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Best-case lower bounds in online learning

Neural Information Processing Systems

Much of the work in online learning focuses on the study of sublinear upper bounds on the regret. In this work, we initiate the study of best-case lower bounds in online convex optimization, wherein we bound the largest \emph{improvement} an algorithm can obtain relative to the single best action in hindsight. This problem is motivated by the goal of better understanding the adaptivity of a learning algorithm. Another motivation comes from fairness: it is known that best-case lower bounds are instrumental in obtaining algorithms for decision-theoretic online learning (DTOL) that satisfy a notion of group fairness. Our contributions are a general method to provide best-case lower bounds in Follow The Regularized Leader (FTRL) algorithms with time-varying regularizers, which we use to show that best-case lower bounds are of the same order as existing upper regret bounds: this includes situations with a fixed learning rate, decreasing learning rates, timeless methods, and adaptive gradient methods. In stark contrast, we show that the linearized version of FTRL can attain negative linear regret. Finally, in DTOL with two experts and binary losses, we fully characterize the best-case sequences, which provides a finer understanding of the best-case lower bounds.


Hierarchical Reinforcement Learning with Timed Subgoals

Neural Information Processing Systems

Hierarchical reinforcement learning (HRL) holds great potential for sample-efficient learning on challenging long-horizon tasks. In particular, letting a higher level assign subgoals to a lower level has been shown to enable fast learning on difficult problems. However, such subgoal-based methods have been designed with static reinforcement learning environments in mind and consequently struggle with dynamic elements beyond the immediate control of the agent even though they are ubiquitous in real-world problems. In this paper, we introduce Hierarchical reinforcement learning with Timed Subgoals (HiTS), an HRL algorithm that enables the agent to adapt its timing to a dynamic environment by not only specifying what goal state is to be reached but also when. We discuss how communicating with a lower level in terms of such timed subgoals results in a more stable learning problem for the higher level. Our experiments on a range of standard benchmarks and three new challenging dynamic reinforcement learning environments show that our method is capable of sample-efficient learning where an existing state-of-the-art subgoal-based HRL method fails to learn stable solutions.


Continuous Deep Q-Learning in Optimal Control Problems: Normalized Advantage Functions Analysis

Neural Information Processing Systems

One of the most effective continuous deep reinforcement learning algorithms is normalized advantage functions (NAF). The main idea of NAF consists in the approximation of the Q-function by functions quadratic with respect to the action variable. This idea allows to apply the algorithm to continuous reinforcement learning problems, but on the other hand, it brings up the question of classes of problems in which this approximation is acceptable. The presented paper describes one such class. We consider reinforcement learning problems obtained by the discretization of certain optimal control problems. Based on the idea of NAF, we present a new family of quadratic functions and prove its suitable approximation properties. Taking these properties into account, we provide several ways to improve NAF. The experimental results confirm the efficiency of our improvements.


Online Learning in Contextual Bandits using Gated Linear Networks

Neural Information Processing Systems

We introduce a new and completely online contextual bandit algorithm called Gated Linear Contextual Bandits (GLCB). This algorithm is based on Gated Linear Networks (GLNs), a recently introduced deep learning architecture with properties well-suited to the online setting. Leveraging data-dependent gating properties of the GLN we are able to estimate prediction uncertainty with effectively zero algorithmic overhead. We empirically evaluate GLCB compared to 9 state-of-the-art algorithms that leverage deep neural networks, on a standard benchmark suite of discrete and continuous contextual bandit problems. GLCB obtains mean first-place despite being the only online method, and we further support these results with a theoretical study of its convergence properties.


SILG: The Multi-domain Symbolic Interactive Language Grounding Benchmark

Neural Information Processing Systems

How do we build unified models that apply across multiple environments? We propose the multi-environment Symbolic Interactive Language Grounding benchmark (SILG), which unifies a collection of diverse grounded language learning environments under a common interface. SILG consists of grid-world environments that require generalization to new dynamics, entities, and partially observed worlds (RTFM, Messenger, NetHack), as well as symbolic counterparts of visual worlds that require interpreting rich natural language with respect to complex scenes (ALFWorld, Touchdown). Together, these environments provide diverse grounding challenges in richness of observation space, action space, language specification, and plan complexity. In addition, we propose the first shared model architecture for RL on these environments, and evaluate recent advances such as egocentric local convolution, recurrent state-tracking, entity-centric attention, and pretrained LM using SILG.


How Well Do Unsupervised Learning Algorithms Model Human Real-time and Life-long Learning?

Neural Information Processing Systems

Humans learn from visual inputs at multiple timescales, both rapidly and flexibly acquiring visual knowledge over short periods, and robustly accumulating online learning progress over longer periods. Modeling these powerful learning capabilities is an important problem for computational visual cognitive science, and models that could replicate them would be of substantial utility in real-world computer vision settings. In this work, we establish benchmarks for both real-time and life-long continual visual learning. Our real-time learning benchmark measures a model's ability to match the rapid visual behavior changes of real humans over the course of minutes and hours, given a stream of visual inputs. Our life-long learning benchmark evaluates the performance of models in a purely online learning curriculum obtained directly from child visual experience over the course of years of development.


Iterative Deep Graph Learning for Graph Neural Networks: Better and Robust Node Embeddings

Neural Information Processing Systems

In this paper, we propose an end-to-end graph learning framework, namely \textbf{I}terative \textbf{D}eep \textbf{G}raph \textbf{L}earning (\alg), for jointly and iteratively learning graph structure and graph embedding. The key rationale of \alg is to learn a better graph structure based on better node embeddings, and vice versa (i.e., better node embeddings based on a better graph structure). Our iterative method dynamically stops when the learned graph structure approaches close enough to the graph optimized for the downstream prediction task. In addition, we cast the graph learning problem as a similarity metric learning problem and leverage adaptive graph regularization for controlling the quality of the learned graph. Finally, combining the anchor-based approximation technique, we further propose a scalable version of \alg, namely \salg, which significantly reduces the time and space complexity of \alg without compromising the performance. Our extensive experiments on nine benchmarks show that our proposed \alg models can consistently outperform or match the state-of-the-art baselines. Furthermore, \alg can be more robust to adversarial graphs and cope with both transductive and inductive learning.


EnvPool: A Highly Parallel Reinforcement Learning Environment Execution Engine

Neural Information Processing Systems

There has been significant progress in developing reinforcement learning (RL) training systems. Past works such as IMPALA, Apex, Seed RL, Sample Factory, and others, aim to improve the system's overall throughput. In this paper, we aim to address a common bottleneck in the RL training system, i.e., parallel environment execution, which is often the slowest part of the whole system but receives little attention. With a curated design for paralleling RL environments, we have improved the RL environment simulation speed across different hardware setups, ranging from a laptop and a modest workstation, to a high-end machine such as NVIDIA DGX-A100. On a high-end machine, EnvPool achieves one million frames per second for the environment execution on Atari environments and three million frames per second on MuJoCo environments. When running EnvPool on a laptop, the speed is 2.8x that of the Python subprocess. Moreover, great compatibility with existing RL training libraries has been demonstrated in the open-sourced community, including CleanRL, rl_games, DeepMind Acme, etc. Finally, EnvPool allows researchers to iterate their ideas at a much faster pace and has great potential to become the de facto RL environment execution engine. Example runs show that it only takes five minutes to train agents to play Atari Pong and MuJoCo Ant on a laptop. EnvPool is open-sourced at https://github.com/sail-sg/envpool.


Beyond Time-Average Convergence: Near-Optimal Uncoupled Online Learning via Clairvoyant Multiplicative Weights Update

Neural Information Processing Systems

In this paper we provide a novel and simple algorithm, Clairvoyant Multiplicative Weights Updates (CMWU), for convergence to \textit{Coarse Correlated Equilibria} (CCE) in general games. CMWU effectively corresponds to the standard MWU algorithm but where all agents, when updating their mixed strategies, use the payoff profiles based on tomorrow's behavior, i.e. the agents are clairvoyant. CMWU achieves constant regret of $\ln(m)/\eta$ in all normal-form games with m actions and fixed step-sizes $\eta$. Although CMWU encodes in its definition a fixed point computation, which in principle could result in dynamics that are neither computationally efficient nor uncoupled, we show that both of these issues can be largely circumvented. Specifically, as long as the step-size $\eta$ is upper bounded by $\frac{1}{(n-1)V}$, where $n$ is the number of agents and $[0,V]$ is the payoff range, then the CMWU updates can be computed linearly fast via a contraction map. This implementation results in an uncoupled online learning dynamic that admits a $O(\log T)$-sparse sub-sequence where each agent experiences at most $O(nV\log m)$ regret. This implies that the CMWU dynamics converge with rate $O(nV \log m \log T / T)$ to a CCE and improves on the current state-of-the-art convergence rate.


Non-convex online learning via algorithmic equivalence

Neural Information Processing Systems

We study an algorithmic equivalence technique between non-convex gradient descent and convex mirror descent. We start by looking at a harder problem of regret minimization in online non-convex optimization. We show that under certain geometric and smoothness conditions, online gradient descent applied to non-convex functions is an approximation of online mirror descent applied to convex functions under reparameterization. In continuous time, the gradient flow with this reparameterization was shown to be \emph{exactly} equivalent to continuous-time mirror descent by Amid and Warmuth, but theory for the analogous discrete time algorithms is left as an open problem. We prove an $O(T^{\frac{2}{3}})$ regret bound for non-convex online gradient descent in this setting, answering this open problem. Our analysis is based on a new and simple algorithmic equivalence method.