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Zheng Wen

Publications and source records attributed to Zheng Wen.

At least 55 records · Page 3Linked to original sources

Structured Policy Iteration for Linear Quadratic Regulator

Linear quadratic regulator (LQR) is one of the most popular frameworks to tackle continuous Markov decision process tasks. With its fundamental theory and tractable optimal policy, LQR has been revisited and analyzed in recent years, in terms of reinforcement learning scenarios such as the model-free or model-based setting. In this paper, we introduce the \textit{Structured Policy Iteration} (S-PI) for LQR, a method capable of deriving a structured linear policy. Such a structured policy with (block) sparsity or low-rank can have significant advantages over the standard LQR policy: more interpretable, memory-efficient, and well-suited for the distributed setting. In order to derive such a policy, we first cast a regularized LQR problem when the model is known. Then, our Structured Policy Iteration (S-PI) algorithm, which takes a policy evaluation step and a policy improvement step in an iterative manner, can solve this regularized LQR efficiently. We further extend the S-PI algorithm to the model-free setting where a smoothing procedure is adopted to estimate the gradient. In both the known-model and model-free setting, we prove convergence analysis under the proper choice of parameters. Finally, the experiments demonstrate the advantages of S-PI in terms of balancing the LQR performance and level of structure by varying the weight parameter.

cs.AI↗

Influence Diagram Bandits: Variational Thompson Sampling for Structured Bandit Problems

We propose a novel framework for structured bandits, which we call an influence diagram bandit. Our framework captures complex statistical dependencies between actions, latent variables, and observations; and thus unifies and extends many existing models, such as combinatorial semi-bandits, cascading bandits, and low-rank bandits. We develop novel online learning algorithms that learn to act efficiently in our models. The key idea is to track a structured posterior distribution of model parameters, either exactly or approximately. To act, we sample model parameters from their posterior and then use the structure of the influence diagram to find the most optimistic action under the sampled parameters. We empirically evaluate our algorithms in three structured bandit problems, and show that they perform as well as or better than problem-specific state-of-the-art baselines.

cs.LG↗

Hypermodels for Exploration

We study the use of hypermodels to represent epistemic uncertainty and guide exploration. This generalizes and extends the use of ensembles to approximate Thompson sampling. The computational cost of training an ensemble grows with its size, and as such, prior work has typically been limited to ensembles with tens of elements. We show that alternative hypermodels can enjoy dramatic efficiency gains, enabling behavior that would otherwise require hundreds or thousands of elements, and even succeed in situations where ensemble methods fail to learn regardless of size. This allows more accurate approximation of Thompson sampling as well as use of more sophisticated exploration schemes. In particular, we consider an approximate form of information-directed sampling and demonstrate performance gains relative to Thompson sampling. As alternatives to ensembles, we consider linear and neural network hypermodels, also known as hypernetworks. We prove that, with neural network base models, a linear hypermodel can represent essentially any distribution over functions, and as such, hypernetworks are no more expressive.

cs.LG↗

Improving Adversarial Text Generation by Modeling the Distant Future

Auto-regressive text generation models usually focus on local fluency, and may cause inconsistent semantic meaning in long text generation. Further, automatically generating words with similar semantics is challenging, and hand-crafted linguistic rules are difficult to apply. We consider a text planning scheme and present a model-based imitation-learning approach to alleviate the aforementioned issues. Specifically, we propose a novel guider network to focus on the generative process over a longer horizon, which can assist next-word prediction and provide intermediate rewards for generator optimization. Extensive experiments demonstrate that the proposed method leads to improved performance.

cs.CL↗

Nested-Wasserstein Self-Imitation Learning for Sequence Generation

Reinforcement learning (RL) has been widely studied for improving sequence-generation models. However, the conventional rewards used for RL training typically cannot capture sufficient semantic information and therefore render model bias. Further, the sparse and delayed rewards make RL exploration inefficient. To alleviate these issues, we propose the concept of nested-Wasserstein distance for distributional semantic matching. To further exploit it, a novel nested-Wasserstein self-imitation learning framework is developed, encouraging the model to exploit historical high-rewarded sequences for enhanced exploration and better semantic matching. Our solution can be understood as approximately executing proximal policy optimization with Wasserstein trust-regions. Experiments on a variety of unconditional and conditional sequence-generation tasks demonstrate the proposed approach consistently leads to improved performance.

cs.CL↗

Stochastic Online Learning with Probabilistic Graph Feedback

We consider a problem of stochastic online learning with general probabilistic graph feedback, where each directed edge in the feedback graph has probability $p_{ij}$. Two cases are covered. (a) The one-step case, where after playing arm $i$ the learner observes a sample reward feedback of arm $j$ with independent probability $p_{ij}$. (b) The cascade case where after playing arm $i$ the learner observes feedback of all arms $j$ in a probabilistic cascade starting from $i$ -- for each $(i,j)$ with probability $p_{ij}$, if arm $i$ is played or observed, then a reward sample of arm $j$ would be observed with independent probability $p_{ij}$. Previous works mainly focus on deterministic graphs which corresponds to one-step case with $p_{ij} \in \{0,1\}$, an adversarial sequence of graphs with certain topology guarantees, or a specific type of random graphs. We analyze the asymptotic lower bounds and design algorithms in both cases. The regret upper bounds of the algorithms match the lower bounds with high probability.

cs.LG↗

Bootstrapping Upper Confidence Bound

Upper Confidence Bound (UCB) method is arguably the most celebrated one used in online decision making with partial information feedback. Existing techniques for constructing confidence bounds are typically built upon various concentration inequalities, which thus lead to over-exploration. In this paper, we propose a non-parametric and data-dependent UCB algorithm based on the multiplier bootstrap. To improve its finite sample performance, we further incorporate second-order correction into the above construction. In theory, we derive both problem-dependent and problem-independent regret bounds for multi-armed bandits under a much weaker tail assumption than the standard sub-Gaussianity. Numerical results demonstrate significant regret reductions by our method, in comparison with several baselines in a range of multi-armed and linear bandit problems.

stat.ML↗

Deep Exploration via Randomized Value Functions

We study the use of randomized value functions to guide deep exploration in reinforcement learning. This offers an elegant means for synthesizing statistically and computationally efficient exploration with common practical approaches to value function learning. We present several reinforcement learning algorithms that leverage randomized value functions and demonstrate their efficacy through computational studies. We also prove a regret bound that establishes statistical efficiency with a tabular representation.

stat.ML↗

Garbage In, Reward Out: Bootstrapping Exploration in Multi-Armed Bandits

We propose a bandit algorithm that explores by randomizing its history of rewards. Specifically, it pulls the arm with the highest mean reward in a non-parametric bootstrap sample of its history with pseudo rewards. We design the pseudo rewards such that the bootstrap mean is optimistic with a sufficiently high probability. We call our algorithm Giro, which stands for garbage in, reward out. We analyze Giro in a Bernoulli bandit and derive a $O(K Δ^{-1} \log n)$ bound on its $n$-round regret, where $Δ$ is the difference in the expected rewards of the optimal and the best suboptimal arms, and $K$ is the number of arms. The main advantage of our exploration design is that it easily generalizes to structured problems. To show this, we propose contextual Giro with an arbitrary reward generalization model. We evaluate Giro and its contextual variant on multiple synthetic and real-world problems, and observe that it performs well.

cs.LG↗

Waterfall Bandits: Learning to Sell Ads Online

A popular approach to selling online advertising is by a waterfall, where a publisher makes sequential price offers to ad networks for an inventory, and chooses the winner in that order. The publisher picks the order and prices to maximize her revenue. A traditional solution is to learn the demand model and then subsequently solve the optimization problem for the given demand model. This will incur a linear regret. We design an online learning algorithm for solving this problem, which interleaves learning and optimization, and prove that this algorithm has sublinear regret. We evaluate the algorithm on both synthetic and real-world data, and show that it quickly learns high quality pricing strategies. This is the first principled study of learning a waterfall design online by sequential experimentation.

cs.LG↗

Scalable Thompson Sampling via Optimal Transport

Thompson sampling (TS) is a class of algorithms for sequential decision-making, which requires maintaining a posterior distribution over a model. However, calculating exact posterior distributions is intractable for all but the simplest models. Consequently, efficient computation of an approximate posterior distribution is a crucial problem for scalable TS with complex models, such as neural networks. In this paper, we use distribution optimization techniques to approximate the posterior distribution, solved via Wasserstein gradient flows. Based on the framework, a principled particle-optimization algorithm is developed for TS to approximate the posterior efficiently. Our approach is scalable and does not make explicit distribution assumptions on posterior approximations. Extensive experiments on both synthetic data and real large-scale data demonstrate the superior performance of the proposed methods.

stat.ML↗

Nearly Optimal Adaptive Procedure with Change Detection for Piecewise-Stationary Bandit

Multi-armed bandit (MAB) is a class of online learning problems where a learning agent aims to maximize its expected cumulative reward while repeatedly selecting to pull arms with unknown reward distributions. We consider a scenario where the reward distributions may change in a piecewise-stationary fashion at unknown time steps. We show that by incorporating a simple change-detection component with classic UCB algorithms to detect and adapt to changes, our so-called M-UCB algorithm can achieve nearly optimal regret bound on the order of $O(\sqrt{MKT\log T})$, where $T$ is the number of time steps, $K$ is the number of arms, and $M$ is the number of stationary segments. Comparison with the best available lower bound shows that our M-UCB is nearly optimal in $T$ up to a logarithmic factor. We also compare M-UCB with the state-of-the-art algorithms in numerical experiments using a public Yahoo! dataset to demonstrate its superior performance.

stat.ML↗

Online Diverse Learning to Rank from Partial-Click Feedback

Learning to rank is an important problem in machine learning and recommender systems. In a recommender system, a user is typically recommended a list of items. Since the user is unlikely to examine the entire recommended list, partial feedback arises naturally. At the same time, diverse recommendations are important because it is challenging to model all tastes of the user in practice. In this paper, we propose the first algorithm for online learning to rank diverse items from partial-click feedback. We assume that the user examines the list of recommended items until the user is attracted by an item, which is clicked, and does not examine the rest of the items. This model of user behavior is known as the cascade model. We propose an online learning algorithm, cascadelsb, for solving our problem. The algorithm actively explores the tastes of the user with the objective of learning to recommend the optimal diverse list. We analyze the algorithm and prove a gap-free upper bound on its n-step regret. We evaluate cascadelsb on both synthetic and real-world datasets, compare it to various baselines, and show that it learns even when our modeling assumptions do not hold exactly.

cs.IR↗

Posterior Sampling for Large Scale Reinforcement Learning

We propose a practical non-episodic PSRL algorithm that unlike recent state-of-the-art PSRL algorithms uses a deterministic, model-independent episode switching schedule. Our algorithm termed deterministic schedule PSRL (DS-PSRL) is efficient in terms of time, sample, and space complexity. We prove a Bayesian regret bound under mild assumptions. Our result is more generally applicable to multiple parameters and continuous state action problems. We compare our algorithm with state-of-the-art PSRL algorithms on standard discrete and continuous problems from the literature. Finally, we show how the assumptions of our algorithm satisfy a sensible parametrization for a large class of problems in sequential recommendations.

cs.LG↗

Online Influence Maximization under Independent Cascade Model with Semi-Bandit Feedback

We study the online influence maximization problem in social networks under the independent cascade model. Specifically, we aim to learn the set of "best influencers" in a social network online while repeatedly interacting with it. We address the challenges of (i) combinatorial action space, since the number of feasible influencer sets grows exponentially with the maximum number of influencers, and (ii) limited feedback, since only the influenced portion of the network is observed. Under a stochastic semi-bandit feedback, we propose and analyze IMLinUCB, a computationally efficient UCB-based algorithm. Our bounds on the cumulative regret are polynomial in all quantities of interest, achieve near-optimal dependence on the number of interactions and reflect the topology of the network and the activation probabilities of its edges, thereby giving insights on the problem complexity. To the best of our knowledge, these are the first such results. Our experiments show that in several representative graph topologies, the regret of IMLinUCB scales as suggested by our upper bounds. IMLinUCB permits linear generalization and thus is both statistically and computationally suitable for large-scale problems. Our experiments also show that IMLinUCB with linear generalization can lead to low regret in real-world online influence maximization.

cs.LG↗

Offline Evaluation of Ranking Policies with Click Models

Many web systems rank and present a list of items to users, from recommender systems to search and advertising. An important problem in practice is to evaluate new ranking policies offline and optimize them before they are deployed. We address this problem by proposing evaluation algorithms for estimating the expected number of clicks on ranked lists from historical logged data. The existing algorithms are not guaranteed to be statistically efficient in our problem because the number of recommended lists can grow exponentially with their length. To overcome this challenge, we use models of user interaction with the list of items, the so-called click models, to construct estimators that learn statistically efficiently. We analyze our estimators and prove that they are more efficient than the estimators that do not use the structure of the click model, under the assumption that the click model holds. We evaluate our estimators in a series of experiments on a real-world dataset and show that they consistently outperform prior estimators.

cs.LG↗

Conservative Exploration using Interleaving

In many practical problems, a learning agent may want to learn the best action in hindsight without ever taking a bad action, which is significantly worse than the default production action. In general, this is impossible because the agent has to explore unknown actions, some of which can be bad, to learn better actions. However, when the actions are combinatorial, this may be possible if the unknown action can be evaluated by interleaving it with the production action. We formalize this concept as learning in stochastic combinatorial semi-bandits with exchangeable actions. We design efficient learning algorithms for this problem, bound their n-step regret, and evaluate them on both synthetic and real-world problems. Our real-world experiments show that our algorithms can learn to recommend K most attractive movies without ever violating a strict production constraint, both overall and subject to a diversity constraint.

stat.ML↗

Optimal Bidding, Allocation and Budget Spending for a Demand Side Platform Under Many Auction Types

We develop a novel optimization model to maximize the profit of a Demand-Side Platform (DSP) while ensuring that the budget utilization preferences of the DSP's advertiser clients are adequately met. Our model is highly flexible and can be applied in a Real-Time Bidding environment (RTB) with arbitrary auction types, e.g., both first and second price auctions. Our proposed formulation leads to a non-convex optimization problem due to the joint optimization over both impression allocation and bid price decisions. Using Fenchel duality theory, we construct a dual problem that is convex and can be solved efficiently to obtain feasible bidding prices and allocation variables that can be deployed in a RTB setting. With a few minimal additional assumptions on the properties of the auctions, we demonstrate theoretically that our computationally efficient procedure based on convex optimization principles is guaranteed to deliver a globally optimal solution. We conduct experiments using data from a real DSP to validate our theoretical findings and to demonstrate that our method successfully trades off between DSP profitability and budget utilization in a simulated online environment.

math.OC↗