Searcharxiv⌕ Search

arXiv subjects

Baoxiang Wang

Publications and source records attributed to Baoxiang Wang.

At least 37 records · Page 2Linked to original sources

Online Control with Adversarial Disturbance for Continuous-time Linear Systems

We study online control for continuous-time linear systems with finite sampling rates, where the objective is to design an online procedure that learns under non-stochastic noise and performs comparably to a fixed optimal linear controller. We present a novel two-level online algorithm, by integrating a higher-level learning strategy and a lower-level feedback control strategy. This method offers a practical and robust solution for online control, which achieves sublinear regret. Our work provides the first nonasymptotic results for controlling continuous-time linear systems with finite number of interactions with the system. Moreover, we examine how to train an agent in domain randomization environments from a non-stochastic control perspective. By applying our method to the SAC (Soft Actor-Critic) algorithm, we achieved improved results in multiple reinforcement learning tasks within domain randomization environments. Our work provides new insights into non-asymptotic analyses of controlling continuous-time systems. Furthermore, our work brings practical intuition into controller learning under non-stochastic environments.

math.OC↗

ADG: Ambient Diffusion-Guided Dataset Recovery for Corruption-Robust Offline Reinforcement Learning

Real-world datasets collected from sensors or human inputs are prone to noise and errors, posing significant challenges for applying offline reinforcement learning (RL). While existing methods have made progress in addressing corrupted actions and rewards, they remain insufficient for handling corruption in high-dimensional state spaces and for cases where multiple elements in the dataset are corrupted simultaneously. Diffusion models, known for their strong denoising capabilities, offer a promising direction for this problem-but their tendency to overfit noisy samples limits their direct applicability. To overcome this, we propose Ambient Diffusion-Guided Dataset Recovery (ADG), a novel approach that pioneers the use of diffusion models to tackle data corruption in offline RL. First, we introduce Ambient Denoising Diffusion Probabilistic Models (DDPM) from approximated distributions, which enable learning on partially corrupted datasets with theoretical guarantees. Second, we use the noise-prediction property of Ambient DDPM to distinguish between clean and corrupted data, and then use the clean subset to train a standard DDPM. Third, we employ the trained standard DDPM to refine the previously identified corrupted data, enhancing data quality for subsequent offline RL training. A notable strength of ADG is its versatility-it can be seamlessly integrated with any offline RL algorithm. Experiments on a range of benchmarks, including MuJoCo, Kitchen, and Adroit, demonstrate that ADG effectively mitigates the impact of corrupted data and improves the robustness of offline RL under various noise settings, achieving state-of-the-art results.

cs.LG↗

Pointwise Convergence in Games with Conflicting Interest

In this work, we introduce the concept of non-negative weighted regret, an extension of non-negative regret \cite{anagnostides2022last} in games. Investigating games with non-negative weighted regret helps us to understand games with conflicting interests, including harmonic games and important classes of zero-sum games.We show that optimistic variants of classical no-regret learning algorithms, namely optimistic mirror descent (OMD) and optimistic follow the regularized leader (OFTRL), converge to an $ε$-approximate Nash equilibrium at a rate of $O(1/ε^2)$.Consequently, they guarantee pointwise convergence to a Nash equilibrium if there are only finitely many Nash equilibria in the game. These algorithms are robust in the sense the convergence holds even if the players deviate Our theoretical findings are supported by empirical evaluations of OMD and OFTRL on the game of matching pennies and harmonic game instances.

cs.GT↗

The adaptive complexity of parallelized log-concave sampling

In large-data applications, such as the inference process of diffusion models, it is desirable to design sampling algorithms with a high degree of parallelization. In this work, we study the adaptive complexity of sampling, which is the minimum number of sequential rounds required to achieve sampling given polynomially many queries executed in parallel at each round. For unconstrained sampling, we examine distributions that are log-smooth or log-Lipschitz and log strongly or non-strongly concave. We show that an almost linear iteration algorithm cannot return a sample with a specific exponentially small error under total variation distance. For box-constrained sampling, we show that an almost linear iteration algorithm cannot return a sample with sup-polynomially small error under total variation distance for log-concave distributions. Our proof relies upon novel analysis with the characterization of the output for the hardness potentials based on the chain-like structure with random partition and classical smoothing techniques.

cs.DS↗

A Comprehensive Framework for Analyzing the Convergence of Adam: Bridging the Gap with SGD

Adaptive Moment Estimation (Adam) is a cornerstone optimization algorithm in deep learning, widely recognized for its flexibility with adaptive learning rates and efficiency in handling large-scale data. However, despite its practical success, the theoretical understanding of Adam's convergence has been constrained by stringent assumptions, such as almost surely bounded stochastic gradients or uniformly bounded gradients, which are more restrictive than those typically required for analyzing stochastic gradient descent (SGD). In this paper, we introduce a novel and comprehensive framework for analyzing the convergence properties of Adam. This framework offers a versatile approach to establishing Adam's convergence. Specifically, we prove that Adam achieves asymptotic (last iterate sense) convergence in both the almost sure sense and the \(L_1\) sense under the relaxed assumptions typically used for SGD, namely \(L\)-smoothness and the ABC inequality. Meanwhile, under the same assumptions, we show that Adam attains non-asymptotic sample complexity bounds similar to those of SGD.

cs.LG↗

Learning to Negotiate via Voluntary Commitment

The partial alignment and conflict of autonomous agents lead to mixed-motive scenarios in many real-world applications. However, agents may fail to cooperate in practice even when cooperation yields a better outcome. One well known reason for this failure comes from non-credible commitments. To facilitate commitments among agents for better cooperation, we define Markov Commitment Games (MCGs), a variant of commitment games, where agents can voluntarily commit to their proposed future plans. Based on MCGs, we propose a learnable commitment protocol via policy gradients. We further propose incentive-compatible learning to accelerate convergence to equilibria with better social welfare. Experimental results in challenging mixed-motive tasks demonstrate faster empirical convergence and higher returns for our method compared with its counterparts. Our code is available at https://github.com/shuhui-zhu/DCL.

cs.AI↗

Tackling Data Corruption in Offline Reinforcement Learning via Sequence Modeling

Learning policy from offline datasets through offline reinforcement learning (RL) holds promise for scaling data-driven decision-making while avoiding unsafe and costly online interactions. However, real-world data collected from sensors or humans often contains noise and errors, posing a significant challenge for existing offline RL methods, particularly when the real-world data is limited. Our study reveals that prior research focusing on adapting predominant offline RL methods based on temporal difference learning still falls short under data corruption when the dataset is limited. In contrast, we discover that vanilla sequence modeling methods, such as Decision Transformer, exhibit robustness against data corruption, even without specialized modifications. To unlock the full potential of sequence modeling, we propose Robust Decision Rransformer (RDT) by incorporating three simple yet effective robust techniques: embedding dropout to improve the model's robustness against erroneous inputs, Gaussian weighted learning to mitigate the effects of corrupted labels, and iterative data correction to eliminate corrupted data from the source. Extensive experiments on MuJoCo, Kitchen, and Adroit tasks demonstrate RDT's superior performance under various data corruption scenarios compared to prior methods. Furthermore, RDT exhibits remarkable robustness in a more challenging setting that combines training-time data corruption with test-time observation perturbations. These results highlight the potential of sequence modeling for learning from noisy or corrupted offline datasets, thereby promoting the reliable application of offline RL in real-world scenarios. Our code is available at https://github.com/jiawei415/RobustDecisionTransformer.

cs.LG↗

Learning to Communicate Through Implicit Communication Channels

Effective communication is an essential component in collaborative multi-agent systems. Situations where explicit messaging is not feasible have been common in human society throughout history, which motivate the study of implicit communication. Previous works on learning implicit communication mostly rely on theory of mind (ToM), where agents infer the mental states and intentions of others by interpreting their actions. However, ToM-based methods become less effective in making accurate inferences in complex tasks. In this work, we propose the Implicit Channel Protocol (ICP) framework, which allows agents to communicate through implicit communication channels similar to the explicit ones. ICP leverages a subset of actions, denoted as the scouting actions, and a mapping between information and these scouting actions that encodes and decodes the messages. We propose training algorithms for agents to message and act, including learning with a randomly initialized information map and with a delayed information map. The efficacy of ICP has been tested on the tasks of Guessing Numbers, Revealing Goals, and Hanabi, where ICP significantly outperforms baseline methods through more efficient information transmission.

cs.MA↗

Verbalized Bayesian Persuasion

Information design (ID) explores how a sender influence the optimal behavior of receivers to achieve specific objectives. While ID originates from everyday human communication, existing game-theoretic and machine learning methods often model information structures as numbers, which limits many applications to toy games. This work leverages LLMs and proposes a verbalized framework in Bayesian persuasion (BP), which extends classic BP to real-world games involving human dialogues for the first time. Specifically, we map the BP to a verbalized mediator-augmented extensive-form game, where LLMs instantiate the sender and receiver. To efficiently solve the verbalized game, we propose a generalized equilibrium-finding algorithm combining LLM and game solver. The algorithm is reinforced with techniques including verbalized commitment assumptions, verbalized obedience constraints, and information obfuscation. Numerical experiments in dialogue scenarios, such as recommendation letters, courtroom interactions, and law enforcement, validate that our framework can both reproduce theoretical results in classic BP and discover effective persuasion strategies in more complex natural language and multi-stage scenarios.

cs.GT↗

Stability and convergence analysis of AdaGrad for non-convex optimization via novel stopping time-based techniques

Adaptive gradient optimizers (AdaGrad), which dynamically adjust the learning rate based on iterative gradients, have emerged as powerful tools in deep learning. These adaptive methods have significantly succeeded in various deep learning tasks, outperforming stochastic gradient descent. However, despite AdaGrad's status as a cornerstone of adaptive optimization, its theoretical analysis has not adequately addressed key aspects such as asymptotic convergence and non-asymptotic convergence rates in non-convex optimization scenarios. This study aims to provide a comprehensive analysis of AdaGrad and bridge the existing gaps in the literature. We introduce a new stopping time technique from probability theory, which allows us to establish the stability of AdaGrad under mild conditions. We further derive the asymptotically almost sure and mean-square convergence for AdaGrad. In addition, we demonstrate the near-optimal non-asymptotic convergence rate measured by the average-squared gradients in expectation, which is stronger than the existing high-probability results. The techniques developed in this work are potentially of independent interest for future research on other adaptive stochastic algorithms.

math.OC↗

On the Decomposition of Differential Game

To understand the complexity of the dynamic of learning in differential games, we decompose the game into components where the dynamic is well understood. One of the possible tools is Helmholtz's theorem, which can decompose a vector field into a potential and a harmonic component. This has been shown to be effective in finite and normal-form games. However, applying Helmholtz's theorem by connecting it with the Hodge theorem on $\mathbb{R}^n$ (which is the strategy space of differential game) is non-trivial due to the non-compactness of $\mathbb{R}^n$. Bridging the dynamic-strategic disconnect through Hodge/Helmoltz's theorem in differential games is then left as an open problem \cite{letcher2019differentiable}. In this work, we provide two decompositions of differential games to answer this question: the first as an exact scalar potential part, a near vector potential part, and a non-strategic part; the second as a near scalar potential part, an exact vector potential part, and a non-strategic part. We show that scalar potential games coincide with potential games proposed by \cite{monderer1996potential}, where the gradient descent dynamic can successfully find the Nash equilibrium. For the vector potential game, we show that the individual gradient field is divergence-free, in which case the gradient descent dynamic may either be divergent or recurrent.

cs.GT↗

Last-iterate Convergence in Regularized Graphon Mean Field Game

To model complex real-world systems, such as traders in stock markets, or the dissemination of contagious diseases, graphon mean-field games (GMFG) have been proposed to model many agents. Despite the empirical success, our understanding of GMFG is limited. Popular algorithms such as mirror descent are deployed but remain unknown for their convergence properties. In this work, we give the first last-iterate convergence rate of mirror descent in regularized monotone GMFG. In tabular monotone GMFG with finite state and action spaces and under bandit feedback, we show a last-iterate convergence rate of $O(T^{-1/4})$. Moreover, when exact knowledge of costs and transitions is available, we improve this convergence rate to $O(T^{-1})$, matching the existing convergence rate observed in strongly convex games. In linear GMFG, our algorithm achieves a last-iterate convergence rate of $O(T^{-1/5})$. Finally, we verify the performance of the studied algorithms by empirically testing them against fictitious play in a variety of tasks.

cs.GT↗

Uncoupled and Convergent Learning in Monotone Games under Bandit Feedback

We study the problem of no-regret learning algorithms for general monotone and smooth games and their last-iterate convergence properties. Specifically, we investigate the problem under bandit feedback and strongly uncoupled dynamics, which allows modular development of the multi-player system that applies to a wide range of real applications. We propose a mirror-descent-based algorithm, which converges in $O(T^{-1/4})$ and is also no-regret. The result is achieved by a dedicated use of two regularizations and the analysis of the fixed point thereof. The convergence rate is further improved to $O(T^{-1/2})$ in the case of strongly monotone games. Motivated by practical tasks where the game evolves over time, the algorithm is extended to time-varying monotone games. We provide the first non-asymptotic result in converging monotone games and give improved results for equilibrium tracking games.

cs.GT↗

Carbon Market Simulation with Adaptive Mechanism Design

A carbon market is a market-based tool that incentivizes economic agents to align individual profits with the global utility, i.e., reducing carbon emissions to tackle climate change. Cap and trade stands as a critical principle based on allocating and trading carbon allowances (carbon emission credit), enabling economic agents to follow planned emissions and penalizing excess emissions. A central authority is responsible for introducing and allocating those allowances in cap and trade. However, the complexity of carbon market dynamics makes accurate simulation intractable, which in turn hinders the design of effective allocation strategies. To address this, we propose an adaptive mechanism design framework, simulating the market using hierarchical, model-free multi-agent reinforcement learning (MARL). Government agents allocate carbon credits, while enterprises engage in economic activities and carbon trading. This framework illustrates agents' behavior comprehensively. Numerical results show MARL enables government agents to balance productivity, equality, and carbon emissions. Our project is available at https://github.com/xwanghan/Carbon-Simulator.

cs.LG↗

Constraints on Brans-Dicke gravity from neutron star-black hole merger events using higher harmonics

In this paper, we derive a 90\% credible lower bound on the modified parameter of scalar-tensor theories as $φ_{-2}>-7.94\times10^{-4}$ by using dominant-mode correction. Specific to BD theory, we have the constraint $ω_{\rm BD}>4.75$. Asymmetric binary systems usually have a significant mass ratio; in such cases, higher harmonic modes cannot be neglected. Our work considers higher harmonic corrections from scalar-tensor theories and provides a tighter constraint of $φ_{-2}>-7.59\times10^{-4}$. Transitioning to the BD theory, the constraint is $ω_{\rm BD}>5.06$, with a 6.5\% improvement. We also consider a plausible NSBH event, GW190814, which is a highly unequal mass ratio source and exhibits strong evidence for higher-order multipoles. We obtain poorly converged results when using the dominant mode while getting a constraint of $φ_{-2}>-6.60\times10^{-4}$ on scalar-tensor theories when including the higher harmonic modes. This suggests that the difference between the dominant mode and higher modes has a significant impact on our analysis. Furthermore, treating this suspected event as an NSBH event, we find $ω_{\rm BD}>6.12$ when including the higher harmonic modes. Combining GW200115 and GW190814 and including higher modes, the constraint is improved to $ω_{\rm BD}>110.55$. This is currently the strongest constraint utilizing GWs, contingent upon GW190814 being an NSBH event. Additionally, we take into account a BD-like theory, known as screened modified gravity (SMG), and investigate the coupling constant constraints, both with and without higher-mode corrections, by using data from both GW200115 and GW190814.

gr-qc↗

Convergence to Nash Equilibrium and No-regret Guarantee in (Markov) Potential Games

In this work, we study potential games and Markov potential games under stochastic cost and bandit feedback. We propose a variant of the Frank-Wolfe algorithm with sufficient exploration and recursive gradient estimation, which provably converges to the Nash equilibrium while attaining sublinear regret for each individual player. Our algorithm simultaneously achieves a Nash regret and a regret bound of $O(T^{4/5})$ for potential games, which matches the best available result, without using additional projection steps. Through carefully balancing the reuse of past samples and exploration of new samples, we then extend the results to Markov potential games and improve the best available Nash regret from $O(T^{5/6})$ to $O(T^{4/5})$. Moreover, our algorithm requires no knowledge of the game, such as the distribution mismatch coefficient, which provides more flexibility in its practical implementation. Experimental results corroborate our theoretical findings and underscore the practical effectiveness of our method.

cs.GT↗

Relative Policy-Transition Optimization for Fast Policy Transfer

We consider the problem of policy transfer between two Markov Decision Processes (MDPs). We introduce a lemma based on existing theoretical results in reinforcement learning to measure the relativity gap between two arbitrary MDPs, that is the difference between any two cumulative expected returns defined on different policies and environment dynamics. Based on this lemma, we propose two new algorithms referred to as Relative Policy Optimization (RPO) and Relative Transition Optimization (RTO), which offer fast policy transfer and dynamics modelling, respectively. RPO transfers the policy evaluated in one environment to maximize the return in another, while RTO updates the parameterized dynamics model to reduce the gap between the dynamics of the two environments. Integrating the two algorithms results in the complete Relative Policy-Transition Optimization (RPTO) algorithm, in which the policy interacts with the two environments simultaneously, such that data collections from two environments, policy and transition updates are completed in one closed loop to form a principled learning framework for policy transfer. We demonstrate the effectiveness of RPTO on a set of MuJoCo continuous control tasks by creating policy transfer problems via variant dynamics.

cs.LG↗

Global wellposedness of general nonlinear evolution equations for distributions on the Fourier half space

The Cauchy problem is studied for very general systems of evolution equations, where the time derivative of solution is written by Fourier multipliers in space and analytic nonlinearity, with no other structural requirement. We construct a function space for the Fourier transform embedded in the space of distributions, and establish the global wellposedness with no size restriction. The major restriction on the initial data is that the Fourier transform is supported on the half space, decaying at the boundary in the sense of measure. We also require uniform integrability for the orthogonal directions in the distribution sense, but no other condition. In particular, the initial data may be much more rough than the tempered distributions, and may grow polynomially at the spatial infinity. A simpler argument is also presented for the solutions locally integrable in the frequency. When the Fourier support is slightly more restricted to a conical region, the generality of equations is extremely wide, including those that are even locally illposed in the standard function spaces, such as the backward heat equations, as well as those with infinite derivatives and beyond the natural boundary of the analytic nonlinearity. As more classical examples, our results may be applied to the incompressible and compressible Navier-Stokes and Euler equations, the nonlinear diffusion and wave equations, and so on. The major drawback of the Fourier support restriction is that the solutions cannot be real valued.

math.AP↗