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Theory/Reinforcement Learning and Planning

Han Zhong, Tong Zhang

The proximal policy optimization (PPO) algorithm stands as one of the most prosperous methods in the field of reinforcement learning (RL). Despite its success, the theoretical understanding of PPO remains deficient. Specifically, it is unclear whether PPO or its optimistic variants can effectively solve linear Markov decision processes (MDPs), which are arguably the simplest models in RL with function approximation. To bridge this gap, we propose an optimistic variant of PPO for episodic adversarial linear MDPs with full-information feedback, and establish a $\tilde{\mathcal{O}}(d^{3/4}H^2K^{3/4})$ regret for it. Here $d$ is the ambient dimension of linear MDPs, $H$ is the length of each episode, and $K$ is the number of episodes. Compared with existing policy-based algorithms, we achieve the state-of-the-art regret bound in both stochastic linear MDPs and adversarial linear MDPs with full information. Additionally, our algorithm design features a novel multi-batched updating mechanism and the theoretical analysis utilizes a new covering number argument of value and policy classes, which might be of independent interest.

Theory/Reinforcement Learning and Planning

Amin Karbasi, Grigoris Velegkas, Lin Yang, Felix Zhou

We initiate the mathematical study of replicability as an algorithmic property in the context of reinforcement learning (RL). We focus on the fundamental setting of discounted tabular MDPs with access to a generative model. Inspired by Impagliazzo et al. [2022], we say that an RL algorithm is replicable if, with high probability, it outputs the exact same policy after two executions on i.i.d. samples drawn from the generator when its internal randomness is the same. We first provide an efficient $\rho$-replicable algorithm for $(\varepsilon, \delta)$-optimal policy estimation with sample and time complexity $\widetilde O\left(\frac{N^3\cdot\log(1/\delta)}{(1-\gamma)^5\cdot\varepsilon^2\cdot\rho^2}\right)$, where $N$ is the number of state-action pairs. Next, for the subclass of deterministic algorithms, we provide a lower bound of order $\Omega\left(\frac{N^3}{(1-\gamma)^3\cdot\varepsilon^2\cdot\rho^2}\right)$. Then, we study a relaxed version of replicability proposed by Kalavasis et al. [2023] called TV indistinguishability. We design a computationally efficient TV indistinguishable algorithm for policy estimation whose sample complexity is $\widetilde O\left(\frac{N^2\cdot\log(1/\delta)}{(1-\gamma)^5\cdot\varepsilon^2\cdot\rho^2}\right)$. At the cost of $\exp(N)$ running time, we transform these TV indistinguishable algorithms to $\rho$-replicable ones without increasing their sample complexity. Finally, we introduce the notion of approximate-replicability where we only require that two outputted policies are close under an appropriate statistical divergence (e.g., Renyi) and show an improved sample complexity of $\widetilde O\left(\frac{N\cdot\log(1/\delta)}{(1-\gamma)^5\cdot\varepsilon^2\cdot\rho^2}\right)$.

Theory/Reinforcement Learning and Planning

Ahmadreza Moradipari, Mohammad Pedramfar, Modjtaba Shokrian Zini, Vaneet Aggarwal

In this paper, we prove state-of-the-art Bayesian regret bounds for Thompson Sampling in reinforcement learning in a multitude of settings. We present a refined analysis of the information ratio, and show an upper bound of order $\widetilde{O}(H\sqrt{d_{l_1}T})$ in the time inhomogeneous reinforcement learning problem where $H$ is the episode length and $d_{l_1}$ is the Kolmogorov $l_1-$dimension of the space of environments. We then find concrete bounds of $d_{l_1}$ in a variety of settings, such as tabular, linear and finite mixtures, and discuss how our results improve the state-of-the-art.

Theory/Reinforcement Learning and Planning

Hanlin Zhu, Amy Zhang

Goal-conditioned reinforcement learning (GCRL) refers to learning general-purpose skills that aim to reach diverse goals. In particular, offline GCRL only requires purely pre-collected datasets to perform training tasks without additional interactions with the environment. Although offline GCRL has become increasingly prevalent and many previous works have demonstrated its empirical success, the theoretical understanding of efficient offline GCRL algorithms is not well established, especially when the state space is huge and the offline dataset only covers the policy we aim to learn. In this paper, we provide a rigorous theoretical analysis of an existing empirically successful offline GCRL algorithm. We prove that under slight modification, this algorithm enjoys an $\tilde{O}(\text{poly}(1/\epsilon))$ sample complexity (where $\epsilon$ is the desired suboptimality of the learned policy) with general function approximation thanks to the property of (semi-)strong convexity of the objective functions. We only require nearly minimal assumptions on the dataset (single-policy concentrability) and the function class (realizability). Moreover, this algorithm consists of two uninterleaved optimization steps, which we refer to as $V$-learning and policy learning, and is computationally stable since it does not involve minimax optimization. We also empirically validate our theory by showing that the modified algorithm outperforms the previous algorithm in various real-world environments.To the best of our knowledge, this is the first algorithm that is both provably efficient with general function approximation and single-policy concentrability, and empirically successful without requiring solving minimax optimization problems.

Theory/Reinforcement Learning and Planning

Shangtong Zhang, Remi Tachet des Combes, Romain Laroche

In this paper, we establish the global optimality and convergence rate of an off-policy actor critic algorithm in the tabular setting without using density ratio to correct the discrepancy between the state distribution of the behavior policy and that of the target policy. Our work goes beyond existing works on the optimality of policy gradient methods in that existing works use the exact policy gradient for updating the policy parameters while we use an approximate and stochastic update step. Our update step is not a gradient update because we do not use a density ratio to correct the state distribution, which aligns well with what practitioners do. Our update is approximate because we use a learned critic instead of the true value function. Our update is stochastic because at each step the update is done for only the current state action pair. Moreover, we remove several restrictive assumptions from existing works in our analysis. Central to our work is the finite sample analysis of a generic stochastic approximation algorithm with time-inhomogeneous update operators on time-inhomogeneous Markov chains, based on its uniform contraction properties.

Theory/Reinforcement Learning and Planning

Gellert Weisz, András György, Csaba Szepesvari

We consider online reinforcement learning (RL) in episodic Markov decision processes (MDPs) under the linear $q^\pi$-realizability assumption, where it is assumed that the action-values of all policies can be expressed as linear functions of state-action features. This class is known to be more general than linear MDPs, where the transition kernel and the reward function are assumed to be linear functions of the feature vectors. As our first contribution, we show that the difference between the two classes is the presence of states in linearly $q^\pi$-realizable MDPs where for any policy, all the actions have approximately equal values, and skipping over these states by following an arbitrarily fixed policy in those states transforms the problem to a linear MDP. Based on this observation, we derive a novel (computationally inefficient) learning algorithm for linearly $q^\pi$-realizable MDPs that simultaneously learns what states should be skipped over and runs another learning algorithm on the linear MDP hidden in the problem. The method returns an $\epsilon$-optimal policy after $\text{polylog}(H, d)/\epsilon^2$ interactions with the MDP, where $H$ is the time horizon and $d$ is the dimension of the feature vectors, giving the first polynomial-sample-complexity online RL algorithm for this setting. The results are proved for the misspecified case, where the sample complexity is shown to degrade gracefully with the misspecification error.

Theory/Reinforcement Learning and Planning

Carlo Alfano, Rui Yuan, Patrick Rebeschini

Modern policy optimization methods in reinforcement learning, such as TRPO and PPO, owe their success to the use of parameterized policies. However, while theoretical guarantees have been established for this class of algorithms, especially in the tabular setting, the use of general parameterization schemes remains mostly unjustified. In this work, we introduce a novel framework for policy optimization based on mirror descent that naturally accommodates general parameterizations. The policy class induced by our scheme recovers known classes, e.g., softmax, and generates new ones depending on the choice of mirror map. Using our framework, we obtain the first result that guarantees linear convergence for a policy-gradient-based method involving general parameterization. To demonstrate the ability of our framework to accommodate general parameterization schemes, we provide its sample complexity when using shallow neural networks, show that it represents an improvement upon the previous best results, and empirically validate the effectiveness of our theoretical claims on classic control tasks.

Theory/Reinforcement Learning and Planning

Lee Cohen, Yishay Mansour, Michal Moshkovitz

Given a policy of a Markov Decision Process, we define a SafeZone as a subset of states, such that most of the policy's trajectories are confined to this subset. The quality of a SafeZone is parameterized by the number of states and the escape probability, i.e., the probability that a random trajectory will leave the subset. SafeZones are especially interesting when they have a small number of states and low escape probability. We study the complexity of finding optimal SafeZones, and show that in general, the problem is computationally hard. For this reason, we concentrate on finding approximate SafeZones. Our main result is a bi-criteria approximation learning algorithm with a factor of almost $2$ approximation for both the escape probability and \newprob size, using a polynomial size sample complexity.

Theory/Reinforcement Learning and Planning

Minshuo Chen, Yu Bai, H. Vincent Poor, Mengdi Wang

In real-world reinforcement learning (RL) systems, various forms of {\it impaired observability} can complicate matters. These situations arise when an agent is unable to observe the most recent state of the system due to latency or lossy channels, yet the agent must still make real-time decisions. This paper introduces a theoretical investigation into efficient RL in control systems where agents must act with delayed and missing state observations. We establish near-optimal regret bounds, of the form $\tilde{\mathcal{O}}(\sqrt{{\rm poly}(H) SAK})$, for RL in both the delayed and missing observation settings. Despite impaired observability posing significant challenges to the policy class and planning, our results demonstrate that learning remains efficient, with the regret bound optimally depending on the state-action size of the original system. Additionally, we provide a characterization of the performance of the optimal policy under impaired observability, comparing it to the optimal value obtained with full observability.

Theory/Reinforcement Learning and Planning

Zhang-Wei Hong, Aviral Kumar, Sathwik Karnik, Abhishek Bhandwaldar, Akash Srivastava, Joni Pajarinen, Romain Laroche, Abhishek Gupta, Pulkit Agrawal

Offline reinforcement learning (RL) enables learning a decision-making policy without interaction with the environment. This makes it particularly beneficial in situations where such interactions are costly. However, a known challenge for offline RL algorithms is the distributional mismatch between the state-action distributions of the learned policy and the dataset, which can significantly impact performance. State-of-the-art algorithms address it by constraining the policy to align with the state-action pairs in the dataset. However, this strategy struggles on datasets that predominantly consist of trajectories collected by low-performing policies and only a few trajectories from high-performing ones. Indeed, the constraint to align with the data leads the policy to imitate low-performing behaviors predominating the dataset. Our key insight to address this issue is to constrain the policy to the policy that collected the good parts of the dataset rather than all data. To this end, we optimize the importance sampling weights to emulate sampling data from a data distribution generated by a nearly optimal policy. Our method exhibits considerable performance gains (up to five times better) over the existing approaches in state-of-the-art offline RL algorithms over 72 imbalanced datasets with varying types of imbalance.

Theory/Reinforcement Learning and Planning

Chanwoo Park, Kaiqing Zhang, Asuman Ozdaglar

We study a new class of Markov games, \textit{(multi-player) zero-sum Markov Games} with {\it Networked separable interactions} (zero-sum NMGs), to model the local interaction structure in non-cooperative multi-agent sequential decision-making. We define a zero-sum NMG as a model where {the payoffs of the auxiliary games associated with each state are zero-sum and} have some separable (i.e., polymatrix) structure across the neighbors over some interaction network. We first identify the necessary and sufficient conditions under which an MG can be presented as a zero-sum NMG, and show that the set of Markov coarse correlated equilibrium (CCE) collapses to the set of Markov Nash equilibrium (NE) in these games, in that the {product of} per-state marginalization of the former for all players yields the latter. Furthermore, we show that finding approximate Markov \emph{stationary} CCE in infinite-horizon discounted zero-sum NMGs is \texttt{PPAD}-hard, unless the underlying network has a ``star topology''. Then, we propose fictitious-play-type dynamics, the classical learning dynamics in normal-form games, for zero-sum NMGs, and establish convergence guarantees to Markov stationary NE under a star-shaped network structure. Finally, in light of the hardness result, we focus on computing a Markov \emph{non-stationary} NE and provide finite-iteration guarantees for a series of value-iteration-based algorithms. We also provide numerical experiments to corroborate our theoretical results.

Theory/Reinforcement Learning and Planning

Zhihan Liu, Miao Lu, WEI XIONG, Han Zhong, Hao Hu, Shenao Zhang, Sirui Zheng, Zhuoran Yang, Zhaoran Wang

In reinforcement learning (RL), balancing exploration and exploitation is crucial for achieving an optimal policy in a sample-efficient way. To this end, existing sample- efficient algorithms typically consist of three components: estimation, planning, and exploration. However, to cope with general function approximators, most of them involve impractical algorithmic components to incentivize exploration, such as data-dependent level-set constraints or complicated sampling procedures. To address this challenge, we propose an easy-to-implement RL framework called Maximize to Explore (MEX), which only needs to optimize unconstrainedly a single objective that integrates the estimation and planning components while balancing exploration and exploitation automatically. Theoretically, we prove that the MEX achieves a sublinear regret with general function approximators and is extendable to the zero-sum Markov game setting. Meanwhile, we adapt deep RL baselines to design practical versions of MEX in both the model-based and model-free settings, which outperform baselines in various MuJoCo environments with sparse reward by a stable margin. Compared with existing sample-efficient algorithms with general function approximators, MEX achieves similar sample efficiency while also enjoying a lower computational cost and is more compatible with modern deep RL methods.

Theory/Reinforcement Learning and Planning

Jongmin Lee, Ernest Ryu

Value Iteration (VI) is foundational to the theory and practice of modern reinforcement learning, and it is known to converge at a $\mathcal{O}(\gamma^k)$-rate. Surprisingly, however, the optimal rate for the VI setup was not known, and finding a general acceleration mechanism has been an open problem. In this paper, we present the first accelerated VI for both the Bellman consistency and optimality operators. Our method, called Anc-VI, is based on an \emph{anchoring} mechanism (distinct from Nesterov's acceleration), and it reduces the Bellman error faster than standard VI. In particular, Anc-VI exhibits a $\mathcal{O}(1/k)$-rate for $\gamma\approx 1$ or even $\gamma=1$, while standard VI has rate $\mathcal{O}(1)$ for $\gamma\ge 1-1/k$, where $k$ is the iteration count. We also provide a complexity lower bound matching the upper bound up to a constant factor of $4$, thereby establishing optimality of the accelerated rate of Anc-VI. Finally, we show that the anchoring mechanism provides the same benefit in the approximate VI and Gauss--Seidel VI setups as well.

Theory/Reinforcement Learning and Planning

Donghao Ying, Yunkai Zhang, Yuhao Ding, Alec Koppel, Javad Lavaei

We investigate safe multi-agent reinforcement learning, where agents seek to collectively maximize an aggregate sum of local objectives while satisfying their own safety constraints. The objective and constraints are described by general utilities, i.e., nonlinear functions of the long-term state-action occupancy measure, which encompass broader decision-making goals such as risk, exploration, or imitations. The exponential growth of the state-action space size with the number of agents presents challenges for global observability, further exacerbated by the global coupling arising from agents' safety constraints. To tackle this issue, we propose a primal-dual method utilizing shadow reward and $\kappa$-hop neighbor truncation under a form of correlation decay property, where $\kappa$ is the communication radius. In the exact setting, our algorithm converges to a first-order stationary point (FOSP) at the rate of $\mathcal{O}\left(T^{-2/3}\right)$. In the sample-based setting, we demonstrate that, with high probability, our algorithm requires $\widetilde{\mathcal{O}}\left(\epsilon^{-3.5}\right)$ samples to achieve an $\epsilon$-FOSP with an approximation error of $\mathcal{O}(\phi_0^{2\kappa})$, where $\phi_0\in (0,1)$. Finally, we demonstrate the effectiveness of our model through extensive numerical experiments.

Theory/Reinforcement Learning and Planning

Xiang Ji, Gen Li

A crucial problem in reinforcement learning is learning the optimal policy. We study this in tabular infinite-horizon discounted Markov decision processes under the online setting. The existing algorithms either fail to achieve regret optimality or have to incur a high memory and computational cost. In addition, existing optimal algorithms all require a long burn-in time in order to achieve optimal sample efficiency, i.e., their optimality is not guaranteed unless sample size surpasses a high threshold. We address both open problems by introducing a model-free algorithm that employs variance reduction and a novel technique that switches the execution policy in a slow-yet-adaptive manner. This is the first regret-optimal model-free algorithm in the discounted setting, with the additional benefit of a low burn-in time.

Theory/Reinforcement Learning and Planning

Cassidy Laidlaw, Stuart J Russell, Anca Dragan

Deep reinforcement learning (RL) works impressively in some environments and fails catastrophically in others. Ideally, RL theory should be able to provide an understanding of why this is, i.e. bounds predictive of practical performance. Unfortunately, current theory does not quite have this ability. We compare standard deep RL algorithms to prior sample complexity bounds by introducing a new dataset, BRIDGE. It consists of 155 MDPs from common deep RL benchmarks, along with their corresponding tabular representations, which enables us to exactly compute instance-dependent bounds. We find that prior bounds do not correlate well with when deep RL succeeds vs. fails, but discover a surprising property that does. When actions with the highest Q-values under the *random* policy also have the highest Q-values under the *optimal* policy—i.e., when it is optimal to act greedily with respect to the random's policy Q function—deep RL tends to succeed; when they don't, deep RL tends to fail. We generalize this property into a new complexity measure of an MDP that we call the *effective horizon*, which roughly corresponds to how many steps of lookahead search would be needed in that MDP in order to identify the next optimal action, when leaf nodes are evaluated with random rollouts. Using BRIDGE, we show that the effective horizon-based bounds are more closely reflective of the empirical performance of PPO and DQN than prior sample complexity bounds across four metrics. We also show that, unlike existing bounds, the effective horizon can predict the effects of using reward shaping or a pre-trained exploration policy. Our code and data are available at https://github.com/cassidylaidlaw/effective-horizon.

Theory/Reinforcement Learning and Planning

Han Shao, Lee Cohen, Avrim Blum, Yishay Mansour, Aadirupa Saha, Matthew Walter

In this work, we propose a multi-objective decision making framework that accommodates different user preferences over objectives, where preferences are learned via policy comparisons. Our model consists of a known Markov decision process with a vector-valued reward function, with each user having an unknown preference vector that expresses the relative importance of each objective. The goal is to efficiently compute a near-optimal policy for a given user. We consider two user feedback models. We first address the case where a user is provided with two policies and returns their preferred policy as feedback. We then move to a different user feedback model, where a user is instead provided with two small weighted sets of representative trajectories and selects the preferred one. In both cases, we suggest an algorithm that finds a nearly optimal policy for the user using a number of comparison queries that scales quasilinearly in the number of objectives.

Theory/Reinforcement Learning and Planning

Wenzhuo Zhou

We study offline reinforcement learning (RL) which seeks to learn a good policy based on a fixed, pre-collected dataset. A fundamental challenge behind this task is the distributional shift due to the dataset lacking sufficient exploration, especially under function approximation. To tackle this issue, we propose a bi-level structured policy optimization algorithm that models a hierarchical interaction between the policy (upper-level) and the value function (lower-level). The lower level focuses on constructing a confidence set of value estimates that maintain sufficiently small weighted average Bellman errors, while controlling uncertainty arising from distribution mismatch. Subsequently, at the upper level, the policy aims to maximize a conservative value estimate from the confidence set formed at the lower level. This novel formulation preserves the maximum flexibility of the implicitly induced exploratory data distribution, enabling the power of model extrapolation. In practice, it can be solved through a computationally efficient, penalized adversarial estimation procedure. Our theoretical regret guarantees do not rely on any data-coverage and completeness-type assumptions, only requiring realizability. These guarantees also demonstrate that the learned policy represents the ``best effort'' among all policies, as no other policies can outperform it. We evaluate our model using a blend of synthetic, benchmark, and real-world datasets for offline RL, showing that it performs competitively with state-of-the-art methods.

Theory/Reinforcement Learning and Planning

Yuhao Wang, Enlu Zhou

We consider a robust reinforcement learning problem, where a learning agent learns from a simulated training environment. To account for the model mis-specification between this training environment and the true environment due to lack of data, we adopt a formulation of Bayesian risk MDP (BRMDP) with infinite horizon, which uses Bayesian posterior to estimate the transition model and impose a risk functional to account for the model uncertainty. Observations from the real environment that is out of the agent's control arrive periodically and are utilized by the agent to update the Bayesian posterior to reduce model uncertainty. We theoretically demonstrate that BRMDP balances the trade-off between robustness and conservativeness, and we further develop a multi-stage Bayesian risk-averse Q-learning algorithm to solve BRMDP with streaming observations from real environment. The proposed algorithm learns a risk-averse yet optimal policy that depends on the availability of real-world observations. We provide a theoretical guarantee of strong convergence for the proposed algorithm.

Theory/Reinforcement Learning and Planning

Zeyu Jia, Gene Li, Alexander Rakhlin, Ayush Sekhari, Nati Srebro

We study the problem of agnostic PAC reinforcement learning (RL): given a policy class $\Pi$, how many rounds of interaction with an unknown MDP (with a potentially large state and action space) are required to learn an $\epsilon$-suboptimal policy with respect to \(\Pi\)? Towards that end, we introduce a new complexity measure, called the \emph{spanning capacity}, that depends solely on the set \(\Pi\) and is independent of the MDP dynamics. With a generative model, we show that the spanning capacity characterizes PAC learnability for every policy class $\Pi$. However, for online RL, the situation is more subtle. We show there exists a policy class $\Pi$ with a bounded spanning capacity that requires a superpolynomial number of samples to learn. This reveals a surprising separation for agnostic learnability between generative access and online access models (as well as between deterministic/stochastic MDPs under online access). On the positive side, we identify an additional \emph{sunflower} structure which in conjunction with bounded spanning capacity enables statistically efficient online RL via a new algorithm called POPLER, which takes inspiration from classical importance sampling methods as well as recent developments for reachable-state identification and policy evaluation in reward-free exploration.