# Saturation-Insensitive Dueling Bandits with General Function Approximation

arXiv: https://arxiv.org/abs/2609.33011 · HTML: https://mlsanity.com/paper/2609.33011/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Placed in Reward modeling and RLHF, one of 10 directions in LLM alignment / RLHF / preference optimisation.
- Builds on 7 of its 54 references that are in the map.
- First posted on arXiv 26 Sep 2026.

## Placed in

- LLM alignment / RLHF / preference optimisation / [Reward modeling and RLHF](https://mlsanity.com/alignment/reward-modeling-and-rlhf/)

## Builds on (most cited first, 7 of 7)

- [Active Preference Learning for Large Language Models](https://mlsanity.com/paper/2402.08114/) (2024)
- [PAC Reinforcement Learning for Predictive State Representations](https://mlsanity.com/paper/2207.05738/) (2022)
- [Reinforcement Learning from Human Feedback with Active Queries](https://mlsanity.com/paper/2402.09401/) (2024)
- [A Unified Confidence Sequence for Generalized Linear Models, with Applications to Bandits](https://mlsanity.com/paper/2407.13977/) (2024)
- [Feel-Good Thompson Sampling for Contextual Dueling Bandits](https://mlsanity.com/paper/2404.06013/) (2024)
- [Provable Benefits of Policy Learning from Human Preferences in Contextual Bandit Problems](https://mlsanity.com/paper/2307.12975/) (2023)
- [Learning What to Recommend: Minimax Optimal Simple Regret in Logistic Bandits](https://mlsanity.com/paper/2601.21167/) (2026)

## Abstract (arXiv)

We study contextual dueling bandits with general function approximation under the Bradley-Terry-Luce (BTL) preference model. A key challenge in this setting is the saturation of the preference model: when the current reward model can already distinguish two actions with high confidence, the resulting preference feedback becomes weakly informative, making it difficult to further improve reward estimation. Consequently, existing sample-complexity analyses often depend on the inverse-derivative factor 1 / σ'[Deltar^ast] which can be prohibitively large when the link function σ saturates for large reward gaps Deltar^ast. To address this issue, we introduce `SI-CDB`, an algorithm that selects opponent arms using a carefully designed heuristic for arm selection. This design enables saturation-insensitive reward learning and recovers the near-optimal dependence for linear reward classes, eliminating the unfavorable 1/σ'(·) factor. The core of our analysis is a localized Eluder dimension framework tailored to dueling bandits with general function approximation. Our theoretical results also explain why two-arm regret analysis is crucial for improving single-arm performance in dueling bandits.
