pure exploration
FraPPE: Fast and Efficient Preference-based Pure Exploration
Preference-based Pure Exploration (PrePEx) aims to identify with a given confidence level the set of Pareto optimal arms in a vector-valued (aka multi-objective) bandit, where the reward vectors are ordered via a (given) preference cone C. Though PrePEx and its variants are well-studied, there does not exist a computationally efficient algorithm that can optimally track the existing lower bound (Shukla and Basu, 2024) for arbitrary preference cones. We successfully fill this gap by efficiently solving the minimisation and maximisation problems in the lower bound. First, we derive three structural properties of the lower bound that yield a computationally tractable reduction of the minimisation problem. Then, we deploy a Frank-Wolfe optimiser to accelerate the maximisation problem in the lower bound. Together, these techniques solve the maxmin optimisation problem in O(KL2) time for a bandit instance with K arms and L dimensional reward, which is a significant acceleration over the literature. We further prove that our proposed PrePEx algorithm, FraPPE, asymptotically achieves the optimal sample complexity. Finally, we perform numerical experiments across synthetic and real datasets demonstrating that FraPPE achieves the lowest sample complexities to identify the exact Pareto set among the existing algorithms.
Multi-task Representation Learning for Pure Exploration in Bilinear Bandits
We study multi-task representation learning for the problem of pure exploration in bilinear bandits. In bilinear bandits, an action takes theform of a pair of arms from two different entity types and the reward is a bilinear function of the known feature vectors of the arms. In the \textit{multi-task bilinear bandit problem}, we aim to find optimal actions for multiple tasks that share a common low-dimensional linear representation. The objective is to leverage this characteristic to expedite the process of identifying the best pair of arms for all tasks. We propose the algorithm GOBLIN that uses an experimental design approach to optimize sample allocations for learning the global representation as well as minimize the number of samples needed to identify the optimal pair of arms in individual tasks. To the best of our knowledge, this is the first study to give sample complexity analysis for pure exploration in bilinear bandits with shared representation. Our results demonstrate that by learning the shared representation across tasks, we achieve significantly improved sample complexity compared to the traditional approach of solving tasks independently.
Pure Exploration in Kernel and Neural Bandits
We study pure exploration in bandits, where the dimension of the feature representation can be much larger than the number of arms. To overcome the curse of dimensionality, we propose to adaptively embed the feature representation of each arm into a lower-dimensional space and carefully deal with the induced model misspecifications. Our approach is conceptually very different from existing works that can either only handle low-dimensional linear bandits or passively deal with model misspecifications. We showcase the application of our approach to two pure exploration settings that were previously under-studied: (1) the reward function belongs to a possibly infinite-dimensional Reproducing Kernel Hilbert Space, and (2) the reward function is nonlinear and can be approximated by neural networks. Our main results provide sample complexity guarantees that only depend on the effective dimension of the feature spaces in the kernel or neural representations. Extensive experiments conducted on both synthetic and real-world datasets demonstrate the efficacy of our methods.
Challenging Common Assumptions in Convex Reinforcement Learning
The classic Reinforcement Learning (RL) formulation concerns the maximization of a scalar reward function. More recently, convex RL has been introduced to extend the RL formulation to all the objectives that are convex functions of the state distribution induced by a policy. Notably, convex RL covers several relevant applications that do not fall into the scalar formulation, including imitation learning, risk-averse RL, and pure exploration. In classic RL, it is common to optimize an infinite trials objective, which accounts for the state distribution instead of the empirical state visitation frequencies, even though the actual number of trajectories is always finite in practice. This is theoretically sound since the infinite trials and finite trials objectives are equivalent and thus lead to the same optimal policy. In this paper, we show that this hidden assumption does not hold in convex RL. In particular, we prove that erroneously optimizing the infinite trials objective in place of the actual finite trials one, as it is usually done, can lead to a significant approximation error. Since the finite trials setting is the default in both simulated and real-world RL, we believe shedding light on this issue will lead to better approaches and methodologies for convex RL, impacting relevant research areas such as imitation learning, risk-averse RL, and pure exploration among others.