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Yinglun Xu

Publications and source records attributed to Yinglun Xu.

10 recordsLinked to original sources

SuperCoder: Assembly Program Superoptimization with Large Language Models

Superoptimization is the task of transforming a program into a faster one, and ideally the very fastest possible one, while preserving its input-output behavior. In this work, we investigate whether large language models (LLMs) can serve as superoptimizers, generating assembly programs that outperform code already optimized by industry-standard compilers in end-to-end runtime. We construct the first large-scale benchmark for this problem, consisting of 8,072 assembly programs averaging 130 lines, in contrast to prior datasets restricted to 2-15 straight-line, loop-free programs. We evaluate 23 LLMs on this benchmark and find that the strongest baseline, Claude-opus-4, achieves a 51.5% test-passing rate and a 1.43x average speedup over gcc -O3. To further enhance performance, we fine-tune models with reinforcement learning, optimizing a reward function that integrates correctness and performance speedup. Starting from Qwen2.5-Coder-7B-Instruct (61.4% correctness, 1.10x speedup), the fine-tuned model SuperCoder attains 95.0% correctness and 1.46x average speedup, with additional improvement enabled by Best-of-N sampling and iterative refinement. Our results demonstrate, for the first time, that LLMs can be applied as superoptimizers for assembly programs, establishing a foundation for future research in program performance optimization beyond compiler heuristics.

cs.CL

Latent Adversarial Regularization for Offline Preference Optimization

Learning from human feedback typically relies on preference optimization that constrains policy updates through token-level regularization. However, preference optimization for language models is particularly challenging because token-space similarity does not imply semantic or behavioral similarity. To address this challenge, we leverage latent-space regularization for language model preference optimization. We introduce GANPO, which achieves latent-space regularization by penalizing divergence between the internal representations of a policy model and a reference model. Given that latent representations are not associated with explicit probability densities, we adopt an adversarial approach inspired by GANs to minimize latent-space divergence. We integrate GANPO as a regularizer into existing offline preference optimization objectives. Experiments across multiple model architectures and tasks show consistent improvements from latent-space regularization. Further, by comparing GANPO-induced inferential biases with those from token-level regularization, we find that GANPO provides more robust structural feedback under distributional shift and noise while maintaining comparable downstream performance with minor computational overhead.

cs.LG

Learning a Pessimistic Reward Model in RLHF

This work proposes `PET', a novel pessimistic reward fine-tuning method, to learn a pessimistic reward model robust against reward hacking in offline reinforcement learning from human feedback (RLHF). Traditional reward modeling techniques in RLHF train an imperfect reward model, on which a KL regularization plays a pivotal role in mitigating reward hacking when optimizing a policy. Such an intuition-based method still suffers from reward hacking, and the policies with large KL divergence from the dataset distribution are excluded during learning. In contrast, we show that when optimizing a policy on a pessimistic reward model fine-tuned through PET, reward hacking can be prevented without relying on any regularization. We test our methods on the standard TL;DR summarization dataset. We find that one can learn a high-quality policy on our pessimistic reward without using any regularization. Such a policy has a high KL divergence from the dataset distribution while having high performance in practice. In summary, our work shows the feasibility of learning a pessimistic reward model against reward hacking. The agent can greedily search for the policy with a high pessimistic reward without suffering from reward hacking.

cs.LG

Two-Step Offline Preference-Based Reinforcement Learning with Constrained Actions

Preference-based reinforcement learning (PBRL) in the offline setting has succeeded greatly in industrial applications such as chatbots. A two-step learning framework where one applies a reinforcement learning step after a reward modeling step has been widely adopted for the problem. However, such a method faces challenges from the risk of reward hacking and the complexity of reinforcement learning. To overcome the challenge, our insight is that both challenges come from the state-actions not supported in the dataset. Such state-actions are unreliable and increase the complexity of the reinforcement learning problem at the second step. Based on the insight, we develop a novel two-step learning method called PRC: preference-based reinforcement learning with constrained actions. The high-level idea is to limit the reinforcement learning agent to optimize over a constrained action space that excludes the out-of-distribution state-actions. We empirically verify that our method has high learning efficiency on various datasets in robotic control environments.

cs.LG

Robust Thompson Sampling Algorithms Against Reward Poisoning Attacks

Thompson sampling is one of the most popular learning algorithms for online sequential decision-making problems and has rich real-world applications. However, current Thompson sampling algorithms are limited by the assumption that the rewards received are uncorrupted, which may not be true in real-world applications where adversarial reward poisoning exists. To make Thompson sampling more reliable, we want to make it robust against adversarial reward poisoning. The main challenge is that one can no longer compute the actual posteriors for the true reward, as the agent can only observe the rewards after corruption. In this work, we solve this problem by computing pseudo-posteriors that are less likely to be manipulated by the attack. We propose robust algorithms based on Thompson sampling for the popular stochastic and contextual linear bandit settings in both cases where the agent is aware or unaware of the budget of the attacker. We theoretically show that our algorithms guarantee near-optimal regret under any attack strategy.

cs.LG

Universal Black-Box Reward Poisoning Attack against Offline Reinforcement Learning

We study the problem of universal black-boxed reward poisoning attacks against general offline reinforcement learning with deep neural networks. We consider a black-box threat model where the attacker is entirely oblivious to the learning algorithm, and its budget is limited by constraining the amount of corruption at each data point and the total perturbation. We require the attack to be universally efficient against any efficient algorithms that might be used by the agent. We propose an attack strategy called the `policy contrast attack.' The idea is to find low- and high-performing policies covered by the dataset and make them appear to be high- and low-performing to the agent, respectively. To the best of our knowledge, we propose the first universal black-box reward poisoning attack in the general offline RL setting. We provide theoretical insights on the attack design and empirically show that our attack is efficient against current state-of-the-art offline RL algorithms in different learning datasets.

cs.LG

Binary Reward Labeling: Bridging Offline Preference and Reward-Based Reinforcement Learning

Offline reinforcement learning has become one of the most practical RL settings. However, most existing works on offline RL focus on the standard setting with scalar reward feedback. It remains unknown how to universally transfer the existing rich understanding of offline RL from the reward-based to the preference-based setting. In this work, we propose a general framework to bridge this gap. Our key insight is transforming preference feedback to scalar rewards via binary reward labeling (BRL), and then any reward-based offline RL algorithms can be applied to the dataset with the reward labels. The information loss during the feedback signal transition is minimized with binary reward labeling in the practical learning scenarios. We theoretically show the connection between several recent PBRL techniques and our framework combined with specific offline RL algorithms. By combining reward labeling with different algorithms, our framework can lead to new and potentially more efficient offline PBRL algorithms. We empirically test our framework on preference datasets based on the standard D4RL benchmark. When combined with a variety of efficient reward-based offline RL algorithms, the learning result achieved under our framework is comparable to training the same algorithm on the dataset with actual rewards in many cases and better than the recent PBRL baselines in most cases.

cs.LG

Efficient Reward Poisoning Attacks on Online Deep Reinforcement Learning

We study reward poisoning attacks on online deep reinforcement learning (DRL), where the attacker is oblivious to the learning algorithm used by the agent and the dynamics of the environment. We demonstrate the intrinsic vulnerability of state-of-the-art DRL algorithms by designing a general, black-box reward poisoning framework called adversarial MDP attacks. We instantiate our framework to construct two new attacks which only corrupt the rewards for a small fraction of the total training timesteps and make the agent learn a low-performing policy. We provide a theoretical analysis of the efficiency of our attack and perform an extensive empirical evaluation. Our results show that our attacks efficiently poison agents learning in several popular classical control and MuJoCo environments with a variety of state-of-the-art DRL algorithms, such as DQN, PPO, SAC, etc.

cs.LG

On the Robustness of Epoch-Greedy in Multi-Agent Contextual Bandit Mechanisms

Efficient learning in multi-armed bandit mechanisms such as pay-per-click (PPC) auctions typically involves three challenges: 1) inducing truthful bidding behavior (incentives), 2) using personalization in the users (context), and 3) circumventing manipulations in click patterns (corruptions). Each of these challenges has been studied orthogonally in the literature; incentives have been addressed by a line of work on truthful multi-armed bandit mechanisms, context has been extensively tackled by contextual bandit algorithms, while corruptions have been discussed via a recent line of work on bandits with adversarial corruptions. Since these challenges co-exist, it is important to understand the robustness of each of these approaches in addressing the other challenges, provide algorithms that can handle all simultaneously, and highlight inherent limitations in this combination. In this work, we show that the most prominent contextual bandit algorithm, $ε$-greedy can be extended to handle the challenges introduced by strategic arms in the contextual multi-arm bandit mechanism setting. We further show that $ε$-greedy is inherently robust to adversarial data corruption attacks and achieves performance that degrades linearly with the amount of corruption.

cs.LG

Black-Box Targeted Reward Poisoning Attack Against Online Deep Reinforcement Learning

We propose the first black-box targeted attack against online deep reinforcement learning through reward poisoning during training time. Our attack is applicable to general environments with unknown dynamics learned by unknown algorithms and requires limited attack budgets and computational resources. We leverage a general framework and find conditions to ensure efficient attack under a general assumption of the learning algorithms. We show that our attack is optimal in our framework under the conditions. We experimentally verify that with limited budgets, our attack efficiently leads the learning agent to various target policies under a diverse set of popular DRL environments and state-of-the-art learners.

cs.LG