SearcharxivSearch

arXiv subjects

Jiangze Han

Publications and source records attributed to Jiangze Han.

5 recordsLinked to original sources

Which Pairs to Compare for LLM Post-Training?

Preference-based post-training has become a central paradigm for aligning language models. A common data-collection strategy is to generate a small set of completions for each prompt and label the resulting comparison pairs. However, human preference labels are often much more expensive than generating additional completions, suggesting a different use of the same labeling budget: generate a larger pool of completions, but label only the most informative comparison pairs. This paper studies which pairs should be compared in preference-based post-training. We formulate comparison curation as a sampling-design problem and evaluate designs by the quality of the final policy under the preference-based post-training objective. We instantiate this framework for Direct Preference Optimization (DPO), analyzing how the choice of labeled pairs propagates through DPO training to downstream policy performance. Our main results provide matching upper and lower bounds on the post-training optimality gap of the DPO-trained policy. The bounds show that comparison selection affects downstream performance through a single design-dependent information matrix, which links label allocation to parameter estimation error and policy suboptimality. This yields an explicit optimization criterion for budgeted comparison curation and motivates practical sampling designs for selecting informative pairs from large generated completion pools. Experiments on synthetic settings and language-model post-training benchmarks show that the proposed designs consistently improve sample efficiency over common comparison-selection heuristics.

cs.AI

Empowering Economic Simulation for Massively Multiplayer Online Games through Generative Agent-Based Modeling

Within the domain of Massively Multiplayer Online (MMO) economy research, Agent-Based Modeling (ABM) has emerged as a robust tool for analyzing game economics, evolving from rule-based agents to decision-making agents enhanced by reinforcement learning. Nevertheless, existing works encounter significant challenges when attempting to emulate human-like economic activities among agents, particularly regarding agent reliability, sociability, and interpretability. In this study, we take a preliminary step in introducing a novel approach using Large Language Models (LLMs) in MMO economy simulation. Leveraging LLMs' role-playing proficiency, generative capacity, and reasoning aptitude, we design LLM-driven agents with human-like decision-making and adaptability. These agents are equipped with the abilities of role-playing, perception, memory, and reasoning, addressing the aforementioned challenges effectively. Simulation experiments focusing on in-game economic activities demonstrate that LLM-empowered agents can promote emergent phenomena like role specialization and price fluctuations in line with market rules.

cs.AI

Wasserstein gradient flow for optimal probability measure decomposition

We examine the infinite-dimensional optimization problem of finding a decomposition of a probability measure into K probability sub-measures to minimize specific loss functions inspired by applications in clustering and user grouping. We analytically explore the structures of the support of optimal sub-measures and introduce algorithms based on Wasserstein gradient flow, demonstrating their convergence. Numerical results illustrate the implementability of our algorithms and provide further insights.

math.OC

Optimizing for Strategy Diversity in the Design of Video Games

We consider the problem of designing a linear program that has diverse solutions as the right-hand side varies. This problem arises in video game settings where designers aim to have players use different "weapons" or "tactics" as they progress. We model this design question as a choice over the constraint matrix $A$ and cost vector $c$ to maximize the number of possible \emph{supports} of unique optimal solutions (what we call "loadouts") of Linear Programs $\max\{c^\top x \mid Ax \le b, x \ge 0\}$ with nonnegative data considered over all resource vectors $b$. We provide an upper bound on the optimal number of loadouts and provide a family of constructions that have an asymptotically optimal number of loadouts. The upper bound is based on a connection between our problem and the study of triangulations of point sets arising from polyhedral combinatorics, and specifically the combinatorics of the cyclic polytope. Our asymptotically optimal construction also draws inspiration from the properties of the cyclic polytope.

math.OC

An Adaptive High Order Method for Finding Third-Order Critical Points of Nonconvex Optimization

It is well known that finding a global optimum is extremely challenging for nonconvex optimization. There are some recent efforts \cite{anandkumar2016efficient, cartis2018second, cartis2020sharp, chen2019high} regarding the optimization methods for computing higher-order critical points, which can exclude the so-called degenerate saddle points and reach a solution with better quality. Desipte theoretical development in \cite{anandkumar2016efficient, cartis2018second, cartis2020sharp, chen2019high}, the corresponding numerical experiments are missing. In this paper, we propose an implementable higher-order method, named adaptive high order method (AHOM), that aims to find the third-order critical points. This is achieved by solving an ``easier'' subproblem and incorporating the adaptive strategy of parameter-tuning in each iteration of the algorithm. The iteration complexity of the proposed method is established. Some preliminary numerical results are provided to show AHOM is able to escape the degenerate saddle points, where the second-order method could possibly get stuck.

math.OC