Abstract:Self-play post-training methods has emerged as an effective approach for finetuning large language models and turn the weak language model into strong language model without preference data. However, the theoretical foundations for self-play finetuning remain underexplored. In this work, we tackle this by connecting self-play finetuning with adversarial imitation learning by formulating finetuning procedure as a min-max game between the model and a regularized implicit reward player parameterized by the model itself. This perspective unifies self-play imitation and general preference alignment within a common framework. Under this formulation, we present a game-theoretic analysis showing that the self-play finetuning will converge to it's equilibrium. Guided by this theoretical formulation, we propose a new self-play imitation finetuning algorithm based on the $χ^2$-divergence variational objective with bounded rewards and improved stability. Experiments on various of language model finetuning tasks demonstrate consistent improvements over existing self-play methods and validate our theoretical insights.
Abstract:We consider the offline imitation learning from observations (LfO) where the expert demonstrations are scarce and the available offline suboptimal data are far from the expert behavior. Many existing distribution-matching approaches struggle in this regime because they impose strict support constraints and rely on brittle one-step models, making it hard to extract useful signal from imperfect data. To tackle this challenge, we propose TGE, a trajectory-level generative embedding for offline LfO that constructs a dense, smooth surrogate reward by estimating expert state density in the latent space of a temporal diffusion model trained on offline trajectory data. By leveraging the smooth geometry of the learned diffusion embedding, TGE captures long-horizon temporal dynamics and effectively bridges the gap between disjoint supports, ensuring a robust learning signal even when offline data is distributionally distinct from the expert. Empirically, the proposed approach consistently matches or outperforms prior offline LfO methods across a range of D4RL locomotion and manipulation benchmarks.
Abstract:Offline reinforcement learning (RL) enables policy learning from fixed datasets without further environment interaction, making it particularly valuable in high-risk or costly domains. Extreme $Q$-Learning (XQL) is a recent offline RL method that models Bellman errors using the Extreme Value Theorem, yielding strong empirical performance. However, XQL and its stabilized variant MXQL suffer from notable limitations: both require extensive hyperparameter tuning specific to each dataset and domain, and also exhibit instability during training. To address these issues, we proposed a principled method to estimate the temperature coefficient $β$ via quantile regression under mild assumptions. To further improve training stability, we introduce a value regularization technique with mild generalization, inspired by recent advances in constrained value learning. Experimental results demonstrate that the proposed algorithm achieves competitive or superior performance across a range of benchmark tasks, including D4RL and NeoRL2, while maintaining stable training dynamics and using a consistent set of hyperparameters across all datasets and domains.
Abstract:We study online adversarial imitation learning (AIL), where an agent learns from offline expert demonstrations and interacts with the environment online without access to rewards. Despite strong empirical results, the benefits of online interaction and the impact of stochasticity remain poorly understood. We address these gaps by introducing a model-based AIL algorithm (MB-AIL) and establish its horizon-free, second-order sample-complexity guarantees under general function approximations for both expert data and reward-free interactions. These second-order bounds provide an instance-dependent result that can scale with the variance of returns under the relevant policies and therefore tighten as the system approaches determinism. Together with second-order, information-theoretic lower bounds on a newly constructed hard-instance family, we show that MB-AIL attains minimax-optimal sample complexity for online interaction (up to logarithmic factors) with limited expert demonstrations and matches the lower bound for expert demonstrations in terms of the dependence on horizon $H$, precision $\epsilon$ and the policy variance $\sigma^2$. Experiments further validate our theoretical findings and demonstrate that a practical implementation of MB-AIL matches or surpasses the sample efficiency of existing methods.
Abstract:Large language models have led to significant progress across many NLP tasks, although their massive sizes often incur substantial computational costs. Distillation has become a common practice to compress these large and highly capable models into smaller, more efficient ones. Many existing language model distillation methods can be viewed as behavior cloning from the perspective of imitation learning or inverse reinforcement learning. This viewpoint has inspired subsequent studies that leverage (inverse) reinforcement learning techniques, including variations of behavior cloning and temporal difference learning methods. Rather than proposing yet another specific temporal difference method, we introduce a general framework for temporal difference-based distillation by exploiting the distributional sparsity of the teacher model. Specifically, it is often observed that language models assign most probability mass to a small subset of tokens. Motivated by this observation, we design a temporal difference learning framework that operates on a reduced action space (a subset of vocabulary), and demonstrate how practical algorithms can be derived and the resulting performance improvements.
Abstract:Imitation Learning (IL) has achieved remarkable success across various domains, including robotics, autonomous driving, and healthcare, by enabling agents to learn complex behaviors from expert demonstrations. However, existing IL methods often face instability challenges, particularly when relying on adversarial reward or value formulations in world model frameworks. In this work, we propose a novel approach to online imitation learning that addresses these limitations through a reward model based on random network distillation (RND) for density estimation. Our reward model is built on the joint estimation of expert and behavioral distributions within the latent space of the world model. We evaluate our method across diverse benchmarks, including DMControl, Meta-World, and ManiSkill2, showcasing its ability to deliver stable performance and achieve expert-level results in both locomotion and manipulation tasks. Our approach demonstrates improved stability over adversarial methods while maintaining expert-level performance.
Abstract:Trapped by the label scarcity in molecular property prediction and drug design, graph contrastive learning (GCL) came forward. Leading contrastive learning works show two kinds of view generators, that is, random or learnable data corruption and domain knowledge incorporation. While effective, the two ways also lead to molecular semantics altering and limited generalization capability, respectively. To this end, we relate the \textbf{L}in\textbf{E} graph with \textbf{MO}lecular graph co\textbf{N}trastive learning and propose a novel method termed \textit{LEMON}. Specifically, by contrasting the given graph with the corresponding line graph, the graph encoder can freely encode the molecular semantics without omission. Furthermore, we present a new patch with edge attribute fusion and two local contrastive losses enhance information transmission and tackle hard negative samples. Compared with state-of-the-art (SOTA) methods for view generation, superior performance on molecular property prediction suggests the effectiveness of our proposed framework.
Abstract:Imitation learning (IL) enables agents to acquire skills directly from expert demonstrations, providing a compelling alternative to reinforcement learning. However, prior online IL approaches struggle with complex tasks characterized by high-dimensional inputs and complex dynamics. In this work, we propose a novel approach to online imitation learning that leverages reward-free world models. Our method learns environmental dynamics entirely in latent spaces without reconstruction, enabling efficient and accurate modeling. We adopt the inverse soft-Q learning objective, reformulating the optimization process in the Q-policy space to mitigate the instability associated with traditional optimization in the reward-policy space. By employing a learned latent dynamics model and planning for control, our approach consistently achieves stable, expert-level performance in tasks with high-dimensional observation or action spaces and intricate dynamics. We evaluate our method on a diverse set of benchmarks, including DMControl, MyoSuite, and ManiSkill2, demonstrating superior empirical performance compared to existing approaches.




Abstract:Existing self-supervised methods in natural language processing (NLP), especially hierarchical text classification (HTC), mainly focus on self-supervised contrastive learning, extremely relying on human-designed augmentation rules to generate contrastive samples, which can potentially corrupt or distort the original information. In this paper, we tend to investigate the feasibility of a contrastive learning scheme in which the semantic and syntactic information inherent in the input sample is adequately reserved in the contrastive samples and fused during the learning process. Specifically, we propose an information lossless contrastive learning strategy for HTC, namely \textbf{H}ierarchy-aware \textbf{I}nformation \textbf{L}ossless contrastive \textbf{L}earning (HILL), which consists of a text encoder representing the input document, and a structure encoder directly generating the positive sample. The structure encoder takes the document embedding as input, extracts the essential syntactic information inherent in the label hierarchy with the principle of structural entropy minimization, and injects the syntactic information into the text representation via hierarchical representation learning. Experiments on three common datasets are conducted to verify the superiority of HILL.
Abstract:Deep generative models have recently emerged as an effective approach to offline reinforcement learning. However, their large model size poses challenges in computation. We address this issue by proposing a knowledge distillation method based on data augmentation. In particular, high-return trajectories are generated from a conditional diffusion model, and they are blended with the original trajectories through a novel stitching algorithm that leverages a new reward generator. Applying the resulting dataset to behavioral cloning, the learned shallow policy whose size is much smaller outperforms or nearly matches deep generative planners on several D4RL benchmarks.