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Tengyang Xie

Publications and source records attributed to Tengyang Xie.

34 records · Page 2Linked to original sources

Adversarial Model for Offline Reinforcement Learning

We propose a novel model-based offline Reinforcement Learning (RL) framework, called Adversarial Model for Offline Reinforcement Learning (ARMOR), which can robustly learn policies to improve upon an arbitrary reference policy regardless of data coverage. ARMOR is designed to optimize policies for the worst-case performance relative to the reference policy through adversarially training a Markov decision process model. In theory, we prove that ARMOR, with a well-tuned hyperparameter, can compete with the best policy within data coverage when the reference policy is supported by the data. At the same time, ARMOR is robust to hyperparameter choices: the policy learned by ARMOR, with "any" admissible hyperparameter, would never degrade the performance of the reference policy, even when the reference policy is not covered by the dataset. To validate these properties in practice, we design a scalable implementation of ARMOR, which by adversarial training, can optimize policies without using model ensembles in contrast to typical model-based methods. We show that ARMOR achieves competent performance with both state-of-the-art offline model-free and model-based RL algorithms and can robustly improve the reference policy over various hyperparameter choices.

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Bellman-consistent Pessimism for Offline Reinforcement Learning

The use of pessimism, when reasoning about datasets lacking exhaustive exploration has recently gained prominence in offline reinforcement learning. Despite the robustness it adds to the algorithm, overly pessimistic reasoning can be equally damaging in precluding the discovery of good policies, which is an issue for the popular bonus-based pessimism. In this paper, we introduce the notion of Bellman-consistent pessimism for general function approximation: instead of calculating a point-wise lower bound for the value function, we implement pessimism at the initial state over the set of functions consistent with the Bellman equations. Our theoretical guarantees only require Bellman closedness as standard in the exploratory setting, in which case bonus-based pessimism fails to provide guarantees. Even in the special case of linear function approximation where stronger expressivity assumptions hold, our result improves upon a recent bonus-based approach by $\mathcal{O}(d)$ in its sample complexity when the action space is finite. Remarkably, our algorithms automatically adapt to the best bias-variance tradeoff in the hindsight, whereas most prior approaches require tuning extra hyperparameters a priori.

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ARMOR: A Model-based Framework for Improving Arbitrary Baseline Policies with Offline Data

We propose a new model-based offline RL framework, called Adversarial Models for Offline Reinforcement Learning (ARMOR), which can robustly learn policies to improve upon an arbitrary baseline policy regardless of data coverage. Based on the concept of relative pessimism, ARMOR is designed to optimize for the worst-case relative performance when facing uncertainty. In theory, we prove that the learned policy of ARMOR never degrades the performance of the baseline policy with any admissible hyperparameter, and can learn to compete with the best policy within data coverage when the hyperparameter is well tuned, and the baseline policy is supported by the data. Such a robust policy improvement property makes ARMOR especially suitable for building real-world learning systems, because in practice ensuring no performance degradation is imperative before considering any benefit learning can bring.

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Interaction-Grounded Learning with Action-inclusive Feedback

Consider the problem setting of Interaction-Grounded Learning (IGL), in which a learner's goal is to optimally interact with the environment with no explicit reward to ground its policies. The agent observes a context vector, takes an action, and receives a feedback vector, using this information to effectively optimize a policy with respect to a latent reward function. Prior analyzed approaches fail when the feedback vector contains the action, which significantly limits IGL's success in many potential scenarios such as Brain-computer interface (BCI) or Human-computer interface (HCI) applications. We address this by creating an algorithm and analysis which allows IGL to work even when the feedback vector contains the action, encoded in any fashion. We provide theoretical guarantees and large-scale experiments based on supervised datasets to demonstrate the effectiveness of the new approach.

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The Role of Coverage in Online Reinforcement Learning

Coverage conditions -- which assert that the data logging distribution adequately covers the state space -- play a fundamental role in determining the sample complexity of offline reinforcement learning. While such conditions might seem irrelevant to online reinforcement learning at first glance, we establish a new connection by showing -- somewhat surprisingly -- that the mere existence of a data distribution with good coverage can enable sample-efficient online RL. Concretely, we show that coverability -- that is, existence of a data distribution that satisfies a ubiquitous coverage condition called concentrability -- can be viewed as a structural property of the underlying MDP, and can be exploited by standard algorithms for sample-efficient exploration, even when the agent does not know said distribution. We complement this result by proving that several weaker notions of coverage, despite being sufficient for offline RL, are insufficient for online RL. We also show that existing complexity measures for online RL, including Bellman rank and Bellman-Eluder dimension, fail to optimally capture coverability, and propose a new complexity measure, the sequential extrapolation coefficient, to provide a unification.

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Finite Sample Analysis of Minimax Offline Reinforcement Learning: Completeness, Fast Rates and First-Order Efficiency

We offer a theoretical characterization of off-policy evaluation (OPE) in reinforcement learning using function approximation for marginal importance weights and $q$-functions when these are estimated using recent minimax methods. Under various combinations of realizability and completeness assumptions, we show that the minimax approach enables us to achieve a fast rate of convergence for weights and quality functions, characterized by the critical inequality \citep{bartlett2005}. Based on this result, we analyze convergence rates for OPE. In particular, we introduce novel alternative completeness conditions under which OPE is feasible and we present the first finite-sample result with first-order efficiency in non-tabular environments, i.e., having the minimal coefficient in the leading term.

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Adversarially Trained Actor Critic for Offline Reinforcement Learning

We propose Adversarially Trained Actor Critic (ATAC), a new model-free algorithm for offline reinforcement learning (RL) under insufficient data coverage, based on the concept of relative pessimism. ATAC is designed as a two-player Stackelberg game: A policy actor competes against an adversarially trained value critic, who finds data-consistent scenarios where the actor is inferior to the data-collection behavior policy. We prove that, when the actor attains no regret in the two-player game, running ATAC produces a policy that provably 1) outperforms the behavior policy over a wide range of hyperparameters that control the degree of pessimism, and 2) competes with the best policy covered by data with appropriately chosen hyperparameters. Compared with existing works, notably our framework offers both theoretical guarantees for general function approximation and a deep RL implementation scalable to complex environments and large datasets. In the D4RL benchmark, ATAC consistently outperforms state-of-the-art offline RL algorithms on a range of continuous control tasks.

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Policy Finetuning: Bridging Sample-Efficient Offline and Online Reinforcement Learning

Recent theoretical work studies sample-efficient reinforcement learning (RL) extensively in two settings: learning interactively in the environment (online RL), or learning from an offline dataset (offline RL). However, existing algorithms and theories for learning near-optimal policies in these two settings are rather different and disconnected. Towards bridging this gap, this paper initiates the theoretical study of policy finetuning, that is, online RL where the learner has additional access to a "reference policy" $μ$ close to the optimal policy $π_\star$ in a certain sense. We consider the policy finetuning problem in episodic Markov Decision Processes (MDPs) with $S$ states, $A$ actions, and horizon length $H$. We first design a sharp offline reduction algorithm -- which simply executes $μ$ and runs offline policy optimization on the collected dataset -- that finds an $\varepsilon$ near-optimal policy within $\widetilde{O}(H^3SC^\star/\varepsilon^2)$ episodes, where $C^\star$ is the single-policy concentrability coefficient between $μ$ and $π_\star$. This offline result is the first that matches the sample complexity lower bound in this setting, and resolves a recent open question in offline RL. We then establish an $Ω(H^3S\min\{C^\star, A\}/\varepsilon^2)$ sample complexity lower bound for any policy finetuning algorithm, including those that can adaptively explore the environment. This implies that -- perhaps surprisingly -- the optimal policy finetuning algorithm is either offline reduction or a purely online RL algorithm that does not use $μ$. Finally, we design a new hybrid offline/online algorithm for policy finetuning that achieves better sample complexity than both vanilla offline reduction and purely online RL algorithms, in a relaxed setting where $μ$ only satisfies concentrability partially up to a certain time step.

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Interaction-Grounded Learning

Consider a prosthetic arm, learning to adapt to its user's control signals. We propose Interaction-Grounded Learning for this novel setting, in which a learner's goal is to interact with the environment with no grounding or explicit reward to optimize its policies. Such a problem evades common RL solutions which require an explicit reward. The learning agent observes a multidimensional context vector, takes an action, and then observes a multidimensional feedback vector. This multidimensional feedback vector has no explicit reward information. In order to succeed, the algorithm must learn how to evaluate the feedback vector to discover a latent reward signal, with which it can ground its policies without supervision. We show that in an Interaction-Grounded Learning setting, with certain natural assumptions, a learner can discover the latent reward and ground its policy for successful interaction. We provide theoretical guarantees and a proof-of-concept empirical evaluation to demonstrate the effectiveness of our proposed approach.

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Batch Value-function Approximation with Only Realizability

We make progress in a long-standing problem of batch reinforcement learning (RL): learning $Q^\star$ from an exploratory and polynomial-sized dataset, using a realizable and otherwise arbitrary function class. In fact, all existing algorithms demand function-approximation assumptions stronger than realizability, and the mounting negative evidence has led to a conjecture that sample-efficient learning is impossible in this setting (Chen and Jiang, 2019). Our algorithm, BVFT, breaks the hardness conjecture (albeit under a stronger notion of exploratory data) via a tournament procedure that reduces the learning problem to pairwise comparison, and solves the latter with the help of a state-action partition constructed from the compared functions. We also discuss how BVFT can be applied to model selection among other extensions and open problems.

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A Variant of the Wang-Foster-Kakade Lower Bound for the Discounted Setting

Recently, Wang et al. (2020) showed a highly intriguing hardness result for batch reinforcement learning (RL) with linearly realizable value function and good feature coverage in the finite-horizon case. In this note we show that once adapted to the discounted setting, the construction can be simplified to a 2-state MDP with 1-dimensional features, such that learning is impossible even with an infinite amount of data.

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Q* Approximation Schemes for Batch Reinforcement Learning: A Theoretical Comparison

We prove performance guarantees of two algorithms for approximating $Q^\star$ in batch reinforcement learning. Compared to classical iterative methods such as Fitted Q-Iteration---whose performance loss incurs quadratic dependence on horizon---these methods estimate (some forms of) the Bellman error and enjoy linear-in-horizon error propagation, a property established for the first time for algorithms that rely solely on batch data and output stationary policies. One of the algorithms uses a novel and explicit importance-weighting correction to overcome the infamous "double sampling" difficulty in Bellman error estimation, and does not use any squared losses. Our analyses reveal its distinct characteristics and potential advantages compared to classical algorithms.

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Towards Optimal Off-Policy Evaluation for Reinforcement Learning with Marginalized Importance Sampling

Motivated by the many real-world applications of reinforcement learning (RL) that require safe-policy iterations, we consider the problem of off-policy evaluation (OPE) -- the problem of evaluating a new policy using the historical data obtained by different behavior policies -- under the model of nonstationary episodic Markov Decision Processes (MDP) with a long horizon and a large action space. Existing importance sampling (IS) methods often suffer from large variance that depends exponentially on the RL horizon $H$. To solve this problem, we consider a marginalized importance sampling (MIS) estimator that recursively estimates the state marginal distribution for the target policy at every step. MIS achieves a mean-squared error of $$ \frac{1}{n} \sum\nolimits_{t=1}^H\mathbb{E}_μ\left[\frac{d_t^π(s_t)^2}{d_t^μ(s_t)^2} \mathrm{Var}_μ\left[\frac{π_t(a_t|s_t)}{μ_t(a_t|s_t)}\big( V_{t+1}^π(s_{t+1}) + r_t\big) \middle| s_t\right]\right] + \tilde{O}(n^{-1.5}) $$ where $μ$ and $π$ are the logging and target policies, $d_t^μ(s_t)$ and $d_t^π(s_t)$ are the marginal distribution of the state at $t$th step, $H$ is the horizon, $n$ is the sample size and $V_{t+1}^π$ is the value function of the MDP under $π$. The result matches the Cramer-Rao lower bound in \citet{jiang2016doubly} up to a multiplicative factor of $H$. To the best of our knowledge, this is the first OPE estimation error bound with a polynomial dependence on $H$. Besides theory, we show empirical superiority of our method in time-varying, partially observable, and long-horizon RL environments.

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Provably Efficient Q-Learning with Low Switching Cost

We take initial steps in studying PAC-MDP algorithms with limited adaptivity, that is, algorithms that change its exploration policy as infrequently as possible during regret minimization. This is motivated by the difficulty of running fully adaptive algorithms in real-world applications (such as medical domains), and we propose to quantify adaptivity using the notion of local switching cost. Our main contribution, Q-Learning with UCB2 exploration, is a model-free algorithm for H-step episodic MDP that achieves sublinear regret whose local switching cost in K episodes is $O(H^3SA\log K)$, and we provide a lower bound of $Ω(HSA)$ on the local switching cost for any no-regret algorithm. Our algorithm can be naturally adapted to the concurrent setting, which yields nontrivial results that improve upon prior work in certain aspects.

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Privacy Preserving Off-Policy Evaluation

Many reinforcement learning applications involve the use of data that is sensitive, such as medical records of patients or financial information. However, most current reinforcement learning methods can leak information contained within the (possibly sensitive) data on which they are trained. To address this problem, we present the first differentially private approach for off-policy evaluation. We provide a theoretical analysis of the privacy-preserving properties of our algorithm and analyze its utility (speed of convergence). After describing some results of this theoretical analysis, we show empirically that our method outperforms previous methods (which are restricted to the on-policy setting).

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A Block Coordinate Ascent Algorithm for Mean-Variance Optimization

Risk management in dynamic decision problems is a primary concern in many fields, including financial investment, autonomous driving, and healthcare. The mean-variance function is one of the most widely used objective functions in risk management due to its simplicity and interpretability. Existing algorithms for mean-variance optimization are based on multi-time-scale stochastic approximation, whose learning rate schedules are often hard to tune, and have only asymptotic convergence proof. In this paper, we develop a model-free policy search framework for mean-variance optimization with finite-sample error bound analysis (to local optima). Our starting point is a reformulation of the original mean-variance function with its Fenchel dual, from which we propose a stochastic block coordinate ascent policy search algorithm. Both the asymptotic convergence guarantee of the last iteration's solution and the convergence rate of the randomly picked solution are provided, and their applicability is demonstrated on several benchmark domains.

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