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Zixin Zhong

Publications and source records attributed to Zixin Zhong.

18 recordsLinked to original sources

MESHA: Mechanism-Enforced Sequential Halving for Strategic Linear Bandits

We design and analyze \underline{M}echanism-\underline{E}nforced \underline{S}equential \underline{HA}lving (MESHA), an algorithm for Best Arm Identification (BAI) in strategic linear bandits. In this setting, each arm may strategically misreport its feature vector to maximize the probability of being identified as the best arm, when rewards are generated from the arms' true but unobservable features. The design of MESHA applies the naïve uniform sampling rule and an epoch-wise Grim Trigger Condition (GTC): the former reduces the impact of arms' strategic behaviours and the latter eliminates arms whose reported features severely deviate from the ground truth. Considering an arbitrary Nash Equilibrium, we prove that any arm would attempt to pass the GTC check to maximize its identified probability and derive an upper bound on the failure probability of MESHA within a fixed budget $T$. We also show that state-of-the-art linear BAI algorithms with $G$-optimal design would fail in such strategic environment, as the optimal design (OD)-based sampling rule based on strategically reported features may {\it starve} the optimal arm of any sampling budget. Finally, extensive numerical experiments indicate that MESHA outperforms baselines that rely on OD-based sampling rules as well as the feature-agnostic baselines, corroborating the efficacy of MESHA.

cs.LG

Replay What Matters: Off-Policy Replay for Efficient LLM Reinforcement Unlearning

LLM unlearning has emerged as a cost-effective alternative to full retraining for removing hazardous knowledge from pretrained models while preserving general utility. Recent RL-based methods such as RULE reformulate unlearning as learning a refusal behavior, but their on-policy optimization repeatedly samples from the same forget and retain/boundary prompts throughout training. We identify a critical inefficiency in this process: easy cases quickly converge and provide little useful gradient signal, while hard cases near the forget/retain boundary continue to produce low-reward rollouts that are discarded after a single use. To address this issue, we propose ReRULE, an off-policy replay enhancement for reinforcement unlearning. ReRULE stores low-reward hard-case rollout groups in a replay buffer during early GRPO training and reuses them in later stages through importance-sampled off-policy updates, redirecting computation toward boundary cases that still require learning. Theoretically, we show that ReRULE yields a tighter hard-case convergence bound than pure on-policy RULE. Empirically, ReRULE improves MUSE-Books Retain Quality from 46.3 to 56.2 while adding only 5--11% training time across benchmarks. Its limited improvement on the simpler TOFU setting further supports the intended conditional behavior: replay is most beneficial when the hard/easy disparity is pronounced.

cs.CL

Learning Multi-Agent Communication Protocol: Study on Information Entropy Efficiency in MARL

Multi-Agent Systems (MAS) have emerged as a fundamental paradigm for distributed problem-solving, where autonomous agents collaborate to achieve complex objectives. Within this framework, Multi-Agent Reinforcement Learning (MARL) with communication has demonstrated remarkable success in cooperative tasks. However, existing approaches predominantly pursue performance gains through increasingly complex architectures and expanding communication overhead, lacking principled metrics to evaluate the efficiency of information exchange. In this paper, we focus on enabling agents to learn efficient multi-agent communication protocols that balance performance and information compactness. We propose the Information Entropy Efficiency Index (IEI), a novel metric that quantifies the ratio between message entropy and task performance in learned communication protocols. A lower IEI indicates more compact and efficient message representations. By incorporating IEI into training loss functions, we encourage agents to develop communication protocols that achieve high performance with improved communication efficiency. Extensive experiments across diverse MARL algorithms demonstrate that our approach achieves equivalent or superior task performance compared to baseline methods while improving communication efficiency. These findings challenge the prevailing assumption that performance improvements require complex architectures or increased communication overhead and highlight the potential of improving both task success and communication efficiency to enable scalable MAS.

cs.MA

Where Hindsight Credit Can Reside: A Signed-Capacity View of Token Updates in RLVR

Reinforcement Learning with Verifiable Rewards (RLVR) improves the reasoning ability of Large Language Models (LLMs), but sparse outcome rewards make token-level credit assignment difficult. We study token-level credit as a reward-conditioned shift from the behavior policy to a hindsight posterior. In autoregressive RLVR, this shift can be expressed through Conditional Mutual Information (CMI), which shows that token entropy upper-bounds possible hindsight credit. Entropy, however, indicates capacity rather than update direction, so we introduce the Four Quadrant Decomposition to separate updates by reward polarity and token entropy. Controlled interventions show that these two factors jointly shape token updates. Sustained reasoning gains concentrate in signed high-entropy quadrants, whereas low-entropy updates saturate quickly. Based on this analysis, we propose Hindsight-Aware Policy Optimization (HAPO), a sign-preserving modification to GRPO that performs capacity-guided advantage reallocation. Experiments on mathematical reasoning benchmarks in two model settings show that HAPO achieves competitive performance among entropy-aware baselines.

cs.LG

On the Benefits of Free Exploration for Regret Minimization in Multi-Armed Bandits

We study a stochastic multi-armed bandit problem where an agent is granted a free exploration budget before regret accumulates, a setting not captured by the classic regret minimization or pure exploration paradigms. The goal is to design an adaptive policy that strategically explores the bandit instance in the initial free exploration phase and minimizes the cumulative regret in the subsequent phase. We formalize this regret minimization with free exploration problem and identify an interesting regime where the free exploration budget scales logarithmically with the time horizon. To quantify the amount of regret saved with high probability as a result of the availability of the free exploration phase, we introduce a novel set of policies known as $(α,β)$-probably saving policies. We propose a two-phase, probably saving algorithm, UFE-KLUCB-H, which consists of a principled free exploration policy, UFE, and a history-aware regret minimization policy KLUCB-H. Instance-dependent upper bounds on UFE-KLUCB-H are derived, showing that UFE-KLUCB-H accumulates strictly less regret than policies that do not have access to a free exploration phase. Complementarily, we derive instance-dependent lower bounds based on novel multi-instance perturbation arguments tailored to the free-exploration setting, demonstrating the near-optimality of UFE-KLUCB-H for two-valued bandits. Our upper and lower bounds reveal sharp phase transitions in the accumulated regret depending on the amount of available free exploration. Simulations are conducted to demonstrate that forced exploration and adaptivity in the algorithm lead to greater regret savings.

cs.LG

Learning Efficient Communication Protocols for Multi-Agent Reinforcement Learning

Multi-Agent Systems (MAS) have emerged as a powerful paradigm for modeling complex interactions among autonomous entities in distributed environments. In Multi-Agent Reinforcement Learning (MARL), communication enables coordination but can lead to inefficient information exchange, since agents may generate redundant or non-essential messages. While prior work has focused on boosting task performance with information exchange, the existing research lacks a thorough investigation of both the appropriate definition and the optimization of communication protocols (communication topology and message). To fill this gap, we introduce a generalized framework for learning multi-round communication protocols that are both effective and efficient. Within this framework, we propose three novel Communication Efficiency Metrics (CEMs) to guide and evaluate the learning process: the Information Entropy Efficiency Index (IEI) and Specialization Efficiency Index (SEI) for efficiency-augmented optimization, and the Topology Efficiency Index (TEI) for explicit evaluation. We integrate IEI and SEI as the adjusted loss functions to promote informative messaging and role specialization, while using TEI to quantify the trade-off between communication volume and task performance. Through comprehensive experiments, we demonstrate that our learned communication protocol can significantly enhance communication efficiency and achieves better cooperation performance with improved success rates.

cs.MA

Label Smoothing Improves Gradient Ascent in LLM Unlearning

LLM unlearning has emerged as a promising approach, aiming to enable models to forget hazardous/undesired knowledge at low cost while preserving as much model utility as possible. Among existing techniques, the most straightforward method is performing Gradient Ascent (GA) w.r.t. the forget data, thereby forcing the model to unlearn the forget dataset. However, GA suffers from severe instability, as it drives updates in a divergent direction, often resulting in drastically degraded model utility. To address this issue, we propose Smoothed Gradient Ascent (SGA). SGA combines the forget data with multiple constructed normal data through a tunable smoothing rate. Intuitively, this extends GA from learning solely on the forget data to jointly learning across both forget and normal data, enabling more stable unlearning while better preserving model utility. Theoretically, we provide the theoretical guidance on the selection of the optimal smoothing rate. Empirically, we evaluate SGA on three benchmarks: TOFU, Harry Potter, and MUSE-NEWS. Experimental results demonstrate that SGA consistently outperforms the original Gradient Ascent (GA) method across all metrics and achieves top-2 performance among all baseline methods on several key metrics.

cs.LG

Network Topology and Information Efficiency of Multi-Agent Systems: Study based on MARL

Multi-agent systems (MAS) solve complex problems through coordinated autonomous entities with individual decision-making capabilities. While Multi-Agent Reinforcement Learning (MARL) enables these agents to learn intelligent strategies, it faces challenges of non-stationarity and partial observability. Communications among agents offer a solution, but questions remain about its optimal structure and evaluation. This paper explores two underexamined aspects: communication topology and information efficiency. We demonstrate that directed and sequential topologies improve performance while reducing communication overhead across both homogeneous and heterogeneous tasks. Additionally, we introduce two metrics -- Information Entropy Efficiency Index (IEI) and Specialization Efficiency Index (SEI) -- to evaluate message compactness and role differentiation. Incorporating these metrics into training objectives improves success rates and convergence speed. Our findings highlight that designing adaptive communication topologies with information-efficient messaging is essential for effective coordination in complex MAS.

cs.MA

Almost Minimax Optimal Best Arm Identification in Piecewise Stationary Linear Bandits

We propose a {\em novel} piecewise stationary linear bandit (PSLB) model, where the environment randomly samples a context from an unknown probability distribution at each changepoint, and the quality of an arm is measured by its return averaged over all contexts. The contexts and their distribution, as well as the changepoints are unknown to the agent. We design {\em Piecewise-Stationary $\varepsilon$-Best Arm Identification$^+$} (PS$\varepsilon$BAI$^+$), an algorithm that is guaranteed to identify an $\varepsilon$-optimal arm with probability $\ge 1-δ$ and with a minimal number of samples. PS$\varepsilon$BAI$^+$ consists of two subroutines, PS$\varepsilon$BAI and {\sc Naïve $\varepsilon$-BAI} (N$\varepsilon$BAI), which are executed in parallel. PS$\varepsilon$BAI actively detects changepoints and aligns contexts to facilitate the arm identification process. When PS$\varepsilon$BAI and N$\varepsilon$BAI are utilized judiciously in parallel, PS$\varepsilon$BAI$^+$ is shown to have a finite expected sample complexity. By proving a lower bound, we show the expected sample complexity of PS$\varepsilon$BAI$^+$ is optimal up to a logarithmic factor. We compare PS$\varepsilon$BAI$^+$ to baseline algorithms using numerical experiments which demonstrate its efficiency. Both our analytical and numerical results corroborate that the efficacy of PS$\varepsilon$BAI$^+$ is due to the delicate change detection and context alignment procedures embedded in PS$\varepsilon$BAI.

cs.LG

Optimal Clustering with Bandit Feedback

This paper considers the problem of online clustering with bandit feedback. A set of arms (or items) can be partitioned into various groups that are unknown. Within each group, the observations associated to each of the arms follow the same distribution with the same mean vector. At each time step, the agent queries or pulls an arm and obtains an independent observation from the distribution it is associated to. Subsequent pulls depend on previous ones as well as the previously obtained samples. The agent's task is to uncover the underlying partition of the arms with the least number of arm pulls and with a probability of error not exceeding a prescribed constant $δ$. The problem proposed finds numerous applications from clustering of variants of viruses to online market segmentation. We present an instance-dependent information-theoretic lower bound on the expected sample complexity for this task, and design a computationally efficient and asymptotically optimal algorithm, namely Bandit Online Clustering (BOC). The algorithm includes a novel stopping rule for adaptive sequential testing that circumvents the need to exactly solve any NP-hard weighted clustering problem as its subroutines. We show through extensive simulations on synthetic and real-world datasets that BOC's performance matches the lower bound asymptotically, and significantly outperforms a non-adaptive baseline algorithm.

cs.LG

Stochastic Gradient Succeeds for Bandits

We show that the \emph{stochastic gradient} bandit algorithm converges to a \emph{globally optimal} policy at an $O(1/t)$ rate, even with a \emph{constant} step size. Remarkably, global convergence of the stochastic gradient bandit algorithm has not been previously established, even though it is an old algorithm known to be applicable to bandits. The new result is achieved by establishing two novel technical findings: first, the noise of the stochastic updates in the gradient bandit algorithm satisfies a strong ``growth condition'' property, where the variance diminishes whenever progress becomes small, implying that additional noise control via diminishing step sizes is unnecessary; second, a form of ``weak exploration'' is automatically achieved through the stochastic gradient updates, since they prevent the action probabilities from decaying faster than $O(1/t)$, thus ensuring that every action is sampled infinitely often with probability $1$. These two findings can be used to show that the stochastic gradient update is already ``sufficient'' for bandits in the sense that exploration versus exploitation is automatically balanced in a manner that ensures almost sure convergence to a global optimum. These novel theoretical findings are further verified by experimental results.

cs.LG

Achieving the Pareto Frontier of Regret Minimization and Best Arm Identification in Multi-Armed Bandits

We study the Pareto frontier of two archetypal objectives in multi-armed bandits, namely, regret minimization (RM) and best arm identification (BAI) with a fixed horizon. It is folklore that the balance between exploitation and exploration is crucial for both RM and BAI, but exploration is more critical in achieving the optimal performance for the latter objective. To this end, we design and analyze the BoBW-lil'UCB$(γ)$ algorithm. Complementarily, by establishing lower bounds on the regret achievable by any algorithm with a given BAI failure probability, we show that (i) no algorithm can simultaneously perform optimally for both the RM and BAI objectives, and (ii) BoBW-lil'UCB$(γ)$ achieves order-wise optimal performance for RM or BAI under different values of $γ$. Our work elucidates the trade-off more precisely by showing how the constants in previous works depend on certain hardness parameters. Finally, we show that BoBW-lil'UCB outperforms a close competitor UCB$_α$ (Degenne et al., 2019) in terms of the time complexity and the regret on diverse datasets such as MovieLens and Published Kinase Inhibitor Set.

cs.LG

Probably Anytime-Safe Stochastic Combinatorial Semi-Bandits

Motivated by concerns about making online decisions that incur undue amount of risk at each time step, in this paper, we formulate the probably anytime-safe stochastic combinatorial semi-bandits problem. In this problem, the agent is given the option to select a subset of size at most $K$ from a set of $L$ ground items. Each item is associated to a certain mean reward as well as a variance that represents its risk. To mitigate the risk that the agent incurs, we require that with probability at least $1-δ$, over the entire horizon of time $T$, each of the choices that the agent makes should contain items whose sum of variances does not exceed a certain variance budget. We call this probably anytime-safe constraint. Under this constraint, we design and analyze an algorithm {\sc PASCombUCB} that minimizes the regret over the horizon of time $T$. By developing accompanying information-theoretic lower bounds, we show that under both the problem-dependent and problem-independent paradigms, {\sc PASCombUCB} is almost asymptotically optimal. Experiments are conducted to corroborate our theoretical findings. Our problem setup, the proposed {\sc PASCombUCB} algorithm, and novel analyses are applicable to domains such as recommendation systems and transportation in which an agent is allowed to choose multiple items at a single time step and wishes to control the risk over the whole time horizon.

cs.LG

Almost Optimal Variance-Constrained Best Arm Identification

We design and analyze VA-LUCB, a parameter-free algorithm, for identifying the best arm under the fixed-confidence setup and under a stringent constraint that the variance of the chosen arm is strictly smaller than a given threshold. An upper bound on VA-LUCB's sample complexity is shown to be characterized by a fundamental variance-aware hardness quantity $H_{VA}$. By proving a lower bound, we show that sample complexity of VA-LUCB is optimal up to a factor logarithmic in $H_{VA}$. Extensive experiments corroborate the dependence of the sample complexity on the various terms in $H_{VA}$. By comparing VA-LUCB's empirical performance to a close competitor RiskAverse-UCB-BAI by David et al. (2018), our experiments suggest that VA-LUCB has the lowest sample complexity for this class of risk-constrained best arm identification problems, especially for the riskiest instances.

cs.LG

Fast Beam Alignment via Pure Exploration in Multi-armed Bandits

The beam alignment (BA) problem consists in accurately aligning the transmitter and receiver beams to establish a reliable communication link in wireless communication systems. Existing BA methods search the entire beam space to identify the optimal transmit-receive beam pair. This incurs a significant latency when the number of antennas is large. In this work, we develop a bandit-based fast BA algorithm to reduce BA latency for millimeter-wave (mmWave) communications. Our algorithm is named Two-Phase Heteroscedastic Track-and-Stop (2PHT\&S). We first formulate the BA problem as a pure exploration problem in multi-armed bandits in which the objective is to minimize the required number of time steps given a certain fixed confidence level. By taking advantage of the correlation structure among beams that the information from nearby beams is similar and the heteroscedastic property that the variance of the reward of an arm (beam) is related to its mean, the proposed algorithm groups all beams into several beam sets such that the optimal beam set is first selected and the optimal beam is identified in this set after that. Theoretical analysis and simulation results on synthetic and semi-practical channel data demonstrate the clear superiority of the proposed algorithm vis-à-vis other baseline competitors.

cs.IT

Probabilistic Sequential Shrinking: A Best Arm Identification Algorithm for Stochastic Bandits with Corruptions

We consider a best arm identification (BAI) problem for stochastic bandits with adversarial corruptions in the fixed-budget setting of T steps. We design a novel randomized algorithm, Probabilistic Sequential Shrinking($u$) (PSS($u$)), which is agnostic to the amount of corruptions. When the amount of corruptions per step (CPS) is below a threshold, PSS($u$) identifies the best arm or item with probability tending to $1$ as $T\rightarrow \infty$. Otherwise, the optimality gap of the identified item degrades gracefully with the CPS.We argue that such a bifurcation is necessary. In PSS($u$), the parameter $u$ serves to balance between the optimality gap and success probability. The injection of randomization is shown to be essential to mitigate the impact of corruptions. To demonstrate this, we design two attack strategies that are applicable to any algorithm. We apply one of them to a deterministic analogue of PSS($u$) known as Successive Halving (SH) by Karnin et al. (2013). The attack strategy results in a high failure probability for SH, but PSS($u$) remains robust. In the absence of corruptions, PSS($2$)'s performance guarantee matches SH's. We show that when the CPS is sufficiently large, no algorithm can achieve a BAI probability tending to $1$ as $T\rightarrow \infty$. Numerical experiments corroborate our theoretical findings.

cs.LG

Thompson Sampling Algorithms for Cascading Bandits

Motivated by the pressing need for efficient optimization in online recommender systems, we revisit the cascading bandit model proposed by Kveton et al. (2015). While Thompson sampling (TS) algorithms have been shown to be empirically superior to Upper Confidence Bound (UCB) algorithms for cascading bandits, theoretical guarantees are only known for the latter. In this paper, we first provide a problem-dependent upper bound on the regret of a TS algorithm with Beta-Bernoulli updates; this upper bound is tighter than a recent derivation under a more general setting by Huyuk and Tekin (2019). Next, we design and analyze another TS algorithm with Gaussian updates, TS-Cascade. TS-Cascade achieves the state-of-the-art regret bound for cascading bandits. Complementarily, we consider a linear generalization of the cascading bandit model, which allows efficient learning in large cascading bandit problem instances. We introduce and analyze a TS algorithm, which enjoys a regret bound that depends on the dimension of the linear model but not the number of items. Finally, by using information-theoretic techniques and judiciously constructing cascading bandit instances, we derive a nearly matching regret lower bound for the standard model. Our paper establishes the first theoretical guarantees on TS algorithms for stochastic combinatorial bandit problem model with partial feedback. Numerical experiments demonstrate the superiority of the proposed TS algorithms compared to existing UCB-based ones.

cs.LG

Best Arm Identification for Cascading Bandits in the Fixed Confidence Setting

We design and analyze CascadeBAI, an algorithm for finding the best set of $K$ items, also called an arm, within the framework of cascading bandits. An upper bound on the time complexity of CascadeBAI is derived by overcoming a crucial analytical challenge, namely, that of probabilistically estimating the amount of available feedback at each step. To do so, we define a new class of random variables (r.v.'s) which we term as left-sided sub-Gaussian r.v.'s; these are r.v.'s whose cumulant generating functions (CGFs) can be bounded by a quadratic only for non-positive arguments of the CGFs. This enables the application of a sufficiently tight Bernstein-type concentration inequality. We show, through the derivation of a lower bound on the time complexity, that the performance of CascadeBAI is optimal in some practical regimes. Finally, extensive numerical simulations corroborate the efficacy of CascadeBAI as well as the tightness of our upper bound on its time complexity.

cs.LG