolves an open question raised in [GJRR24] on the possibility of an oracle-efficient algorithm that achieves $\sqrt{T}$ $\ell_2$-mean multicalibration error by answering it in a strongly affirmative sense.

cs.LG

Proximal Regret and Proximal Correlated Equilibria: A New Tractable Solution Concept for Online Learning and Games

Learning and computation of equilibria are central problems in game theory, theory of computation, and artificial intelligence. In this work, we introduce proximal regret, a new notion of regret based on proximal operators that lies strictly between external and swap regret. When every player employs a no-proximal-regret algorithm in a general convex game, the empirical distribution of play converges to proximal correlated equilibria (PCE), a refinement of coarse correlated equilibria. Our framework unifies several emerging notions in online learning and game theory-such as gradient equilibrium and semicoarse correlated equilibrium-and introduces new ones. Our main result shows that the classic Online Gradient Descent (GD) algorithm achieves an optimal $O(\sqrt{T})$ bound on proximal regret, revealing that GD, without modification, minimizes a stronger regret notion than external regret. This provides a new explanation for the empirically superior performance of gradient descent in online learning and games. We further extend our analysis to Mirror Descent in the Bregman setting and to Optimistic Gradient Descent, which yields faster convergence in smooth convex games.

cs.GT

Adapting to Stochastic and Adversarial Losses in Episodic MDPs with Aggregate Bandit Feedback

We study online learning in finite-horizon episodic Markov decision processes (MDPs) under the challenging aggregate bandit feedback model, where the learner observes only the cumulative loss incurred in each episode, rather than individual losses at each state-action pair. While prior work in this setting has focused exclusively on worst-case analysis, we initiate the study of best-of-both-worlds (BOBW) algorithms that achieve low regret in both stochastic and adversarial environments. We propose the first BOBW algorithms for episodic tabular MDPs with aggregate bandit feedback. In the case of known transitions, our algorithms achieve $O(\log T)$ regret in stochastic settings and ${O}(\sqrt{T})$ regret in adversarial ones. Importantly, we also establish matching lower bounds, showing the optimality of our algorithms in this setting. We further extend our approach to unknown-transition settings by incorporating confidence-based techniques. Our results rely on a combination of FTRL over occupancy measures, self-bounding techniques, and new loss estimators inspired by recent advances in online shortest path problems. Along the way, we also provide the first individual-gap-dependent lower bounds and demonstrate near-optimal BOBW algorithms for shortest path problems with bandit feedback.

cs.LG