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Aditya Mahajan

Publications and source records attributed to Aditya Mahajan.

At least 19 recordsLinked to original sources

Risk-seeking conservative policy iteration with agent-state based policies for Dec-POMDPs with guaranteed convergence

Optimally solving decentralized decision-making problems modeled as Dec-POMDPs is known to be NEXP-complete. These optimal solutions are policies based on the entire history of observations and actions of an agent. However, some applications may require more compact policies because of limited compute capabilities, which can be modeled by considering a limited number of memory states (or agent states). While such an agent-state based policy class may not contain the optimal solution, it is still of practical interest to find the best agent-state policy within the class. We focus on an iterated best response style algorithm which guarantees monotonic improvements and convergence to a local optimum in polynomial runtime in the Dec-POMDP model size. In order to obtain a better local optimum, we use a modified objective which incentivizes risk-seeking alongside a conservative policy iteration update. Our empirical results show that our approach performs as well as state-of-the-art approaches on several benchmark Dec-POMDPs, achieving near-optimal performance while having polynomial runtime despite the limited memory. We also show that using more agent states (a larger memory) leads to greater performance. Our approach provides a novel way of incorporating memory constraints on the agents in the Dec-POMDP problem.

cs.MA

Operator-Theoretic Foundations and Policy Gradient Methods for General MDPs with Unbounded Costs

Markov decision processes (MDPs) is viewed as an optimization of an objective function over certain linear operators over general function spaces. A new existence result is established for the existence of optimal policies in general MDPs, which differs from the existence result derived previously in the literature. Using the well-established perturbation theory of linear operators, policy difference lemma is established for general MDPs and the Gauteaux derivative of the objective function as a function of the policy operator is derived. By upper bounding the policy difference via the theory of integral probability metric, a new majorization-minimization type policy gradient algorithm for general MDPs is derived. This leads to generalization of many well-known algorithms in reinforcement learning to cases with general state and action spaces. Further, by taking the integral probability metric as maximum mean discrepancy, a low-complexity policy gradient algorithm is derived for finite MDPs. The new algorithm, called MM-RKHS, appears to be superior to PPO algorithm due to low computational complexity, low sample complexity, and faster convergence.

cs.LG

Sub-optimality bounds for certainty equivalent policies in partially observed systems

In this paper, we present a generalization of the certainty equivalence principle of stochastic control. One interpretation of the classical certainty equivalence principle for linear systems with output feedback and quadratic costs is as follows: the optimal action at each time is obtained by evaluating the optimal state-feedback policy of the stochastic linear system at the minimum mean square error (MMSE) estimate of the state. Motivated by this interpretation, we consider certainty equivalent policies for general (non-linear) partially observed stochastic systems that allow for any state estimate rather than restricting to MMSE estimates. In such settings, the certainty equivalent policy is not optimal. For models where the cost and the dynamics are smooth in an appropriate sense, we derive upper bounds on the sub-optimality of certainty equivalent policies. We present several examples to illustrate the results.

math.OC

Convergence of regularized agent-state-based Q-learning in POMDPs

In this paper, we present a framework to understand the convergence of commonly used Q-learning reinforcement learning algorithms in practice. Two salient features of such algorithms are: (i)~the Q-table is recursively updated using an agent state (such as the state of a recurrent neural network) which is not a belief state or an information state and (ii)~policy regularization is often used to encourage exploration and stabilize the learning algorithm. We investigate the simplest form of such Q-learning algorithms which we call regularized agent-state-based Q-learning (RASQL) and show that it converges under mild technical conditions to the fixed point of an appropriately defined regularized MDP, which depends on the stationary distribution induced by the behavioral policy. We also show that a similar analysis continues to work for a variant of RASQL that learns periodic policies. We present numerical examples to illustrate that the empirical convergence behavior matches with the proposed theoretical limit.

cs.LG

Task load dependent decision referrals for joint binary classification in human-automation teams

We consider the problem of optimal decision referrals in human-automation teams performing binary classification tasks. The automation, which includes a pre-trained classifier, observes data for a batch of independent tasks, analyzes them, and may refer a subset of tasks to a human operator for fresh and final analysis. Our key modeling assumption is that human performance degrades with task load. We model the problem of choosing which tasks to refer as a stochastic optimization problem and show that, for a given task load, it is optimal to myopically refer tasks that yield the largest reduction in expected cost, conditional on the observed data. This provides a ranking scheme and a policy to determine the optimal set of tasks for referral. We evaluate this policy against a baseline through an experimental study with human participants. Using a radar screen simulator, participants made binary target classification decisions under time constraint. They were guided by a decision rule provided to them, but were still prone to errors under time pressure. An initial experiment estimated human performance model parameters, while a second experiment compared two referral policies. Results show statistically significant gains for the proposed optimal referral policy over a blind policy that determines referrals using the automation and human-performance models but not based on the observed data.

eess.SY

A Theoretical Justification for Asymmetric Actor-Critic Algorithms

In reinforcement learning for partially observable environments, many successful algorithms have been developed within the asymmetric learning paradigm. This paradigm leverages additional state information available at training time for faster learning. Although the proposed learning objectives are usually theoretically sound, these methods still lack a precise theoretical justification for their potential benefits. We propose such a justification for asymmetric actor-critic algorithms with linear function approximators by adapting a finite-time convergence analysis to this setting. The resulting finite-time bound reveals that the asymmetric critic eliminates error terms arising from aliasing in the agent state.

cs.LG

Concentration of Cumulative Reward in Markov Decision Processes

In this paper, we investigate the concentration properties of cumulative reward in Markov Decision Processes (MDPs), focusing on both asymptotic and non-asymptotic settings. We introduce a unified approach to characterize reward concentration in MDPs, covering both infinite-horizon settings (i.e., average and discounted reward frameworks) and finite-horizon setting. Our asymptotic results include the law of large numbers, the central limit theorem, and the law of iterated logarithms, while our non-asymptotic bounds include Azuma-Hoeffding-type inequalities and a non-asymptotic version of the law of iterated logarithms. Additionally, we explore two key implications of our results. First, we analyze the sample path behavior of the difference in rewards between any two stationary policies. Second, we show that two alternative definitions of regret for learning policies proposed in the literature are rate-equivalent. Our proof techniques rely on a martingale decomposition of cumulative reward, properties of the solution to the policy evaluation fixed-point equation, and both asymptotic and non-asymptotic concentration results for martingale difference sequences.

cs.LG

Agent-state based policies in POMDPs: Beyond belief-state MDPs

The traditional approach to POMDPs is to convert them into fully observed MDPs by considering a belief state as an information state. However, a belief-state based approach requires perfect knowledge of the system dynamics and is therefore not applicable in the learning setting where the system model is unknown. Various approaches to circumvent this limitation have been proposed in the literature. We present a unified treatment of some of these approaches by viewing them as models where the agent maintains a local recursively updateable agent state and chooses actions based on the agent state. We highlight the different classes of agent-state based policies and the various approaches that have been proposed in the literature to find good policies within each class. These include the designer's approach to find optimal non-stationary agent-state based policies, policy search approaches to find a locally optimal stationary agent-state based policies, and the approximate information state to find approximately optimal stationary agent-state based policies. We then present how ideas from the approximate information state approach have been used to improve Q-learning and actor-critic algorithms for learning in POMDPs.

eess.SY

Periodic agent-state based Q-learning for POMDPs

The standard approach for Partially Observable Markov Decision Processes (POMDPs) is to convert them to a fully observed belief-state MDP. However, the belief state depends on the system model and is therefore not viable in reinforcement learning (RL) settings. A widely used alternative is to use an agent state, which is a model-free, recursively updateable function of the observation history. Examples include frame stacking and recurrent neural networks. Since the agent state is model-free, it is used to adapt standard RL algorithms to POMDPs. However, standard RL algorithms like Q-learning learn a stationary policy. Our main thesis that we illustrate via examples is that because the agent state does not satisfy the Markov property, non-stationary agent-state based policies can outperform stationary ones. To leverage this feature, we propose PASQL (periodic agent-state based Q-learning), which is a variant of agent-state-based Q-learning that learns periodic policies. By combining ideas from periodic Markov chains and stochastic approximation, we rigorously establish that PASQL converges to a cyclic limit and characterize the approximation error of the converged periodic policy. Finally, we present a numerical experiment to highlight the salient features of PASQL and demonstrate the benefit of learning periodic policies over stationary policies.

cs.LG

Bridging State and History Representations: Understanding Self-Predictive RL

Representations are at the core of all deep reinforcement learning (RL) methods for both Markov decision processes (MDPs) and partially observable Markov decision processes (POMDPs). Many representation learning methods and theoretical frameworks have been developed to understand what constitutes an effective representation. However, the relationships between these methods and the shared properties among them remain unclear. In this paper, we show that many of these seemingly distinct methods and frameworks for state and history abstractions are, in fact, based on a common idea of self-predictive abstraction. Furthermore, we provide theoretical insights into the widely adopted objectives and optimization, such as the stop-gradient technique, in learning self-predictive representations. These findings together yield a minimalist algorithm to learn self-predictive representations for states and histories. We validate our theories by applying our algorithm to standard MDPs, MDPs with distractors, and POMDPs with sparse rewards. These findings culminate in a set of preliminary guidelines for RL practitioners.

cs.LG

Model approximation in MDPs with unbounded per-step cost

We consider the problem of designing a control policy for an infinite-horizon discounted cost Markov decision process $\mathcal{M}$ when we only have access to an approximate model $\hat{\mathcal{M}}$. How well does an optimal policy $\hatπ^{\star}$ of the approximate model perform when used in the original model $\mathcal{M}$? We answer this question by bounding a weighted norm of the difference between the value function of $\hatπ^\star $ when used in $\mathcal{M}$ and the optimal value function of $\mathcal{M}$. We then extend our results and obtain potentially tighter upper bounds by considering affine transformations of the per-step cost. We further provide upper bounds that explicitly depend on the weighted distance between cost functions and weighted distance between transition kernels of the original and approximate models. We present examples to illustrate our results.

math.OC

Mean-field games among teams

In this paper, we present a model of a game among teams. Each team consists of a homogeneous population of agents. Agents within a team are cooperative while the teams compete with other teams. The dynamics and the costs are coupled through the empirical distribution (or the mean field) of the state of agents in each team. This mean-field is assumed to be observed by all agents. Agents have asymmetric information (also called a non-classical information structure). We propose a mean-field based refinement of the Team-Nash equilibrium of the game, which we call mean-field Markov perfect equilibrium (MF-MPE). We identify a dynamic programming decomposition to characterize MF-MPE. We then consider the case where each team has a large number of players and present a mean-field approximation which approximates the game among large-population teams as a game among infinite-population teams. We show that MF-MPE of the game among teams of infinite population is easier to compute and is an $\varepsilon$-approximate MF-MPE of the game among teams of finite population.

cs.GT

Dealing With Non-stationarity in Decentralized Cooperative Multi-Agent Deep Reinforcement Learning via Multi-Timescale Learning

Decentralized cooperative multi-agent deep reinforcement learning (MARL) can be a versatile learning framework, particularly in scenarios where centralized training is either not possible or not practical. One of the critical challenges in decentralized deep MARL is the non-stationarity of the learning environment when multiple agents are learning concurrently. A commonly used and efficient scheme for decentralized MARL is independent learning in which agents concurrently update their policies independently of each other. We first show that independent learning does not always converge, while sequential learning where agents update their policies one after another in a sequence is guaranteed to converge to an agent-by-agent optimal solution. In sequential learning, when one agent updates its policy, all other agent's policies are kept fixed, alleviating the challenge of non-stationarity due to simultaneous updates in other agents' policies. However, it can be slow because only one agent is learning at any time. Therefore it might also not always be practical. In this work, we propose a decentralized cooperative MARL algorithm based on multi-timescale learning. In multi-timescale learning, all agents learn simultaneously, but at different learning rates. In our proposed method, when one agent updates its policy, other agents are allowed to update their policies as well, but at a slower rate. This speeds up sequential learning, while also minimizing non-stationarity caused by other agents updating concurrently. Multi-timescale learning outperforms state-of-the-art decentralized learning methods on a set of challenging multi-agent cooperative tasks in the epymarl(Papoudakis et al., 2020) benchmark. This can be seen as a first step towards more general decentralized cooperative deep MARL methods based on multi-timescale learning.

cs.LG

Approximate information state based convergence analysis of recurrent Q-learning

In spite of the large literature on reinforcement learning (RL) algorithms for partially observable Markov decision processes (POMDPs), a complete theoretical understanding is still lacking. In a partially observable setting, the history of data available to the agent increases over time so most practical algorithms either truncate the history to a finite window or compress it using a recurrent neural network leading to an agent state that is non-Markovian. In this paper, it is shown that in spite of the lack of the Markov property, recurrent Q-learning (RQL) converges in the tabular setting. Moreover, it is shown that the quality of the converged limit depends on the quality of the representation which is quantified in terms of what is known as an approximate information state (AIS). Based on this characterization of the approximation error, a variant of RQL with AIS losses is presented. This variant performs better than a strong baseline for RQL that does not use AIS losses. It is demonstrated that there is a strong correlation between the performance of RQL over time and the loss associated with the AIS representation.

cs.LG

Two families of indexable partially observable restless bandits and Whittle index computation

We consider the restless bandits with general state space under partial observability with two observational models: first, the state of each bandit is not observable at all, and second, the state of each bandit is observable only if it is chosen. We assume both models satisfy the restart property under which we prove indexability of the models and propose the Whittle index policy as the solution. For the first model, we derive a closed-form expression for the Whittle index. For the second model, we propose an efficient algorithm to compute the Whittle index by exploiting the qualitative properties of the optimal policy. We present detailed numerical experiments for multiple instances of machine maintenance problem. The result indicates that the Whittle index policy outperforms myopic policy and can be close to optimal in different setups.

eess.SY

On learning Whittle index policy for restless bandits with scalable regret

Reinforcement learning is an attractive approach to learn good resource allocation and scheduling policies based on data when the system model is unknown. However, the cumulative regret of most RL algorithms scales as $\tilde O(\mathsf{S} \sqrt{\mathsf{A} T})$, where $\mathsf{S}$ is the size of the state space, $\mathsf{A}$ is the size of the action space, $T$ is the horizon, and the $\tilde{O}(\cdot)$ notation hides logarithmic terms. Due to the linear dependence on the size of the state space, these regret bounds are prohibitively large for resource allocation and scheduling problems. In this paper, we present a model-based RL algorithm for such problems which has scalable regret. In particular, we consider a restless bandit model, and propose a Thompson-sampling based learning algorithm which is tuned to the underlying structure of the model. We present two characterizations of the regret of the proposed algorithm with respect to the Whittle index policy. First, we show that for a restless bandit with $n$ arms and at most $m$ activations at each time, the regret scales either as $\tilde{O}(mn\sqrt{T})$ or $\tilde{O}(n^2 \sqrt{T})$ depending on the reward model. Second, under an additional technical assumption, we show that the regret scales as $\tilde{O}(n^{1.5} \sqrt{T})$ or $\tilde{O}(\max\{m\sqrt{n}, n\} \sqrt{T})$. We present numerical examples to illustrate the salient features of the algorithm.

cs.LG

Strong Consistency and Rate of Convergence of Switched Least Squares System Identification for Autonomous Markov Jump Linear Systems

In this paper, we investigate the problem of system identification for autonomous Markov jump linear systems (MJS) with complete state observations. We propose switched least squares method for identification of MJS, show that this method is strongly consistent, and derive data-dependent and data-independent rates of convergence. In particular, our data-independent rate of convergence shows that, almost surely, the system identification error is $\mathcal{O}\big(\sqrt{\log(T)/T} \big)$ where $T$ is the time horizon. These results show that switched least squares method for MJS has the same rate of convergence as least squares method for autonomous linear systems. We derive our results by imposing a general stability assumption on the model called stability in the average sense. We show that stability in the average sense is a weaker form of stability compared to the stability assumptions commonly imposed in the literature. We present numerical examples to illustrate the performance of the proposed method.

cs.LG

Robustness and sample complexity of model-based MARL for general-sum Markov games

Multi-agent reinforcement learning (MARL) is often modeled using the framework of Markov games (also called stochastic games or dynamic games). Most of the existing literature on MARL concentrates on zero-sum Markov games but is not applicable to general-sum Markov games. It is known that the best-response dynamics in general-sum Markov games are not a contraction. Therefore, different equilibria in general-sum Markov games can have different values. Moreover, the Q-function is not sufficient to completely characterize the equilibrium. Given these challenges, model based learning is an attractive approach for MARL in general-sum Markov games. In this paper, we investigate the fundamental question of \emph{sample complexity} for model-based MARL algorithms in general-sum Markov games. We show two results. We first use Hoeffding inequality based bounds to show that $\tilde{\mathcal{O}}( (1-γ)^{-4} α^{-2})$ samples per state-action pair are sufficient to obtain a $α$-approximate Markov perfect equilibrium with high probability, where $γ$ is the discount factor, and the $\tilde{\mathcal{O}}(\cdot)$ notation hides logarithmic terms. We then use Bernstein inequality based bounds to show that $\tilde{\mathcal{O}}( (1-γ)^{-1} α^{-2} )$ samples are sufficient. To obtain these results, we study the robustness of Markov perfect equilibrium to model approximations. We show that the Markov perfect equilibrium of an approximate (or perturbed) game is always an approximate Markov perfect equilibrium of the original game and provide explicit bounds on the approximation error. We illustrate the results via a numerical example.

cs.GT