Valko, Michal
Model-free Posterior Sampling via Learning Rate Randomization
Tiapkin, Daniil, Belomestny, Denis, Calandriello, Daniele, Moulines, Eric, Munos, Remi, Naumov, Alexey, Perrault, Pierre, Valko, Michal, Menard, Pierre
In this paper, we introduce Randomized Q-learning (RandQL), a novel randomized model-free algorithm for regret minimization in episodic Markov Decision Processes (MDPs). To the best of our knowledge, RandQL is the first tractable model-free posterior sampling-based algorithm. We analyze the performance of RandQL in both tabular and non-tabular metric space settings. In tabular MDPs, RandQL achieves a regret bound of order $\widetilde{\mathcal{O}}(\sqrt{H^{5}SAT})$, where $H$ is the planning horizon, $S$ is the number of states, $A$ is the number of actions, and $T$ is the number of episodes. For a metric state-action space, RandQL enjoys a regret bound of order $\widetilde{\mathcal{O}}(H^{5/2} T^{(d_z+1)/(d_z+2)})$, where $d_z$ denotes the zooming dimension. Notably, RandQL achieves optimistic exploration without using bonuses, relying instead on a novel idea of learning rate randomization. Our empirical study shows that RandQL outperforms existing approaches on baseline exploration environments.
Demonstration-Regularized RL
Tiapkin, Daniil, Belomestny, Denis, Calandriello, Daniele, Moulines, Eric, Naumov, Alexey, Perrault, Pierre, Valko, Michal, Menard, Pierre
Incorporating expert demonstrations has empirically helped to improve the sample efficiency of reinforcement learning (RL). This paper quantifies theoretically to what extent this extra information reduces RL's sample complexity. In particular, we study the demonstration-regularized reinforcement learning that leverages the expert demonstrations by KL-regularization for a policy learned by behavior cloning. Our findings reveal that using $N^{\mathrm{E}}$ expert demonstrations enables the identification of an optimal policy at a sample complexity of order $\widetilde{\mathcal{O}}(\mathrm{Poly}(S,A,H)/(\varepsilon^2 N^{\mathrm{E}}))$ in finite and $\widetilde{\mathcal{O}}(\mathrm{Poly}(d,H)/(\varepsilon^2 N^{\mathrm{E}}))$ in linear Markov decision processes, where $\varepsilon$ is the target precision, $H$ the horizon, $A$ the number of action, $S$ the number of states in the finite case and $d$ the dimension of the feature space in the linear case. As a by-product, we provide tight convergence guarantees for the behaviour cloning procedure under general assumptions on the policy classes. Additionally, we establish that demonstration-regularized methods are provably efficient for reinforcement learning from human feedback (RLHF). In this respect, we provide theoretical evidence showing the benefits of KL-regularization for RLHF in tabular and linear MDPs. Interestingly, we avoid pessimism injection by employing computationally feasible regularization to handle reward estimation uncertainty, thus setting our approach apart from the prior works.
Local and adaptive mirror descents in extensive-form games
Fiegel, Cรดme, Mรฉnard, Pierre, Kozuno, Tadashi, Munos, Rรฉmi, Perchet, Vianney, Valko, Michal
We study how to learn $\epsilon$-optimal strategies in zero-sum imperfect information games (IIG) with trajectory feedback. In this setting, players update their policies sequentially based on their observations over a fixed number of episodes, denoted by $T$. Existing procedures suffer from high variance due to the use of importance sampling over sequences of actions (Steinberger et al., 2020; McAleer et al., 2022). To reduce this variance, we consider a fixed sampling approach, where players still update their policies over time, but with observations obtained through a given fixed sampling policy. Our approach is based on an adaptive Online Mirror Descent (OMD) algorithm that applies OMD locally to each information set, using individually decreasing learning rates and a regularized loss. We show that this approach guarantees a convergence rate of $\tilde{\mathcal{O}}(T^{-1/2})$ with high probability and has a near-optimal dependence on the game parameters when applied with the best theoretical choices of learning rates and sampling policies. To achieve these results, we generalize the notion of OMD stabilization, allowing for time-varying regularization with convex increments.
Half-Hop: A graph upsampling approach for slowing down message passing
Azabou, Mehdi, Ganesh, Venkataramana, Thakoor, Shantanu, Lin, Chi-Heng, Sathidevi, Lakshmi, Liu, Ran, Valko, Michal, Veliฤkoviฤ, Petar, Dyer, Eva L.
Message passing neural networks have shown a lot of success on graph-structured data. However, there are many instances where message passing can lead to over-smoothing or fail when neighboring nodes belong to different classes. In this work, we introduce a simple yet general framework for improving learning in message passing neural networks. Our approach essentially upsamples edges in the original graph by adding "slow nodes" at each edge that can mediate communication between a source and a target node. Our method only modifies the input graph, making it plug-and-play and easy to use with existing models. To understand the benefits of slowing down message passing, we provide theoretical and empirical analyses. We report results on several supervised and self-supervised benchmarks, and show improvements across the board, notably in heterophilic conditions where adjacent nodes are more likely to have different labels. Finally, we show how our approach can be used to generate augmentations for self-supervised learning, where slow nodes are randomly introduced into different edges in the graph to generate multi-scale views with variable path lengths.
Curiosity in Hindsight: Intrinsic Exploration in Stochastic Environments
Jarrett, Daniel, Tallec, Corentin, Altchรฉ, Florent, Mesnard, Thomas, Munos, Rรฉmi, Valko, Michal
Consider the problem of exploration in sparse-reward or reward-free environments, such as in Montezuma's Revenge. In the curiosity-driven paradigm, the agent is rewarded for how much each realized outcome differs from their predicted outcome. But using predictive error as intrinsic motivation is fragile in stochastic environments, as the agent may become trapped by high-entropy areas of the state-action space, such as a "noisy TV". In this work, we study a natural solution derived from structural causal models of the world: Our key idea is to learn representations of the future that capture precisely the unpredictable aspects of each outcome -- which we use as additional input for predictions, such that intrinsic rewards only reflect the predictable aspects of world dynamics. First, we propose incorporating such hindsight representations into models to disentangle "noise" from "novelty", yielding Curiosity in Hindsight: a simple and scalable generalization of curiosity that is robust to stochasticity. Second, we instantiate this framework for the recently introduced BYOL-Explore algorithm as our prime example, resulting in the noise-robust BYOL-Hindsight. Third, we illustrate its behavior under a variety of different stochasticities in a grid world, and find improvements over BYOL-Explore in hard-exploration Atari games with sticky actions. Notably, we show state-of-the-art results in exploring Montezuma's Revenge with sticky actions, while preserving performance in the non-sticky setting.
Fast Rates for Maximum Entropy Exploration
Tiapkin, Daniil, Belomestny, Denis, Calandriello, Daniele, Moulines, Eric, Munos, Remi, Naumov, Alexey, Perrault, Pierre, Tang, Yunhao, Valko, Michal, Menard, Pierre
We address the challenge of exploration in reinforcement learning (RL) when the agent operates in an unknown environment with sparse or no rewards. In this work, we study the maximum entropy exploration problem of two different types. The first type is visitation entropy maximization previously considered by Hazan et al.(2019) in the discounted setting. For this type of exploration, we propose a game-theoretic algorithm that has $\widetilde{\mathcal{O}}(H^3S^2A/\varepsilon^2)$ sample complexity thus improving the $\varepsilon$-dependence upon existing results, where $S$ is a number of states, $A$ is a number of actions, $H$ is an episode length, and $\varepsilon$ is a desired accuracy. The second type of entropy we study is the trajectory entropy. This objective function is closely related to the entropy-regularized MDPs, and we propose a simple algorithm that has a sample complexity of order $\widetilde{\mathcal{O}}(\mathrm{poly}(S,A,H)/\varepsilon)$. Interestingly, it is the first theoretical result in RL literature that establishes the potential statistical advantage of regularized MDPs for exploration. Finally, we apply developed regularization techniques to reduce sample complexity of visitation entropy maximization to $\widetilde{\mathcal{O}}(H^2SA/\varepsilon^2)$, yielding a statistical separation between maximum entropy exploration and reward-free exploration.
DoMo-AC: Doubly Multi-step Off-policy Actor-Critic Algorithm
Tang, Yunhao, Kozuno, Tadashi, Rowland, Mark, Harutyunyan, Anna, Munos, Rรฉmi, Pires, Bernardo รvila, Valko, Michal
Multi-step learning applies lookahead over multiple time steps and has proved valuable in policy evaluation settings. However, in the optimal control case, the impact of multi-step learning has been relatively limited despite a number of prior efforts. Fundamentally, this might be because multi-step policy improvements require operations that cannot be approximated by stochastic samples, hence hindering the widespread adoption of such methods in practice. To address such limitations, we introduce doubly multi-step off-policy VI (DoMo-VI), a novel oracle algorithm that combines multi-step policy improvements and policy evaluations. DoMo-VI enjoys guaranteed convergence speed-up to the optimal policy and is applicable in general off-policy learning settings. We then propose doubly multi-step off-policy actor-critic (DoMo-AC), a practical instantiation of the DoMo-VI algorithm. DoMo-AC introduces a bias-variance trade-off that ensures improved policy gradient estimates. When combined with the IMPALA architecture, DoMo-AC has showed improvements over the baseline algorithm on Atari-57 game benchmarks.
VA-learning as a more efficient alternative to Q-learning
Tang, Yunhao, Munos, Rรฉmi, Rowland, Mark, Valko, Michal
In reinforcement learning, the advantage function is critical for policy improvement, but is often extracted from a learned Q-function. A natural question is: Why not learn the advantage function directly? In this work, we introduce VA-learning, which directly learns advantage function and value function using bootstrapping, without explicit reference to Q-functions. VA-learning learns off-policy and enjoys similar theoretical guarantees as Q-learning. Thanks to the direct learning of advantage function and value function, VA-learning improves the sample efficiency over Q-learning both in tabular implementations and deep RL agents on Atari-57 games. We also identify a close connection between VA-learning and the dueling architecture, which partially explains why a simple architectural change to DQN agents tends to improve performance.
Unlocking the Power of Representations in Long-term Novelty-based Exploration
Saade, Alaa, Kapturowski, Steven, Calandriello, Daniele, Blundell, Charles, Sprechmann, Pablo, Sarra, Leopoldo, Groth, Oliver, Valko, Michal, Piot, Bilal
We introduce Robust Exploration via Clusteringbased Online Density Estimation (RECODE), a nonparametric method for novelty-based exploration that estimates visitation counts for clusters of states based on their similarity in a chosen embedding space. By adapting classical clustering to the nonstationary setting of Deep RL, RECODE can efficiently track state visitation counts over thousands of episodes. We further propose a novel generalization of the inverse dynamics loss, which leverages masked transformer architectures for multi-step prediction; which in conjunction with RECODE achieves a new state-of-the-art in Figure 1: A key result of RECODE is that it allows us to a suite of challenging 3D-exploration tasks in leverage more powerful state representations for long-term DM-HARD-8. RECODE also sets new state-of-theart novelty estimation; enabling to achieve a new state-of-theart in hard exploration Atari games, and is the first in the challenging 3D task suite DM-HARD-8.
Sharp Deviations Bounds for Dirichlet Weighted Sums with Application to analysis of Bayesian algorithms
Belomestny, Denis, Menard, Pierre, Naumov, Alexey, Tiapkin, Daniil, Valko, Michal
In this work, we derive sharp non-asymptotic deviation bounds for weighted sums of Dirichlet random variables. These bounds are based on a novel integral representation of the density of a weighted Dirichlet sum. This representation allows us to obtain a Gaussian-like approximation for the sum distribution using geometry and complex analysis methods. Our results generalize similar bounds for the Beta distribution obtained in the seminal paper Alfers and Dinges [1984]. Additionally, our results can be considered a sharp non-asymptotic version of the inverse of Sanov's theorem studied by Ganesh and O'Connell [1999] in the Bayesian setting. Based on these results, we derive new deviation bounds for the Dirichlet process posterior means with application to Bayesian bootstrap. Finally, we apply our estimates to the analysis of the Multinomial Thompson Sampling (TS) algorithm in multi-armed bandits and significantly sharpen the existing regret bounds by making them independent of the size of the arms distribution support.