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Maryam Fazel

Publications and source records attributed to Maryam Fazel.

At least 55 records · Page 3Linked to original sources

Offline congestion games: How feedback type affects data coverage requirement

This paper investigates when one can efficiently recover an approximate Nash Equilibrium (NE) in offline congestion games. The existing dataset coverage assumption in offline general-sum games inevitably incurs a dependency on the number of actions, which can be exponentially large in congestion games. We consider three different types of feedback with decreasing revealed information. Starting from the facility-level (a.k.a., semi-bandit) feedback, we propose a novel one-unit deviation coverage condition and give a pessimism-type algorithm that can recover an approximate NE. For the agent-level (a.k.a., bandit) feedback setting, interestingly, we show the one-unit deviation coverage condition is not sufficient. On the other hand, we convert the game to multi-agent linear bandits and show that with a generalized data coverage assumption in offline linear bandits, we can efficiently recover the approximate NE. Lastly, we consider a novel type of feedback, the game-level feedback where only the total reward from all agents is revealed. Again, we show the coverage assumption for the agent-level feedback setting is insufficient in the game-level feedback setting, and with a stronger version of the data coverage assumption for linear bandits, we can recover an approximate NE. Together, our results constitute the first study of offline congestion games and imply formal separations between different types of feedback.

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Dual Approximation Policy Optimization

We propose Dual Approximation Policy Optimization (DAPO), a framework that incorporates general function approximation into policy mirror descent methods. In contrast to the popular approach of using the $L_2$-norm to measure function approximation errors, DAPO uses the dual Bregman divergence induced by the mirror map for policy projection. This duality framework has both theoretical and practical implications: not only does it achieve fast linear convergence with general function approximation, but it also includes several well-known practical methods as special cases, immediately providing strong convergence guarantees.

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Online SuBmodular + SuPermodular (BP) Maximization with Bandit Feedback

In the context of online interactive machine learning with combinatorial objectives, we extend purely submodular prior work to more general non-submodular objectives. This includes: (1) those that are additively decomposable into a sum of two terms (a monotone submodular and monotone supermodular term, known as a BP decomposition); and (2) those that are only weakly submodular. In both cases, this allows representing not only competitive (submodular) but also complementary (supermodular) relationships between objects, enhancing this setting to a broader range of applications (e.g., movie recommendations, medical treatments, etc.) where this is beneficial. In the two-term case, moreover, we study not only the more typical monolithic feedback approach but also a novel framework where feedback is available separately for each term. With real-world practicality and scalability in mind, we integrate Nystrom sketching techniques to significantly reduce the computational cost, including for the purely submodular case. In the Gaussian process contextual bandits setting, we show sub-linear theoretical regret bounds in all cases. We also empirically show good applicability to recommendation systems and data subset selection.

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A Black-box Approach for Non-stationary Multi-agent Reinforcement Learning

We investigate learning the equilibria in non-stationary multi-agent systems and address the challenges that differentiate multi-agent learning from single-agent learning. Specifically, we focus on games with bandit feedback, where testing an equilibrium can result in substantial regret even when the gap to be tested is small, and the existence of multiple optimal solutions (equilibria) in stationary games poses extra challenges. To overcome these obstacles, we propose a versatile black-box approach applicable to a broad spectrum of problems, such as general-sum games, potential games, and Markov games, when equipped with appropriate learning and testing oracles for stationary environments. Our algorithms can achieve $\widetilde{O}\left(Δ^{1/4}T^{3/4}\right)$ regret when the degree of nonstationarity, as measured by total variation $Δ$, is known, and $\widetilde{O}\left(Δ^{1/5}T^{4/5}\right)$ regret when $Δ$ is unknown, where $T$ is the number of rounds. Meanwhile, our algorithm inherits the favorable dependence on number of agents from the oracles. As a side contribution that may be independent of interest, we show how to test for various types of equilibria by a black-box reduction to single-agent learning, which includes Nash equilibria, correlated equilibria, and coarse correlated equilibria.

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Emergent specialization from participation dynamics and multi-learner retraining

Numerous online services are data-driven: the behavior of users affects the system's parameters, and the system's parameters affect the users' experience of the service, which in turn affects the way users may interact with the system. For example, people may choose to use a service only for tasks that already works well, or they may choose to switch to a different service. These adaptations influence the ability of a system to learn about a population of users and tasks in order to improve its performance broadly. In this work, we analyze a class of such dynamics -- where users allocate their participation amongst services to reduce the individual risk they experience, and services update their model parameters to reduce the service's risk on their current user population. We refer to these dynamics as \emph{risk-reducing}, which cover a broad class of common model updates including gradient descent and multiplicative weights. For this general class of dynamics, we show that asymptotically stable equilibria are always segmented, with sub-populations allocated to a single learner. Under mild assumptions, the utilitarian social optimum is a stable equilibrium. In contrast to previous work, which shows that repeated risk minimization can result in (Hashimoto et al., 2018; Miller et al., 2021), we find that repeated myopic updates with multiple learners lead to better outcomes. We illustrate the phenomena via a simulated example initialized from real data.

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Offline Multi-task Transfer RL with Representational Penalization

We study the problem of representation transfer in offline Reinforcement Learning (RL), where a learner has access to episodic data from a number of source tasks collected a priori, and aims to learn a shared representation to be used in finding a good policy for a target task. Unlike in online RL where the agent interacts with the environment while learning a policy, in the offline setting there cannot be such interactions in either the source tasks or the target task; thus multi-task offline RL can suffer from incomplete coverage. We propose an algorithm to compute pointwise uncertainty measures for the learnt representation, and establish a data-dependent upper bound for the suboptimality of the learnt policy for the target task. Our algorithm leverages the collective exploration done by source tasks to mitigate poor coverage at some points by a few tasks, thus overcoming the limitation of needing uniformly good coverage for a meaningful transfer by existing offline algorithms. We complement our theoretical results with empirical evaluation on a rich-observation MDP which requires many samples for complete coverage. Our findings illustrate the benefits of penalizing and quantifying the uncertainty in the learnt representation.

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A/B Testing and Best-arm Identification for Linear Bandits with Robustness to Non-stationarity

We investigate the fixed-budget best-arm identification (BAI) problem for linear bandits in a potentially non-stationary environment. Given a finite arm set $\mathcal{X}\subset\mathbb{R}^d$, a fixed budget $T$, and an unpredictable sequence of parameters $\left\lbraceθ_t\right\rbrace_{t=1}^{T}$, an algorithm will aim to correctly identify the best arm $x^* := \arg\max_{x\in\mathcal{X}}x^\top\sum_{t=1}^{T}θ_t$ with probability as high as possible. Prior work has addressed the stationary setting where $θ_t = θ_1$ for all $t$ and demonstrated that the error probability decreases as $\exp(-T /ρ^*)$ for a problem-dependent constant $ρ^*$. But in many real-world $A/B/n$ multivariate testing scenarios that motivate our work, the environment is non-stationary and an algorithm expecting a stationary setting can easily fail. For robust identification, it is well-known that if arms are chosen randomly and non-adaptively from a G-optimal design over $\mathcal{X}$ at each time then the error probability decreases as $\exp(-TΔ^2_{(1)}/d)$, where $Δ_{(1)} = \min_{x \neq x^*} (x^* - x)^\top \frac{1}{T}\sum_{t=1}^T θ_t$. As there exist environments where $Δ_{(1)}^2/ d \ll 1/ ρ^*$, we are motivated to propose a novel algorithm $\mathsf{P1}$-$\mathsf{RAGE}$ that aims to obtain the best of both worlds: robustness to non-stationarity and fast rates of identification in benign settings. We characterize the error probability of $\mathsf{P1}$-$\mathsf{RAGE}$ and demonstrate empirically that the algorithm indeed never performs worse than G-optimal design but compares favorably to the best algorithms in the stationary setting.

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No-Regret Online Prediction with Strategic Experts

We study a generalization of the online binary prediction with expert advice framework where at each round, the learner is allowed to pick $m\geq 1$ experts from a pool of $K$ experts and the overall utility is a modular or submodular function of the chosen experts. We focus on the setting in which experts act strategically and aim to maximize their influence on the algorithm's predictions by potentially misreporting their beliefs about the events. Among others, this setting finds applications in forecasting competitions where the learner seeks not only to make predictions by aggregating different forecasters but also to rank them according to their relative performance. Our goal is to design algorithms that satisfy the following two requirements: 1) $\textit{Incentive-compatible}$: Incentivize the experts to report their beliefs truthfully, and 2) $\textit{No-regret}$: Achieve sublinear regret with respect to the true beliefs of the best fixed set of $m$ experts in hindsight. Prior works have studied this framework when $m=1$ and provided incentive-compatible no-regret algorithms for the problem. We first show that a simple reduction of our problem to the $m=1$ setting is neither efficient nor effective. Then, we provide algorithms that utilize the specific structure of the utility functions to achieve the two desired goals.

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Flat minima generalize for low-rank matrix recovery

Empirical evidence suggests that for a variety of overparameterized nonlinear models, most notably in neural network training, the growth of the loss around a minimizer strongly impacts its performance. Flat minima -- those around which the loss grows slowly -- appear to generalize well. This work takes a step towards understanding this phenomenon by focusing on the simplest class of overparameterized nonlinear models: those arising in low-rank matrix recovery. We analyze overparameterized matrix and bilinear sensing, robust PCA, covariance matrix estimation, and single hidden layer neural networks with quadratic activation functions. In all cases, we show that flat minima, measured by the trace of the Hessian, exactly recover the ground truth under standard statistical assumptions. For matrix completion, we establish weak recovery, although empirical evidence suggests exact recovery holds here as well. We conclude with synthetic experiments that illustrate our findings and discuss the effect of depth on flat solutions.

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Stochastic Contextual Bandits with Long Horizon Rewards

The growing interest in complex decision-making and language modeling problems highlights the importance of sample-efficient learning over very long horizons. This work takes a step in this direction by investigating contextual linear bandits where the current reward depends on at most $s$ prior actions and contexts (not necessarily consecutive), up to a time horizon of $h$. In order to avoid polynomial dependence on $h$, we propose new algorithms that leverage sparsity to discover the dependence pattern and arm parameters jointly. We consider both the data-poor ($T<h$) and data-rich ($T\ge h$) regimes, and derive respective regret upper bounds $\tilde O(d\sqrt{sT} +\min\{ q, T\})$ and $\tilde O(\sqrt{sdT})$, with sparsity $s$, feature dimension $d$, total time horizon $T$, and $q$ that is adaptive to the reward dependence pattern. Complementing upper bounds, we also show that learning over a single trajectory brings inherent challenges: While the dependence pattern and arm parameters form a rank-1 matrix, circulant matrices are not isometric over rank-1 manifolds and sample complexity indeed benefits from the sparse reward dependence structure. Our results necessitate a new analysis to address long-range temporal dependencies across data and avoid polynomial dependence on the reward horizon $h$. Specifically, we utilize connections to the restricted isometry property of circulant matrices formed by dependent sub-Gaussian vectors and establish new guarantees that are also of independent interest.

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Learning in Congestion Games with Bandit Feedback

In this paper, we investigate Nash-regret minimization in congestion games, a class of games with benign theoretical structure and broad real-world applications. We first propose a centralized algorithm based on the optimism in the face of uncertainty principle for congestion games with (semi-)bandit feedback, and obtain finite-sample guarantees. Then we propose a decentralized algorithm via a novel combination of the Frank-Wolfe method and G-optimal design. By exploiting the structure of the congestion game, we show the sample complexity of both algorithms depends only polynomially on the number of players and the number of facilities, but not the size of the action set, which can be exponentially large in terms of the number of facilities. We further define a new problem class, Markov congestion games, which allows us to model the non-stationarity in congestion games. We propose a centralized algorithm for Markov congestion games, whose sample complexity again has only polynomial dependence on all relevant problem parameters, but not the size of the action set.

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On Controller Reduction in Linear Quadratic Gaussian Control with Performance Bounds

The problem of controller reduction has a rich history in control theory. Yet, many questions remain open. In particular, there exist very few results on the order reduction of general non-observer based controllers and the subsequent quantification of the closed-loop performance. Recent developments in model-free policy optimization for Linear Quadratic Gaussian (LQG) control have highlighted the importance of this question. In this paper, we first propose a new set of sufficient conditions ensuring that a perturbed controller remains internally stabilizing. Based on this result, we illustrate how to perform order reduction of general non-observer based controllers using balanced truncation and modal truncation. We also provide explicit bounds on the LQG performance of the reduced-order controller. Furthermore, for single-input-single-output (SISO) systems, we introduce a new controller reduction technique by truncating unstable modes. We illustrate our theoretical results with numerical simulations. Our results will serve as valuable tools to design direct policy search algorithms for control problems with partial observations.

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Near-Optimal Randomized Exploration for Tabular Markov Decision Processes

We study algorithms using randomized value functions for exploration in reinforcement learning. This type of algorithms enjoys appealing empirical performance. We show that when we use 1) a single random seed in each episode, and 2) a Bernstein-type magnitude of noise, we obtain a worst-case $\widetilde{O}\left(H\sqrt{SAT}\right)$ regret bound for episodic time-inhomogeneous Markov Decision Process where $S$ is the size of state space, $A$ is the size of action space, $H$ is the planning horizon and $T$ is the number of interactions. This bound polynomially improves all existing bounds for algorithms based on randomized value functions, and for the first time, matches the $Ω\left(H\sqrt{SAT}\right)$ lower bound up to logarithmic factors. Our result highlights that randomized exploration can be near-optimal, which was previously achieved only by optimistic algorithms. To achieve the desired result, we develop 1) a new clipping operation to ensure both the probability of being optimistic and the probability of being pessimistic are lower bounded by a constant, and 2) a new recursive formula for the absolute value of estimation errors to analyze the regret.

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Towards a Theoretical Foundation of Policy Optimization for Learning Control Policies

Gradient-based methods have been widely used for system design and optimization in diverse application domains. Recently, there has been a renewed interest in studying theoretical properties of these methods in the context of control and reinforcement learning. This article surveys some of the recent developments on policy optimization, a gradient-based iterative approach for feedback control synthesis, popularized by successes of reinforcement learning. We take an interdisciplinary perspective in our exposition that connects control theory, reinforcement learning, and large-scale optimization. We review a number of recently-developed theoretical results on the optimization landscape, global convergence, and sample complexity of gradient-based methods for various continuous control problems such as the linear quadratic regulator (LQR), $\mathcal{H}_\infty$ control, risk-sensitive control, linear quadratic Gaussian (LQG) control, and output feedback synthesis. In conjunction with these optimization results, we also discuss how direct policy optimization handles stability and robustness concerns in learning-based control, two main desiderata in control engineering. We conclude the survey by pointing out several challenges and opportunities at the intersection of learning and control.

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Fast First-Order Methods for Monotone Strongly DR-Submodular Maximization

Continuous DR-submodular functions are a class of functions that satisfy the Diminishing Returns (DR) property, which implies that they are concave along non-negative directions. Existing works have studied monotone continuous DR-submodular maximization subject to a convex constraint and have proposed efficient algorithms with approximation guarantees. However, in many applications, e.g., computing the stability number of a graph and mean-field inference for probabilistic log-submodular models, the DR-submodular function has the additional property of being \emph{strongly} concave along non-negative directions that could be utilized for obtaining faster convergence rates. In this paper, we first introduce and characterize the class of \emph{strongly DR-submodular} functions and show how such a property implies strong concavity along non-negative directions. Then, we study $L$-smooth monotone strongly DR-submodular functions that have bounded curvature, and we show how to exploit such additional structure to obtain algorithms with improved approximation guarantees and faster convergence rates for the maximization problem. In particular, we propose the SDRFW algorithm that matches the provably optimal $1-\frac{c}{e}$ approximation ratio after only $\lceil\frac{L}μ\rceil$ iterations, where $c\in[0,1]$ and $μ\geq 0$ are the curvature and the strong DR-submodularity parameter. Furthermore, we study the Projected Gradient Ascent (PGA) method for this problem and provide a refined analysis of the algorithm with an improved $\frac{1}{1+c}$ approximation ratio and a linear convergence rate. Given that both algorithms require knowledge of the smoothness parameter $L$, we provide a \emph{novel} characterization of $L$ for DR-submodular functions showing that in many cases, computing $L$ could be formulated as a convex problem, i.e., a geometric program, that could be solved efficiently.

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Decision-Dependent Risk Minimization in Geometrically Decaying Dynamic Environments

This paper studies the problem of expected loss minimization given a data distribution that is dependent on the decision-maker's action and evolves dynamically in time according to a geometric decay process. Novel algorithms for both the information setting in which the decision-maker has a first order gradient oracle and the setting in which they have simply a loss function oracle are introduced. The algorithms operate on the same underlying principle: the decision-maker repeatedly deploys a fixed decision over the length of an epoch, thereby allowing the dynamically changing environment to sufficiently mix before updating the decision. The iteration complexity in each of the settings is shown to match existing rates for first and zero order stochastic gradient methods up to logarithmic factors. The algorithms are evaluated on a "semi-synthetic" example using real world data from the SFpark dynamic pricing pilot study; it is shown that the announced prices result in an improvement for the institution's objective (target occupancy), while achieving an overall reduction in parking rates.

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Improved Rates for Derivative Free Gradient Play in Strongly Monotone Games

The influential work of Bravo et al. 2018 shows that derivative free play in strongly monotone games has complexity $O(d^2/\varepsilon^3)$, where $\varepsilon$ is the target accuracy on the expected squared distance to the solution. This note shows that the efficiency estimate is actually $O(d^2/\varepsilon^2)$, which reduces to the known efficiency guarantee for the method in unconstrained optimization. The argument we present simple interprets the method as stochastic gradient play on a slightly perturbed strongly monotone game.

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Multiplayer Performative Prediction: Learning in Decision-Dependent Games

Learning problems commonly exhibit an interesting feedback mechanism wherein the population data reacts to competing decision makers' actions. This paper formulates a new game theoretic framework for this phenomenon, called "multi-player performative prediction". We focus on two distinct solution concepts, namely (i) performatively stable equilibria and (ii) Nash equilibria of the game. The latter equilibria are arguably more informative, but can be found efficiently only when the game is monotone. We show that under mild assumptions, the performatively stable equilibria can be found efficiently by a variety of algorithms, including repeated retraining and the repeated (stochastic) gradient method. We then establish transparent sufficient conditions for strong monotonicity of the game and use them to develop algorithms for finding Nash equilibria. We investigate derivative free methods and adaptive gradient algorithms wherein each player alternates between learning a parametric description of their distribution and gradient steps on the empirical risk. Synthetic and semi-synthetic numerical experiments illustrate the results.

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