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Seongho Son

Publications and source records attributed to Seongho Son.

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The Role of Network Topology and Opponent Information in Shaping Cooperation in Multi-Agent Reinforcement Learning Systems

Several works have investigated the influence of graph topology on cooperation among artificial agents, while the majority of the literature has focused on modelling agents' adaptation through strategy imitation, which relies solely on the cumulative payoffs of others. This paper investigates scenarios in which each agent learns to play the two-player Iterated Prisoner's Dilemma (IPD) using deep reinforcement learning. Each agent is represented as a node in a graph, where its neighbours constitute the pool of opponents with whom it can interact. During each IPD episode, agents are provided with different types of information about their opponent, consisting of action history and opponent identity. Experimental results across different graph topologies show that the number of neighbours per node and the average path length are the main factors affecting the emergence of cooperation. We also show that, while partner selection fosters mutual cooperation by limiting the diversity of the opponent pool, providing agents with the identity of their opponent hinders the proliferation of cooperative strategies.

cs.AI

Meta-Learning Preferences for Multilingual LLM Alignment

Unequal availability of human preference data across languages poses a significant challenge for aligning large language models in multilingual settings. To address the lack of sufficient data in low-resource language alignment, we propose a meta-learning framework for Reinforcement Learning from Human Feedback and Direct Preference Optimization. By leveraging preference data from other languages, our framework learns a transferable initialization that enables effective adaptation to a target language with minimal data. We provide theoretical guarantees for both the meta-reward modeling and meta-policy optimization settings, and empirically demonstrate the effectiveness of our approach on multilingual benchmarks. In an extremely low-resource setting with only 100 target-language preference samples, our approach achieves up to $28\%$ win-rate improvements over baseline methods, and consistently outperforms baselines across multiple target languages and model scales. Our approaches retain these advantages across different combinations of meta-training languages and varying linguistic distances from the target languages.

cs.CL

SWE-Router: Routing in Multi-turn Agentic Software Engineering Tasks

Large language models (LLMs) embedded in multi-turn agentic harnesses are reshaping software engineering (SWE), but routing every task to a frontier model is wasteful when many issues admit cheap fixes. Existing LLM routers operate on the task description alone, which inherits an information-theoretic Bayes-error floor in agentic settings: a similar issue can hide either a localized typo or a multi-module refactor, and the prompt does not separate the two. We introduce SWE-Router, a value-based temporal approach that lets a cheap model run for a few exploratory turns and reads the resulting partial trajectory before deciding whether to continue cheaply or to escalate to an expensive model. We provide a Bayes-optimality theorem showing that conditioning on the partial trajectory never harms routing and is strictly better whenever exploration is informative. Across the LLM pairs of weak and strong models spanning the contemporary cost--capability frontier, we show that SWE-Router greatly improves the cost efficiency of SWE tasks, while maintaining the majority of the performances of the stronger model. We additionally release a multi-LLM trajectory dataset which allows reproduction of our trajectory-level routing.

cs.SE

Overton Pluralistic Reinforcement Learning for Large Language Models

Existing alignment paradigms remain limited in capturing the pluralistic nature of human values. Overton Pluralism addresses this gap by generating responses with diverse perspectives from a single query. This paper introduces OP-GRPO (Overton Pluralistic Group Relative Policy Optimization), a reinforcement learning framework for implicit Overton Pluralism that enables a single large language model to produce pluralistic responses without explicit prompting or modular orchestration. Our workflow consists of two main steps. First, similarity estimator training fine-tunes a Sentence Transformer for Overton Pluralism tasks to provide more accurate coverage evaluation of generated responses. Second, OP-GRPO training incorporates this similarity estimator into a dual-reward system designed to ensure both broad coverage of genuine human perspectives and the uniqueness of each perspective, thereby promoting diversity. Empirical results demonstrate a "small models, big perspective coverage" effect. The trained Qwen2.5-3B-Instruct model surpasses a 20B GPT-OSS baseline with a 37.4 percent relative accuracy gain on a Natural Language Inference benchmark, and also outperforms a modular architecture baseline with a 19.1 percent relative improvement. Additional evaluations using GPT-4.1 as a large language model judge further confirm the robustness of the approach.

cs.CL

Robust Multi-Objective Controlled Decoding of Large Language Models

We introduce Robust Multi-Objective Decoding (RMOD), a novel inference-time algorithm that robustly aligns Large Language Models (LLMs) to multiple human objectives (e.g., instruction-following, helpfulness, safety) by maximizing the worst-case rewards. RMOD formulates the robust decoding problem as a maximin two-player game between adversarially computed reward weights and the sampling policy, solvable through a Nash equilibrium. We demonstrate that this game reduces to a convex optimization problem to identify the worst-case reward weights, with the optimal sampling policy analytically derived. For practical applications, we propose an efficient algorithm of RMOD tailored for contemporary LLMs, introducing minimal computational overhead compared to standard non-robust Controlled Decoding methods. Experimental results across a range of popular alignment datasets with up to 10 objectives show the effectiveness of RMOD and its distilled version, consistently outperforming baselines in worst-case rewards and win rates.

cs.LG

RSPO: Regularized Self-Play Alignment of Large Language Models

Self-play-based policy optimization has emerged as an effective approach for fine-tuning large language models (LLMs), formulating preference optimization as a two-player game. However, the regularization with respect to the reference policy, which is crucial for mitigating over-optimization, has been insufficiently investigated in self-play alignment. To study the impact of different regularization strategies, we propose Regularized Self-Play Policy Optimization (RSPO), a novel framework that unifies prior methods and enables simple plug-and-play regularizers, meanwhile preserving convergence to Nash equilibrium of the corresponding regularized game. We empirically show that RSPO with appropriate regularizers can substantially improve the length-controlled win rate (LCWR) on AlpacaEval-2 across a range of base models, while also achieving consistently superior performance on Arena-Hard, MT-Bench, ArmoRM, and response diversity. In particular, RSPO improves unregularized self-play baseline (SPPO) on AlpacaEval-2 LCWR from $28.5\%$ to $ 35.4\%$ with base model Mistral-7B, from $38.77\%$ to $43.66\%$ with LLaMA-8B, and from $50.54\%$ to $51.83\%$ with Gemma-2B. Combining simplicity, convergence guarantees, and significant empirical gains, RSPO offers a strong foundation for exploring regularized self-play in alignment. Code is available at https://github.com/xiaohangt/RSPO

cs.LG

Right Now, Wrong Then: Non-Stationary Direct Preference Optimization under Preference Drift

Current Large Language Model (LLM) preference optimization algorithms do not account for temporal preference drift, which can lead to severe misalignment. To address this limitation, we propose Non-Stationary Direct Preference Optimisation (NS-DPO) that models time-dependent reward functions with a Dynamic Bradley-Terry model. NS-DPO proposes a computationally efficient solution by introducing only a single discount parameter in the loss function, which is used for exponential weighting that proportionally focuses learning on more time-relevant datapoints. We theoretically analyze the convergence of NS-DPO in a general setting where the exact nature of the preference drift is not known, providing upper bounds on the estimation error and regret caused by non-stationary preferences. Finally, we demonstrate the effectiveness of NS-DPO for fine-tuning LLMs under drifting preferences. Using scenarios where various levels of preference drift is introduced, with popular LLM reward models and datasets, we show that NS-DPO fine-tuned LLMs remain robust under non-stationarity, significantly outperforming baseline algorithms that ignore temporal preference changes, without sacrificing performance in stationary cases.

cs.LG

Creating Pro-Level AI for a Real-Time Fighting Game Using Deep Reinforcement Learning

Reinforcement learning combined with deep neural networks has performed remarkably well in many genres of games recently. It has surpassed human-level performance in fixed game environments and turn-based two player board games. However, to the best of our knowledge, current research has yet to produce a result that has surpassed human-level performance in modern complex fighting games. This is due to the inherent difficulties with real-time fighting games, including: vast action spaces, action dependencies, and imperfect information. We overcame these challenges and made 1v1 battle AI agents for the commercial game "Blade & Soul". The trained agents competed against five professional gamers and achieved a win rate of 62%. This paper presents a practical reinforcement learning method that includes a novel self-play curriculum and data skipping techniques. Through the curriculum, three different styles of agents were created by reward shaping and were trained against each other. Additionally, this paper suggests data skipping techniques that could increase data efficiency and facilitate explorations in vast spaces. Since our method can be generally applied to all two-player competitive games with vast action spaces, we anticipate its application to game development including level design and automated balancing.

cs.AI