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Christos Dimitrakakis

Publications and source records attributed to Christos Dimitrakakis.

At least 37 records · Page 2Linked to original sources

Interactive Inverse Reinforcement Learning for Cooperative Games

We study the problem of designing autonomous agents that can learn to cooperate effectively with a potentially suboptimal partner while having no access to the joint reward function. This problem is modeled as a cooperative episodic two-agent Markov decision process. We assume control over only the first of the two agents in a Stackelberg formulation of the game, where the second agent is acting so as to maximise expected utility given the first agent's policy. How should the first agent act in order to learn the joint reward function as quickly as possible and so that the joint policy is as close to optimal as possible? We analyse how knowledge about the reward function can be gained in this interactive two-agent scenario. We show that when the learning agent's policies have a significant effect on the transition function, the reward function can be learned efficiently.

cs.LG↗

Risk-Sensitive Bayesian Games for Multi-Agent Reinforcement Learning under Policy Uncertainty

In stochastic games with incomplete information, the uncertainty is evoked by the lack of knowledge about a player's own and the other players' types, i.e. the utility function and the policy space, and also the inherent stochasticity of different players' interactions. In existing literature, the risk in stochastic games has been studied in terms of the inherent uncertainty evoked by the variability of transitions and actions. In this work, we instead focus on the risk associated with the \textit{uncertainty over types}. We contrast this with the multi-agent reinforcement learning framework where the other agents have fixed stationary policies and investigate risk-sensitiveness due to the uncertainty about the other agents' adaptive policies. We propose risk-sensitive versions of existing algorithms proposed for risk-neutral stochastic games, such as Iterated Best Response (IBR), Fictitious Play (FP) and a general multi-objective gradient approach using dual ascent (DAPG). Our experimental analysis shows that risk-sensitive DAPG performs better than competing algorithms for both social welfare and general-sum stochastic games.

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High-dimensional near-optimal experiment design for drug discovery via Bayesian sparse sampling

We study the problem of performing automated experiment design for drug screening through Bayesian inference and optimisation. In particular, we compare and contrast the behaviour of linear-Gaussian models and Gaussian processes, when used in conjunction with upper confidence bound algorithms, Thompson sampling, or bounded horizon tree search. We show that non-myopic sophisticated exploration techniques using sparse tree search have a distinct advantage over methods such as Thompson sampling or upper confidence bounds in this setting. We demonstrate the significant superiority of the approach over existing and synthetic datasets of drug toxicity.

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Adaptive Belief Discretization for POMDP Planning

Partially Observable Markov Decision Processes (POMDP) is a widely used model to represent the interaction of an environment and an agent, under state uncertainty. Since the agent does not observe the environment state, its uncertainty is typically represented through a probabilistic belief. While the set of possible beliefs is infinite, making exact planning intractable, the belief space's complexity (and hence planning complexity) is characterized by its covering number. Many POMDP solvers uniformly discretize the belief space and give the planning error in terms of the (typically unknown) covering number. We instead propose an adaptive belief discretization scheme, and give its associated planning error. We furthermore characterize the covering number with respect to the POMDP parameters. This allows us to specify the exact memory requirements on the planner, needed to bound the value function error. We then propose a novel, computationally efficient solver using this scheme. We demonstrate that our algorithm is highly competitive with the state of the art in a variety of scenarios.

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Inferential Induction: A Novel Framework for Bayesian Reinforcement Learning

Bayesian reinforcement learning (BRL) offers a decision-theoretic solution for reinforcement learning. While "model-based" BRL algorithms have focused either on maintaining a posterior distribution on models or value functions and combining this with approximate dynamic programming or tree search, previous Bayesian "model-free" value function distribution approaches implicitly make strong assumptions or approximations. We describe a novel Bayesian framework, Inferential Induction, for correctly inferring value function distributions from data, which leads to the development of a new class of BRL algorithms. We design an algorithm, Bayesian Backwards Induction, with this framework. We experimentally demonstrate that the proposed algorithm is competitive with respect to the state of the art.

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Bayesian Reinforcement Learning via Deep, Sparse Sampling

We address the problem of Bayesian reinforcement learning using efficient model-based online planning. We propose an optimism-free Bayes-adaptive algorithm to induce deeper and sparser exploration with a theoretical bound on its performance relative to the Bayes optimal policy, with a lower computational complexity. The main novelty is the use of a candidate policy generator, to generate long-term options in the planning tree (over beliefs), which allows us to create much sparser and deeper trees. Experimental results on different environments show that in comparison to the state-of-the-art, our algorithm is both computationally more efficient, and obtains significantly higher reward in discrete environments.

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Differential Privacy for Multi-armed Bandits: What Is It and What Is Its Cost?

Based on differential privacy (DP) framework, we introduce and unify privacy definitions for the multi-armed bandit algorithms. We represent the framework with a unified graphical model and use it to connect privacy definitions. We derive and contrast lower bounds on the regret of bandit algorithms satisfying these definitions. We leverage a unified proving technique to achieve all the lower bounds. We show that for all of them, the learner's regret is increased by a multiplicative factor dependent on the privacy level $ε$. We observe that the dependency is weaker when we do not require local differential privacy for the rewards.

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Privacy of Real-Time Pricing in Smart Grid

Installing smart meters to publish real-time electricity rates has been controversial while it might lead to privacy concerns. Dispatched rates include fine-grained data on aggregate electricity consumption in a zone and could potentially be used to infer a household's pattern of energy use or its occupancy. In this paper, we propose Blowfish privacy to protect the occupancy state of the houses connected to a smart grid. First, we introduce a Markov model of the relationship between electricity rate and electricity consumption. Next, we develop an algorithm that perturbs electricity rates before publishing them to ensure users' privacy. Last, the proposed algorithm is tested on data inspired by household occupancy models and its performance is compared to an alternative solution.

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Near-optimal Optimistic Reinforcement Learning using Empirical Bernstein Inequalities

We study model-based reinforcement learning in an unknown finite communicating Markov decision process. We propose a simple algorithm that leverages a variance based confidence interval. We show that the proposed algorithm, UCRL-V, achieves the optimal regret $\tilde{\mathcal{O}}(\sqrt{DSAT})$ up to logarithmic factors, and so our work closes a gap with the lower bound without additional assumptions on the MDP. We perform experiments in a variety of environments that validates the theoretical bounds as well as prove UCRL-V to be better than the state-of-the-art algorithms.

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Near-optimal Bayesian Solution For Unknown Discrete Markov Decision Process

We tackle the problem of acting in an unknown finite and discrete Markov Decision Process (MDP) for which the expected shortest path from any state to any other state is bounded by a finite number $D$. An MDP consists of $S$ states and $A$ possible actions per state. Upon choosing an action $a_t$ at state $s_t$, one receives a real value reward $r_t$, then one transits to a next state $s_{t+1}$. The reward $r_t$ is generated from a fixed reward distribution depending only on $(s_t, a_t)$ and similarly, the next state $s_{t+1}$ is generated from a fixed transition distribution depending only on $(s_t, a_t)$. The objective is to maximize the accumulated rewards after $T$ interactions. In this paper, we consider the case where the reward distributions, the transitions, $T$ and $D$ are all unknown. We derive the first polynomial time Bayesian algorithm, BUCRL{} that achieves up to logarithm factors, a regret (i.e the difference between the accumulated rewards of the optimal policy and our algorithm) of the optimal order $\tilde{\mathcal{O}}(\sqrt{DSAT})$. Importantly, our result holds with high probability for the worst-case (frequentist) regret and not the weaker notion of Bayesian regret. We perform experiments in a variety of environments that demonstrate the superiority of our algorithm over previous techniques. Our work also illustrates several results that will be of independent interest. In particular, we derive a sharper upper bound for the KL-divergence of Bernoulli random variables. We also derive sharper upper and lower bounds for Beta and Binomial quantiles. All the bound are very simple and only use elementary functions.

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Epistemic Risk-Sensitive Reinforcement Learning

We develop a framework for interacting with uncertain environments in reinforcement learning (RL) by leveraging preferences in the form of utility functions. We claim that there is value in considering different risk measures during learning. In this framework, the preference for risk can be tuned by variation of the parameter $β$ and the resulting behavior can be risk-averse, risk-neutral or risk-taking depending on the parameter choice. We evaluate our framework for learning problems with model uncertainty. We measure and control for \emph{epistemic} risk using dynamic programming (DP) and policy gradient-based algorithms. The risk-averse behavior is then compared with the behavior of the optimal risk-neutral policy in environments with epistemic risk.

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Near-Optimal Online Egalitarian learning in General Sum Repeated Matrix Games

We study two-player general sum repeated finite games where the rewards of each player are generated from an unknown distribution. Our aim is to find the egalitarian bargaining solution (EBS) for the repeated game, which can lead to much higher rewards than the maximin value of both players. Our most important contribution is the derivation of an algorithm that achieves simultaneously, for both players, a high-probability regret bound of order $\mathcal{O}(\sqrt[3]{\ln T}\cdot T^{2/3})$ after any $T$ rounds of play. We demonstrate that our upper bound is nearly optimal by proving a lower bound of $Ω(T^{2/3})$ for any algorithm.

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Randomised Bayesian Least-Squares Policy Iteration

We introduce Bayesian least-squares policy iteration (BLSPI), an off-policy, model-free, policy iteration algorithm that uses the Bayesian least-squares temporal-difference (BLSTD) learning algorithm to evaluate policies. An online variant of BLSPI has been also proposed, called randomised BLSPI (RBLSPI), that improves its policy based on an incomplete policy evaluation step. In online setting, the exploration-exploitation dilemma should be addressed as we try to discover the optimal policy by using samples collected by ourselves. RBLSPI exploits the advantage of BLSTD to quantify our uncertainty about the value function. Inspired by Thompson sampling, RBLSPI first samples a value function from a posterior distribution over value functions, and then selects actions based on the sampled value function. The effectiveness and the exploration abilities of RBLSPI are demonstrated experimentally in several environments.

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Bayesian fairness

We consider the problem of how decision making can be fair when the underlying probabilistic model of the world is not known with certainty. We argue that recent notions of fairness in machine learning need to explicitly incorporate parameter uncertainty, hence we introduce the notion of {\em Bayesian fairness} as a suitable candidate for fair decision rules. Using balance, a definition of fairness introduced by Kleinberg et al (2016), we show how a Bayesian perspective can lead to well-performing, fair decision rules even under high uncertainty.

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On The Differential Privacy of Thompson Sampling With Gaussian Prior

We show that Thompson Sampling with Gaussian Prior as detailed by Algorithm 2 in (Agrawal & Goyal, 2013) is already differentially private. Theorem 1 show that it enjoys a very competitive privacy loss of only $\mathcal{O}(\ln^2 T)$ after T rounds. Finally, Theorem 2 show that one can control the privacy loss to any desirable $ε$ level by appropriately increasing the variance of the samples from the Gaussian posterior. And this increases the regret only by a term of $\mathcal{O}(\frac{\ln^2 T}ε)$. This compares favorably to the previous result for Thompson Sampling in the literature ((Mishra & Thakurta, 2015)) which adds a term of $\mathcal{O}(\frac{K \ln^3 T}{ε^2})$ to the regret in order to achieve the same privacy level. Furthermore, our result use the basic Thompson Sampling with few modifications whereas the result of (Mishra & Thakurta, 2015) required sophisticated constructions.

cs.CR↗

Nearly optimal exploration-exploitation decision thresholds

While in general trading off exploration and exploitation in reinforcement learning is hard, under some formulations relatively simple solutions exist. In this paper, we first derive upper bounds for the utility of selecting different actions in the multi-armed bandit setting. Unlike the common statistical upper confidence bounds, these explicitly link the planning horizon, uncertainty and the need for exploration explicit. The resulting algorithm can be seen as a generalisation of the classical Thompson sampling algorithm. We experimentally test these algorithms, as well as $ε$-greedy and the value of perfect information heuristics. Finally, we also introduce the idea of bagging for reinforcement learning. By employing a version of online bootstrapping, we can efficiently sample from an approximate posterior distribution.

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Learning to Match

Outsourcing tasks to previously unknown parties is becoming more common. One specific such problem involves matching a set of workers to a set of tasks. Even if the latter have precise requirements, the quality of individual workers is usually unknown. The problem is thus a version of matching under uncertainty. We believe that this type of problem is going to be increasingly important. When the problem involves only a single skill or type of job, it is essentially a type of bandit problem, and can be solved with standard algorithms. However, we develop an algorithm that can perform matching for workers with multiple skills hired for multiple jobs with multiple requirements. We perform an experimental evaluation in both single-task and multi-task problems, comparing with the bounded $ε$-first algorithm, as well as an oracle that knows the true skills of workers. One of the algorithms we developed gives results approaching 85\% of oracle's performance. We invite the community to take a closer look at this problem and develop real-world benchmarks.

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Calibrated Fairness in Bandits

We study fairness within the stochastic, \emph{multi-armed bandit} (MAB) decision making framework. We adapt the fairness framework of "treating similar individuals similarly" to this setting. Here, an `individual' corresponds to an arm and two arms are `similar' if they have a similar quality distribution. First, we adopt a {\em smoothness constraint} that if two arms have a similar quality distribution then the probability of selecting each arm should be similar. In addition, we define the {\em fairness regret}, which corresponds to the degree to which an algorithm is not calibrated, where perfect calibration requires that the probability of selecting an arm is equal to the probability with which the arm has the best quality realization. We show that a variation on Thompson sampling satisfies smooth fairness for total variation distance, and give an $\tilde{O}((kT)^{2/3})$ bound on fairness regret. This complements prior work, which protects an on-average better arm from being less favored. We also explain how to extend our algorithm to the dueling bandit setting.

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