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Pan Xu

Publications and source records attributed to Pan Xu.

At least 37 records · Page 2Linked to original sources

Localized Dynamics-Aware Domain Adaption for Off-Dynamics Offline Reinforcement Learning

Off-dynamics offline reinforcement learning (RL) aims to learn a policy for a target domain using limited target data and abundant source data collected under different transition dynamics. Existing methods typically address dynamics mismatch either globally over the state space or via pointwise data filtering; these approaches can miss localized cross-domain similarities or incur high computational cost. We propose Localized Dynamics-Aware Domain Adaptation (LoDADA), which exploits localized dynamics mismatch to better reuse source data. LoDADA clusters transitions from source and target datasets and estimates cluster-level dynamics discrepancy via domain discrimination. Source transitions from clusters with small discrepancy are retained, while those from clusters with large discrepancy are filtered out. This yields a fine-grained and scalable data selection strategy that avoids overly coarse global assumptions and expensive per-sample filtering. We provide theoretical insights and extensive experiments across environments with diverse global and local dynamics shifts. Results show that LoDADA consistently outperforms state-of-the-art off-dynamics offline RL methods by better leveraging localized distribution mismatch.

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Pre-trained Language Models Improve the Few-shot Prompt Ability of Decision Transformer

Decision Transformer (DT) has emerged as a promising class of algorithms in offline reinforcement learning (RL) tasks, leveraging pre-collected datasets and Transformer's capability to model long sequences. Recent works have demonstrated that using parts of trajectories from training tasks as prompts in DT enhances its performance on unseen tasks, giving rise to Prompt-DT methods. However, collecting data from specific environments can be both costly and unsafe in many scenarios, leading to suboptimal performance and limited few-shot prompt abilities due to the data-hungry nature of Transformer-based models. Additionally, the limited datasets used in pre-training make it challenging for Prompt-DT type of methods to distinguish between various RL tasks through prompts alone. To address these challenges, we introduce the Language model-initialized Prompt Decision Transformer (LPDT) framework, which leverages pretrained language models providing rich prior knowledge for RL tasks and fine-tunes the sequence model using Low-rank Adaptation (LoRA) for meta-RL problems. We further incorporate prompt regularization to effectively differentiate between tasks based on prompt feature representations. Comprehensive empirical studies demonstrate that initializing with a pre-trained language model provides the prior knowledge and achieves a similar performance with Prompt-DT under only $10\%$ data in some MuJoCo control tasks. We also provide a thorough ablation study to validate the effectiveness of each component, including sequence modeling, language models, prompt regularizations, and prompt strategies.

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Correcting the Foundational Analysis of Karp--Vazirani--Vazirani (STOC 1990): A Rigorous Revision of the $1-1/e$ Upper Bound

We revisit the classical analysis of Karp, Vazirani, and Vazirani (KVV, STOC~1990), which established the well-known upper bound of $1 - 1/e$ as the limiting proportion of vertices that can be matched by any online procedure in a canonical bipartite structure. Although foundational, the original analysis contains several inaccuracies, including a fundamental technical gap in the treatment of the underlying discrete process. We give a transparent and fully rigorous reconstruction of the KVV argument by reformulating the evolution of available neighbors as a discrete-time death process and deriving a sharp upper bound via a simple factor-revealing linear program that captures the correct recurrence structure. This yields a precise bound $\lceil n(1 - 1/e) + 2 - 1/e \rceil$ on the expected number of matched vertices, refining the classical claim $n(1 - 1/e) + o(n)$. Our goal is not to optimize this upper bound, but to provide a mathematically sound and conceptually clean correction of the classical KVV analysis, while remaining faithful to its original combinatorial framework.

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Sample Complexity of Distributionally Robust Off-Dynamics Reinforcement Learning with Online Interaction

Off-dynamics reinforcement learning (RL), where training and deployment transition dynamics are different, can be formulated as learning in a robust Markov decision process (RMDP) where uncertainties in transition dynamics are imposed. Existing literature mostly assumes access to generative models allowing arbitrary state-action queries or pre-collected datasets with a good state coverage of the deployment environment, bypassing the challenge of exploration. In this work, we study a more realistic and challenging setting where the agent is limited to online interaction with the training environment. To capture the intrinsic difficulty of exploration in online RMDPs, we introduce the supremal visitation ratio, a novel quantity that measures the mismatch between the training dynamics and the deployment dynamics. We show that if this ratio is unbounded, online learning becomes exponentially hard. We propose the first computationally efficient algorithm that achieves sublinear regret in online RMDPs with $f$-divergence based transition uncertainties. We also establish matching regret lower bounds, demonstrating that our algorithm achieves optimal dependence on both the supremal visitation ratio and the number of interaction episodes. Finally, we validate our theoretical results through comprehensive numerical experiments.

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Robust Offline Reinforcement Learning with Linearly Structured f-Divergence Regularization

The Robust Regularized Markov Decision Process (RRMDP) is proposed to learn policies robust to dynamics shifts by adding regularization to the transition dynamics in the value function. Existing methods mostly use unstructured regularization, potentially leading to conservative policies under unrealistic transitions. To address this limitation, we propose a novel framework, the $d$-rectangular linear RRMDP ($d$-RRMDP), which introduces latent structures into both transition kernels and regularization. We focus on offline reinforcement learning, where an agent learns policies from a precollected dataset in the nominal environment. We develop the Robust Regularized Pessimistic Value Iteration (R2PVI) algorithm that employs linear function approximation for robust policy learning in $d$-RRMDPs with $f$-divergence based regularization terms on transition kernels. We provide instance-dependent upper bounds on the suboptimality gap of R2PVI policies, demonstrating that these bounds are influenced by how well the dataset covers state-action spaces visited by the optimal robust policy under robustly admissible transitions. We establish information-theoretic lower bounds to verify that our algorithm is near-optimal. Finally, numerical experiments validate that R2PVI learns robust policies and exhibits superior computational efficiency compared to baseline methods.

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Policy Regularized Distributionally Robust Markov Decision Processes with Linear Function Approximation

Decision-making under distribution shift is a central challenge in reinforcement learning (RL), where training and deployment environments differ. We study this problem through the lens of robust Markov decision processes (RMDPs), which optimize performance against adversarial transition dynamics. Our focus is the online setting, where the agent has only limited interaction with the environment, making sample efficiency and exploration especially critical. Policy optimization, despite its success in standard RL, remains theoretically and empirically underexplored in robust RL. To bridge this gap, we propose \textbf{D}istributionally \textbf{R}obust \textbf{R}egularized \textbf{P}olicy \textbf{O}ptimization algorithm (DR-RPO), a model-free online policy optimization method that learns robust policies with sublinear regret. To enable tractable optimization within the softmax policy class, DR-RPO incorporates reference-policy regularization, yielding RMDP variants that are doubly constrained in both transitions and policies. To scale to large state-action spaces, we adopt the $d$-rectangular linear MDP formulation and combine linear function approximation with an upper confidence bonus for optimistic exploration. We provide theoretical guarantees showing that policy optimization can achieve polynomial suboptimality bounds and sample efficiency in robust RL, matching the performance of value-based approaches. Finally, empirical results across diverse domains corroborate our theory and demonstrate the robustness of DR-RPO.

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How to Provably Improve Return Conditioned Supervised Learning?

In sequential decision-making problems, Return-Conditioned Supervised Learning (RCSL) has gained increasing recognition for its simplicity and stability in modern decision-making tasks. Unlike traditional offline reinforcement learning (RL) algorithms, RCSL frames policy learning as a supervised learning problem by taking both the state and return as input. This approach eliminates the instability often associated with temporal difference (TD) learning in offline RL. However, RCSL has been criticized for lacking the stitching property, meaning its performance is inherently limited by the quality of the policy used to generate the offline dataset. To address this limitation, we propose a principled and simple framework called Reinforced RCSL. The key innovation of our framework is the introduction of a concept we call the in-distribution optimal return-to-go. This mechanism leverages our policy to identify the best achievable in-dataset future return based on the current state, avoiding the need for complex return augmentation techniques. Our theoretical analysis demonstrates that Reinforced RCSL can consistently outperform the standard RCSL approach. Empirical results further validate our claims, showing significant performance improvements across a range of benchmarks.

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Linear Mixture Distributionally Robust Markov Decision Processes

Many real-world decision-making problems face the off-dynamics challenge: the agent learns a policy in a source domain and deploys it in a target domain with different state transitions. The distributionally robust Markov decision process (DRMDP) addresses this challenge by finding a robust policy that performs well under the worst-case environment within a pre-specified uncertainty set of transition dynamics. Its effectiveness heavily hinges on the proper design of these uncertainty sets, based on prior knowledge of the dynamics. In this work, we propose a novel linear mixture DRMDP framework, where the nominal dynamics is assumed to be a linear mixture model. In contrast with existing uncertainty sets directly defined as a ball centered around the nominal kernel, linear mixture DRMDPs define the uncertainty sets based on a ball around the mixture weighting parameter. We show that this new framework provides a more refined representation of uncertainties compared to conventional models based on $(s,a)$-rectangularity and $d$-rectangularity, when prior knowledge about the mixture model is present. We propose a meta algorithm for robust policy learning in linear mixture DRMDPs with general $f$-divergence defined uncertainty sets, and analyze its sample complexities under three divergence metrics instantiations: total variation, Kullback-Leibler, and $χ^2$ divergences. These results establish the statistical learnability of linear mixture DRMDPs, laying the theoretical foundation for future research on this new setting.

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A Variational-Calculus Approach to Online Algorithm Design and Analysis

Factor-revealing linear programs (LPs) and policy-revealing LPs arise in various contexts of algorithm design and analysis. They are commonly used techniques for analyzing the performance of approximation and online algorithms, especially when direct performance evaluation is challenging. The main idea is to characterize the worst-case performance as a family of LPs parameterized by an integer $n \ge 1$, representing the size of the input instance. To obtain the best possible bounds on the target ratio (e.g., approximation or competitive ratios), we often need to determine the optimal objective value (and the corresponding optimal solution) of a family of LPs as $n \to \infty$. One common method, called the Primal-Dual approach, involves examining the constraint structure in the primal and dual programs, then developing feasible analytical solutions to both that achieve equal or nearly equal objective values. Another approach, known as \emph{strongly factor-revealing LPs}, similarly requires careful investigation of the constraint structure in the primal program. In summary, both methods rely on \emph{instance-specific techniques}, which is difficult to generalize from one instance to another. In this paper, we introduce a general variational-calculus approach that enables us to analytically study the optimal value and solution to a family of LPs as their size approaches infinity. The main idea is to first reformulate the LP in the limit, as its size grows infinitely large, as a variational-calculus instance and then apply existing methods, such as the Euler-Lagrange equation and Lagrange multipliers, to solve it. We demonstrate the power of our approach through three case studies of online optimization problems and anticipate broader applications of this method.

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Online Matching under KIID: Enhanced Competitive Analysis through Ordinary Differential Equation Systems

We consider the (offline) vertex-weighted Online Matching problem under Known Identical and Independent Distributions (KIID) with integral arrival rates. We propose a meta-algorithm, denoted as $\mathsf{RTB}$, featuring Real-Time Boosting, where the core idea is as follows. Consider a bipartite graph $G=(I,J,E)$, where $I$ and $J$ represent the sets of offline and online nodes, respectively. Let $\mathbf{x}=(x_{ij}) \in [0,1]^{|E|}$, where $x_{ij}$ for $(i,j) \in E$ represents the probability that edge $(i,j)$ is matched in an offline optimal policy (a.k.a. a clairvoyant optimal policy), typically obtained by solving a benchmark linear program (LP). Upon the arrival of an online node $j$ at some time $t \in [0,1]$, $\mathsf{RTB}$ samples a safe (available) neighbor $i \in I_{j,t}$ with probability $x_{ij}/\sum_{i' \in I_{j,t}} x_{i'j}$ and matches it to $j$, where $I_{j,t}$ denotes the set of safe offline neighbors of $j$. In this paper, we showcase the power of Real-Time Boosting by demonstrating that $\mathsf{RTB}$, when fed with $\mathbf{X}^*$, achieves a competitive ratio of $(2e^4 - 8e^2 + 21e - 27) / (2e^4) \approx 0.7341$, where $\mathbf{X}^* \in \{0,1/3,2/3\}^{|E|}$ is a random vector obtained by applying a customized dependent rounding technique due to Brubach et al. (Algorithmica, 2020). Our result improves upon the state-of-the-art ratios of 0.7299 by Brubach et al. (Algorithmica, 2020) and 0.725 by Jaillet and Lu (Mathematics of Operations Research, 2013). Notably, this improvement does not stem from the algorithm itself but from a new competitive analysis methodology: We introduce an Ordinary Differential Equation (ODE) system-based approach that enables a {holistic} analysis of $\mathsf{RTB}$. We anticipate that utilizing other well-structured vectors from more advanced rounding techniques could potentially yield further improvements in the competitiveness.

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Optimal Batched Best Arm Identification

We study the batched best arm identification (BBAI) problem, where the learner's goal is to identify the best arm while switching the policy as less as possible. In particular, we aim to find the best arm with probability $1-δ$ for some small constant $δ>0$ while minimizing both the sample complexity (total number of arm pulls) and the batch complexity (total number of batches). We propose the three-batch best arm identification (Tri-BBAI) algorithm, which is the first batched algorithm that achieves the optimal sample complexity in the asymptotic setting (i.e., $δ\rightarrow 0$) and runs in $3$ batches in expectation. Based on Tri-BBAI, we further propose the almost optimal batched best arm identification (Opt-BBAI) algorithm, which is the first algorithm that achieves the near-optimal sample and batch complexity in the non-asymptotic setting (i.e., $δ$ is finite), while enjoying the same batch and sample complexity as Tri-BBAI when $δ$ tends to zero. Moreover, in the non-asymptotic setting, the complexity of previous batch algorithms is usually conditioned on the event that the best arm is returned (with a probability of at least $1-δ$), which is potentially unbounded in cases where a sub-optimal arm is returned. In contrast, the complexity of Opt-BBAI does not rely on such an event. This is achieved through a novel procedure that we design for checking whether the best arm is eliminated, which is of independent interest.

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Minimax Optimal and Computationally Efficient Algorithms for Distributionally Robust Offline Reinforcement Learning

Distributionally robust offline reinforcement learning (RL), which seeks robust policy training against environment perturbation by modeling dynamics uncertainty, calls for function approximations when facing large state-action spaces. However, the consideration of dynamics uncertainty introduces essential nonlinearity and computational burden, posing unique challenges for analyzing and practically employing function approximation. Focusing on a basic setting where the nominal model and perturbed models are linearly parameterized, we propose minimax optimal and computationally efficient algorithms realizing function approximation and initiate the study on instance-dependent suboptimality analysis in the context of robust offline RL. Our results uncover that function approximation in robust offline RL is essentially distinct from and probably harder than that in standard offline RL. Our algorithms and theoretical results crucially depend on a novel function approximation mechanism incorporating variance information, a new procedure of suboptimality and estimation uncertainty decomposition, a quantification of the robust value function shrinkage, and a meticulously designed family of hard instances, which might be of independent interest.

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Randomized Exploration in Cooperative Multi-Agent Reinforcement Learning

We present the first study on provably efficient randomized exploration in cooperative multi-agent reinforcement learning (MARL). We propose a unified algorithm framework for randomized exploration in parallel Markov Decision Processes (MDPs), and two Thompson Sampling (TS)-type algorithms, CoopTS-PHE and CoopTS-LMC, incorporating the perturbed-history exploration (PHE) strategy and the Langevin Monte Carlo exploration (LMC) strategy, respectively, which are flexible in design and easy to implement in practice. For a special class of parallel MDPs where the transition is (approximately) linear, we theoretically prove that both CoopTS-PHE and CoopTS-LMC achieve a $\widetilde{\mathcal{O}}(d^{3/2}H^2\sqrt{MK})$ regret bound with communication complexity $\widetilde{\mathcal{O}}(dHM^2)$, where $d$ is the feature dimension, $H$ is the horizon length, $M$ is the number of agents, and $K$ is the number of episodes. This is the first theoretical result for randomized exploration in cooperative MARL. We evaluate our proposed method on multiple parallel RL environments, including a deep exploration problem (i.e., $N$-chain), a video game, and a real-world problem in energy systems. Our experimental results support that our framework can achieve better performance, even under conditions of misspecified transition models. Additionally, we establish a connection between our unified framework and the practical application of federated learning.

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Off-Dynamics Reinforcement Learning via Domain Adaptation and Reward Augmented Imitation

Training a policy in a source domain for deployment in the target domain under a dynamics shift can be challenging, often resulting in performance degradation. Previous work tackles this challenge by training on the source domain with modified rewards derived by matching distributions between the source and the target optimal trajectories. However, pure modified rewards only ensure the behavior of the learned policy in the source domain resembles trajectories produced by the target optimal policies, which does not guarantee optimal performance when the learned policy is actually deployed to the target domain. In this work, we propose to utilize imitation learning to transfer the policy learned from the reward modification to the target domain so that the new policy can generate the same trajectories in the target domain. Our approach, Domain Adaptation and Reward Augmented Imitation Learning (DARAIL), utilizes the reward modification for domain adaptation and follows the general framework of generative adversarial imitation learning from observation (GAIfO) by applying a reward augmented estimator for the policy optimization step. Theoretically, we present an error bound for our method under a mild assumption regarding the dynamics shift to justify the motivation of our method. Empirically, our method outperforms the pure modified reward method without imitation learning and also outperforms other baselines in benchmark off-dynamics environments.

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Upper and Lower Bounds for Distributionally Robust Off-Dynamics Reinforcement Learning

We study off-dynamics Reinforcement Learning (RL), where the policy training and deployment environments are different. To deal with this environmental perturbation, we focus on learning policies robust to uncertainties in transition dynamics under the framework of distributionally robust Markov decision processes (DRMDPs), where the nominal and perturbed dynamics are linear Markov Decision Processes. We propose a novel algorithm We-DRIVE-U that enjoys an average suboptimality $\widetilde{\mathcal{O}}\big({d H \cdot \min \{1/ρ, H\}/\sqrt{K} }\big)$, where $K$ is the number of episodes, $H$ is the horizon length, $d$ is the feature dimension and $ρ$ is the uncertainty level. This result improves the state-of-the-art by $\mathcal{O}(dH/\min\{1/ρ,H\})$. We also construct a novel hard instance and derive the first information-theoretic lower bound in this setting, which indicates our algorithm is near-optimal up to $\mathcal{O}(\sqrt{H})$ for any uncertainty level $ρ\in(0,1]$. Our algorithm also enjoys a 'rare-switching' design, and thus only requires $\mathcal{O}(dH\log(1+H^2K))$ policy switches and $\mathcal{O}(d^2H\log(1+H^2K))$ calls for oracle to solve dual optimization problems, which significantly improves the computational efficiency of existing algorithms for DRMDPs, whose policy switch and oracle complexities are both $\mathcal{O}(K)$.

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More Efficient Randomized Exploration for Reinforcement Learning via Approximate Sampling

Thompson sampling (TS) is one of the most popular exploration techniques in reinforcement learning (RL). However, most TS algorithms with theoretical guarantees are difficult to implement and not generalizable to Deep RL. While the emerging approximate sampling-based exploration schemes are promising, most existing algorithms are specific to linear Markov Decision Processes (MDP) with suboptimal regret bounds, or only use the most basic samplers such as Langevin Monte Carlo. In this work, we propose an algorithmic framework that incorporates different approximate sampling methods with the recently proposed Feel-Good Thompson Sampling (FGTS) approach (Zhang, 2022; Dann et al., 2021), which was previously known to be computationally intractable in general. When applied to linear MDPs, our regret analysis yields the best known dependency of regret on dimensionality, surpassing existing randomized algorithms. Additionally, we provide explicit sampling complexity for each employed sampler. Empirically, we show that in tasks where deep exploration is necessary, our proposed algorithms that combine FGTS and approximate sampling perform significantly better compared to other strong baselines. On several challenging games from the Atari 57 suite, our algorithms achieve performance that is either better than or on par with other strong baselines from the deep RL literature.

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Optimal Batched Linear Bandits

We introduce the E$^4$ algorithm for the batched linear bandit problem, incorporating an Explore-Estimate-Eliminate-Exploit framework. With a proper choice of exploration rate, we prove E$^4$ achieves the finite-time minimax optimal regret with only $O(\log\log T)$ batches, and the asymptotically optimal regret with only $3$ batches as $T\rightarrow\infty$, where $T$ is the time horizon. We further prove a lower bound on the batch complexity of linear contextual bandits showing that any asymptotically optimal algorithm must require at least $3$ batches in expectation as $T\rightarrow\infty$, which indicates E$^4$ achieves the asymptotic optimality in regret and batch complexity simultaneously. To the best of our knowledge, E$^4$ is the first algorithm for linear bandits that simultaneously achieves the minimax and asymptotic optimality in regret with the corresponding optimal batch complexities. In addition, we show that with another choice of exploration rate E$^4$ achieves an instance-dependent regret bound requiring at most $O(\log T)$ batches, and maintains the minimax optimality and asymptotic optimality. We conduct thorough experiments to evaluate our algorithm on randomly generated instances and the challenging \textit{End of Optimism} instances \citep{lattimore2017end} which were shown to be hard to learn for optimism based algorithms. Empirical results show that E$^4$ consistently outperforms baseline algorithms with respect to regret minimization, batch complexity, and computational efficiency.

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Design a Win-Win Strategy That Is Fair to Both Service Providers and Tasks When Rejection Is Not an Option

Assigning tasks to service providers is a frequent procedure across various applications. Often the tasks arrive dynamically while the service providers remain static. Preventing task rejection caused by service provider overload is of utmost significance. To ensure a positive experience in relevant applications for both service providers and tasks, fairness must be considered. To address the issue, we model the problem as an online matching within a bipartite graph and tackle two minimax problems: one focuses on minimizing the highest waiting time of a task, while the other aims to minimize the highest workload of a service provider. We show that the second problem can be expressed as a linear program and thus solved efficiently while maintaining a reasonable approximation to the objective of the first problem. We developed novel methods that utilize the two minimax problems. We conducted extensive simulation experiments using real data and demonstrated that our novel heuristics, based on the linear program, performed remarkably well.

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