Searcharxiv⌕ Search

arXiv subjects

Ashutosh Nayyar

Publications and source records attributed to Ashutosh Nayyar.

At least 19 recordsLinked to original sources

Messaging Strategies for Incentivizing Agents in Dynamic Systems

We consider a finite-horizon discrete-time dynamic system jointly controlled by a designer and multiple agents, where the designer can influence the agents' actions through selective information disclosure. At each time step, the designer sends private messages to the agents from prespecified message spaces. The designer may also take an action that directly influences system dynamics and rewards. Each agent uses its received message and its own information to choose its action. We are interested in the setting where the designer would like to incentivize the agents to use prescribed strategies. We consider a notion of incentive compatibility that is based on sequential rationality at each realization of the common information among the designer and the agents. We consider both myopic and non-myopic agents and formulate the designer's problem as maximizing its total expected reward subject to the corresponding sequential rationality constraints. Under certain assumptions on the information structure, we obtain an equivalent reformulation of the designer's problem and develop a backward-inductive procedure based on a family of linear programs. For non-myopic agents, this procedure yields feasible solutions but need not be globally optimal for a general designer reward. For myopic agents, the procedure yields a globally optimal solution.

eess.SY↗

When Dynamics Shift, Robust Task Inference Wins: Offline Imitation Learning with Behavior Foundation Models Revisited

Behavior Foundation Models (BFMs) enable scalable imitation learning (IL) by pretraining task-agnostic representations that can be rapidly adapted to new tasks. However, existing BFMs assume fixed environment dynamics, limiting their robustness under real-world shifts such as changes in friction, actuation, or sensor noise. We address this by formulating BFM task-inference as a robust minimax optimization problem, enabling adaptation to worst-case dynamics perturbations without modifying pretraining. To the best of our knowledge, this is the first BFM-based framework that achieves robustness to dynamics shifts while relying solely on offline data from a single nominal environment. Our approach significantly outperforms standard BFM and robust offline IL baselines under dynamics shifts. These results demonstrate that robust policy can be achieved entirely at task-inference time, improving the practicality of BFMs in dynamic settings.

cs.LG↗

Action Recommendations for Sequentially Rational Strategic Agents

We consider a finite-horizon discrete-time dynamic system that is jointly controlled by two strategic agents. There is a system designer that has its own reward function but does not have direct control over the agents' actions. We consider an information structure where the current state and all past history are equally accessible by the designer and the agents. The designer sends action recommendations to the agents at each time step. Each agent can use the received recommendation and the available information to choose its action. We are interested in the setting where the designer would like to send recommendations in a way that incentivizes the agents to adopt obedient strategies, i.e., to take the action recommended by the designer. Our goal is to find an optimal action recommendation strategy for the designer that maximizes the designer's objective while ensuring that obedient strategies are \emph{sequentially rational} for the agents. We provide an algorithm for the designer's problem that involves solving a family of linear programs in a backward inductive manner.

eess.SY↗

Bayesian Learning in Episodic Zero-Sum Games

We study Bayesian learning in episodic, finite-horizon zero-sum Markov games with unknown transition and reward models. We investigate a posterior algorithm in which each player maintains a Bayesian posterior over the game model, independently samples a game model at the beginning of each episode, and computes an equilibrium policy for the sampled model. We analyze two settings: (i) Both players use the posterior sampling algorithm, and (ii) Only one player uses posterior sampling while the opponent follows an arbitrary learning algorithm. In each setting, we provide guarantees on the expected regret of the posterior sampling agent. Our notion of regret compares the expected total reward of the learning agent against the expected total reward under equilibrium policies of the true game. Our main theoretical result is an expected regret bound for the posterior sampling agent of order $O(HS\sqrt{ABHK\log(SABHK)})$ where $K$ is the number of episodes, $H$ is the episode length, $S$ is the number of states, and $A,B$ are the action space sizes of the two players. Experiments in a grid-world predator--prey domain illustrate the sublinear regret scaling and show that posterior sampling competes favorably with a fictitious-play baseline.

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↗

Balance Equation-based Distributionally Robust Offline Imitation Learning

Imitation Learning (IL) has proven highly effective for robotic and control tasks where manually designing reward functions or explicit controllers is infeasible. However, standard IL methods implicitly assume that the environment dynamics remain fixed between training and deployment. In practice, this assumption rarely holds where modeling inaccuracies, real-world parameter variations, and adversarial perturbations can all induce shifts in transition dynamics, leading to severe performance degradation. We address this challenge through Balance Equation-based Distributionally Robust Offline Imitation Learning, a framework that learns robust policies solely from expert demonstrations collected under nominal dynamics, without requiring further environment interaction. We formulate the problem as a distributionally robust optimization over an uncertainty set of transition models, seeking a policy that minimizes the imitation loss under the worst-case transition distribution. Importantly, we show that this robust objective can be reformulated entirely in terms of the nominal data distribution, enabling tractable offline learning. Empirical evaluations on continuous-control benchmarks demonstrate that our approach achieves superior robustness and generalization compared to state-of-the-art offline IL baselines, particularly under perturbed or shifted environments.

cs.LG↗

Posterior Sampling-based Online Learning for Episodic POMDPs

Learning in POMDPs is known to be significantly harder than in MDPs. In this paper, we consider the online learning problem for episodic POMDPs with unknown transition and observation models. We propose a Posterior Sampling-based reinforcement learning algorithm for POMDPs (PS4POMDPs), which is much simpler and more implementable compared to state-of-the-art optimism-based online learning algorithms for POMDPs. We show that the Bayesian regret of the proposed algorithm scales as the square root of the number of episodes and is polynomial in the other parameters. In a general setting, the regret scales exponentially in the horizon length $H$, and we show that this is inevitable by providing a lower bound. However, when the POMDP is undercomplete and weakly revealing (a common assumption in the recent literature), we establish a polynomial Bayesian regret bound. We finally propose a posterior sampling algorithm for multi-agent POMDPs, and show it too has sublinear regret.

cs.LG↗

Compositional Planning for Logically Constrained Multi-Agent Markov Decision Processes

Designing control policies for large, distributed systems is challenging, especially in the context of critical, temporal logic based specifications (e.g., safety) that must be met with high probability. Compositional methods for such problems are needed for scalability, yet relying on worst-case assumptions for decomposition tends to be overly conservative. In this work, we use the framework of Constrained Markov Decision Processes (CMDPs) to provide an assume-guarantee based decomposition for synthesizing decentralized control policies, subject to logical constraints in a multi-agent setting. The returned policies are guaranteed to satisfy the constraints with high probability and provide a lower bound on the achieved objective reward. We empirically find the returned policies to achieve near-optimal rewards while enjoying an order of magnitude reduction in problem size and execution time.

eess.SY↗

Markov Balance Satisfaction Improves Performance in Strictly Batch Offline Imitation Learning

Imitation learning (IL) is notably effective for robotic tasks where directly programming behaviors or defining optimal control costs is challenging. In this work, we address a scenario where the imitator relies solely on observed behavior and cannot make environmental interactions during learning. It does not have additional supplementary datasets beyond the expert's dataset nor any information about the transition dynamics. Unlike state-of-the-art (SOTA) IL methods, this approach tackles the limitations of conventional IL by operating in a more constrained and realistic setting. Our method uses the Markov balance equation and introduces a novel conditional density estimation-based imitation learning framework. It employs conditional normalizing flows for transition dynamics estimation and aims at satisfying a balance equation for the environment. Through a series of numerical experiments on Classic Control and MuJoCo environments, we demonstrate consistently superior empirical performance compared to many SOTA IL algorithms.

cs.LG↗

Optimal Control of Logically Constrained Partially Observable and Multi-Agent Markov Decision Processes

Autonomous systems often have logical constraints arising, for example, from safety, operational, or regulatory requirements. Such constraints can be expressed using temporal logic specifications. The system state is often partially observable. Moreover, it could encompass a team of multiple agents with a common objective but disparate information structures and constraints. In this paper, we first introduce an optimal control theory for partially observable Markov decision processes (POMDPs) with finite linear temporal logic constraints. We provide a structured methodology for synthesizing policies that maximize a cumulative reward while ensuring that the probability of satisfying a temporal logic constraint is sufficiently high. Our approach comes with guarantees on approximate reward optimality and constraint satisfaction. We then build on this approach to design an optimal control framework for logically constrained multi-agent settings with information asymmetry. We illustrate the effectiveness of our approach by implementing it on several case studies.

cs.AI↗

Pure Exploration for Constrained Best Mixed Arm Identification with a Fixed Budget

In this paper, we introduce the constrained best mixed arm identification (CBMAI) problem with a fixed budget. This is a pure exploration problem in a stochastic finite armed bandit model. Each arm is associated with a reward and multiple types of costs from unknown distributions. Unlike the unconstrained best arm identification problem, the optimal solution for the CBMAI problem may be a randomized mixture of multiple arms. The goal thus is to find the best mixed arm that maximizes the expected reward subject to constraints on the expected costs with a given learning budget $N$. We propose a novel, parameter-free algorithm, called the Score Function-based Successive Reject (SFSR) algorithm, that combines the classical successive reject framework with a novel score-function-based rejection criteria based on linear programming theory to identify the optimal support. We provide a theoretical upper bound on the mis-identification (of the the support of the best mixed arm) probability and show that it decays exponentially in the budget $N$ and some constants that characterize the hardness of the problem instance. We also develop an information theoretic lower bound on the error probability that shows that these constants appropriately characterize the problem difficulty. We validate this empirically on a number of average and hard instances.

cs.LG↗

A Bayesian Learning Algorithm for Unknown Zero-sum Stochastic Games with an Arbitrary Opponent

In this paper, we propose Posterior Sampling Reinforcement Learning for Zero-sum Stochastic Games (PSRL-ZSG), the first online learning algorithm that achieves Bayesian regret bound of $O(HS\sqrt{AT})$ in the infinite-horizon zero-sum stochastic games with average-reward criterion. Here $H$ is an upper bound on the span of the bias function, $S$ is the number of states, $A$ is the number of joint actions and $T$ is the horizon. We consider the online setting where the opponent can not be controlled and can take any arbitrary time-adaptive history-dependent strategy. Our regret bound improves on the best existing regret bound of $O(\sqrt[3]{DS^2AT^2})$ by Wei et al. (2017) under the same assumption and matches the theoretical lower bound in $T$.

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↗

Conditional Kernel Imitation Learning for Continuous State Environments

Imitation Learning (IL) is an important paradigm within the broader reinforcement learning (RL) methodology. Unlike most of RL, it does not assume availability of reward-feedback. Reward inference and shaping are known to be difficult and error-prone methods particularly when the demonstration data comes from human experts. Classical methods such as behavioral cloning and inverse reinforcement learning are highly sensitive to estimation errors, a problem that is particularly acute in continuous state space problems. Meanwhile, state-of-the-art IL algorithms convert behavioral policy learning problems into distribution-matching problems which often require additional online interaction data to be effective. In this paper, we consider the problem of imitation learning in continuous state space environments based solely on observed behavior, without access to transition dynamics information, reward structure, or, most importantly, any additional interactions with the environment. Our approach is based on the Markov balance equation and introduces a novel conditional kernel density estimation-based imitation learning framework. It involves estimating the environment's transition dynamics using conditional kernel density estimators and seeks to satisfy the probabilistic balance equations for the environment. We establish that our estimators satisfy basic asymptotic consistency requirements. Through a series of numerical experiments on continuous state benchmark environments, we show consistently superior empirical performance over many state-of-the-art IL algorithms.

cs.LG↗

Optimal Symmetric Strategies in Multi-Agent Systems with Decentralized Information

We consider a cooperative multi-agent system consisting of a team of agents with decentralized information. Our focus is on the design of symmetric (i.e. identical) strategies for the agents in order to optimize a finite horizon team objective. We start with a general information structure and then consider some special cases. The constraint of using symmetric strategies introduces new features and complications in the team problem. For example, we show in a simple example that randomized symmetric strategies may outperform deterministic symmetric strategies. We also discuss why some of the known approaches for reducing agents' private information in teams may not work under the constraint of symmetric strategies. We then adopt the common information approach for our problem and modify it to accommodate the use of symmetric strategies. This results in a common information based dynamic program where each step involves minimization over a single function from the space of an agent's private information to the space of probability distributions over actions. We present specialized models where private information can be reduced using simple dynamic program based arguments.

math.OC↗

A Novel Point-based Algorithm for Multi-agent Control Using the Common Information Approach

The Common Information (CI) approach provides a systematic way to transform a multi-agent stochastic control problem to a single-agent partially observed Markov decision problem (POMDP) called the coordinator's POMDP. However, such a POMDP can be hard to solve due to its extraordinarily large action space. We propose a new algorithm for multi-agent stochastic control problems, called coordinator's heuristic search value iteration (CHSVI), that combines the CI approach and point-based POMDP algorithms for large action spaces. We demonstrate the algorithm through optimally solving several benchmark problems.

cs.AI↗

A relaxed technical assumption for posterior sampling-based reinforcement learning for control of unknown linear systems

We revisit the Thompson sampling algorithm to control an unknown linear quadratic (LQ) system recently proposed by Ouyang et al (arXiv:1709.04047). The regret bound of the algorithm was derived under a technical assumption on the induced norm of the closed loop system. In this technical note, we show that by making a minor modification in the algorithm (in particular, ensuring that an episode does not end too soon), this technical assumption on the induced norm can be replaced by a milder assumption in terms of the spectral radius of the closed loop system. The modified algorithm has the same Bayesian regret of $\tilde{\mathcal{O}}(\sqrt{T})$, where $T$ is the time-horizon and the $\tilde{\mathcal{O}}(\cdot)$ notation hides logarithmic terms in~$T$.

eess.SY↗

Optimal Communication and Control Strategies for a Multi-Agent System in the Presence of an Adversary

We consider a multi-agent system in which a decentralized team of agents controls a stochastic system in the presence of an adversary. Instead of committing to a fixed information sharing protocol, the agents can strategically decide at each time whether to share their private information with each other or not. The agents incur a cost whenever they communicate with each other and the adversary may eavesdrop on their communication. Thus, the agents in the team must effectively coordinate with each other while being robust to the adversary's malicious actions. We model this interaction between the team and the adversary as a stochastic zero-sum game where the team aims to minimize a cost while the adversary aims to maximize it. Under some assumptions on the adversary's capabilities, we characterize a min-max control and communication strategy for the team. We supplement this characterization with several structural results that can make the computation of the min-max strategy more tractable.

eess.SY↗