Multi-agent reinfocement learning (MARL) is often modeled using the framework of Markov games (also called stochastic games or dynamic games). Most of the existing literature on MARL concentrates on zero-sum Markov games but is not applicable to general-sum Markov games. It is known that the best-response dynamics in general-sum Markov games are not a contraction. Therefore, different equilibrium in general-sum Markov games can have different values. Moreover, the Q-function is not sufficient to completely characterize the equilibrium. Given these challenges, model based learning is an attractive approach for MARL in general-sum Markov games. In this paper, we investigate the fundamental question of \emph{sample complexity} for model-based MARL algorithms in general-sum Markov games and show that $\tilde{\mathcal{O}}(|\mathcal{S}|\,|\mathcal{A}| (1-\gamma)^{-2} \alpha^{-2})$ samples are sufficient to obtain a $\alpha$-approximate Markov perfect equilibrium with high probability, where $\mathcal{S}$ is the state space, $\mathcal{A}$ is the joint action space of all players, and $\gamma$ is the discount factor, and the $\tilde{\mathcal{O}}(\cdot)$ notation hides logarithmic terms. To obtain these results, we study the robustness of Markov perfect equilibrium to model approximations. We show that the Markov perfect equilibrium of an approximate (or perturbed) game is always an approximate Markov perfect equilibrium of the original game and provide explicit bounds on the approximation error. We illustrate the results via a numerical example.
In iterated games, a player can unilaterally exert influence over the outcome through a careful choice of strategy. A powerful class of such "payoff control" strategies was discovered by Press and Dyson in 2012. Their so-called "zero-determinant" (ZD) strategies allow a player to unilaterally enforce a linear relationship between both players' payoffs. It was subsequently shown that when the slope of this linear relationship is positive, ZD strategies are robustly effective against a selfishly optimizing co-player, in that all adapting paths of the selfish player lead to the maximal payoffs for both players (at least when there are certain restrictions on the game parameters). In this paper, we investigate the efficacy of selfish learning against a fixed player in more general settings, for both ZD and non-ZD strategies. We first prove that in any symmetric 2x2 game, the selfish player's final strategy must be of a certain form and cannot be fully stochastic. We then show that there are prisoner's dilemma interactions for which the robustness result does not hold when one player uses a fixed ZD strategy with positive slope. We give examples of selfish adapting paths that lead to locally but not globally optimal payoffs, undermining the robustness of payoff control strategies. For non-ZD strategies, these pathologies arise regardless of the original restrictions on the game parameters. Our results illuminate the difficulty of implementing robust payoff control and selfish optimization, even in the simplest context of playing against a fixed strategy.
Differential privacy (DP) is an essential technique for privacy-preserving. It was found that a large model trained for privacy preserving performs worse than a smaller model (e.g. ResNet50 performs worse than ResNet18). To better understand this phenomenon, we study high dimensional DP learning from the viewpoint of generalization. Theoretically, we show that for the simple Gaussian model with even small DP noise, if the dimension is large enough, then the classification error can be as bad as the random guessing. Then we propose a feature selection method to reduce the size of the model, based on a new metric which trades off the classification accuracy and privacy preserving. Experiments on real data support our theoretical results and demonstrate the advantage of the proposed method.
Q-learning, which seeks to learn the optimal Q-function of a Markov decision process (MDP) in a model-free fashion, lies at the heart of reinforcement learning. When it comes to the synchronous setting (such that independent samples for all state-action pairs are drawn from a generative model in each iteration), substantial progress has been made towards understanding the sample efficiency of Q-learning. Consider a $\gamma$-discounted infinite-horizon MDP with state space $\mathcal{S}$ and action space $\mathcal{A}$: to yield an entrywise $\varepsilon$-approximation of the optimal Q-function, state-of-the-art theory for Q-learning requires a sample size exceeding the order of $\frac{|\mathcal{S}||\mathcal{A}|}{(1-\gamma)^5\varepsilon^{2}}$, which fails to match existing minimax lower bounds. This gives rise to natural questions: what is the sharp sample complexity of Q-learning? Is Q-learning provably sub-optimal? This paper addresses these questions for the synchronous setting: (1) when $|\mathcal{A}|=1$ (so that Q-learning reduces to TD learning), we prove that the sample complexity of TD learning is minimax optimal and scales as $\frac{|\mathcal{S}|}{(1-\gamma)^3\varepsilon^2}$ (up to log factor); (2) when $|\mathcal{A}|\geq 2$, we settle the sample complexity of Q-learning to be on the order of $\frac{|\mathcal{S}||\mathcal{A}|}{(1-\gamma)^4\varepsilon^2}$ (up to log factor). Our theory unveils the strict sub-optimality of Q-learning when $|\mathcal{A}|\geq 2$, and rigorizes the negative impact of over-estimation in Q-learning. Finally, we extend our analysis to accommodate asynchronous Q-learning (i.e., the case with Markovian samples), sharpening the horizon dependency of its sample complexity to be $\frac{1}{(1-\gamma)^4}$.
Iterative learning control (ILC) is a powerful technique for high performance tracking in the presence of modeling errors for optimal control applications. There is extensive prior work showing its empirical effectiveness in applications such as chemical reactors, industrial robots and quadcopters. However, there is little prior theoretical work that explains the effectiveness of ILC even in the presence of large modeling errors, where optimal control methods using the misspecified model (MM) often perform poorly. Our work presents such a theoretical study of the performance of both ILC and MM on Linear Quadratic Regulator (LQR) problems with unknown transition dynamics. We show that the suboptimality gap, as measured with respect to the optimal LQR controller, for ILC is lower than that for MM by higher order terms that become significant in the regime of high modeling errors. A key part of our analysis is the perturbation bounds for the discrete Ricatti equation in the finite horizon setting, where the solution is not a fixed point and requires tracking the error using recursive bounds. We back our theoretical findings with empirical experiments on a toy linear dynamical system with an approximate model, a nonlinear inverted pendulum system with misspecified mass, and a nonlinear planar quadrotor system in the presence of wind. Experiments show that ILC outperforms MM significantly, in terms of the cost of computed trajectories, when modeling errors are high.
Motivated by recent increased interest in optimization algorithms for non-convex optimization in application to training deep neural networks and other optimization problems in data analysis, we give an overview of recent theoretical results on global performance guarantees of optimization algorithms for non-convex optimization. We start with classical arguments showing that general non-convex problems could not be solved efficiently in a reasonable time. Then we give a list of problems that can be solved efficiently to find the global minimizer by exploiting the structure of the problem as much as it is possible. Another way to deal with non-convexity is to relax the goal from finding the global minimum to finding a stationary point or a local minimum. For this setting, we first present known results for the convergence rates of deterministic first-order methods, which are then followed by a general theoretical analysis of optimal stochastic and randomized gradient schemes, and an overview of the stochastic first-order methods. After that, we discuss quite general classes of non-convex problems, such as minimization of $\alpha$-weakly-quasi-convex functions and functions that satisfy Polyak--Lojasiewicz condition, which still allow obtaining theoretical convergence guarantees of first-order methods. Then we consider higher-order and zeroth-order/derivative-free methods and their convergence rates for non-convex optimization problems.
In this work we consider the well-known Secretary Problem -- a number $n$ of elements, each having an adversarial value, are arriving one-by-one according to some random order, and the goal is to choose the highest value element. The decisions are made online and are irrevocable -- if the algorithm decides to choose or not to choose the currently seen element, based on the previously observed values, it cannot change its decision later regarding this element. The measure of success is the probability of selecting the highest value element, minimized over all adversarial assignments of values. We show existential and constructive upper bounds on approximation of the success probability in this problem, depending on the entropy of the randomly chosen arrival order, including the lowest possible entropy $O(\log\log (n))$ for which the probability of success could be constant. We show that below entropy level $\mathcal{H}<0.5\log\log n$, all algorithms succeed with probability $0$ if random order is selected uniformly at random from some subset of permutations, while we are able to construct in polynomial time a non-uniform distribution with entropy $\mathcal{H}$ resulting in success probability of at least $\Omega\left(\frac{1}{(\log\log n +3\log\log\log n -\mathcal{H})^{2+\epsilon}}\right)$, for any constant $\epsilon>0$. We also prove that no algorithm using entropy $\mathcal{H}=O((\log\log n)^a)$ can improve our result by more than polynomially, for any constant $0<a<1$. For entropy $\log\log (n)$ and larger, our analysis precisely quantifies both multiplicative and additive approximation of the success probability. In particular, we improve more than doubly exponentially on the best previously known additive approximation guarantee for the secretary problem.
Recent work has proposed stochastic Plackett-Luce (PL) ranking models as a robust choice for optimizing relevance and fairness metrics. Unlike their deterministic counterparts that require heuristic optimization algorithms, PL models are fully differentiable. Theoretically, they can be used to optimize ranking metrics via stochastic gradient descent. However, in practice, the computation of the gradient is infeasible because it requires one to iterate over all possible permutations of items. Consequently, actual applications rely on approximating the gradient via sampling techniques. In this paper, we introduce a novel algorithm: PL-Rank, that estimates the gradient of a PL ranking model w.r.t. both relevance and fairness metrics. Unlike existing approaches that are based on policy gradients, PL-Rank makes use of the specific structure of PL models and ranking metrics. Our experimental analysis shows that PL-Rank has a greater sample-efficiency and is computationally less costly than existing policy gradients, resulting in faster convergence at higher performance. PL-Rank further enables the industry to apply PL models for more relevant and fairer real-world ranking systems.
Sequential recommendation as an emerging topic has attracted increasing attention due to its important practical significance. Models based on deep learning and attention mechanism have achieved good performance in sequential recommendation. Recently, the generative models based on Variational Autoencoder (VAE) have shown the unique advantage in collaborative filtering. In particular, the sequential VAE model as a recurrent version of VAE can effectively capture temporal dependencies among items in user sequence and perform sequential recommendation. However, VAE-based models suffer from a common limitation that the representational ability of the obtained approximate posterior distribution is limited, resulting in lower quality of generated samples. This is especially true for generating sequences. To solve the above problem, in this work, we propose a novel method called Adversarial and Contrastive Variational Autoencoder (ACVAE) for sequential recommendation. Specifically, we first introduce the adversarial training for sequence generation under the Adversarial Variational Bayes (AVB) framework, which enables our model to generate high-quality latent variables. Then, we employ the contrastive loss. The latent variables will be able to learn more personalized and salient characteristics by minimizing the contrastive loss. Besides, when encoding the sequence, we apply a recurrent and convolutional structure to capture global and local relationships in the sequence. Finally, we conduct extensive experiments on four real-world datasets. The experimental results show that our proposed ACVAE model outperforms other state-of-the-art methods.
Detection of malicious behavior is a fundamental problem in security. One of the major challenges in using detection systems in practice is in dealing with an overwhelming number of alerts that are triggered by normal behavior (the so-called false positives), obscuring alerts resulting from actual malicious activity. While numerous methods for reducing the scope of this issue have been proposed, ultimately one must still decide how to prioritize which alerts to investigate, and most existing prioritization methods are heuristic, for example, based on suspiciousness or priority scores. We introduce a novel approach for computing a policy for prioritizing alerts using adversarial reinforcement learning. Our approach assumes that the attackers know the full state of the detection system and dynamically choose an optimal attack as a function of this state, as well as of the alert prioritization policy. The first step of our approach is to capture the interaction between the defender and attacker in a game theoretic model. To tackle the computational complexity of solving this game to obtain a dynamic stochastic alert prioritization policy, we propose an adversarial reinforcement learning framework. In this framework, we use neural reinforcement learning to compute best response policies for both the defender and the adversary to an arbitrary stochastic policy of the other. We then use these in a double-oracle framework to obtain an approximate equilibrium of the game, which in turn yields a robust stochastic policy for the defender. Extensive experiments using case studies in fraud and intrusion detection demonstrate that our approach is effective in creating robust alert prioritization policies.
For neural networks (NNs) with rectified linear unit (ReLU) or binary activation functions, we show that their training can be accomplished in a reduced parameter space. Specifically, the weights in each neuron can be trained on the unit sphere, as opposed to the entire space, and the threshold can be trained in a bounded interval, as opposed to the real line. We show that the NNs in the reduced parameter space are mathematically equivalent to the standard NNs with parameters in the whole space. The reduced parameter space shall facilitate the optimization procedure for the network training, as the search space becomes (much) smaller. We demonstrate the improved training performance using numerical examples.