Reinforcement Learning
When Is Generalizable Reinforcement Learning Tractable?
Agents trained by reinforcement learning (RL) often fail to generalize beyond the environment they were trained in, even when presented with new scenarios that seem similar to the training environment. We study the query complexity required to train RL agents that generalize to multiple environments. Intuitively, tractable generalization is only possible when the environments are similar or close in some sense. To capture this, we introduce Weak Proximity, a natural structural condition that requires the environments to have highly similar transition and reward functions and share a policy providing optimal value. Despite such shared structure, we prove that tractable generalization is impossible in the worst case.
Tempo Adaptation in Non-stationary Reinforcement Learning
We first raise and tackle a time synchronization'' issue between the agent and the environment in non-stationary reinforcement learning (RL), a crucial factor hindering its real-world applications. In reality, environmental changes occur over wall-clock time ( t) rather than episode progress ( k), where wall-clock time signifies the actual elapsed time within the fixed duration t \in [0, T] . In existing works, at episode k, the agent rolls a trajectory and trains a policy before transitioning to episode k 1 . In the context of the time-desynchronized environment, however, the agent at time t_{k} allocates \Delta t for trajectory generation and training, subsequently moves to the next episode at t_{k 1} t_{k} \Delta t . Despite a fixed total number of episodes ( K), the agent accumulates different trajectories influenced by the choice of interaction times ( t_1,t_2,...,t_K), significantly impacting the suboptimality gap of the policy.
Challenging Common Assumptions in Convex Reinforcement Learning
The classic Reinforcement Learning (RL) formulation concerns the maximization of a scalar reward function. More recently, convex RL has been introduced to extend the RL formulation to all the objectives that are convex functions of the state distribution induced by a policy. Notably, convex RL covers several relevant applications that do not fall into the scalar formulation, including imitation learning, risk-averse RL, and pure exploration. In classic RL, it is common to optimize an infinite trials objective, which accounts for the state distribution instead of the empirical state visitation frequencies, even though the actual number of trajectories is always finite in practice. This is theoretically sound since the infinite trials and finite trials objectives are equivalent and thus lead to the same optimal policy.
The Mean-Squared Error of Double Q-Learning
In this paper, we establish a theoretical comparison between the asymptotic mean square errors of double Q-learning and Q-learning. Our result builds upon an analysis for linear stochastic approximation based on Lyapunov equations and applies to both tabular setting or with linear function approximation, provided that the optimal policy is unique and the algorithms converge. We show that the asymptotic mean-square error of Double Q-learning is exactly equal to that of Q-learning if Double Q-learning uses twice the learning rate of Q-learning and the output of Double Q-learning is the average of its two estimators. We also present some practical implications of this theoretical observation using simulations.
Multi-Agent Reinforcement Learning in Stochastic Networked Systems
We study multi-agent reinforcement learning (MARL) in a stochastic network of agents. The objective is to find localized policies that maximize the (discounted) global reward. In general, scalability is a challenge in this setting because the size of the global state/action space can be exponential in the number of agents. Scalable algorithms are only known in cases where dependencies are static, fixed and local, e.g., between neighbors in a fixed, time-invariant underlying graph. In this work, we propose a Scalable Actor Critic framework that applies in settings where the dependencies can be non-local and stochastic, and provide a finite-time error bound that shows how the convergence rate depends on the speed of information spread in the network.
Learning Strategic Network Emergence Games
Real-world networks, especially the ones that emerge due to actions of animate agents (e.g. Learning approaches built to capture these strategic insights would gain interpretability and flexibility benefits that are required to generalize beyond observations. To this end, we consider a game-theoretic formalism of network emergence that accounts for the underlying strategic mechanisms and take it to the observed data. We propose MINE (Multi-agent Inverse models of Network Emergence mechanism), a new learning framework that solves Markov-Perfect network emergence games using multi-agent inverse reinforcement learning. MINE jointly discovers agents' strategy profiles in the form of network emergence policy and the latent payoff mechanism in the form of learned reward function.
On the Expressivity of Markov Reward
Reward is the driving force for reinforcement-learning agents. This paper is dedicated to understanding the expressivity of reward as a way to capture tasks that we would want an agent to perform. We frame this study around three new abstract notions of "task" that might be desirable: (1) a set of acceptable behaviors, (2) a partial ordering over behaviors, or (3) a partial ordering over trajectories. Our main results prove that while reward can express many of these tasks, there exist instances of each task type that no Markov reward function can capture. We then provide a set of polynomial-time algorithms that construct a Markov reward function that allows an agent to optimize tasks of each of these three types, and correctly determine when no such reward function exists.
Dynamic Regret of Policy Optimization in Non-Stationary Environments
We consider reinforcement learning (RL) in episodic MDPs with adversarial full-information reward feedback and unknown fixed transition kernels. We propose two model-free policy optimization algorithms, POWER and POWER, and establish guarantees for their dynamic regret. Compared with the classical notion of static regret, dynamic regret is a stronger notion as it explicitly accounts for the non-stationarity of environments. The dynamic regret attained by the proposed algorithms interpolates between different regimes of non-stationarity, and moreover satisfies a notion of adaptive (near-)optimality, in the sense that it matches the (near-)optimal static regret under slow-changing environments. The dynamic regret bound features two components, one arising from exploration, which deals with the uncertainty of transition kernels, and the other arising from adaptation, which deals with non-stationary environments.
On Efficiency in Hierarchical Reinforcement Learning
Hierarchical Reinforcement Learning (HRL) approaches promise to provide more efficient solutions to sequential decision making problems, both in terms of statistical as well as computational efficiency. While this has been demonstrated empirically over time in a variety of tasks, theoretical results quantifying the benefits of such methods are still few and far between. In this paper, we discuss the kind of structure in a Markov decision process which gives rise to efficient HRL methods. Specifically, we formalize the intuition that HRL can exploit well repeating "subMDPs", with similar reward and transition structure. We show that, under reasonable assumptions, a model-based Thompson sampling-style HRL algorithm that exploits this structure is statistically efficient, as established through a finite-time regret bound.
When to Trust Your Model: Model-Based Policy Optimization
Designing effective model-based reinforcement learning algorithms is difficult because the ease of data generation must be weighed against the bias of model-generated data. In this paper, we study the role of model usage in policy optimization both theoretically and empirically. We first formulate and analyze a model-based reinforcement learning algorithm with a guarantee of monotonic improvement at each step. In practice, this analysis is overly pessimistic and suggests that real off-policy data is always preferable to model-generated on-policy data, but we show that an empirical estimate of model generalization can be incorporated into such analysis to justify model usage. Motivated by this analysis, we then demonstrate that a simple procedure of using short model-generated rollouts branched from real data has the benefits of more complicated model-based algorithms without the usual pitfalls.