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Lin F. Yang

Publications and source records attributed to Lin F. Yang.

At least 55 records · Page 3Linked to original sources

Provably Efficient Lifelong Reinforcement Learning with Linear Function Approximation

We study lifelong reinforcement learning (RL) in a regret minimization setting of linear contextual Markov decision process (MDP), where the agent needs to learn a multi-task policy while solving a streaming sequence of tasks. We propose an algorithm, called UCB Lifelong Value Distillation (UCBlvd), that provably achieves sublinear regret for any sequence of tasks, which may be adaptively chosen based on the agent's past behaviors. Remarkably, our algorithm uses only sublinear number of planning calls, which means that the agent eventually learns a policy that is near optimal for multiple tasks (seen or unseen) without the need of deliberate planning. A key to this property is a new structural assumption that enables computation sharing across tasks during exploration. Specifically, for $K$ task episodes of horizon $H$, our algorithm has a regret bound $\tilde{\mathcal{O}}(\sqrt{(d^3+d^\prime d)H^4K})$ based on $\mathcal{O}(dH\log(K))$ number of planning calls, where $d$ and $d^\prime$ are the feature dimensions of the dynamics and rewards, respectively. This theoretical guarantee implies that our algorithm can enable a lifelong learning agent to accumulate experiences and learn to rapidly solve new tasks.

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Gap-Dependent Unsupervised Exploration for Reinforcement Learning

For the problem of task-agnostic reinforcement learning (RL), an agent first collects samples from an unknown environment without the supervision of reward signals, then is revealed with a reward and is asked to compute a corresponding near-optimal policy. Existing approaches mainly concern the worst-case scenarios, in which no structural information of the reward/transition-dynamics is utilized. Therefore the best sample upper bound is $\propto\widetilde{\mathcal{O}}(1/ε^2)$, where $ε>0$ is the target accuracy of the obtained policy, and can be overly pessimistic. To tackle this issue, we provide an efficient algorithm that utilizes a gap parameter, $ρ>0$, to reduce the amount of exploration. In particular, for an unknown finite-horizon Markov decision process, the algorithm takes only $\widetilde{\mathcal{O}} (1/ε\cdot (H^3SA / ρ+ H^4 S^2 A) )$ episodes of exploration, and is able to obtain an $ε$-optimal policy for a post-revealed reward with sub-optimality gap at least $ρ$, where $S$ is the number of states, $A$ is the number of actions, and $H$ is the length of the horizon, obtaining a nearly \emph{quadratic saving} in terms of $ε$. We show that, information-theoretically, this bound is nearly tight for $ρ< Θ(1/(HS))$ and $H>1$. We further show that $\propto\widetilde{\mathcal{O}}(1)$ sample bound is possible for $H=1$ (i.e., multi-armed bandit) or with a sampling simulator, establishing a stark separation between those settings and the RL setting.

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Near-Optimal Reward-Free Exploration for Linear Mixture MDPs with Plug-in Solver

Although model-based reinforcement learning (RL) approaches are considered more sample efficient, existing algorithms are usually relying on sophisticated planning algorithm to couple tightly with the model-learning procedure. Hence the learned models may lack the ability of being re-used with more specialized planners. In this paper we address this issue and provide approaches to learn an RL model efficiently without the guidance of a reward signal. In particular, we take a plug-in solver approach, where we focus on learning a model in the exploration phase and demand that \emph{any planning algorithm} on the learned model can give a near-optimal policy. Specicially, we focus on the linear mixture MDP setting, where the probability transition matrix is a (unknown) convex combination of a set of existing models. We show that, by establishing a novel exploration algorithm, the plug-in approach learns a model by taking $\tilde{O}(d^2H^3/ε^2)$ interactions with the environment and \emph{any} $ε$-optimal planner on the model gives an $O(ε)$-optimal policy on the original model. This sample complexity matches lower bounds for non-plug-in approaches and is \emph{statistically optimal}. We achieve this result by leveraging a careful maximum total-variance bound using Bernstein inequality and properties specified to linear mixture MDP.

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On Improving Model-Free Algorithms for Decentralized Multi-Agent Reinforcement Learning

Multi-agent reinforcement learning (MARL) algorithms often suffer from an exponential sample complexity dependence on the number of agents, a phenomenon known as \emph{the curse of multiagents}. In this paper, we address this challenge by investigating sample-efficient model-free algorithms in \emph{decentralized} MARL, and aim to improve existing algorithms along this line. For learning (coarse) correlated equilibria in general-sum Markov games, we propose \emph{stage-based} V-learning algorithms that significantly simplify the algorithmic design and analysis of recent works, and circumvent a rather complicated no-\emph{weighted}-regret bandit subroutine. For learning Nash equilibria in Markov potential games, we propose an independent policy gradient algorithm with a decentralized momentum-based variance reduction technique. All our algorithms are decentralized in that each agent can make decisions based on only its local information. Neither communication nor centralized coordination is required during learning, leading to a natural generalization to a large number of agents. We also provide numerical simulations to corroborate our theoretical findings.

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Solving Multi-Arm Bandit Using a Few Bits of Communication

The multi-armed bandit (MAB) problem is an active learning framework that aims to select the best among a set of actions by sequentially observing rewards. Recently, it has become popular for a number of applications over wireless networks, where communication constraints can form a bottleneck. Existing works usually fail to address this issue and can become infeasible in certain applications. In this paper we address the communication problem by optimizing the communication of rewards collected by distributed agents. By providing nearly matching upper and lower bounds, we tightly characterize the number of bits needed per reward for the learner to accurately learn without suffering additional regret. In particular, we establish a generic reward quantization algorithm, QuBan, that can be applied on top of any (no-regret) MAB algorithm to form a new communication-efficient counterpart, that requires only a few (as low as 3) bits to be sent per iteration while preserving the same regret bound. Our lower bound is established via constructing hard instances from a subgaussian distribution. Our theory is further corroborated by numerically experiments.

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Settling the Horizon-Dependence of Sample Complexity in Reinforcement Learning

Recently there is a surge of interest in understanding the horizon-dependence of the sample complexity in reinforcement learning (RL). Notably, for an RL environment with horizon length $H$, previous work have shown that there is a probably approximately correct (PAC) algorithm that learns an $O(1)$-optimal policy using $\mathrm{polylog}(H)$ episodes of environment interactions when the number of states and actions is fixed. It is yet unknown whether the $\mathrm{polylog}(H)$ dependence is necessary or not. In this work, we resolve this question by developing an algorithm that achieves the same PAC guarantee while using only $O(1)$ episodes of environment interactions, completely settling the horizon-dependence of the sample complexity in RL. We achieve this bound by (i) establishing a connection between value functions in discounted and finite-horizon Markov decision processes (MDPs) and (ii) a novel perturbation analysis in MDPs. We believe our new techniques are of independent interest and could be applied in related questions in RL.

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Accommodating Picky Customers: Regret Bound and Exploration Complexity for Multi-Objective Reinforcement Learning

In this paper we consider multi-objective reinforcement learning where the objectives are balanced using preferences. In practice, the preferences are often given in an adversarial manner, e.g., customers can be picky in many applications. We formalize this problem as an episodic learning problem on a Markov decision process, where transitions are unknown and a reward function is the inner product of a preference vector with pre-specified multi-objective reward functions. We consider two settings. In the online setting, the agent receives a (adversarial) preference every episode and proposes policies to interact with the environment. We provide a model-based algorithm that achieves a nearly minimax optimal regret bound $\widetilde{\mathcal{O}}\bigl(\sqrt{\min\{d,S\}\cdot H^2 SAK}\bigr)$, where $d$ is the number of objectives, $S$ is the number of states, $A$ is the number of actions, $H$ is the length of the horizon, and $K$ is the number of episodes. Furthermore, we consider preference-free exploration, i.e., the agent first interacts with the environment without specifying any preference and then is able to accommodate arbitrary preference vector up to $ε$ error. Our proposed algorithm is provably efficient with a nearly optimal trajectory complexity $\widetilde{\mathcal{O}}\bigl({\min\{d,S\}\cdot H^3 SA}/{ε^2}\bigr)$. This result partly resolves an open problem raised by \citet{jin2020reward}.

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Breaking the Moments Condition Barrier: No-Regret Algorithm for Bandits with Super Heavy-Tailed Payoffs

Despite a large amount of effort in dealing with heavy-tailed error in machine learning, little is known when moments of the error can become non-existential: the random noise $η$ satisfies Pr$\left[|η| > |y|\right] \le 1/|y|^α$ for some $α> 0$. We make the first attempt to actively handle such super heavy-tailed noise in bandit learning problems: We propose a novel robust statistical estimator, mean of medians, which estimates a random variable by computing the empirical mean of a sequence of empirical medians. We then present a generic reductionist algorithmic framework for solving bandit learning problems (including multi-armed and linear bandit problem): the mean of medians estimator can be applied to nearly any bandit learning algorithm as a black-box filtering for its reward signals and obtain similar regret bound as if the reward is sub-Gaussian. We show that the regret bound is near-optimal even with very heavy-tailed noise. We also empirically demonstrate the effectiveness of the proposed algorithm, which further corroborates our theoretical results.

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Randomized Exploration for Reinforcement Learning with General Value Function Approximation

We propose a model-free reinforcement learning algorithm inspired by the popular randomized least squares value iteration (RLSVI) algorithm as well as the optimism principle. Unlike existing upper-confidence-bound (UCB) based approaches, which are often computationally intractable, our algorithm drives exploration by simply perturbing the training data with judiciously chosen i.i.d. scalar noises. To attain optimistic value function estimation without resorting to a UCB-style bonus, we introduce an optimistic reward sampling procedure. When the value functions can be represented by a function class $\mathcal{F}$, our algorithm achieves a worst-case regret bound of $\widetilde{O}(\mathrm{poly}(d_EH)\sqrt{T})$ where $T$ is the time elapsed, $H$ is the planning horizon and $d_E$ is the $\textit{eluder dimension}$ of $\mathcal{F}$. In the linear setting, our algorithm reduces to LSVI-PHE, a variant of RLSVI, that enjoys an $\widetilde{\mathcal{O}}(\sqrt{d^3H^3T})$ regret. We complement the theory with an empirical evaluation across known difficult exploration tasks.

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Theoretically Principled Deep RL Acceleration via Nearest Neighbor Function Approximation

Recently, deep reinforcement learning (RL) has achieved remarkable empirical success by integrating deep neural networks into RL frameworks. However, these algorithms often require a large number of training samples and admit little theoretical understanding. To mitigate these issues, we propose a theoretically principled nearest neighbor (NN) function approximator that can improve the value networks in deep RL methods. Inspired by human similarity judgments, the NN approximator estimates the action values using rollouts on past observations and can provably obtain a small regret bound that depends only on the intrinsic complexity of the environment. We present (1) Nearest Neighbor Actor-Critic (NNAC), an online policy gradient algorithm that demonstrates the practicality of combining function approximation with deep RL, and (2) a plug-and-play NN update module that aids the training of existing deep RL methods. Experiments on classical control and MuJoCo locomotion tasks show that the NN-accelerated agents achieve higher sample efficiency and stability than the baseline agents. Based on its theoretical benefits, we believe that the NN approximator can be further applied to other complex domains to speed-up learning.

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Global Neighbor Sampling for Mixed CPU-GPU Training on Giant Graphs

Graph neural networks (GNNs) are powerful tools for learning from graph data and are widely used in various applications such as social network recommendation, fraud detection, and graph search. The graphs in these applications are typically large, usually containing hundreds of millions of nodes. Training GNN models on such large graphs efficiently remains a big challenge. Despite a number of sampling-based methods have been proposed to enable mini-batch training on large graphs, these methods have not been proved to work on truly industry-scale graphs, which require GPUs or mixed-CPU-GPU training. The state-of-the-art sampling-based methods are usually not optimized for these real-world hardware setups, in which data movement between CPUs and GPUs is a bottleneck. To address this issue, we propose Global Neighborhood Sampling that aims at training GNNs on giant graphs specifically for mixed-CPU-GPU training. The algorithm samples a global cache of nodes periodically for all mini-batches and stores them in GPUs. This global cache allows in-GPU importance sampling of mini-batches, which drastically reduces the number of nodes in a mini-batch, especially in the input layer, to reduce data copy between CPU and GPU and mini-batch computation without compromising the training convergence rate or model accuracy. We provide a highly efficient implementation of this method and show that our implementation outperforms an efficient node-wise neighbor sampling baseline by a factor of 2X-4X on giant graphs. It outperforms an efficient implementation of LADIES with small layers by a factor of 2X-14X while achieving much higher accuracy than LADIES.We also theoretically analyze the proposed algorithm and show that with cached node data of a proper size, it enjoys a comparable convergence rate as the underlying node-wise sampling method.

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Safe Reinforcement Learning with Linear Function Approximation

Safety in reinforcement learning has become increasingly important in recent years. Yet, existing solutions either fail to strictly avoid choosing unsafe actions, which may lead to catastrophic results in safety-critical systems, or fail to provide regret guarantees for settings where safety constraints need to be learned. In this paper, we address both problems by first modeling safety as an unknown linear cost function of states and actions, which must always fall below a certain threshold. We then present algorithms, termed SLUCB-QVI and RSLUCB-QVI, for episodic Markov decision processes (MDPs) with linear function approximation. We show that SLUCB-QVI and RSLUCB-QVI, while with \emph{no safety violation}, achieve a $\tilde{\mathcal{O}}\left(κ\sqrt{d^3H^3T}\right)$ regret, nearly matching that of state-of-the-art unsafe algorithms, where $H$ is the duration of each episode, $d$ is the dimension of the feature mapping, $κ$ is a constant characterizing the safety constraints, and $T$ is the total number of action plays. We further present numerical simulations that corroborate our theoretical findings.

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Provably Correct Optimization and Exploration with Non-linear Policies

Policy optimization methods remain a powerful workhorse in empirical Reinforcement Learning (RL), with a focus on neural policies that can easily reason over complex and continuous state and/or action spaces. Theoretical understanding of strategic exploration in policy-based methods with non-linear function approximation, however, is largely missing. In this paper, we address this question by designing ENIAC, an actor-critic method that allows non-linear function approximation in the critic. We show that under certain assumptions, e.g., a bounded eluder dimension $d$ for the critic class, the learner finds a near-optimal policy in $O(\poly(d))$ exploration rounds. The method is robust to model misspecification and strictly extends existing works on linear function approximation. We also develop some computational optimizations of our approach with slightly worse statistical guarantees and an empirical adaptation building on existing deep RL tools. We empirically evaluate this adaptation and show that it outperforms prior heuristics inspired by linear methods, establishing the value via correctly reasoning about the agent's uncertainty under non-linear function approximation.

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Provably Breaking the Quadratic Error Compounding Barrier in Imitation Learning, Optimally

We study the statistical limits of Imitation Learning (IL) in episodic Markov Decision Processes (MDPs) with a state space $\mathcal{S}$. We focus on the known-transition setting where the learner is provided a dataset of $N$ length-$H$ trajectories from a deterministic expert policy and knows the MDP transition. We establish an upper bound $O(|\mathcal{S}|H^{3/2}/N)$ for the suboptimality using the Mimic-MD algorithm in Rajaraman et al (2020) which we prove to be computationally efficient. In contrast, we show the minimax suboptimality grows as $Ω( H^{3/2}/N)$ when $|\mathcal{S}|\geq 3$ while the unknown-transition setting suffers from a larger sharp rate $Θ(|\mathcal{S}|H^2/N)$ (Rajaraman et al (2020)). The lower bound is established by proving a two-way reduction between IL and the value estimation problem of the unknown expert policy under any given reward function, as well as building connections with linear functional estimation with subsampled observations. We further show that under the additional assumption that the expert is optimal for the true reward function, there exists an efficient algorithm, which we term as Mimic-Mixture, that provably achieves suboptimality $O(1/N)$ for arbitrary 3-state MDPs with rewards only at the terminal layer. In contrast, no algorithm can achieve suboptimality $O(\sqrt{H}/N)$ with high probability if the expert is not constrained to be optimal. Our work formally establishes the benefit of the expert optimal assumption in the known transition setting, while Rajaraman et al (2020) showed it does not help when transitions are unknown.

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$Q$-learning with Logarithmic Regret

This paper presents the first non-asymptotic result showing that a model-free algorithm can achieve a logarithmic cumulative regret for episodic tabular reinforcement learning if there exists a strictly positive sub-optimality gap in the optimal $Q$-function. We prove that the optimistic $Q$-learning studied in [Jin et al. 2018] enjoys a ${\mathcal{O}}\left(\frac{SA\cdot \mathrm{poly}\left(H\right)}{Δ_{\min}}\log\left(SAT\right)\right)$ cumulative regret bound, where $S$ is the number of states, $A$ is the number of actions, $H$ is the planning horizon, $T$ is the total number of steps, and $Δ_{\min}$ is the minimum sub-optimality gap. This bound matches the information theoretical lower bound in terms of $S,A,T$ up to a $\log\left(SA\right)$ factor. We further extend our analysis to the discounted setting and obtain a similar logarithmic cumulative regret bound.

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Episodic Linear Quadratic Regulators with Low-rank Transitions

Linear Quadratic Regulators (LQR) achieve enormous successful real-world applications. Very recently, people have been focusing on efficient learning algorithms for LQRs when their dynamics are unknown. Existing results effectively learn to control the unknown system using number of episodes depending polynomially on the system parameters, including the ambient dimension of the states. These traditional approaches, however, become inefficient in common scenarios, e.g., when the states are high-resolution images. In this paper, we propose an algorithm that utilizes the intrinsic system low-rank structure for efficient learning. For problems of rank-$m$, our algorithm achieves a $K$-episode regret bound of order $\widetilde{O}(m^{3/2} K^{1/2})$. Consequently, the sample complexity of our algorithm only depends on the rank, $m$, rather than the ambient dimension, $d$, which can be orders-of-magnitude larger.

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A Provably Efficient Algorithm for Linear Markov Decision Process with Low Switching Cost

Many real-world applications, such as those in medical domains, recommendation systems, etc, can be formulated as large state space reinforcement learning problems with only a small budget of the number of policy changes, i.e., low switching cost. This paper focuses on the linear Markov Decision Process (MDP) recently studied in [Yang et al 2019, Jin et al 2020] where the linear function approximation is used for generalization on the large state space. We present the first algorithm for linear MDP with a low switching cost. Our algorithm achieves an $\widetilde{O}\left(\sqrt{d^3H^4K}\right)$ regret bound with a near-optimal $O\left(d H\log K\right)$ global switching cost where $d$ is the feature dimension, $H$ is the planning horizon and $K$ is the number of episodes the agent plays. Our regret bound matches the best existing polynomial algorithm by [Jin et al 2020] and our switching cost is exponentially smaller than theirs. When specialized to tabular MDP, our switching cost bound improves those in [Bai et al 2019, Zhang et al 20020]. We complement our positive result with an $Ω\left(dH/\log d\right)$ global switching cost lower bound for any no-regret algorithm.

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Provably Efficient Exploration for Reinforcement Learning Using Unsupervised Learning

Motivated by the prevailing paradigm of using unsupervised learning for efficient exploration in reinforcement learning (RL) problems [tang2017exploration,bellemare2016unifying], we investigate when this paradigm is provably efficient. We study episodic Markov decision processes with rich observations generated from a small number of latent states. We present a general algorithmic framework that is built upon two components: an unsupervised learning algorithm and a no-regret tabular RL algorithm. Theoretically, we prove that as long as the unsupervised learning algorithm enjoys a polynomial sample complexity guarantee, we can find a near-optimal policy with sample complexity polynomial in the number of latent states, which is significantly smaller than the number of observations. Empirically, we instantiate our framework on a class of hard exploration problems to demonstrate the practicality of our theory.

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