Markov Models
Non-asymptotic Analysis of Biased Stochastic Approximation Scheme
Karimi, Belhal, Miasojedow, Blazej, Moulines, Eric, Wai, Hoi-To
Stochastic approximation (SA) is a key method used in statistical learning. Recently, its non-asymptotic convergence analysis has been considered in many papers. However, most of the prior analyses are made under restrictive assumptions such as unbiased gradient estimates and convex objective function, which significantly limit their applications to sophisticated tasks such as online and reinforcement learning. These restrictions are all essentially relaxed in this work. In particular, we analyze a general SA scheme to minimize a non-convex, smooth objective function. We consider update procedure whose drift term depends on a state-dependent Markov chain and the mean field is not necessarily of gradient type, covering approximate second-order method and allowing asymptotic bias for the one-step updates. We illustrate these settings with the online EM algorithm and the policy-gradient method for average reward maximization in reinforcement learning.
Estimating the Mixing Time of Ergodic Markov Chains
Wolfer, Geoffrey, Kontorovich, Aryeh
We address the problem of estimating the mixing time $t_{\mathsf{mix}}$ of an arbitrary ergodic finite Markov chain from a single trajectory of length $m$. The reversible case was addressed by Hsu et al. [2017], who left the general case as an open problem. In the reversible case, the analysis is greatly facilitated by the fact that the Markov operator is self-adjoint, and Weyl's inequality allows for a dimension-free perturbation analysis of the empirical eigenvalues. As Hsu et al. point out, in the absence of reversibility (and hence, the non-symmetry of the pair probabilities matrix), the existing perturbation analysis has a worst-case exponential dependence on the number of states $d$. Furthermore, even if an eigenvalue perturbation analysis with better dependence on $d$ were available, in the non-reversible case the connection between the spectral gap and the mixing time is not nearly as straightforward as in the reversible case. Our key insight is to estimate the pseudo-spectral gap instead, which allows us to overcome the loss of self-adjointness and to achieve a polynomial dependence on $d$ and the minimal stationary probability $\pi_\star$. Additionally, in the reversible case, we obtain simultaneous nearly (up to logarithmic factors) minimax rates in $t_{\mathsf{mix}}$ and precision $\varepsilon$, closing a gap in Hsu et al., who treated $\varepsilon$ as constant in the lower bounds. Finally, we construct fully empirical confidence intervals for the pseudo-spectral gap, which shrink to zero at a rate of roughly $1/\sqrt m$, and improve the state of the art in even the reversible case.
Minimax Testing of Identity to a Reference Ergodic Markov Chain
Wolfer, Geoffrey, Kontorovich, Aryeh
We exhibit an efficient procedure for testing, based on a single long state sequence, whether an unknown Markov chain is identical to or $\varepsilon$-far from a given reference chain. We obtain nearly matching (up to logarithmic factors) upper and lower sample complexity bounds for our notion of distance, which is based on total variation. Perhaps surprisingly, we discover that the sample complexity depends solely on the properties of the known reference chain and does not involve the unknown chain at all, which is not even assumed to be ergodic.
Learning Action Representations for Reinforcement Learning
Chandak, Yash, Theocharous, Georgios, Kostas, James, Jordan, Scott, Thomas, Philip S.
Most model-free reinforcement learning methods leverage state representations (embeddings) for generalization, but either ignore structure in the space of actions or assume the structure is provided a priori. We show how a policy can be decomposed into a component that acts in a low-dimensional space of action representations and a component that transforms these representations into actual actions. These representations improve generalization over large, finite action sets by allowing the agent to infer the outcomes of actions similar to actions already taken. We provide an algorithm to both learn and use action representations and provide conditions for its convergence. The efficacy of the proposed method is demonstrated on large-scale real-world problems.
Agnostic Federated Learning
Mohri, Mehryar, Sivek, Gary, Suresh, Ananda Theertha
A key learning scenario in large-scale applications is that of federated learning, where a centralized model is trained based on data originating from a large number of clients. We argue that, with the existing training and inference, federated models can be biased towards different clients. Instead, we propose a new framework of agnostic federated learning, where the centralized model is optimized for any target distribution formed by a mixture of the client distributions. We further show that this framework naturally yields a notion of fairness. We present data-dependent Rademacher complexity guarantees for learning with this objective, which guide the definition of an algorithm for agnostic federated learning. We also give a fast stochastic optimization algorithm for solving the corresponding optimization problem, for which we prove convergence bounds, assuming a convex loss function and hypothesis set. We further empirically demonstrate the benefits of our approach in several datasets. Beyond federated learning, our framework and algorithm can be of interest to other learning scenarios such as cloud computing, domain adaptation, drifting, and other contexts where the training and test distributions do not coincide.
Geometric fluid approximation for general continuous-time Markov chains
Michaelides, Michalis, Hillston, Jane, Sanguinetti, Guido
Fluid approximations have seen great success in approximating the macro-scale behaviour of Markov systems with a large number of discrete states. However, these methods rely on the continuous-time Markov chain (CTMC) having a particular population structure which suggests a natural continuous state-space endowed with a dynamics for the approximating process. We construct here a general method based on spectral analysis of the transition matrix of the CTMC, without the need for a population structure. Specifically, we use the popular manifold learning method of diffusion maps to analyse the transition matrix as the operator of a hidden continuous process. An embedding of states in a continuous space is recovered, and the space is endowed with a drift vector field inferred via Gaussian process regression. In this manner, we construct an ODE whose solution approximates the evolution of the CTMC mean, mapped onto the continuous space (known as the fluid limit).
A Theory of Regularized Markov Decision Processes
Geist, Matthieu, Scherrer, Bruno, Pietquin, Olivier
Many recent successful (deep) reinforcement learning algorithms make use of regularization, generally based on entropy or on Kullback-Leibler divergence. We propose a general theory of regularized Markov Decision Processes that generalizes these approaches in two directions: we consider a larger class of regularizers, and we consider the general modified policy iteration approach, encompassing both policy iteration and value iteration. The core building blocks of this theory are a notion of regularized Bellman operator and the Legendre-Fenchel transform, a classical tool of convex optimization. This approach allows for error propagation analyses of general algorithmic schemes of which (possibly variants of) classical algorithms such as Trust Region Policy Optimization, Soft Q-learning, Stochastic Actor Critic or Dynamic Policy Programming are special cases. This also draws connections to proximal convex optimization, especially to Mirror Descent.
Divergence Triangle for Joint Training of Generator Model, Energy-based Model, and Inference Model
Han, Tian, Nijkamp, Erik, Fang, Xiaolin, Hill, Mitch, Zhu, Song-Chun, Wu, Ying Nian
This paper proposes the divergence triangle as a framework for joint training of generator model, energy-based model and inference model. The divergence triangle is a compact and symmetric (anti-symmetric) objective function that seamlessly integrates variational learning, adversarial learning, wake-sleep algorithm, and contrastive divergence in a unified probabilistic formulation. This unification makes the processes of sampling, inference, energy evaluation readily available without the need for costly Markov chain Monte Carlo methods. Our experiments demonstrate that the divergence triangle is capable of learning (1) an energy-based model with well-formed energy landscape, (2) direct sampling in the form of a generator network, and (3) feed-forward inference that faithfully reconstructs observed as well as synthesized data. The divergence triangle is a robust training method that can learn from incomplete data.
Bootstrapping Robotic Ecological Perception from a Limited Set of Hypotheses Through Interactive Perception
Goff, Léni K. Le, Mukhtar, Ghanim, Coninx, Alexandre, Doncieux, Stéphane
To solve its task, a robot needs to have the ability to interpret its perceptions. In vision, this interpretation is particularly difficult and relies on the understanding of the structure of the scene, at least to the extent of its task and sensorimotor abilities. A robot with the ability to build and adapt this interpretation process according to its own tasks and capabilities would push away the limits of what robots can achieve in a non controlled environment. A solution is to provide the robot with processes to build such representations that are not specific to an environment or a situation. A lot of works focus on objects segmentation, recognition and manipulation. Defining an object solely on the basis of its visual appearance is challenging given the wide range of possible objects and environments. Therefore, current works make simplifying assumptions about the structure of a scene. Such assumptions reduce the adaptivity of the object extraction process to the environments in which the assumption holds. To limit such assumptions, we introduce an exploration method aimed at identifying moveable elements in a scene without considering the concept of object. By using the interactive perception framework, we aim at bootstrapping the acquisition process of a representation of the environment with a minimum of context specific assumptions. The robotic system builds a perceptual map called relevance map which indicates the moveable parts of the current scene. A classifier is trained online to predict the category of each region (moveable or non-moveable). It is also used to select a region with which to interact, with the goal of minimizing the uncertainty of the classification. A specific classifier is introduced to fit these needs: the collaborative mixture models classifier. The method is tested on a set of scenarios of increasing complexity, using both simulations and a PR2 robot.
Go-Explore: a New Approach for Hard-Exploration Problems
Ecoffet, Adrien, Huizinga, Joost, Lehman, Joel, Stanley, Kenneth O., Clune, Jeff
A grand challenge in reinforcement learning is intelligent exploration, especially when rewards are sparse or deceptive. Two Atari games serve as benchmarks for such hard-exploration domains: Montezuma's Revenge and Pitfall. On both games, current RL algorithms perform poorly, even those with intrinsic motivation, which is the dominant method to improve performance on hard-exploration domains. To address this shortfall, we introduce a new algorithm called Go-Explore. It exploits the following principles: (1) remember previously visited states, (2) first return to a promising state (without exploration), then explore from it, and (3) solve simulated environments through any available means (including by introducing determinism), then robustify via imitation learning. The combined effect of these principles is a dramatic performance improvement on hard-exploration problems. On Montezuma's Revenge, Go-Explore scores a mean of over 43k points, almost 4 times the previous state of the art. Go-Explore can also harness human-provided domain knowledge and, when augmented with it, scores a mean of over 650k points on Montezuma's Revenge. Its max performance of nearly 18 million surpasses the human world record, meeting even the strictest definition of "superhuman" performance. On Pitfall, Go-Explore with domain knowledge is the first algorithm to score above zero. Its mean score of almost 60k points exceeds expert human performance. Because Go-Explore produces high-performing demonstrations automatically and cheaply, it also outperforms imitation learning work where humans provide solution demonstrations. Go-Explore opens up many new research directions into improving it and weaving its insights into current RL algorithms. It may also enable progress on previously unsolvable hard-exploration problems in many domains, especially those that harness a simulator during training (e.g. robotics).