We consider finite state restless multi-armed bandit problem. The decision maker can act on M bandits out of N bandits in each time step. The play of arm (active arm) yields state dependent rewards based on action and when the arm is not played, it also provides rewards based on the state and action. The objective of the decision maker is to maximize the infinite horizon discounted reward. The classical approach to restless bandits is Whittle index policy. In such policy, the M arms with highest indices are played at each time step. Here, one decouples the restless bandits problem by analyzing relaxed constrained restless bandits problem. Then by Lagrangian relaxation problem, one decouples restless bandits problem into N single-armed restless bandit problems. We analyze the single-armed restless bandit. In order to study the Whittle index policy, we show structural results on the single armed bandit model. We define indexability and show indexability in special cases. We propose an alternative approach to verify the indexable criteria for a single armed bandit model using value iteration algorithm. We demonstrate the performance of our algorithm with different examples. We provide insight on condition of indexability of restless bandits using different structural assumptions on transition probability and reward matrices. We also study online rollout policy and discuss the computation complexity of algorithm and compare that with complexity of index computation. Numerical examples illustrate that index policy and rollout policy performs better than myopic policy.
Learning to control unknown nonlinear dynamical systems is a fundamental problem in reinforcement learning and control theory. A commonly applied approach is to first explore the environment (exploration), learn an accurate model of it (system identification), and then compute an optimal controller with the minimum cost on this estimated system (policy optimization). While existing work has shown that it is possible to learn a uniformly good model of the system~\citep{mania2020active}, in practice, if we aim to learn a good controller with a low cost on the actual system, certain system parameters may be significantly more critical than others, and we therefore ought to focus our exploration on learning such parameters. In this work, we consider the setting of nonlinear dynamical systems and seek to formally quantify, in such settings, (a) which parameters are most relevant to learning a good controller, and (b) how we can best explore so as to minimize uncertainty in such parameters. Inspired by recent work in linear systems~\citep{wagenmaker2021task}, we show that minimizing the controller loss in nonlinear systems translates to estimating the system parameters in a particular, task-dependent metric. Motivated by this, we develop an algorithm able to efficiently explore the system to reduce uncertainty in this metric, and prove a lower bound showing that our approach learns a controller at a near-instance-optimal rate. Our algorithm relies on a general reduction from policy optimization to optimal experiment design in arbitrary systems, and may be of independent interest. We conclude with experiments demonstrating the effectiveness of our method in realistic nonlinear robotic systems.
The combinatorial pure exploration (CPE) in the stochastic multi-armed bandit setting (MAB) is a well-studied online decision-making problem: A player wants to find the optimal \emph{action} $\boldsymbol{\pi}^*$ from \emph{action class} $\mathcal{A}$, which is a collection of subsets of arms with certain combinatorial structures. Though CPE can represent many combinatorial structures such as paths, matching, and spanning trees, most existing works focus only on binary action class $\mathcal{A}\subseteq\{0, 1\}^d$ for some positive integer $d$. This binary formulation excludes important problems such as the optimal transport, knapsack, and production planning problems. To overcome this limitation, we extend the binary formulation to real, $\mathcal{A}\subseteq\mathbb{R}^d$, and propose a new algorithm. The only assumption we make is that the number of actions in $\mathcal{A}$ is polynomial in $d$. We show an upper bound of the sample complexity for our algorithm and the action class-dependent lower bound for R-CPE-MAB, by introducing a quantity that characterizes the problem's difficulty, which is a generalization of the notion \emph{width} introduced in Chen et al.[2014].
We study social learning dynamics where the agents collectively follow a simple multi-armed bandit protocol. Agents arrive sequentially, choose arms and receive associated rewards. Each agent observes the full history (arms and rewards) of the previous agents, and there are no private signals. While collectively the agents face exploration-exploitation tradeoff, each agent acts myopically, without regards to exploration. Motivating scenarios concern reviews and ratings on online platforms. We allow a wide range of myopic behaviors that are consistent with (parameterized) confidence intervals, including the "unbiased" behavior as well as various behaviorial biases. While extreme versions of these behaviors correspond to well-known bandit algorithms, we prove that more moderate versions lead to stark exploration failures, and consequently to regret rates that are linear in the number of agents. We provide matching upper bounds on regret by analyzing "moderately optimistic" agents. As a special case of independent interest, we obtain a general result on failure of the greedy algorithm in multi-armed bandits. This is the first such result in the literature, to the best of our knowledge.
The just noticeable difference (JND) is the minimal difference between stimuli that can be detected by a person. The picture-wise just noticeable difference (PJND) for a given reference image and a compression algorithm represents the minimal level of compression that causes noticeable differences in the reconstruction. These differences can only be observed in some specific regions within the image, dubbed as JND-critical regions. Identifying these regions can improve the development of image compression algorithms. Due to the fact that visual perception varies among individuals, determining the PJND values and JND-critical regions for a target population of consumers requires subjective assessment experiments involving a sufficiently large number of observers. In this paper, we propose a novel framework for conducting such experiments using crowdsourcing. By applying this framework, we created a novel PJND dataset, KonJND++, consisting of 300 source images, compressed versions thereof under JPEG or BPG compression, and an average of 43 ratings of PJND and 129 self-reported locations of JND-critical regions for each source image. Our experiments demonstrate the effectiveness and reliability of our proposed framework, which is easy to be adapted for collecting a large-scale dataset. The source code and dataset are available at //github.com/angchen-dev/LocJND.
In this work we study Invertible Bloom Lookup Tables (IBLTs) with small failure probabilities. IBLTs are highly versatile data structures that have found applications in set reconciliation protocols, error-correcting codes, and even the design of advanced cryptographic primitives. For storing $n$ elements and ensuring correctness with probability at least $1 - \delta$, existing IBLT constructions require $\Omega(n(\frac{\log(1/\delta)}{\log(n)}+1))$ space and they crucially rely on fully random hash functions. We present new constructions of IBLTs that are simultaneously more space efficient and require less randomness. For storing $n$ elements with a failure probability of at most $\delta$, our data structure only requires $\mathcal{O}(n + \log(1/\delta)\log\log(1/\delta))$ space and $\mathcal{O}(\log(\log(n)/\delta))$-wise independent hash functions. As a key technical ingredient we show that hashing $n$ keys with any $k$-wise independent hash function $h:U \to [Cn]$ for some sufficiently large constant $C$ guarantees with probability $1 - 2^{-\Omega(k)}$ that at least $n/2$ keys will have a unique hash value. Proving this is highly non-trivial as $k$ approaches $n$. We believe that the techniques used to prove this statement may be of independent interest.
Off-policy Learning to Rank (LTR) aims to optimize a ranker from data collected by a deployed logging policy. However, existing off-policy learning to rank methods often make strong assumptions about how users generate the click data, i.e., the click model, and hence need to tailor their methods specifically under different click models. In this paper, we unified the ranking process under general stochastic click models as a Markov Decision Process (MDP), and the optimal ranking could be learned with offline reinforcement learning (RL) directly. Building upon this, we leverage offline RL techniques for off-policy LTR and propose the Click Model-Agnostic Unified Off-policy Learning to Rank (CUOLR) method, which could be easily applied to a wide range of click models. Through a dedicated formulation of the MDP, we show that offline RL algorithms can adapt to various click models without complex debiasing techniques and prior knowledge of the model. Results on various large-scale datasets demonstrate that CUOLR consistently outperforms the state-of-the-art off-policy learning to rank algorithms while maintaining consistency and robustness under different click models.
We introduce DeepNash, an autonomous agent capable of learning to play the imperfect information game Stratego from scratch, up to a human expert level. Stratego is one of the few iconic board games that Artificial Intelligence (AI) has not yet mastered. This popular game has an enormous game tree on the order of $10^{535}$ nodes, i.e., $10^{175}$ times larger than that of Go. It has the additional complexity of requiring decision-making under imperfect information, similar to Texas hold'em poker, which has a significantly smaller game tree (on the order of $10^{164}$ nodes). Decisions in Stratego are made over a large number of discrete actions with no obvious link between action and outcome. Episodes are long, with often hundreds of moves before a player wins, and situations in Stratego can not easily be broken down into manageably-sized sub-problems as in poker. For these reasons, Stratego has been a grand challenge for the field of AI for decades, and existing AI methods barely reach an amateur level of play. DeepNash uses a game-theoretic, model-free deep reinforcement learning method, without search, that learns to master Stratego via self-play. The Regularised Nash Dynamics (R-NaD) algorithm, a key component of DeepNash, converges to an approximate Nash equilibrium, instead of 'cycling' around it, by directly modifying the underlying multi-agent learning dynamics. DeepNash beats existing state-of-the-art AI methods in Stratego and achieved a yearly (2022) and all-time top-3 rank on the Gravon games platform, competing with human expert players.
Current deep learning research is dominated by benchmark evaluation. A method is regarded as favorable if it empirically performs well on the dedicated test set. This mentality is seamlessly reflected in the resurfacing area of continual learning, where consecutively arriving sets of benchmark data are investigated. The core challenge is framed as protecting previously acquired representations from being catastrophically forgotten due to the iterative parameter updates. However, comparison of individual methods is nevertheless treated in isolation from real world application and typically judged by monitoring accumulated test set performance. The closed world assumption remains predominant. It is assumed that during deployment a model is guaranteed to encounter data that stems from the same distribution as used for training. This poses a massive challenge as neural networks are well known to provide overconfident false predictions on unknown instances and break down in the face of corrupted data. In this work we argue that notable lessons from open set recognition, the identification of statistically deviating data outside of the observed dataset, and the adjacent field of active learning, where data is incrementally queried such that the expected performance gain is maximized, are frequently overlooked in the deep learning era. Based on these forgotten lessons, we propose a consolidated view to bridge continual learning, active learning and open set recognition in deep neural networks. Our results show that this not only benefits each individual paradigm, but highlights the natural synergies in a common framework. We empirically demonstrate improvements when alleviating catastrophic forgetting, querying data in active learning, selecting task orders, while exhibiting robust open world application where previously proposed methods fail.
For deploying a deep learning model into production, it needs to be both accurate and compact to meet the latency and memory constraints. This usually results in a network that is deep (to ensure performance) and yet thin (to improve computational efficiency). In this paper, we propose an efficient method to train a deep thin network with a theoretic guarantee. Our method is motivated by model compression. It consists of three stages. In the first stage, we sufficiently widen the deep thin network and train it until convergence. In the second stage, we use this well-trained deep wide network to warm up (or initialize) the original deep thin network. This is achieved by letting the thin network imitate the immediate outputs of the wide network from layer to layer. In the last stage, we further fine tune this well initialized deep thin network. The theoretical guarantee is established by using mean field analysis, which shows the advantage of layerwise imitation over traditional training deep thin networks from scratch by backpropagation. We also conduct large-scale empirical experiments to validate our approach. By training with our method, ResNet50 can outperform ResNet101, and BERT_BASE can be comparable with BERT_LARGE, where both the latter models are trained via the standard training procedures as in the literature.
Recently, deep multiagent reinforcement learning (MARL) has become a highly active research area as many real-world problems can be inherently viewed as multiagent systems. A particularly interesting and widely applicable class of problems is the partially observable cooperative multiagent setting, in which a team of agents learns to coordinate their behaviors conditioning on their private observations and commonly shared global reward signals. One natural solution is to resort to the centralized training and decentralized execution paradigm. During centralized training, one key challenge is the multiagent credit assignment: how to allocate the global rewards for individual agent policies for better coordination towards maximizing system-level's benefits. In this paper, we propose a new method called Q-value Path Decomposition (QPD) to decompose the system's global Q-values into individual agents' Q-values. Unlike previous works which restrict the representation relation of the individual Q-values and the global one, we leverage the integrated gradient attribution technique into deep MARL to directly decompose global Q-values along trajectory paths to assign credits for agents. We evaluate QPD on the challenging StarCraft II micromanagement tasks and show that QPD achieves the state-of-the-art performance in both homogeneous and heterogeneous multiagent scenarios compared with existing cooperative MARL algorithms.