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Collaborating Authors

 O'Donoghue, Brendan


Stochastic matrix games with bandit feedback

arXiv.org Machine Learning

We study a version of the classical zero-sum matrix game with unknown payoff matrix and bandit feedback, where the players only observe each others actions and a noisy payoff. This generalizes the usual matrix game, where the payoff matrix is known to the players. Despite numerous applications, this problem has received relatively little attention. Although adversarial bandit algorithms achieve low regret, they do not exploit the matrix structure and perform poorly relative to the new algorithms. The main contributions are regret analyses of variants of UCB and K-learning that hold for any opponent, e.g., even when the opponent adversarially plays the best response to the learner's mixed strategy. Along the way, we show that Thompson fails catastrophically in this setting and provide empirical comparison to existing algorithms.


Verification of Non-Linear Specifications for Neural Networks

arXiv.org Machine Learning

Prior work on neural network verification has focused on specifications that are linear functions of the output of the network, e.g., invariance of the classifier output under adversarial perturbations of the input. In this paper, we extend verification algorithms to be able to certify richer properties of neural networks. To do this we introduce the class of convex-relaxable specifications, which constitute nonlinear specifications that can be verified using a convex relaxation. We show that a number of important properties of interest can be modeled within this class, including conservation of energy in a learned dynamics model of a physical system; semantic consistency of a classifier's output labels under adversarial perturbations and bounding errors in a system that predicts the summation of handwritten digits. Our experimental evaluation shows that our method is able to effectively verify these specifications. Moreover, our evaluation exposes the failure modes in models which cannot be verified to satisfy these specifications. Thus, emphasizing the importance of training models not just to fit training data but also to be consistent with specifications.


Hamiltonian Descent Methods

arXiv.org Machine Learning

We propose a family of optimization methods that achieve linear convergence using first-order gradient information and constant step sizes on a class of convex functions much larger than the smooth and strongly convex ones. This larger class includes functions whose second derivatives may be singular or unbounded at their minima. Our methods are discretizations of conformal Hamiltonian dynamics, which generalize the classical momentum method to model the motion of a particle with non-standard kinetic energy exposed to a dissipative force and the gradient field of the function of interest. They are first-order in the sense that they require only gradient computation. Yet, crucially the kinetic gradient map can be designed to incorporate information about the convex conjugate in a fashion that allows for linear convergence on convex functions that may be non-smooth or non-strongly convex. We study in detail one implicit and two explicit methods. For one explicit method, we provide conditions under which it converges to stationary points of non-convex functions. For all, we provide conditions on the convex function and kinetic energy pair that guarantee linear convergence, and show that these conditions can be satisfied by functions with power growth. In sum, these methods expand the class of convex functions on which linear convergence is possible with first-order computation.


Variational Bayesian Reinforcement Learning with Regret Bounds

arXiv.org Artificial Intelligence

We consider the exploration-exploitation trade-off in reinforcement learning and we show that an agent imbued with a risk-seeking utility function is able to explore efficiently, as measured by regret. The parameter that controls how risk-seeking the agent is can be optimized exactly, or annealed according to a schedule. We call the resulting algorithm K-learning and show that the corresponding K-values are optimistic for the expected Q-values at each state-action pair. The K-values induce a natural Boltzmann exploration policy for which the `temperature' parameter is equal to the risk-seeking parameter. This policy achieves an expected regret bound of $\tilde O(L^{3/2} \sqrt{S A T})$, where $L$ is the time horizon, $S$ is the number of states, $A$ is the number of actions, and $T$ is the total number of elapsed time-steps. This bound is only a factor of $L$ larger than the established lower bound. K-learning can be interpreted as mirror descent in the policy space, and it is similar to other well-known methods in the literature, including Q-learning, soft-Q-learning, and maximum entropy policy gradient, and is closely related to optimism and count based exploration methods. K-learning is simple to implement, as it only requires adding a bonus to the reward at each state-action and then solving a Bellman equation. We conclude with a numerical example demonstrating that K-learning is competitive with other state-of-the-art algorithms in practice.


Adversarial Risk and the Dangers of Evaluating Against Weak Attacks

arXiv.org Machine Learning

This paper investigates recently proposed approaches for defending against adversarial examples and evaluating adversarial robustness. The existence of adversarial examples in trained neural networks reflects the fact that expected risk alone does not capture the model's performance against worst-case inputs. We motivate the use of adversarial risk as an objective, although it cannot easily be computed exactly. We then frame commonly used attacks and evaluation metrics as defining a tractable surrogate objective to the true adversarial risk. This suggests that models may be obscured to adversaries, by optimizing this surrogate rather than the true adversarial risk. We demonstrate that this is a significant problem in practice by repurposing gradient-free optimization techniques into adversarial attacks, which we use to decrease the accuracy of several recently proposed defenses to near zero. Our hope is that our formulations and results will help researchers to develop more powerful defenses.


The Uncertainty Bellman Equation and Exploration

arXiv.org Machine Learning

We consider the exploration/exploitation problem in reinforcement learning. For exploitation, it is well known that the Bellman equation connects the value at any time-step to the expected value at subsequent time-steps. In this paper we consider a similar uncertainty Bellman equation (UBE), which connects the uncertainty at any time-step to the expected uncertainties at subsequent time-steps, thereby extending the potential exploratory benefit of a policy beyond individual time-steps. We prove that the unique fixed point of the UBE yields an upper bound on the variance of the estimated value of any fixed policy. This bound can be much tighter than traditional count-based bonuses that compound standard deviation rather than variance. Importantly, and unlike several existing approaches to optimism, this method scales naturally to large systems with complex generalization. Substituting our UBE-exploration strategy for $\epsilon$-greedy improves DQN performance on 51 out of 57 games in the Atari suite.


Combining policy gradient and Q-learning

arXiv.org Artificial Intelligence

Policy gradient is an efficient technique for improving a policy in a reinforcement learning setting. However, vanilla online variants are on-policy only and not able to take advantage of off-policy data. In this paper we describe a new technique that combines policy gradient with off-policy Q-learning, drawing experience from a replay buffer. This is motivated by making a connection between the fixed points of the regularized policy gradient algorithm and the Q-values. This connection allows us to estimate the Q-values from the action preferences of the policy, to which we apply Q-learning updates. We refer to the new technique as 'PGQL', for policy gradient and Q-learning. We also establish an equivalency between action-value fitting techniques and actor-critic algorithms, showing that regularized policy gradient techniques can be interpreted as advantage function learning algorithms. We conclude with some numerical examples that demonstrate improved data efficiency and stability of PGQL. In particular, we tested PGQL on the full suite of Atari games and achieved performance exceeding that of both asynchronous advantage actor-critic (A3C) and Q-learning.