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Qinghua Liu

Publications and source records attributed to Qinghua Liu.

At least 37 records · Page 2Linked to original sources

Breaking the Curse of Multiagency: Provably Efficient Decentralized Multi-Agent RL with Function Approximation

A unique challenge in Multi-Agent Reinforcement Learning (MARL) is the curse of multiagency, where the description length of the game as well as the complexity of many existing learning algorithms scale exponentially with the number of agents. While recent works successfully address this challenge under the model of tabular Markov Games, their mechanisms critically rely on the number of states being finite and small, and do not extend to practical scenarios with enormous state spaces where function approximation must be used to approximate value functions or policies. This paper presents the first line of MARL algorithms that provably resolve the curse of multiagency under function approximation. We design a new decentralized algorithm -- V-Learning with Policy Replay, which gives the first polynomial sample complexity results for learning approximate Coarse Correlated Equilibria (CCEs) of Markov Games under decentralized linear function approximation. Our algorithm always outputs Markov CCEs, and achieves an optimal rate of $\widetilde{\mathcal{O}}(ε^{-2})$ for finding $ε$-optimal solutions. Also, when restricted to the tabular case, our result improves over the current best decentralized result $\widetilde{\mathcal{O}}(ε^{-3})$ for finding Markov CCEs. We further present an alternative algorithm -- Decentralized Optimistic Policy Mirror Descent, which finds policy-class-restricted CCEs using a polynomial number of samples. In exchange for learning a weaker version of CCEs, this algorithm applies to a wider range of problems under generic function approximation, such as linear quadratic games and MARL problems with low ''marginal'' Eluder dimension.

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Optimistic MLE -- A Generic Model-based Algorithm for Partially Observable Sequential Decision Making

This paper introduces a simple efficient learning algorithms for general sequential decision making. The algorithm combines Optimism for exploration with Maximum Likelihood Estimation for model estimation, which is thus named OMLE. We prove that OMLE learns the near-optimal policies of an enormously rich class of sequential decision making problems in a polynomial number of samples. This rich class includes not only a majority of known tractable model-based Reinforcement Learning (RL) problems (such as tabular MDPs, factored MDPs, low witness rank problems, tabular weakly-revealing/observable POMDPs and multi-step decodable POMDPs), but also many new challenging RL problems especially in the partially observable setting that were not previously known to be tractable. Notably, the new problems addressed by this paper include (1) observable POMDPs with continuous observation and function approximation, where we achieve the first sample complexity that is completely independent of the size of observation space; (2) well-conditioned low-rank sequential decision making problems (also known as Predictive State Representations (PSRs)), which include and generalize all known tractable POMDP examples under a more intrinsic representation; (3) general sequential decision making problems under SAIL condition, which unifies our existing understandings of model-based RL in both fully observable and partially observable settings. SAIL condition is identified by this paper, which can be viewed as a natural generalization of Bellman/witness rank to address partial observability. This paper also presents a reward-free variant of OMLE algorithm, which learns approximate dynamic models that enable the computation of near-optimal policies for all reward functions simultaneously.

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Sample-Efficient Reinforcement Learning of Partially Observable Markov Games

This paper considers the challenging tasks of Multi-Agent Reinforcement Learning (MARL) under partial observability, where each agent only sees her own individual observations and actions that reveal incomplete information about the underlying state of system. This paper studies these tasks under the general model of multiplayer general-sum Partially Observable Markov Games (POMGs), which is significantly larger than the standard model of Imperfect Information Extensive-Form Games (IIEFGs). We identify a rich subclass of POMGs -- weakly revealing POMGs -- in which sample-efficient learning is tractable. In the self-play setting, we prove that a simple algorithm combining optimism and Maximum Likelihood Estimation (MLE) is sufficient to find approximate Nash equilibria, correlated equilibria, as well as coarse correlated equilibria of weakly revealing POMGs, in a polynomial number of samples when the number of agents is small. In the setting of playing against adversarial opponents, we show that a variant of our optimistic MLE algorithm is capable of achieving sublinear regret when being compared against the optimal maximin policies. To our best knowledge, this work provides the first line of sample-efficient results for learning POMGs.

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LiMuSE: Lightweight Multi-modal Speaker Extraction

Multi-modal cues, including spatial information, facial expression and voiceprint, are introduced to the speech separation and speaker extraction tasks to serve as complementary information to achieve better performance. However, the introduction of these cues brings about an increasing number of parameters and model complexity, which makes it harder to deploy these models on resource-constrained devices. In this paper, we alleviate the aforementioned problem by proposing a Lightweight Multi-modal framework for Speaker Extraction (LiMuSE). We propose to use GC-equipped TCN, which incorporates Group Communication (GC) and Temporal Convolutional Network (TCN) in the Context Codec module, the audio block and the fusion block. The experiments on the MC_GRID dataset demonstrate that LiMuSE achieves on par or better performance with a much smaller number of parameters and less model complexity. We further investigate the impacts of the quantization of LiMuSE. Our code and dataset are provided.

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Dive into Big Model Training

The increasing scale of model size and continuous improvement of performance herald the arrival of the Big Model era. In this report, we explore what and how the big model training works by diving into training objectives and training methodologies. Specifically,training objectives describe how to leverage web-scale data to develop extremely capable and incredibly large models based on self-supervised learning, and training methodologies which are based on distributed training describe how to make big model training a reality. We summarize the existing training methodologies into three main categories: training parallelism, memory-saving technologies, and model sparsity design. Training parallelism can be categorized into data, pipeline, and tensor parallelism according to the dimension of parallelism that takes place. Memory-saving technologies are orthogonal and complementary to training parallelism. And model sparsity design further scales up the model size with a constant computational cost. A continuously updated paper list of big model training is provided at https://github.com/qhliu26/BM-Training.

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Policy Optimization for Markov Games: Unified Framework and Faster Convergence

This paper studies policy optimization algorithms for multi-agent reinforcement learning. We begin by proposing an algorithm framework for two-player zero-sum Markov Games in the full-information setting, where each iteration consists of a policy update step at each state using a certain matrix game algorithm, and a value update step with a certain learning rate. This framework unifies many existing and new policy optimization algorithms. We show that the state-wise average policy of this algorithm converges to an approximate Nash equilibrium (NE) of the game, as long as the matrix game algorithms achieve low weighted regret at each state, with respect to weights determined by the speed of the value updates. Next, we show that this framework instantiated with the Optimistic Follow-The-Regularized-Leader (OFTRL) algorithm at each state (and smooth value updates) can find an $\mathcal{\widetilde{O}}(T^{-5/6})$ approximate NE in $T$ iterations, and a similar algorithm with slightly modified value update rule achieves a faster $\mathcal{\widetilde{O}}(T^{-1})$ convergence rate. These improve over the current best $\mathcal{\widetilde{O}}(T^{-1/2})$ rate of symmetric policy optimization type algorithms. We also extend this algorithm to multi-player general-sum Markov Games and show an $\mathcal{\widetilde{O}}(T^{-3/4})$ convergence rate to Coarse Correlated Equilibria (CCE). Finally, we provide a numerical example to verify our theory and investigate the importance of smooth value updates, and find that using "eager" value updates instead (equivalent to the independent natural policy gradient algorithm) may significantly slow down the convergence, even on a simple game with $H=2$ layers.

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Learning Markov Games with Adversarial Opponents: Efficient Algorithms and Fundamental Limits

An ideal strategy in zero-sum games should not only grant the player an average reward no less than the value of Nash equilibrium, but also exploit the (adaptive) opponents when they are suboptimal. While most existing works in Markov games focus exclusively on the former objective, it remains open whether we can achieve both objectives simultaneously. To address this problem, this work studies no-regret learning in Markov games with adversarial opponents when competing against the best fixed policy in hindsight. Along this direction, we present a new complete set of positive and negative results: When the policies of the opponents are revealed at the end of each episode, we propose new efficient algorithms achieving $\sqrt{K}$-regret bounds when either (1) the baseline policy class is small or (2) the opponent's policy class is small. This is complemented with an exponential lower bound when neither conditions are true. When the policies of the opponents are not revealed, we prove a statistical hardness result even in the most favorable scenario when both above conditions are true. Our hardness result is much stronger than the existing hardness results which either only involve computational hardness, or require further restrictions on the algorithms.

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Pseudo-Mallows for Efficient Probabilistic Preference Learning

We propose the Pseudo-Mallows distribution over the set of all permutations of $n$ items, to approximate the posterior distribution with a Mallows likelihood. The Mallows model has been proven to be useful for recommender systems where it can be used to learn personal preferences from highly incomplete data provided by the users. Inference based on MCMC is however slow, preventing its use in real time applications. The Pseudo-Mallows distribution is a product of univariate discrete Mallows-like distributions, constrained to remain in the space of permutations. The quality of the approximation depends on the order of the $n$ items used to determine the factorization sequence. In a variational setting, we optimise the variational order parameter by minimising a marginalized KL-divergence. We propose an approximate algorithm for this discrete optimization, and conjecture a certain form of the optimal variational order that depends on the data. Empirical evidence and some theory support our conjecture. Sampling from the Pseudo-Mallows distribution allows fast preference learning, compared to alternative MCMC based options, when the data exists in form of partial rankings of the items or of clicking on some items. Through simulations and a real life data case study, we demonstrate that the Pseudo-Mallows model learns personal preferences very well and makes recommendations much more efficiently, while maintaining similar accuracy compared to the exact Bayesian Mallows model.

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When Is Partially Observable Reinforcement Learning Not Scary?

Applications of Reinforcement Learning (RL), in which agents learn to make a sequence of decisions despite lacking complete information about the latent states of the controlled system, that is, they act under partial observability of the states, are ubiquitous. Partially observable RL can be notoriously difficult -- well-known information-theoretic results show that learning partially observable Markov decision processes (POMDPs) requires an exponential number of samples in the worst case. Yet, this does not rule out the existence of large subclasses of POMDPs over which learning is tractable. In this paper we identify such a subclass, which we call weakly revealing POMDPs. This family rules out the pathological instances of POMDPs where observations are uninformative to a degree that makes learning hard. We prove that for weakly revealing POMDPs, a simple algorithm combining optimism and Maximum Likelihood Estimation (MLE) is sufficient to guarantee polynomial sample complexity. To the best of our knowledge, this is the first provably sample-efficient result for learning from interactions in overcomplete POMDPs, where the number of latent states can be larger than the number of observations.

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V-Learning -- A Simple, Efficient, Decentralized Algorithm for Multiagent RL

A major challenge of multiagent reinforcement learning (MARL) is the curse of multiagents, where the size of the joint action space scales exponentially with the number of agents. This remains to be a bottleneck for designing efficient MARL algorithms even in a basic scenario with finitely many states and actions. This paper resolves this challenge for the model of episodic Markov games. We design a new class of fully decentralized algorithms -- V-learning, which provably learns Nash equilibria (in the two-player zero-sum setting), correlated equilibria and coarse correlated equilibria (in the multiplayer general-sum setting) in a number of samples that only scales with $\max_{i\in[m]} A_i$, where $A_i$ is the number of actions for the $i^{\rm th}$ player. This is in sharp contrast to the size of the joint action space which is $\prod_{i=1}^m A_i$. V-learning (in its basic form) is a new class of single-agent RL algorithms that convert any adversarial bandit algorithm with suitable regret guarantees into a RL algorithm. Similar to the classical Q-learning algorithm, it performs incremental updates to the value functions. Different from Q-learning, it only maintains the estimates of V-values instead of Q-values. This key difference allows V-learning to achieve the claimed guarantees in the MARL setting by simply letting all agents run V-learning independently.

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The Power of Exploiter: Provable Multi-Agent RL in Large State Spaces

Modern reinforcement learning (RL) commonly engages practical problems with large state spaces, where function approximation must be deployed to approximate either the value function or the policy. While recent progresses in RL theory address a rich set of RL problems with general function approximation, such successes are mostly restricted to the single-agent setting. It remains elusive how to extend these results to multi-agent RL, especially due to the new challenges arising from its game-theoretical nature. This paper considers two-player zero-sum Markov Games (MGs). We propose a new algorithm that can provably find the Nash equilibrium policy using a polynomial number of samples, for any MG with low multi-agent Bellman-Eluder dimension -- a new complexity measure adapted from its single-agent version (Jin et al., 2021). A key component of our new algorithm is the exploiter, which facilitates the learning of the main player by deliberately exploiting her weakness. Our theoretical framework is generic, which applies to a wide range of models including but not limited to tabular MGs, MGs with linear or kernel function approximation, and MGs with rich observations.

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Bellman Eluder Dimension: New Rich Classes of RL Problems, and Sample-Efficient Algorithms

Finding the minimal structural assumptions that empower sample-efficient learning is one of the most important research directions in Reinforcement Learning (RL). This paper advances our understanding of this fundamental question by introducing a new complexity measure -- Bellman Eluder (BE) dimension. We show that the family of RL problems of low BE dimension is remarkably rich, which subsumes a vast majority of existing tractable RL problems including but not limited to tabular MDPs, linear MDPs, reactive POMDPs, low Bellman rank problems as well as low Eluder dimension problems. This paper further designs a new optimization-based algorithm -- GOLF, and reanalyzes a hypothesis elimination-based algorithm -- OLIVE (proposed in Jiang et al., 2017). We prove that both algorithms learn the near-optimal policies of low BE dimension problems in a number of samples that is polynomial in all relevant parameters, but independent of the size of state-action space. Our regret and sample complexity results match or improve the best existing results for several well-known subclasses of low BE dimension problems.

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A Sharp Analysis of Model-based Reinforcement Learning with Self-Play

Model-based algorithms -- algorithms that explore the environment through building and utilizing an estimated model -- are widely used in reinforcement learning practice and theoretically shown to achieve optimal sample efficiency for single-agent reinforcement learning in Markov Decision Processes (MDPs). However, for multi-agent reinforcement learning in Markov games, the current best known sample complexity for model-based algorithms is rather suboptimal and compares unfavorably against recent model-free approaches. In this paper, we present a sharp analysis of model-based self-play algorithms for multi-agent Markov games. We design an algorithm -- Optimistic Nash Value Iteration (Nash-VI) for two-player zero-sum Markov games that is able to output an $ε$-approximate Nash policy in $\tilde{\mathcal{O}}(H^3SAB/ε^2)$ episodes of game playing, where $S$ is the number of states, $A,B$ are the number of actions for the two players respectively, and $H$ is the horizon length. This significantly improves over the best known model-based guarantee of $\tilde{\mathcal{O}}(H^4S^2AB/ε^2)$, and is the first that matches the information-theoretic lower bound $Ω(H^3S(A+B)/ε^2)$ except for a $\min\{A,B\}$ factor. In addition, our guarantee compares favorably against the best known model-free algorithm if $\min \{A,B\}=o(H^3)$, and outputs a single Markov policy while existing sample-efficient model-free algorithms output a nested mixture of Markov policies that is in general non-Markov and rather inconvenient to store and execute. We further adapt our analysis to designing a provably efficient task-agnostic algorithm for zero-sum Markov games, and designing the first line of provably sample-efficient algorithms for multi-player general-sum Markov games.

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A Tight Lower Bound for Uniformly Stable Algorithms

Leveraging algorithmic stability to derive sharp generalization bounds is a classic and powerful approach in learning theory. Since Vapnik and Chervonenkis [1974] first formalized the idea for analyzing SVMs, it has been utilized to study many fundamental learning algorithms (e.g., $k$-nearest neighbors [Rogers and Wagner, 1978], stochastic gradient method [Hardt et al., 2016], linear regression [Maurer, 2017], etc). In a recent line of great works by Feldman and Vondrak [2018, 2019] as well as Bousquet et al. [2020b], they prove a high probability generalization upper bound of order $\tilde{\mathcal{O}}(γ+\frac{L}{\sqrt{n}})$ for any uniformly $γ$-stable algorithm and $L$-bounded loss function. Although much progress was achieved in proving generalization upper bounds for stable algorithms, our knowledge of lower bounds is rather limited. In fact, there is no nontrivial lower bound known ever since the study of uniform stability [Bousquet and Elisseeff, 2002], to the best of our knowledge. In this paper we fill the gap by proving a tight generalization lower bound of order $Ω(γ+\frac{L}{\sqrt{n}})$, which matches the best known upper bound up to logarithmic factors

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Sample-Efficient Reinforcement Learning of Undercomplete POMDPs

Partial observability is a common challenge in many reinforcement learning applications, which requires an agent to maintain memory, infer latent states, and integrate this past information into exploration. This challenge leads to a number of computational and statistical hardness results for learning general Partially Observable Markov Decision Processes (POMDPs). This work shows that these hardness barriers do not preclude efficient reinforcement learning for rich and interesting subclasses of POMDPs. In particular, we present a sample-efficient algorithm, OOM-UCB, for episodic finite undercomplete POMDPs, where the number of observations is larger than the number of latent states and where exploration is essential for learning, thus distinguishing our results from prior works. OOM-UCB achieves an optimal sample complexity of $\tilde{\mathcal{O}}(1/\varepsilon^2)$ for finding an $\varepsilon$-optimal policy, along with being polynomial in all other relevant quantities. As an interesting special case, we also provide a computationally and statistically efficient algorithm for POMDPs with deterministic state transitions.

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Tackling the Objective Inconsistency Problem in Heterogeneous Federated Optimization

In federated optimization, heterogeneity in the clients' local datasets and computation speeds results in large variations in the number of local updates performed by each client in each communication round. Naive weighted aggregation of such models causes objective inconsistency, that is, the global model converges to a stationary point of a mismatched objective function which can be arbitrarily different from the true objective. This paper provides a general framework to analyze the convergence of federated heterogeneous optimization algorithms. It subsumes previously proposed methods such as FedAvg and FedProx and provides the first principled understanding of the solution bias and the convergence slowdown due to objective inconsistency. Using insights from this analysis, we propose FedNova, a normalized averaging method that eliminates objective inconsistency while preserving fast error convergence.

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Ring Polymer Molecular Dynamics in Gas-Surface Reactions: Inclusion of Quantum Effects Made Simple

Accurately modeling gas-surface collision dynamics presents a great challenge for theory, especially in the low energy (or temperature) regime where quantum effects are important. Here, a path integral based non-equilibrium ring polymer molecular dynamics (NE-RPMD) approach is adapted to calculate dissociative initial sticking probabilities (S0) of H2 on Cu(111) and D2O on Ni(111), revealing distinct quantum nature in the two benchmark surface reactions. NE-RPMD successfully captures quantum tunneling in H2 dissociation at very low energies, where the quasi-classical trajectory (QCT) method suddenly fails. Additionally, QCT substantially overestimates S0 of D2O due to severe zero point energy (ZPE) leakage, even at collision energies higher than the ZPE-corrected barrier. Immune to such a problem, NE-RPMD predicts S0 values of D2O in much improved agreement with the benchmark results obtained by the accurate but expensive quantum wavepacket method. Our results suggest NE-RPMD as a promising approach to model quantum effects in gas-surface reactions.

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Diverse personalized recommendations with uncertainty from implicit preference data with the Bayesian Mallows Model

Clicking data, which exists in abundance and contains objective user preference information, is widely used to produce personalized recommendations in web-based applications. Current popular recommendation algorithms, typically based on matrix factorizations, often have high accuracy and achieve good clickthrough rates. However, diversity of the recommended items, which can greatly enhance user experiences, is often overlooked. Moreover, most algorithms do not produce interpretable uncertainty quantifications of the recommendations. In this work, we propose the Bayesian Mallows for Clicking Data (BMCD) method, which augments clicking data into compatible full ranking vectors by enforcing all the clicked items to be top-ranked. User preferences are learned using a Mallows ranking model. Bayesian inference leads to interpretable uncertainties of each individual recommendation, and we also propose a method to make personalized recommendations based on such uncertainties. With a simulation study and a real life data example, we demonstrate that compared to state-of-the-art matrix factorization, BMCD makes personalized recommendations with similar accuracy, while achieving much higher level of diversity, and producing interpretable and actionable uncertainty estimation.

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