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Eric Mazumdar

Publications and source records attributed to Eric Mazumdar.

47 records · Page 3Linked to original sources

On Thompson Sampling with Langevin Algorithms

Thompson sampling for multi-armed bandit problems is known to enjoy favorable performance in both theory and practice. However, it suffers from a significant limitation computationally, arising from the need for samples from posterior distributions at every iteration. We propose two Markov Chain Monte Carlo (MCMC) methods tailored to Thompson sampling to address this issue. We construct quickly converging Langevin algorithms to generate approximate samples that have accuracy guarantees, and we leverage novel posterior concentration rates to analyze the regret of the resulting approximate Thompson sampling algorithm. Further, we specify the necessary hyperparameters for the MCMC procedure to guarantee optimal instance-dependent frequentist regret while having low computational complexity. In particular, our algorithms take advantage of both posterior concentration and a sample reuse mechanism to ensure that only a constant number of iterations and a constant amount of data is needed in each round. The resulting approximate Thompson sampling algorithm has logarithmic regret and its computational complexity does not scale with the time horizon of the algorithm.

cs.LG↗

Feedback Linearization for Unknown Systems via Reinforcement Learning

We present a novel approach to control design for nonlinear systems which leverages model-free policy optimization techniques to learn a linearizing controller for a physical plant with unknown dynamics. Feedback linearization is a technique from nonlinear control which renders the input-output dynamics of a nonlinear plant \emph{linear} under application of an appropriate feedback controller. Once a linearizing controller has been constructed, desired output trajectories for the nonlinear plant can be tracked using a variety of linear control techniques. However, the calculation of a linearizing controller requires a precise dynamics model for the system. As a result, model-based approaches for learning exact linearizing controllers generally require a simple, highly structured model of the system with easily identifiable parameters. In contrast, the model-free approach presented in this paper is able to approximate the linearizing controller for the plant using general function approximation architectures. Specifically, we formulate a continuous-time optimization problem over the parameters of a learned linearizing controller whose optima are the set of parameters which best linearize the plant. We derive conditions under which the learning problem is (strongly) convex and provide guarantees which ensure the true linearizing controller for the plant is recovered. We then discuss how model-free policy optimization algorithms can be used to solve a discrete-time approximation to the problem using data collected from the real-world plant. The utility of the framework is demonstrated in simulation and on a real-world robotic platform.

math.OC↗

Technical Report: Adaptive Control for Linearizable Systems Using On-Policy Reinforcement Learning

This paper proposes a framework for adaptively learning a feedback linearization-based tracking controller for an unknown system using discrete-time model-free policy-gradient parameter update rules. The primary advantage of the scheme over standard model-reference adaptive control techniques is that it does not require the learned inverse model to be invertible at all instances of time. This enables the use of general function approximators to approximate the linearizing controller for the system without having to worry about singularities. However, the discrete-time and stochastic nature of these algorithms precludes the direct application of standard machinery from the adaptive control literature to provide deterministic stability proofs for the system. Nevertheless, we leverage these techniques alongside tools from the stochastic approximation literature to demonstrate that with high probability the tracking and parameter errors concentrate near zero when a certain persistence of excitation condition is satisfied. A simulated example of a double pendulum demonstrates the utility of the proposed theory. 1

cs.LG↗

On Gradient-Based Learning in Continuous Games

We formulate a general framework for competitive gradient-based learning that encompasses a wide breadth of multi-agent learning algorithms, and analyze the limiting behavior of competitive gradient-based learning algorithms using dynamical systems theory. For both general-sum and potential games, we characterize a non-negligible subset of the local Nash equilibria that will be avoided if each agent employs a gradient-based learning algorithm. We also shed light on the issue of convergence to non-Nash strategies in general- and zero-sum games, which may have no relevance to the underlying game, and arise solely due to the choice of algorithm. The existence and frequency of such strategies may explain some of the difficulties encountered when using gradient descent in zero-sum games as, e.g., in the training of generative adversarial networks. To reinforce the theoretical contributions, we provide empirical results that highlight the frequency of linear quadratic dynamic games (a benchmark for multi-agent reinforcement learning) that admit global Nash equilibria that are almost surely avoided by policy gradient.

cs.LG↗

Local Nash Equilibria are Isolated, Strict Local Nash Equilibria in `Almost All' Zero-Sum Continuous Games

We prove that differential Nash equilibria are generic amongst local Nash equilibria in continuous zero-sum games. That is, there exists an open-dense subset of zero-sum games for which local Nash equilibria are non-degenerate differential Nash equilibria. The result extends previous results to the zero-sum setting, where we obtain even stronger results; in particular, we show that local Nash equilibria are generically hyperbolic critical points. We further show that differential Nash equilibria of zero-sum games are structurally stable. The purpose for presenting these extensions is the recent renewed interest in zero-sum games within machine learning and optimization. Adversarial learning and generative adversarial network approaches are touted to be more robust than the alternative. Zero-sum games are at the heart of such approaches. Many works proceed under the assumption of hyperbolicity of critical points. Our results justify this assumption by showing `almost all' zero-sum games admit local Nash equilibria that are hyperbolic.

cs.GT↗

Policy-Gradient Algorithms Have No Guarantees of Convergence in Linear Quadratic Games

We show by counterexample that policy-gradient algorithms have no guarantees of even local convergence to Nash equilibria in continuous action and state space multi-agent settings. To do so, we analyze gradient-play in N-player general-sum linear quadratic games, a classic game setting which is recently emerging as a benchmark in the field of multi-agent learning. In such games the state and action spaces are continuous and global Nash equilibria can be found be solving coupled Ricatti equations. Further, gradient-play in LQ games is equivalent to multi agent policy-gradient. We first show that these games are surprisingly not convex games. Despite this, we are still able to show that the only critical points of the gradient dynamics are global Nash equilibria. We then give sufficient conditions under which policy-gradient will avoid the Nash equilibria, and generate a large number of general-sum linear quadratic games that satisfy these conditions. In such games we empirically observe the players converging to limit cycles for which the time average does not coincide with a Nash equilibrium. The existence of such games indicates that one of the most popular approaches to solving reinforcement learning problems in the classic reinforcement learning setting has no local guarantee of convergence in multi-agent settings. Further, the ease with which we can generate these counterexamples suggests that such situations are not mere edge cases and are in fact quite common.

cs.LG↗

Convergence Analysis of Gradient-Based Learning with Non-Uniform Learning Rates in Non-Cooperative Multi-Agent Settings

Considering a class of gradient-based multi-agent learning algorithms in non-cooperative settings, we provide local convergence guarantees to a neighborhood of a stable local Nash equilibrium. In particular, we consider continuous games where agents learn in (i) deterministic settings with oracle access to their gradient and (ii) stochastic settings with an unbiased estimator of their gradient. Utilizing the minimum and maximum singular values of the game Jacobian, we provide finite-time convergence guarantees in the deterministic case. On the other hand, in the stochastic case, we provide concentration bounds guaranteeing that with high probability agents will converge to a neighborhood of a stable local Nash equilibrium in finite time. Different than other works in this vein, we also study the effects of non-uniform learning rates on the learning dynamics and convergence rates. We find that much like preconditioning in optimization, non-uniform learning rates cause a distortion in the vector field which can, in turn, change the rate of convergence and the shape of the region of attraction. The analysis is supported by numerical examples that illustrate different aspects of the theory. We conclude with discussion of the results and open questions.

math.OC↗

Inverse Risk-Sensitive Reinforcement Learning

We address the problem of inverse reinforcement learning in Markov decision processes where the agent is risk-sensitive. In particular, we model risk-sensitivity in a reinforcement learning framework by making use of models of human decision-making having their origins in behavioral psychology, behavioral economics, and neuroscience. We propose a gradient-based inverse reinforcement learning algorithm that minimizes a loss function defined on the observed behavior. We demonstrate the performance of the proposed technique on two examples, the first of which is the canonical Grid World example and the second of which is a Markov decision process modeling passengers' decisions regarding ride-sharing. In the latter, we use pricing and travel time data from a ride-sharing company to construct the transition probabilities and rewards of the Markov decision process.

cs.LG↗

A Multi-Armed Bandit Approach for Online Expert Selection in Markov Decision Processes

We formulate a multi-armed bandit (MAB) approach to choosing expert policies online in Markov decision processes (MDPs). Given a set of expert policies trained on a state and action space, the goal is to maximize the cumulative reward of our agent. The hope is to quickly find the best expert in our set. The MAB formulation allows us to quantify the performance of an algorithm in terms of the regret incurred from not choosing the best expert from the beginning. We first develop the theoretical framework for MABs in MDPs, and then present a basic regret decomposition identity. We then adapt the classical Upper Confidence Bounds algorithm to the problem of choosing experts in MDPs and prove that the expected regret grows at worst at a logarithmic rate. Lastly, we validate the theory on a small MDP.

eess.SY↗

Optimal Causal Imputation for Control

The widespread applicability of analytics in cyber-physical systems has motivated research into causal inference methods. Predictive estimators are not sufficient when analytics are used for decision making; rather, the flow of causal effects must be determined. Generally speaking, these methods focus on estimation of a causal structure from experimental data. In this paper, we consider the dual problem: we fix the causal structure and optimize over causal imputations to achieve desirable system behaviors for a minimal imputation cost. First, we present the optimal causal imputation problem, and then we analyze the problem in two special cases: 1) when the causal imputations can only impute to a fixed value, 2) when the causal structure has linear dynamics with additive Gaussian noise. This optimal causal imputation framework serves to bridge the gap between causal structures and control.

eess.SY↗

To Observe or Not to Observe: Queuing Game Framework for Urban Parking

We model parking in urban centers as a set of parallel queues and overlay a game theoretic structure that allows us to compare the user-selected (Nash) equilibrium to the socially optimal equilibrium. We model arriving drivers as utility maximizers and consider the game in which observing the queue length is free as well as the game in which drivers must pay to observe the queue length. In both games, drivers must decide between balking and joining. We compare the Nash induced welfare to the socially optimal welfare. We find that gains to welfare do not require full information penetration---meaning, for social welfare to increase, not everyone needs to pay to observe. Through simulation, we explore a more complex scenario where drivers decide based the queueing game whether or not to enter a collection of queues over a network. We examine the occupancy-congestion relationship, an important relationship for determining the impact of parking resources on overall traffic congestion. Our simulated models use parameters informed by real-world data collected by the Seattle Department of Transportation.

eess.SY↗