Markov Models
A Unified Framework of Policy Learning for Contextual Bandit with Confounding Bias and Missing Observations
Chen, Siyu, Wang, Yitan, Wang, Zhaoran, Yang, Zhuoran
We study the offline contextual bandit problem, where we aim to acquire an optimal policy using observational data. However, this data usually contains two deficiencies: (i) some variables that confound actions are not observed, and (ii) missing observations exist in the collected data. Unobserved confounders lead to a confounding bias and missing observations cause bias and inefficiency problems. To overcome these challenges and learn the optimal policy from the observed dataset, we present a new algorithm called Causal-Adjusted Pessimistic (CAP) policy learning, which forms the reward function as the solution of an integral equation system, builds a confidence set, and greedily takes action with pessimism. With mild assumptions on the data, we develop an upper bound to the suboptimality of CAP for the offline contextual bandit problem.
Improved Sample Complexity for Reward-free Reinforcement Learning under Low-rank MDPs
Cheng, Yuan, Huang, Ruiquan, Yang, Jing, Liang, Yingbin
In reward-free reinforcement learning (RL), an agent explores the environment first without any reward information, in order to achieve certain learning goals afterwards for any given reward. In this paper we focus on reward-free RL under low-rank MDP models, in which both the representation and linear weight vectors are unknown. Although various algorithms have been proposed for reward-free low-rank MDPs, the corresponding sample complexity is still far from being satisfactory. In this work, we first provide the first known sample complexity lower bound that holds for any algorithm under low-rank MDPs. This lower bound implies it is strictly harder to find a near-optimal policy under low-rank MDPs than under linear MDPs. We then propose a novel model-based algorithm, coined RAFFLE, and show it can both find an $\epsilon$-optimal policy and achieve an $\epsilon$-accurate system identification via reward-free exploration, with a sample complexity significantly improving the previous results. Such a sample complexity matches our lower bound in the dependence on $\epsilon$, as well as on $K$ in the large $d$ regime, where $d$ and $K$ respectively denote the representation dimension and action space cardinality. Finally, we provide a planning algorithm (without further interaction with true environment) for RAFFLE to learn a near-accurate representation, which is the first known representation learning guarantee under the same setting.
Deep reinforcement learning for the olfactory search POMDP: a quantitative benchmark
Loisy, Aurore, Heinonen, Robin A.
The olfactory search POMDP (partially observable Markov decision process) is a sequential decision-making problem designed to mimic the task faced by insects searching for a source of odor in turbulence, and its solutions have applications to sniffer robots. As exact solutions are out of reach, the challenge consists in finding the best possible approximate solutions while keeping the computational cost reasonable. We provide a quantitative benchmarking of a solver based on deep reinforcement learning against traditional POMDP approximate solvers. We show that deep reinforcement learning is a competitive alternative to standard methods, in particular to generate lightweight policies suitable for robots.
CLIP4MC: An RL-Friendly Vision-Language Model for Minecraft
Ding, Ziluo, Luo, Hao, Li, Ke, Yue, Junpeng, Huang, Tiejun, Lu, Zongqing
One of the essential missions in the AI research community is to build an autonomous embodied agent that can attain high-level performance across a wide spectrum of tasks. However, acquiring reward/penalty in all open-ended tasks is unrealistic, making the Reinforcement Learning (RL) training procedure impossible. In this paper, we propose a novel cross-modal contrastive learning framework architecture, CLIP4MC, aiming to learn an RL-friendly vision-language model that serves as a reward function for open-ended tasks. Therefore, no further task-specific reward design is needed. Intuitively, it is more reasonable for the model to address the similarity between the video snippet and the language prompt at both the action and entity levels. To this end, a motion encoder is proposed to capture the motion embeddings across different intervals. The correlation scores are then used to construct the auxiliary reward signal for RL agents. Moreover, we construct a neat YouTube dataset based on the large-scale YouTube database provided by MineDojo. Specifically, two rounds of filtering operations guarantee that the dataset covers enough essential information and that the video-text pair is highly correlated. Empirically, we show that the proposed method achieves better performance on RL tasks compared with baselines.
Going faster to see further: GPU-accelerated value iteration and simulation for perishable inventory control using JAX
Farrington, Joseph, Li, Kezhi, Wong, Wai Keong, Utley, Martin
Value iteration can find the optimal replenishment policy for a perishable inventory problem, but is computationally demanding due to the large state spaces that are required to represent the age profile of stock. The parallel processing capabilities of modern GPUs can reduce the wall time required to run value iteration by updating many states simultaneously. The adoption of GPU-accelerated approaches has been limited in operational research relative to other fields like machine learning, in which new software frameworks have made GPU programming widely accessible. We used the Python library JAX to implement value iteration and simulators of the underlying Markov decision processes in a high-level API, and relied on this library's function transformations and compiler to efficiently utilize GPU hardware. Our method can extend use of value iteration to settings that were previously considered infeasible or impractical. We demonstrate this on example scenarios from three recent studies which include problems with over 16 million states and additional problem features, such as substitution between products, that increase computational complexity. We compare the performance of the optimal replenishment policies to heuristic policies, fitted using simulation optimization in JAX which allowed the parallel evaluation of multiple candidate policy parameters on thousands of simulated years. The heuristic policies gave a maximum optimality gap of 2.49%. Our general approach may be applicable to a wide range of problems in operational research that would benefit from large-scale parallel computation on consumer-grade GPU hardware.
Cheap Talk Discovery and Utilization in Multi-Agent Reinforcement Learning
Lo, Yat Long, de Witt, Christian Schroeder, Sokota, Samuel, Foerster, Jakob Nicolaus, Whiteson, Shimon
By enabling agents to communicate, recent cooperative multi-agent reinforcement learning (MARL) methods have demonstrated better task performance and more coordinated behavior. Most existing approaches facilitate inter-agent communication by allowing agents to send messages to each other through free communication channels, i.e., cheap talk channels. Current methods require these channels to be constantly accessible and known to the agents a priori. In this work, we lift these requirements such that the agents must discover the cheap talk channels and learn how to use them. Hence, the problem has two main parts: cheap talk discovery (CTD) and cheap talk utilization (CTU). We introduce a novel conceptual framework for both parts and develop a new algorithm based on mutual information maximization that outperforms existing algorithms in CTD/CTU settings. We also release a novel benchmark suite to stimulate future research in CTD/CTU.
Training Deep Boltzmann Networks with Sparse Ising Machines
Niazi, Shaila, Aadit, Navid Anjum, Mohseni, Masoud, Chowdhury, Shuvro, Qin, Yao, Camsari, Kerem Y.
The slowing down of Moore's law has driven the development of unconventional computing paradigms, such as specialized Ising machines tailored to solve combinatorial optimization problems. In this paper, we show a new application domain for probabilistic bit (p-bit) based Ising machines by training deep generative AI models with them. Using sparse, asynchronous, and massively parallel Ising machines we train deep Boltzmann networks in a hybrid probabilistic-classical computing setup. We use the full MNIST dataset without any downsampling or reduction in hardware-aware network topologies implemented in moderately sized Field Programmable Gate Arrays (FPGA). Our machine, which uses only 4,264 nodes (p-bits) and about 30,000 parameters, achieves the same classification accuracy (90%) as an optimized software-based restricted Boltzmann Machine (RBM) with approximately 3.25 million parameters. Additionally, the sparse deep Boltzmann network can generate new handwritten digits, a task the 3.25 million parameter RBM fails at despite achieving the same accuracy. Our hybrid computer takes a measured 50 to 64 billion probabilistic flips per second, which is at least an order of magnitude faster than superficially similar Graphics and Tensor Processing Unit (GPU/TPU) based implementations. The massively parallel architecture can comfortably perform the contrastive divergence algorithm (CD-n) with up to n = 10 million sweeps per update, beyond the capabilities of existing software implementations. These results demonstrate the potential of using Ising machines for traditionally hard-to-train deep generative Boltzmann networks, with further possible improvement in nanodevice-based realizations.
Multi-Agent Reinforcement Learning via Mean Field Control: Common Noise, Major Agents and Approximation Properties
Cui, Kai, Fabian, Christian, Koeppl, Heinz
Recently, mean field control (MFC) has provided a tractable and theoretically founded approach to otherwise difficult cooperative multi-agent control. However, the strict assumption of many independent, homogeneous agents may be too stringent in practice. In this work, we propose a novel discrete-time generalization of Markov decision processes and MFC to both many minor agents and potentially complex major agents -- major-minor mean field control (M3FC). In contrast to deterministic MFC, M3FC allows for stochastic minor agent distributions with strong correlation between minor agents through the major agent state, which can model arbitrary problem details not bound to any agent. Theoretically, we give rigorous approximation properties with novel proofs for both M3FC and existing MFC models in the finite multi-agent problem, together with a dynamic programming principle for solving such problems. In the infinite-horizon discounted case, existence of an optimal stationary policy follows. Algorithmically, we propose the major-minor mean field proximal policy optimization algorithm (M3FPPO) as a novel multi-agent reinforcement learning algorithm and demonstrate its success in illustrative M3FC-type problems.
Provable Convergence of Variational Monte Carlo Methods
Li, Tianyou, Chen, Fan, Chen, Huajie, Wen, Zaiwen
The Variational Monte Carlo (VMC) is a promising approach for computing the ground state energy of many-body quantum problems and attracts more and more interests due to the development of machine learning. The recent paradigms in VMC construct neural networks as trial wave functions, sample quantum configurations using Markov chain Monte Carlo (MCMC) and train neural networks with stochastic gradient descent (SGD) method. However, the theoretical convergence of VMC is still unknown when SGD interacts with MCMC sampling given a well-designed trial wave function. Since MCMC reduces the difficulty of estimating gradients, it has inevitable bias in practice. Moreover, the local energy may be unbounded, which makes it harder to analyze the error of MCMC sampling. Therefore, we assume that the local energy is sub-exponential and use the Bernstein inequality for non-stationary Markov chains to derive error bounds of the MCMC estimator. Consequently, VMC is proven to have a first order convergence rate $O(\log K/\sqrt{n K})$ with $K$ iterations and a sample size $n$. It partially explains how MCMC influences the behavior of SGD. Furthermore, we verify the so-called correlated negative curvature condition and relate it to the zero-variance phenomena in solving eigenvalue functions. It is shown that VMC escapes from saddle points and reaches $(\epsilon,\epsilon^{1/4})$ -approximate second order stationary points or $\epsilon^{1/2}$-variance points in at least $O(\epsilon^{-11/2}\log^{2}(1/\epsilon) )$ steps with high probability. Our analysis enriches the understanding of how VMC converges efficiently and can be applied to general variational methods in physics and statistics.
Computably Continuous Reinforcement-Learning Objectives are PAC-learnable
Yang, Cambridge, Littman, Michael, Carbin, Michael
In reinforcement learning, the classic objectives of maximizing discounted and finite-horizon cumulative rewards are PAC-learnable: There are algorithms that learn a near-optimal policy with high probability using a finite amount of samples and computation. In recent years, researchers have introduced objectives and corresponding reinforcement-learning algorithms beyond the classic cumulative rewards, such as objectives specified as linear temporal logic formulas. However, questions about the PAC-learnability of these new objectives have remained open. This work demonstrates the PAC-learnability of general reinforcement-learning objectives through sufficient conditions for PAC-learnability in two analysis settings. In particular, for the analysis that considers only sample complexity, we prove that if an objective given as an oracle is uniformly continuous, then it is PAC-learnable. Further, for the analysis that considers computational complexity, we prove that if an objective is computable, then it is PAC-learnable. In other words, if a procedure computes successive approximations of the objective's value, then the objective is PAC-learnable. We give three applications of our condition on objectives from the literature with previously unknown PAC-learnability and prove that these objectives are PAC-learnable. Overall, our result helps verify existing objectives' PAC-learnability. Also, as some studied objectives that are not uniformly continuous have been shown to be not PAC-learnable, our results could guide the design of new PAC-learnable objectives.