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Applications of the Theory of Aggregated Markov Processes in Stochastic Learning Theory

arXiv.org Machine Learning

A stochastic process that arises by composing a function with a Markov process is called an aggregated Markov process (AMP). The purpose of composing a Markov process with a function can be a reduction of dimensions, e.g., a projection onto certain coordinates. The theory around AMP has been extensively studied e.g. by Dynkin, Cameron, Rogers and Pitman, and Kelly, all of whom provided sufficient conditions for an AMP to remain Markov. In another direction, Larget provided a canonical representation for AMP, which can be used to verify the equivalence of two AMPs. The purpose of this paper is to describe how the theory of AMP can be applied to stochastic learning theory as they learn a particular task.


Dyadic Reinforcement Learning

arXiv.org Machine Learning

Mobile health aims to enhance health outcomes by delivering interventions to individuals as they go about their daily life. The involvement of care partners and social support networks often proves crucial in helping individuals managing burdensome medical conditions. This presents opportunities in mobile health to design interventions that target the dyadic relationship -- the relationship between a target person and their care partner -- with the aim of enhancing social support. In this paper, we develop dyadic RL, an online reinforcement learning algorithm designed to personalize intervention delivery based on contextual factors and past responses of a target person and their care partner. Here, multiple sets of interventions impact the dyad across multiple time intervals. The developed dyadic RL is Bayesian and hierarchical. We formally introduce the problem setup, develop dyadic RL and establish a regret bound. We demonstrate dyadic RL's empirical performance through simulation studies on both toy scenarios and on a realistic test bed constructed from data collected in a mobile health study.


Beyond Average Return in Markov Decision Processes

arXiv.org Artificial Intelligence

What are the functionals of the reward that can be computed and optimized exactly in Markov Decision Processes? In the finite-horizon, undiscounted setting, Dynamic Programming (DP) can only handle these operations efficiently for certain classes of statistics. We summarize the characterization of these classes for policy evaluation, and give a new answer for the planning problem. Interestingly, we prove that only generalized means can be optimized exactly, even in the more general framework of Distributional Reinforcement Learning (DistRL). DistRL permits, however, to evaluate other functionals approximately. We provide error bounds on the resulting estimators, and discuss the potential of this approach as well as its limitations. These results contribute to advancing the theory of Markov Decision Processes by examining overall characteristics of the return, and particularly risk-conscious strategies.


Towards Instance-Optimality in Online PAC Reinforcement Learning

arXiv.org Machine Learning

Several recent works have proposed instance-dependent upper bounds on the number of episodes needed to identify, with probability $1-\delta$, an $\varepsilon$-optimal policy in finite-horizon tabular Markov Decision Processes (MDPs). These upper bounds feature various complexity measures for the MDP, which are defined based on different notions of sub-optimality gaps. However, as of now, no lower bound has been established to assess the optimality of any of these complexity measures, except for the special case of MDPs with deterministic transitions. In this paper, we propose the first instance-dependent lower bound on the sample complexity required for the PAC identification of a near-optimal policy in any tabular episodic MDP. Additionally, we demonstrate that the sample complexity of the PEDEL algorithm of \cite{Wagenmaker22linearMDP} closely approaches this lower bound. Considering the intractability of PEDEL, we formulate an open question regarding the possibility of achieving our lower bound using a computationally-efficient algorithm.


Q-Learning for Stochastic Control under General Information Structures and Non-Markovian Environments

arXiv.org Artificial Intelligence

As a primary contribution, we present a convergence theorem for stochastic iterations, and in particular, Q-learning iterates, under a general, possibly non-Markovian, stochastic environment. Our conditions for convergence involve an ergodicity and a positivity criterion. We provide a precise characterization on the limit of the iterates and conditions on the environment and initializations for convergence. As our second contribution, we discuss the implications and applications of this theorem to a variety of stochastic control problems with non-Markovian environments involving (i) quantized approximations of fully observed Markov Decision Processes (MDPs) with continuous spaces (where quantization break down the Markovian structure), (ii) quantized approximations of belief-MDP reduced partially observable MDPS (POMDPs) with weak Feller continuity and a mild version of filter stability (which requires the knowledge of the model by the controller), (iii) finite window approximations of POMDPs under a uniform controlled filter stability (which does not require the knowledge of the model), and (iv) for multi-agent models where convergence of learning dynamics to a new class of equilibria, subjective Q-learning equilibria, will be studied. In addition to the convergence theorem, some implications of the theorem above are new to the literature and others are interpreted as applications of the convergence theorem. Some open problems are noted.


Offline RL with Observation Histories: Analyzing and Improving Sample Complexity

arXiv.org Artificial Intelligence

Offline reinforcement learning (RL) can in principle synthesize more optimal behavior from a dataset consisting only of suboptimal trials. One way that this can happen is by "stitching" together the best parts of otherwise suboptimal trajectories that overlap on similar states, to create new behaviors where each individual state is in-distribution, but the overall returns are higher. However, in many interesting and complex applications, such as autonomous navigation and dialogue systems, the state is partially observed. Even worse, the state representation is unknown or not easy to define. In such cases, policies and value functions are often conditioned on observation histories instead of states. In these cases, it is not clear if the same kind of "stitching" is feasible at the level of observation histories, since two different trajectories would always have different histories, and thus "similar states" that might lead to effective stitching cannot be leveraged. Theoretically, we show that standard offline RL algorithms conditioned on observation histories suffer from poor sample complexity, in accordance with the above intuition. We then identify sufficient conditions under which offline RL can still be efficient -- intuitively, it needs to learn a compact representation of history comprising only features relevant for action selection. We introduce a bisimulation loss that captures the extent to which this happens, and propose that offline RL can explicitly optimize this loss to aid worst-case sample complexity. Empirically, we show that across a variety of tasks either our proposed loss improves performance, or the value of this loss is already minimized as a consequence of standard offline RL, indicating that it correlates well with good performance.


MIR2: Towards Provably Robust Multi-Agent Reinforcement Learning by Mutual Information Regularization

arXiv.org Artificial Intelligence

Robust multi-agent reinforcement learning (MARL) necessitates resilience to uncertain or worst-case actions by unknown allies. Existing max-min optimization techniques in robust MARL seek to enhance resilience by training agents against worst-case adversaries, but this becomes intractable as the number of agents grows, leading to exponentially increasing worst-case scenarios. Attempts to simplify this complexity often yield overly pessimistic policies, inadequate robustness across scenarios and high computational demands. Unlike these approaches, humans naturally learn adaptive and resilient behaviors without the necessity of preparing for every conceivable worst-case scenario. Motivated by this, we propose MIR2, which trains policy in routine scenarios and minimize Mutual Information as Robust Regularization. Theoretically, we frame robustness as an inference problem and prove that minimizing mutual information between histories and actions implicitly maximizes a lower bound on robustness under certain assumptions. Further analysis reveals that our proposed approach prevents agents from overreacting to others through an information bottleneck and aligns the policy with a robust action prior. Empirically, our MIR2 displays even greater resilience against worst-case adversaries than max-min optimization in StarCraft II, Multi-agent Mujoco and rendezvous. Our superiority is consistent when deployed in challenging real-world robot swarm control scenario. See code and demo videos in Supplementary Materials.


NoMoPy: Noise Modeling in Python

arXiv.org Machine Learning

NoMoPy is a code for fitting, analyzing, and generating noise modeled as a hidden Markov model (HMM) or, more generally, factorial hidden Markov model (FHMM). This code, written in Python, implements approximate and exact expectation maximization (EM) algorithms for performing the parameter estimation process, model selection procedures via cross-validation, and parameter confidence region estimation. Here, we describe in detail the functionality implemented in NoMoPy and provide examples of its use and performance on example problems.


Would I have gotten that reward? Long-term credit assignment by counterfactual contribution analysis

arXiv.org Machine Learning

To make reinforcement learning more sample efficient, we need better credit assignment methods that measure an action's influence on future rewards. Building upon Hindsight Credit Assignment (HCA), we introduce Counterfactual Contribution Analysis (COCOA), a new family of model-based credit assignment algorithms. Our algorithms achieve precise credit assignment by measuring the contribution of actions upon obtaining subsequent rewards, by quantifying a counterfactual query: 'Would the agent still have reached this reward if it had taken another action?'. We show that measuring contributions w.r.t. rewarding states, as is done in HCA, results in spurious estimates of contributions, causing HCA to degrade towards the high-variance REINFORCE estimator in many relevant environments. Instead, we measure contributions w.r.t. rewards or learned representations of the rewarding objects, resulting in gradient estimates with lower variance. We run experiments on a suite of problems specifically designed to evaluate long-term credit assignment capabilities. By using dynamic programming, we measure ground-truth policy gradients and show that the improved performance of our new model-based credit assignment methods is due to lower bias and variance compared to HCA and common baselines. Our results demonstrate how modeling action contributions towards rewarding outcomes can be leveraged for credit assignment, opening a new path towards sample-efficient reinforcement learning.


DrM: Mastering Visual Reinforcement Learning through Dormant Ratio Minimization

arXiv.org Artificial Intelligence

Visual reinforcement learning (RL) has shown promise in continuous control tasks. Despite its progress, current algorithms are still unsatisfactory in virtually every aspect of the performance such as sample efficiency, asymptotic performance, and their robustness to the choice of random seeds. In this paper, we identify a major shortcoming in existing visual RL methods that is the agents often exhibit sustained inactivity during early training, thereby limiting their ability to explore effectively. Expanding upon this crucial observation, we additionally unveil a significant correlation between the agents' inclination towards motorically inactive exploration and the absence of neuronal activity within their policy networks. To quantify this inactivity, we adopt dormant ratio as a metric to measure inactivity in the RL agent's network. Empirically, we also recognize that the dormant ratio can act as a standalone indicator of an agent's activity level, regardless of the received reward signals. Leveraging the aforementioned insights, we introduce DrM, a method that uses three core mechanisms to guide agents' exploration-exploitation trade-offs by actively minimizing the dormant ratio. Experiments demonstrate that DrM achieves significant improvements in sample efficiency and asymptotic performance with no broken seeds (76 seeds in total) across three continuous control benchmark environments, including DeepMind Control Suite, MetaWorld, and Adroit. Most importantly, DrM is the first model-free algorithm that consistently solves tasks in both the Dog and Manipulator domains from the DeepMind Control Suite as well as three dexterous hand manipulation tasks without demonstrations in Adroit, all based on pixel observations.