We consider off-policy evaluation of dynamic treatment rules under sequential ignorability, given an assumption that the underlying system can be modeled as a partially observed Markov decision process (POMDP). We propose an estimator, partial history importance weighting, and show that it can consistently estimate the stationary mean rewards of a target policy given long enough draws from the behavior policy. We provide an upper bound on its error that decays polynomially in the number of observations (i.e., the number of trajectories times their length), with an exponent that depends on the overlap of the target and behavior policies, and on the mixing time of the underlying system. Furthermore, we show that this rate of convergence is minimax given only our assumptions on mixing and overlap. Our results establish that off-policy evaluation in POMDPs is strictly harder than off-policy evaluation in (fully observed) Markov decision processes, but strictly easier than model-free off-policy evaluation.
Explicit exploration in the action space was assumed to be indispensable for online policy gradient methods to avoid a drastic degradation in sample complexity, for solving general reinforcement learning problems over finite state and action spaces. In this paper, we establish for the first time an $\tilde{\mathcal{O}}(1/\epsilon^2)$ sample complexity for online policy gradient methods without incorporating any exploration strategies. The essential development consists of two new on-policy evaluation operators and a novel analysis of the stochastic policy mirror descent method (SPMD). SPMD with the first evaluation operator, called value-based estimation, tailors to the Kullback-Leibler divergence. Provided the Markov chains on the state space of generated policies are uniformly mixing with non-diminishing minimal visitation measure, an $\tilde{\mathcal{O}}(1/\epsilon^2)$ sample complexity is obtained with a linear dependence on the size of the action space. SPMD with the second evaluation operator, namely truncated on-policy Monte Carlo (TOMC), attains an $\tilde{\mathcal{O}}(\mathcal{H}_{\mathcal{D}}/\epsilon^2)$ sample complexity, where $\mathcal{H}_{\mathcal{D}}$ mildly depends on the effective horizon and the size of the action space with properly chosen Bregman divergence (e.g., Tsallis divergence). SPMD with TOMC also exhibits stronger convergence properties in that it controls the optimality gap with high probability rather than in expectation. In contrast to explicit exploration, these new policy gradient methods can prevent repeatedly committing to potentially high-risk actions when searching for optimal policies.
Long-tailed classification poses a challenge due to its heavy imbalance in class probabilities and tail-sensitivity risks with asymmetric misprediction costs. Recent attempts have used re-balancing loss and ensemble methods, but they are largely heuristic and depend heavily on empirical results, lacking theoretical explanation. Furthermore, existing methods overlook the decision loss, which characterizes different costs associated with tailed classes. This paper presents a general and principled framework from a Bayesian-decision-theory perspective, which unifies existing techniques including re-balancing and ensemble methods, and provides theoretical justifications for their effectiveness. From this perspective, we derive a novel objective based on the integrated risk and a Bayesian deep-ensemble approach to improve the accuracy of all classes, especially the "tail". Besides, our framework allows for task-adaptive decision loss which provides provably optimal decisions in varying task scenarios, along with the capability to quantify uncertainty. Finally, We conduct comprehensive experiments, including standard classification, tail-sensitive classification with a new False Head Rate metric, calibration, and ablation studies. Our framework significantly improves the current SOTA even on large-scale real-world datasets like ImageNet.
Structured knowledge bases (KBs) are a foundation of many intelligent applications, yet are notoriously incomplete. Language models (LMs) have recently been proposed for unsupervised knowledge base completion (KBC), yet, despite encouraging initial results, questions regarding their suitability remain open. Existing evaluations often fall short because they only evaluate on popular subjects, or sample already existing facts from KBs. In this work, we introduce a novel, more challenging benchmark dataset, and a methodology tailored for a realistic assessment of the KBC potential of LMs. For automated assessment, we curate a dataset called WD-KNOWN, which provides an unbiased random sample of Wikidata, containing over 3.9 million facts. In a second step, we perform a human evaluation on predictions that are not yet in the KB, as only this provides real insights into the added value over existing KBs. Our key finding is that biases in dataset conception of previous benchmarks lead to a systematic overestimate of LM performance for KBC. However, our results also reveal strong areas of LMs. We could, for example, perform a significant completion of Wikidata on the relations nativeLanguage, by a factor of ~21 (from 260k to 5.8M) at 82% precision, usedLanguage, by a factor of ~2.1 (from 2.1M to 6.6M) at 82% precision, and citizenOf by a factor of ~0.3 (from 4.2M to 5.3M) at 90% precision. Moreover, we find that LMs possess surprisingly strong generalization capabilities: even on relations where most facts were not directly observed in LM training, prediction quality can be high.
In reward-free reinforcement learning (RL), an agent explores the environment first without any reward information, in order to achieve certain learning goals afterwards for any given reward. In this paper we focus on reward-free RL under low-rank MDP models, in which both the representation and linear weight vectors are unknown. Although various algorithms have been proposed for reward-free low-rank MDPs, the corresponding sample complexity is still far from being satisfactory. In this work, we first provide the first known sample complexity lower bound that holds for any algorithm under low-rank MDPs. This lower bound implies it is strictly harder to find a near-optimal policy under low-rank MDPs than under linear MDPs. We then propose a novel model-based algorithm, coined RAFFLE, and show it can both find an $\epsilon$-optimal policy and achieve an $\epsilon$-accurate system identification via reward-free exploration, with a sample complexity significantly improving the previous results. Such a sample complexity matches our lower bound in the dependence on $\epsilon$, as well as on $K$ in the large $d$ regime, where $d$ and $K$ respectively denote the representation dimension and action space cardinality. Finally, we provide a planning algorithm (without further interaction with true environment) for RAFFLE to learn a near-accurate representation, which is the first known representation learning guarantee under the same setting.
Information that is of relevance for decision-making is often distributed, and held by self-interested agents. Decision markets are well-suited mechanisms to elicit such information and aggregate it into conditional forecasts that can be used for decision-making. However, for incentive-compatible elicitation, decision markets rely on stochastic decision rules which entails that sometimes actions have to be taken that have been predicted to be sub-optimal. In this work, we propose three closely related mechanisms that elicit and aggregate information similar to a decision market, but are incentive compatible despite using a deterministic decision rule. Following ideas from peer prediction mechanisms, proxies rather than observed future outcomes are used to score predictions. The first mechanism requires the principal to have her own signal, which is then used as a proxy to elicit information from a group of self-interested agents. The principal then deterministically maps the aggregated forecasts and the proxy to the best possible decision. The second and third mechanisms expand the first to cover a scenario where the principal does not have access to her own signal. The principal offers a partial profit to align the interest of one agent and retrieve its signal as a proxy; or alternatively uses a proper peer prediction mechanism to elicit signals from two agents. Aggregation and decision-making then follow the first mechanism. We evaluate our first mechanism using a multi-agent bandit learning system. The result suggests that the mechanism can train agents to achieve a performance similar to a Bayesian inference model with access to all information held by the agents.
We introduce a new optimization algorithm, termed contrastive adjustment, for learning Markov transition kernels whose stationary distribution matches the data distribution. Contrastive adjustment is not restricted to a particular family of transition distributions and can be used to model data in both continuous and discrete state spaces. Inspired by recent work on noise-annealed sampling, we propose a particular transition operator, the noise kernel, that can trade mixing speed for sample fidelity. We show that contrastive adjustment is highly valuable in human-computer design processes, as the stationarity of the learned Markov chain enables local exploration of the data manifold and makes it possible to iteratively refine outputs by human feedback. We compare the performance of noise kernels trained with contrastive adjustment to current state-of-the-art generative models and demonstrate promising results on a variety of image synthesis tasks.
Class incremental learning (CIL) is the process of continually learning new object classes from incremental data while not forgetting past learned classes. While the common method for evaluating CIL algorithms is based on average test accuracy for all learned classes, we argue that maximizing accuracy alone does not necessarily lead to effective CIL algorithms. In this paper, we experimentally analyze neural network models trained by CIL algorithms using various evaluation protocols in representation learning and propose a new analysis method. Our experiments show that most state-of-the-art algorithms prioritize high stability and do not significantly change the learned representation, and sometimes even learn a representation of lower quality than a naive baseline. However, we observe that these algorithms can still achieve high test accuracy because they learn a classifier that is closer to the optimal classifier. We also found that the base model learned in the first task varies in representation quality across different algorithms, and changes in the final performance were observed when each algorithm was trained under similar representation quality of the base model. Thus, we suggest that representation-level evaluation is an additional recipe for more objective evaluation and effective development of CIL algorithms.
Many model-based reinforcement learning (RL) algorithms can be viewed as having two phases that are iteratively implemented: a learning phase where the model is approximately learned and a planning phase where the learned model is used to derive a policy. In the case of standard MDPs, the learning problem can be solved using either value iteration or policy iteration. However, in the case of zero-sum Markov games, there is no efficient policy iteration algorithm; e.g., it has been shown in Hansen et al. (2013) that one has to solve Omega(1/(1-alpha)) MDPs, where alpha is the discount factor, to implement the only known convergent version of policy iteration. Another algorithm for Markov zero-sum games, called naive policy iteration, is easy to implement but is only provably convergent under very restrictive assumptions. Prior attempts to fix naive policy iteration algorithm have several limitations. Here, we show that a simple variant of naive policy iteration for games converges, and converges exponentially fast. The only addition we propose to naive policy iteration is the use of lookahead in the policy improvement phase. This is appealing because lookahead is anyway often used in RL for games. We further show that lookahead can be implemented efficiently in linear Markov games, which are the counterpart of the linear MDPs and have been the subject of much attention recently. We then consider multi-agent reinforcement learning which uses our algorithm in the planning phases, and provide sample and time complexity bounds for such an algorithm.
The light and soft characteristics of Buoyancy Assisted Lightweight Legged Unit (BALLU) robots have a great potential to provide intrinsically safe interactions in environments involving humans, unlike many heavy and rigid robots. However, their unique and sensitive dynamics impose challenges to obtaining robust control policies in the real world. In this work, we demonstrate robust sim-to-real transfer of control policies on the BALLU robots via system identification and our novel residual physics learning method, Environment Mimic (EnvMimic). First, we model the nonlinear dynamics of the actuators by collecting hardware data and optimizing the simulation parameters. Rather than relying on standard supervised learning formulations, we utilize deep reinforcement learning to train an external force policy to match real-world trajectories, which enables us to model residual physics with greater fidelity. We analyze the improved simulation fidelity by comparing the simulation trajectories against the real-world ones. We finally demonstrate that the improved simulator allows us to learn better walking and turning policies that can be successfully deployed on the hardware of BALLU.
User engagement is a critical metric for evaluating the quality of open-domain dialogue systems. Prior work has focused on conversation-level engagement by using heuristically constructed features such as the number of turns and the total time of the conversation. In this paper, we investigate the possibility and efficacy of estimating utterance-level engagement and define a novel metric, {\em predictive engagement}, for automatic evaluation of open-domain dialogue systems. Our experiments demonstrate that (1) human annotators have high agreement on assessing utterance-level engagement scores; (2) conversation-level engagement scores can be predicted from properly aggregated utterance-level engagement scores. Furthermore, we show that the utterance-level engagement scores can be learned from data. These scores can improve automatic evaluation metrics for open-domain dialogue systems, as shown by correlation with human judgements. This suggests that predictive engagement can be used as a real-time feedback for training better dialogue models.