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We study reward-free reinforcement learning (RL) under general non-linear function approximation, and establish sample efficiency and hardness results under various standard structural assumptions. On the positive side, we propose the RFOLIVE (Reward-Free OLIVE) algorithm for sample-efficient reward-free exploration under minimal structural assumptions, which covers the previously studied settings of linear MDPs (Jin et al., 2020b), linear completeness (Zanette et al., 2020b) and low-rank MDPs with unknown representation (Modi et al., 2021). Our analyses indicate that the explorability or reachability assumptions, previously made for the latter two settings, are not necessary statistically for reward-free exploration. On the negative side, we provide a statistical hardness result for both reward-free and reward-aware exploration under linear completeness assumptions when the underlying features are unknown, showing an exponential separation between low-rank and linear completeness settings.

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Causal effects may vary among individuals and can even be of opposite signs. When significant effect heterogeneity exists, the population average causal effect might be uninformative for an individual. Due to the fundamental problem of causality, individual causal effects (ICEs) cannot be retrieved from cross-sectional data. However, in crossover studies, it is accepted that ICEs can be estimated under the assumptions of no carryover effects and time invariance of potential outcomes. A generic potential-outcome formulation with appropriate statistical assumptions to identify ICEs is lacking for other longitudinal data with time-varying exposures. We present a general framework for causal effect heterogeneity in which individual-specific effect modification is parameterized with a latent variable, the receptiveness factor. If the exposure varies over time, then the repeated measurements contain information on an individual's level of this receptiveness factor. Therefore, we study the conditional distribution of the ICE given all an individual's factual information. This novel conditional random variable is called the cross-world causal effect (CWCE). For known causal structures and time-varying exposures, the variability of the CWCE reduces with an increasing number of repeated measurements. The CWCE becomes identifiable from observational data under the causal assumption of cross-world similarity of individual-effect modification (i.e. there exists an exposure strategy whose effect is affected by all latent causes). We illustrate the theory with examples in which the cause-effect relations can be parameterized as generalized linear mixed assignments.

We study fair multi-objective reinforcement learning in which an agent must learn a policy that simultaneously achieves high reward on multiple dimensions of a vector-valued reward. Motivated by the fair resource allocation literature, we model this as an expected welfare maximization problem, for some non-linear fair welfare function of the vector of long-term cumulative rewards. One canonical example of such a function is the Nash Social Welfare, or geometric mean, the log transform of which is also known as the Proportional Fairness objective. We show that even approximately optimal optimization of the expected Nash Social Welfare is computationally intractable even in the tabular case. Nevertheless, we provide a novel adaptation of Q-learning that combines non-linear scalarized learning updates and non-stationary action selection to learn effective policies for optimizing nonlinear welfare functions. We show that our algorithm is provably convergent, and we demonstrate experimentally that our approach outperforms techniques based on linear scalarization, mixtures of optimal linear scalarizations, or stationary action selection for the Nash Social Welfare Objective.

Dynamic game arises as a powerful paradigm for multi-robot planning, for which safety constraint satisfaction is crucial. Constrained stochastic games are of particular interest, as real-world robots need to operate and satisfy constraints under uncertainty. Existing methods for solving stochastic games handle chance constraints using exponential penalties with hand-tuned weights. However, finding a suitable penalty weight is nontrivial and requires trial and error. In this paper, we propose the chance-constrained iterative linear-quadratic stochastic games (CCILQGames) algorithm. CCILQGames solves chance-constrained stochastic games using the augmented Lagrangian method. We evaluate our algorithm in three autonomous driving scenarios, including merge, intersection, and roundabout. Experimental results and Monte Carlo tests show that CCILQGames can generate safe and interactive strategies in stochastic environments.

The problem of robust mean estimation in high dimensions is studied, in which a certain fraction (less than half) of the datapoints can be arbitrarily corrupted. Motivated by compressive sensing, the robust mean estimation problem is formulated as the minimization of the $\ell_0$-`norm' of an \emph{outlier indicator vector}, under a second moment constraint on the datapoints. The $\ell_0$-`norm' is then relaxed to the $\ell_p$-norm ($0<p\leq 1$) in the objective, and it is shown that the global minima for each of these objectives are order-optimal and have optimal breakdown point for the robust mean estimation problem. Furthermore, a computationally tractable iterative $\ell_p$-minimization and hard thresholding algorithm is proposed that outputs an order-optimal robust estimate of the population mean. The proposed algorithm (with breakdown point $\approx 0.3$) does not require prior knowledge of the fraction of outliers, in contrast with most existing algorithms, and for $p=1$ it has near-linear time complexity. Both synthetic and real data experiments demonstrate that the proposed algorithm outperforms state-of-the-art robust mean estimation methods.

The optimal error estimate that depending only on the polynomial degree of $ \varepsilon^{-1}$ is established for the temporal semi-discrete scheme of the Cahn-Hilliard equation, which is based on the scalar auxiliary variable (SAV) formulation. The key to our analysis is to convert the structure of the SAV time-stepping scheme back to a form compatible with the original format of the Cahn-Hilliard equation, which makes it feasible to use spectral estimates to handle the nonlinear term. Based on the transformation of the SAV numerical scheme, the optimal error estimate for the temporal semi-discrete scheme which depends only on the low polynomial order of $\varepsilon^{-1}$ instead of the exponential order, is derived by using mathematical induction, spectral arguments, and the superconvergence properties of some nonlinear terms. Numerical examples are provided to illustrate the discrete energy decay property and validate our theoretical convergence analysis.

In this paper, we consider the problem where a drone has to collect semantic information to classify multiple moving targets. In particular, we address the challenge of computing control inputs that move the drone to informative viewpoints, position and orientation, when the information is extracted using a "black-box" classifier, e.g., a deep learning neural network. These algorithms typically lack of analytical relationships between the viewpoints and their associated outputs, preventing their use in information-gathering schemes. To fill this gap, we propose a novel attention-based architecture, trained via Reinforcement Learning (RL), that outputs the next viewpoint for the drone favoring the acquisition of evidence from as many unclassified targets as possible while reasoning about their movement, orientation, and occlusions. Then, we use a low-level MPC controller to move the drone to the desired viewpoint taking into account its actual dynamics. We show that our approach not only outperforms a variety of baselines but also generalizes to scenarios unseen during training. Additionally, we show that the network scales to large numbers of targets and generalizes well to different movement dynamics of the targets.

An obstacle to artificial general intelligence is set by the continual learning of multiple tasks of different nature. Recently, various heuristic tricks, both from machine learning and from neuroscience angles, were proposed, but they lack a unified theory ground. Here, we focus on the continual learning in single-layered and multi-layered neural networks of binary weights. A variational Bayesian learning setting is thus proposed, where the neural network is trained in a field-space, rather than the gradient-ill-defined discrete-weight space, and furthermore, the weight uncertainty is naturally incorporated, and modulates the synaptic resources among tasks. From a physics perspective, we translate the variational continual learning into the Franz-Parisi thermodynamic potential framework, where the previous task knowledge acts as a prior and a reference as well. Therefore, the learning performance can be analytically studied with mean-field order parameters, whose predictions coincide with the numerical experiments using stochastic gradient descent methods. Our proposed principled frameworks also connect to elastic weight consolidation, and neuroscience inspired metaplasticity, providing a theory-grounded method for the real-world multi-task learning with deep networks.

Various types of Multi-Agent Reinforcement Learning (MARL) methods have been developed, assuming that agents' policies are based on true states. Recent works have improved the robustness of MARL under uncertainties from the reward, transition probability, or other partners' policies. However, in real-world multi-agent systems, state estimations may be perturbed by sensor measurement noise or even adversaries. Agents' policies trained with only true state information will deviate from optimal solutions when facing adversarial state perturbations during execution. MARL under adversarial state perturbations has limited study. Hence, in this work, we propose a State-Adversarial Markov Game (SAMG) and make the first attempt to study the fundamental properties of MARL under state uncertainties. We prove that the optimal agent policy and the robust Nash equilibrium do not always exist for an SAMG. Instead, we define the solution concept, robust agent policy, of the proposed SAMG under adversarial state perturbations, where agents want to maximize the worst-case expected state value. We then design a gradient descent ascent-based robust MARL algorithm to learn the robust policies for the MARL agents. Our experiments show that adversarial state perturbations decrease agents' rewards for several baselines from the existing literature, while our algorithm outperforms baselines with state perturbations and significantly improves the robustness of the MARL policies under state uncertainties.

Bid optimization for online advertising from single advertiser's perspective has been thoroughly investigated in both academic research and industrial practice. However, existing work typically assume competitors do not change their bids, i.e., the wining price is fixed, leading to poor performance of the derived solution. Although a few studies use multi-agent reinforcement learning to set up a cooperative game, they still suffer the following drawbacks: (1) They fail to avoid collusion solutions where all the advertisers involved in an auction collude to bid an extremely low price on purpose. (2) Previous works cannot well handle the underlying complex bidding environment, leading to poor model convergence. This problem could be amplified when handling multiple objectives of advertisers which are practical demands but not considered by previous work. In this paper, we propose a novel multi-objective cooperative bid optimization formulation called Multi-Agent Cooperative bidding Games (MACG). MACG sets up a carefully designed multi-objective optimization framework where different objectives of advertisers are incorporated. A global objective to maximize the overall profit of all advertisements is added in order to encourage better cooperation and also to protect self-bidding advertisers. To avoid collusion, we also introduce an extra platform revenue constraint. We analyze the optimal functional form of the bidding formula theoretically and design a policy network accordingly to generate auction-level bids. Then we design an efficient multi-agent evolutionary strategy for model optimization. Offline experiments and online A/B tests conducted on the Taobao platform indicate both single advertiser's objective and global profit have been significantly improved compared to state-of-art methods.

While it is nearly effortless for humans to quickly assess the perceptual similarity between two images, the underlying processes are thought to be quite complex. Despite this, the most widely used perceptual metrics today, such as PSNR and SSIM, are simple, shallow functions, and fail to account for many nuances of human perception. Recently, the deep learning community has found that features of the VGG network trained on the ImageNet classification task has been remarkably useful as a training loss for image synthesis. But how perceptual are these so-called "perceptual losses"? What elements are critical for their success? To answer these questions, we introduce a new Full Reference Image Quality Assessment (FR-IQA) dataset of perceptual human judgments, orders of magnitude larger than previous datasets. We systematically evaluate deep features across different architectures and tasks and compare them with classic metrics. We find that deep features outperform all previous metrics by huge margins. More surprisingly, this result is not restricted to ImageNet-trained VGG features, but holds across different deep architectures and levels of supervision (supervised, self-supervised, or even unsupervised). Our results suggest that perceptual similarity is an emergent property shared across deep visual representations.

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