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Expected flow networks in stochastic environments and two-player zero-sum games

ICLR 2024 · Probabilistic and scientific modeling › Variational and generative sampling · approach: Flow matching and flow sampling · 0 citations (OpenAlex)

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Extends GFlowNets to stochastic environments via expected flow networks (EFlowNets) and to two-player zero-sum games via adversarial flow networks (AFlowNets), trained by self-play with a branch-adjusted trajectory-balance loss.

Problem

GFlowNets assume deterministic transitions, and prior stochastic GFlowNet formulations can be unsatisfiable and sensitive to the training policy; sequential sampling in adversarial games also lacks a principled GFlowNet treatment.

Approach

Replace the fixed environment-as-action treatment with expected detailed balance constraints that integrate over environment transitions (EFlowNets), then model each player in a game as an EFlowNet agent facing the other players' policies as environment (AFlowNets), with a trajectory-balance loss for branch-adjusted zero-sum rewards.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use EFlowNet expected-flow objectives instead of stochastic GFlowNet constraintsGFlowNet protein-design sampler · TFBind stochastic protein designdiverse modes foundHelped
Use EFlowNet expected-flow objectives instead of stochastic GFlowNet constraintsGFlowNet protein-design sampler · TFBind stochastic protein designtop-100 mean rewardHelped
Increase reward exponent β (ablation)EFlowNet and other protein-design samplers · TFBind stochastic protein designtop-100 mean rewardMixed
Set λ=10 rather than λ=2 or λ=15 (ablation)EDB-trained AFlowNet · Tic-tac-toeElo: 357.2±12.7; 363.2±7.7; 356.9±11.6Mixed
Increase λ from 2 to 10 to 15 (ablation)AFlowNet · Connect-4Elo: 1190.8 ± 64.2; 1700.1 ± 60.0; 1835.3 ± 154.9Helped
Use trajectory-balance training instead of EDB training (ablation)AFlowNet_10 · Tic-tac-toetraining convergence speed: about 10 times fasterHelped
Use trajectory-balance training instead of EDB training (ablation)AFlowNet · Tic-tac-toeEloHurt
Vary λ in TB-trained AFlowNet (ablation)TB-trained AFlowNet · Tic-tac-toeEloNo clear effect
Apply branch-factor adjustment to terminal rewards (ablation)AFlowNet for complex games · Two-player gamesgame-playing performanceHelped

Surprising findings

Limitations

Experimental setup

Datasets: TFBind protein-design environment (DNA 8-mer binding proxy) tic-tac-toe self-play Connect-4 self-play

Benchmarks: TFBind protein design (top-100 reward, number of modes) tic-tac-toe tournament and Elo Connect-4 tournament and Elo Connect-4 perfect-solver optimal move rate

Metrics: top-100 mean reward number of modes (sphere exclusion) Elo (BayesElo) tournament win/draw/loss score percent optimal moves

Baselines: Stoch-GFN GFN discrete soft actor-critic AlphaZero AlphaZero+MCTS DQN SoftDQN tree search agent uniform random agent

Builds on: GFlowNet trajectory balance detailed balance AlphaZero stochastic GFlowNet

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