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This research advances the theoretical foundations of preference learning by establishing sample-complexity bounds for recovering item rankings under noisy human feedback with log-concave distributions. The study demonstrates that winner-only feedback mechanisms are intrinsically more challenging than full-ranking feedback, particularly when the minimum winning probability is low. These findings provide crucial insights for optimizing reward modeling and alignment strategies in large language models where only top-choice data is typically available.
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Learning a Ranking from Human Feedback in Log-Concave Random Utility Models

arXiv2 min de cititArticolul și perspectiva sunt în engleză.

arXiv:2610.07973v1 Announce Type: new Abstract: We study the problem of recovering the ranking of a fixed set of items according to their unknown numerical utilities. At each interaction with the environment, a learner presents the item set to a human and receives comparative feedback of two types. Under full-ranking feedback, each interaction reveals a noisy ranking of all items, whereas under winner-only feedback, it reveals only the item ranked first. In both settings, we model human feedback using a random utility model with log-concave noise and study the number of observations needed to recover an $\epsilon$-accurate ranking with high probability. This novel criterion tolerates ordering errors only between items whose utilities differ by less than $\epsilon$. For both feedback types, we establish worst-case sample-complexity lower bounds and develop algorithms that match these bounds up to logarithmic factors. Neither algorithm requires knowledge of the noise distribution, while only requiring an upper bound on its variance. Our results show that the ranking problem under winner-only feedback is intrinsically harder by exposing the sample complexity dependence on the minimum winning probability across the item set.

Abstract:We study the problem of recovering the ranking of a fixed set of items according to their unknown numerical utilities. At each interaction with the environment, a learner presents the item set to a human and receives comparative feedback of two types. Under full-ranking feedback, each interaction reveals a noisy ranking of all items, whereas under winner-only feedback, it reveals only the item ranked first. In both settings, we model human feedback using a random utility model with log-concave noise and study the number of observations needed to recover an $\epsilon$-accurate ranking with high probability. This novel criterion tolerates ordering errors only between items whose utilities differ by less than $\epsilon$. For both feedback types, we establish worst-case sample-complexity lower bounds and develop algorithms that match these bounds up to logarithmic factors. Neither algorithm requires knowledge of the noise distribution, while only requiring an upper bound on its variance. Our results show that the ranking problem under winner-only feedback is intrinsically harder by exposing the sample complexity dependence on the minimum winning probability across the item set.

Machine Learning (cs.LG)

arXiv:2610.07973 [cs.LG]

(or arXiv:2610.07973v1 [cs.LG] for this version)

https://doi.org/10.48550/arXiv.2610.07973 Focus to learn more arXiv-issued DOI via DataCite (pending registration)

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