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Mohammad Ghavamzadeh

Publications and source records attributed to Mohammad Ghavamzadeh.

At least 73 records · Page 4Linked to original sources

Adaptive Sampling for Minimax Fair Classification

Machine learning models trained on uncurated datasets can often end up adversely affecting inputs belonging to underrepresented groups. To address this issue, we consider the problem of adaptively constructing training sets which allow us to learn classifiers that are fair in a minimax sense. We first propose an adaptive sampling algorithm based on the principle of optimism, and derive theoretical bounds on its performance. We also propose heuristic extensions of this algorithm suitable for application to large scale, practical problems. Next, by deriving algorithm independent lower-bounds for a specific class of problems, we show that the performance achieved by our adaptive scheme cannot be improved in general. We then validate the benefits of adaptively constructing training sets via experiments on synthetic tasks with logistic regression classifiers, as well as on several real-world tasks using convolutional neural networks (CNNs).

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Mirror Descent Policy Optimization

Mirror descent (MD), a well-known first-order method in constrained convex optimization, has recently been shown as an important tool to analyze trust-region algorithms in reinforcement learning (RL). However, there remains a considerable gap between such theoretically analyzed algorithms and the ones used in practice. Inspired by this, we propose an efficient RL algorithm, called {\em mirror descent policy optimization} (MDPO). MDPO iteratively updates the policy by {\em approximately} solving a trust-region problem, whose objective function consists of two terms: a linearization of the standard RL objective and a proximity term that restricts two consecutive policies to be close to each other. Each update performs this approximation by taking multiple gradient steps on this objective function. We derive {\em on-policy} and {\em off-policy} variants of MDPO, while emphasizing important design choices motivated by the existing theory of MD in RL. We highlight the connections between on-policy MDPO and two popular trust-region RL algorithms: TRPO and PPO, and show that explicitly enforcing the trust-region constraint is in fact {\em not} a necessity for high performance gains in TRPO. We then show how the popular soft actor-critic (SAC) algorithm can be derived by slight modifications of off-policy MDPO. Overall, MDPO is derived from the MD principles, offers a unified approach to viewing a number of popular RL algorithms, and performs better than or on-par with TRPO, PPO, and SAC in a number of continuous control tasks. Code is available at \url{https://github.com/manantomar/Mirror-Descent-Policy-Optimization}.

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Soft-Robust Algorithms for Batch Reinforcement Learning

In reinforcement learning, robust policies for high-stakes decision-making problems with limited data are usually computed by optimizing the percentile criterion, which minimizes the probability of a catastrophic failure. Unfortunately, such policies are typically overly conservative as the percentile criterion is non-convex, difficult to optimize, and ignores the mean performance. To overcome these shortcomings, we study the soft-robust criterion, which uses risk measures to balance the mean and percentile criterion better. In this paper, we establish the soft-robust criterion's fundamental properties, show that it is NP-hard to optimize, and propose and analyze two algorithms to approximately optimize it. Our theoretical analyses and empirical evaluations demonstrate that our algorithms compute much less conservative solutions than the existing approximate methods for optimizing the percentile-criterion.

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A Review of Uncertainty Quantification in Deep Learning: Techniques, Applications and Challenges

Uncertainty quantification (UQ) plays a pivotal role in reduction of uncertainties during both optimization and decision making processes. It can be applied to solve a variety of real-world applications in science and engineering. Bayesian approximation and ensemble learning techniques are two most widely-used UQ methods in the literature. In this regard, researchers have proposed different UQ methods and examined their performance in a variety of applications such as computer vision (e.g., self-driving cars and object detection), image processing (e.g., image restoration), medical image analysis (e.g., medical image classification and segmentation), natural language processing (e.g., text classification, social media texts and recidivism risk-scoring), bioinformatics, etc. This study reviews recent advances in UQ methods used in deep learning. Moreover, we also investigate the application of these methods in reinforcement learning (RL). Then, we outline a few important applications of UQ methods. Finally, we briefly highlight the fundamental research challenges faced by UQ methods and discuss the future research directions in this field.

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Policy-Aware Model Learning for Policy Gradient Methods

This paper considers the problem of learning a model in model-based reinforcement learning (MBRL). We examine how the planning module of an MBRL algorithm uses the model, and propose that the model learning module should incorporate the way the planner is going to use the model. This is in contrast to conventional model learning approaches, such as those based on maximum likelihood estimate, that learn a predictive model of the environment without explicitly considering the interaction of the model and the planner. We focus on policy gradient type of planning algorithms and derive new loss functions for model learning that incorporate how the planner uses the model. We call this approach Policy-Aware Model Learning (PAML). We theoretically analyze a generic model-based policy gradient algorithm and provide a convergence guarantee for the optimized policy. We also empirically evaluate PAML on some benchmark problems, showing promising results.

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Deep Bayesian Quadrature Policy Optimization

We study the problem of obtaining accurate policy gradient estimates using a finite number of samples. Monte-Carlo methods have been the default choice for policy gradient estimation, despite suffering from high variance in the gradient estimates. On the other hand, more sample efficient alternatives like Bayesian quadrature methods have received little attention due to their high computational complexity. In this work, we propose deep Bayesian quadrature policy gradient (DBQPG), a computationally efficient high-dimensional generalization of Bayesian quadrature, for policy gradient estimation. We show that DBQPG can substitute Monte-Carlo estimation in policy gradient methods, and demonstrate its effectiveness on a set of continuous control benchmarks. In comparison to Monte-Carlo estimation, DBQPG provides (i) more accurate gradient estimates with a significantly lower variance, (ii) a consistent improvement in the sample complexity and average return for several deep policy gradient algorithms, and, (iii) the uncertainty in gradient estimation that can be incorporated to further improve the performance.

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Non-Stationary Latent Bandits

Users of recommender systems often behave in a non-stationary fashion, due to their evolving preferences and tastes over time. In this work, we propose a practical approach for fast personalization to non-stationary users. The key idea is to frame this problem as a latent bandit, where the prototypical models of user behavior are learned offline and the latent state of the user is inferred online from its interactions with the models. We call this problem a non-stationary latent bandit. We propose Thompson sampling algorithms for regret minimization in non-stationary latent bandits, analyze them, and evaluate them on a real-world dataset. The main strength of our approach is that it can be combined with rich offline-learned models, which can be misspecified, and are subsequently fine-tuned online using posterior sampling. In this way, we naturally combine the strengths of offline and online learning.

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Neural Lyapunov Redesign

Learning controllers merely based on a performance metric has been proven effective in many physical and non-physical tasks in both control theory and reinforcement learning. However, in practice, the controller must guarantee some notion of safety to ensure that it does not harm either the agent or the environment. Stability is a crucial notion of safety, whose violation can certainly cause unsafe behaviors. Lyapunov functions are effective tools to assess stability in nonlinear dynamical systems. In this paper, we combine an improving Lyapunov function with automatic controller synthesis in an iterative fashion to obtain control policies with large safe regions. We propose a two-player collaborative algorithm that alternates between estimating a Lyapunov function and deriving a controller that gradually enlarges the stability region of the closed-loop system. We provide theoretical results on the class of systems that can be treated with the proposed algorithm and empirically evaluate the effectiveness of our method using an exemplary dynamical system.

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Online Planning with Lookahead Policies

Real Time Dynamic Programming (RTDP) is an online algorithm based on Dynamic Programming (DP) that acts by 1-step greedy planning. Unlike DP, RTDP does not require access to the entire state space, i.e., it explicitly handles the exploration. This fact makes RTDP particularly appealing when the state space is large and it is not possible to update all states simultaneously. In this we devise a multi-step greedy RTDP algorithm, which we call $h$-RTDP, that replaces the 1-step greedy policy with a $h$-step lookahead policy. We analyze $h$-RTDP in its exact form and establish that increasing the lookahead horizon, $h$, results in an improved sample complexity, with the cost of additional computations. This is the first work that proves improved sample complexity as a result of {\em increasing} the lookahead horizon in online planning. We then analyze the performance of $h$-RTDP in three approximate settings: approximate model, approximate value updates, and approximate state representation. For these cases, we prove that the asymptotic performance of $h$-RTDP remains the same as that of a corresponding approximate DP algorithm, the best one can hope for without further assumptions on the approximation errors.

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Variance-Reduced Off-Policy Memory-Efficient Policy Search

Off-policy policy optimization is a challenging problem in reinforcement learning (RL). The algorithms designed for this problem often suffer from high variance in their estimators, which results in poor sample efficiency, and have issues with convergence. A few variance-reduced on-policy policy gradient algorithms have been recently proposed that use methods from stochastic optimization to reduce the variance of the gradient estimate in the REINFORCE algorithm. However, these algorithms are not designed for the off-policy setting and are memory-inefficient, since they need to collect and store a large ``reference'' batch of samples from time to time. To achieve variance-reduced off-policy-stable policy optimization, we propose an algorithm family that is memory-efficient, stochastically variance-reduced, and capable of learning from off-policy samples. Empirical studies validate the effectiveness of the proposed approaches.

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Conservative Exploration in Reinforcement Learning

While learning in an unknown Markov Decision Process (MDP), an agent should trade off exploration to discover new information about the MDP, and exploitation of the current knowledge to maximize the reward. Although the agent will eventually learn a good or optimal policy, there is no guarantee on the quality of the intermediate policies. This lack of control is undesired in real-world applications where a minimum requirement is that the executed policies are guaranteed to perform at least as well as an existing baseline. In this paper, we introduce the notion of conservative exploration for average reward and finite horizon problems. We present two optimistic algorithms that guarantee (w.h.p.) that the conservative constraint is never violated during learning. We derive regret bounds showing that being conservative does not hinder the learning ability of these algorithms.

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Multi-step Greedy Reinforcement Learning Algorithms

Multi-step greedy policies have been extensively used in model-based reinforcement learning (RL), both when a model of the environment is available (e.g.,~in the game of Go) and when it is learned. In this paper, we explore their benefits in model-free RL, when employed using multi-step dynamic programming algorithms: $κ$-Policy Iteration ($κ$-PI) and $κ$-Value Iteration ($κ$-VI). These methods iteratively compute the next policy ($κ$-PI) and value function ($κ$-VI) by solving a surrogate decision problem with a shaped reward and a smaller discount factor. We derive model-free RL algorithms based on $κ$-PI and $κ$-VI in which the surrogate problem can be solved by any discrete or continuous action RL method, such as DQN and TRPO. We identify the importance of a hyper-parameter that controls the extent to which the surrogate problem is solved and suggest a way to set this parameter. When evaluated on a range of Atari and MuJoCo benchmark tasks, our results indicate that for the right range of $κ$, our algorithms outperform DQN and TRPO. This shows that our multi-step greedy algorithms are general enough to be applied over any existing RL algorithm and can significantly improve its performance.

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Finite-Sample Analysis of Proximal Gradient TD Algorithms

In this paper, we analyze the convergence rate of the gradient temporal difference learning (GTD) family of algorithms. Previous analyses of this class of algorithms use ODE techniques to prove asymptotic convergence, and to the best of our knowledge, no finite-sample analysis has been done. Moreover, there has been not much work on finite-sample analysis for convergent off-policy reinforcement learning algorithms. In this paper, we formulate GTD methods as stochastic gradient algorithms w.r.t.~a primal-dual saddle-point objective function, and then conduct a saddle-point error analysis to obtain finite-sample bounds on their performance. Two revised algorithms are also proposed, namely projected GTD2 and GTD2-MP, which offer improved convergence guarantees and acceleration, respectively. The results of our theoretical analysis show that the GTD family of algorithms are indeed comparable to the existing LSTD methods in off-policy learning scenarios.

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Variational Model-based Policy Optimization

Model-based reinforcement learning (RL) algorithms allow us to combine model-generated data with those collected from interaction with the real system in order to alleviate the data efficiency problem in RL. However, designing such algorithms is often challenging because the bias in simulated data may overshadow the ease of data generation. A potential solution to this challenge is to jointly learn and improve model and policy using a universal objective function. In this paper, we leverage the connection between RL and probabilistic inference, and formulate such an objective function as a variational lower-bound of a log-likelihood. This allows us to use expectation maximization (EM) and iteratively fix a baseline policy and learn a variational distribution, consisting of a model and a policy (E-step), followed by improving the baseline policy given the learned variational distribution (M-step). We propose model-based and model-free policy iteration (actor-critic) style algorithms for the E-step and show how the variational distribution learned by them can be used to optimize the M-step in a fully model-based fashion. Our experiments on a number of continuous control tasks show that despite being more complex, our model-based (E-step) algorithm, called {\em variational model-based policy optimization} (VMBPO), is more sample-efficient and robust to hyper-parameter tuning than its model-free (E-step) counterpart. Using the same control tasks, we also compare VMBPO with several state-of-the-art model-based and model-free RL algorithms and show its sample efficiency and performance.

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Control-Aware Representations for Model-based Reinforcement Learning

A major challenge in modern reinforcement learning (RL) is efficient control of dynamical systems from high-dimensional sensory observations. Learning controllable embedding (LCE) is a promising approach that addresses this challenge by embedding the observations into a lower-dimensional latent space, estimating the latent dynamics, and utilizing it to perform control in the latent space. Two important questions in this area are how to learn a representation that is amenable to the control problem at hand, and how to achieve an end-to-end framework for representation learning and control. In this paper, we take a few steps towards addressing these questions. We first formulate a LCE model to learn representations that are suitable to be used by a policy iteration style algorithm in the latent space. We call this model control-aware representation learning (CARL). We derive a loss function for CARL that has close connection to the prediction, consistency, and curvature (PCC) principle for representation learning. We derive three implementations of CARL. In the offline implementation, we replace the locally-linear control algorithm (e.g.,~iLQR) used by the existing LCE methods with a RL algorithm, namely model-based soft actor-critic, and show that it results in significant improvement. In online CARL, we interleave representation learning and control, and demonstrate further gain in performance. Finally, we propose value-guided CARL, a variation in which we optimize a weighted version of the CARL loss function, where the weights depend on the TD-error of the current policy. We evaluate the proposed algorithms by extensive experiments on benchmark tasks and compare them with several LCE baselines.

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Active Model Estimation in Markov Decision Processes

We study the problem of efficient exploration in order to learn an accurate model of an environment, modeled as a Markov decision process (MDP). Efficient exploration in this problem requires the agent to identify the regions in which estimating the model is more difficult and then exploit this knowledge to collect more samples there. In this paper, we formalize this problem, introduce the first algorithm to learn an $ε$-accurate estimate of the dynamics, and provide its sample complexity analysis. While this algorithm enjoys strong guarantees in the large-sample regime, it tends to have a poor performance in early stages of exploration. To address this issue, we propose an algorithm that is based on maximum weighted entropy, a heuristic that stems from common sense and our theoretical analysis. The main idea here is to cover the entire state-action space with the weight proportional to the noise in the transitions. Using a number of simple domains with heterogeneous noise in their transitions, we show that our heuristic-based algorithm outperforms both our original algorithm and the maximum entropy algorithm in the small sample regime, while achieving similar asymptotic performance as that of the original algorithm.

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Stochastic Bandits with Linear Constraints

We study a constrained contextual linear bandit setting, where the goal of the agent is to produce a sequence of policies, whose expected cumulative reward over the course of $T$ rounds is maximum, and each has an expected cost below a certain threshold $τ$. We propose an upper-confidence bound algorithm for this problem, called optimistic pessimistic linear bandit (OPLB), and prove an $\widetilde{\mathcal{O}}(\frac{d\sqrt{T}}{τ-c_0})$ bound on its $T$-round regret, where the denominator is the difference between the constraint threshold and the cost of a known feasible action. We further specialize our results to multi-armed bandits and propose a computationally efficient algorithm for this setting. We prove a regret bound of $\widetilde{\mathcal{O}}(\frac{\sqrt{KT}}{τ- c_0})$ for this algorithm in $K$-armed bandits, which is a $\sqrt{K}$ improvement over the regret bound we obtain by simply casting multi-armed bandits as an instance of contextual linear bandits and using the regret bound of OPLB. We also prove a lower-bound for the problem studied in the paper and provide simulations to validate our theoretical results.

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Proximal Gradient Temporal Difference Learning: Stable Reinforcement Learning with Polynomial Sample Complexity

In this paper, we introduce proximal gradient temporal difference learning, which provides a principled way of designing and analyzing true stochastic gradient temporal difference learning algorithms. We show how gradient TD (GTD) reinforcement learning methods can be formally derived, not by starting from their original objective functions, as previously attempted, but rather from a primal-dual saddle-point objective function. We also conduct a saddle-point error analysis to obtain finite-sample bounds on their performance. Previous analyses of this class of algorithms use stochastic approximation techniques to prove asymptotic convergence, and do not provide any finite-sample analysis. We also propose an accelerated algorithm, called GTD2-MP, that uses proximal ``mirror maps'' to yield an improved convergence rate. The results of our theoretical analysis imply that the GTD family of algorithms are comparable and may indeed be preferred over existing least squares TD methods for off-policy learning, due to their linear complexity. We provide experimental results showing the improved performance of our accelerated gradient TD methods.

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