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 Reinforcement Learning


(More) Efficient Reinforcement Learning via Posterior Sampling

Neural Information Processing Systems

Most provably efficient learning algorithms introduce optimism about poorly-understood states and actions to encourage exploration. We study an alternative approach for efficient exploration, posterior sampling for reinforcement learning (PSRL). This algorithm proceeds in repeated episodes of known duration. At the start of each episode, PSRL updates a prior distribution over Markov decision processes and takes one sample from this posterior. PSRL then follows the policy that is optimal for this sample during the episode. The algorithm is conceptually simple, computationally efficient and allows an agent to encode prior knowledge in a natural way. We establish an $\tilde{O}(\tau S \sqrt{AT})$ bound on the expected regret, where $T$ is time, $\tau$ is the episode length and $S$ and $A$ are the cardinalities of the state and action spaces. This bound is one of the first for an algorithm not based on optimism and close to the state of the art for any reinforcement learning algorithm. We show through simulation that PSRL significantly outperforms existing algorithms with similar regret bounds.


Optimistic policy iteration and natural actor-critic: A unifying view and a non-optimality result

Neural Information Processing Systems

Approximate dynamic programming approaches to the reinforcement learning problem are often categorized into greedy value function methods and value-based policy gradient methods. As our first main result, we show that an important subset of the latter methodology is, in fact, a limiting special case of a general formulation of the former methodology; optimistic policy iteration encompasses not only most of the greedy value function methods but also natural actor-critic methods, and permits one to directly interpolate between them. The resulting continuum adjusts the strength of the Markov assumption in policy improvement and, as such, can be seen as dual in spirit to the continuum in TD($\lambda$)-style algorithms in policy evaluation. As our second main result, we show for a substantial subset of soft-greedy value function approaches that, while having the potential to avoid policy oscillation and policy chattering, this subset can never converge toward any optimal policy, except in a certain pathological case. Consequently, in the context of approximations, the majority of greedy value function methods seem to be deemed to suffer either from the risk of oscillation/chattering or from the presence of systematic sub-optimality.


Sparse Multi-Task Reinforcement Learning

Neural Information Processing Systems

In multi-task reinforcement learning (MTRL), the objective is to simultaneously learn multiple tasks and exploit their similarity to improve the performance w.r.t.\ single-task learning. In this paper we investigate the case when all the tasks can be accurately represented in a linear approximation space using the same small subset of the original (large) set of features. This is equivalent to assuming that the weight vectors of the task value functions are \textit{jointly sparse}, i.e., the set of their non-zero components is small and it is shared across tasks. Building on existing results in multi-task regression, we develop two multi-task extensions of the fitted $Q$-iteration algorithm. While the first algorithm assumes that the tasks are jointly sparse in the given representation, the second one learns a transformation of the features in the attempt of finding a more sparse representation. For both algorithms we provide a sample complexity analysis and numerical simulations.


How hard is my MDP?" The distribution-norm to the rescue"

Neural Information Processing Systems

In Reinforcement Learning (RL), state-of-the-art algorithms require a large number of samples per state-action pair to estimate the transition kernel $p$. In many problems, a good approximation of $p$ is not needed. For instance, if from one state-action pair $(s,a)$, one can only transit to states with the same value, learning $p(\cdot|s,a)$ accurately is irrelevant (only its support matters). This paper aims at capturing such behavior by defining a novel hardness measure for Markov Decision Processes (MDPs) we call the {\em distribution-norm}. The distribution-norm w.r.t.~a measure $\nu$ is defined on zero $\nu$-mean functions $f$ by the standard variation of $f$ with respect to $\nu$. We first provide a concentration inequality for the dual of the distribution-norm. This allows us to replace the generic but loose $||\cdot||_1$ concentration inequalities used in most previous analysis of RL algorithms, to benefit from this new hardness measure. We then show that several common RL benchmarks have low hardness when measured using the new norm. The distribution-norm captures finer properties than the number of states or the diameter and can be used to assess the difficulty of MDPs.


Design Principles of the Hippocampal Cognitive Map

Neural Information Processing Systems

Hippocampal place fields have been shown to reflect behaviorally relevant aspects of space. For instance, place fields tend to be skewed along commonly traveled directions, they cluster around rewarded locations, and they are constrained by the geometric structure of the environment. We hypothesize a set of design principles for the hippocampal cognitive map that explain how place fields represent space in a way that facilitates navigation and reinforcement learning. In particular, we suggest that place fields encode not just information about the current location, but also predictions about future locations under the current transition distribution. Under this model, a variety of place field phenomena arise naturally from the structure of rewards, barriers, and directional biases as reflected in the transition policy. Furthermore, we demonstrate that this representation of space can support efficient reinforcement learning. We also propose that grid cells compute the eigendecomposition of place fields in part because is useful for segmenting an enclosure along natural boundaries. When applied recursively, this segmentation can be used to discover a hierarchical decomposition of space. Thus, grid cells might be involved in computing subgoals for hierarchical reinforcement learning.


Difference of Convex Functions Programming for Reinforcement Learning

Neural Information Processing Systems

Large Markov Decision Processes (MDPs) are usually solved using Approximate Dynamic Programming (ADP) methods such as Approximate Value Iteration (AVI) or Approximate Policy Iteration (API). The main contribution of this paper is to show that, alternatively, the optimal state-action value function can be estimated using Difference of Convex functions (DC) Programming. To do so, we study the minimization of a norm of the Optimal Bellman Residual (OBR) $T^*Q-Q$, where $T^*$ is the so-called optimal Bellman operator. Controlling this residual allows controlling the distance to the optimal action-value function, and we show that minimizing an empirical norm of the OBR is consistant in the Vapnik sense.


Near-optimal Reinforcement Learning in Factored MDPs

Neural Information Processing Systems

Any reinforcement learning algorithm that applies to all Markov decision processes (MDPs) will suffer $\Omega(\sqrt{SAT})$ regret on some MDP, where $T$ is the elapsed time and $S$ and $A$ are the cardinalities of the state and action spaces. This implies $T = \Omega(SA)$ time to guarantee a near-optimal policy. In many settings of practical interest, due to the curse of dimensionality, $S$ and $A$ can be so enormous that this learning time is unacceptable. We establish that, if the system is known to be a \emph{factored} MDP, it is possible to achieve regret that scales polynomially in the number of \emph{parameters} encoding the factored MDP, which may be exponentially smaller than $S$ or $A$. We provide two algorithms that satisfy near-optimal regret bounds in this context: posterior sampling reinforcement learning (PSRL) and an upper confidence bound algorithm (UCRL-Factored).


Bridging Discrete and Continuous RL: Stable Deterministic Policy Gradient with Martingale Characterization

arXiv.org Machine Learning

The theory of discrete-time reinforcement learning (RL) has advanced rapidly over the past decades. Although primarily designed for discrete environments, many real-world RL applications are inherently continuous and complex. A major challenge in extending discrete-time algorithms to continuous-time settings is their sensitivity to time discretization, often leading to poor stability and slow convergence. In this paper, we investigate deterministic policy gradient methods for continuous-time RL. We derive a continuous-time policy gradient formula based on an analogue of the advantage function and establish its martingale characterization. This theoretical foundation leads to our proposed algorithm, CT-DDPG, which enables stable learning with deterministic policies in continuous-time environments. Numerical experiments show that the proposed CT-DDPG algorithm offers improved stability and faster convergence compared to existing discrete-time and continuous-time methods, across a wide range of control tasks with varying time discretizations and noise levels.


Metadata-Guided Adaptable Frequency Scaling across Heterogeneous Applications and Devices

arXiv.org Machine Learning

Abstract--Dynamic V oltage and Frequency Scaling (DVFS) is essential for enhancing energy efficiency in mobile platforms. However, traditional heuristic-based governors are increasingly inadequate for managing the complexity of heterogeneous System-on-Chip designs and diverse application workloads. Although reinforcement learning approaches offer improved performance, their poor generalization capability and reliance on extensive retraining for each hardware and application combination leads to significant deployment costs. In this work, we observe that device and application metadata inherently encapsulate valuable knowledge for DVFS, presenting an opportunity to overcome these limitations. We formulate DVFS for heterogeneous devices and applications as a multi-task reinforcement learning problem. We introduce MetaDVFS, which is a metadata-guided framework that systematically leverages metadata to discover and transfer shared knowledge across DVFS tasks. Evaluations on five Google Pixel devices running six applications show that MetaDVFS achieves up to 17% improvement in Performance-Power Ratio and up to 26% improvement in Quality of Experience. Compared to state-of-the-art methods, MetaDVFS delivers 70.8% faster adaptation (3.5 1.1 vs. 11.8 5.2 minutes) and 5.8-27.6% These results establish MetaDVFS as an effective and scalable solution for DVFS deployment in heterogeneous mobile environments. Dynamic V oltage and Frequency Scaling (DVFS) is an essential technique for effectively improving energy efficiency in battery-powered mobile platforms. DVFS adjusts the operating voltage and frequency of a device in response to current workload demands [1]. Experimental evaluations report energy savings exceeding 26% on mobile MPSoCs where DVFS functions compared to statically managed systems [2]. Traditional DVFS policies typically rely on heuristic-based governors, such as ondemand and schedutil, which make frequency decisions based primarily on simple utilization metrics. Jinqi Y an, Qianlong Sang, Yili Gong, Chuang Hu, and Dazhao Cheng are with the School of Computer Science, Wuhan University.


Benefits and Pitfalls of Reinforcement Learning for Language Model Planning: A Theoretical Perspective

arXiv.org Machine Learning

Recent reinforcement learning (RL) methods have substantially enhanced the planning capabilities of Large Language Models (LLMs), yet the theoretical basis for their effectiveness remains elusive. In this work, we investigate RL's benefits and limitations through a tractable graph-based abstraction, focusing on policy gradient (PG) and Q-learning methods. Our theoretical analyses reveal that supervised fine-tuning (SFT) may introduce co-occurrence-based spurious solutions, whereas RL achieves correct planning primarily through exploration, underscoring exploration's role in enabling better generalization. However, we also show that PG suffers from diversity collapse, where output diversity decreases during training and persists even after perfect accuracy is attained. By contrast, Q-learning provides two key advantages: off-policy learning and diversity preservation at convergence. We further demonstrate that careful reward design is necessary to prevent reward hacking in Q-learning. Finally, applying our framework to the real-world planning benchmark Blocksworld, we confirm that these behaviors manifest in practice. Planning is a fundamental cognitive construct that underpins human intelligence, shaping our ability to organize tasks, coordinate activities, and formulate complex solutions such as mathematical proofs. It enables humans to decompose complex goals into manageable steps, anticipate potential challenges, and maintain coherence during problem solving. Similarly, planning plays a pivotal role in state-of-the-art Large Language Models (LLMs), enhancing their ability to address structured and long-horizon tasks with greater accuracy and reliability. Early generations of LLMs primarily relied on next-token prediction and passive statistical learning, which limited their planning capabilities to short-horizon, reactive responses.