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This paper targets a core training problem in GFlowNets: balance errors can only be reduced where the sampler actually visits, so exploration and correctness are tightly coupled. The authors argue that the full gradient, not the standard semi-gradient, exposes an anti-exploratory mechanism, and they propose a single-policy method that ties together an adversarial game's parameters. Readers should treat the reported gains in convergence and exploration as benchmark results that still need independent validation across broader tasks.
Source coveringarXiv

Rethinking GFlowNet Training: Negative Reinforce Dynamics

arXiv2 min read

arXiv:2610.38994v1 Announce Type: cross Abstract: Generative Flow Networks (GFlowNets) are models that learn to sample discrete objects proportional to a target reward. They are trained by minimizing balance errors over sampled trajectories, which inherently ties correctness to exploration: if a region is not visited, balance cannot be enforced there. Adaptive exploration is therefore crucial, yet standard training relies on a semi-gradient update that treats the sampling distribution as fixed at each optimization step. On the other hand, the full gradient reveals a second mechanism that reduces the observed errors in an anti-exploratory manner. In this paper, we establish a connection between the full gradient and min-min dynamics between the GFlowNet and a decoupled sampler, showing that the sampler reduces observed violations by avoiding high-error regions. This insight motivates a bridge between two-player games and single-policy dynamics, which underpins the design of our proposed method, Negative Reinforce Dynamics (NRD). By tying the parameters of an adversarial game together, we recover a single-policy dynamic that extends exploration while maintaining correctness. In standard benchmarks, our method outperforms existing approaches in both convergence speed and exploration efficiency, without training a separate teacher or auxiliary exploration policy.

Abstract:Generative Flow Networks (GFlowNets) are models that learn to sample discrete objects proportional to a target reward. They are trained by minimizing balance errors over sampled trajectories, which inherently ties correctness to exploration: if a region is not visited, balance cannot be enforced there. Adaptive exploration is therefore crucial, yet standard training relies on a semi-gradient update that treats the sampling distribution as fixed at each optimization step. On the other hand, the full gradient reveals a second mechanism that reduces the observed errors in an anti-exploratory manner. In this paper, we establish a connection between the full gradient and min-min dynamics between the GFlowNet and a decoupled sampler, showing that the sampler reduces observed violations by avoiding high-error regions. This insight motivates a bridge between two-player games and single-policy dynamics, which underpins the design of our proposed method, Negative Reinforce Dynamics (NRD). By tying the parameters of an adversarial game together, we recover a single-policy dynamic that extends exploration while maintaining correctness. In standard benchmarks, our method outperforms existing approaches in both convergence speed and exploration efficiency, without training a separate teacher or auxiliary exploration policy.

Machine Learning (cs.LG); Artificial Intelligence (cs.AI)

arXiv:2610.38994 [cs.LG]

(or arXiv:2610.38994v1 [cs.LG] for this version)

https://doi.org/10.48550/arXiv.2610.38994 Focus to learn more arXiv-issued DOI via DataCite

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Full text under the publisher's open licence · 282 words

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