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Luca Viano

Publications and source records attributed to Luca Viano.

At least 19 recordsLinked to original sources

When Does On-Policy Interaction Help? Representational Tradeoffs in Value-Based Imitation Learning

Imitation learning (IL)---training an agent to replicate expert behavior from demonstrations---underpins applications from robotics to language model training. Standard approaches such as Behavior Cloning (BC) are known to suffer from compounding errors and performance plateaus, particularly when the learner cannot perfectly represent the expert's policy (as is typical, e.g., in distillation). Two interventions are widely understood empirically to improve performance: querying the expert interactively along the learner's own trajectories, and using value function estimation en route to generating a policy rather than directly fitting the expert's full action distribution. We investigate the nature of these improvements and their potentially surprising interplay. Our main finding is that expert interaction relaxes the representational demands on the learner: one only needs a model capable of realizing the expert's value function, bypassing the (often stricter) requirement of realizing the expert's policy itself. Concretely, we introduce OVI, an interactive on-policy IL algorithm that is statistically efficient whenever the learner can represent the expert's value function and computationally efficient given access to a linear maximization oracle. We complement this with a negative result showing that interaction is necessary. Namely, without stronger assumptions beyond expert-value realizability alone, any offline IL algorithm must scale with the complexity of the expert policy class. Our findings bear out empirically. OVI outperforms offline policy-based (BC), interactive policy-based (DAgger), and offline value-based IL methods, with the largest gains when the learner network is substantially less expressive than the expert's.

cs.LG

Split the Differences, Pool the Rest: Provably Efficient Multi-Objective Imitation

This work investigates multi-objective imitation learning: the problem of recovering policies that lie on the Pareto front given demonstrations from multiple Pareto-optimal experts in a Multi-Objective Markov Decision Process (MOMDP). Standard imitation approaches are ill-equipped for this regime, as naively aggregating conflicting expert trajectories can result in dominated policies. To address this, we introduce Multi-Output Augmented Behavioral Cloning (MA-BC), an algorithm that systematically partitions divergent expert data while pooling state-action pairs where no behavior conflict is observed. Theoretically, we prove that MA-BC converges to Pareto-optimal policies at a faster statistical rate than any learner that considers each expert dataset independently. Furthermore, we establish a novel lower bound for multi-objective imitation learning, demonstrating that MA-BC is minimax optimal. Finally, we empirically validate our algorithm across diverse discrete environments and, guided by our theoretical insights, extend and evaluate MA-BC on a continuous Linear Quadratic Regulator (LQR) control task.

cs.LG

Multi-agent imitation learning with function approximation: Linear Markov games and beyond

In this work, we present the first theoretical analysis of multi-agent imitation learning (MAIL) in linear Markov games where both the transition dynamics and each agent's reward function are linear in some given features. We demonstrate that by leveraging this structure, it is possible to replace the state-action level "all policy deviation concentrability coefficient" (Freihaut et al., arXiv:2510.09325) with a concentrability coefficient defined at the feature level which can be much smaller than the state-action analog when the features are informative about states' similarity. Furthermore, to circumvent the need for any concentrability coefficient, we turn to the interactive setting. We provide the first, computationally efficient, interactive MAIL algorithm for linear Markov games and show that its sample complexity depends only on the dimension of the feature map $d$. Building on these theoretical findings, we propose a deep MAIL interactive algorithm which clearly outperforms BC on games such as Tic-Tac-Toe and Connect4.

cs.LG

Beyond Binary Preferences: A Principled Framework for Reward Modeling with Ordinal Feedback

Reward modeling is crucial for aligning large language models with human preferences, yet current approaches lack a principled mathematical framework for leveraging ordinal preference data. When human annotators provide graded preferences on a Likert scale (e.g., significantly better, better, slightly better, negligibly better), existing methods typically apply ad-hoc heuristics, such as margin terms or scaling factors, to loss functions derived from binary preference models like Bradley-Terry. These approaches lack an underlying mathematical model for how ordinal preference data is generated. We present a theoretically grounded framework that formulates reward modeling with Likert scale preferences as a discrete ordinal regression problem. We derive two loss functions from this formulation: a negative log-likelihood loss and an all-threshold loss, both of which learn threshold parameters that naturally capture the ordinal structure of preferences. Unlike existing heuristic methods that manually specify fixed margins or scaling weights, our approach learns these parameters directly from data within a coherent probabilistic framework. Experimental results on multiple benchmarks demonstrate that our ordinal regression approach consistently achieves competitive or superior performance compared to existing heuristic methods across diverse evaluation categories including chat, reasoning, and safety tasks. Our work provides the first principled mathematical framework for incorporating Likert scale preferences into reward model training, moving beyond ad-hoc modifications of binary preference models to enable more effective utilization of fine-grained human feedback.

cs.LG

Provably avoiding over-optimization in Direct Preference Optimization without knowing the data distribution

We introduce PEPO (Pessimistic Ensemble based Preference Optimization), a single-step Direct Preference Optimization (DPO)-like algorithm to mitigate the well-known over-optimization issue in preference learning without requiring the knowledge of the data-generating distribution or learning an explicit reward model. PEPO achieves pessimism via an ensemble of preference-optimized policies trained on disjoint data subsets and then aggregates them through a worst case construction that favors the agreement across models. In the tabular setting, PEPO achieves sample complexity guarantees depending only on a single-policy concentrability coefficient, thus avoiding the all-policy concentrability which affects the guarantees of algorithms prone to over-optimization, such as DPO. The theoretical findings are corroborated by a convincing practical performance, while retaining the simplicity and the practicality of DPO-style training.

cs.LG

Direct Preference Optimization with Rating Information: Practical Algorithms and Provable Gains

The class of direct preference optimization (DPO) algorithms has emerged as a promising approach for solving the alignment problem in foundation models. These algorithms work with very limited feedback in the form of pairwise preferences and fine-tune models to align with these preferences without explicitly learning a reward model. While the form of feedback used by these algorithms makes the data collection process easy and relatively more accurate, its ambiguity in terms of the quality of responses could have negative implications. For example, it is not clear if a decrease (increase) in the likelihood of preferred (dispreferred) responses during the execution of these algorithms could be interpreted as a positive or negative phenomenon. In this paper, we study how to design algorithms that can leverage additional information in the form of rating gap, which informs the learner how much the chosen response is better than the rejected one. We present new algorithms that can achieve faster statistical rates than DPO in presence of accurate rating gap information. Moreover, we theoretically prove and empirically show that the performance of our algorithms is robust to inaccuracy in rating gaps. Finally, we demonstrate the solid performance of our methods in comparison to a number of DPO-style algorithms across a wide range of LLMs and evaluation benchmarks.

cs.LG

Rate optimal learning of equilibria from data

We close open theoretical gaps in Multi-Agent Imitation Learning (MAIL) by characterizing the limits of non-interactive MAIL and presenting the first interactive algorithm with near-optimal sample complexity. In the non-interactive setting, we prove a statistical lower bound that identifies the all-policy deviation concentrability coefficient as the fundamental complexity measure, and we show that Behavior Cloning (BC) is rate-optimal. For the interactive setting, we introduce a framework that combines reward-free reinforcement learning with interactive MAIL and instantiate it with an algorithm, MAIL-WARM. It improves the best previously known sample complexity from $\mathcal{O}(\varepsilon^{-8})$ to $\mathcal{O}(\varepsilon^{-2}),$ matching the dependence on $\varepsilon$ implied by our lower bound. Finally, we provide numerical results that support our theory and illustrate, in environments such as grid worlds, where Behavior Cloning fails to learn.

cs.LG

Inverse Q-Learning Done Right: Offline Imitation Learning in $Q^\pi$-Realizable MDPs

We study the problem of offline imitation learning in Markov decision processes (MDPs), where the goal is to learn a well-performing policy given a dataset of state-action pairs generated by an expert policy. Complementing a recent line of work on this topic that assumes the expert belongs to a tractable class of known policies, we approach this problem from a new angle and leverage a different type of structural assumption about the environment. Specifically, for the class of linear $Q^\pi$-realizable MDPs, we introduce a new algorithm called saddle-point offline imitation learning (\SPOIL), which is guaranteed to match the performance of any expert up to an additive error $\varepsilon$ with access to $\mathcal{O}(\varepsilon^{-2})$ samples. Moreover, we extend this result to possibly nonlinear $Q^\pi$-realizable MDPs at the cost of a worse sample complexity of order $\mathcal{O}(\varepsilon^{-4})$. Finally, our analysis suggests a new loss function for training critic networks from expert data in deep imitation learning. Empirical evaluations on standard benchmarks demonstrate that the neural net implementation of \SPOIL is superior to behavior cloning and competitive with state-of-the-art algorithms.

cs.LG

Learning Equilibria from Data: Provably Efficient Multi-Agent Imitation Learning

This paper provides the first expert sample complexity characterization for learning a Nash equilibrium from expert data in Markov Games. We show that a new quantity named the single policy deviation concentrability coefficient is unavoidable in the non-interactive imitation learning setting, and we provide an upper bound for behavioral cloning (BC) featuring such coefficient. BC exhibits substantial regret in games with high concentrability coefficient, leading us to utilize expert queries to develop and introduce two novel solution algorithms: MAIL-BRO and MURMAIL. The former employs a best response oracle and learns an $\varepsilon$-Nash equilibrium with $\mathcal{O}(\varepsilon^{-4})$ expert and oracle queries. The latter bypasses completely the best response oracle at the cost of a worse expert query complexity of order $\mathcal{O}(\varepsilon^{-8})$. Finally, we provide numerical evidence, confirming our theoretical findings.

cs.LG

IL-SOAR : Imitation Learning with Soft Optimistic Actor cRitic

This paper introduces the SOAR framework for imitation learning. SOAR is an algorithmic template that learns a policy from expert demonstrations with a primal dual style algorithm that alternates cost and policy updates. Within the policy updates, the SOAR framework uses an actor critic method with multiple critics to estimate the critic uncertainty and build an optimistic critic fundamental to drive exploration. When instantiated in the tabular setting, we get a provable algorithm with guarantees that matches the best known results in $\epsilon$. Practically, the SOAR template is shown to boost consistently the performance of imitation learning algorithms based on Soft Actor Critic such as f-IRL, ML-IRL and CSIL in several MuJoCo environments. Overall, thanks to SOAR, the required number of episodes to achieve the same performance is reduced by half.

cs.LG

Optimistically Optimistic Exploration for Provably Efficient Infinite-Horizon Reinforcement and Imitation Learning

We study the problem of reinforcement learning in infinite-horizon discounted linear Markov decision processes (MDPs), and propose the first computationally efficient algorithm achieving rate-optimal regret guarantees in this setting. Our main idea is to combine two classic techniques for optimistic exploration: additive exploration bonuses applied to the reward function, and artificial transitions made to an absorbing state with maximal return. We show that, combined with a regularized approximate dynamic-programming scheme, the resulting algorithm achieves a regret of order $\tilde{\mathcal{O}} (\sqrt{d^3 (1 - \gamma)^{- 7 / 2} T})$, where $T$ is the total number of sample transitions, $\gamma \in (0,1)$ is the discount factor, and $d$ is the feature dimensionality. The results continue to hold against adversarial reward sequences, enabling application of our method to the problem of imitation learning in linear MDPs, where we achieve state-of-the-art results.

cs.LG

Multi-Step Alignment as Markov Games: An Optimistic Online Gradient Descent Approach with Convergence Guarantees

Reinforcement Learning from Human Feedback (RLHF) has been highly successful in aligning large language models with human preferences. While prevalent methods like DPO have demonstrated strong performance, they frame interactions with the language model as a bandit problem, which limits their applicability in real-world scenarios where multi-turn conversations are common. Additionally, DPO relies on the Bradley-Terry model assumption, which does not adequately capture the non-transitive nature of human preferences. In this paper, we address these challenges by modeling the alignment problem as a two-player constant-sum Markov game, where each player seeks to maximize their winning rate against the other across all steps of the conversation. Our approach Optimistic Multi-step Preference Optimization (OMPO) is built upon the optimistic online mirror descent algorithm~\citep{rakhlin2013online,joulani17a}. Theoretically, we provide a rigorous analysis for the convergence of OMPO and show that OMPO requires $\mathcal{O}(\epsilon^{-1})$ policy updates to converge to an $\epsilon$-approximate Nash equilibrium. We also validate the effectiveness of our method on multi-turn conversations dataset and math reasoning dataset.

cs.LG

Best of Both Worlds: Regret Minimization versus Minimax Play

In this paper, we investigate the existence of online learning algorithms with bandit feedback that simultaneously guarantee $O(1)$ regret compared to a given comparator strategy, and $\tilde{O}(\sqrt{T})$ regret compared to any fixed strategy, where $T$ is the number of rounds. We provide the first affirmative answer to this question whenever the comparator strategy supports every action. In the context of zero-sum games with min-max value zero, both in normal- and extensive form, we show that our results allow us to guarantee to risk at most $O(1)$ loss while being able to gain $\Omega(T)$ from exploitable opponents, thereby combining the benefits of both no-regret algorithms and minimax play.

cs.LG

Imitation Learning in Discounted Linear MDPs without exploration assumptions

We present a new algorithm for imitation learning in infinite horizon linear MDPs dubbed ILARL which greatly improves the bound on the number of trajectories that the learner needs to sample from the environment. In particular, we remove exploration assumptions required in previous works and we improve the dependence on the desired accuracy $\epsilon$ from $\mathcal{O}(\epsilon^{-5})$ to $\mathcal{O}(\epsilon^{-4})$. Our result relies on a connection between imitation learning and online learning in MDPs with adversarial losses. For the latter setting, we present the first result for infinite horizon linear MDP which may be of independent interest. Moreover, we are able to provide a strengthen result for the finite horizon case where we achieve $\mathcal{O}(\epsilon^{-2})$. Numerical experiments with linear function approximation shows that ILARL outperforms other commonly used algorithms.

cs.LG

Polynomial Convergence of Bandit No-Regret Dynamics in Congestion Games

We introduce an online learning algorithm in the bandit feedback model that, once adopted by all agents of a congestion game, results in game-dynamics that converge to an $ε$-approximate Nash Equilibrium in a polynomial number of rounds with respect to $1/ε$, the number of players and the number of available resources. The proposed algorithm also guarantees sublinear regret to any agent adopting it. As a result, our work answers an open question from arXiv:2206.01880 and extends the recent results of arXiv:2306.15543 to the bandit feedback model. We additionally establish that our online learning algorithm can be implemented in polynomial time for the important special case of Network Congestion Games on Directed Acyclic Graphs (DAG) by constructing an exact $1$-barycentric spanner for DAGs.

cs.GT

Semi Bandit Dynamics in Congestion Games: Convergence to Nash Equilibrium and No-Regret Guarantees

In this work, we introduce a new variant of online gradient descent, which provably converges to Nash Equilibria and simultaneously attains sublinear regret for the class of congestion games in the semi-bandit feedback setting. Our proposed method admits convergence rates depending only polynomially on the number of players and the number of facilities, but not on the size of the action set, which can be exponentially large in terms of the number of facilities. Moreover, the running time of our method has polynomial-time dependence on the implicit description of the game. As a result, our work answers an open question from (Du et. al, 2022).

cs.GT

What can online reinforcement learning with function approximation benefit from general coverage conditions?

In online reinforcement learning (RL), instead of employing standard structural assumptions on Markov decision processes (MDPs), using a certain coverage condition (original from offline RL) is enough to ensure sample-efficient guarantees (Xie et al. 2023). In this work, we focus on this new direction by digging more possible and general coverage conditions, and study the potential and the utility of them in efficient online RL. We identify more concepts, including the $L^p$ variant of concentrability, the density ratio realizability, and trade-off on the partial/rest coverage condition, that can be also beneficial to sample-efficient online RL, achieving improved regret bound. Furthermore, if exploratory offline data are used, under our coverage conditions, both statistically and computationally efficient guarantees can be achieved for online RL. Besides, even though the MDP structure is given, e.g., linear MDP, we elucidate that, good coverage conditions are still beneficial to obtain faster regret bound beyond $\widetilde{O}(\sqrt{T})$ and even a logarithmic order regret. These results provide a good justification for the usage of general coverage conditions in efficient online RL.

stat.ML

Proximal Point Imitation Learning

This work develops new algorithms with rigorous efficiency guarantees for infinite horizon imitation learning (IL) with linear function approximation without restrictive coherence assumptions. We begin with the minimax formulation of the problem and then outline how to leverage classical tools from optimization, in particular, the proximal-point method (PPM) and dual smoothing, for online and offline IL, respectively. Thanks to PPM, we avoid nested policy evaluation and cost updates for online IL appearing in the prior literature. In particular, we do away with the conventional alternating updates by the optimization of a single convex and smooth objective over both cost and Q-functions. When solved inexactly, we relate the optimization errors to the suboptimality of the recovered policy. As an added bonus, by re-interpreting PPM as dual smoothing with the expert policy as a center point, we also obtain an offline IL algorithm enjoying theoretical guarantees in terms of required expert trajectories. Finally, we achieve convincing empirical performance for both linear and neural network function approximation.

cs.LG