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Zhengyuan Zhou

Publications and source records attributed to Zhengyuan Zhou.

At least 37 records · Page 2Linked to original sources

Learning to Bid in Non-Stationary Repeated First-Price Auctions

First-price auctions have recently gained significant traction in digital advertising markets, exemplified by Google's transition from second-price to first-price auctions. Unlike in second-price auctions, where bidding one's private valuation is a dominant strategy, determining an optimal bidding strategy in first-price auctions is more complex. From a learning perspective, the learner (a specific bidder) can interact with the environment (other bidders, i.e., opponents) sequentially to infer their behaviors. Existing research often assumes specific environmental conditions and benchmarks performance against the best fixed policy (static benchmark). While this approach ensures strong learning guarantees, the static benchmark can deviate significantly from the optimal strategy in environments with even mild non-stationarity. To address such scenarios, a dynamic benchmark--representing the sum of the highest achievable rewards at each time step--offers a more suitable objective. However, achieving no-regret learning with respect to the dynamic benchmark requires additional constraints. By inspecting reward functions in online first-price auctions, we introduce two metrics to quantify the regularity of the sequence of opponents' highest bids, which serve as measures of non-stationarity. We provide a minimax-optimal characterization of the dynamic regret for the class of sequences of opponents' highest bids that satisfy either of these regularity constraints. Our main technical tool is the Optimistic Mirror Descent (OMD) framework with a novel optimism configuration, which is well-suited for achieving minimax-optimal dynamic regret rates in this context. We then use synthetic datasets to validate our theoretical guarantees and demonstrate that our methods outperform existing ones.

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Learning to Bid Optimally and Efficiently in Adversarial First-price Auctions

First-price auctions have very recently swept the online advertising industry, replacing second-price auctions as the predominant auction mechanism on many platforms. This shift has brought forth important challenges for a bidder: how should one bid in a first-price auction, where unlike in second-price auctions, it is no longer optimal to bid one's private value truthfully and hard to know the others' bidding behaviors? In this paper, we take an online learning angle and address the fundamental problem of learning to bid in repeated first-price auctions, where both the bidder's private valuations and other bidders' bids can be arbitrary. We develop the first minimax optimal online bidding algorithm that achieves an $\widetilde{O}(\sqrt{T})$ regret when competing with the set of all Lipschitz bidding policies, a strong oracle that contains a rich set of bidding strategies. This novel algorithm is built on the insight that the presence of a good expert can be leveraged to improve performance, as well as an original hierarchical expert-chaining structure, both of which could be of independent interest in online learning. Further, by exploiting the product structure that exists in the problem, we modify this algorithm--in its vanilla form statistically optimal but computationally infeasible--to a computationally efficient and space efficient algorithm that also retains the same $\widetilde{O}(\sqrt{T})$ minimax optimal regret guarantee. Additionally, through an impossibility result, we highlight that one is unlikely to compete this favorably with a stronger oracle (than the considered Lipschitz bidding policies). Finally, we test our algorithm on three real-world first-price auction datasets obtained from Verizon Media and demonstrate our algorithm's superior performance compared to several existing bidding algorithms.

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On the Foundation of Distributionally Robust Reinforcement Learning

Motivated by the need for a robust policy in the face of environment shifts between training and deployment, we contribute to the theoretical foundation of distributionally robust reinforcement learning (DRRL). This is accomplished through a comprehensive modeling framework centered around robust Markov decision processes (RMDPs). This framework obliges the decision maker to choose an optimal policy under the worst-case distributional shift orchestrated by an adversary. By unifying and extending existing formulations, we rigorously construct RMDPs that embrace various modeling attributes for both the decision maker and the adversary. These attributes include the structure of information availability-covering history-dependent, Markov, and Markov time-homogeneous dynamics-as well as constraints on the shifts induced by the adversary, with a focus on SA- and S-rectangularity. Within this RMDP framework, we investigate conditions for the existence or absence of the dynamic programming principle (DPP). From an algorithmic standpoint, the existence of DPP holds significant implications, as the vast majority of existing data and computationally efficient DRRL algorithms are reliant on the DPP. To investigate its existence, we systematically analyze various combinations of controller and adversary attributes, presenting streamlined proofs based on a unified methodology. We then construct counterexamples for settings where a fully general DPP fails to hold and establish asymptotically optimal history-dependent policies for key scenarios where the DPP is absent.

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Learning an Optimal Assortment Policy under Observational Data

We study the fundamental problem of offline assortment optimization under the Multinomial Logit (MNL) model, where sellers must determine the optimal subset of the products to offer based solely on historical customer choice data. While most existing approaches to learning-based assortment optimization focus on the online learning of the optimal assortment through repeated interactions with customers, such exploration can be costly or even impractical in many real-world settings. In this paper, we consider the offline learning paradigm and investigate the minimal data requirements for efficient offline assortment optimization. To this end, we introduce Pessimistic Rank-Breaking (PRB), an algorithm that combines rank-breaking with pessimistic estimation. We prove that PRB is nearly minimax optimal by establishing the tight suboptimality upper bound and a nearly matching lower bound. This further shows that "optimal item coverage" - where each item in the optimal assortment appears sufficiently often in the historical data - is both sufficient and necessary for efficient offline learning. This significantly relaxes the previous requirement of observing the complete optimal assortment in the data. Our results provide fundamental insights into the data requirements for offline assortment optimization under the MNL model.

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DSAC: Distributional Soft Actor-Critic for Risk-Sensitive Reinforcement Learning

We present Distributional Soft Actor-Critic (DSAC), a distributional reinforcement learning (RL) algorithm that combines the strengths of distributional information of accumulated rewards and entropy-driven exploration from Soft Actor-Critic (SAC) algorithm. DSAC models the randomness in both action and rewards, surpassing baseline performances on various continuous control tasks. Unlike standard approaches that solely maximize expected rewards, we propose a unified framework for risk-sensitive learning, one that optimizes the risk-related objective while balancing entropy to encourage exploration. Extensive experiments demonstrate DSAC's effectiveness in enhancing agent performances for both risk-neutral and risk-sensitive control tasks.

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Concurrent Learning with Aggregated States via Randomized Least Squares Value Iteration

Designing learning agents that explore efficiently in a complex environment has been widely recognized as a fundamental challenge in reinforcement learning. While a number of works have demonstrated the effectiveness of techniques based on randomized value functions on a single agent, it remains unclear, from a theoretical point of view, whether injecting randomization can help a society of agents {\it concurently} explore an environment. The theoretical results %that we established in this work tender an affirmative answer to this question. We adapt the concurrent learning framework to \textit{randomized least-squares value iteration} (RLSVI) with \textit{aggregated state representation}. We demonstrate polynomial worst-case regret bounds in both finite- and infinite-horizon environments. In both setups the per-agent regret decreases at an optimal rate of $Θ\left(\frac{1}{\sqrt{N}}\right)$, highlighting the advantage of concurent learning. Our algorithm exhibits significantly lower space complexity compared to \cite{russo2019worst} and \cite{agrawal2021improved}. We reduce the space complexity by a factor of $K$ while incurring only a $\sqrt{K}$ increase in the worst-case regret bound, compared to \citep{agrawal2021improved,russo2019worst}. Additionally, we conduct numerical experiments to demonstrate our theoretical findings.

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Distributionally Robust Policy Learning under Concept Drifts

Distributionally robust policy learning aims to find a policy that performs well under the worst-case distributional shift, and yet most existing methods for robust policy learning consider the worst-case joint distribution of the covariate and the outcome. The joint-modeling strategy can be unnecessarily conservative when we have more information on the source of distributional shifts. This paper studies a more nuanced problem -- robust policy learning under the concept drift, when only the conditional relationship between the outcome and the covariate changes. To this end, we first provide a doubly-robust estimator for evaluating the worst-case average reward of a given policy under a set of perturbed conditional distributions. We show that the policy value estimator enjoys asymptotic normality even if the nuisance parameters are estimated with a slower-than-root-$n$ rate. We then propose a learning algorithm that outputs the policy maximizing the estimated policy value within a given policy class $Π$, and show that the sub-optimality gap of the proposed algorithm is of the order $κ(Π)n^{-1/2}$, where $κ(Π)$ is the entropy integral of $Π$ under the Hamming distance and $n$ is the sample size. A matching lower bound is provided to show the optimality of the rate. The proposed methods are implemented and evaluated in numerical studies, demonstrating substantial improvement compared with existing benchmarks.

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Nonconvex Stochastic Optimization under Heavy-Tailed Noises: Optimal Convergence without Gradient Clipping

Recently, the study of heavy-tailed noises in first-order nonconvex stochastic optimization has gotten a lot of attention since it was recognized as a more realistic condition as suggested by many empirical observations. Specifically, the stochastic noise (the difference between the stochastic and true gradient) is considered to have only a finite $\mathfrak{p}$-th moment where $\mathfrak{p}\in\left(1,2\right]$ instead of assuming it always satisfies the classical finite variance assumption. To deal with this more challenging setting, people have proposed different algorithms and proved them to converge at an optimal $\mathcal{O}(T^{\frac{1-\mathfrak{p}}{3\mathfrak{p}-2}})$ rate for smooth objectives after $T$ iterations. Notably, all these new-designed algorithms are based on the same technique - gradient clipping. Naturally, one may want to know whether the clipping method is a necessary ingredient and the only way to guarantee convergence under heavy-tailed noises. In this work, by revisiting the existing Batched Normalized Stochastic Gradient Descent with Momentum (Batched NSGDM) algorithm, we provide the first convergence result under heavy-tailed noises but without gradient clipping. Concretely, we prove that Batched NSGDM can achieve the optimal $\mathcal{O}(T^{\frac{1-\mathfrak{p}}{3\mathfrak{p}-2}})$ rate even under the relaxed smooth condition. More interestingly, we also establish the first $\mathcal{O}(T^{\frac{1-\mathfrak{p}}{2\mathfrak{p}}})$ convergence rate in the case where the tail index $\mathfrak{p}$ is unknown in advance, which is arguably the common scenario in practice.

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Improved Last-Iterate Convergence of Shuffling Gradient Methods for Nonsmooth Convex Optimization

We study the convergence of the shuffling gradient method, a popular algorithm employed to minimize the finite-sum function with regularization, in which functions are passed to apply (Proximal) Gradient Descent (GD) one by one whose order is determined by a permutation on the indices of functions. In contrast to its easy implementation and effective performance in practice, the theoretical understanding remains limited. A recent advance by (Liu & Zhou, 2024b) establishes the first last-iterate convergence results under various settings, especially proving the optimal rates for smooth (strongly) convex optimization. However, their bounds for nonsmooth (strongly) convex functions are only as fast as Proximal GD. In this work, we provide the first improved last-iterate analysis for the nonsmooth case demonstrating that the widely used Random Reshuffle ($\textsf{RR}$) and Single Shuffle ($\textsf{SS}$) strategies are both provably faster than Proximal GD, reflecting the benefit of randomness. As an important implication, we give the first (nearly) optimal convergence result for the suffix average under the $\textsf{RR}$ sampling scheme in the general convex case, matching the lower bound shown by (Koren et al., 2022).

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Stochastic contextual bandits with graph feedback: from independence number to MAS number

We consider contextual bandits with graph feedback, a class of interactive learning problems with richer structures than vanilla contextual bandits, where taking an action reveals the rewards for all neighboring actions in the feedback graph under all contexts. Unlike the multi-armed bandits setting where a growing literature has painted a near-complete understanding of graph feedback, much remains unexplored in the contextual bandits counterpart. In this paper, we make inroads into this inquiry by establishing a regret lower bound $Ω(\sqrt{β_M(G) T})$, where $M$ is the number of contexts, $G$ is the feedback graph, and $β_M(G)$ is our proposed graph-theoretic quantity that characterizes the fundamental learning limit for this class of problems. Interestingly, $β_M(G)$ interpolates between $α(G)$ (the independence number of the graph) and $\mathsf{m}(G)$ (the maximum acyclic subgraph (MAS) number of the graph) as the number of contexts $M$ varies. We also provide algorithms that achieve near-optimal regret for important classes of context sequences and/or feedback graphs, such as transitively closed graphs that find applications in auctions and inventory control. In particular, with many contexts, our results show that the MAS number essentially characterizes the statistical complexity for contextual bandits, as opposed to the independence number in multi-armed bandits.

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NutrifyAI: An AI-Powered System for Real-Time Food Detection, Nutritional Analysis, and Personalized Meal Recommendations

With diet and nutrition apps reaching 1.4 billion users in 2022 [1], it's not surprise that popular health apps, MyFitnessPal, Noom, and Calorie Counter, are surging in popularity. However, one major setback [2] of nearly all nutrition applications is that users must enter food data manually, which is time-consuming and tedious. Thus, there has been an increasing demand for applications that can accurately identify food items, analyze their nutritional content, and offer dietary recommendations in real-time. This paper introduces a comprehensive system that combines advanced computer vision techniques with nutritional analysis, implemented in a versatile mobile and web application. The system is divided into three key concepts: 1) food detection using the YOLOv8 model, 2) nutrient analysis via the Edamam Nutrition Analysis API, and 3) personalized meal recommendations using the Edamam Meal Planning and Recipe Search APIs. Preliminary results showcase the system's effectiveness by providing immediate, accurate dietary insights, with a demonstrated food recognition accuracy of nearly 80%, making it a valuable tool for users to make informed dietary decisions.

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Single-Trajectory Distributionally Robust Reinforcement Learning

To mitigate the limitation that the classical reinforcement learning (RL) framework heavily relies on identical training and test environments, Distributionally Robust RL (DRRL) has been proposed to enhance performance across a range of environments, possibly including unknown test environments. As a price for robustness gain, DRRL involves optimizing over a set of distributions, which is inherently more challenging than optimizing over a fixed distribution in the non-robust case. Existing DRRL algorithms are either model-based or fail to learn from a single sample trajectory. In this paper, we design a first fully model-free DRRL algorithm, called distributionally robust Q-learning with single trajectory (DRQ). We delicately design a multi-timescale framework to fully utilize each incrementally arriving sample and directly learn the optimal distributionally robust policy without modelling the environment, thus the algorithm can be trained along a single trajectory in a model-free fashion. Despite the algorithm's complexity, we provide asymptotic convergence guarantees by generalizing classical stochastic approximation tools. Comprehensive experimental results demonstrate the superior robustness and sample complexity of our proposed algorithm, compared to non-robust methods and other robust RL algorithms.

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Sample Complexity of Variance-reduced Distributionally Robust Q-learning

Dynamic decision-making under distributional shifts is of fundamental interest in theory and applications of reinforcement learning: The distribution of the environment in which the data is collected can differ from that of the environment in which the model is deployed. This paper presents two novel model-free algorithms, namely the distributionally robust Q-learning and its variance-reduced counterpart, that can effectively learn a robust policy despite distributional shifts. These algorithms are designed to efficiently approximate the $q$-function of an infinite-horizon $γ$-discounted robust Markov decision process with Kullback-Leibler ambiguity set to an entry-wise $ε$-degree of precision. Further, the variance-reduced distributionally robust Q-learning combines the synchronous Q-learning with variance-reduction techniques to enhance its performance. Consequently, we establish that it attains a minimax sample complexity upper bound of $\tilde O(|\mathbf{S}||\mathbf{A}|(1-γ)^{-4}ε^{-2})$, where $\mathbf{S}$ and $\mathbf{A}$ denote the state and action spaces. This is the first complexity result that is independent of the ambiguity size $δ$, thereby providing new complexity theoretic insights. Additionally, a series of numerical experiments confirm the theoretical findings and the efficiency of the algorithms in handling distributional shifts.

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A Finite Sample Complexity Bound for Distributionally Robust Q-learning

We consider a reinforcement learning setting in which the deployment environment is different from the training environment. Applying a robust Markov decision processes formulation, we extend the distributionally robust $Q$-learning framework studied in Liu et al. [2022]. Further, we improve the design and analysis of their multi-level Monte Carlo estimator. Assuming access to a simulator, we prove that the worst-case expected sample complexity of our algorithm to learn the optimal robust $Q$-function within an $ε$ error in the sup norm is upper bounded by $\tilde O(|S||A|(1-γ)^{-5}ε^{-2}p_{\wedge}^{-6}δ^{-4})$, where $γ$ is the discount rate, $p_{\wedge}$ is the non-zero minimal support probability of the transition kernels and $δ$ is the uncertainty size. This is the first sample complexity result for the model-free robust RL problem. Simulation studies further validate our theoretical results.

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Adaptively Learning to Select-Rank in Online Platforms

Ranking algorithms are fundamental to various online platforms across e-commerce sites to content streaming services. Our research addresses the challenge of adaptively ranking items from a candidate pool for heterogeneous users, a key component in personalizing user experience. We develop a user response model that considers diverse user preferences and the varying effects of item positions, aiming to optimize overall user satisfaction with the ranked list. We frame this problem within a contextual bandits framework, with each ranked list as an action. Our approach incorporates an upper confidence bound to adjust predicted user satisfaction scores and selects the ranking action that maximizes these adjusted scores, efficiently solved via maximum weight imperfect matching. We demonstrate that our algorithm achieves a cumulative regret bound of $O(d\sqrt{NKT})$ for ranking $K$ out of $N$ items in a $d$-dimensional context space over $T$ rounds, under the assumption that user responses follow a generalized linear model. This regret alleviates dependence on the ambient action space, whose cardinality grows exponentially with $N$ and $K$ (thus rendering direct application of existing adaptive learning algorithms -- such as UCB or Thompson sampling -- infeasible). Experiments conducted on both simulated and real-world datasets demonstrate our algorithm outperforms the baseline.

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On the Last-Iterate Convergence of Shuffling Gradient Methods

Shuffling gradient methods are widely used in modern machine learning tasks and include three popular implementations: Random Reshuffle (RR), Shuffle Once (SO), and Incremental Gradient (IG). Compared to the empirical success, the theoretical guarantee of shuffling gradient methods was not well-understood for a long time. Until recently, the convergence rates had just been established for the average iterate for convex functions and the last iterate for strongly convex problems (using squared distance as the metric). However, when using the function value gap as the convergence criterion, existing theories cannot interpret the good performance of the last iterate in different settings (e.g., constrained optimization). To bridge this gap between practice and theory, we prove the first last-iterate convergence rates for shuffling gradient methods with respect to the objective value even without strong convexity. Our new results either (nearly) match the existing last-iterate lower bounds or are as fast as the previous best upper bounds for the average iterate.

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Simulation-Based Benchmarking of Reinforcement Learning Agents for Personalized Retail Promotions

The development of open benchmarking platforms could greatly accelerate the adoption of AI agents in retail. This paper presents comprehensive simulations of customer shopping behaviors for the purpose of benchmarking reinforcement learning (RL) agents that optimize coupon targeting. The difficulty of this learning problem is largely driven by the sparsity of customer purchase events. We trained agents using offline batch data comprising summarized customer purchase histories to help mitigate this effect. Our experiments revealed that contextual bandit and deep RL methods that are less prone to over-fitting the sparse reward distributions significantly outperform static policies. This study offers a practical framework for simulating AI agents that optimize the entire retail customer journey. It aims to inspire the further development of simulation tools for retail AI systems.

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Doubly Optimal No-Regret Online Learning in Strongly Monotone Games with Bandit Feedback

We consider online no-regret learning in unknown games with bandit feedback, where each player can only observe its reward at each time -- determined by all players' current joint action -- rather than its gradient. We focus on the class of \textit{smooth and strongly monotone} games and study optimal no-regret learning therein. Leveraging self-concordant barrier functions, we first construct a new bandit learning algorithm and show that it achieves the single-agent optimal regret of $\tildeΘ(n\sqrt{T})$ under smooth and strongly concave reward functions ($n \geq 1$ is the problem dimension). We then show that if each player applies this no-regret learning algorithm in strongly monotone games, the joint action converges in the \textit{last iterate} to the unique Nash equilibrium at a rate of $\tildeΘ(nT^{-1/2})$. Prior to our work, the best-known convergence rate in the same class of games is $\tilde{O}(n^{2/3}T^{-1/3})$ (achieved by a different algorithm), thus leaving open the problem of optimal no-regret learning algorithms (since the known lower bound is $Ω(nT^{-1/2})$). Our results thus settle this open problem and contribute to the broad landscape of bandit game-theoretical learning by identifying the first doubly optimal bandit learning algorithm, in that it achieves (up to log factors) both optimal regret in the single-agent learning and optimal last-iterate convergence rate in the multi-agent learning. We also present preliminary numerical results on several application problems to demonstrate the efficacy of our algorithm in terms of iteration count.

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