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Lin F. Yang

Publications and source records attributed to Lin F. Yang.

At least 73 records · Page 4Linked to original sources

Minimax Sample Complexity for Turn-based Stochastic Game

The empirical success of Multi-agent reinforcement learning is encouraging, while few theoretical guarantees have been revealed. In this work, we prove that the plug-in solver approach, probably the most natural reinforcement learning algorithm, achieves minimax sample complexity for turn-based stochastic game (TBSG). Specifically, we plan in an empirical TBSG by utilizing a `simulator' that allows sampling from arbitrary state-action pair. We show that the empirical Nash equilibrium strategy is an approximate Nash equilibrium strategy in the true TBSG and give both problem-dependent and problem-independent bound. We develop absorbing TBSG and reward perturbation techniques to tackle the complex statistical dependence. The key idea is artificially introducing a suboptimality gap in TBSG and then the Nash equilibrium strategy lies in a finite set.

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Preference-based Reinforcement Learning with Finite-Time Guarantees

Preference-based Reinforcement Learning (PbRL) replaces reward values in traditional reinforcement learning by preferences to better elicit human opinion on the target objective, especially when numerical reward values are hard to design or interpret. Despite promising results in applications, the theoretical understanding of PbRL is still in its infancy. In this paper, we present the first finite-time analysis for general PbRL problems. We first show that a unique optimal policy may not exist if preferences over trajectories are deterministic for PbRL. If preferences are stochastic, and the preference probability relates to the hidden reward values, we present algorithms for PbRL, both with and without a simulator, that are able to identify the best policy up to accuracy $\varepsilon$ with high probability. Our method explores the state space by navigating to under-explored states, and solves PbRL using a combination of dueling bandits and policy search. Experiments show the efficacy of our method when it is applied to real-world problems.

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Is Plug-in Solver Sample-Efficient for Feature-based Reinforcement Learning?

It is believed that a model-based approach for reinforcement learning (RL) is the key to reduce sample complexity. However, the understanding of the sample optimality of model-based RL is still largely missing, even for the linear case. This work considers sample complexity of finding an $ε$-optimal policy in a Markov decision process (MDP) that admits a linear additive feature representation, given only access to a generative model. We solve this problem via a plug-in solver approach, which builds an empirical model and plans in this empirical model via an arbitrary plug-in solver. We prove that under the anchor-state assumption, which implies implicit non-negativity in the feature space, the minimax sample complexity of finding an $ε$-optimal policy in a $γ$-discounted MDP is $O(K/(1-γ)^3ε^2)$, which only depends on the dimensionality $K$ of the feature space and has no dependence on the state or action space. We further extend our results to a relaxed setting where anchor-states may not exist and show that a plug-in approach can be sample efficient as well, providing a flexible approach to design model-based algorithms for RL.

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Toward the Fundamental Limits of Imitation Learning

Imitation learning (IL) aims to mimic the behavior of an expert policy in a sequential decision-making problem given only demonstrations. In this paper, we focus on understanding the minimax statistical limits of IL in episodic Markov Decision Processes (MDPs). We first consider the setting where the learner is provided a dataset of $N$ expert trajectories ahead of time, and cannot interact with the MDP. Here, we show that the policy which mimics the expert whenever possible is in expectation $\lesssim \frac{|\mathcal{S}| H^2 \log (N)}{N}$ suboptimal compared to the value of the expert, even when the expert follows an arbitrary stochastic policy. Here $\mathcal{S}$ is the state space, and $H$ is the length of the episode. Furthermore, we establish a suboptimality lower bound of $\gtrsim |\mathcal{S}| H^2 / N$ which applies even if the expert is constrained to be deterministic, or if the learner is allowed to actively query the expert at visited states while interacting with the MDP for $N$ episodes. To our knowledge, this is the first algorithm with suboptimality having no dependence on the number of actions, under no additional assumptions. We then propose a novel algorithm based on minimum-distance functionals in the setting where the transition model is given and the expert is deterministic. The algorithm is suboptimal by $\lesssim \min \{ H \sqrt{|\mathcal{S}| / N} ,\ |\mathcal{S}| H^{3/2} / N \}$, showing that knowledge of transition improves the minimax rate by at least a $\sqrt{H}$ factor.

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Obtaining Adjustable Regularization for Free via Iterate Averaging

Regularization for optimization is a crucial technique to avoid overfitting in machine learning. In order to obtain the best performance, we usually train a model by tuning the regularization parameters. It becomes costly, however, when a single round of training takes significant amount of time. Very recently, Neu and Rosasco show that if we run stochastic gradient descent (SGD) on linear regression problems, then by averaging the SGD iterates properly, we obtain a regularized solution. It left open whether the same phenomenon can be achieved for other optimization problems and algorithms. In this paper, we establish an averaging scheme that provably converts the iterates of SGD on an arbitrary strongly convex and smooth objective function to its regularized counterpart with an adjustable regularization parameter. Our approaches can be used for accelerated and preconditioned optimization methods as well. We further show that the same methods work empirically on more general optimization objectives including neural networks. In sum, we obtain adjustable regularization for free for a large class of optimization problems and resolve an open question raised by Neu and Rosasco.

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How Does an Approximate Model Help in Reinforcement Learning?

One of the key approaches to save samples in reinforcement learning (RL) is to use knowledge from an approximate model such as its simulator. However, how much does an approximate model help to learn a near-optimal policy of the true unknown model? Despite numerous empirical studies of transfer reinforcement learning, an answer to this question is still elusive. In this paper, we study the sample complexity of RL while an approximate model of the environment is provided. For an unknown Markov decision process (MDP), we show that the approximate model can effectively reduce the complexity by eliminating sub-optimal actions from the policy searching space. In particular, we provide an algorithm that uses $\widetilde{O}(N/(1-γ)^3/\varepsilon^2)$ samples in a generative model to learn an $\varepsilon$-optimal policy, where $γ$ is the discount factor and $N$ is the number of near-optimal actions in the approximate model. This can be much smaller than the learning-from-scratch complexity $\widetildeΘ(SA/(1-γ)^3/\varepsilon^2)$, where $S$ and $A$ are the sizes of state and action spaces respectively. We also provide a lower bound showing that the above upper bound is nearly-tight if the value gap between near-optimal actions and sub-optimal actions in the approximate model is sufficiently large. Our results provide a very precise characterization of how an approximate model helps reinforcement learning when no additional assumption on the model is posed.

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Is Long Horizon Reinforcement Learning More Difficult Than Short Horizon Reinforcement Learning?

Learning to plan for long horizons is a central challenge in episodic reinforcement learning problems. A fundamental question is to understand how the difficulty of the problem scales as the horizon increases. Here the natural measure of sample complexity is a normalized one: we are interested in the number of episodes it takes to provably discover a policy whose value is $\varepsilon$ near to that of the optimal value, where the value is measured by the normalized cumulative reward in each episode. In a COLT 2018 open problem, Jiang and Agarwal conjectured that, for tabular, episodic reinforcement learning problems, there exists a sample complexity lower bound which exhibits a polynomial dependence on the horizon -- a conjecture which is consistent with all known sample complexity upper bounds. This work refutes this conjecture, proving that tabular, episodic reinforcement learning is possible with a sample complexity that scales only logarithmically with the planning horizon. In other words, when the values are appropriately normalized (to lie in the unit interval), this results shows that long horizon RL is no more difficult than short horizon RL, at least in a minimax sense. Our analysis introduces two ideas: (i) the construction of an $\varepsilon$-net for optimal policies whose log-covering number scales only logarithmically with the planning horizon, and (ii) the Online Trajectory Synthesis algorithm, which adaptively evaluates all policies in a given policy class using sample complexity that scales with the log-covering number of the given policy class. Both may be of independent interest.

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Reinforcement Learning with General Value Function Approximation: Provably Efficient Approach via Bounded Eluder Dimension

Value function approximation has demonstrated phenomenal empirical success in reinforcement learning (RL). Nevertheless, despite a handful of recent progress on developing theory for RL with linear function approximation, the understanding of general function approximation schemes largely remains missing. In this paper, we establish a provably efficient RL algorithm with general value function approximation. We show that if the value functions admit an approximation with a function class $\mathcal{F}$, our algorithm achieves a regret bound of $\widetilde{O}(\mathrm{poly}(dH)\sqrt{T})$ where $d$ is a complexity measure of $\mathcal{F}$ that depends on the eluder dimension [Russo and Van Roy, 2013] and log-covering numbers, $H$ is the planning horizon, and $T$ is the number interactions with the environment. Our theory generalizes recent progress on RL with linear value function approximation and does not make explicit assumptions on the model of the environment. Moreover, our algorithm is model-free and provides a framework to justify the effectiveness of algorithms used in practice.

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On Reward-Free Reinforcement Learning with Linear Function Approximation

Reward-free reinforcement learning (RL) is a framework which is suitable for both the batch RL setting and the setting where there are many reward functions of interest. During the exploration phase, an agent collects samples without using a pre-specified reward function. After the exploration phase, a reward function is given, and the agent uses samples collected during the exploration phase to compute a near-optimal policy. Jin et al. [2020] showed that in the tabular setting, the agent only needs to collect polynomial number of samples (in terms of the number states, the number of actions, and the planning horizon) for reward-free RL. However, in practice, the number of states and actions can be large, and thus function approximation schemes are required for generalization. In this work, we give both positive and negative results for reward-free RL with linear function approximation. We give an algorithm for reward-free RL in the linear Markov decision process setting where both the transition and the reward admit linear representations. The sample complexity of our algorithm is polynomial in the feature dimension and the planning horizon, and is completely independent of the number of states and actions. We further give an exponential lower bound for reward-free RL in the setting where only the optimal $Q$-function admits a linear representation. Our results imply several interesting exponential separations on the sample complexity of reward-free RL.

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Model-Based Reinforcement Learning with Value-Targeted Regression

This paper studies model-based reinforcement learning (RL) for regret minimization. We focus on finite-horizon episodic RL where the transition model $P$ belongs to a known family of models $\mathcal{P}$, a special case of which is when models in $\mathcal{P}$ take the form of linear mixtures: $P_θ = \sum_{i=1}^{d} θ_{i}P_{i}$. We propose a model based RL algorithm that is based on optimism principle: In each episode, the set of models that are `consistent' with the data collected is constructed. The criterion of consistency is based on the total squared error of that the model incurs on the task of predicting \emph{values} as determined by the last value estimate along the transitions. The next value function is then chosen by solving the optimistic planning problem with the constructed set of models. We derive a bound on the regret, which, in the special case of linear mixtures, the regret bound takes the form $\tilde{\mathcal{O}}(d\sqrt{H^{3}T})$, where $H$, $T$ and $d$ are the horizon, total number of steps and dimension of $θ$, respectively. In particular, this regret bound is independent of the total number of states or actions, and is close to a lower bound $Ω(\sqrt{HdT})$. For a general model family $\mathcal{P}$, the regret bound is derived using the notion of the so-called Eluder dimension proposed by Russo & Van Roy (2014).

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Universal Streaming of Subset Norms

Most known algorithms in the streaming model of computation aim to approximate a single function such as an $\ell_p$-norm. In 2009, Nelson [\url{https://sublinear.info}, Open Problem 30] asked if it possible to design \emph{universal algorithms}, that simultaneously approximate multiple functions of the stream. In this paper we answer the question of Nelson for the class of \emph{subset $\ell_0$-norms} in the insertion-only frequency-vector model. Given a family of subsets $\mathcal{S}\subset 2^{[n]}$, we provide a single streaming algorithm that can $(1\pm ε)$-approximate the subset-norm for every $S\in\mathcal{S}$. Here, the subset-$\ell_p$-norm of $v\in \mathbb{R}^n$ with respect to set $S\subseteq [n]$ is the $\ell_p$-norm of vector $v_{|S}$ (which denotes restricting $v$ to $S$, by zeroing all other coordinates). Our main result is a near-tight characterization of the space complexity of every family $\mathcal{S}\subset 2^{[n]}$ of subset-$\ell_0$-norms in insertion-only streams, expressed in terms of the "heavy-hitter dimension" of $\mathcal{S}$, a new combinatorial quantity that is related to the VC-dimension of $\mathcal{S}$. In contrast, we show that the more general turnstile and sliding-window models require a much larger space usage. All these results easily extend to $\ell_1$. In addition, we design algorithms for two other subset-$\ell_p$-norm variants. These can be compared to the Priority Sampling algorithm of Duffield, Lund and Thorup [JACM 2007], which achieves additive approximation $ε\|{v}\|$ for all possible subsets ($\mathcal{S}=2^{[n]}$) in the entry-wise update model. One of our algorithms extends this algorithm to handle turnstile updates, and another one achieves multiplicative approximation given a family $\mathcal{S}$.

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Model-Based Reinforcement Learning with a Generative Model is Minimax Optimal

This work considers the sample and computational complexity of obtaining an $ε$-optimal policy in a discounted Markov Decision Process (MDP), given only access to a generative model. In this work, we study the effectiveness of the most natural plug-in approach to model-based planning: we build the maximum likelihood estimate of the transition model in the MDP from observations and then find an optimal policy in this empirical MDP. We ask arguably the most basic and unresolved question in model based planning: is the naive "plug-in" approach, non-asymptotically, minimax optimal in the quality of the policy it finds, given a fixed sample size? Here, the non-asymptotic regime refers to when the sample size is sublinear in the model size. With access to a generative model, we resolve this question in the strongest possible sense: our main result shows that \emph{any} high accuracy solution in the plug-in model constructed with $N$ samples, provides an $ε$-optimal policy in the true underlying MDP (where $ε$ is the minimax accuracy with $N$ samples at every state, action pair). In comparison, all prior (non-asymptotically) minimax optimal results use model free approaches, such as the Variance Reduced Q-value iteration algorithm (Sidford et al 2018), while the best known model-based results (e.g. Azar et al 2013) require larger sample sizes in their dependence on the planning horizon or the state space. Notably, we show that the model-based approach allows the use of \emph{any} efficient planning algorithm in the empirical MDP, which simplifies algorithm design as this approach does not tie the algorithm to the sampling procedure. The core of our analysis is avnovel "absorbing MDP" construction to address the statistical dependency issues that arise in the analysis of model-based planning approaches, a construction which may be helpful more generally.

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Is a Good Representation Sufficient for Sample Efficient Reinforcement Learning?

Modern deep learning methods provide effective means to learn good representations. However, is a good representation itself sufficient for sample efficient reinforcement learning? This question has largely been studied only with respect to (worst-case) approximation error, in the more classical approximate dynamic programming literature. With regards to the statistical viewpoint, this question is largely unexplored, and the extant body of literature mainly focuses on conditions which permit sample efficient reinforcement learning with little understanding of what are necessary conditions for efficient reinforcement learning. This work shows that, from the statistical viewpoint, the situation is far subtler than suggested by the more traditional approximation viewpoint, where the requirements on the representation that suffice for sample efficient RL are even more stringent. Our main results provide sharp thresholds for reinforcement learning methods, showing that there are hard limitations on what constitutes good function approximation (in terms of the dimensionality of the representation), where we focus on natural representational conditions relevant to value-based, model-based, and policy-based learning. These lower bounds highlight that having a good (value-based, model-based, or policy-based) representation in and of itself is insufficient for efficient reinforcement learning, unless the quality of this approximation passes certain hard thresholds. Furthermore, our lower bounds also imply exponential separations on the sample complexity between 1) value-based learning with perfect representation and value-based learning with a good-but-not-perfect representation, 2) value-based learning and policy-based learning, 3) policy-based learning and supervised learning and 4) reinforcement learning and imitation learning.

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Deep Reinforcement Learning with Linear Quadratic Regulator Regions

Practitioners often rely on compute-intensive domain randomization to ensure reinforcement learning policies trained in simulation can robustly transfer to the real world. Due to unmodeled nonlinearities in the real system, however, even such simulated policies can still fail to perform stably enough to acquire experience in real environments. In this paper we propose a novel method that guarantees a stable region of attraction for the output of a policy trained in simulation, even for highly nonlinear systems. Our core technique is to use "bias-shifted" neural networks for constructing the controller and training the network in the simulator. The modified neural networks not only capture the nonlinearities of the system but also provably preserve linearity in a certain region of the state space and thus can be tuned to resemble a linear quadratic regulator that is known to be stable for the real system. We have tested our new method by transferring simulated policies for a swing-up inverted pendulum to real systems and demonstrated its efficacy.

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Sketching Transformed Matrices with Applications to Natural Language Processing

Suppose we are given a large matrix $A=(a_{i,j})$ that cannot be stored in memory but is in a disk or is presented in a data stream. However, we need to compute a matrix decomposition of the entry-wisely transformed matrix, $f(A):=(f(a_{i,j}))$ for some function $f$. Is it possible to do it in a space efficient way? Many machine learning applications indeed need to deal with such large transformed matrices, for example word embedding method in NLP needs to work with the pointwise mutual information (PMI) matrix, while the entrywise transformation makes it difficult to apply known linear algebraic tools. Existing approaches for this problem either need to store the whole matrix and perform the entry-wise transformation afterwards, which is space consuming or infeasible, or need to redesign the learning method, which is application specific and requires substantial remodeling. In this paper, we first propose a space-efficient sketching algorithm for computing the product of a given small matrix with the transformed matrix. It works for a general family of transformations with provable small error bounds and thus can be used as a primitive in downstream learning tasks. We then apply this primitive to a concrete application: low-rank approximation. We show that our approach obtains small error and is efficient in both space and time. We complement our theoretical results with experiments on synthetic and real data.

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Continuous Control with Contexts, Provably

A fundamental challenge in artificial intelligence is to build an agent that generalizes and adapts to unseen environments. A common strategy is to build a decoder that takes the context of the unseen new environment as input and generates a policy accordingly. The current paper studies how to build a decoder for the fundamental continuous control task, linear quadratic regulator (LQR), which can model a wide range of real-world physical environments. We present a simple algorithm for this problem, which uses upper confidence bound (UCB) to refine the estimate of the decoder and balance the exploration-exploitation trade-off. Theoretically, our algorithm enjoys a $\widetilde{O}\left(\sqrt{T}\right)$ regret bound in the online setting where $T$ is the number of environments the agent played. This also implies after playing $\widetilde{O}\left(1/ε^2\right)$ environments, the agent is able to transfer the learned knowledge to obtain an $ε$-suboptimal policy for an unseen environment. To our knowledge, this is first provably efficient algorithm to build a decoder in the continuous control setting. While our main focus is theoretical, we also present experiments that demonstrate the effectiveness of our algorithm.

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On Landscape of Lagrangian Functions and Stochastic Search for Constrained Nonconvex Optimization

We study constrained nonconvex optimization problems in machine learning, signal processing, and stochastic control. It is well-known that these problems can be rewritten to a minimax problem in a Lagrangian form. However, due to the lack of convexity, their landscape is not well understood and how to find the stable equilibria of the Lagrangian function is still unknown. To bridge the gap, we study the landscape of the Lagrangian function. Further, we define a special class of Lagrangian functions. They enjoy two properties: 1.Equilibria are either stable or unstable (Formal definition in Section 2); 2.Stable equilibria correspond to the global optima of the original problem. We show that a generalized eigenvalue (GEV) problem, including canonical correlation analysis and other problems, belongs to the class. Specifically, we characterize its stable and unstable equilibria by leveraging an invariant group and symmetric property (more details in Section 3). Motivated by these neat geometric structures, we propose a simple, efficient, and stochastic primal-dual algorithm solving the online GEV problem. Theoretically, we provide sufficient conditions, based on which we establish an asymptotic convergence rate and obtain the first sample complexity result for the online GEV problem by diffusion approximations, which are widely used in applied probability and stochastic control. Numerical results are provided to support our theory.

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