Education
Learning in Non-Cooperative Configurable Markov Decision Processes
The Configurable Markov Decision Process framework includes two entities: a Reinforcement Learning agent and a configurator that can modify some environmental parameters to improve the agent's performance. This presupposes that the two actors have the same reward functions. What if the configurator does not have the same intentions as the agent? This paper introduces the Non-Cooperative Configurable Markov Decision Process, a setting that allows having two (possibly different) reward functions for the configurator and the agent. Then, we consider an online learning problem, where the configurator has to find the best among a finite set of possible configurations. We propose two learning algorithms to minimize the configurator's expected regret, which exploits the problem's structure, depending on the agent's feedback. While a naive application of the UCB algorithm yields a regret that grows indefinitely over time, we show that our approach suffers only bounded regret. Furthermore, we empirically show the performance of our algorithm in simulated domains.
Optimal Comparator Adaptive Online Learning with Switching Cost
Practical online learning tasks are often naturally defined on unconstrained domains, where optimal algorithms for general convex losses are characterized by the notion of comparator adaptivity. In this paper, we design such algorithms in the presence of switching cost - the latter penalizes the typical optimism in adaptive algorithms, leading to a delicate design trade-off. Based on a novel dual space scaling strategy discovered by a continuous-time analysis, we propose a simple algorithm that improves the existing comparator adaptive regret bound [ZCP22a] to the optimal rate. The obtained benefits are further extended to the expert setting, and the practicality of the proposed algorithm is demonstrated through a sequential investment task.
Online Learning with Primary and Secondary Losses
We study the problem of online learning with primary and secondary losses. For example, a recruiter making decisions of which job applicants to hire might weigh false positives and false negatives equally (the primary loss) but the applicants might weigh false negatives much higher (the secondary loss). We consider the following question: Can we combine ``expert advice'' to achieve low regret with respect to the primary loss, while at the same time performing {\em not much worse than the worst expert} with respect to the secondary loss? Unfortunately, we show that this goal is unachievable without any bounded variance assumption on the secondary loss. More generally, we consider the goal of minimizing the regret with respect to the primary loss and bounding the secondary loss by a linear threshold. On the positive side, we show that running any switching-limited algorithm can achieve this goal if all experts satisfy the assumption that the secondary loss does not exceed the linear threshold by $o(T)$ for any time interval. If not all experts satisfy this assumption, our algorithms can achieve this goal given access to some external oracles which determine when to deactivate and reactivate experts.
Task-Free Continual Learning via Online Discrepancy Distance Learning
Learning from non-stationary data streams, also called Task-Free Continual Learning (TFCL) remains challenging due to the absence of explicit task information in most applications. Even though recently some algorithms have been proposed for TFCL, these methods lack theoretical guarantees. Moreover, there are no theoretical studies about forgetting during TFCL. This paper develops a new theoretical analysis framework that derives generalization bounds based on the discrepancy distance between the visited samples and the entire information made available for training the model. This analysis provides new insights into the forgetting behaviour in classification tasks. Inspired by this theoretical model, we propose a new approach enabled with the dynamic component expansion mechanism for a mixture model, namely Online Discrepancy Distance Learning (ODDL). ODDL estimates the discrepancy between the current memory and the already accumulated knowledge as an expansion signal aiming to ensure a compact network architecture with optimal performance. We then propose a new sample selection approach that selectively stores the samples into the memory buffer through the discrepancy-based measure, further improving the performance. We perform several TFCL experiments with the proposed methodology, which demonstrate that the proposed approach achieves the state of the art performance.
A Trichotomy for Transductive Online Learning
This setting is similar to standard online learning, except that the adversary fixes a sequence of instances $x_1,\dots,x_n$ to be labeled at the start of the game, and this sequence is known to the learner. Qualitatively, we prove a \emph{trichotomy}, stating that the minimal number of mistakes made by the learner as $n$ grows can take only one of precisely three possible values: $n$, $\Theta\left(\log (n)\right)$, or $\Theta(1)$. Furthermore, this behavior is determined by a combination of the VC dimension and the Littlestone dimension. Quantitatively, we show a variety of bounds relating the number of mistakes to well-known combinatorial dimensions. In particular, we improve the known lower bound on the constant in the $\Theta(1)$ case from $\Omega\left(\sqrt{\log(d)}\right)$ to $\Omega(\log(d))$ where $d$ is the Littlestone dimension. Finally, we extend our results to cover multiclass classification and the agnostic setting.
Best-case lower bounds in online learning
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
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
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
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
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.