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Alessandro Lazaric

Publications and source records attributed to Alessandro Lazaric.

At least 73 records · Page 4Linked to original sources

A Novel Confidence-Based Algorithm for Structured Bandits

We study finite-armed stochastic bandits where the rewards of each arm might be correlated to those of other arms. We introduce a novel phased algorithm that exploits the given structure to build confidence sets over the parameters of the true bandit problem and rapidly discard all sub-optimal arms. In particular, unlike standard bandit algorithms with no structure, we show that the number of times a suboptimal arm is selected may actually be reduced thanks to the information collected by pulling other arms. Furthermore, we show that, in some structures, the regret of an anytime extension of our algorithm is uniformly bounded over time. For these constant-regret structures, we also derive a matching lower bound. Finally, we demonstrate numerically that our approach better exploits certain structures than existing methods.

cs.LG↗

Meta-learning with Stochastic Linear Bandits

We investigate meta-learning procedures in the setting of stochastic linear bandits tasks. The goal is to select a learning algorithm which works well on average over a class of bandits tasks, that are sampled from a task-distribution. Inspired by recent work on learning-to-learn linear regression, we consider a class of bandit algorithms that implement a regularized version of the well-known OFUL algorithm, where the regularization is a square euclidean distance to a bias vector. We first study the benefit of the biased OFUL algorithm in terms of regret minimization. We then propose two strategies to estimate the bias within the learning-to-learn setting. We show both theoretically and experimentally, that when the number of tasks grows and the variance of the task-distribution is small, our strategies have a significant advantage over learning the tasks in isolation.

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Rotting bandits are not harder than stochastic ones

In stochastic multi-armed bandits, the reward distribution of each arm is assumed to be stationary. This assumption is often violated in practice (e.g., in recommendation systems), where the reward of an arm may change whenever is selected, i.e., rested bandit setting. In this paper, we consider the non-parametric rotting bandit setting, where rewards can only decrease. We introduce the filtering on expanding window average (FEWA) algorithm that constructs moving averages of increasing windows to identify arms that are more likely to return high rewards when pulled once more. We prove that for an unknown horizon $T$, and without any knowledge on the decreasing behavior of the $K$ arms, FEWA achieves problem-dependent regret bound of $\widetilde{\mathcal{O}}(\log{(KT)}),$ and a problem-independent one of $\widetilde{\mathcal{O}}(\sqrt{KT})$. Our result substantially improves over the algorithm of Levine et al. (2017), which suffers regret $\widetilde{\mathcal{O}}(K^{1/3}T^{2/3})$. FEWA also matches known bounds for the stochastic bandit setting, thus showing that the rotting bandits are not harder. Finally, we report simulations confirming the theoretical improvements of FEWA.

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Learning Adaptive Exploration Strategies in Dynamic Environments Through Informed Policy Regularization

We study the problem of learning exploration-exploitation strategies that effectively adapt to dynamic environments, where the task may change over time. While RNN-based policies could in principle represent such strategies, in practice their training time is prohibitive and the learning process often converges to poor solutions. In this paper, we consider the case where the agent has access to a description of the task (e.g., a task id or task parameters) at training time, but not at test time. We propose a novel algorithm that regularizes the training of an RNN-based policy using informed policies trained to maximize the reward in each task. This dramatically reduces the sample complexity of training RNN-based policies, without losing their representational power. As a result, our method learns exploration strategies that efficiently balance between gathering information about the unknown and changing task and maximizing the reward over time. We test the performance of our algorithm in a variety of environments where tasks may vary within each episode.

cs.LG↗

Near-linear Time Gaussian Process Optimization with Adaptive Batching and Resparsification

Gaussian processes (GP) are one of the most successful frameworks to model uncertainty. However, GP optimization (e.g., GP-UCB) suffers from major scalability issues. Experimental time grows linearly with the number of evaluations, unless candidates are selected in batches (e.g., using GP-BUCB) and evaluated in parallel. Furthermore, computational cost is often prohibitive since algorithms such as GP-BUCB require a time at least quadratic in the number of dimensions and iterations to select each batch. In this paper, we introduce BBKB (Batch Budgeted Kernel Bandits), the first no-regret GP optimization algorithm that provably runs in near-linear time and selects candidates in batches. This is obtained with a new guarantee for the tracking of the posterior variances that allows BBKB to choose increasingly larger batches, improving over GP-BUCB. Moreover, we show that the same bound can be used to adaptively delay costly updates to the sparse GP approximation used by BBKB, achieving a near-constant per-step amortized cost. These findings are then confirmed in several experiments, where BBKB is much faster than state-of-the-art methods.

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Improved Algorithms for Conservative Exploration in Bandits

In many fields such as digital marketing, healthcare, finance, and robotics, it is common to have a well-tested and reliable baseline policy running in production (e.g., a recommender system). Nonetheless, the baseline policy is often suboptimal. In this case, it is desirable to deploy online learning algorithms (e.g., a multi-armed bandit algorithm) that interact with the system to learn a better/optimal policy under the constraint that during the learning process the performance is almost never worse than the performance of the baseline itself. In this paper, we study the conservative learning problem in the contextual linear bandit setting and introduce a novel algorithm, the Conservative Constrained LinUCB (CLUCB2). We derive regret bounds for CLUCB2 that match existing results and empirically show that it outperforms state-of-the-art conservative bandit algorithms in a number of synthetic and real-world problems. Finally, we consider a more realistic constraint where the performance is verified only at predefined checkpoints (instead of at every step) and show how this relaxed constraint favorably impacts the regret and empirical performance of CLUCB2.

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Linear Thompson Sampling Revisited

We derive an alternative proof for the regret of Thompson sampling (\ts) in the stochastic linear bandit setting. While we obtain a regret bound of order $\widetilde{O}(d^{3/2}\sqrt{T})$ as in previous results, the proof sheds new light on the functioning of the \ts. We leverage on the structure of the problem to show how the regret is related to the sensitivity (i.e., the gradient) of the objective function and how selecting optimal arms associated to \textit{optimistic} parameters does control it. Thus we show that \ts can be seen as a generic randomized algorithm where the sampling distribution is designed to have a fixed probability of being optimistic, at the cost of an additional $\sqrt{d}$ regret factor compared to a UCB-like approach. Furthermore, we show that our proof can be readily applied to regularized linear optimization and generalized linear model problems.

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A Structured Prediction Approach for Generalization in Cooperative Multi-Agent Reinforcement Learning

Effective coordination is crucial to solve multi-agent collaborative (MAC) problems. While centralized reinforcement learning methods can optimally solve small MAC instances, they do not scale to large problems and they fail to generalize to scenarios different from those seen during training. In this paper, we consider MAC problems with some intrinsic notion of locality (e.g., geographic proximity) such that interactions between agents and tasks are locally limited. By leveraging this property, we introduce a novel structured prediction approach to assign agents to tasks. At each step, the assignment is obtained by solving a centralized optimization problem (the inference procedure) whose objective function is parameterized by a learned scoring model. We propose different combinations of inference procedures and scoring models able to represent coordination patterns of increasing complexity. The resulting assignment policy can be efficiently learned on small problem instances and readily reused in problems with more agents and tasks (i.e., zero-shot generalization). We report experimental results on a toy search and rescue problem and on several target selection scenarios in StarCraft: Brood War, in which our model significantly outperforms strong rule-based baselines on instances with 5 times more agents and tasks than those seen during training.

cs.LG↗

Gaussian Process Optimization with Adaptive Sketching: Scalable and No Regret

Gaussian processes (GP) are a well studied Bayesian approach for the optimization of black-box functions. Despite their effectiveness in simple problems, GP-based algorithms hardly scale to high-dimensional functions, as their per-iteration time and space cost is at least quadratic in the number of dimensions $d$ and iterations $t$. Given a set of $A$ alternatives to choose from, the overall runtime $O(t^3A)$ is prohibitive. In this paper we introduce BKB (budgeted kernelized bandit), a new approximate GP algorithm for optimization under bandit feedback that achieves near-optimal regret (and hence near-optimal convergence rate) with near-constant per-iteration complexity and remarkably no assumption on the input space or covariance of the GP. We combine a kernelized linear bandit algorithm (GP-UCB) with randomized matrix sketching based on leverage score sampling, and we prove that randomly sampling inducing points based on their posterior variance gives an accurate low-rank approximation of the GP, preserving variance estimates and confidence intervals. As a consequence, BKB does not suffer from variance starvation, an important problem faced by many previous sparse GP approximations. Moreover, we show that our procedure selects at most $\tilde{O}(d_{eff})$ points, where $d_{eff}$ is the effective dimension of the explored space, which is typically much smaller than both $d$ and $t$. This greatly reduces the dimensionality of the problem, thus leading to a $O(TAd_{eff}^2)$ runtime and $O(A d_{eff})$ space complexity.

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Word-order biases in deep-agent emergent communication

Sequence-processing neural networks led to remarkable progress on many NLP tasks. As a consequence, there has been increasing interest in understanding to what extent they process language as humans do. We aim here to uncover which biases such models display with respect to "natural" word-order constraints. We train models to communicate about paths in a simple gridworld, using miniature languages that reflect or violate various natural language trends, such as the tendency to avoid redundancy or to minimize long-distance dependencies. We study how the controlled characteristics of our miniature languages affect individual learning and their stability across multiple network generations. The results draw a mixed picture. On the one hand, neural networks show a strong tendency to avoid long-distance dependencies. On the other hand, there is no clear preference for the efficient, non-redundant encoding of information that is widely attested in natural language. We thus suggest inoculating a notion of "effort" into neural networks, as a possible way to make their linguistic behavior more human-like.

cs.CL↗

Near Optimal Exploration-Exploitation in Non-Communicating Markov Decision Processes

While designing the state space of an MDP, it is common to include states that are transient or not reachable by any policy (e.g., in mountain car, the product space of speed and position contains configurations that are not physically reachable). This leads to defining weakly-communicating or multi-chain MDPs. In this paper, we introduce \tucrl, the first algorithm able to perform efficient exploration-exploitation in any finite Markov Decision Process (MDP) without requiring any form of prior knowledge. In particular, for any MDP with $S^{\texttt{C}}$ communicating states, $A$ actions and $Γ^{\texttt{C}} \leq S^{\texttt{C}}$ possible communicating next states, we derive a $\widetilde{O}(D^{\texttt{C}} \sqrt{Γ^{\texttt{C}} S^{\texttt{C}} AT})$ regret bound, where $D^{\texttt{C}}$ is the diameter (i.e., the longest shortest path) of the communicating part of the MDP. This is in contrast with optimistic algorithms (e.g., UCRL, Optimistic PSRL) that suffer linear regret in weakly-communicating MDPs, as well as posterior sampling or regularised algorithms (e.g., REGAL), which require prior knowledge on the bias span of the optimal policy to bias the exploration to achieve sub-linear regret. We also prove that in weakly-communicating MDPs, no algorithm can ever achieve a logarithmic growth of the regret without first suffering a linear regret for a number of steps that is exponential in the parameters of the MDP. Finally, we report numerical simulations supporting our theoretical findings and showing how TUCRL overcomes the limitations of the state-of-the-art.

cs.LG↗

Active Exploration in Markov Decision Processes

We introduce the active exploration problem in Markov decision processes (MDPs). Each state of the MDP is characterized by a random value and the learner should gather samples to estimate the mean value of each state as accurately as possible. Similarly to active exploration in multi-armed bandit (MAB), states may have different levels of noise, so that the higher the noise, the more samples are needed. As the noise level is initially unknown, we need to trade off the exploration of the environment to estimate the noise and the exploitation of these estimates to compute a policy maximizing the accuracy of the mean predictions. We introduce a novel learning algorithm to solve this problem showing that active exploration in MDPs may be significantly more difficult than in MAB. We also derive a heuristic procedure to mitigate the negative effect of slowly mixing policies. Finally, we validate our findings on simple numerical simulations.

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Exploration Bonus for Regret Minimization in Undiscounted Discrete and Continuous Markov Decision Processes

We introduce and analyse two algorithms for exploration-exploitation in discrete and continuous Markov Decision Processes (MDPs) based on exploration bonuses. SCAL$^+$ is a variant of SCAL (Fruit et al., 2018) that performs efficient exploration-exploitation in any unknown weakly-communicating MDP for which an upper bound C on the span of the optimal bias function is known. For an MDP with $S$ states, $A$ actions and $Γ\leq S$ possible next states, we prove that SCAL$^+$ achieves the same theoretical guarantees as SCAL (i.e., a high probability regret bound of $\widetilde{O}(C\sqrt{ΓSAT})$), with a much smaller computational complexity. Similarly, C-SCAL$^+$ exploits an exploration bonus to achieve sublinear regret in any undiscounted MDP with continuous state space. We show that C-SCAL$^+$ achieves the same regret bound as UCCRL (Ortner and Ryabko, 2012) while being the first implementable algorithm with regret guarantees in this setting. While optimistic algorithms such as UCRL, SCAL or UCCRL maintain a high-confidence set of plausible MDPs around the true unknown MDP, SCAL$^+$ and C-SCAL$^+$ leverage on an exploration bonus to directly plan on the empirically estimated MDP, thus being more computationally efficient.

cs.LG↗

Efficient Bias-Span-Constrained Exploration-Exploitation in Reinforcement Learning

We introduce SCAL, an algorithm designed to perform efficient exploration-exploitation in any unknown weakly-communicating Markov decision process (MDP) for which an upper bound $c$ on the span of the optimal bias function is known. For an MDP with $S$ states, $A$ actions and $Γ\leq S$ possible next states, we prove a regret bound of $\widetilde{O}(c\sqrt{ΓSAT})$, which significantly improves over existing algorithms (e.g., UCRL and PSRL), whose regret scales linearly with the MDP diameter $D$. In fact, the optimal bias span is finite and often much smaller than $D$ (e.g., $D=\infty$ in non-communicating MDPs). A similar result was originally derived by Bartlett and Tewari (2009) for REGAL.C, for which no tractable algorithm is available. In this paper, we relax the optimization problem at the core of REGAL.C, we carefully analyze its properties, and we provide the first computationally efficient algorithm to solve it. Finally, we report numerical simulations supporting our theoretical findings and showing how SCAL significantly outperforms UCRL in MDPs with large diameter and small span.

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Reinforcement Learning in Rich-Observation MDPs using Spectral Methods

Reinforcement learning (RL) in Markov decision processes (MDPs) with large state spaces is a challenging problem. The performance of standard RL algorithms degrades drastically with the dimensionality of state space. However, in practice, these large MDPs typically incorporate a latent or hidden low-dimensional structure. In this paper, we study the setting of rich-observation Markov decision processes (ROMDP), where there are a small number of hidden states which possess an injective mapping to the observation states. In other words, every observation state is generated through a single hidden state, and this mapping is unknown a priori. We introduce a spectral decomposition method that consistently learns this mapping, and more importantly, achieves it with low regret. The estimated mapping is integrated into an optimistic RL algorithm (UCRL), which operates on the estimated hidden space. We derive finite-time regret bounds for our algorithm with a weak dependence on the dimensionality of the observed space. In fact, our algorithm asymptotically achieves the same average regret as the oracle UCRL algorithm, which has the knowledge of the mapping from hidden to observed spaces. Thus, we derive an efficient spectral RL algorithm for ROMDPs.

cs.AI↗

Distributed Adaptive Sampling for Kernel Matrix Approximation

Most kernel-based methods, such as kernel or Gaussian process regression, kernel PCA, ICA, or $k$-means clustering, do not scale to large datasets, because constructing and storing the kernel matrix $\mathbf{K}_n$ requires at least $\mathcal{O}(n^2)$ time and space for $n$ samples. Recent works show that sampling points with replacement according to their ridge leverage scores (RLS) generates small dictionaries of relevant points with strong spectral approximation guarantees for $\mathbf{K}_n$. The drawback of RLS-based methods is that computing exact RLS requires constructing and storing the whole kernel matrix. In this paper, we introduce SQUEAK, a new algorithm for kernel approximation based on RLS sampling that sequentially processes the dataset, storing a dictionary which creates accurate kernel matrix approximations with a number of points that only depends on the effective dimension $d_{eff}(γ)$ of the dataset. Moreover since all the RLS estimations are efficiently performed using only the small dictionary, SQUEAK is the first RLS sampling algorithm that never constructs the whole matrix $\mathbf{K}_n$, runs in linear time $\widetilde{\mathcal{O}}(nd_{eff}(γ)^3)$ w.r.t. $n$, and requires only a single pass over the dataset. We also propose a parallel and distributed version of SQUEAK that linearly scales across multiple machines, achieving similar accuracy in as little as $\widetilde{\mathcal{O}}(\log(n)d_{eff}(γ)^3)$ time.

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Active Learning for Accurate Estimation of Linear Models

We explore the sequential decision making problem where the goal is to estimate uniformly well a number of linear models, given a shared budget of random contexts independently sampled from a known distribution. The decision maker must query one of the linear models for each incoming context, and receives an observation corrupted by noise levels that are unknown, and depend on the model instance. We present Trace-UCB, an adaptive allocation algorithm that learns the noise levels while balancing contexts accordingly across the different linear functions, and derive guarantees for simple regret in both expectation and high-probability. Finally, we extend the algorithm and its guarantees to high dimensional settings, where the number of linear models times the dimension of the contextual space is higher than the total budget of samples. Simulations with real data suggest that Trace-UCB is remarkably robust, outperforming a number of baselines even when its assumptions are violated.

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