Fuzzy Logic
A Policy Iteration Approach for Flock Motion Control
Qu, Shuzheng, Abouheaf, Mohammed, Gueaieb, Wail, Spinello, Davide
The flocking motion control is concerned with managing the possible conflicts between local and team objectives of multi-agent systems. The overall control process guides the agents while monitoring the flock-cohesiveness and localization. The underlying mechanisms may degrade due to overlooking the unmodeled uncertainties associated with the flock dynamics and formation. On another side, the efficiencies of the various control designs rely on how quickly they can adapt to different dynamic situations in real-time. An online model-free policy iteration mechanism is developed here to guide a flock of agents to follow an independent command generator over a time-varying graph topology. The strength of connectivity between any two agents or the graph edge weight is decided using a position adjacency dependent function. An online recursive least squares approach is adopted to tune the guidance strategies without knowing the dynamics of the agents or those of the command generator. It is compared with another reinforcement learning approach from the literature which is based on a value iteration technique. The simulation results of the policy iteration mechanism revealed fast learning and convergence behaviors with less computational effort.
Minimizing Fuzzy Interpretations in Fuzzy Description Logics by Using Crisp Bisimulations
The problem of minimizing finite fuzzy interpretations in fuzzy description logics (FDLs) is worth studying. For example, the structure of a fuzzy/weighted social network can be treated as a fuzzy interpretation in FDLs, where actors are individuals and actions are roles. Minimizing the structure of a fuzzy/weighted social network makes it more compact, thus making network analysis tasks more efficient. In this work, we study the problem of minimizing a finite fuzzy interpretation in a FDL by using the largest crisp auto-bisimulation. The considered FDLs use the Baaz projection operator and their semantics is specified using an abstract algebra of fuzzy truth values, which can be any linear and complete residuated lattice. We provide an efficient algorithm with a complexity of $O((m \log{l} + n) \log{n})$ for minimizing a given finite fuzzy interpretation $\mathcal{I}$, where $n$ is the size of the domain of $\mathcal{I}$, $m$ is number of nonzero instances of atomic roles of $\mathcal{I}$ and $l$ is the number of different fuzzy values used for instances of atomic roles of $\mathcal{I}$. We prove that the fuzzy interpretation returned by the algorithm is minimal among the ones that preserve fuzzy TBoxes and ABoxes under certain conditions.
Variance-aware robust reinforcement learning with linear function approximation under heavy-tailed rewards
This paper presents two algorithms, AdaOFUL and VARA, for online sequential decision-making in the presence of heavy-tailed rewards with only finite variances. For linear stochastic bandits, we address the issue of heavy-tailed rewards by modifying the adaptive Huber regression and proposing AdaOFUL. AdaOFUL achieves a state-of-the-art regret bound of $\widetilde{O}\big(d\big(\sum_{t=1}^T \nu_{t}^2\big)^{1/2}+d\big)$ as if the rewards were uniformly bounded, where $\nu_{t}^2$ is the observed conditional variance of the reward at round $t$, $d$ is the feature dimension, and $\widetilde{O}(\cdot)$ hides logarithmic dependence. Building upon AdaOFUL, we propose VARA for linear MDPs, which achieves a tighter variance-aware regret bound of $\widetilde{O}(d\sqrt{HG^*K})$. Here, $H$ is the length of episodes, $K$ is the number of episodes, and $G^*$ is a smaller instance-dependent quantity that can be bounded by other instance-dependent quantities when additional structural conditions on the MDP are satisfied. Our regret bound is superior to the current state-of-the-art bounds in three ways: (1) it depends on a tighter instance-dependent quantity and has optimal dependence on $d$ and $H$, (2) we can obtain further instance-dependent bounds of $G^*$ under additional structural conditions on the MDP, and (3) our regret bound is valid even when rewards have only finite variances, achieving a level of generality unmatched by previous works. Overall, our modified adaptive Huber regression algorithm may serve as a useful building block in the design of algorithms for online problems with heavy-tailed rewards.
VIPeR: Provably Efficient Algorithm for Offline RL with Neural Function Approximation
Nguyen-Tang, Thanh, Arora, Raman
In this section, we empirically evaluate the proposed algorithm VIPeR against several state-of-the-art baselines, including (a) PEVI (Jin et al., 2021), which explicitly constructs lower confidence bound (LCB) for pessimism in a linear model (thus, we rename this algorithm as LinLCB for convenience in our experiments); (b) NeuraLCB (Nguyen-Tang et al., 2022a) which explicitly constructs an LCB using neural network gradients; (c) NeuraLCB (Diag), which is NeuraLCB with a diagonal approximation for estimating the confidence set as suggested in NeuraLCB (Nguyen-Tang et al., 2022a); (d) Lin-VIPeR which is VIPeR realized to the linear function approximation instead of neural network function approximation; (e) NeuralGreedy (LinGreedy, respectively) which uses neural networks (linear models, respectively) to fit the offline data and act greedily with respect to the estimated state-action value functions without any pessimism. Note that when the parametric class, F, in Algorithm 1 is that of neural networks, we refer to VIPeR as Neural-VIPeR. We do not utilize data splitting in the experiments. We provide further algorithmic details of the baselines in Section H. We evaluate all algorithms in two problem settings: (1) the underlying MDP is a linear MDP whose reward functions and transition kernels are linear in some known feature map (Jin et al., 2020), and (2) the underlying MDP is non-linear with horizon length H = 1 (i.e., non-linear contextual bandits) (Zhou et al., 2020), where the reward function is either synthetic or constructed from MNIST
Breaking the Curse of Multiagency: Provably Efficient Decentralized Multi-Agent RL with Function Approximation
Wang, Yuanhao, Liu, Qinghua, Bai, Yu, Jin, Chi
A unique challenge in Multi-Agent Reinforcement Learning (MARL) is the curse of multiagency, where the description length of the game as well as the complexity of many existing learning algorithms scale exponentially with the number of agents. While recent works successfully address this challenge under the model of tabular Markov Games, their mechanisms critically rely on the number of states being finite and small, and do not extend to practical scenarios with enormous state spaces where function approximation must be used to approximate value functions or policies. This paper presents the first line of MARL algorithms that provably resolve the curse of multiagency under function approximation. We design a new decentralized algorithm -- V-Learning with Policy Replay, which gives the first polynomial sample complexity results for learning approximate Coarse Correlated Equilibria (CCEs) of Markov Games under decentralized linear function approximation. Our algorithm always outputs Markov CCEs, and achieves an optimal rate of $\widetilde{\mathcal{O}}(\epsilon^{-2})$ for finding $\epsilon$-optimal solutions. Also, when restricted to the tabular case, our result improves over the current best decentralized result $\widetilde{\mathcal{O}}(\epsilon^{-3})$ for finding Markov CCEs. We further present an alternative algorithm -- Decentralized Optimistic Policy Mirror Descent, which finds policy-class-restricted CCEs using a polynomial number of samples. In exchange for learning a weaker version of CCEs, this algorithm applies to a wider range of problems under generic function approximation, such as linear quadratic games and MARL problems with low ''marginal'' Eluder dimension.
PN-OWL: A Two Stage Algorithm to Learn Fuzzy Concept Inclusions from OWL Ontologies
Cardillo, Franco Alberto, Debole, Franca, Straccia, Umberto
OWL ontologies are a quite popular way to describe structured knowledge in terms of classes, relations among classes and class instances. In this paper, given a target class T of an OWL ontology, with a focus on ontologies with real- and boolean-valued data properties, we address the problem of learning graded fuzzy concept inclusion axioms with the aim of describing enough conditions for being an individual classified as instance of the class T. To do so, we present PN-OWL that is a two-stage learning algorithm made of a P-stage and an N-stage. Roughly, in the P-stage the algorithm tries to cover as many positive examples as possible (increase recall), without compromising too much precision, while in the N-stage, the algorithm tries to rule out as many false positives, covered by the P-stage, as possible. PN-OWL then aggregates the fuzzy inclusion axioms learnt at the P-stage and the N-stage by combining them via aggregation functions to allow for a final decision whether an individual is instance of T or not. We also illustrate its effectiveness by means of an experimentation. An interesting feature is that fuzzy datatypes are built automatically, the learnt fuzzy concept inclusions can be represented directly into Fuzzy OWL 2 and, thus, any Fuzzy OWL 2 reasoner can then be used to automatically determine/classify (and to which degree) whether an individual belongs to the target class T or not.
Nearly Minimax Optimal Offline Reinforcement Learning with Linear Function Approximation: Single-Agent MDP and Markov Game
Xiong, Wei, Zhong, Han, Shi, Chengshuai, Shen, Cong, Wang, Liwei, Zhang, Tong
Offline reinforcement learning (RL) aims at learning an optimal strategy using a pre-collected dataset without further interactions with the environment. While various algorithms have been proposed for offline RL in the previous literature, the minimax optimality has only been (nearly) established for tabular Markov decision processes (MDPs). In this paper, we focus on offline RL with linear function approximation and propose a new pessimism-based algorithm for offline linear MDP. At the core of our algorithm is the uncertainty decomposition via a reference function, which is new in the literature of offline RL under linear function approximation. Theoretical analysis demonstrates that our algorithm can match the performance lower bound up to logarithmic factors. We also extend our techniques to the two-player zero-sum Markov games (MGs), and establish a new performance lower bound for MGs, which tightens the existing result, and verifies the nearly minimax optimality of the proposed algorithm. To the best of our knowledge, these are the first computationally efficient and nearly minimax optimal algorithms for offline single-agent MDPs and MGs with linear function approximation.
Finite-sample Guarantees for Nash Q-learning with Linear Function Approximation
Cisneros-Velarde, Pedro, Koyejo, Sanmi
Nash Q-learning may be considered one of the first and most known algorithms in multi-agent reinforcement learning (MARL) for learning policies that constitute a Nash equilibrium of an underlying general-sum Markov game. Its original proof provided asymptotic guarantees and was for the tabular case. Recently, finite-sample guarantees have been provided using more modern RL techniques for the tabular case. Our work analyzes Nash Q-learning using linear function approximation -- a representation regime introduced when the state space is large or continuous -- and provides finite-sample guarantees that indicate its sample efficiency. We find that the obtained performance nearly matches an existing efficient result for single-agent RL under the same representation and has a polynomial gap when compared to the best-known result for the tabular case.
Semi-Supervised Constrained Clustering: An In-Depth Overview, Ranked Taxonomy and Future Research Directions
González-Almagro, Germán, Peralta, Daniel, De Poorter, Eli, Cano, José-Ramón, García, Salvador
Clustering is a well-known unsupervised machine learning approach capable of automatically grouping discrete sets of instances with similar characteristics. Constrained clustering is a semi-supervised extension to this process that can be used when expert knowledge is available to indicate constraints that can be exploited. Well-known examples of such constraints are must-link (indicating that two instances belong to the same group) and cannot-link (two instances definitely do not belong together). The research area of constrained clustering has grown significantly over the years with a large variety of new algorithms and more advanced types of constraints being proposed. However, no unifying overview is available to easily understand the wide variety of available methods, constraints and benchmarks. To remedy this, this study presents in-detail the background of constrained clustering and provides a novel ranked taxonomy of the types of constraints that can be used in constrained clustering. In addition, it focuses on the instance-level pairwise constraints, and gives an overview of its applications and its historical context. Finally, it presents a statistical analysis covering 307 constrained clustering methods, categorizes them according to their features, and provides a ranking score indicating which methods have the most potential based on their popularity and validation quality. Finally, based upon this analysis, potential pitfalls and future research directions are provided.
Provably Efficient Gauss-Newton Temporal Difference Learning Method with Function Approximation
Ke, Zhifa, Wen, Zaiwen, Zhang, Junyu
In this paper, based on the spirit of Fitted Q-Iteration (FQI), we propose a Gauss-Newton Temporal Difference (GNTD) method to solve the Q-value estimation problem with function approximation. In each iteration, unlike the original FQI that solves a nonlinear least square subproblem to fit the Q-iteration, the GNTD method can be viewed as an \emph{inexact} FQI that takes only one Gauss-Newton step to optimize this subproblem, which is much cheaper in computation. Compared to the popular Temporal Difference (TD) learning, which can be viewed as taking a single gradient descent step to FQI's subproblem per iteration, the Gauss-Newton step of GNTD better retains the structure of FQI and hence leads to better convergence. In our work, we derive the finite-sample non-asymptotic convergence of GNTD under linear, neural network, and general smooth function approximations. In particular, recent works on neural TD only guarantee a suboptimal $\mathcal{\mathcal{O}}(\epsilon^{-4})$ sample complexity, while GNTD obtains an improved complexity of $\tilde{\mathcal{O}}(\epsilon^{-2})$. Finally, we validate our method via extensive experiments in both online and offline RL problems. Our method exhibits both higher rewards and faster convergence than TD-type methods, including DQN.