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Reinforcement learning algorithms often require finiteness of state and action spaces in Markov decision processes (MDPs) and various efforts have been made in the literature towards the applicability of such algorithms for continuous state and action spaces. In this paper, we show that under very mild regularity conditions (in particular, involving only weak continuity of the transition kernel of an MDP), Q-learning for standard Borel MDPs via quantization of states and actions converge to a limit, and furthermore this limit satisfies an optimality equation which leads to near optimality with either explicit performance bounds or which are guaranteed to be asymptotically optimal. Our approach builds on (i) viewing quantization as a measurement kernel and thus a quantized MDP as a POMDP, (ii) utilizing near optimality and convergence results of Q-learning for POMDPs, and (iii) finally, near-optimality of finite state model approximations for MDPs with weakly continuous kernels which we show to correspond to the fixed point of the constructed POMDP. Thus, our paper presents a very general convergence and approximation result for the applicability of Q-learning for continuous MDPs.

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Motivated by the learned iterative soft thresholding algorithm (LISTA), we introduce a general class of neural networks suitable for sparse reconstruction from few linear measurements. By allowing a wide range of degrees of weight-sharing between the layers, we enable a unified analysis for very different neural network types, ranging from recurrent ones to networks more similar to standard feedforward neural networks. Based on training samples, via empirical risk minimization we aim at learning the optimal network parameters and thereby the optimal network that reconstructs signals from their low-dimensional linear measurements. We derive generalization bounds by analyzing the Rademacher complexity of hypothesis classes consisting of such deep networks, that also take into account the thresholding parameters. We obtain estimates of the sample complexity that essentially depend only linearly on the number of parameters and on the depth. We apply our main result to obtain specific generalization bounds for several practical examples, including different algorithms for (implicit) dictionary learning, and convolutional neural networks.

Hamilton and Moitra (2021) showed that, in certain regimes, it is not possible to accelerate Riemannian gradient descent in the hyperbolic plane if we restrict ourselves to algorithms which make queries in a (large) bounded domain and which receive gradients and function values corrupted by a (small) amount of noise. We show that acceleration remains unachievable for any deterministic algorithm which receives exact gradient and function-value information (unbounded queries, no noise). Our results hold for the classes of strongly and nonstrongly geodesically convex functions, and for a large class of Hadamard manifolds including hyperbolic spaces and the symmetric space $\mathrm{SL}(n) / \mathrm{SO}(n)$ of positive definite $n \times n$ matrices of determinant one. This cements a surprising gap between the complexity of convex optimization and geodesically convex optimization: for hyperbolic spaces, Riemannian gradient descent is optimal on the class of smooth and and strongly geodesically convex functions, in the regime where the condition number scales with the radius of the optimization domain. The key idea for proving the lower bound consists of perturbing the hard functions of Hamilton and Moitra (2021) with sums of bump functions chosen by a resisting oracle.

Counterfactual Regret Minimization (CFR) has found success in settings like poker which have both terminal states and perfect recall. We seek to understand how to relax these requirements. As a first step, we introduce a simple algorithm, local no-regret learning (LONR), which uses a Q-learning-like update rule to allow learning without terminal states or perfect recall. We prove its convergence for the basic case of MDPs (and limited extensions of them) and present empirical results showing that it achieves last iterate convergence in a number of settings, most notably NoSDE games, a class of Markov games specifically designed to be challenging to learn where no prior algorithm is known to achieve convergence to a stationary equilibrium even on average.

DeepONets have recently been proposed as a framework for learning nonlinear operators mapping between infinite dimensional Banach spaces. We analyze DeepONets and prove estimates on the resulting approximation and generalization errors. In particular, we extend the universal approximation property of DeepONets to include measurable mappings in non-compact spaces. By a decomposition of the error into encoding, approximation and reconstruction errors, we prove both lower and upper bounds on the total error, relating it to the spectral decay properties of the covariance operators, associated with the underlying measures. We derive almost optimal error bounds with very general affine reconstructors and with random sensor locations as well as bounds on the generalization error, using covering number arguments. We illustrate our general framework with four prototypical examples of nonlinear operators, namely those arising in a nonlinear forced ODE, an elliptic PDE with variable coefficients and nonlinear parabolic and hyperbolic PDEs. While the approximation of arbitrary Lipschitz operators by DeepONets to accuracy $\epsilon$ is argued to suffer from a "curse of dimensionality" (requiring a neural networks of exponential size in $1/\epsilon$), in contrast, for all the above concrete examples of interest, we rigorously prove that DeepONets can break this curse of dimensionality (achieving accuracy $\epsilon$ with neural networks of size that can grow algebraically in $1/\epsilon$). Thus, we demonstrate the efficient approximation of a potentially large class of operators with this machine learning framework.

In this paper, we study the learning of safe policies in the setting of reinforcement learning problems. This is, we aim to control a Markov Decision Process (MDP) of which we do not know the transition probabilities, but we have access to sample trajectories through experience. We define safety as the agent remaining in a desired safe set with high probability during the operation time. We therefore consider a constrained MDP where the constraints are probabilistic. Since there is no straightforward way to optimize the policy with respect to the probabilistic constraint in a reinforcement learning framework, we propose an ergodic relaxation of the problem. The advantages of the proposed relaxation are threefold. (i) The safety guarantees are maintained in the case of episodic tasks and they are kept up to a given time horizon for continuing tasks. (ii) The constrained optimization problem despite its non-convexity has arbitrarily small duality gap if the parametrization of the policy is rich enough. (iii) The gradients of the Lagrangian associated with the safe-learning problem can be easily computed using standard policy gradient results and stochastic approximation tools. Leveraging these advantages, we establish that primal-dual algorithms are able to find policies that are safe and optimal. We test the proposed approach in a navigation task in a continuous domain. The numerical results show that our algorithm is capable of dynamically adapting the policy to the environment and the required safety levels.

Promoting behavioural diversity is critical for solving games with non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). Yet, there is a lack of rigorous treatment for defining diversity and constructing diversity-aware learning dynamics. In this work, we offer a geometric interpretation of behavioural diversity in games and introduce a novel diversity metric based on \emph{determinantal point processes} (DPP). By incorporating the diversity metric into best-response dynamics, we develop \emph{diverse fictitious play} and \emph{diverse policy-space response oracle} for solving normal-form games and open-ended games. We prove the uniqueness of the diverse best response and the convergence of our algorithms on two-player games. Importantly, we show that maximising the DPP-based diversity metric guarantees to enlarge the \emph{gamescape} -- convex polytopes spanned by agents' mixtures of strategies. To validate our diversity-aware solvers, we test on tens of games that show strong non-transitivity. Results suggest that our methods achieve much lower exploitability than state-of-the-art solvers by finding effective and diverse strategies.

Many reinforcement-learning researchers treat the reward function as a part of the environment, meaning that the agent can only know the reward of a state if it encounters that state in a trial run. However, we argue that this is an unnecessary limitation and instead, the reward function should be provided to the learning algorithm. The advantage is that the algorithm can then use the reward function to check the reward for states that the agent hasn't even encountered yet. In addition, the algorithm can simultaneously learn policies for multiple reward functions. For each state, the algorithm would calculate the reward using each of the reward functions and add the rewards to its experience replay dataset. The Hindsight Experience Replay algorithm developed by Andrychowicz et al. (2017) does just this, and learns to generalize across a distribution of sparse, goal-based rewards. We extend this algorithm to linearly-weighted, multi-objective rewards and learn a single policy that can generalize across all linear combinations of the multi-objective reward. Whereas other multi-objective algorithms teach the Q-function to generalize across the reward weights, our algorithm enables the policy to generalize, and can thus be used with continuous actions.

In continuous action domains, standard deep reinforcement learning algorithms like DDPG suffer from inefficient exploration when facing sparse or deceptive reward problems. Conversely, evolutionary and developmental methods focusing on exploration like Novelty Search, Quality-Diversity or Goal Exploration Processes explore more robustly but are less efficient at fine-tuning policies using gradient descent. In this paper, we present the GEP-PG approach, taking the best of both worlds by sequentially combining a Goal Exploration Process and two variants of DDPG. We study the learning performance of these components and their combination on a low dimensional deceptive reward problem and on the larger Half-Cheetah benchmark. We show that DDPG fails on the former and that GEP-PG improves over the best DDPG variant in both environments. Supplementary videos and discussion can be found at //frama.link/gep_pg, the code at //github.com/flowersteam/geppg.

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.

The Deep Q-Network proposed by Mnih et al. [2015] has become a benchmark and building point for much deep reinforcement learning research. However, replicating results for complex systems is often challenging since original scientific publications are not always able to describe in detail every important parameter setting and software engineering solution. In this paper, we present results from our work reproducing the results of the DQN paper. We highlight key areas in the implementation that were not covered in great detail in the original paper to make it easier for researchers to replicate these results, including termination conditions and gradient descent algorithms. Finally, we discuss methods for improving the computational performance and provide our own implementation that is designed to work with a range of domains, and not just the original Arcade Learning Environment [Bellemare et al., 2013].

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