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Regret Lower Bounds for Decentralized Multi-Agent Stochastic Shortest Path Problems

Neural Information Processing Systems

Multi-agent systems (MAS) are central to applications such as swarm robotics and traffic routing, where agents must coordinate in a decentralized manner to achieve a common objective. Stochastic Shortest Path (SSP) problems provide a natural framework for modeling decentralized control in such settings. While the problem of learning in SSP has been extensively studied in single-agent settings, the decentralized multi-agent variant remains largely unexplored. In this work, we take a step towards addressing that gap. We study decentralized multi-agent SSPs (Dec-MASSPs) under linear function approximation, where the transition dynamics and costs are represented using linear models. Applying novel symmetry-based arguments, we identify the structure of optimal policies. Our main contribution is the first regret lower bound for this setting based on the construction of hard-tolearn instances for any number of agents, n. Our regret lower bound of โ„ฆ( K), over K episodes, highlights the inherent learning difficulty in Dec-MASSPs. These insights clarify the learning complexity of decentralized control and can further guide the design of efficient learning algorithms in multi-agent systems.


MALinZero: Efficient Low-Dimensional Search for Mastering Complex Multi-Agent Planning

Neural Information Processing Systems

Monte Carlo Tree Search (MCTS), which leverages Upper Confidence Bound for Trees (UCTs) to balance exploration and exploitation through randomized sampling, is instrumental to solving complex planning problems. However, for multi-agent planning, MCTS is confronted with a large combinatorial action space that often grows exponentially with the number of agents. As a result, the branching factor of MCTS during tree expansion also increases exponentially, making it very difficult to efficiently explore and exploit during tree search. To this end, we propose MALinZero, a new approach to leverage low-dimensional representational structures on joint-action returns and enable efficient MCTS in complex multiagent planning. Our solution can be viewed as projecting the joint-action returns into the low-dimensional space representable using a contextual linear bandit problem formulation. We solve the contextual linear bandit problem with convex and ยต-smooth loss functions - in order to place more importance on better joint actions and mitigate potential representational limitations - and derive a linear Upper Confidence Bound applied to trees (LinUCT) to enable novel multi-agent exploration and exploitation in the low-dimensional space. We analyze the regret of MALinZero for low-dimensional reward functions and propose an (1 1e)approximation algorithm for the joint action selection by maximizing a sub-modular objective. MALinZero demonstrates state-of-the-art performance on multi-agent benchmarks such as matrix games, SMAC, and SMACv2, outperforming both model-based and model-free multi-agent reinforcement learning baselines with faster learning speed and better performance.


Fast Convergence of Policy Regret in Learning Stochastic Optimal Control

arXiv.org Machine Learning

Policy learning in modern operations environments faces a fundamental tension between limited operational data and the large, often continuous, state and action spaces over which good decisions must be identified and deployed. We study value-based policy learning in stochastic optimal control: a greedy policy induced by an estimate of the optimal action-value function $Q^*$ is deployed, and its performance is measured by regret. The empirical success of this approach calls for statistical insight into the structures that enable fast regret convergence. We show that, in continuous action spaces, fast policy learning is induced by three geometric structures: a growth exponent $p$, which quantifies how quickly $Q^*$ separates suboptimal actions from its maximizers; a margin-mass exponent $m$, which controls how much deployment mass lies on states with weak growth; and an action-wise regularity exponent $q$, which measures the smoothness of the $Q^*$-estimation error across actions. Given a $n^{-1/2}$-accurate estimator of $Q^*$, we show that the minimax-optimal policy regret convergence rate is \[ \widetildeฮ˜\left( n^{-\min\left\{\frac{p}{2(p-q)},\frac{m+1}{2m}\right\}} \right), \] up to a logarithmic factor at the boundary between the two regimes. The exponent $q$ is crucial: $q>0$ yields faster-than-$n^{-1/2}$ regret. This regime is natural in operations applications. In particular, we verify $q>0$ under mild regularity conditions in dynamic inventory control and service allocation examples, while the mechanism underlying this fast rate regime extends beyond these settings.


Transportability for Bandits with Data from Different Environments

Neural Information Processing Systems

A unifying theme in the design of intelligent agents is to efficiently optimize a policy based on what prior knowledge of the problem is available and what actions can be taken to learn more about it. Bandits are a canonical instance of this task that has been intensely studied in the literature. Most methods, however, typically rely solely on an agent's experimentation in a single environment (or multiple closely related environments). In this paper, we relax this assumption and consider the design of bandit algorithms from a combination of batch data and qualitative assumptions about the relatedness across different environments, represented in the form of causal models. In particular, we show that it is possible to exploit invariances across environments, wherever they may occur in the underlying causal model, to consistently improve learning. The resulting bandit algorithm has a sub-linear regret bound with an explicit dependency on a term that captures how informative related environments are for the task at hand; and may have substantially lower regret than experimentation-only bandit instances.


Supplementary Material for: An Exponential Lower Bound for Linearly-Realizable MDPs with Constant Suboptimality Gap

Neural Information Processing Systems

We first verify the statement for the terminal state f. Observe that at the terminal state f, regardless of the action taken, the next state is always f and the reward is always 0. Hence Q h(f,) = V h(f) = 0 for all h [H]. Thus Q h(f,) = hฯ†(f,),v(a)i= 0. We now verify realizability for other states via induction on h = H,H 1,,1. Next, note that h, (2) follows from (1). In other words, (1) implies that a is always the optimal action.




Thompson Sampling For Combinatorial Bandits: Polynomial Regret and Mismatched Sampling Paradox

Neural Information Processing Systems

We further show the mismatched sampling paradox: A learner who knows the rewards distributions and samples from the correct posterior distribution can perform exponentially worse than a learner who does not know the rewards and simply samples from a well-chosen Gaussian posterior.