Szepesvari, Csaba
Small steps no more: Global convergence of stochastic gradient bandits for arbitrary learning rates
Mei, Jincheng, Dai, Bo, Agarwal, Alekh, Vaswani, Sharan, Raj, Anant, Szepesvari, Csaba, Schuurmans, Dale
We provide a new understanding of the stochastic gradient bandit algorithm by showing that it converges to a globally optimal policy almost surely using \emph{any} constant learning rate. This result demonstrates that the stochastic gradient algorithm continues to balance exploration and exploitation appropriately even in scenarios where standard smoothness and noise control assumptions break down. The proofs are based on novel findings about action sampling rates and the relationship between cumulative progress and noise, and extend the current understanding of how simple stochastic gradient methods behave in bandit settings.
Stochastic Gradient Succeeds for Bandits
Mei, Jincheng, Zhong, Zixin, Dai, Bo, Agarwal, Alekh, Szepesvari, Csaba, Schuurmans, Dale
We show that the \emph{stochastic gradient} bandit algorithm converges to a \emph{globally optimal} policy at an $O(1/t)$ rate, even with a \emph{constant} step size. Remarkably, global convergence of the stochastic gradient bandit algorithm has not been previously established, even though it is an old algorithm known to be applicable to bandits. The new result is achieved by establishing two novel technical findings: first, the noise of the stochastic updates in the gradient bandit algorithm satisfies a strong ``growth condition'' property, where the variance diminishes whenever progress becomes small, implying that additional noise control via diminishing step sizes is unnecessary; second, a form of ``weak exploration'' is automatically achieved through the stochastic gradient updates, since they prevent the action probabilities from decaying faster than $O(1/t)$, thus ensuring that every action is sampled infinitely often with probability $1$. These two findings can be used to show that the stochastic gradient update is already ``sufficient'' for bandits in the sense that exploration versus exploitation is automatically balanced in a manner that ensures almost sure convergence to a global optimum. These novel theoretical findings are further verified by experimental results.
On Multi-objective Policy Optimization as a Tool for Reinforcement Learning: Case Studies in Offline RL and Finetuning
Abdolmaleki, Abbas, Huang, Sandy H., Vezzani, Giulia, Shahriari, Bobak, Springenberg, Jost Tobias, Mishra, Shruti, TB, Dhruva, Byravan, Arunkumar, Bousmalis, Konstantinos, Gyorgy, Andras, Szepesvari, Csaba, Hadsell, Raia, Heess, Nicolas, Riedmiller, Martin
Many advances that have improved the robustness and efficiency of deep reinforcement learning (RL) algorithms can, in one way or another, be understood as introducing additional objectives or constraints in the policy optimization step. This includes ideas as far ranging as exploration bonuses, entropy regularization, and regularization toward teachers or data priors. Often, the task reward and auxiliary objectives are in conflict, and in this paper we argue that this makes it natural to treat these cases as instances of multi-objective (MO) optimization problems. We demonstrate how this perspective allows us to develop novel and more effective RL algorithms. In particular, we focus on offline RL and finetuning as case studies, and show that existing approaches can be understood as MO algorithms relying on linear scalarization. We hypothesize that replacing linear scalarization with a better algorithm can improve performance. We introduce Distillation of a Mixture of Experts (DiME), a new MORL algorithm that outperforms linear scalarization and can be applied to these non-standard MO problems. We demonstrate that for offline RL, DiME leads to a simple new algorithm that outperforms state-of-the-art. For finetuning, we derive new algorithms that learn to outperform the teacher policy. Deep reinforcement learning (RL) algorithms have solved a number of challenging problems, including in games (Mnih et al., 2015; Silver et al., 2016), simulated continuous control (Heess et al., 2017; Peng et al., 2018), and robotics (OpenAI et al., 2018). The standard RL setting appeals through its simplicity: an agent acts in the environment and can discover complex solutions simply by maximizing cumulative discounted reward. In practice, however, the situation is often more complicated. For instance, without a carefully crafted reward function or sophisticated exploration strategy, learning may require hundreds of millions of environment interactions, or may not be possible at all. A number of strategies have been developed to mitigate the shortcomings of the pure RL paradigm. These include strategies that regularize the final solution, for instance by maximizing auxiliary rewards (Jaderberg et al., 2017) or the entropy of the policy (Mnih et al., 2016; Haarnoja et al., 2018).
Sample Efficient Deep Reinforcement Learning via Local Planning
Yin, Dong, Thiagarajan, Sridhar, Lazic, Nevena, Rajaraman, Nived, Hao, Botao, Szepesvari, Csaba
The focus of this work is sample-efficient deep reinforcement learning (RL) with a simulator. One useful property of simulators is that it is typically easy to reset the environment to a previously observed state. We propose an algorithmic framework, named uncertainty-first local planning (UFLP), that takes advantage of this property. Concretely, in each data collection iteration, with some probability, our meta-algorithm resets the environment to an observed state which has high uncertainty, instead of sampling according to the initial-state distribution. The agent-environment interaction then proceeds as in the standard online RL setting. We demonstrate that this simple procedure can dramatically improve the sample cost of several baseline RL algorithms on difficult exploration tasks. Notably, with our framework, we can achieve super-human performance on the notoriously hard Atari game, Montezuma's Revenge, with a simple (distributional) double DQN. Our work can be seen as an efficient approximate implementation of an existing algorithm with theoretical guarantees, which offers an interpretation of the positive empirical results.
The Role of Baselines in Policy Gradient Optimization
Mei, Jincheng, Chung, Wesley, Thomas, Valentin, Dai, Bo, Szepesvari, Csaba, Schuurmans, Dale
We study the effect of baselines in on-policy stochastic policy gradient optimization, and close the gap between the theory and practice of policy optimization methods. Our first contribution is to show that the \emph{state value} baseline allows on-policy stochastic \emph{natural} policy gradient (NPG) to converge to a globally optimal policy at an $O(1/t)$ rate, which was not previously known. The analysis relies on two novel findings: the expected progress of the NPG update satisfies a stochastic version of the non-uniform \L{}ojasiewicz (N\L{}) inequality, and with probability 1 the state value baseline prevents the optimal action's probability from vanishing, thus ensuring sufficient exploration. Importantly, these results provide a new understanding of the role of baselines in stochastic policy gradient: by showing that the variance of natural policy gradient estimates remains unbounded with or without a baseline, we find that variance reduction \emph{cannot} explain their utility in this setting. Instead, the analysis reveals that the primary effect of the value baseline is to \textbf{reduce the aggressiveness of the updates} rather than their variance. That is, we demonstrate that a finite variance is \emph{not necessary} for almost sure convergence of stochastic NPG, while controlling update aggressiveness is both necessary and sufficient. Additional experimental results verify these theoretical findings.
On the Sample Complexity of Batch Reinforcement Learning with Policy-Induced Data
Xiao, Chenjun, Lee, Ilbin, Dai, Bo, Schuurmans, Dale, Szepesvari, Csaba
Batch reinforcement learning (RL) broadly refers to the problem of finding a policy with high expected return in a stochastic control problem when only a batch of data collected from the controlled system is available. Here, we consider this problem for finite state-action ("tabular") Markov decision processes (MDPs) when the data takes the form of trajectories obtained by following some logging policy. In more details, the trajectories are composed of sequences of states, actions, and rewards, where the action is chosen by the logging policy and the next state and rewards follow the distributions specified by the MDP's transition parameters. Arguably, this is the most natural problem setting to consider in batch learning. The basic questions are (a) what logging policy should one choose to generate the data so as to maximize the chance of obtaining a good policy with as little data as possible; and (b) how many transitions are sufficient and necessary to obtain a good policy and which algorithm to use to obtain such a policy? Note that here the logging policy needs to be chosen a priori, that is, before the data collection process begins. An alternative way of saying this is that the data collection is done in a passive way. Our main results are as follows: First, we show that (perhaps unsurprisingly), in the lack of extra information about the nature of the MDP, the best logging policy should choose actions uniformly at random. Next, we show that the number of transitions necessary and sufficient to obtain a good policy, the sample complexity of learning, is an exponential function of the minimum of the number of states and the planning horizon.
Improved Regret Bound and Experience Replay in Regularized Policy Iteration
Lazic, Nevena, Yin, Dong, Abbasi-Yadkori, Yasin, Szepesvari, Csaba
In this work, we study algorithms for learning in infinite-horizon undiscounted Markov decision processes (MDPs) with function approximation. We first show that the regret analysis of the Politex algorithm (a version of regularized policy iteration) can be sharpened from $O(T^{3/4})$ to $O(\sqrt{T})$ under nearly identical assumptions, and instantiate the bound with linear function approximation. Our result provides the first high-probability $O(\sqrt{T})$ regret bound for a computationally efficient algorithm in this setting. The exact implementation of Politex with neural network function approximation is inefficient in terms of memory and computation. Since our analysis suggests that we need to approximate the average of the action-value functions of past policies well, we propose a simple efficient implementation where we train a single Q-function on a replay buffer with past data. We show that this often leads to superior performance over other implementation choices, especially in terms of wall-clock time. Our work also provides a novel theoretical justification for using experience replay within policy iteration algorithms.
On the Convergence and Sample Efficiency of Variance-Reduced Policy Gradient Method
Zhang, Junyu, Ni, Chengzhuo, Yu, Zheng, Szepesvari, Csaba, Wang, Mengdi
Policy gradient gives rise to a rich class of reinforcement learning (RL) methods, for example the REINFORCE. Yet the best known sample complexity result for such methods to find an $\epsilon$-optimal policy is $\mathcal{O}(\epsilon^{-3})$, which is suboptimal. In this paper, we study the fundamental convergence properties and sample efficiency of first-order policy optimization method. We focus on a generalized variant of policy gradient method, which is able to maximize not only a cumulative sum of rewards but also a general utility function over a policy's long-term visiting distribution. By exploiting the problem's hidden convex nature and leveraging techniques from composition optimization, we propose a Stochastic Incremental Variance-Reduced Policy Gradient (SIVR-PG) approach that improves a sequence of policies to provably converge to the global optimal solution and finds an $\epsilon$-optimal policy using $\tilde{\mathcal{O}}(\epsilon^{-2})$ samples.
Meta-Thompson Sampling
Kveton, Branislav, Konobeev, Mikhail, Zaheer, Manzil, Hsu, Chih-wei, Mladenov, Martin, Boutilier, Craig, Szepesvari, Csaba
Efficient exploration in multi-armed bandits is a fundamental online learning problem. In this work, we propose a variant of Thompson sampling that learns to explore better as it interacts with problem instances drawn from an unknown prior distribution. Our algorithm meta-learns the prior and thus we call it Meta-TS. We propose efficient implementations of Meta-TS and analyze it in Gaussian bandits. Our analysis shows the benefit of meta-learning the prior and is of a broader interest, because we derive the first prior-dependent upper bound on the Bayes regret of Thompson sampling. This result is complemented by empirical evaluation, which shows that Meta-TS quickly adapts to the unknown prior.
Nearly Minimax Optimal Reinforcement Learning for Linear Mixture Markov Decision Processes
Zhou, Dongruo, Gu, Quanquan, Szepesvari, Csaba
We study reinforcement learning (RL) with linear function approximation where the underlying transition probability kernel of the Markov decision process (MDP) is a linear mixture model (Jia et al., 2020; Ayoub et al., 2020; Zhou et al., 2020) and the learning agent has access to either an integration or a sampling oracle of the individual basis kernels. We propose a new Bernstein-type concentration inequality for self-normalized martingales for linear bandit problems with bounded noise. Based on the new inequality, we propose a new, computationally efficient algorithm with linear function approximation named $\text{UCRL-VTR}^{+}$ for the aforementioned linear mixture MDPs in the episodic undiscounted setting. We show that $\text{UCRL-VTR}^{+}$ attains an $\tilde O(dH\sqrt{T})$ regret where $d$ is the dimension of feature mapping, $H$ is the length of the episode and $T$ is the number of interactions with the MDP. We also prove a matching lower bound $\Omega(dH\sqrt{T})$ for this setting, which shows that $\text{UCRL-VTR}^{+}$ is minimax optimal up to logarithmic factors. In addition, we propose the $\text{UCLK}^{+}$ algorithm for the same family of MDPs under discounting and show that it attains an $\tilde O(d\sqrt{T}/(1-\gamma)^{1.5})$ regret, where $\gamma\in [0,1)$ is the discount factor. Our upper bound matches the lower bound $\Omega(d\sqrt{T}/(1-\gamma)^{1.5})$ proved in Zhou et al. (2020) up to logarithmic factors, suggesting that $\text{UCLK}^{+}$ is nearly minimax optimal. To the best of our knowledge, these are the first computationally efficient, nearly minimax optimal algorithms for RL with linear function approximation.