We consider the recently proposed reinforcement learning (RL) framework of Contextual Markov Decision Processes (CMDP), where the agent has a sequence of episodic interactions with tabular environments chosen from a possibly infinite set. The parameters of these environments depend on a context vector that is available to the agent at the start of each episode. In this paper, we propose a no-regret online RL algorithm in the setting where the MDP parameters are obtained from the context using generalized linear models (GLMs). The proposed algorithm GL-ORL relies on efficient online updates and is also memory efficient. Our analysis of the algorithm gives new results in the logit link case and improves previous bounds in the linear case. Our algorithm uses efficient Online Newton Step updates to build confidence sets. Moreover, for any strongly convex link function, we also show a generic conversion from any online no-regret algorithm to confidence sets.
@cite_8 first proposed a no-regret online learning algorithm for average reward infinite horizon MDPs, and the problem has been extensively studied afterwards. More recently, there has been an increased focus on fixed horizon problems where the gap between the upper and lower bounds has been effectively closed. @cite_3 and @cite_4 , both provide optimal regret guarantees ( @math ) for repeated interaction with a finite episodic MDP by using empirical Bernstein based bonus and a fine-grained analysis. Both these methods do not directly carry over to our setting and therefore, improving the dependence on @math is an interesting problem for future work which would require a novel approach. Contextualized version of MDPs are relatively unexplored with @cite_5 and @cite_4 being the only works to the best of our knowledge.
@cite_5 @cite_4 @cite_3 @cite_8
2964000194 2604884452 2150234726 2963694155 1850488217 2145049547 166795445 2256838191 1512919909 1726776292 2918221278 2944311505 2963146395 1974892965 2950826433 2542071751 2765892966 2950238385 2113939799 2951248203
We consider the problem of learning an unknown Markov Decision Process (MDP) that is weakly communicating in the infinite horizon setting. We propose a Thompson Sampling-based reinforcement learning algorithm with dynamic episodes (TSDE). At the beginning of each episode, the algorithm generates a sample from the posterior distribution over the unknown model parameters. It then follows the optimal stationary policy for the sampled model for the rest of the episode. The duration of each episode is dynamically determined by two stopping criteria. The first stopping criterion controls the growth rate of episode length. The second stopping criterion happens when the number of visits to any state-action pair is doubled. We establish @math bounds on expected regret under a Bayesian setting, where @math and @math are the sizes of the state and action spaces, @math is time, and @math is the bound of the span. This regret bound matches the best available bound for weakly communicating MDPs. Numerical results show it to perform better than existing algorithms for infinite horizon MDPs. We consider the problem of provably optimal exploration in reinforcement learning for finite horizon MDPs. We show that an optimistic modification to value iteration achieves a regret bound of @math where @math is the time horizon, @math the number of states, @math the number of actions and @math the number of time-steps. This result improves over the best previous known bound @math achieved by the UCRL2 algorithm of , 2010. The key significance of our new results is that when @math and @math , it leads to a regret of @math that matches the established lower bound of @math up to a logarithmic factor. Our analysis contains two key insights. We use careful application of concentration inequalities to the optimal value function as a whole, rather than to the transitions probabilities (to improve scaling in @math ), and we define Bernstein-based "exploration bonuses" that use the empirical variance of the estimated values at the next states (to improve scaling in @math ). We study the problem of online learning in finite episodic Markov decision processes (MDPs) where the loss function is allowed to change between episodes. The natural performance measure in this learning problem is the regret defined as the difference between the total loss of the best stationary policy and the total loss suffered by the learner. We assume that the learner is given access to a finite action space A and the state space X has a layered structure with L layers, so that state transitions are only possible between consecutive layers. We describe a variant of the recently proposed Relative Entropy Policy Search algorithm and show that its regret after T episodes is 2√L|X||A|T log (|X||A| L) in the bandit setting and 2L √T log(|X||A| L) in the full information setting, given that the learner has perfect knowledge of the transition probabilities of the underlying MDP. These guarantees largely improve previously known results under much milder assumptions and cannot be significantly improved under general assumptions. We consider the problem of power allocation over one or more time-varying channels with unknown distributions in energy harvesting communications. In the single-channel case, the transmitter chooses the transmit power based on the amount of stored energy in its battery with the goal of maximizing the average rate over time. We model this problem as a Markov decision process (MDP) with transmitter as the agent, battery status as the state, transmits power as the action and rate as the reward. The average reward maximization problem can be modeled by a linear program (LP) that uses the transition probabilities for the state-action pairs and their reward values to select a power allocation policy. This problem is challenging because the uncertainty in channels implies that the mean rewards associated with the state-action pairs are unknown. We therefore propose two online learning algorithms: linear program of sample means (LPSM) and Epoch-LPSM that learn these rewards and adapt their policies over time. For both algorithms, we prove that their regret is upper-bounded by a constant. To our knowledge this is the first result showing constant regret learning algorithms for MDPs with unknown mean rewards. We also prove an even stronger result about LPSM: that its policy matches the optimal policy exactly in finite expected time. Epoch-LPSM incurs a higher regret compared with the LPSM, while reducing the computational requirements substantially. We further consider a multi-channel scenario, where the agent also chooses a channel in each slot, and present our multi-channel LPSM (MC-LPSM) algorithm that explores different channels and uses that information to solve the LP during exploitation. MC-LPSM incurs a regret that scales logarithmically in time and linearly in the number of channels. Through a matching lower bound on the regret of any algorithm, we also prove the asymptotic order optimality of MC-LPSM. For undiscounted reinforcement learning in Markov decision processes (MDPs) we consider the total regret of a learning algorithm with respect to an optimal policy. In order to describe the transition structure of an MDP we propose a new parameter: An MDP has diameter D if for any pair of states s,s' there is a policy which moves from s to s' in at most D steps (on average). We present a reinforcement learning algorithm with total regret O(DS√AT) after T steps for any unknown MDP with S states, A actions per state, and diameter D. A corresponding lower bound of Ω(√DSAT) on the total regret of any learning algorithm is given as well. These results are complemented by a sample complexity bound on the number of suboptimal steps taken by our algorithm. This bound can be used to achieve a (gap-dependent) regret bound that is logarithmic in T. Finally, we also consider a setting where the MDP is allowed to change a fixed number of l times. We present a modification of our algorithm that is able to deal with this setting and show a regret bound of O(l1 3T2 3DS√A). We present an algorithm called Optimistic Linear Programming (OLP) for learning to optimize average reward in an irreducible but otherwise unknown Markov decision process (MDP). OLP uses its experience so far to estimate the MDP. It chooses actions by optimistically maximizing estimated future rewards over a set of next-state transition probabilities that are close to the estimates, a computation that corresponds to solving linear programs. We show that the total expected reward obtained by OLP up to time T is within C(P) log T of the reward obtained by the optimal policy, where C(P) is an explicit, MDP-dependent constant. OLP is closely related to an algorithm proposed by Burnetas and Katehakis with four key differences: OLP is simpler, it does not require knowledge of the supports of transition probabilities, the proof of the regret bound is simpler, but our regret bound is a constant factor larger than the regret of their algorithm. OLP is also similar in flavor to an algorithm recently proposed by Auer and Ortner. But OLP is simpler and its regret bound has a better dependence on the size of the MDP. We study online learning of finite Markov decision process (MDP) problems when a side information vector is available. The problem is motivated by applications such as clinical trials, recommendation systems, etc. Such applications have an episodic structure, where each episode corresponds to a patient customer. Our objective is to compete with the optimal dynamic policy that can take side information into account. We propose a computationally efficient algorithm and show that its regret is at most @math , where @math is the number of rounds. To best of our knowledge, this is the first regret bound for this setting. We provide the first oracle efficient sublinear regret algorithms for adversarial versions of the contextual bandit problem. In this problem, the learner repeatedly makes an action on the basis of a context and receives reward for the chosen action, with the goal of achieving reward competitive with a large class of policies. We analyze two settings: i) in the transductive setting the learner knows the set of contexts a priori, ii) in the small separator setting, there exists a small set of contexts such that any two policies behave differently on one of the contexts in the set. Our algorithms fall into the Follow-The-Perturbed-Leader family (Kalai & Vempala, 2005) and achieve regret O(T3 4√K log(N)) in the transductive setting and O(T2 3d3 4K√log(N)) in the separator setting, where T is the number of rounds, K is the number of actions, N is the number of base-line policies, and d is the size of the separator. We actually solve the more general adversarial contextual semi-bandit linear optimization problem, whilst in the full information setting we address the even more general contextual combinatorial optimization. We provide several extensions and implications of our algorithms, such as switching regret and efficient learning with predictable sequences. A critical issue for the application of Markov decision processes (MDPs) to realistic problems is how the complexity of planning scales with the size of the MDP. In stochastic environments with very large or infinite state spaces, traditional planning and reinforcement learning algorithms may be inapplicable, since their running time typically grows linearly with the state space size in the worst case. In this paper we present a new algorithm that, given only a generative model (a natural and common type of simulator) for an arbitrary MDP, performs on-line, near-optimal planning with a per-state running time that has no dependence on the number of states. The running time is exponential in the horizon time (which depends only on the discount factor γ and the desired degree of approximation to the optimal policy). Our algorithm thus provides a different complexity trade-off than classical algorithms such as value iteration—rather than scaling linearly in both horizon time and state space size, our running time trades an exponential dependence on the former in exchange for no dependence on the latter. Our algorithm is based on the idea of sparse sampling. We prove that a randomly sampled look-ahead tree that covers only a vanishing fraction of the full look-ahead tree nevertheless suffices to compute near-optimal actions from any state of an MDP. Practical implementations of the algorithm are discussed, and we draw ties to our related recent results on finding a near-best strategy from a given class of strategies in very large partially observable MDPs (Kearns, Mansour, & Ng. Neural information processing systems 13, to appear). We propose a novel online learning method for minimizing regret in large extensive-form games. The approach learns a function approximator online to estimate the regret for choosing a particular action. A no-regret algorithm uses these estimates in place of the true regrets to define a sequence of policies. We prove the approach sound by providing a bound relating the quality of the function approximation and regret of the algorithm. A corollary being that the method is guaranteed to converge to a Nash equilibrium in self-play so long as the regrets are ultimately realizable by the function approximator. Our technique can be understood as a principled generalization of existing work on abstraction in large games; in our work, both the abstraction as well as the equilibrium are learned during self-play. We demonstrate empirically the method achieves higher quality strategies than state-of-the-art abstraction techniques given the same resources. We consider two regret minimisation problems over subsets of a finite ground set @math , with subset-wise relative preference information feedback according to the Multinomial logit choice model. The first setting requires the learner to test subsets of size bounded by a maximum size followed by receiving top- @math rank-ordered feedback, while in the second setting the learner is restricted to play subsets of a fixed size @math with a full ranking observed as feedback. For both settings, we devise new, order-optimal regret algorithms, and derive fundamental limits on the regret performance of online learning with subset-wise preferences. Our results also show the value of eliciting a general top @math -rank-ordered feedback over single winner feedback ( @math ). We show for the first time, to our knowledge, that it is possible to reconcile in online learning in zero-sum games two seemingly contradictory objectives: vanishing time-average regret and non-vanishing step sizes. This phenomenon, that we coin fast and furious" learning in games, sets a new benchmark about what is possible both in max-min optimization as well as in multi-agent systems. Our analysis does not depend on introducing a carefully tailored dynamic. Instead we focus on the most well studied online dynamic, gradient descent. Similarly, we focus on the simplest textbook class of games, two-agent two-strategy zero-sum games, such as Matching Pennies. Even for this simplest of benchmarks the best known bound for total regret, prior to our work, was the trivial one of @math , which is immediately applicable even to a non-learning agent. Based on a tight understanding of the geometry of the non-equilibrating trajectories in the dual space we prove a regret bound of @math matching the well known optimal bound for adaptive step sizes in the online setting. This guarantee holds for all fixed step-sizes without having to know the time horizon in advance and adapt the fixed step-size accordingly. As a corollary, we establish that even with fixed learning rates the time-average of mixed strategies, utilities converge to their exact Nash equilibrium values. An extensive body of recent work studies the welfare guarantees of simple and prevalent combinatorial auction formats, such as selling m items via simultaneous second price auctions (SiSPAs) [1], [2], [3]. These guarantees hold even when the auctions are repeatedly executed and the players use no-regret learning algorithms to choose their actions. Unfortunately, off-the-shelf no-regret learning algorithms for these auctions are computationally inefficient as the number of actions available to the players becomes exponential. We show that this obstacle is inevitable: there are no polynomial-time no-regret learning algorithms for SiSPAs, unless RP ⊆ NP, even when the bidders are unit-demand. Our lower bound raises the question of how good outcomes polynomially-bounded bidders may discover in such auctions. To answer this question, we propose a novel concept of learning in auctions, termed "no-envy learning." This notion is founded upon Walrasian equilibrium, and we show that it is both efficiently implementable and results in approximately optimal welfare, even when the bidders have valuations from the broad class of fractionally subadditive (XOS) valuations (assuming demand oracle access to the valuations) or coverage valuations (even without demand oracles). No-envy learning outcomes are a relaxation of no-regret learning outcomes, which maintain their approximate welfare optimality while endowing them with computational tractability. Our positive and negative results extend to several auction formats that have been studied in the literature via the smoothness paradigm. Our positive results for XOS valuations are enabled by a novel Follow-The-Perturbed-Leader algorithm for settings where the number of experts and states of nature are both infinite, and the payoff function of the learner is non-linear. We show that this algorithm has applications outside of auction settings, establishing significant gains in a recent application of no-regret learning in security games. Our efficient learning result for coverage valuations is based on a novel use of convex rounding schemes and a reduction to online convex optimization. We apply the exponential weight algorithm, introduced and Littlestone and Warmuth [26]and by Vovk [35]to the problem of predicting a binary sequence almost as well as the best biased coin. We first show that for the case of the logarithmic loss, the derived algorithm is equivalent to the Bayes algorithm with Jeffreys prior, that was studied by Xie and Barron [38]under probabilistic assumptions. We derive a uniform bound on the regret which holds for any sequence. We also show that if the empirical distribution of the sequence is bounded away from 0 and from 1, then, as the length of the sequence increases to infinity, the difference between this bound and a corresponding bound on the average case regret of the same algorithm (which is asymptotically optimal in that case) is only 1 2. We show that this gap of 1 2 is necessary by calculating the regret of the min–max optimal algorithm for this problem and showing that the asymptotic upper bound is tight. We also study the application of this algorithm to the square loss and show that the algorithm that is derived in this case is different from the Bayes algorithm and is better than it for prediction in the worstcase. We consider a stochastic bandit problem with infinitely many arms. In this setting, the learner has no chance of trying all the arms even once and has to dedicate its limited number of samples only to a certain number of arms. All previous algorithms for this setting were designed for minimizing the cumulative regret of the learner. In this paper, we propose an algorithm aiming at minimizing the simple regret. As in the cumulative regret setting of infinitely many armed bandits, the rate of the simple regret will depend on a parameter @math characterizing the distribution of the near-optimal arms. We prove that depending on @math , our algorithm is minimax optimal either up to a multiplicative constant or up to a @math factor. We also provide extensions to several important cases: when @math is unknown, in a natural setting where the near-optimal arms have a small variance, and in the case of unknown time horizon. Motivated by online recommendation and advertising systems, we consider a causal model for stochastic contextual bandits with a latent low-dimensional confounder. In our model, there are @math observed contexts and @math arms of the bandit. The observed context influences the reward obtained through a latent confounder variable with cardinality @math ( @math ). The arm choice and the latent confounder causally determines the reward while the observed context is correlated with the confounder. Under this model, the @math mean reward matrix @math (for each context in @math and each arm in @math ) factorizes into non-negative factors @math ( @math ) and @math ( @math ). This insight enables us to propose an @math -greedy NMF-Bandit algorithm that designs a sequence of interventions (selecting specific arms), that achieves a balance between learning this low-dimensional structure and selecting the best arm to minimize regret. Our algorithm achieves a regret of @math at time @math , as compared to @math for conventional contextual bandits, assuming a constant gap between the best arm and the rest for each context. These guarantees are obtained under mild sufficiency conditions on the factors that are weaker versions of the well-known Statistical RIP condition. We further propose a class of generative models that satisfy our sufficient conditions, and derive a lower bound of @math . These are the first regret guarantees for online matrix completion with bandit feedback, when the rank is greater than one. We further compare the performance of our algorithm with the state of the art, on synthetic and real world data-sets. Consider the problem of approximating the optimal policy of a Markov decision process (MDP) by sampling state transitions. In contrast to existing reinforcement learning methods that are based on successive approximations to the nonlinear Bellman equation, we propose a Primal-Dual @math Learning method in light of the linear duality between the value and policy. The @math learning method is model-free and makes primal-dual updates to the policy and value vectors as new data are revealed. For infinite-horizon undiscounted Markov decision process with finite state space @math and finite action space @math , the @math learning method finds an @math -optimal policy using the following number of sample transitions @math where @math is an upper bound of mixing times across all policies and @math is a parameter characterizing the range of stationary distributions across policies. The @math learning method also applies to the computational problem of MDP where the transition probabilities and rewards are explicitly given as the input. In the case where each state transition can be sampled in @math time, the @math learning method gives a sublinear-time algorithm for solving the averaged-reward MDP. We tackle the problem of online reward maximisation over a large finite set of actions described by their contexts. We focus on the case when the number of actions is too big to sample all of them even once. However we assume that we have access to the similarities between actions' contexts and that the expected reward is an arbitrary linear function of the contexts' images in the related reproducing kernel Hilbert space (RKHS). We propose KernelUCB, a kernelised UCB algorithm, and give a cumulative regret bound through a frequentist analysis. For contextual bandits, the related algorithm GP-UCB turns out to be a special case of our algorithm, and our finite-time analysis improves the regret bound of GP-UCB for the agnostic case, both in the terms of the kernel-dependent quantity and the RKHS norm of the reward function. Moreover, for the linear kernel, our regret bound matches the lower bound for contextual linear bandits. In this paper, we give the first constant-factor approximation algorithm for the rooted Orienteering problem, as well as a new problem that we call the Discounted-Reward traveling salesman problem (TSP), motivated by robot navigation. In both problems, we are given a graph with lengths on edges and rewards on nodes, and a start node @math . In the Orienteering problem, the goal is to find a path starting at @math that maximizes the reward collected, subject to a hard limit on the total length of the path. In the Discounted-Reward TSP, instead of a length limit we are given a discount factor @math , and the goal is to maximize the total discounted reward collected, where the reward for a node reached at time @math is discounted by @math . This problem is motivated by an approximation to a planning problem in the Markov decision process (MDP) framework under the commonly employed infinite horizon discounted reward optimality criterion. The approximation arises from a need to deal with exponentially large state spaces that emerge when trying to model one-time events and nonrepeatable rewards (such as for package deliveries). We also consider tree and multiple-path variants of these problems and provide approximations for those as well. Although the unrooted Orienteering problem, where there is no fixed start node @math , has been known to be approximable using algorithms for related problems such as @math -TSP (in which the amount of reward to be collected is fixed and the total length is approximately minimized), ours is the first to approximate the rooted question, solving an open problem in [E. M. Arkin, J. S. B. Mitchell, and G. Narasimhan, Proceedings of the @math th ACM Symposium on Computational Geometry, 1998, pp. 307-316] and [B. Awerbuch, Y. Azar, A. Blum, and S. Vempala, SIAM J. Comput., 28 (1998), pp. 254-262]. We complement our approximation result for Orienteering by showing that the problem is APX-hard. The fundamental problem of multiple secondary users contending for opportunistic spectrum access over multiple channels in cognitive radio networks has been formulated recently as a decentralized multi-armed bandit (D-MAB) problem. In a D-MAB problem there are @math users and @math arms (channels) that each offer i.i.d. stochastic rewards with unknown means so long as they are accessed without collision. The goal is to design a decentralized online learning policy that incurs minimal regret, defined as the difference between the total expected rewards accumulated by a model-aware genie, and that obtained by all users applying the policy. We make two contributions in this paper. First, we consider the setting where the users have a prioritized ranking, such that it is desired for the @math -th-ranked user to learn to access the arm offering the @math -th highest mean reward. For this problem, we present the first distributed policy that yields regret that is uniformly logarithmic over time without requiring any prior assumption about the mean rewards. Second, we consider the case when a fair access policy is required, i.e., it is desired for all users to experience the same mean reward. For this problem, we present a distributed policy that yields order-optimal regret scaling with respect to the number of users and arms, better than previously proposed policies in the literature. Both of our distributed policies make use of an innovative modification of the well known UCB1 policy for the classic multi-armed bandit problem that allows a single user to learn how to play the arm that yields the @math -th largest mean reward.