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List Replicable Reinforcement Learning

arXiv.org Machine Learning

Replicability is a fundamental challenge in reinforcement learning (RL), as RL algorithms are empirically observed to be unstable and sensitive to variations in training conditions. To formally address this issue, we study \emph{list replicability} in the Probably Approximately Correct (PAC) RL framework, where an algorithm must return a near-optimal policy that lies in a \emph{small list} of policies across different runs, with high probability. The size of this list defines the \emph{list complexity}. We introduce both weak and strong forms of list replicability: the weak form ensures that the final learned policy belongs to a small list, while the strong form further requires that the entire sequence of executed policies remains constrained. These objectives are challenging, as existing RL algorithms exhibit exponential list complexity due to their instability. Our main theoretical contribution is a provably efficient tabular RL algorithm that guarantees list replicability by ensuring the list complexity remains polynomial in the number of states, actions, and the horizon length. We further extend our techniques to achieve strong list replicability, bounding the number of possible policy execution traces polynomially with high probability. Our theoretical result is made possible by key innovations including (i) a novel planning strategy that selects actions based on lexicographic order among near-optimal choices within a randomly chosen tolerance threshold, and (ii) a mechanism for testing state reachability in stochastic environments while preserving replicability. Finally, we demonstrate that our theoretical investigation sheds light on resolving the \emph{instability} issue of RL algorithms used in practice. In particular, we show that empirically, our new planning strategy can be incorporated into practical RL frameworks to enhance their stability.


DQ4FairIM: Fairness-aware Influence Maximization using Deep Reinforcement Learning

arXiv.org Machine Learning

The Influence Maximization (IM) problem aims to select a set of seed nodes within a given budget to maximize the spread of influence in a social network. However, real-world social networks have several structural inequalities, such as dominant majority groups and underrepresented minority groups. If these inequalities are not considered while designing IM algorithms, the outcomes might be biased, disproportionately benefiting majority groups while marginalizing minorities. In this work, we address this gap by designing a fairness-aware IM method using Reinforcement Learning (RL) that ensures equitable influence outreach across all communities, regardless of protected attributes. Fairness is incorporated using a maximin fairness objective, which prioritizes improving the outreach of the least-influenced group, pushing the solution toward an equitable influence distribution. We propose a novel fairness-aware deep RL method, called DQ4FairIM, that maximizes the expected number of influenced nodes by learning an RL policy. The learnt policy ensures that minority groups formulate the IM problem as a Markov Decision Process (MDP) and use deep Q-learning, combined with the Structure2Vec network embedding, earning together with Structure2Vec network embedding to solve the MDP. We perform extensive experiments on synthetic benchmarks and real-world networks to compare our method with fairness-agnostic and fairness-aware baselines. The results show that our method achieves a higher level of fairness while maintaining a better fairness-performance trade-off than baselines. Additionally, our approach learns effective seeding policies that generalize across problem instances without retraining, such as varying the network size or the number of seed nodes.


Algorithmic Guarantees for Distilling Supervised and Offline RL Datasets

arXiv.org Machine Learning

Given a training dataset, the goal of dataset distillation is to derive a synthetic dataset such that models trained on the latter perform as well as those trained on the training dataset. In this work, we develop and analyze an efficient dataset distillation algorithm for supervised learning, specifically regression in $\mathbb{R}^d$, based on matching the losses on the training and synthetic datasets with respect to a fixed set of randomly sampled regressors without any model training. Our first key contribution is a novel performance guarantee proving that our algorithm needs only $\tilde{O}(d^2)$ sampled regressors to derive a synthetic dataset on which the MSE loss of any bounded linear model is nearly the same as its MSE loss on the given training data. In particular, the model optimized on the synthetic data has close to minimum loss on the training data, thus performing nearly as well as the model optimized on the latter. Complementing this, we also prove a matching lower bound of $ฮฉ(d^2)$ for the number of sampled regressors showing the tightness of our analysis. Our second contribution is to extend our algorithm to offline RL dataset distillation by matching the Bellman loss, unlike previous works which used a behavioral cloning objective. This is the first such method which leverages both, the rewards and the next state information, available in offline RL datasets, without any policy model optimization. Our algorithm generates a synthetic dataset whose Bellman loss with respect to any linear action-value predictor is close to the latter's Bellman loss on the offline RL training dataset. Therefore, a policy associated with an action-value predictor optimized on the synthetic dataset performs nearly as well as that derived from the one optimized on the training data. We conduct experiments to validate our theoretical guarantees and observe performance gains.


Hyperbolic Continuous Structural Entropy for Hierarchical Clustering

arXiv.org Machine Learning

Hierarchical clustering is a fundamental machine-learning technique for grouping data points into dendrograms. However, existing hierarchical clustering methods encounter two primary challenges: 1) Most methods specify dendrograms without a global objective. 2) Graph-based methods often neglect the significance of graph structure, optimizing objectives on complete or static predefined graphs. In this work, we propose Hyperbolic Continuous Structural Entropy neural networks, namely HypCSE, for structure-enhanced continuous hierarchical clustering. Our key idea is to map data points in the hyperbolic space and minimize the relaxed continuous structural entropy (SE) on structure-enhanced graphs. Specifically, we encode graph vertices in hyperbolic space using hyperbolic graph neural networks and minimize approximate SE defined on graph embeddings. To make the SE objective differentiable for optimization, we reformulate it into a function using the lowest common ancestor (LCA) on trees and then relax it into continuous SE (CSE) by the analogy of hyperbolic graph embeddings and partitioning trees. To ensure a graph structure that effectively captures the hierarchy of data points for CSE calculation, we employ a graph structure learning (GSL) strategy that updates the graph structure during training. Extensive experiments on seven datasets demonstrate the superior performance of HypCSE.


Privacy-Preserving Generative Modeling and Clinical Validation of Longitudinal Health Records for Chronic Disease

arXiv.org Machine Learning

Data privacy is a critical challenge in modern medical workflows as the adoption of electronic patient records has grown rapidly. Stringent data protection regulations limit access to clinical records for training and integrating machine learning models that have shown promise in improving diagnostic accuracy and personalized care outcomes. Synthetic data offers a promising alternative; however, current generative models either struggle with time-series data or lack formal privacy guaranties. In this paper, we enhance a state-of-the-art time-series generative model to better handle longitudinal clinical data while incorporating quantifiable privacy safeguards. Using real data from chronic kidney disease and ICU patients, we evaluate our method through statistical tests, a Train-on-Synthetic-Test-on-Real (TSTR) setup, and expert clinical review. Our non-private model (Augmented TimeGAN) outperforms transformer- and flow-based models on statistical metrics in several datasets, while our private model (DP-TimeGAN) maintains a mean authenticity of 0.778 on the CKD dataset, outperforming existing state-of-the-art models on the privacy-utility frontier. Both models achieve performance comparable to real data in clinician evaluations, providing robust input data necessary for developing models for complex chronic conditions without compromising data privacy.


An RKHS Perspective on Tree Ensembles

arXiv.org Machine Learning

Random Forests and Gradient Boosting are among the most effective algorithms for supervised learning on tabular data. Both belong to the class of tree-based ensemble methods, where predictions are obtained by aggregating many randomized regression trees. In this paper, we develop a theoretical framework for analyzing such methods through Reproducing Kernel Hilbert Spaces (RKHSs) constructed on tree ensembles--more precisely, on the random partitions generated by randomized regression trees. We establish fundamental analytical properties of the resulting Random Forest kernel, including boundedness, continuity, and universality, and show that a Random Forest predictor can be characterized as the unique minimizer of a penalized empirical risk functional in this RKHS, providing a variational interpretation of ensemble learning. We further extend this perspective to the continuous-time formulation of Gradient Boosting introduced by Dombry and Duchamps (2024a,b), and demonstrate that it corresponds to a gradient flow on a Hilbert manifold induced by the Random Forest RKHS. A key feature of this framework is that both the kernel and the RKHS geometry are data-dependent, offering a theoretical explanation for the strong empirical performance of tree-based ensembles. Finally, we illustrate the practical potential of this approach by introducing a kernel principal component analysis built on the Random Forest kernel, which enhances the interpretability of ensemble models, as well as GVI, a new geometric variable importance criterion.


Solving Neural Min-Max Games: The Role of Architecture, Initialization & Dynamics

arXiv.org Machine Learning

Many emerging applications - such as adversarial training, AI alignment, and robust optimization - can be framed as zero-sum games between neural nets, with von Neumann-Nash equilibria (NE) capturing the desirable system behavior. While such games often involve non-convex non-concave objectives, empirical evidence shows that simple gradient methods frequently converge, suggesting a hidden geometric structure. In this paper, we provide a theoretical framework that explains this phenomenon through the lens of hidden convexity and overparameterization. We identify sufficient conditions - spanning initialization, training dynamics, and network width - that guarantee global convergence to a NE in a broad class of non-convex min-max games. To our knowledge, this is the first such result for games that involve two-layer neural networks. Technically, our approach is twofold: (a) we derive a novel path-length bound for the alternating gradient descent-ascent scheme in min-max games; and (b) we show that the reduction from a hidden convex-concave geometry to two-sided Polyak-ลojasiewicz (Pล) min-max condition hold with high probability under overparameterization, using tools from random matrix theory.


An Empirical Study on the Effectiveness of Incorporating Offline RL As Online RL Subroutines

arXiv.org Machine Learning

We take the novel perspective of incorporating offline RL algorithms as subroutines of tabula rasa online RL. This is feasible because an online learning agent can repurpose its historical interactions as offline dataset. We formalize this idea into a framework that accommodates several variants of offline RL incorporation such as final policy recommendation and online fine-tuning. We further introduce convenient techniques to improve its effectiveness in enhancing online learning efficiency. Our extensive and systematic empirical analyses show that 1) the effectiveness of the proposed framework depends strongly on the nature of the task, 2) our proposed techniques greatly enhance its effectiveness, and 3) existing online fine-tuning methods are overall ineffective, calling for more research therein.


Sample-Efficient Tabular Self-Play for Offline Robust Reinforcement Learning

arXiv.org Machine Learning

Multi-agent reinforcement learning (MARL), as a thriving field, explores how multiple agents independently make decisions in a shared dynamic environment. Due to environmental uncertainties, policies in MARL must remain robust to tackle the sim-to-real gap. We focus on robust two-player zero-sum Markov games (TZMGs) in offline settings, specifically on tabular robust TZMGs (RTZMGs). We propose a model-based algorithm (\textit{RTZ-VI-LCB}) for offline RTZMGs, which is optimistic robust value iteration combined with a data-driven Bernstein-style penalty term for robust value estimation. By accounting for distribution shifts in the historical dataset, the proposed algorithm establishes near-optimal sample complexity guarantees under partial coverage and environmental uncertainty. An information-theoretic lower bound is developed to confirm the tightness of our algorithm's sample complexity, which is optimal regarding both state and action spaces. To the best of our knowledge, RTZ-VI-LCB is the first to attain this optimality, sets a new benchmark for offline RTZMGs, and is validated experimentally.


Provable Memory Efficient Self-Play Algorithm for Model-free Reinforcement Learning

arXiv.org Machine Learning

The thriving field of multi-agent reinforcement learning (MARL) studies how a group of interacting agents make decisions autonomously in a shared dynamic environment. Existing theoretical studies in this area suffer from at least two of the following obstacles: memory inefficiency, the heavy dependence of sample complexity on the long horizon and the large state space, the high computational complexity, non-Markov policy, non-Nash policy, and high burn-in cost. In this work, we take a step towards settling this problem by designing a model-free self-play algorithm \emph{Memory-Efficient Nash Q-Learning (ME-Nash-QL)} for two-player zero-sum Markov games, which is a specific setting of MARL. ME-Nash-QL is proven to enjoy the following merits. First, it can output an $\varepsilon$-approximate Nash policy with space complexity $O(SABH)$ and sample complexity $\widetilde{O}(H^4SAB/\varepsilon^2)$, where $S$ is the number of states, $\{A, B\}$ is the number of actions for two players, and $H$ is the horizon length. It outperforms existing algorithms in terms of space complexity for tabular cases, and in terms of sample complexity for long horizons, i.e., when $\min\{A, B\}\ll H^2$. Second, ME-Nash-QL achieves the lowest computational complexity $O(T\mathrm{poly}(AB))$ while preserving Markov policies, where $T$ is the number of samples. Third, ME-Nash-QL also achieves the best burn-in cost $O(SAB\,\mathrm{poly}(H))$, whereas previous algorithms have a burn-in cost of at least $O(S^3 AB\,\mathrm{poly}(H))$ to attain the same level of sample complexity with ours.