sample complexity guarantee
Multiagent Evaluation under Incomplete Information
This paper investigates the evaluation of learned multiagent strategies in the incomplete information setting, which plays a critical role in ranking and training of agents. Traditionally, researchers have relied on Elo ratings for this purpose, with recent works also using methods based on Nash equilibria. Unfortunately, Elo is unable to handle intransitive agent interactions, and other techniques are restricted to zero-sum, two-player settings or are limited by the fact that the Nash equilibrium is intractable to compute. Recently, a ranking method called $\alpha$-Rank, relying on a new graph-based game-theoretic solution concept, was shown to tractably apply to general games. However, evaluations based on Elo or $\alpha$-Rank typically assume noise-free game outcomes, despite the data often being collected from noisy simulations, making this assumption unrealistic in practice. This paper investigates multiagent evaluation in the incomplete information regime, involving general-sum many-player games with noisy outcomes. We derive sample complexity guarantees required to confidently rank agents in this setting. We propose adaptive algorithms for accurate ranking, provide correctness and sample complexity guarantees, then introduce a means of connecting uncertainties in noisy match outcomes to uncertainties in rankings. We evaluate the performance of these approaches in several domains, including Bernoulli games, a soccer meta-game, and Kuhn poker.
Panprediction: Optimal Predictions for Any Downstream Task and Loss
Balakrishnan, Sivaraman, Haghtalab, Nika, Hsu, Daniel, Lee, Brian, Zhao, Eric
Supervised learning is classically formulated as training a model to minimize a fixed loss function over a fixed distribution, or task. However, an emerging paradigm instead views model training as extracting enough information from data so that the model can be used to minimize many losses on many downstream tasks. We formalize a mathematical framework for this paradigm, which we call panprediction, and study its statistical complexity. Formally, panprediction generalizes omniprediction and sits upstream from multi-group learning, which respectively focus on predictions that generalize to many downstream losses or many downstream tasks, but not both. Concretely, we design algorithms that learn deterministic and randomized panpredictors with $\tilde{O}(1/\varepsilon^3)$ and $\tilde{O}(1/\varepsilon^2)$ samples, respectively. Our results demonstrate that under mild assumptions, simultaneously minimizing infinitely many losses on infinitely many tasks can be as statistically easy as minimizing one loss on one task. Along the way, we improve the best known sample complexity guarantee of deterministic omniprediction by a factor of $1/\varepsilon$, and match all other known sample complexity guarantees of omniprediction and multi-group learning. Our key technical ingredient is a nearly lossless reduction from panprediction to a statistically efficient notion of calibration, called step calibration.
A Provably Efficient Sample Collection Strategy for Reinforcement Learning
One of the challenges in online reinforcement learning (RL) is that the agent needs to trade off the exploration of the environment and the exploitation of the samples to optimize its behavior. Whether we optimize for regret, sample complexity, state-space coverage or model estimation, we need to strike a different exploration-exploitation trade-off.
Multiagent Evaluation under Incomplete Information
This paper investigates the evaluation of learned multiagent strategies in the incomplete information setting, which plays a critical role in ranking and training of agents. Traditionally, researchers have relied on Elo ratings for this purpose, with recent works also using methods based on Nash equilibria. Unfortunately, Elo is unable to handle intransitive agent interactions, and other techniques are restricted to zero-sum, two-player settings or are limited by the fact that the Nash equilibrium is intractable to compute. Recently, a ranking method called \alpha -Rank, relying on a new graph-based game-theoretic solution concept, was shown to tractably apply to general games. However, evaluations based on Elo or \alpha -Rank typically assume noise-free game outcomes, despite the data often being collected from noisy simulations, making this assumption unrealistic in practice. This paper investigates multiagent evaluation in the incomplete information regime, involving general-sum many-player games with noisy outcomes.
Exploratory Preference Optimization: Harnessing Implicit Q*-Approximation for Sample-Efficient RLHF
Xie, Tengyang, Foster, Dylan J., Krishnamurthy, Akshay, Rosset, Corby, Awadallah, Ahmed, Rakhlin, Alexander
Reinforcement learning from human feedback (RLHF) has emerged as a central tool for language model alignment. We consider online exploration in RLHF, which exploits interactive access to human or AI feedback by deliberately encouraging the model to produce diverse, maximally informative responses. By allowing RLHF to confidently stray from the pre-trained model, online exploration offers the possibility of novel, potentially super-human capabilities, but its full potential as a paradigm for language model training has yet to be realized, owing to computational and statistical bottlenecks in directly adapting existing reinforcement learning techniques. We propose a new algorithm for online exploration in RLHF, Exploratory Preference Optimization (XPO), which is simple and practical -- a one-line change to (online) Direct Preference Optimization (DPO; Rafailov et al., 2023) -- yet enjoys the strongest known provable guarantees and promising empirical performance. XPO augments the DPO objective with a novel and principled exploration bonus, empowering the algorithm to explore outside the support of the initial model and human feedback data. In theory, we show that XPO is provably sample-efficient and converges to a near-optimal language model policy under natural exploration conditions, irrespective of whether the initial model has good coverage. Our analysis, which builds on the observation that DPO implicitly performs a form of $Q^{\star}$-approximation (or, Bellman error minimization), combines previously disparate techniques from language modeling and theoretical reinforcement learning in a serendipitous fashion through the perspective of KL-regularized Markov decision processes. Empirically, we find that XPO is more sample-efficient than non-exploratory DPO variants in a preliminary evaluation.
Multiagent Evaluation under Incomplete Information
Rowland, Mark, Omidshafiei, Shayegan, Tuyls, Karl, Perolat, Julien, Valko, Michal, Piliouras, Georgios, Munos, Remi
This paper investigates the evaluation of learned multiagent strategies in the incomplete information setting, which plays a critical role in ranking and training of agents. Traditionally, researchers have relied on Elo ratings for this purpose, with recent works also using methods based on Nash equilibria. Unfortunately, Elo is unable to handle intransitive agent interactions, and other techniques are restricted to zero-sum, two-player settings or are limited by the fact that the Nash equilibrium is intractable to compute. Recently, a ranking method called $\alpha$-Rank, relying on a new graph-based game-theoretic solution concept, was shown to tractably apply to general games. However, evaluations based on Elo or $\alpha$-Rank typically assume noise-free game outcomes, despite the data often being collected from noisy simulations, making this assumption unrealistic in practice.
How much data is sufficient to learn high-performing algorithms?
Balcan, Maria-Florina, DeBlasio, Dan, Dick, Travis, Kingsford, Carl, Sandholm, Tuomas, Vitercik, Ellen
Algorithms for scientific analysis typically have tunable parameters that significantly influence computational efficiency and solution quality. If a parameter setting leads to strong algorithmic performance on average over a set of typical problem instances, that parameter setting---ideally---will perform well in the future. However, if the set of typical problem instances is small, average performance will not generalize to future performance. This raises the question: how large should this set be? We answer this question for any algorithm satisfying an easy-to-describe, ubiquitous property: its performance is a piecewise-structured function of its parameters. We are the first to provide a unified sample complexity framework for algorithm parameter configuration; prior research followed case-by-case analyses. We present applications from diverse domains, including biology, political science, and economics.