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Alon Cohen

Publications and source records attributed to Alon Cohen.

31 records · Page 2Linked to original sources

Asynchronous Stochastic Optimization Robust to Arbitrary Delays

We consider stochastic optimization with delayed gradients where, at each time step $t$, the algorithm makes an update using a stale stochastic gradient from step $t - d_t$ for some arbitrary delay $d_t$. This setting abstracts asynchronous distributed optimization where a central server receives gradient updates computed by worker machines. These machines can experience computation and communication loads that might vary significantly over time. In the general non-convex smooth optimization setting, we give a simple and efficient algorithm that requires $O( σ^2/ε^4 + τ/ε^2 )$ steps for finding an $ε$-stationary point $x$, where $τ$ is the \emph{average} delay $\smash{\frac{1}{T}\sum_{t=1}^T d_t}$ and $σ^2$ is the variance of the stochastic gradients. This improves over previous work, which showed that stochastic gradient decent achieves the same rate but with respect to the \emph{maximal} delay $\max_{t} d_t$, that can be significantly larger than the average delay especially in heterogeneous distributed systems. Our experiments demonstrate the efficacy and robustness of our algorithm in cases where the delay distribution is skewed or heavy-tailed.

math.OC↗

Planning and Learning with Stochastic Action Sets

In many practical uses of reinforcement learning (RL) the set of actions available at a given state is a random variable, with realizations governed by an exogenous stochastic process. Somewhat surprisingly, the foundations for such sequential decision processes have been unaddressed. In this work, we formalize and investigate MDPs with stochastic action sets (SAS-MDPs) to provide these foundations. We show that optimal policies and value functions in this model have a structure that admits a compact representation. From an RL perspective, we show that Q-learning with sampled action sets is sound. In model-based settings, we consider two important special cases: when individual actions are available with independent probabilities; and a sampling-based model for unknown distributions. We develop poly-time value and policy iteration methods for both cases; and in the first, we offer a poly-time linear programming solution.

cs.AI↗

Online Markov Decision Processes with Aggregate Bandit Feedback

We study a novel variant of online finite-horizon Markov Decision Processes with adversarially changing loss functions and initially unknown dynamics. In each episode, the learner suffers the loss accumulated along the trajectory realized by the policy chosen for the episode, and observes aggregate bandit feedback: the trajectory is revealed along with the cumulative loss suffered, rather than the individual losses encountered along the trajectory. Our main result is a computationally efficient algorithm with $O(\sqrt{K})$ regret for this setting, where $K$ is the number of episodes. We establish this result via an efficient reduction to a novel bandit learning setting we call Distorted Linear Bandits (DLB), which is a variant of bandit linear optimization where actions chosen by the learner are adversarially distorted before they are committed. We then develop a computationally-efficient online algorithm for DLB for which we prove an $O(\sqrt{T})$ regret bound, where $T$ is the number of time steps. Our algorithm is based on online mirror descent with a self-concordant barrier regularization that employs a novel increasing learning rate schedule.

cs.LG↗

Logarithmic Regret for Learning Linear Quadratic Regulators Efficiently

We consider the problem of learning in Linear Quadratic Control systems whose transition parameters are initially unknown. Recent results in this setting have demonstrated efficient learning algorithms with regret growing with the square root of the number of decision steps. We present new efficient algorithms that achieve, perhaps surprisingly, regret that scales only (poly)logarithmically with the number of steps in two scenarios: when only the state transition matrix $A$ is unknown, and when only the state-action transition matrix $B$ is unknown and the optimal policy satisfies a certain non-degeneracy condition. On the other hand, we give a lower bound that shows that when the latter condition is violated, square root regret is unavoidable.

cs.LG↗

Unknown mixing times in apprenticeship and reinforcement learning

We derive and analyze learning algorithms for apprenticeship learning, policy evaluation, and policy gradient for average reward criteria. Existing algorithms explicitly require an upper bound on the mixing time. In contrast, we build on ideas from Markov chain theory and derive sampling algorithms that do not require such an upper bound. For these algorithms, we provide theoretical bounds on their sample-complexity and running time.

cs.LG↗

Near-optimal Regret Bounds for Stochastic Shortest Path

Stochastic shortest path (SSP) is a well-known problem in planning and control, in which an agent has to reach a goal state in minimum total expected cost. In the learning formulation of the problem, the agent is unaware of the environment dynamics (i.e., the transition function) and has to repeatedly play for a given number of episodes while reasoning about the problem's optimal solution. Unlike other well-studied models in reinforcement learning (RL), the length of an episode is not predetermined (or bounded) and is influenced by the agent's actions. Recently, Tarbouriech et al. (2019) studied this problem in the context of regret minimization and provided an algorithm whose regret bound is inversely proportional to the square root of the minimum instantaneous cost. In this work we remove this dependence on the minimum cost---we give an algorithm that guarantees a regret bound of $\widetilde{O}(B_\star |S| \sqrt{|A| K})$, where $B_\star$ is an upper bound on the expected cost of the optimal policy, $S$ is the set of states, $A$ is the set of actions and $K$ is the number of episodes. We additionally show that any learning algorithm must have at least $Ω(B_\star \sqrt{|S| |A| K})$ regret in the worst case.

cs.LG↗

Apprenticeship Learning via Frank-Wolfe

We consider the applications of the Frank-Wolfe (FW) algorithm for Apprenticeship Learning (AL). In this setting, we are given a Markov Decision Process (MDP) without an explicit reward function. Instead, we observe an expert that acts according to some policy, and the goal is to find a policy whose feature expectations are closest to those of the expert policy. We formulate this problem as finding the projection of the feature expectations of the expert on the feature expectations polytope -- the convex hull of the feature expectations of all the deterministic policies in the MDP. We show that this formulation is equivalent to the AL objective and that solving this problem using the FW algorithm is equivalent well-known Projection method of Abbeel and Ng (2004). This insight allows us to analyze AL with tools from convex optimization literature and derive tighter convergence bounds on AL. Specifically, we show that a variation of the FW method that is based on taking "away steps" achieves a linear rate of convergence when applied to AL and that a stochastic version of the FW algorithm can be used to avoid precise estimation of feature expectations. We also experimentally show that this version outperforms the FW baseline. To the best of our knowledge, this is the first work that shows linear convergence rates for AL.

cs.LG↗

Learning to Screen

Imagine a large firm with multiple departments that plans a large recruitment. Candidates arrive one-by-one, and for each candidate the firm decides, based on her data (CV, skills, experience, etc), whether to summon her for an interview. The firm wants to recruit the best candidates while minimizing the number of interviews. We model such scenarios as an assignment problem between items (candidates) and categories (departments): the items arrive one-by-one in an online manner, and upon processing each item the algorithm decides, based on its value and the categories it can be matched with, whether to retain or discard it (this decision is irrevocable). The goal is to retain as few items as possible while guaranteeing that the set of retained items contains an optimal matching. We consider two variants of this problem: (i) in the first variant it is assumed that the $n$ items are drawn independently from an unknown distribution $D$. (ii) In the second variant it is assumed that before the process starts, the algorithm has an access to a training set of $n$ items drawn independently from the same unknown distribution (e.g.\ data of candidates from previous recruitment seasons). We give tight bounds on the minimum possible number of retained items in each of these variants. These results demonstrate that one can retain exponentially less items in the second variant (with the training set).

cs.LG↗

Online Linear Quadratic Control

We study the problem of controlling linear time-invariant systems with known noisy dynamics and adversarially chosen quadratic losses. We present the first efficient online learning algorithms in this setting that guarantee $O(\sqrt{T})$ regret under mild assumptions, where $T$ is the time horizon. Our algorithms rely on a novel SDP relaxation for the steady-state distribution of the system. Crucially, and in contrast to previously proposed relaxations, the feasible solutions of our SDP all correspond to "strongly stable" policies that mix exponentially fast to a steady state.

cs.LG↗

Online Learning with Many Experts

We study the problem of prediction with expert advice when the number of experts in question may be extremely large or even infinite. We devise an algorithm that obtains a tight regret bound of $\widetilde{O}(εT + N + \sqrt{NT})$, where $N$ is the empirical $ε$-covering number of the sequence of loss functions generated by the environment. In addition, we present a hedging procedure that allows us to find the optimal $ε$ in hindsight. Finally, we discuss a few interesting applications of our algorithm. We show how our algorithm is applicable in the approximately low rank experts model of Hazan et al. (2016), and discuss the case of experts with bounded variation, in which there is a surprisingly large gap between the regret bounds obtained in the statistical and online settings.

cs.LG↗

Tight Bounds for Bandit Combinatorial Optimization

We revisit the study of optimal regret rates in bandit combinatorial optimization---a fundamental framework for sequential decision making under uncertainty that abstracts numerous combinatorial prediction problems. We prove that the attainable regret in this setting grows as $\widetildeΘ(k^{3/2}\sqrt{dT})$ where $d$ is the dimension of the problem and $k$ is a bound over the maximal instantaneous loss, disproving a conjecture of Audibert, Bubeck, and Lugosi (2013) who argued that the optimal rate should be of the form $\widetildeΘ(k\sqrt{dT})$. Our bounds apply to several important instances of the framework, and in particular, imply a tight bound for the well-studied bandit shortest path problem. By that, we also resolve an open problem posed by Cesa-Bianchi and Lugosi (2012).

cs.LG↗

Online Learning with Feedback Graphs Without the Graphs

We study an online learning framework introduced by Mannor and Shamir (2011) in which the feedback is specified by a graph, in a setting where the graph may vary from round to round and is \emph{never fully revealed} to the learner. We show a large gap between the adversarial and the stochastic cases. In the adversarial case, we prove that even for dense feedback graphs, the learner cannot improve upon a trivial regret bound obtained by ignoring any additional feedback besides her own loss. In contrast, in the stochastic case we give an algorithm that achieves $\widetilde Θ(\sqrt{αT})$ regret over $T$ rounds, provided that the independence numbers of the hidden feedback graphs are at most $α$. We also extend our results to a more general feedback model, in which the learner does not necessarily observe her own loss, and show that, even in simple cases, concealing the feedback graphs might render a learnable problem unlearnable.

cs.LG↗