SearcharxivSearch

arXiv subjects

Kazuki Ota

Publications and source records attributed to Kazuki Ota.

4 recordsLinked to original sources

Self-Supervised Theorem Discovery in a Formal Axiomatic System

Recent artificial intelligence (AI) systems have shown remarkable progress in mathematical reasoning. Many existing approaches, including large language models (LLMs), draw on human prior knowledge in the form of mathematical text, code, or theorem libraries. Although these approaches are highly effective in practice, it remains an open question whether an agent can autonomously discover useful theorems without such human priors. We study this question in a formal axiomatic system by developing an agent that starts from axioms and inference rules alone and gradually grows a library of useful theorems. Concretely, we propose a self-supervised theorem-discovery algorithm that alternates between proof search and useful-theorem extraction, building a theorem library whose entries are reused as lemmas for subsequent proof search. Experiments show that the agent discovers tens of thousands of theorems and finds proofs for human-written benchmark problems, suggesting that its discoveries include theorems meaningful from a human mathematical perspective. Furthermore, the discovered theorems improve LLM proof performance when provided as prompt lemmas, indicating that they can serve as external knowledge for LLM reasoning. Our results provide evidence that useful theorems can emerge from proof search without relying on human-provided theorem libraries. More broadly, they suggest a path toward self-evolving AI systems for mathematics whose discoveries remain formally verifiable.

cs.AI

Revisiting Regularized Policy Optimization for Stable and Efficient Reinforcement Learning in Two-Player Games

Two-player games such as board games have long been used as traditional benchmarks for reinforcement learning. This work revisits a policy optimization method with reverse Kullback-Leibler regularization and entropy regularization and analyzes this combination in two-player zero-sum settings from theoretical and empirical perspectives. From a theoretical perspective, we investigate the stability of the policy update rule in two theoretical settings: game-theoretic normal-form games and finite-length games. We provide novel convergence guarantees and verify our theoretical results through numerical experiments on synthetic games. From an empirical perspective, we derive a practical model-free reinforcement learning algorithm based on the regularized policy optimization. We validate the training efficiency of our algorithm through comprehensive experiments on five board games: Animal Shogi, Gardner Chess, Go, Hex, and Othello. Experimental results show that our agent learns more efficiently than existing methods across environments.

cs.LG

Offline Reinforcement Learning with Wasserstein Regularization via Optimal Transport Maps

Offline reinforcement learning (RL) aims to learn an optimal policy from a static dataset, making it particularly valuable in scenarios where data collection is costly, such as robotics. A major challenge in offline RL is distributional shift, where the learned policy deviates from the dataset distribution, potentially leading to unreliable out-of-distribution actions. To mitigate this issue, regularization techniques have been employed. While many existing methods utilize density ratio-based measures, such as the $f$-divergence, for regularization, we propose an approach that utilizes the Wasserstein distance, which is robust to out-of-distribution data and captures the similarity between actions. Our method employs input-convex neural networks (ICNNs) to model optimal transport maps, enabling the computation of the Wasserstein distance in a discriminator-free manner, thereby avoiding adversarial training and ensuring stable learning. Our approach demonstrates comparable or superior performance to widely used existing methods on the D4RL benchmark dataset. The code is available at https://github.com/motokiomura/Q-DOT .

cs.LG

Gradual Transition from Bellman Optimality Operator to Bellman Operator in Online Reinforcement Learning

For continuous action spaces, actor-critic methods are widely used in online reinforcement learning (RL). However, unlike RL algorithms for discrete actions, which generally model the optimal value function using the Bellman optimality operator, RL algorithms for continuous actions typically model Q-values for the current policy using the Bellman operator. These algorithms for continuous actions rely exclusively on policy updates for improvement, which often results in low sample efficiency. This study examines the effectiveness of incorporating the Bellman optimality operator into actor-critic frameworks. Experiments in a simple environment show that modeling optimal values accelerates learning but leads to overestimation bias. To address this, we propose an annealing approach that gradually transitions from the Bellman optimality operator to the Bellman operator, thereby accelerating learning while mitigating bias. Our method, combined with TD3 and SAC, significantly outperforms existing approaches across various locomotion and manipulation tasks, demonstrating improved performance and robustness to hyperparameters related to optimality. The code for this study is available at https://github.com/motokiomura/annealed-q-learning.

cs.LG