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Exploration-Exploitation
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Novel Exploration via Orthogonality
Andreas Theophilou, Özgür Şimşek
Efficient exploration remains one of the key open problems in reinforcement learning. Discovering novel states or transitions efficiently requires policies that effectively direct the agent away from regions of the state space that are already well explored. We introduce Novel Exploration via Orthogonality (NEO), an approach that automatically uncovers not only which regions of the environment are novel but also how to reach them by leveraging Laplacian representations. NEO uses the eigenvectors of a modified graph Laplacian to induce gradient flows from states that are frequently visited (less novel) to states that are seldom visited (more novel). We show that NEO’s modified Laplacian yields eigenvectors whose extreme values align with the most novel regions of the state space. We provide bounds for the eigenvalues of the modified Laplacian; and we show that the smoothest eigenvectors with real eigenvalues below certain thresholds provide guaranteed gradients to novel states for both undirected and directed graphs. In an empirical evaluation in online, incremental settings, NEO outperformed related state-of-the- art approaches, including eigen-options and cover options, in a large collection of undirected and directed domains with varying structures.
Bohdi: Heterogeneous LLM Fusion with Automatic Data Exploration
Junqi Gao, Zhichang Guo, Dazhi Zhang, Dong Li, Runze Liu, Pengfei Li, Kai Tian, Biqing Qi
Heterogeneous Large Language Model (LLM) fusion integrates the strengths of multiple source LLMs with different architectures into a target LLM with low computational overhead. While promising, existing methods suffer from two major limitations: 1) **reliance on real data from limited domain** for knowledge fusion, preventing the target LLM from fully acquiring knowledge across diverse domains, and 2) **fixed data allocation proportions** across domains, failing to dynamically adjust according to the target LLM's varying capabilities across domains, leading to a capability imbalance. To overcome these limitations, we propose Bohdi, a synthetic-data-only heterogeneous LLM fusion framework. Through the organization of knowledge domains into a hierarchical tree structure, Bohdi enables automatic domain exploration and multi-domain data generation through multi-model collaboration, thereby comprehensively extracting knowledge from source LLMs. By formalizing domain expansion and data sampling proportion allocation on the knowledge tree as a Hierarchical Multi-Armed Bandit problem, Bohdi leverages the designed DynaBranches mechanism to adaptively adjust sampling proportions based on the target LLM's performance feedback across domains. Integrated with our proposed Introspection-Rebirth (IR) mechanism, DynaBranches dynamically tracks capability shifts during target LLM's updates via Sliding Window Binomial Likelihood Ratio Testing (SWBLRT), further enhancing its online adaptation capability. Comparative experimental results on a comprehensive suite of benchmarks demonstrate that Bohdi significantly outperforms existing baselines on multiple target LLMs, exhibits higher data efficiency, and virtually eliminates the imbalance in the target LLM's capabilities.
Instance-Dependent Regret Bounds for Nonstochastic Linear Partial Monitoring
Federico Di Gennaro, Khaled Eldowa, Nicolò Cesa-Bianchi
In contrast to the classic formulation of partial monitoring, linear partial monitoring can model infinite outcome spaces, while imposing a linear structure on both the losses and the observations. This setting can be viewed as a generalization of linear bandits where loss and feedback are decoupled in a flexible manner. In this work, we address a nonstochastic (adversarial), finite-actions version of the problem through a simple instance of the exploration-by-optimization method that is amenable to efficient implementation. We derive regret bounds that depend on the game structure in a more transparent manner than previous theoretical guarantees for this paradigm. Our bounds feature instance-specific quantities that reflect the degree of alignment between observations and losses, and resemble known guarantees in the stochastic setting. Notably, they achieve the standard $\sqrt{T}$ rate in easy (locally observable) games and $T^{2/3}$ in hard (globally observable) games, where $T$ is the time horizon. We instantiate these bounds in a selection of old and new partial information settings subsumed by this model, and illustrate that the achieved dependence on the game structure can be tight in interesting cases.
Geometry Meets Incentives: Sample-Efficient Incentivized Exploration with Linear Contexts
Benjamin Schiffer, Mark Sellke
In the incentivized exploration model, a principal aims to explore and learn over time by interacting with a sequence of self-interested agents. It has been recently understood that the main challenge in designing incentive-compatible algorithms for this problem is to gather a moderate amount of initial data, after which one can obtain near-optimal regret via posterior sampling. With high-dimensional contexts, however, this \emph{initial exploration} phase requires exponential sample complexity in some cases, which prevents efficient learning unless initial data can be acquired exogenously. We show that these barriers to exploration disappear under mild geometric conditions on the set of available actions, in which case incentive-compatibility does not preclude regret-optimality. Namely, we consider the linear bandit model with actions in the Euclidean unit ball, and give an incentive-compatible exploration algorithm with sample complexity that scales polynomially with the dimension and other parameters.
Balancing Performance and Costs in Best Arm Identification
Michael O Harding, Kirthevasan Kandasamy
We consider the problem of identifying the best arm in a multi-armed bandit model. Despite a wealth of literature in the traditional fixed budget and fixed confidence regimes of the best arm identification problem, it still remains a mystery to most practitioners as to how to choose an approach and corresponding budget or confidence parameter. We propose a new formalism to avoid this dilemma altogether by minimizing a risk functional which explicitly balances the performance of the recommended arm and the cost incurred by learning this arm. In this framework, a cost is incurred for each observation during the sampling phase, and upon recommending an arm, a performance penalty is incurred for identifying a suboptimal arm. The learner's goal is to minimize the sum of the penalty and cost. This new regime mirrors the priorities of many practitioners, e.g. maximizing profit in an A/B testing framework, better than classical fixed budget or confidence settings. We derive theoretical lower bounds for the risk of each of two choices for the performance penalty, the probability of misidentification and the simple regret, and propose an algorithm called DBCARE to match these lower bounds up to polylog factors on nearly all problem instances. We then demonstrate the performance of DBCARE on a number of simulated models, comparing to fixed budget and confidence algorithms to show the shortfalls of existing BAI paradigms on this problem.
Non-Uniform Multiclass Learning with Bandit Feedback
Steve Hanneke, Amirreza Shaeiri, Hongao Wang
We study the problem of multiclass learning with bandit feedback in both the i.i.d. batch and adversarial online models. In the *uniform* learning framework, it is well known that no hypothesis class $\mathcal{H}$ is learnable in either model when the effective number of labels is unbounded. In contrast, within the *universal* learning framework, recent works by (Hanneke et al., 2025b) and (Hanneke et al., 2025a) have established surprising exact equivalences between learnability under bandit feedback and full supervision in both the i.i.d. batch and adversarial online models, respectively. This raises a natural question: What happens in the *non-uniform* learning framework, which lies between the uniform and universal learning frameworks? Our contributions are twofold: (1) We provide a combinatorial characterization of learnable hypothesis classes in both models, in the realizable and agnostic settings, within the non-uniform learning framework. Notably, this includes elementary and natural hypothesis classes, such as a countably infinite collection of constant functions over some domain that is learnable in both models. (2) We construct a hypothesis class that is non-uniformly learnable under full supervision in the adversarial online model (and thus also in the i.i.d. batch model), but not non-uniformly learnable under bandit feedback in the i.i.d. batch model (and thus also not in the adversarial online model). This serves as our main novel technical contribution that reveals a fundamental distinction between the non-uniform and universal learning frameworks.
From Contextual Combinatorial Semi-Bandits to Bandit List Classification: Improved Sample Complexity with Sparse Rewards
Liad Erez, Tomer Koren
We study the problem of contextual combinatorial semi-bandits, where input contexts are mapped into subsets of size $m$ of a collection of $K$ possible actions. In each round of the interaction, the learner observes feedback consisting of the realized reward of the predicted actions. Motivated by prototypical applications of contextual bandits, we focus on the $s$-sparse regime where we assume that the sum of rewards is bounded by some value $s \ll K$. For example, in recommendation systems the number of products purchased by any customer is significantly smaller than the total number of available products. Our main result is for the $(\varepsilon,\delta)$-PAC variant of the problem for which we design an algorithm that returns an $\varepsilon$-optimal policy with high probability using a sample complexity of $\widetilde{O}\big( (\mathrm{poly}(K/m) + sm / \varepsilon^2) \log (|\Pi|/\delta) \big)$ where $\Pi$ is the underlying (finite) class and $s$ is the sparsity parameter. This bound improves upon known bounds for combinatorial semi-bandits whenever $s \ll K$, and in the regime where $s = O(1)$, the leading terms in our bound match the corresponding full-information rates, implying that bandit feedback essentially comes at no cost. Our PAC learning algorithm is also computationally efficient given access to an ERM oracle for $\Pi$. Our framework generalizes the list multiclass classification problem with bandit feedback, which can be seen as a special case with binary reward vectors. In the special case of single-label classification corresponding to $s=m=1$, we prove an $O \big((K^7 + 1/\varepsilon^2)\log (|\mathcal{H}|/\delta)\big)$ sample complexity bound for a finite hypothesis class $\mathcal{H}$, which improves upon recent results in this scenario. Additionally, we consider the regret minimization setting where data can be generated adversarially, and establish a regret bound of $\widetilde O(|\Pi| + \sqrt{smT \log |\Pi|})$, extending the result of Erez et al. ('24) who consider the simpler single label classification setting.
DISCOVER: Automated Curricula for Sparse-Reward Reinforcement Learning
Leander Diaz-Bone, Marco Bagatella, Jonas Hübotter, Andreas Krause
Sparse-reward reinforcement learning (RL) can model a wide range of highly complex tasks. Solving sparse-reward tasks is RL's core premise — requiring efficient exploration coupled with long-horizon credit assignment — and overcoming these challenges is key for building self-improving agents with superhuman ability. We argue that solving complex and high-dimensional tasks requires solving simpler tasks that are *relevant* to the target task. In contrast, most prior work designs strategies for selecting exploratory tasks with the objective of solving *any* task, making exploration of challenging high-dimensional, long-horizon tasks intractable. We find that the sense of direction, necessary for effective exploration, can be extracted from existing reinforcement learning algorithms, without needing any prior information. Based on this finding, we propose a method for _**di**rected **s**parse-reward goal-**co**nditioned **ve**ry long-horizon **R**L_ (DISCOVER), which selects exploratory goals in the direction of the target task. We connect DISCOVER to principled exploration in bandits, formally bounding the time until the target task becomes achievable in terms of the agent's initial distance to the target, but independent of the volume of the space of all tasks. Empirically, we perform a thorough evaluation in high-dimensional simulated environments. We find that the directed goal selection of DISCOVER solves exploration problems that are beyond the reach of prior state-of-the-art exploration methods in RL.
Exploration via Feature Perturbation in Contextual Bandits
Seouh-won Yi, Min-hwan Oh
We propose *feature perturbation*, a simple yet effective exploration strategy for contextual bandits that injects randomness directly into feature inputs, instead of randomizing unknown parameters or adding noise to rewards. Remarkably, this algorithm achieves $\widetilde{\mathcal{O}}(d\sqrt{T})$ worst-case regret bound for generalized linear contextual bandits, while avoiding the $\widetilde{\mathcal{O}}(d^{3/2}\sqrt{T})$ regret typical of existing randomized bandit algorithms. Because our algorithm eschews parameter sampling, it is both computationally efficient and naturally extends to non-parametric or neural network models. We verify these advantages through empirical evaluations, demonstrating that feature perturbation not only surpasses existing methods but also unifies strong practical performance with the near-optimal regret guarantees.
True Impact of Cascade Length in Contextual Cascading Bandits
Hyunjun Choi, Joongkyu Lee, Min-hwan Oh
We revisit the contextual cascading bandit, where a learning agent recommends an ordered list (\emph{cascade}) of items, and a user scans the list sequentially, stopping at the first attractive item. Although cascading bandits underpin various applications including recommender systems and search engines, the role of the cascade length $K$ in shaping regret has remained unclear. Contrary to prior results that regret grows with $K$, we prove that regret actually \emph{decreases} once $K$ is large enough. Leveraging this insight, we design a new upper-confidence-bound algorithm built on online mirror descent that attains the sharpest known regret upper bound, $\tilde{\mathcal{O}}\bigl(\min \lbrace K\bar{p}^{K-1}, 1 \rbrace d \sqrt{T}\bigr)$ for contextual cascading bandits. To complement this new regret upper bound, we provide a nearly matching lower bound of $\Omega \bigl(\min \lbrace K\underline{p}^{K-1}, 1 \rbrace d \sqrt{T}\bigr)$, where $0 \leq \underline{p} \leq \bar{p} < 1$. Together, these results fully characterize how regret truly scales with $K$, thereby closing the theoretical gap for contextual cascading bandits. Finally, comprehensive experiments validate our theoretical results and show the effectiveness of our proposed method.
Reinforcement Learning with Action Chunking
Qiyang Li, Zhiyuan Zhou, Sergey Levine
We present Q-chunking, a simple yet effective recipe for improving reinforcement learning (RL) algorithms for long-horizon, sparse-reward tasks. Our recipe is designed for the offline-to-online RL setting, where the goal is to leverage an offline prior dataset to maximize the sample-efficiency of online learning. Effective exploration and sample-efficient learning remain central challenges in this setting, as it is not obvious how the offline data should be utilized to acquire a good exploratory policy. Our key insight is that action chunking, a technique popularized in imitation learning where sequences of future actions are predicted rather than a single action at each timestep, can be applied to temporal difference (TD)-based RL methods to mitigate the exploration challenge. Q-chunking adopts action chunking by directly running RL in a *chunked* action space, enabling the agent to (1) leverage temporally consistent behaviors from offline data for more effective online exploration and (2) use unbiased $n$-step backups for more stable and efficient TD learning. Our experimental results demonstrate that Q-chunking exhibits strong offline performance and online sample efficiency, outperforming prior best offline-to-online methods on a range of long-horizon, sparse-reward manipulation tasks.
Imagine Beyond ! Distributionally Robust Autoencoding for State Space Coverage in Online Reinforcement Learning
Nicolas Castanet, Olivier Sigaud, Sylvain Lamprier
Goal-Conditioned Reinforcement Learning (GCRL) enables agents to autonomously acquire diverse behaviors, but faces major challenges in visual environments due to high-dimensional, semantically sparse observations. In the online setting, where agents learn representations while exploring, the latent space evolves with the agent's policy, to capture newly discovered areas of the environment. However, without incentivization to maximize state coverage in the representation, classical approaches based on auto-encoders may converge to latent spaces that over-represent a restricted set of states frequently visited by the agent. This is exacerbated in an intrinsic motivation setting, where the agent uses the distribution encoded in the latent space to sample the goals it learns to master. To address this issue, we propose to progressively enforce distributional shifts towards a uniform distribution over the full state space, to ensure a full coverage of skills that can be learned in the environment. We introduce DRAG (Distributionally Robust Auto-Encoding for GCRL), a method that combines the $\beta$-VAE framework with Distributionally Robust Optimization (DRO). DRAG leverage an adversarial neural weighter of training states of the VAE, to account for the mismatch between the current data distribution and unseen parts of the environment. This allows the agent to construct semantically meaningful latent spaces beyond its immediate experience. Our approach improves state space coverage and downstream control performance on hard exploration environments such as mazes and robotic control involving walls to bypass, without relying on pre-training nor prior environment knowledge.
Order-Level Attention Similarity Across Language Models: A Latent Commonality
Jinglin Liang, Jin Zhong, Shuangping Huang, Yunqing Hu, Huiyuan Zhang, Huifang Li, Lixin Fan, Hanlin Gu
In this paper, we explore an important yet previously neglected question: Do context aggregation patterns across Language Models (LMs) share commonalities? While some works have investigated context aggregation or attention weights in LMs, they typically focus on individual models or attention heads, lacking a systematic analysis across multiple LMs to explore their commonalities. In contrast, we focus on the commonalities among LMs, which can deepen our understanding of LMs and even facilitate cross-model knowledge transfer. In this work, we introduce the Order-Level Attention (OLA) derived from the order-wise decomposition of Attention Rollout and reveal that the OLA at the same order across LMs exhibits significant similarities. Furthermore, we discover an implicit mapping between OLA and syntactic knowledge. Based on these two findings, we propose the Transferable OLA Adapter (TOA), a training-free cross-LM adapter transfer method. Specifically, we treat the OLA as a unified syntactic feature representation and train an adapter that takes OLA as input. Due to the similarities in OLA across LMs, the adapter generalizes to unseen LMs without requiring any parameter updates. Extensive experiments demonstrate that TOA's cross-LM generalization effectively enhances the performance of unseen LMs. Code is available at \url{https://github.com/jinglin-liang/OLAS}.
Infrequent Exploration in Linear Bandits
Harin Lee, Min-hwan Oh
We study the problem of infrequent exploration in linear bandits, addressing a significant yet overlooked gap between fully adaptive exploratory methods (e.g., UCB and Thompson Sampling), which explore potentially at every time step, and purely greedy approaches, which require stringent diversity assumptions to succeed. Continuous exploration can be impractical or unethical in safety-critical or costly domains, while purely greedy strategies typically fail without adequate contextual diversity. To bridge these extremes, we introduce a simple and practical framework, INFEX, explicitly designed for infrequent exploration. INFEX executes a base exploratory policy according to a given schedule while predominantly choosing greedy actions in between. Despite its simplicity, our theoretical analysis demonstrates that INFEX achieves instance-dependent regret matching standard provably efficient algorithms, provided the exploration frequency exceeds a logarithmic threshold. Additionally, INFEX is a general, modular framework that allows seamless integration of any fully adaptive exploration method, enabling wide applicability and ease of adoption. By restricting intensive exploratory computations to infrequent intervals, our approach can also enhance computational efficiency. Empirical evaluations confirm our theoretical findings, showing state-of-the-art regret performance and runtime improvements over existing methods.
Scalable Exploration via Ensemble++
Yingru Li, Jiawei Xu, Baoxiang Wang, Zhi-Quan Luo
Thompson Sampling is a principled method for balancing exploration and exploitation, but its real-world adoption faces computational challenges in large-scale or non-conjugate settings. While ensemble-based approaches offer partial remedies, they typically require prohibitively large ensemble sizes. We propose Ensemble++, a scalable exploration framework using a novel shared-factor ensemble architecture with random linear combinations. For linear bandits, we provide theoretical guarantees showing that Ensemble++ achieves regret comparable to exact Thompson Sampling with only $\Theta(d \log T)$ ensemble sizes--significantly outperforming prior methods. Crucially, this efficiency holds across both compact and finite action sets with either time-invariant or time-varying contexts without configuration changes. We extend this theoretical foundation to nonlinear rewards by replacing fixed features with learnable neural representations while preserving the same incremental update principle, effectively bridging theory and practice for real-world tasks. Comprehensive experiments across linear, quadratic, neural, and GPT-based contextual bandits validate our theoretical findings and demonstrate Ensemble++'s superior regret-computation tradeoff versus state-of-the-art methods.
Deployment Efficient Reward-Free Exploration with Linear Function Approximation
Zihan Zhang, Yuxin Chen, Jason D. Lee, Simon Shaolei Du, Lin Yang, Ruosong Wang
We study deployment-efficient reward-free exploration with linear function approximation, where the goal is to explore a linear Markov Decision Process (MDP) without revealing the reward function, while minimizing the number of distinct policies implemented during learning. By ``deployment efficient'', we mean algorithms that require few policies deployed during exploration -- crucial in real-world applications where such deployments are costly or disruptive. We design a novel reinforcement learning algorithm that achieves near-optimal deployment efficiency for linear MDPs in the reward-free setting, using at most $H$ exploration policies during execution (where $H$ is the horizon length), while maintaining sample complexity polynomial in feature dimension and horizon length. Unlike previous approaches with similar deployment efficiency guarantees, our algorithm's sample complexity is independent of the reachability or explorability coefficients of the underlying MDP, which can be arbitrarily small and lead to unbounded sample complexity in certain cases -- directly addressing an open problem from prior work. Our technical contributions include a data-dependent method for truncating state-action pairs in linear MDPs, efficient offline policy evaluation and optimization algorithms for these truncated MDPs, and a careful integration of these components to implement reward-free exploration with linear function approximation without sacrificing deployment efficiency.
Exploration from a Primal-Dual Lens: Value-Incentivized Actor-Critic Methods for Sample-Efficient Online RL
Tong Yang, Bo Dai, Lin Xiao, Yuejie Chi
Online reinforcement learning (RL) with complex function approximations such as transformers and deep neural networks plays a significant role in the modern practice of artificial intelligence. Despite its popularity and importance, balancing the fundamental trade-off between exploration and exploitation remains a long-standing challenge; in particular, we are still in lack of efficient and practical schemes that are backed by theoretical performance guarantees. Motivated by recent developments in exploration via optimistic regularization, this paper provides an interpretation of the principle of optimism through the lens of primal-dual optimization. From this fresh perspective, we set forth a new value-incentivized actor-critic (VAC) method, which optimizes a single easy-to-optimize objective integrating exploration and exploitation --- it promotes state-action and policy estimates that are both consistent with collected data transitions and result in higher value functions. Theoretically, the proposed VAC method has near-optimal regret guarantees under linear Markov decision processes (MDPs) in both finite-horizon and infinite-horizon settings, which can be extended to the general function approximation setting under appropriate assumptions.
Uncertainty-Guided Exploration for Efficient AlphaZero Training
Scott Cheng, Meng-Yu Tsai, Ding-Yong Hong, Mahmut Kandemir
AlphaZero has achieved remarkable success in complex decision-making problems through self-play and neural network training. However, its self-play process remains inefficient due to limited exploration of high-uncertainty positions, the overlooked runner-up decisions in Monte Carlo Tree Search (MCTS), and high variance in value labels. To address these challenges, we propose and evaluate uncertainty-guided exploration by branching from high-uncertainty positions using our proposed Label Change Rate (LCR) metric, which is further refined by a Bayesian inference framework. Our proposed approach leverages runner-up MCTS decisions to create multiple variations, and ensembles value labels across these variations to reduce variance. We investigate three key design parameters for our branching strategy: where to branch, how many variations to branch, and which move to play in the new branch. Our empirical findings indicate that branching with 10 variations per game provides the best performance-exploration balance. Overall, our end-to-end results show an improved sample efficiency over the baseline by 58.5\% on 9x9 Go in the early stage of training and by 47.3\% on 19x19 Go in the late stage of training.
Unveiling Transformer Perception by Exploring Input Manifolds
Alessandro Benfenati, Alfio Ferrara, Alessio Marta, Davide Riva, Elisabetta Rocchetti
This paper introduces a general method for the exploration of equivalence classes in the input space of Transformer models. The proposed approach is based on sound mathematical theory which describes the internal layers of a Transformer architecture as sequential deformations of the input manifold. Using eigendecomposition of the pullback of the distance metric defined on the output space through the Jacobian of the model, we are able to reconstruct equivalence classes in the input space and navigate across them. Our method enables two complementary exploration procedures: the first retrieves input instances that produce the same class probability distribution as the original instance—thus identifying elements within the same equivalence class—while the second discovers instances that yield a different class probability distribution, effectively navigating toward distinct equivalence classes. Finally, we demonstrate how the retrieved instances can be meaningfully interpreted by projecting their embeddings back into a human-readable format.
DUET: Dual-Perspective Pseudo Labeling and Uncertainty-aware Exploration & Exploitation Training for Source-Free Domain Adaptation
Jae Yun Lee, Jae Hyeon Park, Gyoomin Lee, Bogyeong Kim, Min Hee Cha, Hyeok Nam, Joo Hyeon Jeon, Hyunse Lee, Sung In Cho
Source-free domain adaptation (SFDA) aims to adapt a pre-trained source model to an unlabeled target domain without requiring labeled source data. In a self supervised setting, relying on pseudo labels on target domain samples facilitates the domain adaptation performance providing strong supervision. However, a critical problem of this approach is the inherent instability of the pre-trained source model in the target domain, leading to unreliable pseudo labels for the target domain data. To tackle this, we propose a novel Dual-perspective pseudo labeling strategy that jointly leverages a task-specific perspective and a domain-invariant perspective, assigning pseudo labels only to target samples on which the target model’s predictions and CLIP’s predictions agree. To further enhance representation learning without introducing noisy supervision, we apply consistency training to uncertain samples. Additionally, we introduce a Tsallis mutual information(TMI)-based vision optimization strategy guided by an Uncertainty-based adaptation index (UAI), which dynamically modulates entropy sensitivity based on the model’s adaptation uncertainty. The UAI-based training paradigm enables stable and adaptive domain alignment by effectively balancing exploration and exploitation processes during the optimization process. Our proposed method achieves state-of-the-art performance on domain adaptation benchmark datasets, improving adaptation accuracy by 1.6% on Office-Home, 1.4% on VisDA-C, and 2.9% on DomainNet-126, demonstrating its effectiveness in SFDA. The code is publicly available at https://github.com/l3umblee/duet-sfda.