Reinforcement Learning
Regret Minimization for Reinforcement Learning with Vectorial Feedback and Complex Objectives
We consider an agent who is involved in an online Markov decision process, and receives a vector of outcomes every round. The agent aims to simultaneously optimize multiple objectives associated with the multi-dimensional outcomes. Due to state transitions, it is challenging to balance the vectorial outcomes for achieving near-optimality. In particular, contrary to the single objective case, stationary policies are generally sub-optimal. We propose a no-regret algorithm based on the Frank-Wolfe algorithm (Frank and Wolfe 1956), UCRL2 (Jaksch et al. 2010), as well as a crucial and novel gradient threshold procedure.
A Partially-Supervised Reinforcement Learning Framework for Visual Active Search
Visual active search (VAS) has been proposed as a modeling framework in which visual cues are used to guide exploration, with the goal of identifying regions of interest in a large geospatial area. Its potential applications include identifying hot spots of rare wildlife poaching activity, search-and-rescue scenarios, identifying illegal trafficking of weapons, drugs, or people, and many others. State of the art approaches to VAS include applications of deep reinforcement learning (DRL), which yield end-to-end search policies, and traditional active search, which combines predictions with custom algorithmic approaches. While the DRL framework has been shown to greatly outperform traditional active search in such domains, its end-to-end nature does not make full use of supervised information attained either during training, or during actual search, a significant limitation if search tasks differ significantly from those in the training distribution. We propose an approach that combines the strength of both DRL and conventional active search approaches by decomposing the search policy into a prediction module, which produces a geospatial distribution of regions of interest based on task embedding and search history, and a search module, which takes the predictions and search history as input and outputs the search distribution.
Reconciling λ-Returns with Experience Replay
Modern deep reinforcement learning methods have departed from the incremental learning required for eligibility traces, rendering the implementation of the λ-return difficult in this context. In particular, off-policy methods that utilize experience replay remain problematic because their random sampling of minibatches is not conducive to the efficient calculation of λ-returns. Yet replay-based methods are often the most sample efficient, and incorporating λ-returns into them is a viable way to achieve new state-of-the-art performance. Towards this, we propose the first method to enable practical use of λ-returns in arbitrary replay-based methods without relying on other forms of decorrelation such as asynchronous gradient updates. By promoting short sequences of past transitions into a small cache within the replay memory, adjacent λ-returns can be efficiently precomputed by sharing Q-values.
Policy Optimization with Advantage Regularization for Long-Term Fairness in Decision Systems
Long-term fairness is an important factor of consideration in designing and deploying learning-based decision systems in high-stake decision-making contexts. Recent work has proposed the use of Markov Decision Processes (MDPs) to formulate decision-making with long-term fairness requirements in dynamically changing environments, and demonstrated major challenges in directly deploying heuristic and rule-based policies that worked well in static environments. We show that policy optimization methods from deep reinforcement learning can be used to find strictly better decision policies that can often achieve both higher overall utility and less violation of the fairness requirements, compared to previously-known strategies. In particular, we propose new methods for imposing fairness requirements in policy optimization by regularizing the advantage evaluation of different actions. Our proposed methods make it easy to impose fairness constraints without reward engineering or sacrificing training efficiency.
Regret Minimization for Reinforcement Learning by Evaluating the Optimal Bias Function
We present an algorithm based on the \emph{Optimism in the Face of Uncertainty} (OFU) principle which is able to learn Reinforcement Learning (RL) modeled by Markov decision process (MDP) with finite state-action space efficiently. By evaluating the state-pair difference of the optimal bias function h {*}, the proposed algorithm achieves a regret bound of \tilde{O}(\sqrt{SATH}) \footnote{The symbol \tilde{O} means O with log factors ignored. Furthermore, this regret bound matches the lower bound of \Omega(\sqrt{SATH}) \cite{jaksch2010near} up to a logarithmic factor. As a consequence, we show that there is a near optimal regret bound of \tilde{O}(\sqrt{DSAT}) for MDPs with finite diameter D compared to the lower bound of \Omega(\sqrt{DSAT}) \cite{jaksch2010near}.
Truncating Trajectories in Monte Carlo Policy Evaluation: an Adaptive Approach
Policy evaluation via Monte Carlo (MC) simulation is at the core of many MC Reinforcement Learning (RL) algorithms (e.g., policy gradient methods). In this context, the designer of the learning system specifies an interaction budget that the agent usually spends by collecting trajectories of fixed length within a simulator. However, is this data collection strategy the best option? To answer this question, in this paper, we consider as quality index the variance of an unbiased policy return estimator that uses trajectories of different lengths, i.e., truncated. We first derive a closed-form expression of this variance that clearly shows the sub-optimality of the fixed-length trajectory schedule.
General Transportability of Soft Interventions: Completeness Results
The challenge of generalizing causal knowledge across different environments is pervasive in scientific explorations, including in AI, ML, and Data Science. Experiments are usually performed in one environment (e.g., in a lab, on Earth) with the intent, almost invariably, of being used elsewhere (e.g., outside the lab, on Mars), where the conditions are likely to be different. In the causal inference literature, this generalization task has been formalized under the rubric of transportability (Pearl and Bareinboim, 2011), where a number of criteria and algorithms have been developed for various settings. Despite the generality of such results, transportability theory has been confined to atomic, do()-interventions. In practice, many real-world applications require more complex, stochastic interventions; for instance, in reinforcement learning, agents need to continuously adapt to the changing conditions of an uncertain and unknown environment.
MAG-GNN: Reinforcement Learning Boosted Graph Neural Network
While Graph Neural Networks (GNNs) recently became powerful tools in graph learning tasks, considerable efforts have been spent on improving GNNs' structural encoding ability. A particular line of work proposed subgraph GNNs that use subgraph information to improve GNNs' expressivity and achieved great success. However, such effectivity sacrifices the efficiency of GNNs by enumerating all possible subgraphs. In this paper, we analyze the necessity of complete subgraph enumeration and show that a model can achieve a comparable level of expressivity by considering a small subset of the subgraphs. We then formulate the identification of the optimal subset as a combinatorial optimization problem and propose Magnetic Graph Neural Network (MAG-GNN), a reinforcement learning (RL) boosted GNN, to solve the problem.
Shared Experience Actor-Critic for Multi-Agent Reinforcement Learning
Exploration in multi-agent reinforcement learning is a challenging problem, especially in environments with sparse rewards. We propose a general method for efficient exploration by sharing experience amongst agents. Our proposed algorithm, called shared Experience Actor-Critic(SEAC), applies experience sharing in an actor-critic framework by combining the gradients of different agents. We evaluate SEAC in a collection of sparse-reward multi-agent environments and find that it consistently outperforms several baselines and state-of-the-art algorithms by learning in fewer steps and converging to higher returns. In some harder environments, experience sharing makes the difference between learning to solve the task and not learning at all.
FairVFL: A Fair Vertical Federated Learning Framework with Contrastive Adversarial Learning
Vertical federated learning (VFL) is a privacy-preserving machine learning paradigm that can learn models from features distributed on different platforms in a privacy-preserving way. Since in real-world applications the data may contain bias on fairness-sensitive features (e.g., gender), VFL models may inherit bias from training data and become unfair for some user groups. However, existing fair machine learning methods usually rely on the centralized storage of fairness-sensitive features to achieve model fairness, which are usually inapplicable in federated scenarios. In this paper, we propose a fair vertical federated learning framework (FairVFL), which can improve the fairness of VFL models. The core idea of FairVFL is to learn unified and fair representations of samples based on the decentralized feature fields in a privacy-preserving way. Specifically, each platform with fairness-insensitive features first learns local data representations from local features.