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Andrea Zanette

Publications and source records attributed to Andrea Zanette.

31 records · Page 2Linked to original sources

Policy Finetuning in Reinforcement Learning via Design of Experiments using Offline Data

In some applications of reinforcement learning, a dataset of pre-collected experience is already available but it is also possible to acquire some additional online data to help improve the quality of the policy. However, it may be preferable to gather additional data with a single, non-reactive exploration policy and avoid the engineering costs associated with switching policies. In this paper we propose an algorithm with provable guarantees that can leverage an offline dataset to design a single non-reactive policy for exploration. We theoretically analyze the algorithm and measure the quality of the final policy as a function of the local coverage of the original dataset and the amount of additional data collected.

cs.LG↗

When is Realizability Sufficient for Off-Policy Reinforcement Learning?

Model-free algorithms for reinforcement learning typically require a condition called Bellman completeness in order to successfully operate off-policy with function approximation, unless additional conditions are met. However, Bellman completeness is a requirement that is much stronger than realizability and that is deemed to be too strong to hold in practice. In this work, we relax this structural assumption and analyze the statistical complexity of off-policy reinforcement learning when only realizability holds for the prescribed function class. We establish finite-sample guarantees for off-policy reinforcement learning that are free of the approximation error term known as inherent Bellman error, and that depend on the interplay of three factors. The first two are well known: they are the metric entropy of the function class and the concentrability coefficient that represents the cost of learning off-policy. The third factor is new, and it measures the violation of Bellman completeness, namely the mis-alignment between the chosen function class and its image through the Bellman operator. In essence, these error bounds establish that off-policy reinforcement learning remains statistically viable even in absence of Bellman completeness, and characterize the intermediate situation between the favorable Bellman complete setting and the worst-case scenario where exponential lower bounds are in force. Our analysis directly applies to the solution found by temporal difference algorithms when they converge.

cs.LG↗

Bellman Residual Orthogonalization for Offline Reinforcement Learning

We propose and analyze a reinforcement learning principle that approximates the Bellman equations by enforcing their validity only along an user-defined space of test functions. Focusing on applications to model-free offline RL with function approximation, we exploit this principle to derive confidence intervals for off-policy evaluation, as well as to optimize over policies within a prescribed policy class. We prove an oracle inequality on our policy optimization procedure in terms of a trade-off between the value and uncertainty of an arbitrary comparator policy. Different choices of test function spaces allow us to tackle different problems within a common framework. We characterize the loss of efficiency in moving from on-policy to off-policy data using our procedures, and establish connections to concentrability coefficients studied in past work. We examine in depth the implementation of our methods with linear function approximation, and provide theoretical guarantees with polynomial-time implementations even when Bellman closure does not hold.

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Stabilizing Q-learning with Linear Architectures for Provably Efficient Learning

The $Q$-learning algorithm is a simple and widely-used stochastic approximation scheme for reinforcement learning, but the basic protocol can exhibit instability in conjunction with function approximation. Such instability can be observed even with linear function approximation. In practice, tools such as target networks and experience replay appear to be essential, but the individual contribution of each of these mechanisms is not well understood theoretically. This work proposes an exploration variant of the basic $Q$-learning protocol with linear function approximation. Our modular analysis illustrates the role played by each algorithmic tool that we adopt: a second order update rule, a set of target networks, and a mechanism akin to experience replay. Together, they enable state of the art regret bounds on linear MDPs while preserving the most prominent feature of the algorithm, namely a space complexity independent of the number of step elapsed. We show that the performance of the algorithm degrades very gracefully under a novel and more permissive notion of approximation error. The algorithm also exhibits a form of instance-dependence, in that its performance depends on the "effective" feature dimension.

cs.LG↗

Provable Benefits of Actor-Critic Methods for Offline Reinforcement Learning

Actor-critic methods are widely used in offline reinforcement learning practice, but are not so well-understood theoretically. We propose a new offline actor-critic algorithm that naturally incorporates the pessimism principle, leading to several key advantages compared to the state of the art. The algorithm can operate when the Bellman evaluation operator is closed with respect to the action value function of the actor's policies; this is a more general setting than the low-rank MDP model. Despite the added generality, the procedure is computationally tractable as it involves the solution of a sequence of second-order programs. We prove an upper bound on the suboptimality gap of the policy returned by the procedure that depends on the data coverage of any arbitrary, possibly data dependent comparator policy. The achievable guarantee is complemented with a minimax lower bound that is matching up to logarithmic factors.

cs.LG↗

Design of Experiments for Stochastic Contextual Linear Bandits

In the stochastic linear contextual bandit setting there exist several minimax procedures for exploration with policies that are reactive to the data being acquired. In practice, there can be a significant engineering overhead to deploy these algorithms, especially when the dataset is collected in a distributed fashion or when a human in the loop is needed to implement a different policy. Exploring with a single non-reactive policy is beneficial in such cases. Assuming some batch contexts are available, we design a single stochastic policy to collect a good dataset from which a near-optimal policy can be extracted. We present a theoretical analysis as well as numerical experiments on both synthetic and real-world datasets.

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Cautiously Optimistic Policy Optimization and Exploration with Linear Function Approximation

Policy optimization methods are popular reinforcement learning algorithms, because their incremental and on-policy nature makes them more stable than the value-based counterparts. However, the same properties also make them slow to converge and sample inefficient, as the on-policy requirement precludes data reuse and the incremental updates couple large iteration complexity into the sample complexity. These characteristics have been observed in experiments as well as in theory in the recent work of~\citet{agarwal2020pc}, which provides a policy optimization method PCPG that can robustly find near optimal polices for approximately linear Markov decision processes but suffers from an extremely poor sample complexity compared with value-based techniques. In this paper, we propose a new algorithm, COPOE, that overcomes the sample complexity issue of PCPG while retaining its robustness to model misspecification. Compared with PCPG, COPOE makes several important algorithmic enhancements, such as enabling data reuse, and uses more refined analysis techniques, which we expect to be more broadly applicable to designing new reinforcement learning algorithms. The result is an improvement in sample complexity from $\widetilde{O}(1/ε^{11})$ for PCPG to $\widetilde{O}(1/ε^3)$ for PCPG, nearly bridging the gap with value-based techniques.

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Exponential Lower Bounds for Batch Reinforcement Learning: Batch RL can be Exponentially Harder than Online RL

Several practical applications of reinforcement learning involve an agent learning from past data without the possibility of further exploration. Often these applications require us to 1) identify a near optimal policy or to 2) estimate the value of a target policy. For both tasks we derive \emph{exponential} information-theoretic lower bounds in discounted infinite horizon MDPs with a linear function representation for the action value function even if 1) \emph{realizability} holds, 2) the batch algorithm observes the exact reward and transition \emph{functions}, and 3) the batch algorithm is given the \emph{best} a priori data distribution for the problem class. Our work introduces a new `oracle + batch algorithm' framework to prove lower bounds that hold for every distribution. The work shows an exponential separation between batch and online reinforcement learning.

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Provably Efficient Reward-Agnostic Navigation with Linear Value Iteration

There has been growing progress on theoretical analyses for provably efficient learning in MDPs with linear function approximation, but much of the existing work has made strong assumptions to enable exploration by conventional exploration frameworks. Typically these assumptions are stronger than what is needed to find good solutions in the batch setting. In this work, we show how under a more standard notion of low inherent Bellman error, typically employed in least-square value iteration-style algorithms, we can provide strong PAC guarantees on learning a near optimal value function provided that the linear space is sufficiently "explorable". We present a computationally tractable algorithm for the reward-free setting and show how it can be used to learn a near optimal policy for any (linear) reward function, which is revealed only once learning has completed. If this reward function is also estimated from the samples gathered during pure exploration, our results also provide same-order PAC guarantees on the performance of the resulting policy for this setting.

cs.LG↗

Learning Near Optimal Policies with Low Inherent Bellman Error

We study the exploration problem with approximate linear action-value functions in episodic reinforcement learning under the notion of low inherent Bellman error, a condition normally employed to show convergence of approximate value iteration. First we relate this condition to other common frameworks and show that it is strictly more general than the low rank (or linear) MDP assumption of prior work. Second we provide an algorithm with a high probability regret bound $\widetilde O(\sum_{t=1}^H d_t \sqrt{K} + \sum_{t=1}^H \sqrt{d_t} \IBE K)$ where $H$ is the horizon, $K$ is the number of episodes, $\IBE$ is the value if the inherent Bellman error and $d_t$ is the feature dimension at timestep $t$. In addition, we show that the result is unimprovable beyond constants and logs by showing a matching lower bound. This has two important consequences: 1) it shows that exploration is possible using only \emph{batch assumptions} with an algorithm that achieves the optimal statistical rate for the setting we consider, which is more general than prior work on low-rank MDPs 2) the lack of closedness (measured by the inherent Bellman error) is only amplified by $\sqrt{d_t}$ despite working in the online setting. Finally, the algorithm reduces to the celebrated \textsc{LinUCB} when $H=1$ but with a different choice of the exploration parameter that allows handling misspecified contextual linear bandits. While computational tractability questions remain open for the MDP setting, this enriches the class of MDPs with a linear representation for the action-value function where statistically efficient reinforcement learning is possible.

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Problem Dependent Reinforcement Learning Bounds Which Can Identify Bandit Structure in MDPs

In order to make good decision under uncertainty an agent must learn from observations. To do so, two of the most common frameworks are Contextual Bandits and Markov Decision Processes (MDPs). In this paper, we study whether there exist algorithms for the more general framework (MDP) which automatically provide the best performance bounds for the specific problem at hand without user intervention and without modifying the algorithm. In particular, it is found that a very minor variant of a recently proposed reinforcement learning algorithm for MDPs already matches the best possible regret bound $\tilde O (\sqrt{SAT})$ in the dominant term if deployed on a tabular Contextual Bandit problem despite the agent being agnostic to such setting.

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Tighter Problem-Dependent Regret Bounds in Reinforcement Learning without Domain Knowledge using Value Function Bounds

Strong worst-case performance bounds for episodic reinforcement learning exist but fortunately in practice RL algorithms perform much better than such bounds would predict. Algorithms and theory that provide strong problem-dependent bounds could help illuminate the key features of what makes a RL problem hard and reduce the barrier to using RL algorithms in practice. As a step towards this we derive an algorithm for finite horizon discrete MDPs and associated analysis that both yields state-of-the art worst-case regret bounds in the dominant terms and yields substantially tighter bounds if the RL environment has small environmental norm, which is a function of the variance of the next-state value functions. An important benefit of our algorithmic is that it does not require apriori knowledge of a bound on the environmental norm. As a result of our analysis, we also help address an open learning theory question~\cite{jiang2018open} about episodic MDPs with a constant upper-bound on the sum of rewards, providing a regret bound with no $H$-dependence in the leading term that scales a polynomial function of the number of episodes.

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Robust Super-Level Set Estimation using Gaussian Processes

This paper focuses on the problem of determining as large a region as possible where a function exceeds a given threshold with high probability. We assume that we only have access to a noise-corrupted version of the function and that function evaluations are costly. To select the next query point, we propose maximizing the expected volume of the domain identified as above the threshold as predicted by a Gaussian process, robustified by a variance term. We also give asymptotic guarantees on the exploration effect of the algorithm, regardless of the prior misspecification. We show by various numerical examples that our approach also outperforms existing techniques in the literature in practice.

stat.ML↗