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Yuejie Chi

Publications and source records attributed to Yuejie Chi.

At least 91 records · Page 5Linked to original sources

Asynchronous Gradient Play in Zero-Sum Multi-agent Games

Finding equilibria via gradient play in competitive multi-agent games has been attracting a growing amount of attention in recent years, with emphasis on designing efficient strategies where the agents operate in a decentralized and symmetric manner with guaranteed convergence. While significant efforts have been made in understanding zero-sum two-player matrix games, the performance in zero-sum multi-agent games remains inadequately explored, especially in the presence of delayed feedbacks, leaving the scalability and resiliency of gradient play open to questions. In this paper, we make progress by studying asynchronous gradient plays in zero-sum polymatrix games under delayed feedbacks. We first establish that the last iterate of entropy-regularized optimistic multiplicative weight updates (OMWU) method converges linearly to the quantal response equilibrium (QRE), the solution concept under bounded rationality, in the absence of delays. While the linear convergence continues to hold even when the feedbacks are randomly delayed under mild statistical assumptions, it converges at a noticeably slower rate due to a smaller tolerable range of learning rates. Moving beyond, we demonstrate entropy-regularized OMWU -- by adopting two-timescale learning rates in a delay-aware manner -- enjoys faster last-iterate convergence under fixed delays, and continues to converge provably even when the delays are arbitrarily bounded in an average-iterate manner. Our methods also lead to finite-time guarantees to approximate the Nash equilibrium (NE) by moderating the amount of regularization. To the best of our knowledge, this work is the first that aims to understand asynchronous gradient play in zero-sum polymatrix games under a wide range of delay assumptions, highlighting the role of learning rates separation.

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Breaking the Sample Complexity Barrier to Regret-Optimal Model-Free Reinforcement Learning

Achieving sample efficiency in online episodic reinforcement learning (RL) requires optimally balancing exploration and exploitation. When it comes to a finite-horizon episodic Markov decision process with $S$ states, $A$ actions and horizon length $H$, substantial progress has been achieved towards characterizing the minimax-optimal regret, which scales on the order of $\sqrt{H^2SAT}$ (modulo log factors) with $T$ the total number of samples. While several competing solution paradigms have been proposed to minimize regret, they are either memory-inefficient, or fall short of optimality unless the sample size exceeds an enormous threshold (e.g., $S^6A^4 \,\mathrm{poly}(H)$ for existing model-free methods). To overcome such a large sample size barrier to efficient RL, we design a novel model-free algorithm, with space complexity $O(SAH)$, that achieves near-optimal regret as soon as the sample size exceeds the order of $SA\,\mathrm{poly}(H)$. In terms of this sample size requirement (also referred to the initial burn-in cost), our method improves -- by at least a factor of $S^5A^3$ -- upon any prior memory-efficient algorithm that is asymptotically regret-optimal. Leveraging the recently introduced variance reduction strategy (also called {\em reference-advantage decomposition}), the proposed algorithm employs an {\em early-settled} reference update rule, with the aid of two Q-learning sequences with upper and lower confidence bounds. The design principle of our early-settled variance reduction method might be of independent interest to other RL settings that involve intricate exploration-exploitation trade-offs.

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BEER: Fast $O(1/T)$ Rate for Decentralized Nonconvex Optimization with Communication Compression

Communication efficiency has been widely recognized as the bottleneck for large-scale decentralized machine learning applications in multi-agent or federated environments. To tackle the communication bottleneck, there have been many efforts to design communication-compressed algorithms for decentralized nonconvex optimization, where the clients are only allowed to communicate a small amount of quantized information (aka bits) with their neighbors over a predefined graph topology. Despite significant efforts, the state-of-the-art algorithm in the nonconvex setting still suffers from a slower rate of convergence $O((G/T)^{2/3})$ compared with their uncompressed counterpart, where $G$ measures the data heterogeneity across different clients, and $T$ is the number of communication rounds. This paper proposes BEER, which adopts communication compression with gradient tracking, and shows it converges at a faster rate of $O(1/T)$. This significantly improves over the state-of-the-art rate, by matching the rate without compression even under arbitrary data heterogeneity. Numerical experiments are also provided to corroborate our theory and confirm the practical superiority of BEER in the data heterogeneous regime.

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SoteriaFL: A Unified Framework for Private Federated Learning with Communication Compression

To enable large-scale machine learning in bandwidth-hungry environments such as wireless networks, significant progress has been made recently in designing communication-efficient federated learning algorithms with the aid of communication compression. On the other end, privacy-preserving, especially at the client level, is another important desideratum that has not been addressed simultaneously in the presence of advanced communication compression techniques yet. In this paper, we propose a unified framework that enhances the communication efficiency of private federated learning with communication compression. Exploiting both general compression operators and local differential privacy, we first examine a simple algorithm that applies compression directly to differentially-private stochastic gradient descent, and identify its limitations. We then propose a unified framework SoteriaFL for private federated learning, which accommodates a general family of local gradient estimators including popular stochastic variance-reduced gradient methods and the state-of-the-art shifted compression scheme. We provide a comprehensive characterization of its performance trade-offs in terms of privacy, utility, and communication complexity, where SoteraFL is shown to achieve better communication complexity without sacrificing privacy nor utility than other private federated learning algorithms without communication compression.

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Minimax-Optimal Multi-Agent RL in Markov Games With a Generative Model

This paper studies multi-agent reinforcement learning in Markov games, with the goal of learning Nash equilibria or coarse correlated equilibria (CCE) sample-optimally. All prior results suffer from at least one of the two obstacles: the curse of multiple agents and the barrier of long horizon, regardless of the sampling protocol in use. We take a step towards settling this problem, assuming access to a flexible sampling mechanism: the generative model. Focusing on non-stationary finite-horizon Markov games, we develop a fast learning algorithm called \myalg~and an adaptive sampling scheme that leverage the optimism principle in online adversarial learning (particularly the Follow-the-Regularized-Leader (FTRL) method). Our algorithm learns an $\varepsilon$-approximate CCE in a general-sum Markov game using $$ \widetilde{O}\bigg( \frac{H^4 S \sum_{i=1}^m A_i}{\varepsilon^2} \bigg) $$ samples, where $m$ is the number of players, $S$ indicates the number of states, $H$ is the horizon, and $A_i$ denotes the number of actions for the $i$-th player. This is minimax-optimal (up to log factor) when the number of players is fixed. When applied to two-player zero-sum Markov games, our algorithm provably finds an $\varepsilon$-approximate Nash equilibrium with minimal samples. Along the way, we derive a refined regret bound for FTRL that makes explicit the role of variance-type quantities, which might be of independent interest.

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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.

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Independent Natural Policy Gradient Methods for Potential Games: Finite-time Global Convergence with Entropy Regularization

A major challenge in multi-agent systems is that the system complexity grows dramatically with the number of agents as well as the size of their action spaces, which is typical in real world scenarios such as autonomous vehicles, robotic teams, network routing, etc. It is hence in imminent need to design decentralized or independent algorithms where the update of each agent is only based on their local observations without the need of introducing complex communication/coordination mechanisms. In this work, we study the finite-time convergence of independent entropy-regularized natural policy gradient (NPG) methods for potential games, where the difference in an agent's utility function due to unilateral deviation matches exactly that of a common potential function. The proposed entropy-regularized NPG method enables each agent to deploy symmetric, decentralized, and multiplicative updates according to its own payoff. We show that the proposed method converges to the quantal response equilibrium (QRE) -- the equilibrium to the entropy-regularized game -- at a sublinear rate, which is independent of the size of the action space and grows at most sublinearly with the number of agents. Appealingly, the convergence rate further becomes independent with the number of agents for the important special case of identical-interest games, leading to the first method that converges at a dimension-free rate. Our approach can be used as a smoothing technique to find an approximate Nash equilibrium (NE) of the unregularized problem without assuming that stationary policies are isolated.

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Scaling and Scalability: Provable Nonconvex Low-Rank Tensor Estimation from Incomplete Measurements

Tensors, which provide a powerful and flexible model for representing multi-attribute data and multi-way interactions, play an indispensable role in modern data science across various fields in science and engineering. A fundamental task is to faithfully recover the tensor from highly incomplete measurements in a statistically and computationally efficient manner. Harnessing the low-rank structure of tensors in the Tucker decomposition, this paper develops a scaled gradient descent (ScaledGD) algorithm to directly recover the tensor factors with tailored spectral initializations, and shows that it provably converges at a linear rate independent of the condition number of the ground truth tensor for two canonical problems -- tensor completion and tensor regression -- as soon as the sample size is above the order of $n^{3/2}$ ignoring other parameter dependencies, where $n$ is the dimension of the tensor. This leads to an extremely scalable approach to low-rank tensor estimation compared with prior art, which suffers from at least one of the following drawbacks: extreme sensitivity to ill-conditioning, high per-iteration costs in terms of memory and computation, or poor sample complexity guarantees. To the best of our knowledge, ScaledGD is the first algorithm that achieves near-optimal statistical and computational complexities simultaneously for low-rank tensor completion with the Tucker decomposition. Our algorithm highlights the power of appropriate preconditioning in accelerating nonconvex statistical estimation, where the iteration-varying preconditioners promote desirable invariance properties of the trajectory with respect to the underlying symmetry in low-rank tensor factorization.

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A Large Collection of Real-world Pediatric Sleep Studies

Despite being crucial to health and quality of life, sleep -- especially pediatric sleep -- is not yet well understood. This is exacerbated by lack of access to sufficient pediatric sleep data with clinical annotation. In order to accelerate research on pediatric sleep and its connection to health, we create the Nationwide Children's Hospital (NCH) Sleep DataBank and publish it at Physionet and the National Sleep Research Resource (NSRR), which is a large sleep data common with physiological data, clinical data, and tools for analyses. The NCH Sleep DataBank consists of 3,984 polysomnography studies and over 5.6 million clinical observations on 3,673 unique patients between 2017 and 2019 at NCH. The novelties of this dataset include: 1) large-scale sleep dataset suitable for discovering new insights via data mining, 2) explicit focus on pediatric patients, 3) gathered in a real-world clinical setting, and 4) the accompanying rich set of clinical data. The NCH Sleep DataBank is a valuable resource for advancing automatic sleep scoring and real-time sleep disorder prediction, among many other potential scientific discoveries.

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Pessimistic Q-Learning for Offline Reinforcement Learning: Towards Optimal Sample Complexity

Offline or batch reinforcement learning seeks to learn a near-optimal policy using history data without active exploration of the environment. To counter the insufficient coverage and sample scarcity of many offline datasets, the principle of pessimism has been recently introduced to mitigate high bias of the estimated values. While pessimistic variants of model-based algorithms (e.g., value iteration with lower confidence bounds) have been theoretically investigated, their model-free counterparts -- which do not require explicit model estimation -- have not been adequately studied, especially in terms of sample efficiency. To address this inadequacy, we study a pessimistic variant of Q-learning in the context of finite-horizon Markov decision processes, and characterize its sample complexity under the single-policy concentrability assumption which does not require the full coverage of the state-action space. In addition, a variance-reduced pessimistic Q-learning algorithm is proposed to achieve near-optimal sample complexity. Altogether, this work highlights the efficiency of model-free algorithms in offline RL when used in conjunction with pessimism and variance reduction.

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DESTRESS: Computation-Optimal and Communication-Efficient Decentralized Nonconvex Finite-Sum Optimization

Emerging applications in multi-agent environments such as internet-of-things, networked sensing, autonomous systems and federated learning, call for decentralized algorithms for finite-sum optimizations that are resource-efficient in terms of both computation and communication. In this paper, we consider the prototypical setting where the agents work collaboratively to minimize the sum of local loss functions by only communicating with their neighbors over a predetermined network topology. We develop a new algorithm, called DEcentralized STochastic REcurSive gradient methodS (DESTRESS) for nonconvex finite-sum optimization, which matches the optimal incremental first-order oracle (IFO) complexity of centralized algorithms for finding first-order stationary points, while maintaining communication efficiency. Detailed theoretical and numerical comparisons corroborate that the resource efficiencies of DESTRESS improve upon prior decentralized algorithms over a wide range of parameter regimes. DESTRESS leverages several key algorithm design ideas including randomly activated stochastic recursive gradient updates with mini-batches for local computation, gradient tracking with extra mixing (i.e., multiple gossiping rounds) for per-iteration communication, together with careful choices of hyper-parameters and new analysis frameworks to provably achieve a desirable computation-communication trade-off.

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Sample-Efficient Reinforcement Learning Is Feasible for Linearly Realizable MDPs with Limited Revisiting

Low-complexity models such as linear function representation play a pivotal role in enabling sample-efficient reinforcement learning (RL). The current paper pertains to a scenario with value-based linear representation, which postulates the linear realizability of the optimal Q-function (also called the "linear $Q^{\star}$ problem"). While linear realizability alone does not allow for sample-efficient solutions in general, the presence of a large sub-optimality gap is a potential game changer, depending on the sampling mechanism in use. Informally, sample efficiency is achievable with a large sub-optimality gap when a generative model is available but is unfortunately infeasible when we turn to standard online RL settings. In this paper, we make progress towards understanding this linear $Q^{\star}$ problem by investigating a new sampling protocol, which draws samples in an online/exploratory fashion but allows one to backtrack and revisit previous states in a controlled and infrequent manner. This protocol is more flexible than the standard online RL setting, while being practically relevant and far more restrictive than the generative model. We develop an algorithm tailored to this setting, achieving a sample complexity that scales polynomially with the feature dimension, the horizon, and the inverse sub-optimality gap, but not the size of the state/action space. Our findings underscore the fundamental interplay between sampling protocols and low-complexity structural representation in RL.

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Spectral Methods for Data Science: A Statistical Perspective

Spectral methods have emerged as a simple yet surprisingly effective approach for extracting information from massive, noisy and incomplete data. In a nutshell, spectral methods refer to a collection of algorithms built upon the eigenvalues (resp. singular values) and eigenvectors (resp. singular vectors) of some properly designed matrices constructed from data. A diverse array of applications have been found in machine learning, data science, and signal processing. Due to their simplicity and effectiveness, spectral methods are not only used as a stand-alone estimator, but also frequently employed to initialize other more sophisticated algorithms to improve performance. While the studies of spectral methods can be traced back to classical matrix perturbation theory and methods of moments, the past decade has witnessed tremendous theoretical advances in demystifying their efficacy through the lens of statistical modeling, with the aid of non-asymptotic random matrix theory. This monograph aims to present a systematic, comprehensive, yet accessible introduction to spectral methods from a modern statistical perspective, highlighting their algorithmic implications in diverse large-scale applications. In particular, our exposition gravitates around several central questions that span various applications: how to characterize the sample efficiency of spectral methods in reaching a target level of statistical accuracy, and how to assess their stability in the face of random noise, missing data, and adversarial corruptions? In addition to conventional $\ell_2$ perturbation analysis, we present a systematic $\ell_{\infty}$ and $\ell_{2,\infty}$ perturbation theory for eigenspace and singular subspaces, which has only recently become available owing to a powerful "leave-one-out" analysis framework.

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Sample Complexity of Asynchronous Q-Learning: Sharper Analysis and Variance Reduction

Asynchronous Q-learning aims to learn the optimal action-value function (or Q-function) of a Markov decision process (MDP), based on a single trajectory of Markovian samples induced by a behavior policy. Focusing on a $γ$-discounted MDP with state space $\mathcal{S}$ and action space $\mathcal{A}$, we demonstrate that the $\ell_{\infty}$-based sample complexity of classical asynchronous Q-learning --- namely, the number of samples needed to yield an entrywise $\varepsilon$-accurate estimate of the Q-function --- is at most on the order of $\frac{1}{μ_{\min}(1-γ)^5\varepsilon^2}+ \frac{t_{mix}}{μ_{\min}(1-γ)}$ up to some logarithmic factor, provided that a proper constant learning rate is adopted. Here, $t_{mix}$ and $μ_{\min}$ denote respectively the mixing time and the minimum state-action occupancy probability of the sample trajectory. The first term of this bound matches the sample complexity in the synchronous case with independent samples drawn from the stationary distribution of the trajectory. The second term reflects the cost taken for the empirical distribution of the Markovian trajectory to reach a steady state, which is incurred at the very beginning and becomes amortized as the algorithm runs. Encouragingly, the above bound improves upon the state-of-the-art result \cite{qu2020finite} by a factor of at least $|\mathcal{S}||\mathcal{A}|$ for all scenarios, and by a factor of at least $t_{mix}|\mathcal{S}||\mathcal{A}|$ for any sufficiently small accuracy level $\varepsilon$. Further, we demonstrate that the scaling on the effective horizon $\frac{1}{1-γ}$ can be improved by means of variance reduction.

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Accelerating Ill-Conditioned Low-Rank Matrix Estimation via Scaled Gradient Descent

Low-rank matrix estimation is a canonical problem that finds numerous applications in signal processing, machine learning and imaging science. A popular approach in practice is to factorize the matrix into two compact low-rank factors, and then optimize these factors directly via simple iterative methods such as gradient descent and alternating minimization. Despite nonconvexity, recent literatures have shown that these simple heuristics in fact achieve linear convergence when initialized properly for a growing number of problems of interest. However, upon closer examination, existing approaches can still be computationally expensive especially for ill-conditioned matrices: the convergence rate of gradient descent depends linearly on the condition number of the low-rank matrix, while the per-iteration cost of alternating minimization is often prohibitive for large matrices. The goal of this paper is to set forth a competitive algorithmic approach dubbed Scaled Gradient Descent (ScaledGD) which can be viewed as pre-conditioned or diagonally-scaled gradient descent, where the pre-conditioners are adaptive and iteration-varying with a minimal computational overhead. With tailored variants for low-rank matrix sensing, robust principal component analysis and matrix completion, we theoretically show that ScaledGD achieves the best of both worlds: it converges linearly at a rate independent of the condition number of the low-rank matrix similar as alternating minimization, while maintaining the low per-iteration cost of gradient descent. Our analysis is also applicable to general loss functions that are restricted strongly convex and smooth over low-rank matrices. To the best of our knowledge, ScaledGD is the first algorithm that provably has such properties over a wide range of low-rank matrix estimation tasks.

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Low-Rank Matrix Recovery with Scaled Subgradient Methods: Fast and Robust Convergence Without the Condition Number

Many problems in data science can be treated as estimating a low-rank matrix from highly incomplete, sometimes even corrupted, observations. One popular approach is to resort to matrix factorization, where the low-rank matrix factors are optimized via first-order methods over a smooth loss function, such as the residual sum of squares. While tremendous progresses have been made in recent years, the natural smooth formulation suffers from two sources of ill-conditioning, where the iteration complexity of gradient descent scales poorly both with the dimension as well as the condition number of the low-rank matrix. Moreover, the smooth formulation is not robust to corruptions. In this paper, we propose scaled subgradient methods to minimize a family of nonsmooth and nonconvex formulations -- in particular, the residual sum of absolute errors -- which is guaranteed to converge at a fast rate that is almost dimension-free and independent of the condition number, even in the presence of corruptions. We illustrate the effectiveness of our approach when the observation operator satisfies certain mixed-norm restricted isometry properties, and derive state-of-the-art performance guarantees for a variety of problems such as robust low-rank matrix sensing and quadratic sampling.

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Fast Global Convergence of Natural Policy Gradient Methods with Entropy Regularization

Natural policy gradient (NPG) methods are among the most widely used policy optimization algorithms in contemporary reinforcement learning. This class of methods is often applied in conjunction with entropy regularization -- an algorithmic scheme that encourages exploration -- and is closely related to soft policy iteration and trust region policy optimization. Despite the empirical success, the theoretical underpinnings for NPG methods remain limited even for the tabular setting. This paper develops $\textit{non-asymptotic}$ convergence guarantees for entropy-regularized NPG methods under softmax parameterization, focusing on discounted Markov decision processes (MDPs). Assuming access to exact policy evaluation, we demonstrate that the algorithm converges linearly -- or even quadratically once it enters a local region around the optimal policy -- when computing optimal value functions of the regularized MDP. Moreover, the algorithm is provably stable vis-à-vis inexactness of policy evaluation. Our convergence results accommodate a wide range of learning rates, and shed light upon the role of entropy regularization in enabling fast convergence.

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Manifold Gradient Descent Solves Multi-Channel Sparse Blind Deconvolution Provably and Efficiently

Multi-channel sparse blind deconvolution, or convolutional sparse coding, refers to the problem of learning an unknown filter by observing its circulant convolutions with multiple input signals that are sparse. This problem finds numerous applications in signal processing, computer vision, and inverse problems. However, it is challenging to learn the filter efficiently due to the bilinear structure of the observations with the respect to the unknown filter and inputs, as well as the sparsity constraint. In this paper, we propose a novel approach based on nonconvex optimization over the sphere manifold by minimizing a smooth surrogate of the sparsity-promoting loss function. It is demonstrated that manifold gradient descent with random initializations will provably recover the filter, up to scaling and shift ambiguity, as soon as the number of observations is sufficiently large under an appropriate random data model. Numerical experiments are provided to illustrate the performance of the proposed method with comparisons to existing ones.

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