In this paper we consider multi-objective reinforcement learning where the objectives are balanced using preferences. In practice, the preferences are often given in an adversarial manner, e.g., customers can be picky in many applications. We formalize this problem as an episodic learning problem on a Markov decision process, where transitions are unknown and a reward function is the inner product of a preference vector with pre-specified multi-objective reward functions. We consider two settings. In the online setting, the agent receives a (adversarial) preference every episode and proposes policies to interact with the environment. We provide a model-based algorithm that achieves a nearly minimax optimal regret bound $\widetilde{\mathcal{O}}\bigl(\sqrt{\min\{d,S\}\cdot H^2 SAK}\bigr)$, where $d$ is the number of objectives, $S$ is the number of states, $A$ is the number of actions, $H$ is the length of the horizon, and $K$ is the number of episodes. Furthermore, we consider preference-free exploration, i.e., the agent first interacts with the environment without specifying any preference and then is able to accommodate arbitrary preference vector up to $\epsilon$ error. Our proposed algorithm is provably efficient with a nearly optimal trajectory complexity $\widetilde{\mathcal{O}}\bigl({\min\{d,S\}\cdot H^3 SA}/{\epsilon^2}\bigr)$. This result partly resolves an open problem raised by \citet{jin2020reward}.
We extend and combine several tools of the literature to design fast, adaptive, anytime and scale-free online learning algorithms. Scale-free regret bounds must scale linearly with the maximum loss, both toward large losses and toward very small losses. Adaptive regret bounds demonstrate that an algorithm can take advantage of easy data and potentially have constant regret. We seek to develop fast algorithms that depend on as few parameters as possible, in particular they should be anytime and thus not depend on the time horizon. Our first and main tool, isotuning, is a generalization of the idea of balancing the trade-off of the regret. We develop a set of tools to design and analyze such learning rates easily and show that they adapts automatically to the rate of the regret (whether constant, $O(\log T)$, $O(\sqrt{T})$, etc.) within a factor 2 of the optimal learning rate in hindsight for the same observed quantities. The second tool is an online correction, which allows us to obtain centered bounds for many algorithms, to prevent the regret bounds from being vacuous when the domain is overly large or only partially constrained. The last tool, null updates, prevents the algorithm from performing overly large updates, which could result in unbounded regret, or even invalid updates. We develop a general theory using these tools and apply it to several standard algorithms. In particular, we (almost entirely) restore the adaptivity to small losses of FTRL for unbounded domains, design and prove scale-free adaptive guarantees for a variant of Mirror Descent (at least when the Bregman divergence is convex in its second argument), extend Adapt-ML-Prod to scale-free guarantees, and provide several other minor contributions about Prod, AdaHedge, BOA and Soft-Bayes.
We study episodic reinforcement learning in non-stationary linear (a.k.a. low-rank) Markov Decision Processes (MDPs), i.e, both the reward and transition kernel are linear with respect to a given feature map and are allowed to evolve either slowly or abruptly over time. For this problem setting, we propose OPT-WLSVI an optimistic model-free algorithm based on weighted least squares value iteration which uses exponential weights to smoothly forget data that are far in the past. We show that our algorithm, when competing against the best policy at each time, achieves a regret that is upper bounded by $\widetilde{\mathcal{O}}(d^{5/4}H^2 \Delta^{1/4} K^{3/4})$ where $d$ is the dimension of the feature space, $H$ is the planning horizon, $K$ is the number of episodes and $\Delta$ is a suitable measure of non-stationarity of the MDP. Moreover, we point out technical gaps in the study of forgetting strategies in non-stationary linear bandits setting made by previous works and we propose a fix to their regret analysis.
We develop an approach for solving time-consistent risk-sensitive stochastic optimization problems using model-free reinforcement learning (RL). Specifically, we assume agents assess the risk of a sequence of random variables using dynamic convex risk measures. We employ a time-consistent dynamic programming principle to determine the value of a particular policy, and develop policy gradient update rules. We further develop an actor-critic style algorithm using neural networks to optimize over policies. Finally, we demonstrate the performance and flexibility of our approach by applying it to optimization problems in statistical arbitrage trading and obstacle avoidance robot control.
The curse of dimensionality is a widely known issue in reinforcement learning (RL). In the tabular setting where the state space $\mathcal{S}$ and the action space $\mathcal{A}$ are both finite, to obtain a nearly optimal policy with sampling access to a generative model, the minimax optimal sample complexity scales linearly with $|\mathcal{S}|\times|\mathcal{A}|$, which can be prohibitively large when $\mathcal{S}$ or $\mathcal{A}$ is large. This paper considers a Markov decision process (MDP) that admits a set of state-action features, which can linearly express (or approximate) its probability transition kernel. We show that a model-based approach (resp.$~$Q-learning) provably learns an $\varepsilon$-optimal policy (resp.$~$Q-function) with high probability as soon as the sample size exceeds the order of $\frac{K}{(1-\gamma)^{3}\varepsilon^{2}}$ (resp.$~$$\frac{K}{(1-\gamma)^{4}\varepsilon^{2}}$), up to some logarithmic factor. Here $K$ is the feature dimension and $\gamma\in(0,1)$ is the discount factor of the MDP. Both sample complexity bounds are provably tight, and our result for the model-based approach matches the minimax lower bound. Our results show that for arbitrarily large-scale MDP, both the model-based approach and Q-learning are sample-efficient when $K$ is relatively small, and hence the title of this paper.
Efficient exploration remains a major challenge for reinforcement learning. One reason is that the variability of the returns often depends on the current state and action, and is therefore heteroscedastic. Classical exploration strategies such as upper confidence bound algorithms and Thompson sampling fail to appropriately account for heteroscedasticity, even in the bandit setting. Motivated by recent findings that address this issue in bandits, we propose to use Information-Directed Sampling (IDS) for exploration in reinforcement learning. As our main contribution, we build on recent advances in distributional reinforcement learning and propose a novel, tractable approximation of IDS for deep Q-learning. The resulting exploration strategy explicitly accounts for both parametric uncertainty and heteroscedastic observation noise. We evaluate our method on Atari games and demonstrate a significant improvement over alternative approaches.
We consider the exploration-exploitation trade-off in reinforcement learning and we show that an agent imbued with a risk-seeking utility function is able to explore efficiently, as measured by regret. The parameter that controls how risk-seeking the agent is can be optimized exactly, or annealed according to a schedule. We call the resulting algorithm K-learning and show that the corresponding K-values are optimistic for the expected Q-values at each state-action pair. The K-values induce a natural Boltzmann exploration policy for which the `temperature' parameter is equal to the risk-seeking parameter. This policy achieves an expected regret bound of $\tilde O(L^{3/2} \sqrt{S A T})$, where $L$ is the time horizon, $S$ is the number of states, $A$ is the number of actions, and $T$ is the total number of elapsed time-steps. This bound is only a factor of $L$ larger than the established lower bound. K-learning can be interpreted as mirror descent in the policy space, and it is similar to other well-known methods in the literature, including Q-learning, soft-Q-learning, and maximum entropy policy gradient, and is closely related to optimism and count based exploration methods. K-learning is simple to implement, as it only requires adding a bonus to the reward at each state-action and then solving a Bellman equation. We conclude with a numerical example demonstrating that K-learning is competitive with other state-of-the-art algorithms in practice.
Existing multi-agent reinforcement learning methods are limited typically to a small number of agents. When the agent number increases largely, the learning becomes intractable due to the curse of the dimensionality and the exponential growth of agent interactions. In this paper, we present Mean Field Reinforcement Learning where the interactions within the population of agents are approximated by those between a single agent and the average effect from the overall population or neighboring agents; the interplay between the two entities is mutually reinforced: the learning of the individual agent's optimal policy depends on the dynamics of the population, while the dynamics of the population change according to the collective patterns of the individual policies. We develop practical mean field Q-learning and mean field Actor-Critic algorithms and analyze the convergence of the solution to Nash equilibrium. Experiments on Gaussian squeeze, Ising model, and battle games justify the learning effectiveness of our mean field approaches. In addition, we report the first result to solve the Ising model via model-free reinforcement learning methods.
This work considers the problem of provably optimal reinforcement learning for episodic finite horizon MDPs, i.e. how an agent learns to maximize his/her long term reward in an uncertain environment. The main contribution is in providing a novel algorithm --- Variance-reduced Upper Confidence Q-learning (vUCQ) --- which enjoys a regret bound of $\widetilde{O}(\sqrt{HSAT} + H^5SA)$, where the $T$ is the number of time steps the agent acts in the MDP, $S$ is the number of states, $A$ is the number of actions, and $H$ is the (episodic) horizon time. This is the first regret bound that is both sub-linear in the model size and asymptotically optimal. The algorithm is sub-linear in that the time to achieve $\epsilon$-average regret for any constant $\epsilon$ is $O(SA)$, which is a number of samples that is far less than that required to learn any non-trivial estimate of the transition model (the transition model is specified by $O(S^2A)$ parameters). The importance of sub-linear algorithms is largely the motivation for algorithms such as $Q$-learning and other "model free" approaches. vUCQ algorithm also enjoys minimax optimal regret in the long run, matching the $\Omega(\sqrt{HSAT})$ lower bound. Variance-reduced Upper Confidence Q-learning (vUCQ) is a successive refinement method in which the algorithm reduces the variance in $Q$-value estimates and couples this estimation scheme with an upper confidence based algorithm. Technically, the coupling of both of these techniques is what leads to the algorithm enjoying both the sub-linear regret property and the asymptotically optimal regret.
Policy gradient methods are widely used in reinforcement learning algorithms to search for better policies in the parameterized policy space. They do gradient search in the policy space and are known to converge very slowly. Nesterov developed an accelerated gradient search algorithm for convex optimization problems. This has been recently extended for non-convex and also stochastic optimization. We use Nesterov's acceleration for policy gradient search in the well-known actor-critic algorithm and show the convergence using ODE method. We tested this algorithm on a scheduling problem. Here an incoming job is scheduled into one of the four queues based on the queue lengths. We see from experimental results that algorithm using Nesterov's acceleration has significantly better performance compared to algorithm which do not use acceleration. To the best of our knowledge this is the first time Nesterov's acceleration has been used with actor-critic algorithm.
One of the most significant bottleneck in training large scale machine learning models on parameter server (PS) is the communication overhead, because it needs to frequently exchange the model gradients between the workers and servers during the training iterations. Gradient quantization has been proposed as an effective approach to reducing the communication volume. One key issue in gradient quantization is setting the number of bits for quantizing the gradients. Small number of bits can significantly reduce the communication overhead while hurts the gradient accuracies, and vise versa. An ideal quantization method would dynamically balance the communication overhead and model accuracy, through adjusting the number bits according to the knowledge learned from the immediate past training iterations. Existing methods, however, quantize the gradients either with fixed number of bits, or with predefined heuristic rules. In this paper we propose a novel adaptive quantization method within the framework of reinforcement learning. The method, referred to as MQGrad, formalizes the selection of quantization bits as actions in a Markov decision process (MDP) where the MDP states records the information collected from the past optimization iterations (e.g., the sequence of the loss function values). During the training iterations of a machine learning algorithm, MQGrad continuously updates the MDP state according to the changes of the loss function. Based on the information, MDP learns to select the optimal actions (number of bits) to quantize the gradients. Experimental results based on a benchmark dataset showed that MQGrad can accelerate the learning of a large scale deep neural network while keeping its prediction accuracies.