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Iterative Nash Policy Optimization: Aligning LLMs with General Preferences via No-Regret Learning

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arxiv 2407.00617 v4 pith:T4G7BAVU submitted 2024-06-30 cs.LG cs.AIcs.CLcs.GT

classification cs.LGcs.AIcs.CLcs.GT
keywords policyrlhfhumaninpolearningnashpreferencesrate
verification ladder T0 review T1 audit T2 compute T3 formal
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Reinforcement Learning with Human Feedback (RLHF) has achieved great success in aligning large language models (LLMs) with human preferences. Prevalent RLHF approaches are reward-based, following the Bradley-Terry (BT) model assumption, which may not fully capture the complexity of human preferences. In this paper, we explore RLHF under a general preference framework and approach it from a game-theoretic perspective. Specifically, we formulate the problem as a two-player game and propose a novel online algorithm, iterative Nash policy optimization (INPO). The key idea is to let the policy play against itself via no-regret learning, thereby approximating the Nash policy. Unlike previous methods, INPO bypasses the need for estimating the expected win rate for individual responses, which typically incurs high computational or annotation costs. Instead, we introduce a new loss objective that is directly minimized over a preference dataset. We provide theoretical analysis for our approach and demonstrate its effectiveness through experiments on various representative benchmarks. With an LLaMA-3-8B-based SFT model, INPO achieves a 42.6% length-controlled win rate on AlpacaEval 2.0 and a 37.8% win rate on Arena-Hard, showing substantial improvement over the state-of-the-art online RLHF algorithms.

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Forward citations

Cited by 4 Pith papers

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. Sign-SZPO: Provable Preference-based Reinforcement Learning with an Unknown Link Function

    cs.LG 2025-06 conditional novelty 7.0 of 10

    ZSPO provably converges to a stationary policy using only the sign of preference feedback, without knowing the link function between preferences and rewards.

  2. Your Self-Play Algorithm is Secretly an Adversarial Imitator: Understanding LLM Self-Play through the Lens of Imitation Learning

    cs.LG 2026-02 conditional novelty 6.0 of 10

    LLM self-play finetuning is equivalent to adversarial imitation learning; the chi-squared regularized variant SPIF bounds rewards and improves stability.

  3. Reward Shaping for (Inference-Time) Alignment: A Stackelberg Game Perspective

    cs.LG 2026-01 conditional novelty 5.0 of 10

    The optimal reward for KL-regularized LLM alignment is a threshold function—reward B above a prompt-dependent cutoff, 0 below—which can be estimated from base-model samples and integrated into decoding-time alignment.

  4. Safety Game: Inference-Time Alignment of Black-Box LLMs via Constrained Optimization

    cs.LG 2025-10 reject novelty 4.0 of 10

    A linear-programming 'safety game' selects among LLM candidate answers to maximize helpfulness under a self-reported risk cap, improving safety-benchmark accuracy over reranking baselines in multiple-choice settings.

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