Learning in stochastic games is arguably the most standard and fundamental setting in multi-agent reinforcement learning (MARL). In this paper, we consider decentralized MARL in stochastic games in the non-asymptotic regime. In particular, we establish the finite-sample complexity of fully decentralized Q-learning algorithms in a significant class of general-sum stochastic games (SGs) - weakly acyclic SGs, which includes the common cooperative MARL setting with an identical reward to all agents (a Markov team problem) as a special case. We focus on the practical while challenging setting of fully decentralized MARL, where neither the rewards nor the actions of other agents can be observed by each agent. In fact, each agent is completely oblivious to the presence of other decision makers. Both the tabular and the linear function approximation cases have been considered. In the tabular setting, we analyze the sample complexity for the decentralized Q-learning algorithm to converge to a Markov perfect equilibrium (Nash equilibrium). With linear function approximation, the results are for convergence to a linear approximated equilibrium - a new notion of equilibrium that we propose - which describes that each agent's policy is a best reply (to other agents) within a linear space. Numerical experiments are also provided for both settings to demonstrate the results.
This paper presents the convergence analysis of the spatial finite difference method (FDM) for the stochastic Cahn--Hilliard equation with Lipschitz nonlinearity and multiplicative noise. Based on fine estimates of the discrete Green function, we prove that both the spatial semi-discrete numerical solution and its Malliavin derivative have strong convergence order $1$. Further, by showing the negative moment estimates of the exact solution, we obtain that the density of the spatial semi-discrete numerical solution converges in $L^1(\mathbb R)$ to the exact one. Finally, we apply an exponential Euler method to discretize the spatial semi-discrete numerical solution in time and show that the temporal strong convergence order is nearly $\frac38$, where a difficulty we overcome is to derive the optimal H\"older continuity of the spatial semi-discrete numerical solution.
In scalable machine learning systems, model training is often parallelized over multiple nodes that run without tight synchronization. Most analysis results for the related asynchronous algorithms use an upper bound on the information delays in the system to determine learning rates. Not only are such bounds hard to obtain in advance, but they also result in unnecessarily slow convergence. In this paper, we show that it is possible to use learning rates that depend on the actual time-varying delays in the system. We develop general convergence results for delay-adaptive asynchronous iterations and specialize these to proximal incremental gradient descent and block-coordinate descent algorithms. For each of these methods, we demonstrate how delays can be measured on-line, present delay-adaptive step-size policies, and illustrate their theoretical and practical advantages over the state-of-the-art.
This paper deals with solving continuous time, state and action optimization problems in stochastic settings, using reinforcement learning algorithms, and considers the policy evaluation process. We prove that standard learning algorithms based on the discretized temporal difference are doomed to fail when the time discretization tends to zero, because of the stochastic part. We propose a variance-reduction correction of the temporal difference, leading to new learning algorithms that are stable with respect to vanishing time steps. This allows us to give theoretical guarantees of convergence of our algorithms to the solutions of continuous stochastic optimization problems.
In this work, we study stochastic non-cooperative games, where only noisy black-box function evaluations are available to estimate the cost function for each player. Since each player's cost function depends on both its own decision variables and its rivals' decision variables, local information needs to be exchanged through a center/network in most existing work for seeking the Nash equilibrium. We propose a new stochastic distributed learning algorithm that does not require communications among players. The proposed algorithm uses simultaneous perturbation method to estimate the gradient of each cost function, and uses mirror descent method to search for the Nash equilibrium. We provide asymptotic analysis for the bias and variance of gradient estimates, and show the proposed algorithm converges to the Nash equilibrium in mean square for the class of strictly monotone games at a rate faster than the existing algorithms. The effectiveness of the proposed method is buttressed in a numerical experiment.
A challenging aspect of the bandit problem is that a stochastic reward is observed only for the chosen arm and the rewards of other arms remain missing. The dependence of the arm choice on the past context and reward pairs compounds the complexity of regret analysis. We propose a novel multi-armed contextual bandit algorithm called Doubly Robust (DR) Thompson Sampling employing the doubly-robust estimator used in missing data literature to Thompson Sampling with contexts (\texttt{LinTS}). Different from previous works relying on missing data techniques (\citet{dimakopoulou2019balanced}, \citet{kim2019doubly}), the proposed algorithm is designed to allow a novel additive regret decomposition leading to an improved regret bound with the order of $\tilde{O}(\phi^{-2}\sqrt{T})$, where $\phi^2$ is the minimum eigenvalue of the covariance matrix of contexts. This is the first regret bound of \texttt{LinTS} using $\phi^2$ without the dimension of the context, $d$. Applying the relationship between $\phi^2$ and $d$, the regret bound of the proposed algorithm is $\tilde{O}(d\sqrt{T})$ in many practical scenarios, improving the bound of \texttt{LinTS} by a factor of $\sqrt{d}$. A benefit of the proposed method is that it utilizes all the context data, chosen or not chosen, thus allowing to circumvent the technical definition of unsaturated arms used in theoretical analysis of \texttt{LinTS}. Empirical studies show the advantage of the proposed algorithm over \texttt{LinTS}.
The difficulty in specifying rewards for many real-world problems has led to an increased focus on learning rewards from human feedback, such as demonstrations. However, there are often many different reward functions that explain the human feedback, leaving agents with uncertainty over what the true reward function is. While most policy optimization approaches handle this uncertainty by optimizing for expected performance, many applications demand risk-averse behavior. We derive a novel policy gradient-style robust optimization approach, PG-BROIL, that optimizes a soft-robust objective that balances expected performance and risk. To the best of our knowledge, PG-BROIL is the first policy optimization algorithm robust to a distribution of reward hypotheses which can scale to continuous MDPs. Results suggest that PG-BROIL can produce a family of behaviors ranging from risk-neutral to risk-averse and outperforms state-of-the-art imitation learning algorithms when learning from ambiguous demonstrations by hedging against uncertainty, rather than seeking to uniquely identify the demonstrator's reward function.
Exploration-exploitation is a powerful and practical tool in multi-agent learning (MAL), however, its effects are far from understood. To make progress in this direction, we study a smooth analogue of Q-learning. We start by showing that our learning model has strong theoretical justification as an optimal model for studying exploration-exploitation. Specifically, we prove that smooth Q-learning has bounded regret in arbitrary games for a cost model that explicitly captures the balance between game and exploration costs and that it always converges to the set of quantal-response equilibria (QRE), the standard solution concept for games under bounded rationality, in weighted potential games with heterogeneous learning agents. In our main task, we then turn to measure the effect of exploration in collective system performance. We characterize the geometry of the QRE surface in low-dimensional MAL systems and link our findings with catastrophe (bifurcation) theory. In particular, as the exploration hyperparameter evolves over-time, the system undergoes phase transitions where the number and stability of equilibria can change radically given an infinitesimal change to the exploration parameter. Based on this, we provide a formal theoretical treatment of how tuning the exploration parameter can provably lead to equilibrium selection with both positive as well as negative (and potentially unbounded) effects to system performance.
Recent studies have shown the vulnerability of reinforcement learning (RL) models in noisy settings. The sources of noises differ across scenarios. For instance, in practice, the observed reward channel is often subject to noise (e.g., when observed rewards are collected through sensors), and thus observed rewards may not be credible as a result. Also, in applications such as robotics, a deep reinforcement learning (DRL) algorithm can be manipulated to produce arbitrary errors. In this paper, we consider noisy RL problems where observed rewards by RL agents are generated with a reward confusion matrix. We call such observed rewards as perturbed rewards. We develop an unbiased reward estimator aided robust RL framework that enables RL agents to learn in noisy environments while observing only perturbed rewards. Our framework draws upon approaches for supervised learning with noisy data. The core ideas of our solution include estimating a reward confusion matrix and defining a set of unbiased surrogate rewards. We prove the convergence and sample complexity of our approach. Extensive experiments on different DRL platforms show that policies based on our estimated surrogate reward can achieve higher expected rewards, and converge faster than existing baselines. For instance, the state-of-the-art PPO algorithm is able to obtain 67.5% and 46.7% improvements in average on five Atari games, when the error rates are 10% and 30% respectively.
We present an end-to-end framework for solving the Vehicle Routing Problem (VRP) using reinforcement learning. In this approach, we train a single model that finds near-optimal solutions for problem instances sampled from a given distribution, only by observing the reward signals and following feasibility rules. Our model represents a parameterized stochastic policy, and by applying a policy gradient algorithm to optimize its parameters, the trained model produces the solution as a sequence of consecutive actions in real time, without the need to re-train for every new problem instance. On capacitated VRP, our approach outperforms classical heuristics and Google's OR-Tools on medium-sized instances in solution quality with comparable computation time (after training). We demonstrate how our approach can handle problems with split delivery and explore the effect of such deliveries on the solution quality. Our proposed framework can be applied to other variants of the VRP such as the stochastic VRP, and has the potential to be applied more generally to combinatorial optimization problems.
Policy gradient methods are often applied to reinforcement learning in continuous multiagent games. These methods perform local search in the joint-action space, and as we show, they are susceptable to a game-theoretic pathology known as relative overgeneralization. To resolve this issue, we propose Multiagent Soft Q-learning, which can be seen as the analogue of applying Q-learning to continuous controls. We compare our method to MADDPG, a state-of-the-art approach, and show that our method achieves better coordination in multiagent cooperative tasks, converging to better local optima in the joint action space.