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Jason D. Lee

Publications and source records attributed to Jason D. Lee.

At least 109 records · Page 6Linked to original sources

Provably Efficient Reinforcement Learning in Partially Observable Dynamical Systems

We study Reinforcement Learning for partially observable dynamical systems using function approximation. We propose a new \textit{Partially Observable Bilinear Actor-Critic framework}, that is general enough to include models such as observable tabular Partially Observable Markov Decision Processes (POMDPs), observable Linear-Quadratic-Gaussian (LQG), Predictive State Representations (PSRs), as well as a newly introduced model Hilbert Space Embeddings of POMDPs and observable POMDPs with latent low-rank transition. Under this framework, we propose an actor-critic style algorithm that is capable of performing agnostic policy learning. Given a policy class that consists of memory based policies (that look at a fixed-length window of recent observations), and a value function class that consists of functions taking both memory and future observations as inputs, our algorithm learns to compete against the best memory-based policy in the given policy class. For certain examples such as undercomplete observable tabular POMDPs, observable LQGs and observable POMDPs with latent low-rank transition, by implicitly leveraging their special properties, our algorithm is even capable of competing against the globally optimal policy without paying an exponential dependence on the horizon in its sample complexity.

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Computationally Efficient PAC RL in POMDPs with Latent Determinism and Conditional Embeddings

We study reinforcement learning with function approximation for large-scale Partially Observable Markov Decision Processes (POMDPs) where the state space and observation space are large or even continuous. Particularly, we consider Hilbert space embeddings of POMDP where the feature of latent states and the feature of observations admit a conditional Hilbert space embedding of the observation emission process, and the latent state transition is deterministic. Under the function approximation setup where the optimal latent state-action $Q$-function is linear in the state feature, and the optimal $Q$-function has a gap in actions, we provide a \emph{computationally and statistically efficient} algorithm for finding the \emph{exact optimal} policy. We show our algorithm's computational and statistical complexities scale polynomially with respect to the horizon and the intrinsic dimension of the feature on the observation space. Furthermore, we show both the deterministic latent transitions and gap assumptions are necessary to avoid statistical complexity exponential in horizon or dimension. Since our guarantee does not have an explicit dependence on the size of the state and observation spaces, our algorithm provably scales to large-scale POMDPs.

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Decentralized Optimistic Hyperpolicy Mirror Descent: Provably No-Regret Learning in Markov Games

We study decentralized policy learning in Markov games where we control a single agent to play with nonstationary and possibly adversarial opponents. Our goal is to develop a no-regret online learning algorithm that (i) takes actions based on the local information observed by the agent and (ii) is able to find the best policy in hindsight. For such a problem, the nonstationary state transitions due to the varying opponent pose a significant challenge. In light of a recent hardness result \citep{liu2022learning}, we focus on the setting where the opponent's previous policies are revealed to the agent for decision making. With such an information structure, we propose a new algorithm, \underline{D}ecentralized \underline{O}ptimistic hype\underline{R}policy m\underline{I}rror de\underline{S}cent (DORIS), which achieves $\sqrt{K}$-regret in the context of general function approximation, where $K$ is the number of episodes. Moreover, when all the agents adopt DORIS, we prove that their mixture policy constitutes an approximate coarse correlated equilibrium. In particular, DORIS maintains a \textit{hyperpolicy} which is a distribution over the policy space. The hyperpolicy is updated via mirror descent, where the update direction is obtained by an optimistic variant of least-squares policy evaluation. Furthermore, to illustrate the power of our method, we apply DORIS to constrained and vector-valued MDPs, which can be formulated as zero-sum Markov games with a fictitious opponent.

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Nearly Minimax Algorithms for Linear Bandits with Shared Representation

We give novel algorithms for multi-task and lifelong linear bandits with shared representation. Specifically, we consider the setting where we play $M$ linear bandits with dimension $d$, each for $T$ rounds, and these $M$ bandit tasks share a common $k(\ll d)$ dimensional linear representation. For both the multi-task setting where we play the tasks concurrently, and the lifelong setting where we play tasks sequentially, we come up with novel algorithms that achieve $\widetilde{O}\left(d\sqrt{kMT} + kM\sqrt{T}\right)$ regret bounds, which matches the known minimax regret lower bound up to logarithmic factors and closes the gap in existing results [Yang et al., 2021]. Our main technique include a more efficient estimator for the low-rank linear feature extractor and an accompanied novel analysis for this estimator.

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Provably Efficient Policy Optimization for Two-Player Zero-Sum Markov Games

Policy-based methods with function approximation are widely used for solving two-player zero-sum games with large state and/or action spaces. However, it remains elusive how to obtain optimization and statistical guarantees for such algorithms. We present a new policy optimization algorithm with function approximation and prove that under standard regularity conditions on the Markov game and the function approximation class, our algorithm finds a near-optimal policy within a polynomial number of samples and iterations. To our knowledge, this is the first provably efficient policy optimization algorithm with function approximation that solves two-player zero-sum Markov games.

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Provable Regret Bounds for Deep Online Learning and Control

The theory of deep learning focuses almost exclusively on supervised learning, non-convex optimization using stochastic gradient descent, and overparametrized neural networks. It is common belief that the optimizer dynamics, network architecture, initialization procedure, and other factors tie together and are all components of its success. This presents theoretical challenges for analyzing state-based and/or online deep learning. Motivated by applications in control, we give a general black-box reduction from deep learning to online convex optimization. This allows us to decouple optimization, regret, expressiveness, and derive agnostic online learning guarantees for fully-connected deep neural networks with ReLU activations. We quantify convergence and regret guarantees for any range of parameters and allow any optimization procedure, such as adaptive gradient methods and second order methods. As an application, we derive provable algorithms for deep control in the online episodic setting.

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Going Beyond Linear RL: Sample Efficient Neural Function Approximation

Deep Reinforcement Learning (RL) powered by neural net approximation of the Q function has had enormous empirical success. While the theory of RL has traditionally focused on linear function approximation (or eluder dimension) approaches, little is known about nonlinear RL with neural net approximations of the Q functions. This is the focus of this work, where we study function approximation with two-layer neural networks (considering both ReLU and polynomial activation functions). Our first result is a computationally and statistically efficient algorithm in the generative model setting under completeness for two-layer neural networks. Our second result considers this setting but under only realizability of the neural net function class. Here, assuming deterministic dynamics, the sample complexity scales linearly in the algebraic dimension. In all cases, our results significantly improve upon what can be attained with linear (or eluder dimension) methods.

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Label Noise SGD Provably Prefers Flat Global Minimizers

In overparametrized models, the noise in stochastic gradient descent (SGD) implicitly regularizes the optimization trajectory and determines which local minimum SGD converges to. Motivated by empirical studies that demonstrate that training with noisy labels improves generalization, we study the implicit regularization effect of SGD with label noise. We show that SGD with label noise converges to a stationary point of a regularized loss $L(θ) +λR(θ)$, where $L(θ)$ is the training loss, $λ$ is an effective regularization parameter depending on the step size, strength of the label noise, and the batch size, and $R(θ)$ is an explicit regularizer that penalizes sharp minimizers. Our analysis uncovers an additional regularization effect of large learning rates beyond the linear scaling rule that penalizes large eigenvalues of the Hessian more than small ones. We also prove extensions to classification with general loss functions, SGD with momentum, and SGD with general noise covariance, significantly strengthening the prior work of Blanc et al. to global convergence and large learning rates and of HaoChen et al. to general models.

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Predicting What You Already Know Helps: Provable Self-Supervised Learning

Self-supervised representation learning solves auxiliary prediction tasks (known as pretext tasks) without requiring labeled data to learn useful semantic representations. These pretext tasks are created solely using the input features, such as predicting a missing image patch, recovering the color channels of an image from context, or predicting missing words in text; yet predicting this \textit{known} information helps in learning representations effective for downstream prediction tasks. We posit a mechanism exploiting the statistical connections between certain {\em reconstruction-based} pretext tasks that guarantee to learn a good representation. Formally, we quantify how the approximate independence between the components of the pretext task (conditional on the label and latent variables) allows us to learn representations that can solve the downstream task by just training a linear layer on top of the learned representation. We prove the linear layer yields small approximation error even for complex ground truth function class and will drastically reduce labeled sample complexity. Next, we show a simple modification of our method leads to nonlinear CCA, analogous to the popular SimSiam algorithm, and show similar guarantees for nonlinear CCA.

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Towards General Function Approximation in Zero-Sum Markov Games

This paper considers two-player zero-sum finite-horizon Markov games with simultaneous moves. The study focuses on the challenging settings where the value function or the model is parameterized by general function classes. Provably efficient algorithms for both decoupled and {coordinated} settings are developed. In the {decoupled} setting where the agent controls a single player and plays against an arbitrary opponent, we propose a new model-free algorithm. The sample complexity is governed by the Minimax Eluder dimension -- a new dimension of the function class in Markov games. As a special case, this method improves the state-of-the-art algorithm by a $\sqrt{d}$ factor in the regret when the reward function and transition kernel are parameterized with $d$-dimensional linear features. In the {coordinated} setting where both players are controlled by the agent, we propose a model-based algorithm and a model-free algorithm. In the model-based algorithm, we prove that sample complexity can be bounded by a generalization of Witness rank to Markov games. The model-free algorithm enjoys a $\sqrt{K}$-regret upper bound where $K$ is the number of episodes.

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Provable Hierarchy-Based Meta-Reinforcement Learning

Hierarchical reinforcement learning (HRL) has seen widespread interest as an approach to tractable learning of complex modular behaviors. However, existing work either assume access to expert-constructed hierarchies, or use hierarchy-learning heuristics with no provable guarantees. To address this gap, we analyze HRL in the meta-RL setting, where a learner learns latent hierarchical structure during meta-training for use in a downstream task. We consider a tabular setting where natural hierarchical structure is embedded in the transition dynamics. Analogous to supervised meta-learning theory, we provide "diversity conditions" which, together with a tractable optimism-based algorithm, guarantee sample-efficient recovery of this natural hierarchy. Furthermore, we provide regret bounds on a learner using the recovered hierarchy to solve a meta-test task. Our bounds incorporate common notions in HRL literature such as temporal and state/action abstractions, suggesting that our setting and analysis capture important features of HRL in practice.

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A Theory of Label Propagation for Subpopulation Shift

One of the central problems in machine learning is domain adaptation. Unlike past theoretical work, we consider a new model for subpopulation shift in the input or representation space. In this work, we propose a provably effective framework for domain adaptation based on label propagation. In our analysis, we use a simple but realistic expansion assumption, proposed in \citet{wei2021theoretical}. Using a teacher classifier trained on the source domain, our algorithm not only propagates to the target domain but also improves upon the teacher. By leveraging existing generalization bounds, we also obtain end-to-end finite-sample guarantees on the entire algorithm. In addition, we extend our theoretical framework to a more general setting of source-to-target transfer based on a third unlabeled dataset, which can be easily applied in various learning scenarios. Inspired by our theory, we adapt consistency-based semi-supervised learning methods to domain adaptation settings and gain significant improvements.

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Bilinear Classes: A Structural Framework for Provable Generalization in RL

This work introduces Bilinear Classes, a new structural framework, which permit generalization in reinforcement learning in a wide variety of settings through the use of function approximation. The framework incorporates nearly all existing models in which a polynomial sample complexity is achievable, and, notably, also includes new models, such as the Linear $Q^*/V^*$ model in which both the optimal $Q$-function and the optimal $V$-function are linear in some known feature space. Our main result provides an RL algorithm which has polynomial sample complexity for Bilinear Classes; notably, this sample complexity is stated in terms of a reduction to the generalization error of an underlying supervised learning sub-problem. These bounds nearly match the best known sample complexity bounds for existing models. Furthermore, this framework also extends to the infinite dimensional (RKHS) setting: for the the Linear $Q^*/V^*$ model, linear MDPs, and linear mixture MDPs, we provide sample complexities that have no explicit dependence on the explicit feature dimension (which could be infinite), but instead depends only on information theoretic quantities.

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Optimal Gradient-based Algorithms for Non-concave Bandit Optimization

Bandit problems with linear or concave reward have been extensively studied, but relatively few works have studied bandits with non-concave reward. This work considers a large family of bandit problems where the unknown underlying reward function is non-concave, including the low-rank generalized linear bandit problems and two-layer neural network with polynomial activation bandit problem. For the low-rank generalized linear bandit problem, we provide a minimax-optimal algorithm in the dimension, refuting both conjectures in [LMT21, JWWN19]. Our algorithms are based on a unified zeroth-order optimization paradigm that applies in great generality and attains optimal rates in several structured polynomial settings (in the dimension). We further demonstrate the applicability of our algorithms in RL in the generative model setting, resulting in improved sample complexity over prior approaches. Finally, we show that the standard optimistic algorithms (e.g., UCB) are sub-optimal by dimension factors. In the neural net setting (with polynomial activation functions) with noiseless reward, we provide a bandit algorithm with sample complexity equal to the intrinsic algebraic dimension. Again, we show that optimistic approaches have worse sample complexity, polynomial in the extrinsic dimension (which could be exponentially worse in the polynomial degree).

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A Short Note on the Relationship of Information Gain and Eluder Dimension

Eluder dimension and information gain are two widely used methods of complexity measures in bandit and reinforcement learning. Eluder dimension was originally proposed as a general complexity measure of function classes, but the common examples of where it is known to be small are function spaces (vector spaces). In these cases, the primary tool to upper bound the eluder dimension is the elliptic potential lemma. Interestingly, the elliptic potential lemma also features prominently in the analysis of linear bandits/reinforcement learning and their nonparametric generalization, the information gain. We show that this is not a coincidence -- eluder dimension and information gain are equivalent in a precise sense for reproducing kernel Hilbert spaces.

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Near-Optimal Linear Regression under Distribution Shift

Transfer learning is essential when sufficient data comes from the source domain, with scarce labeled data from the target domain. We develop estimators that achieve minimax linear risk for linear regression problems under distribution shift. Our algorithms cover different transfer learning settings including covariate shift and model shift. We also consider when data are generated from either linear or general nonlinear models. We show that linear minimax estimators are within an absolute constant of the minimax risk even among nonlinear estimators for various source/target distributions.

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Steepest Descent Neural Architecture Optimization: Escaping Local Optimum with Signed Neural Splitting

Developing efficient and principled neural architecture optimization methods is a critical challenge of modern deep learning. Recently, Liu et al.[19] proposed a splitting steepest descent (S2D) method that jointly optimizes the neural parameters and architectures based on progressively growing network structures by splitting neurons into multiple copies in a steepest descent fashion. However, S2D suffers from a local optimality issue when all the neurons become "splitting stable", a concept akin to local stability in parametric optimization. In this work, we develop a significant and surprising extension of the splitting descent framework that addresses the local optimality issue. The idea is to observe that the original S2D is unnecessarily restricted to splitting neurons into positive weighted copies. By simply allowing both positive and negative weights during splitting, we can eliminate the appearance of splitting stability in S2D and hence escape the local optima to obtain better performance. By incorporating signed splittings, we significantly extend the optimization power of splitting steepest descent both theoretically and empirically. We verify our method on various challenging benchmarks such as CIFAR-100, ImageNet and ModelNet40, on which we outperform S2D and other advanced methods on learning accurate and energy-efficient neural networks.

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MUSBO: Model-based Uncertainty Regularized and Sample Efficient Batch Optimization for Deployment Constrained Reinforcement Learning

In many contemporary applications such as healthcare, finance, robotics, and recommendation systems, continuous deployment of new policies for data collection and online learning is either cost ineffective or impractical. We consider a setting that lies between pure offline reinforcement learning (RL) and pure online RL called deployment constrained RL in which the number of policy deployments for data sampling is limited. To solve this challenging task, we propose a new algorithmic learning framework called Model-based Uncertainty regularized and Sample Efficient Batch Optimization (MUSBO). Our framework discovers novel and high quality samples for each deployment to enable efficient data collection. During each offline training session, we bootstrap the policy update by quantifying the amount of uncertainty within our collected data. In the high support region (low uncertainty), we encourage our policy by taking an aggressive update. In the low support region (high uncertainty) when the policy bootstraps into the out-of-distribution region, we downweight it by our estimated uncertainty quantification. Experimental results show that MUSBO achieves state-of-the-art performance in the deployment constrained RL setting.

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