Search arXivSearch

arXiv · 2605.18820

Emergence of Frontier Superposition: Möbius attractor and Cascade Supervision

Abstract

Superposition allows Transformers to reason in depth, carrying an entire reasoning frontier in parallel through a bounded-depth forward pass instead of unrolling serial chain-of-thought tokens. While Zhu et al. (2025) hand-crafted an equal-weight breadth-first frontier in a single residual stream for graph reachability, it remained open whether gradient descent could ever find this target amidst permutation-symmetric saddles. We close this gap on Reachability-by-Superposition over Erdős-Rényi graphs by isolating architectural and supervisional contributions. Architecturally, we identify a Möbius attractor: under $S_n$-symmetry in the tree regime, layerwise dynamics reduce to a 1D Möbius map whose zero set is a codimension-one manifold of global optima containing the equal-weight superposition state. On the supervision side, we identify Cascade Supervision: a loss class whose backward pass simultaneously delivers (A) selectivity bootstrap, (B) gradient persistence across depth, and (C) per-step discrimination (e.g., \mathcal{L}_{sup} and \mathcal{L}_{node}). End-to-end supervision fails condition (B) and is provably insufficient: internal gradients at layer c decay as (np)^{-(D-c-2)/2} in the graph fan-out and stall before the manifold is reached. Our thesis: Möbius attractor + Cascade Supervision = emergence of superposition reasoning. The parameter-free decay law predicts a final-step cosine of 0.35 vs. 0.71 (end-to-end vs. cascade) at depth D=3; experiments confirm 0.37 vs. 0.69, matching within 0.02 at every step.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Hongyu Gu, Jingwen Fu. 2026-05-12. Emergence of Frontier Superposition: Möbius attractor and Cascade Supervision. https://arxiv.org/abs/2605.18820

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Rollout Total Correlation for Deep Reinforcement Learning

Learning task-relevant representations is crucial for reinforcement learning. Recent approaches aim to learn such representations by improving the temporal consistency in the observed transitions. However, they only consider individual transitions and can fail to achieve long-term consistency. Instead, we argue that capturing aspects of the state that correlate with other states and actions of the trajectory---even more distant in the future---could further help in extracting task-relevant information. Hence, in this paper we investigate how to learn representations by maximizing the rollout total correlation, the correlation among all learned representations and actions within the trajectories produced by the agent. For improving rollout total correlation, we propose to combine two complementary lower bounds based on a generative and a discriminative model, combined with a simple and effective technique of chunk-wise mini-batching. Furthermore, we propose an intrinsic reward based on the learned representation for better exploration. Experimental evaluations on a set of challenging image-based simulated control tasks show that our method achieves better sample efficiency, and robustness to both white noise and natural video backgrounds compared to leading baselines.

cs.LG

Reward Shaping to Mitigate Reward Hacking in RLHF

Reinforcement learning from human feedback (RLHF) is widely used to align large language models (LLMs) with human preferences. However, RLHF remains vulnerable to \emph{reward hacking}, whereby a policy exploits imperfections in the reward function instead of learning the intended behavior, thereby undermining alignment. Although reward shaping can stabilize RLHF training and partially mitigate reward hacking, shaping methods and their underlying design principles have not been systematically investigated. To address this gap, we conduct a comprehensive study of prevalent reward-shaping techniques. Our analysis identifies two key design principles: (1) the reinforcement-learning reward should be bounded, and (2) it should grow rapidly at first and then gradually saturate. Motivated by these principles, we propose Preference as Reward (PAR), a novel method that uses the latent preferences encoded in the reward model as the reinforcement-learning signal. We further show that PAR possesses two variance-reduction properties that stabilize RLHF training and substantially widen the practical window for early stopping. Our evaluation consists of two parts. First, we compare PAR with several other reward-shaping strategies using Proximal Policy Optimization (PPO) as the reinforcement-learning algorithm and Gemma2-2B as the base model. Second, we compare PAR with the vanilla baseline (i.e., unshaped reward) across four base models and four reinforcement-learning algorithms. In the first set of experiments, PAR consistently outperforms other reward-shaping methods and also reflects high data efficiency and robustness. The second set of experiments shows that PAR is particularly effective for actor-critic RL algorithms when value estimates become unstable and demonstrates its effectiveness across different base models. The code is available at https://github.com/PorUna-byte/PAR.

cs.LG

Trajectory Entropy Reinforcement Learning for Robust Robot Motor Skill Learning

Simplicity is a critical inductive bias for designing data-driven controllers, especially when robustness is important. Despite the impressive results of deep reinforcement learning in complex control tasks, it is prone to capturing intricate and spurious correlations between observations and actions, leading to failure under slight perturbations to the environment. To tackle this problem, in this work we introduce a novel inductive bias towards simple policies in reinforcement learning. The simplicity inductive bias is introduced by minimizing the entropy of entire action trajectories, corresponding to the number of bits required to describe information in action trajectories after the agent observes state trajectories. Our reinforcement learning agent, Trajectory Entropy Reinforcement Learning, is optimized to minimize the trajectory entropy while maximizing rewards. We show that the trajectory entropy can be effectively estimated by learning a variational parameterized action prediction model, and use the prediction model to construct an information-regularized reward function. Furthermore, we construct a practical algorithm that enables the joint optimization of models, including the policy and the prediction model. Experimental evaluations on several high-dimensional locomotion tasks show that our learned policies produce more cyclical and consistent action trajectories, and achieve superior performance, and robustness to noise and dynamic changes than the state-of-the-art.

cs.LG