Details of the Researcher

PHOTO

Kaito Ariu
Section
Center for Data-driven Science and Artificial Intelligence
Job title
Specially Appointed Assistant Professor(Research)
Degree
  • Ph.D. (Electrical Engineering) (KTH Royal Institute of Technology)

e-Rad No.
80984286

Research History 2

  • 2026/06 - Present
    Tohoku University Center for Data-driven Science and Artificial Intelligence Division for Artificial Intelligence Project Assistant Professor

  • 2021 - Present
    CyberAgent, Inc. AI Lab Research Scientist

Education 1

  • KTH Royal Institute of Technology EECS, Doctoral Program Division of Decision and Control Systems

    2018 - 2023

Committee Memberships 7

  • AAAI Conference on Artificial Intelligence (AAAI 2026) Senior Program Committee Member

    2026 -

  • International Conference on Learning Representations (ICLR 2026) Area Chair

    2026 -

  • Annual Conference on Neural Information Processing Systems (NeurIPS 2026) Area Chair

    2026 -

  • The 43rd International Conference on Machine Learning (ICML 2026) Area Chair

    2026 -

  • The Thirty-Ninth Annual Conference on Neural Information Processing Systems (NeurIPS 2025) Area Chair

    2025 -

  • The 42nd International Conference on Machine Learning (ICML 2025) Area Chair

    2025 -

  • The Thirty-eighth Annual Conference on Neural Information Processing Systems (NeurIPS 2024) Area Chair

    2024 -

Show all ︎Show first 5

Awards 18

  1. 言語処理学会第31回年次大会 優秀賞

    2025/03 テキスト生成における最小ベイズリスク復号の理論的な理解に向けて

  2. Top Reviewer NeurIPS 2023

    2023/11 NeurIPS

  3. Iizuka Takeshi Scholarship Foundation

    2018

  4. The Nakajima Foundation Scholarship for study abroad

    2017/09

  5. JSPS Research Fellowships for Young Scientists DC1

    2017/04

  6. Designated as a member of Masayoshi Son (Founder of Softbank) Foundation

    2017

  7. Pre-SEUT scholarship

    2016/10

  8. Exemption from Repayment of JASSO Scholarship Loan

    2016/05

  9. 日本学生支援機構第二種奨学金(短期留学) 採用

    2016/02

  10. 1st Place Paper Award for Young Scientists, 59th Symposium on Space Science and Technology

    2016/02

  11. Tobitate Japan overseas scholarship program

    2016/02

  12. Advances in Space Research - Most Downloaded Article in the last 90 days, A dimensionless relative trajectory estimation algorithm for autonomous imaging of a small astronomical body in a close distance flyby

    2016

  13. NEC C&C Foundation grants for the prentation at an international conference

    2015/10

  14. Selected member of the Global Leader Program for Social Design and Management

    2015/10

  15. Selected member of a Workshop for Interdisciplinary Global Engineers Program to visit MIT

    2015/09

  16. Distinction Award of Hybrid Art, Prix Ars Electronica 2015, ARTSAT1:INVADER team

    2015/05

  17. The University of Tokyo President's Award for PROCYON mission

    2015/03 The University of Tokyo

  18. Japan Society for Aeronautical and Space Sciences Student Award (Graduated with highest honors)

    2015/03

Show all ︎Show 5

Papers 47

  1. Adaptive Joint Testing of Policies in Discounted Markov Decision Processes Peer-reviewed

    Po-An Wang, Kaito Ariu

    NeurIPS 39 2026/12

  2. Posterior Tracking for Best-Arm Identification in Bernoulli Bandits Peer-reviewed

    Kaito Ariu, Junpei Komiyama

    NeurIPS 39 2026/12

  3. Consensus Group Relative Policy Optimization for Text Generation Peer-reviewed

    Yuki Ichihara, Yuu Jinnai, Kaito Ariu, Eiji Uchibe

    EMNLP 2026 (Main Conference) 2026/10

  4. Last-Iterate Convergence of Regularized Gradient Methods for Stochastic Monotone Variational Inequalities Peer-reviewed

    Shinji Ito, Taira Tsuchiya, Kaito Ariu, Kenshi Abe

    ICML 306 50047-50071 2026/07

    Publisher: PMLR

  5. Asymmetric Perturbation in Solving Bilinear Saddle-Point Optimization Peer-reviewed

    Kenshi Abe, Mitsuki Sakamoto, Kaito Ariu, Atsushi Iwasaki

    ICML (Oral) 306 150-184 2026/07

    Publisher: PMLR

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    This paper proposes an asymmetric perturbation technique for solving saddle-point optimization problems, commonly arising in min-max problems, game theory, and constrained optimization. Perturbing payoffs or values are known to be effective in stabilizing learning dynamics and finding an exact solution or equilibrium. However, it requires careful adjustment of the perturbation magnitude; otherwise, learning dynamics converge to only an equilibrium. We establish an impossibility result that it almost never reaches an exact equilibrium as long as both players' payoff functions are perturbed. To overcome this, we introduce an asymmetric perturbation approach, where only one player's payoff function is perturbed. This ensures convergence to an equilibrium without requiring parameter adjustments, provided the perturbation strength parameter is sufficiently low. Furthermore, we empirically demonstrate fast convergence toward equilibria in both normal-form and extensive-form games.

  6. Policy Testing in Markov Decision Processes Peer-reviewed

    Kaito Ariu, Po-An Wang, Alexandre Proutiere, Kenshi Abe

    AISTATS 2026/05

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    We study the policy testing problem in discounted Markov decision processes (MDPs) under the fixed-confidence setting. The goal is to determine whether the value of a given policy exceeds a specified threshold while minimizing the number of observations. We begin by deriving an instance-specific lower bound that any algorithm must satisfy. This lower bound is characterized as the solution to an optimization problem with non-convex constraints. We propose a policy testing algorithm inspired by this optimization problem--a common approach in pure exploration problems such as best-arm identification, where asymptotically optimal algorithms often stem from such optimization-based characterizations. As for other pure exploration tasks in MDPs, however, the non-convex constraints in the lower-bound problem present significant challenges, raising doubts about whether statistically optimal and computationally tractable algorithms can be designed. To address this, we reformulate the lower-bound problem by interchanging the roles of the objective and the constraints, yielding an alternative problem with a non-convex objective but convex constraints. Strikingly, this reformulated problem admits an interpretation as a policy optimization task in a newly constructed reversed MDP. Leveraging recent advances in policy gradient methods, we efficiently solve this problem and use it to design a policy testing algorithm that is statistically optimal--matching the instance-specific lower bound on sample complexity--while remaining computationally tractable. We validate our approach with numerical experiments.

  7. Time-Varyingness in Auction Breaks Revenue Equivalence Peer-reviewed

    Yuma Fujimoto, Kaito Ariu, Kenshi Abe

    AAMAS (extended abstract) 2026/05

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    Auction is one of the most representative buying-selling systems. A celebrated study shows that the seller's expected revenue is equal in equilibrium, regardless of the type of auction, typically first-price and second-price auctions. Here, however, we hypothesize that when some auction environments vary with time, this revenue equivalence may not be maintained. In second-price auctions, the equilibrium strategy is robustly feasible. Conversely, in first-price auctions, the buyers must continue to adapt their strategies according to the environment of the auction. Surprisingly, we prove that revenue equivalence can be broken in both directions. First-price auctions bring larger or smaller revenue than second-price auctions, case by case, depending on how the value of an item varies. Our experiments also demonstrate revenue inequivalence in various scenarios, where the value varies periodically or randomly. This study uncovers a phenomenon, the breaking of revenue equivalence by the time-varyingness in auctions, that likely occurs in real-world auctions, revealing its underlying mechanism.

  8. What you reward is what you learn: Comparing rewards for online speech policy optimization in public HRI Peer-reviewed

    Sichao Song, Yuki Okafuji, Kaito Ariu, Amy Koike

    The 21st ACM/IEEE International Conference on Human-Robot Interaction (HRI 2026) 2026/03

  9. The Role of Contextual Information in Best Arm Identification Peer-reviewed

    Masahiro Kato, Kaito Ariu

    Journal of Machine Learning Research 27 (51) 1-61 2026/03

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    We study the best-arm identification problem with fixed confidence when contextual (covariate) information is available in stochastic bandits. Although we can use contextual information in each round, we are interested in the marginalized mean reward over the contextual distribution. Our goal is to identify the best arm with a minimal number of samplings under a given value of the error rate. We show the instance-specific sample complexity lower bounds for the problem. Then, we propose a context-aware version of the "Track-and-Stop" strategy, wherein the proportion of the arm draws tracks the set of optimal allocations and prove that the expected number of arm draws matches the lower bound asymptotically. We demonstrate that contextual information can be used to improve the efficiency of the identification of the best marginalized mean reward compared with the results of Garivier & Kaufmann (2016). We experimentally confirm that context information contributes to faster best-arm identification.

  10. Learning from Delayed Feedback in Games via Extra Prediction Peer-reviewed

    Yuma Fujimoto, Kenshi Abe, Kaito Ariu

    NeurIPS 2025/12

  11. Last Iterate Convergence in Monotone Mean Field Games Peer-reviewed

    Noboru Isobe, Kenshi Abe, Kaito Ariu

    NeurIPS 2025/12

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    Mean Field Game (MFG) is a framework utilized to model and approximate the behavior of a large number of agents, and the computation of equilibria in MFG has been a subject of interest. Despite the proposal of methods to approximate the equilibria, algorithms where the sequence of updated policy converges to equilibrium, specifically those exhibiting last-iterate convergence, have been limited. We propose the use of a simple, proximal-point-type algorithm to compute equilibria for MFGs. Subsequently, we provide the first last-iterate convergence guarantee under the Lasry--Lions-type monotonicity condition. We further employ the Mirror Descent algorithm for the regularized MFG to efficiently approximate the update rules of the proximal point method for MFGs. We demonstrate that the algorithm can approximate with an accuracy of $\varepsilon$ after $\mathcal{O}({\log(1/\varepsilon)})$ iterations. This research offers a tractable approach for large-scale and large-population games.

  12. Theoretical Guarantees for Minimum Bayes Risk Decoding Peer-reviewed

    Yuki Ichihara, Yuu Jinnai, Kaito Ariu, Tetsuro Morimura, Eiji Uchibe

    ACL (main) 2025/07

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    Minimum Bayes Risk (MBR) decoding optimizes output selection by maximizing the expected utility value of an underlying human distribution. While prior work has shown the effectiveness of MBR decoding through empirical evaluation, few studies have analytically investigated why the method is effective. As a result of our analysis, we show that, given the size $n$ of the reference hypothesis set used in computation, MBR decoding approaches the optimal solution with high probability at a rate of $O\left(n^{-\frac{1}{2 } }\right)$, under certain assumptions, even though the language space $Y$ is significantly larger $Y\gg n$. This result helps to theoretically explain the strong performance observed in several prior empirical studies on MBR decoding. In addition, we provide the performance gap for maximum-a-posteriori (MAP) decoding and compare it to MBR decoding. The result of this paper indicates that MBR decoding tends to converge to the optimal solution faster than MAP decoding in several cases.

  13. Revisiting Instance-Optimal Cluster Recovery in the Labeled Stochastic Block Model Peer-reviewed

    Kaito Ariu, Alexandre Proutiere, Se-Young Yun

    ICML 2025/07

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    We consider the problem of recovering hidden communities in the Labeled Stochastic Block Model (LSBM) with a finite number of clusters, where cluster sizes grow linearly with the total number $n$ of items. In the LSBM, a label is (independently) observed for each pair of items. Our objective is to devise an efficient algorithm that recovers clusters using the observed labels. To this end, we revisit instance-specific lower bounds on the expected number of misclassified items satisfied by any clustering algorithm. We present Instance-Adaptive Clustering (IAC), the first algorithm whose performance matches these lower bounds both in expectation and with high probability. IAC consists of a one-time spectral clustering algorithm followed by an iterative likelihood-based cluster assignment improvement. This approach is based on the instance-specific lower bound and does not require any model parameters, including the number of clusters. By performing the spectral clustering only once, IAC maintains an overall computational complexity of $\mathcal{O}(n \text{polylog}(n))$. We illustrate the effectiveness of our approach through numerical experiments.

  14. Global Behavior of Learning Dynamics in Zero-Sum Games with Memory Asymmetry Peer-reviewed

    Yuma Fujimoto, Kaito Ariu, Kenshi Abe

    AAMAS (full paper) 2025/05

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    This study examines the global behavior of dynamics in learning in games between two players, X and Y. We consider the simplest situation for memory asymmetry between two players: X memorizes the other Y's previous action and uses reactive strategies, while Y has no memory. Although this memory complicates the learning dynamics, we discover two novel quantities that characterize the global behavior of such complex dynamics. One is an extended Kullback-Leibler divergence from the Nash equilibrium, a well-known conserved quantity from previous studies. The other is a family of Lyapunov functions of X's reactive strategy. These two quantities capture the global behavior in which X's strategy becomes more exploitative, and the exploited Y's strategy converges to the Nash equilibrium. Indeed, we theoretically prove that Y's strategy globally converges to the Nash equilibrium in the simplest game equipped with an equilibrium in the interior of strategy spaces. Furthermore, our experiments also suggest that this global convergence is universal for more advanced zero-sum games than the simplest game. This study provides a novel characterization of the global behavior of learning in games through a couple of indicators.

  15. Nash Equilibrium and Learning Dynamics in Three-Player Matching $m$-Action Games Peer-reviewed

    Yuma Fujimoto, Kaito Ariu, Kenshi Abe

    AAMAS (extended abstract) 2025/05

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    Learning in games discusses the processes where multiple players learn their optimal strategies through the repetition of game plays. The dynamics of learning between two players in zero-sum games, such as matching pennies, where their benefits are competitive, have already been well analyzed. However, it is still unexplored and challenging to analyze the dynamics of learning among three players. In this study, we formulate a minimalistic game where three players compete to match their actions with one another. Although interaction among three players diversifies and complicates the Nash equilibria, we fully analyze the equilibria. We also discuss the dynamics of learning based on some famous algorithms categorized into Follow the Regularized Leader. From both theoretical and experimental aspects, we characterize the dynamics by categorizing three-player interactions into three forces to synchronize their actions, switch their actions rotationally, and seek competition.

  16. Return-Aligned Decision Transformer Peer-reviewed

    Tsunehiko Tanaka, Kenshi Abe, Kaito Ariu, Tetsuro Morimura, Edgar Simo-Serra

    Transactions on Machine Learning Research 2025/05

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    Traditional approaches in offline reinforcement learning aim to learn the optimal policy that maximizes the cumulative reward, also known as return. However, as applications broaden, it becomes increasingly crucial to train agents that not only maximize the returns, but align the actual return with a specified target return, giving control over the agent's performance. Decision Transformer (DT) optimizes a policy that generates actions conditioned on the target return through supervised learning and is equipped with a mechanism to control the agent using the target return. Despite being designed to align the actual return with the target return, we have empirically identified a discrepancy between the actual return and the target return in DT. In this paper, we propose Return-Aligned Decision Transformer (RADT), designed to effectively align the actual return with the target return. Our model decouples returns from the conventional input sequence, which typically consists of returns, states, and actions, to enhance the relationships between returns and states, as well as returns and actions. Extensive experiments show that RADT reduces the discrepancies between the actual return and the target return of DT-based methods.

  17. Boosting Perturbed Gradient Ascent for Last-Iterate Convergence in Games Peer-reviewed

    Kenshi Abe, Mitsuki Sakamoto, Kaito Ariu, Atsushi Iwasaki

    ICLR 2025/04

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    This paper presents a payoff perturbation technique, introducing a strong convexity to players' payoff functions in games. This technique is specifically designed for first-order methods to achieve last-iterate convergence in games where the gradient of the payoff functions is monotone in the strategy profile space, potentially containing additive noise. Although perturbation is known to facilitate the convergence of learning algorithms, the magnitude of perturbation requires careful adjustment to ensure last-iterate convergence. Previous studies have proposed a scheme in which the magnitude is determined by the distance from a periodically re-initialized anchoring or reference strategy. Building upon this, we propose Gradient Ascent with Boosting Payoff Perturbation, which incorporates a novel perturbation into the underlying payoff function, maintaining the periodically re-initializing anchoring strategy scheme. This innovation empowers us to provide faster last-iterate convergence rates against the existing payoff perturbed algorithms, even in the presence of additive noise.

  18. Regularized Best-of-N Sampling with Minimum Bayes Risk Objective for Language Model Alignment Peer-reviewed

    Yuu Jinnai, Tetsuro Morimura, Kaito Ariu, Kenshi Abe

    NAACL (main) 2025/04

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    Best-of-N (BoN) sampling with a reward model has been shown to be an effective strategy for aligning Large Language Models (LLMs) to human preferences at the time of decoding. BoN sampling is susceptible to a problem known as reward hacking. Because the reward model is an imperfect proxy for the true objective, over-optimizing its value can compromise its performance on the true objective. A common solution to prevent reward hacking in preference learning techniques is to optimize a reward using proximity regularization (e.g., KL regularization), which ensures that the language model remains close to the reference model. In this research, we propose Regularized Best-of-N (RBoN), a variant of BoN that aims to mitigate reward hacking by incorporating a proximity term in response selection, similar to preference learning techniques. We evaluate two variants of RBoN on the AlpacaFarm dataset and find that they outperform BoN, especially when the proxy reward model has a low correlation with the true objective.

  19. Efficient Creative Selection in Online Advertising using Top-Two Thompson Sampling Peer-reviewed

    Daiki Katsuragawa, Yusuke Kaneko, Kaito Ariu, Kenshi Abe

    WSDM (Industry Day) 2025/03

  20. Synchronization behind Learning in Periodic Zero-Sum Games Triggers Divergence from Nash equilibrium Peer-reviewed

    Yuma Fujimoto, Kaito Ariu, Kenshi Abe

    AAAI 2025/02

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    Learning in zero-sum games studies a situation where multiple agents competitively learn their strategy. In such multi-agent learning, we often see that the strategies cycle around their optimum, i.e., Nash equilibrium. When a game periodically varies (called a ``periodic'' game), however, the Nash equilibrium moves generically. How learning dynamics behave in such periodic games is of interest but still unclear. Interestingly, we discover that the behavior is highly dependent on the relationship between the two speeds at which the game changes and at which players learn. We observe that when these two speeds synchronize, the learning dynamics diverge, and their time-average does not converge. Otherwise, the learning dynamics draw complicated cycles, but their time-average converges. Under some assumptions introduced for the dynamical systems analysis, we prove that this behavior occurs. Furthermore, our experiments observe this behavior even if removing these assumptions. This study discovers a novel phenomenon, i.e., synchronization, and gains insight widely applicable to learning in periodic games.

  21. The Power of Perturbation under Sampling in Solving Extensive-Form Games

    Wataru Masaka, Mitsuki Sakamoto, Kenshi Abe, Kaito Ariu, Tuomas Sandholm, Atsushi Iwasaki

    2025/01/28

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    This paper investigates how perturbation does and does not improve the Follow-the-Regularized-Leader (FTRL) algorithm in imperfect-information extensive-form games. Perturbing the expected payoffs guarantees that the FTRL dynamics reach an approximate equilibrium, and proper adjustments of the magnitude of the perturbation lead to a Nash equilibrium (\textit{last-iterate convergence}). This approach is robust even when payoffs are estimated using sampling -- as is the case for large games -- while the optimistic approach often becomes unstable. Building upon those insights, we first develop a general framework for perturbed FTRL algorithms under \textit{sampling}. We then empirically show that in the last-iterate sense, the perturbed FTRL consistently outperforms the non-perturbed FTRL. We further identify a divergence function that reduces the variance of the estimates for perturbed payoffs, with which it significantly outperforms the prior algorithms on Leduc poker (whose structure is more asymmetric in a sense than that of the other benchmark games) and consistently performs smooth convergence behavior on all the benchmark games.

  22. Evaluation of Best-of-N Sampling Strategies for Language Model Alignment Peer-reviewed

    Yuki Ichihara, Yuu Jinnai, Tetsuro Morimura, Kenshi Abe, Kaito Ariu, Mitsuki Sakamoto, Eiji Uchibe

    Transactions on Machine Learning Research 2025/01

  23. A Comment on “Adaptive Treatment Assignment in Experiments for Policy Choice” (2021) Peer-reviewed

    Kaito Ariu, Masahiro Kato, Junpei Komiyama, Kenichiro McAlinn, Chao Qin

    Econometrica 2025/01

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    We consider the "policy choice" problem -- otherwise known as best arm identification in the bandit literature -- proposed by Kasy and Sautmann (2021) for adaptive experimental design. Theorem 1 of Kasy and Sautmann (2021) provides three asymptotic results that give theoretical guarantees for exploration sampling developed for this setting. We first show that the proof of Theorem 1 (1) has technical issues, and the proof and statement of Theorem 1 (2) are incorrect. We then show, through a counterexample, that Theorem 1 (3) is false. For the former two, we correct the statements and provide rigorous proofs. For Theorem 1 (3), we propose an alternative objective function, which we call posterior weighted policy regret, and derive the asymptotic optimality of exploration sampling.

  24. Filtered Direct Preference Optimization Peer-reviewed

    Tetsuro Morimura, Mitsuki Sakamoto, Yuu Jinnai, Kenshi Abe, Kaito Ariu

    EMNLP (main) 2024/11

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    Reinforcement learning from human feedback (RLHF) plays a crucial role in aligning language models with human preferences. While the significance of dataset quality is generally recognized, explicit investigations into its impact within the RLHF framework, to our knowledge, have been limited. This paper addresses the issue of text quality within the preference dataset by focusing on Direct Preference Optimization (DPO), an increasingly adopted reward-model-free RLHF method. We confirm that text quality significantly influences the performance of models optimized with DPO more than those optimized with reward-model-based RLHF. Building on this new insight, we propose an extension of DPO, termed filtered direct preference optimization (fDPO). fDPO uses a trained reward model to monitor the quality of texts within the preference dataset during DPO training. Samples of lower quality are discarded based on comparisons with texts generated by the model being optimized, resulting in a more accurate dataset. Experimental results demonstrate that fDPO enhances the final model performance. Our code is available at https://github.com/CyberAgentAILab/filtered-dpo.

  25. Hyperparameter-Free Approach for Faster Minimum Bayes Risk Decoding Peer-reviewed

    Yuu Jinnai, Kaito Ariu

    ACL (Findings) 2024/08

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    Minimum Bayes-Risk (MBR) decoding is shown to be a powerful alternative to beam search decoding for a wide range of text generation tasks. However, MBR requires a huge amount of time for inference to compute the MBR objective, which makes the method infeasible in many situations where response time is critical. Confidence-based pruning (CBP) (Cheng and Vlachos, 2023) has recently been proposed to reduce the inference time in machine translation tasks. Although it is shown to significantly reduce the amount of computation, it requires hyperparameter tuning using a development set to be effective. To this end, we propose Approximate Minimum Bayes-Risk (AMBR) decoding, a hyperparameter-free method to run MBR decoding approximately. AMBR is derived from the observation that the problem of computing the sample-based MBR objective is the medoid identification problem. AMBR uses the Correlated Sequential Halving (CSH) algorithm (Baharav and Tse, 2019), the best approximation algorithm to date for the medoid identification problem, to compute the sample-based MBR objective. We evaluate AMBR on machine translation, text summarization, and image captioning tasks. The results show that AMBR achieves on par with CBP, with CBP selecting hyperparameters through an Oracle for each given computation budget.

  26. Matroid Semi-Bandits in Sublinear Time Peer-reviewed

    Ruo-Chun Tzeng, Naoto Ohsaka, Kaito Ariu

    ICML 2024/07

  27. Model-Based Minimum Bayes Risk Decoding Peer-reviewed

    Yuu Jinnai, Tetsuro Morimura, Ukyo Honda, Kaito Ariu, Kenshi Abe

    ICML 2024/07

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    Minimum Bayes Risk (MBR) decoding has been shown to be a powerful alternative to beam search decoding in a variety of text generation tasks. MBR decoding selects a hypothesis from a pool of hypotheses that has the least expected risk under a probability model according to a given utility function. Since it is impractical to compute the expected risk exactly over all possible hypotheses, two approximations are commonly used in MBR. First, it integrates over a sampled set of hypotheses rather than over all possible hypotheses. Second, it estimates the probability of each hypothesis using a Monte Carlo estimator. While the first approximation is necessary to make it computationally feasible, the second is not essential since we typically have access to the model probability at inference time. We propose Model-Based MBR (MBMBR), a variant of MBR that uses the model probability itself as the estimate of the probability distribution instead of the Monte Carlo estimate. We show analytically and empirically that the model-based estimate is more promising than the Monte Carlo estimate in text generation tasks. Our experiments show that MBMBR outperforms MBR in several text generation tasks, both with encoder-decoder models and with large language models.

  28. On Universally Optimal Algorithms for A/B Testing Peer-reviewed

    Po-An Wang, Kaito Ariu, Alexandre Proutiere

    ICML 2024/07

    DOI: 10.48550/arXiv.2308.12000  

  29. Adaptively Perturbed Mirror Descent for Learning in Games Peer-reviewed

    Kenshi Abe, Kaito Ariu, Mitsuki Sakamoto, Atsushi Iwasaki

    ICML 2024/07

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    In this paper, we address the problem of computing equilibria in monotone games. The traditional Follow the Regularized Leader algorithms fail to converge to an equilibrium even in two-player zero-sum games. Although optimistic versions of these algorithms have been proposed with last-iterate convergence guarantees, they require noiseless gradient feedback. To overcome this limitation, we present a novel framework that achieves last-iterate convergence even in the presence of noise. Our key idea involves perturbing or regularizing the payoffs or utilities of the games. This perturbation serves to pull the current strategy to an anchored strategy, which we refer to as a {\it slingshot} strategy. First, we establish the convergence rates of our framework to a stationary point near an equilibrium, regardless of the presence or absence of noise. Next, we introduce an approach to periodically update the slingshot strategy with the current strategy. We interpret this approach as a proximal point method and demonstrate its last-iterate convergence. Our framework is comprehensive, incorporating existing payoff-regularized algorithms and enabling the development of new algorithms with last-iterate convergence properties. Finally, we show that our algorithms, based on this framework, empirically exhibit faster convergence.

  30. Optimal Clustering from Noisy Binary Feedback Peer-reviewed

    Kaito Ariu, Jungseul Ok, Alexandre Proutiere, Se-Young Yun

    Machine Learning 2024/02/16

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    We study the problem of clustering a set of items from binary user feedback. Such a problem arises in crowdsourcing platforms solving large-scale labeling tasks with minimal effort put on the users. For example, in some of the recent reCAPTCHA systems, users clicks (binary answers) can be used to efficiently label images. In our inference problem, items are grouped into initially unknown non-overlapping clusters. To recover these clusters, the learner sequentially presents to users a finite list of items together with a question with a binary answer selected from a fixed finite set. For each of these items, the user provides a noisy answer whose expectation is determined by the item cluster and the question and by an item-specific parameter characterizing the {\it hardness} of classifying the item. The objective is to devise an algorithm with a minimal cluster recovery error rate. We derive problem-specific information-theoretical lower bounds on the error rate satisfied by any algorithm, for both uniform and adaptive (list, question) selection strategies. For uniform selection, we present a simple algorithm built upon the K-means algorithm and whose performance almost matches the fundamental limits. For adaptive selection, we develop an adaptive algorithm that is inspired by the derivation of the information-theoretical error lower bounds, and in turn allocates the budget in an efficient way. The algorithm learns to select items hard to cluster and relevant questions more often. We compare the performance of our algorithms with or without the adaptive selection strategy numerically and illustrate the gain achieved by being adaptive.

  31. Memory Asymmetry Creates Heteroclinic Orbits to Nash Equilibrium in Learning in Zero-Sum Games Peer-reviewed

    Yuma Fujimoto, Kaito Ariu, Kenshi Abe

    AAAI 2024/02

  32. Rate-Optimal Bayesian Simple Regret in Best Arm Identification Peer-reviewed

    Junpei Komiyama, Kaito Ariu, Masahiro Kato, Chao Qin

    Mathematics of Operations Research 2023/08/25

    Publisher: Institute for Operations Research and the Management Sciences (INFORMS)

    DOI: 10.1287/moor.2022.0011  

    ISSN: 0364-765X

    eISSN: 1526-5471

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    We consider best arm identification in the multiarmed bandit problem. Assuming certain continuity conditions of the prior, we characterize the rate of the Bayesian simple regret. Differing from Bayesian regret minimization, the leading term in the Bayesian simple regret derives from the region in which the gap between optimal and suboptimal arms is smaller than [Formula: see text]. We propose a simple and easy-to-compute algorithm with its leading term matching with the lower bound up to a constant factor; simulation results support our theoretical findings.

  33. Memory Asymmetry: A Key to Convergence in Zero-Sum Games

    Yuma Fujimoto, Kaito Ariu, Kenshi Abe

    2023/05/23

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    This study provides a new convergence mechanism in learning in games. Learning in games considers how multiple agents maximize their own rewards through repeated plays of games. Especially in two-player zero-sum games, where agents compete with each other for their rewards, the reward of the agent depends on the opponent's strategy. Thus, a critical problem emerges when both agents learn their strategy following standard algorithms such as replicator dynamics and gradient ascent; their learning dynamics often draw cycles and cannot converge to their optimal strategies, i.e., the Nash equilibrium. We tackle this problem with a novel perspective on asymmetry in learning algorithms between the agents. We consider with-memory games where the agents can store the played actions in their memories in order to choose their subsequent actions. In such games, we focus on the asymmetry in memory capacities between the agents. Interestingly, we demonstrate that learning dynamics converge to the Nash equilibrium when the agents have different memory capacities, from theoretical and experimental aspects. Moreover, we give an interpretation of this convergence; the agent with a longer memory can use a more complex strategy, endowing the utility of the other with strict concavity.

  34. Exploration of Unranked Items in Safe Online Learning to Re-Rank Peer-reviewed

    Hiroaki Shiino, Kaito Ariu, Kenshi Abe, Togashi Riku

    SIGIR (short) 2023/05/02

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    Bandit algorithms for online learning to rank (OLTR) problems often aim to maximize long-term revenue by utilizing user feedback. From a practical point of view, however, such algorithms have a high risk of hurting user experience due to their aggressive exploration. Thus, there has been a rising demand for safe exploration in recent years. One approach to safe exploration is to gradually enhance the quality of an original ranking that is already guaranteed acceptable quality. In this paper, we propose a safe OLTR algorithm that efficiently exchanges one of the items in the current ranking with an item outside the ranking (i.e., an unranked item) to perform exploration. We select an unranked item optimistically to explore based on Kullback-Leibler upper confidence bounds (KL-UCB) and safely re-rank the items including the selected one. Through experiments, we demonstrate that the proposed algorithm improves long-term regret from baselines without any safety violation.

  35. Learning in Multi-Memory Games Triggers Complex Dynamics Diverging from Nash Equilibrium. Peer-reviewed

    Yuma Fujimoto, Kaito Ariu, Kenshi Abe

    IJCAI 118-125 2023

    DOI: 10.24963/ijcai.2023/14  

  36. Last-Iterate Convergence with Full and Noisy Feedback in Two-Player Zero-Sum Games Peer-reviewed

    Kenshi Abe, Kaito Ariu, Mitsuki Sakamoto, Kentaro Toyoshima, Atsushi Iwasaki

    AISTATS abs/2208.09855 2022/08/21

    DOI: 10.48550/arXiv.2208.09855  

    More details Close

    This paper proposes Mutation-Driven Multiplicative Weights Update (M2WU) for learning an equilibrium in two-player zero-sum normal-form games and proves that it exhibits the last-iterate convergence property in both full and noisy feedback settings. In the former, players observe their exact gradient vectors of the utility functions. In the latter, they only observe the noisy gradient vectors. Even the celebrated Multiplicative Weights Update (MWU) and Optimistic MWU (OMWU) algorithms may not converge to a Nash equilibrium with noisy feedback. On the contrary, M2WU exhibits the last-iterate convergence to a stationary point near a Nash equilibrium in both feedback settings. We then prove that it converges to an exact Nash equilibrium by iteratively adapting the mutation term. We empirically confirm that M2WU outperforms MWU and OMWU in exploitability and convergence rates.

  37. Optimal Fixed-Budget Best Arm Identification using the Augmented Inverse Probability Weighting Estimator in Two-Armed Gaussian Bandits with Unknown Variances.

    Masahiro Kato, Kaito Ariu, Masaaki Imaizumi, Masatoshi Uehara, Masahiro Nomura, Chao Qin

    CoRR abs/2201.04469 2022

  38. Thresholded Lasso Bandit Peer-reviewed

    Kaito Ariu, Kenshi Abe, Alexandre Proutière

    ICML 878-928 2022

  39. Policy Choice and Best Arm Identification: Comments on "Adaptive Treatment Assignment in Experiments for Policy Choice".

    Kaito Ariu, Masahiro Kato, Junpei Komiyama, Kenichiro McAlinn

    CoRR abs/2109.08229 2021

  40. A Practical Guide of Off-Policy Evaluation for Bandit Problems

    Masahiro Kato, Kenshi Abe, Kaito Ariu, Shota Yasui

    CoRR abs/2010.12470 2020/10/23

    More details Close

    Off-policy evaluation (OPE) is the problem of estimating the value of a target policy from samples obtained via different policies. Recently, applying OPE methods for bandit problems has garnered attention. For the theoretical guarantees of an estimator of the policy value, the OPE methods require various conditions on the target policy and policy used for generating the samples. However, existing studies did not carefully discuss the practical situation where such conditions hold, and the gap between them remains. This paper aims to show new results for bridging the gap. Based on the properties of the evaluation policy, we categorize OPE situations. Then, among practical applications, we mainly discuss the best policy selection. For the situation, we propose a meta-algorithm based on existing OPE estimators. We investigate the proposed concepts using synthetic and open real-world datasets in experiments.

  41. Regret in Online Recommendation Systems. Peer-reviewed

    Kaito Ariu, Narae Ryu, Se-Young Yun, Alexandre Proutière

    Advances in Neural Information Processing Systems 33: Annual Conference on Neural Information Processing Systems 2020(NeurIPS) 2020

  42. Optimal Algorithms for Multiplayer Multi-Armed Bandits. Peer-reviewed

    Po-An Wang, Alexandre Proutière, Kaito Ariu, Yassir Jedra, Alessio Russo

    The 23rd International Conference on Artificial Intelligence and Statistics(AISTATS) 4120-4129 2020

    Publisher: PMLR

  43. Attitude determination and control system for the PROCYON micro-spacecraft Peer-reviewed

    Ikari, S., Inamori, T., Ito, T., Ariu, K., Oguri, K., Fujimoto, M., Sakai, S., Kawakatsu, Y., Funase, R.

    Transactions of the Japan Society for Aeronautical and Space Sciences 60 (3) 2017

    DOI: 10.2322/tjsass.60.181  

    ISSN: 0549-3811

  44. Chance-Constrained Path Planning with Continuous Time Safety Guarantees. Peer-reviewed

    Kaito Ariu, Cheng Fang, Márcio da Silva Arantes, Cláudio Toledo 0001, Brian Charles Williams

    The Workshops of the The Thirty-First AAAI Conference on Artificial Intelligence 2017

    Publisher: AAAI Press

  45. Design and Demonstration of the Visual Feedback Tracking System for the Close Asteroid Flyby Peer-reviewed

    Kaito Ariu, Takaya Inamori, Ryu Funase

    2016 IEEE AEROSPACE CONFERENCE 2016

    ISSN: 1095-323X

  46. PROCYON's probability analysis of accidental impact on Mars Peer-reviewed

    Sarli, B.V., Ariu, K., Yano, H.

    Advances in Space Research 57 (9) 2016

    DOI: 10.1016/j.asr.2015.11.007  

    ISSN: 1879-1948 0273-1177

  47. A dimensionless relative trajectory estimation algorithm for autonomous imaging of a small astronomical body in a close distance flyby Peer-reviewed

    Ariu, K., Inamori, T., Funase, R., Nakasuka, S.

    Advances in Space Research 58 (4) 2016

    DOI: 10.1016/j.asr.2016.05.028  

    ISSN: 1879-1948 0273-1177

Show all ︎Show first 5

Misc. 1

  1. 【採択論文紹介】A/Bテストにおいて最適な手法は何か? (ICML2024)

    Kaito Ariu

    2024/06

Research Projects 4

  1. 実世界環境への適応性を加速する逐次的意思決定手法の探求

    Kaito Ariu

    2026 - 2031

  2. ミニマックス最適化で拓く最適方策探索手法の構築

    Kaito Ariu

    2025/04 - 2030/03

  3. 本質的な構造を活かした大規模逐次的意思決定手法の構築

    蟻生 開人

    System: 日本学術振興会 2023年度 研究活動スタート支援

    Institution: 株式会社サイバーエージェント AI Lab

    2023 - 2025

  4. 共分散行列による不確定性の記述が過大な制御誤差を生む対象の制御手法の構築

    蟻生 開人

    Offer Organization: 日本学術振興会

    System: 科学研究費助成事業 特別研究員奨励費

    Category: 特別研究員奨励費

    Institution: 東京大学

    2017/04/26 - 2020/03/31

    More details Close

    今年度得られた研究成果は、以下のようにまとめられます。 第一に、近接フライバイ時の相対軌道推定アルゴリズムを新たに導出しました。具体的には、フライバイ時の相対軌道観測情報を、直交し雑音に関して互いに相関がなく独立な成分とみなせる方向に分解し、その分解した各成分への評価関数を設定し利用する推定手法を構築しました。先行研究は、画像情報における輝度重心という二次元の観測量に対して、相対軌道のすべてのパラメタを単一の関数にて評価するものでした。そのため、本来達成されうるべき精度を実現することができませんでした。本研究はそのような問題に対する一つの解決方針を提示します。 第二に、フライバイ撮像時における相対軌道推定において、宇宙機の姿勢制御の時定数に着目し、相対軌道推定精度の収束速度がミッション達成可能性に影響する根拠を明らかにしました。この結果により、新たなミッション計画時における推定アルゴリズム選択、撮像鏡の解像度、駆動鏡駆動精度等の撮像システム系全体への影響を定量的に評価し、明確な設計指針を示すことが可能となりました。 第三に、提案するアルゴリズムにて近接フライバイ時に達成しうる推定精度を画像素子上で想定されるホワイトノイズの大きさ、フライバイ時の最接近距離、推定開始時刻の観点から明らかにしました。先行研究と比較して、フライバイ最接近時の推定精度及び宇宙機の姿勢変更への時間余裕を共に1オーダー以上改善できることが明らかになりました。

Media Coverage 21

  1. AI Lab、インタラクション分野のトップカンファレンス「HRI 2026」にて3本の論文採択

    https://www.cyberagent.co.jp/news/detail/id=32905

    2026/01

    Type: Internet

  2. AI Lab、機械学習分野のトップカンファレンス「NeurIPS 2025」にて7本の論文採択

    https://www.cyberagent.co.jp/news/detail/id=32650

    2025/10

    Type: Internet

  3. ICML 2025の狭き門を通過した日本企業、「SparceVLM」など論文7本を読み解く

    Nikkei xTECH https://xtech.nikkei.com/atcl/nxt/column/18/03230/100600008/

    2025/10

    Type: Internet

  4. AI国際会議「ICML 2025」の論文3260本を分析、LLM関連のRLHFやLoRAに高い注目

    Nikkei xTECH https://xtech.nikkei.com/atcl/nxt/column/18/03230/100200007/

    2025/10

    Type: Internet

  5. AI Lab、自然言語処理分野のトップカンファレンス「ACL 2025」にて5本の論文採択

    https://www.cyberagent.co.jp/news/detail/id=32078

    2025/06

    Type: Internet

  6. AI Lab、機械学習分野のトップカンファレンス「ICML 2025」にて3本の論文採択

    https://www.cyberagent.co.jp/news/detail/id=32051

    2025/06

    Type: Internet

  7. AI Lab、日本学術振興会 科学研究費助成事業(科研費)において2件の研究課題採択

    https://www.cyberagent.co.jp/techinfo/news/detail/id=31799

    2025/04

    Type: Internet

  8. 研究と事業の融合がもたらす革新― バンディットアルゴリズムの社会実装を成功に導いた舞台裏

    https://www.cyberagent.co.jp/way/list/detail/id=31632

    2025/04

    Type: Internet

  9. AI Lab、深層学習分野のトップカンファレンス「ICLR 2025」にて2本の論文採択

    https://www.cyberagent.co.jp/news/detail/id=31574

    2025/03

    Type: Internet

  10. AI Lab、自然言語処理分野のトップカンファレンス「NAACL 2025」にて3本の論文採択

    https://www.cyberagent.co.jp/news/detail/id=31509

    2025/03

    Type: Internet

  11. AI Lab、人工知能分野のトップカンファレンス「AAAI 2025」にて3本の論文採択

    https://www.cyberagent.co.jp/news/detail/id=31431

    2025/02

    Type: Internet

  12. ドコモと共同設立した「株式会社Prism Partner」への技術提供に関する論文が、Web分野のトップカンファレンス「WSDM 2025」に採択

    https://www.cyberagent.co.jp/news/detail/id=31406

    2025/02

    Type: Internet

  13. AI Lab、マルチエージェント分野のトップカンファレンス「AAMAS 2025」にて主著論文採択

    https://www.cyberagent.co.jp/news/detail/id=31410

    2025/02

    Type: Internet

  14. AI Lab、自然言語処理分野のトップカンファレンス「EMNLP 2024」にて論文採択

    https://www.cyberagent.co.jp/news/detail/id=30949

    2024/10

    Type: Internet

  15. AI Lab、自然言語処理分野のトップカンファレンス「ACL 2024」にて3本の論文採択

    https://www.cyberagent.co.jp/news/detail/id=30532

    2024/07

    Type: Internet

  16. AI Lab、機械学習分野のトップカンファレンス「ICML 2024」にて、過去最多となる5本の論文採択

    https://www.cyberagent.co.jp/news/detail/id=30359

    2024/06

    Type: Internet

  17. 人工知能分野のトップカンファレンス「AAAI 2024」にて2本の共著論文採択

    https://www.cyberagent.co.jp/news/detail/id=29714

    2024/01

    Type: Internet

  18. AI Lab、 さきがけ事業・科学研究費助成事業において2件の研究課題採択

    https://www.cyberagent.co.jp/news/detail/id=29499

    2023/11

    Type: Internet

  19. AI Lab、人工知能分野のトップカンファレンス「IJCAI 2023」にて主著論文採択

    https://www.cyberagent.co.jp/news/detail/id=28934

    2023/06

    Type: Internet

  20. AI Lab、情報検索・推薦システム分野のトップカンファレンス「SIGIR2023」にて3本の主著論文採択

    https://www.cyberagent.co.jp/news/detail/id=28884

    2023/05

    Type: Internet

  21. AI Lab、機械学習分野のトップカンファレンス「ICML2022」にて論文採択 ー高次元情報を用いた逐次的な意思決定手法を提案ー

    https://www.cyberagent.co.jp/news/detail/id=27702

    2022

    Type: Internet

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