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Brahim Driss

Publications and source records attributed to Brahim Driss.

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Simulating Eutopia: Revisiting Long-term Fairness with Outcomes, Performativity, and Dynamics

As AI-driven Decision Makers (ADMs) influence our socioeconomic reality, their roles in both enhancing efficiency and amplifying the social biases have drawn attention. In this paper, we revisit the nuances of long-term `fairness' achievable by an ADM, specifically in the context of a credit lending induced wealth process. The literature on long-term fairness mostly (a) considers passive environments, i.e. the outcome of a predictor does not change the population's behaviour, and (b) measures bias in terms of disparity in instantaneous predictions rather than the downstream equity. These are not true for modern ADMs, like credit lenders. To address these caveats, we first formalise the wealth dynamics induced by a loan approving ADM interacting with a multi-demographic population as a performative Markov Decision Process with ADM level and social outcome level reward functions. Then, we mitigate the absence of such a performative test-bed by developing Eutopia: a lending-process simulator enabled with a novel performative data generator to learn long-term fair strategies. Finally, we test performative and classical RL algorithms with different fairness-aware and utilitarian utilities. Experimental results show that (a) learning with performative dynamics lead to better long-term efficiency and equity, and (b) learning with well-designed fairness-aware utility evaluated on social outcomes induces better efficiency, equity, and inclusivity.

cs.CY

Performative Policy Gradient: Optimality in Performative Reinforcement Learning

Post-deployment machine learning algorithms often influence the environments they act in, and thus shift the underlying dynamics that the standard reinforcement learning (RL) methods ignore. While designing optimal algorithms in this performative setting has recently been studied in supervised learning, the RL counterpart remains under-explored. In this paper, we prove the performative counterparts of the performance difference lemma and the policy gradient theorem in RL, and further introduce the Performative Policy Gradient algorithm (PePG). PePG is the first policy gradient algorithm designed to account for performativity in RL. Under softmax parametrisation, and also with and without entropy regularisation, we prove that PePG converges to performatively optimal policies, i.e. policies that remain optimal under the distribution shifts induced by themselves. Thus, PePG significantly extends the prior works in Performative RL that achieves performative stability but not optimality. Furthermore, our empirical analysis on standard performative RL environments validate that PePG outperforms the existing performative RL algorithms aiming for stability.

cs.LG

PB$^2$: Preference Space Exploration via Population-Based Methods in Preference-Based Reinforcement Learning

Preference-based reinforcement learning (PbRL) has emerged as a promising approach for learning behaviors from human feedback without predefined reward functions. However, current PbRL methods face a critical challenge in effectively exploring the preference space, often converging prematurely to suboptimal policies that satisfy only a narrow subset of human preferences. In this work, we identify and address this preference exploration problem through population-based methods. We demonstrate that maintaining a diverse population of agents enables more comprehensive exploration of the preference landscape compared to single-agent approaches. Crucially, this diversity improves reward model learning by generating preference queries with clearly distinguishable behaviors, a key factor in real-world scenarios where humans must easily differentiate between options to provide meaningful feedback. Our experiments reveal that current methods may fail by getting stuck in local optima, requiring excessive feedback, or degrading significantly when human evaluators make errors on similar trajectories, a realistic scenario often overlooked by methods relying on perfect oracle teachers. Our population-based approach demonstrates robust performance when teachers mislabel similar trajectory segments and shows significantly enhanced preference exploration capabilities,particularly in environments with complex reward landscapes.

cs.AI

StaQ: a Finite Memory Approach to Discrete Action Policy Mirror Descent

In Reinforcement Learning (RL), regularization with a Kullback-Leibler divergence that penalizes large deviations between successive policies has emerged as a popular tool both in theory and practice. This family of algorithms, often referred to as Policy Mirror Descent (PMD), has the property of averaging out policy evaluation errors which are bound to occur when using function approximators. However, exact PMD has remained a mostly theoretical framework, as its closed-form solution involves the sum of all past Q-functions which is generally intractable. A common practical approximation of PMD is to follow the natural policy gradient or use actor-critic approaches, but this potentially introduces errors in the policy update. In this paper, we propose and analyze PMD-like algorithms for discrete action spaces that only keep the last $M$ Q-functions in memory. We show theoretically that for a finite and large enough $M$, an RL algorithm can be derived that introduces no errors from the policy update, yet keeps the desirable PMD property of averaging out policy evaluation errors. Using an efficient GPU implementation, we then show empirically on medium-scale RL benchmarks such as MinAtar that increasing $M$ improves performance up to a certain threshold after which the performance becomes close to that of exact PMD, reinforcing the theoretical findings that using an infinite sum might be unnecessary and that keeping in memory the last M Q-functions is a practical and theoretically grounded implementation of PMD.

cs.LG

Deep Reinforcement Learning for 5*5 Multiplayer Go

In recent years, much progress has been made in computer Go and most of the results have been obtained thanks to search algorithms (Monte Carlo Tree Search) and Deep Reinforcement Learning (DRL). In this paper, we propose to use and analyze the latest algorithms that use search and DRL (AlphaZero and Descent algorithms) to automatically learn to play an extended version of the game of Go with more than two players. We show that using search and DRL we were able to improve the level of play, even though there are more than two players.

cs.AI