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Reward-Guided Prompt Evolving in Reinforcement Learning for LLMs

ICML 2025 · Large language models › Alignment and preferences · approach: Reward modeling for diverse preferences

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Proposes eva, an asymmetric self-play method where a prompt-creator policy estimates prompt informativeness via reward advantage and evolves high-regret prompts, improving gemma-2-9b-it across DPO, RLOO and other RLHF algorithms.

Problem

Standard RLHF for LLMs trains on a static, pre-curated prompt set sampled on a fixed schedule, regardless of each prompt's usefulness to the current policy, which limits training efficiency and generalization.

Approach

Treat RL post-training as an asymmetric minimax-regret game: a creator estimates prompt informativeness by reward advantage (best minus baseline response reward), samples high-informativeness prompts by weighted sampling, and evolves them into new prompts that the solver trains on, in both offline and online settings.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
add eva prompt evolution to DPODPO with Gemma-2-9B-IT · Arena-Hardwin rate (%): 51.6 -> 60.1Helped
add eva prompt evolution to RLOORLOO with Gemma-2-9B-IT · Arena-Hardwin rate (%): 52.6 -> 62.4Helped
add eva prompt evolutionoffline RLHF algorithms · Arena-Hardwin rate (%): 55.7 -> 58.9; 52.3 -> 60.7; 54.8 -> 60.3Helped
add eva prompt evolution (3x)RLOO with Gemma-2-9B-IT · MT-Benchaverage score: 8.68 -> 9.09Helped
add eva prompt evolutionDPO with Gemma-2-9B-IT · AlpacaEval 2.0length-controlled win rate (%): 55.01 -> 55.35No clear effect
add new human prompts instead of eva promptsDPO · Arena-Hardwin rate (%): 60.1 -> 59.8Hurt
use reward-advantage informativeness rather than uniform evolving (ablation)DPO-eva · Arena-Hardwin rate (%): 57.5 -> 60.1Helped
use reward-advantage informativeness rather than inverse advantage (ablation)DPO-eva · Arena-Hardwin rate (%): 52.3 -> 60.1Helped
use average optimal advantage as the informativeness score (ablation)DPO-eva · Arena-Hardwin rate (%): 60.0 vs 60.1No clear effect
use dueling optimal advantage as the informativeness score (ablation)DPO-eva · Arena-Hardwin rate (%): 60.0 vs 60.1No clear effect
add prompt evolution rather than only selecting prompts (ablation)DPO-eva · Arena-Hardwin rate (%): 56.1 -> 59.5; 55.3 -> 60.1Helped
replace weighted sampling with greedy prompt selection during evolution (ablation)DPO-eva · Arena-Hardwin rate (%): 60.1 -> 59.5Hurt

Surprising findings

Limitations

Experimental setup

Datasets: UltraFeedback

Benchmarks: Arena-Hard MT-Bench AlpacaEval 2.0

Metrics: win rate (%) MT-Bench rating length-controlled win rate

Baselines: RLOO OAIF DPO SPPO SimPO ORPO uniform evolving no-evolve active selection claude-3-opus gemini-1.5-pro

Builds on: DPO Evol-Instruct (WizardLM) prioritized experience replay RLOO minimax regret curriculum (PAIRED / PLR)

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