Markov Models
Transition Constrained Bayesian Optimization via Markov Decision Processes
Bayesian optimization is a methodology to optimize black-box functions. Traditionally, it focuses on the setting where you can arbitrarily query the search space. However, many real-life problems do not offer this flexibility; in particular, the search space of the next query may depend on previous ones. Example challenges arise in the physical sciences in the form of local movement constraints, required monotonicity in certain variables, and transitions influencing the accuracy of measurements. This work extends classical Bayesian optimization via the framework of Markov Decision Processes.
Non-monotonic Resource Utilization in the Bandits with Knapsacks Problem
Bandits with knapsacks (BwK) is an influential model of sequential decision-making under uncertainty that incorporates resource consumption constraints. In each round, the decision-maker observes an outcome consisting of a reward and a vector of nonnegative resource consumptions, and the budget of each resource is decremented by its consumption. In this paper we introduce a natural generalization of the stochastic BwK problem that allows non-monotonic resource utilization. In each round, the decision-maker observes an outcome consisting of a reward and a vector of resource drifts that can be positive, negative or zero, and the budget of each resource is incremented by its drift. Our main result is a Markov decision process (MDP) policy that has constant regret against a linear programming (LP) relaxation when the decision-maker knows the true outcome distributions.
Causal Imitation for Markov Decision Processes: a Partial Identification Approach
Imitation learning enables an agent to learn from expert demonstrations when the performance measure is unknown and the reward signal is not specified. Standard imitation methods do not generally apply when the learner and the expert's sensory capabilities mismatch and demonstrations are contaminated with unobserved confounding bias. To address these challenges, recent advancements in causal imitation learning have been pursued. However, these methods often require access to underlying causal structures that might not always be available, posing practical challenges.In this paper, we investigate robust imitation learning within the framework of canonical Markov Decision Processes (MDPs) using partial identification, allowing the agent to achieve expert performance even when the system dynamics are not uniquely determined from the confounded expert demonstrations. Specifically, first, we theoretically demonstrate that when unobserved confounders (UCs) exist in an MDP, the learner is generally unable to imitate expert performance.
FactorSim: Generative Simulation via Factorized Representation
Generating simulations to train intelligent agents in game-playing and robotics from natural language input, user input, or task documentation remains an open-ended challenge. Existing approaches focus on parts of this challenge, such as generating reward functions or task hyperparameters. Unlike previous work, we introduce FACTORSIM that generates full simulations in code from language input that can be used to train agents. Exploiting the structural modularity specific to coded simulations, we propose to use a factored partially observable Markov decision process representation that allows us to reduce context dependence during each step of the generation. For evaluation, we introduce a generative simulation benchmark that assesses the generated simulation code's accuracy and effectiveness in facilitating zero-shot transfers in reinforcement learning settings.
Trajectory Data Suffices for Statistically Efficient Learning in Offline RL with Linear q \pi -Realizability and Concentrability
We consider offline reinforcement learning (RL) in H -horizon Markov decision processes (MDPs) under the linear q \pi -realizability assumption, where the action-value function of every policy is linear with respect to a given d -dimensional feature function. The hope in this setting is that learning a good policy will be possible without requiring a sample size that scales with the number of states in the MDP. Foster et al. [2021] have shown this to be impossible even under \text{\textit{concentrability}}, a data coverage assumption where a coefficient C_\text{conc} bounds the extent to which the state-action distribution of any policy can veer off the data distribution. However, the data in this previous work was in the form of a sequence of individual transitions. This leaves open the question of whether the negative result mentioned could be overcome if the data was composed of sequences of full trajectories.
3D Gaussian Splatting as Markov Chain Monte Carlo
While 3D Gaussian Splatting has recently become popular for neural rendering, current methods rely on carefully engineered cloning and splitting strategies for placing Gaussians, which does not always generalize and may lead to poor-quality renderings. For many real-world scenes this leads to their heavy dependence on good initializations. In this work, we rethink the set of 3D Gaussians as a random sample drawn from an underlying probability distribution describing the physical representation of the scene--in other words, Markov Chain Monte Carlo (MCMC) samples. Under this view, we show that the 3D Gaussian updates can be converted as Stochastic Gradient Langevin Dynamics (SGLD) update by simply introducing noise. We then rewrite the densification and pruning strategies in 3D Gaussian Splatting as simply a deterministic state transition of MCMC samples, removing these heuristics from the framework.
Achieving \tilde{O}(1/\epsilon) Sample Complexity for Constrained Markov Decision Process
We consider the reinforcement learning problem for the constrained Markov decision process (CMDP), which plays a central role in satisfying safety or resource constraints in sequential learning and decision-making. In this problem, we are given finite resources and a MDP with unknown transition probabilities. At each stage, we take an action, collecting a reward and consuming some resources, all assumed to be unknown and need to be learned over time. In this work, we take the first step towards deriving optimal problem-dependent guarantees for the CMDP problems. We derive a logarithmic regret bound, which translates into a O(\frac{1}{\Delta\cdot\epsilon}\cdot\log 2(1/\epsilon)) sample complexity bound, with \Delta being a problem-dependent parameter, yet independent of \epsilon .
Calibration of Shared Equilibria in General Sum Partially Observable Markov Games
Training multi-agent systems (MAS) to achieve realistic equilibria gives us a useful tool to understand and model real-world systems. We consider a general sum partially observable Markov game where agents of different types share a single policy network, conditioned on agent-specific information. This paper aims at i) formally understanding equilibria reached by such agents, and ii) matching emergent phenomena of such equilibria to real-world targets. Parameter sharing with decentralized execution has been introduced as an efficient way to train multiple agents using a single policy network. However, the nature of resulting equilibria reached by such agents has not been yet studied: we introduce the novel concept of Shared equilibrium as a symmetric pure Nash equilibrium of a certain Functional Form Game (FFG) and prove convergence to the latter for a certain class of games using self-play.
Flipping-based Policy for Chance-Constrained Markov Decision Processes
Safe reinforcement learning (RL) is a promising approach for many real-world decision-making problems where ensuring safety is a critical necessity. In safe RL research, while expected cumulative safety constraints (ECSCs) are typically the first choices, chance constraints are often more pragmatic for incorporating safety under uncertainties. This paper proposes a \textit{flipping-based policy} for Chance-Constrained Markov Decision Processes (CCMDPs). The flipping-based policy selects the next action by tossing a potentially distorted coin between two action candidates. The probability of the flip and the two action candidates vary depending on the state.
The Evolution of Statistical Induction Heads: In-Context Learning Markov Chains
Large language models have the ability to generate text that mimics patterns in their inputs. We introduce a simple Markov Chain sequence modeling task in order to study how this in-context learning capability emerges. In our setting, each example is sampled from a Markov chain drawn from a prior distribution over Markov chains. Transformers trained on this task form \emph{statistical induction heads} which compute accurate next-token probabilities given the bigram statistics of the context. During the course of training, models pass through multiple phases: after an initial stage in which predictions are uniform, they learn to sub-optimally predict using in-context single-token statistics (unigrams); then, there is a rapid phase transition to the correct in-context bigram solution.