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Simon S. Du

Publications and source records attributed to Simon S. Du.

At least 73 records · Page 4Linked to original sources

When is Offline Two-Player Zero-Sum Markov Game Solvable?

We study what dataset assumption permits solving offline two-player zero-sum Markov games. In stark contrast to the offline single-agent Markov decision process, we show that the single strategy concentration assumption is insufficient for learning the Nash equilibrium (NE) strategy in offline two-player zero-sum Markov games. On the other hand, we propose a new assumption named unilateral concentration and design a pessimism-type algorithm that is provably efficient under this assumption. In addition, we show that the unilateral concentration assumption is necessary for learning an NE strategy. Furthermore, our algorithm can achieve minimax sample complexity without any modification for two widely studied settings: dataset with uniform concentration assumption and turn-based Markov games. Our work serves as an important initial step towards understanding offline multi-agent reinforcement learning.

cs.LG↗

Provably Efficient Offline Multi-agent Reinforcement Learning via Strategy-wise Bonus

This paper considers offline multi-agent reinforcement learning. We propose the strategy-wise concentration principle which directly builds a confidence interval for the joint strategy, in contrast to the point-wise concentration principle that builds a confidence interval for each point in the joint action space. For two-player zero-sum Markov games, by exploiting the convexity of the strategy-wise bonus, we propose a computationally efficient algorithm whose sample complexity enjoys a better dependency on the number of actions than the prior methods based on the point-wise bonus. Furthermore, for offline multi-agent general-sum Markov games, based on the strategy-wise bonus and a novel surrogate function, we give the first algorithm whose sample complexity only scales $\sum_{i=1}^mA_i$ where $A_i$ is the action size of the $i$-th player and $m$ is the number of players. In sharp contrast, the sample complexity of methods based on the point-wise bonus would scale with the size of the joint action space $Π_{i=1}^m A_i$ due to the curse of multiagents. Lastly, all of our algorithms can naturally take a pre-specified strategy class $Π$ as input and output a strategy that is close to the best strategy in $Π$. In this setting, the sample complexity only scales with $\log |Π|$ instead of $\sum_{i=1}^mA_i$.

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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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Faster Last-iterate Convergence of Policy Optimization in Zero-Sum Markov Games

Multi-Agent Reinforcement Learning (MARL) -- where multiple agents learn to interact in a shared dynamic environment -- permeates across a wide range of critical applications. While there has been substantial progress on understanding the global convergence of policy optimization methods in single-agent RL, designing and analysis of efficient policy optimization algorithms in the MARL setting present significant challenges, which unfortunately, remain highly inadequately addressed by existing theory. In this paper, we focus on the most basic setting of competitive multi-agent RL, namely two-player zero-sum Markov games, and study equilibrium finding algorithms in both the infinite-horizon discounted setting and the finite-horizon episodic setting. We propose a single-loop policy optimization method with symmetric updates from both agents, where the policy is updated via the entropy-regularized optimistic multiplicative weights update (OMWU) method and the value is updated on a slower timescale. We show that, in the full-information tabular setting, the proposed method achieves a finite-time last-iterate linear convergence to the quantal response equilibrium of the regularized problem, which translates to a sublinear last-iterate convergence to the Nash equilibrium by controlling the amount of regularization. Our convergence results improve upon the best known iteration complexities, and lead to a better understanding of policy optimization in competitive Markov games.

cs.GT↗

Towards Demystifying Representation Learning with Non-contrastive Self-supervision

Non-contrastive methods of self-supervised learning (such as BYOL and SimSiam) learn representations by minimizing the distance between two views of the same image. These approaches have achieved remarkable performance in practice, but the theoretical understanding lags behind. Tian et al. 2021 explained why the representation does not collapse to zero, however, how the feature is learned still remains mysterious. In our work, we prove in a linear network, non-contrastive methods learn a desirable projection matrix and also reduce the sample complexity on downstream tasks. Our analysis suggests that weight decay acts as an implicit threshold that discards the features with high variance under data augmentations, and keeps the features with low variance. Inspired by our theory, we design a simpler and more computationally efficient algorithm DirectCopy by removing the eigen-decomposition step in the original DirectPred algorithm in Tian et al. 2021. Our experiments show that DirectCopy rivals or even outperforms DirectPred on STL-10, CIFAR-10, CIFAR-100, and ImageNet.

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Optimal Extragradient-Based Bilinearly-Coupled Saddle-Point Optimization

We consider the smooth convex-concave bilinearly-coupled saddle-point problem, $\min_{\mathbf{x}}\max_{\mathbf{y}}~F(\mathbf{x}) + H(\mathbf{x},\mathbf{y}) - G(\mathbf{y})$, where one has access to stochastic first-order oracles for $F$, $G$ as well as the bilinear coupling function $H$. Building upon standard stochastic extragradient analysis for variational inequalities, we present a stochastic \emph{accelerated gradient-extragradient (AG-EG)} descent-ascent algorithm that combines extragradient and Nesterov's acceleration in general stochastic settings. This algorithm leverages scheduled restarting to admit a fine-grained nonasymptotic convergence rate that matches known lower bounds by both \citet{ibrahim2020linear} and \citet{zhang2021lower} in their corresponding settings, plus an additional statistical error term for bounded stochastic noise that is optimal up to a constant prefactor. This is the first result that achieves such a relatively mature characterization of optimality in saddle-point optimization.

math.OC↗

On Gap-dependent Bounds for Offline Reinforcement Learning

This paper presents a systematic study on gap-dependent sample complexity in offline reinforcement learning. Prior work showed when the density ratio between an optimal policy and the behavior policy is upper bounded (the optimal policy coverage assumption), then the agent can achieve an $O\left(\frac{1}{ε^2}\right)$ rate, which is also minimax optimal. We show under the optimal policy coverage assumption, the rate can be improved to $O\left(\frac{1}ε\right)$ when there is a positive sub-optimality gap in the optimal $Q$-function. Furthermore, we show when the visitation probabilities of the behavior policy are uniformly lower bounded for states where an optimal policy's visitation probabilities are positive (the uniform optimal policy coverage assumption), the sample complexity of identifying an optimal policy is independent of $\frac{1}ε$. Lastly, we present nearly-matching lower bounds to complement our gap-dependent upper bounds.

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Reward-Free RL is No Harder Than Reward-Aware RL in Linear Markov Decision Processes

Reward-free reinforcement learning (RL) considers the setting where the agent does not have access to a reward function during exploration, but must propose a near-optimal policy for an arbitrary reward function revealed only after exploring. In the the tabular setting, it is well known that this is a more difficult problem than reward-aware (PAC) RL -- where the agent has access to the reward function during exploration -- with optimal sample complexities in the two settings differing by a factor of $|\mathcal{S}|$, the size of the state space. We show that this separation does not exist in the setting of linear MDPs. We first develop a computationally efficient algorithm for reward-free RL in a $d$-dimensional linear MDP with sample complexity scaling as $\widetilde{\mathcal{O}}(d^2 H^5/ε^2)$. We then show a lower bound with matching dimension-dependence of $Ω(d^2 H^2/ε^2)$, which holds for the reward-aware RL setting. To our knowledge, our approach is the first computationally efficient algorithm to achieve optimal $d$ dependence in linear MDPs, even in the single-reward PAC setting. Our algorithm relies on a novel procedure which efficiently traverses a linear MDP, collecting samples in any given ``feature direction'', and enjoys a sample complexity scaling optimally in the (linear MDP equivalent of the) maximal state visitation probability. We show that this exploration procedure can also be applied to solve the problem of obtaining ``well-conditioned'' covariates in linear MDPs.

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Horizon-Free Reinforcement Learning in Polynomial Time: the Power of Stationary Policies

This paper gives the first polynomial-time algorithm for tabular Markov Decision Processes (MDP) that enjoys a regret bound \emph{independent on the planning horizon}. Specifically, we consider tabular MDP with $S$ states, $A$ actions, a planning horizon $H$, total reward bounded by $1$, and the agent plays for $K$ episodes. We design an algorithm that achieves an $O\left(\mathrm{poly}(S,A,\log K)\sqrt{K}\right)$ regret in contrast to existing bounds which either has an additional $\mathrm{polylog}(H)$ dependency~\citep{zhang2020reinforcement} or has an exponential dependency on $S$~\citep{li2021settling}. Our result relies on a sequence of new structural lemmas establishing the approximation power, stability, and concentration property of stationary policies, which can have applications in other problems related to Markov chains.

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Nearly Minimax Algorithms for Linear Bandits with Shared Representation

We give novel algorithms for multi-task and lifelong linear bandits with shared representation. Specifically, we consider the setting where we play $M$ linear bandits with dimension $d$, each for $T$ rounds, and these $M$ bandit tasks share a common $k(\ll d)$ dimensional linear representation. For both the multi-task setting where we play the tasks concurrently, and the lifelong setting where we play tasks sequentially, we come up with novel algorithms that achieve $\widetilde{O}\left(d\sqrt{kMT} + kM\sqrt{T}\right)$ regret bounds, which matches the known minimax regret lower bound up to logarithmic factors and closes the gap in existing results [Yang et al., 2021]. Our main technique include a more efficient estimator for the low-rank linear feature extractor and an accompanied novel analysis for this estimator.

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A Reduction-Based Framework for Conservative Bandits and Reinforcement Learning

In this paper, we present a reduction-based framework for conservative bandits and RL, in which our core technique is to calculate the necessary and sufficient budget obtained from running the baseline policy. For lower bounds, we improve the existing lower bound for conservative multi-armed bandits and obtain new lower bounds for conservative linear bandits, tabular RL and low-rank MDP, through a black-box reduction that turns a certain lower bound in the nonconservative setting into a new lower bound in the conservative setting. For upper bounds, in multi-armed bandits, linear bandits and tabular RL, our new upper bounds tighten or match existing ones with significantly simpler analyses. We also obtain a new upper bound for conservative low-rank MDP.

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Provably Efficient Policy Optimization for Two-Player Zero-Sum Markov Games

Policy-based methods with function approximation are widely used for solving two-player zero-sum games with large state and/or action spaces. However, it remains elusive how to obtain optimization and statistical guarantees for such algorithms. We present a new policy optimization algorithm with function approximation and prove that under standard regularity conditions on the Markov game and the function approximation class, our algorithm finds a near-optimal policy within a polynomial number of samples and iterations. To our knowledge, this is the first provably efficient policy optimization algorithm with function approximation that solves two-player zero-sum Markov games.

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Nearly Horizon-Free Offline Reinforcement Learning

We revisit offline reinforcement learning on episodic time-homogeneous Markov Decision Processes (MDP). For tabular MDP with $S$ states and $A$ actions, or linear MDP with anchor points and feature dimension $d$, given the collected $K$ episodes data with minimum visiting probability of (anchor) state-action pairs $d_m$, we obtain nearly horizon $H$-free sample complexity bounds for offline reinforcement learning when the total reward is upper bounded by $1$. Specifically: 1. For offline policy evaluation, we obtain an $\tilde{O}\left(\sqrt{\frac{1}{Kd_m}} \right)$ error bound for the plug-in estimator, which matches the lower bound up to logarithmic factors and does not have additional dependency on $\mathrm{poly}\left(H, S, A, d\right)$ in higher-order term. 2.For offline policy optimization, we obtain an $\tilde{O}\left(\sqrt{\frac{1}{Kd_m}} + \frac{\min(S, d)}{Kd_m}\right)$ sub-optimality gap for the empirical optimal policy, which approaches the lower bound up to logarithmic factors and a high-order term, improving upon the best known result by \cite{cui2020plug} that has additional $\mathrm{poly}\left(H, S, d\right)$ factors in the main term. To the best of our knowledge, these are the \emph{first} set of nearly horizon-free bounds for episodic time-homogeneous offline tabular MDP and linear MDP with anchor points. Central to our analysis is a simple yet effective recursion based method to bound a "total variance" term in the offline scenarios, which could be of individual interest.

stat.ML↗

TransFollower: Long-Sequence Car-Following Trajectory Prediction through Transformer

Car-following refers to a control process in which the following vehicle (FV) tries to keep a safe distance between itself and the lead vehicle (LV) by adjusting its acceleration in response to the actions of the vehicle ahead. The corresponding car-following models, which describe how one vehicle follows another vehicle in the traffic flow, form the cornerstone for microscopic traffic simulation and intelligent vehicle development. One major motivation of car-following models is to replicate human drivers' longitudinal driving trajectories. To model the long-term dependency of future actions on historical driving situations, we developed a long-sequence car-following trajectory prediction model based on the attention-based Transformer model. The model follows a general format of encoder-decoder architecture. The encoder takes historical speed and spacing data as inputs and forms a mixed representation of historical driving context using multi-head self-attention. The decoder takes the future LV speed profile as input and outputs the predicted future FV speed profile in a generative way (instead of an auto-regressive way, avoiding compounding errors). Through cross-attention between encoder and decoder, the decoder learns to build a connection between historical driving and future LV speed, based on which a prediction of future FV speed can be obtained. We train and test our model with 112,597 real-world car-following events extracted from the Shanghai Naturalistic Driving Study (SH-NDS). Results show that the model outperforms the traditional intelligent driver model (IDM), a fully connected neural network model, and a long short-term memory (LSTM) based model in terms of long-sequence trajectory prediction accuracy. We also visualized the self-attention and cross-attention heatmaps to explain how the model derives its predictions.

cs.AI↗

Active Multi-Task Representation Learning

To leverage the power of big data from source tasks and overcome the scarcity of the target task samples, representation learning based on multi-task pretraining has become a standard approach in many applications. However, up until now, choosing which source tasks to include in the multi-task learning has been more art than science. In this paper, we give the first formal study on resource task sampling by leveraging the techniques from active learning. We propose an algorithm that iteratively estimates the relevance of each source task to the target task and samples from each source task based on the estimated relevance. Theoretically, we show that for the linear representation class, to achieve the same error rate, our algorithm can save up to a \textit{number of source tasks} factor in the source task sample complexity, compared with the naive uniform sampling from all source tasks. We also provide experiments on real-world computer vision datasets to illustrate the effectiveness of our proposed method on both linear and convolutional neural network representation classes. We believe our paper serves as an important initial step to bring techniques from active learning to representation learning.

cs.LG↗

Stochastic Shortest Path: Minimax, Parameter-Free and Towards Horizon-Free Regret

We study the problem of learning in the stochastic shortest path (SSP) setting, where an agent seeks to minimize the expected cost accumulated before reaching a goal state. We design a novel model-based algorithm EB-SSP that carefully skews the empirical transitions and perturbs the empirical costs with an exploration bonus to induce an optimistic SSP problem whose associated value iteration scheme is guaranteed to converge. We prove that EB-SSP achieves the minimax regret rate $\tilde{O}(B_{\star} \sqrt{S A K})$, where $K$ is the number of episodes, $S$ is the number of states, $A$ is the number of actions, and $B_{\star}$ bounds the expected cumulative cost of the optimal policy from any state, thus closing the gap with the lower bound. Interestingly, EB-SSP obtains this result while being parameter-free, i.e., it does not require any prior knowledge of $B_{\star}$, nor of $T_{\star}$, which bounds the expected time-to-goal of the optimal policy from any state. Furthermore, we illustrate various cases (e.g., positive costs, or general costs when an order-accurate estimate of $T_{\star}$ is available) where the regret only contains a logarithmic dependence on $T_{\star}$, thus yielding the first (nearly) horizon-free regret bound beyond the finite-horizon MDP setting.

cs.LG↗

Improved Variance-Aware Confidence Sets for Linear Bandits and Linear Mixture MDP

This paper presents new \emph{variance-aware} confidence sets for linear bandits and linear mixture Markov Decision Processes (MDPs). With the new confidence sets, we obtain the follow regret bounds: For linear bandits, we obtain an $\tilde{O}(poly(d)\sqrt{1 + \sum_{k=1}^{K}σ_k^2})$ data-dependent regret bound, where $d$ is the feature dimension, $K$ is the number of rounds, and $σ_k^2$ is the \emph{unknown} variance of the reward at the $k$-th round. This is the first regret bound that only scales with the variance and the dimension but \emph{no explicit polynomial dependency on $K$}. When variances are small, this bound can be significantly smaller than the $\tildeΘ\left(d\sqrt{K}\right)$ worst-case regret bound. For linear mixture MDPs, we obtain an $\tilde{O}(poly(d, \log H)\sqrt{K})$ regret bound, where $d$ is the number of base models, $K$ is the number of episodes, and $H$ is the planning horizon. This is the first regret bound that only scales \emph{logarithmically} with $H$ in the reinforcement learning with linear function approximation setting, thus \emph{exponentially improving} existing results, and resolving an open problem in \citep{zhou2020nearly}. We develop three technical ideas that may be of independent interest: 1) applications of the peeling technique to both the input norm and the variance magnitude, 2) a recursion-based estimator for the variance, and 3) a new convex potential lemma that generalizes the seminal elliptical potential lemma.

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Provably efficient RL with Rich Observations via Latent State Decoding

We study the exploration problem in episodic MDPs with rich observations generated from a small number of latent states. Under certain identifiability assumptions, we demonstrate how to estimate a mapping from the observations to latent states inductively through a sequence of regression and clustering steps -- where previously decoded latent states provide labels for later regression problems -- and use it to construct good exploration policies. We provide finite-sample guarantees on the quality of the learned state decoding function and exploration policies, and complement our theory with an empirical evaluation on a class of hard exploration problems. Our method exponentially improves over $Q$-learning with naïve exploration, even when $Q$-learning has cheating access to latent states.

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