This work provides a novel interpretation of Markov Decision Processes (MDP) from the online optimization viewpoint. In such an online optimization context, the policy of the MDP is viewed as the decision variable while the corresponding value function is treated as payoff feedback from the environment. Based on this interpretation, we construct a Blackwell game induced by MDP, which bridges the gap among regret minimization, Blackwell approachability theory, and learning theory for MDP. Specifically, from the approachability theory, we propose 1) Blackwell value iteration for offline planning and 2) Blackwell $Q-$learning for online learning in MDP, both of which are shown to converge to the optimal solution. Our theoretical guarantees are corroborated by numerical experiments.
We introduce the Conic Blackwell Algorithm$^+$ (CBA$^+$) regret minimizer, a new parameter- and scale-free regret minimizer for general convex sets. CBA$^+$ is based on Blackwell approachability and attains $O(\sqrt{T})$ regret. We show how to efficiently instantiate CBA$^+$ for many decision sets of interest, including the simplex, $\ell_{p}$ norm balls, and ellipsoidal confidence regions in the simplex. Based on CBA$^+$, we introduce SP-CBA$^+$, a new parameter-free algorithm for solving convex-concave saddle-point problems, which achieves a $O(1/\sqrt{T})$ ergodic rate of convergence. In ou…
We study multi-objective reinforcement learning (RL) where an agent's reward is represented as a vector. In settings where an agent competes against opponents, its performance is measured by the distance of its average return vector to a target set. We develop statistically and computationally efficient algorithms to approach the associated target set. Our results extend Blackwell's approachability theorem (Blackwell, 1956) to tabular RL, where strategic exploration becomes essential. The algorithms presented are adaptive; their guarantees hold even without Blackwell's approachability conditio…
Although in recent years reinforcement learning has become very popular the number of successful applications to different kinds of operations research problems is rather scarce. Reinforcement learning is based on the well-studied dynamic programming technique and thus also aims at finding the best stationary policy for a given Markov Decision Process, but in contrast does not require any model knowledge. The policy is assessed solely on consecutive states (or state-action pairs), which are observed while an agent explores the solution space. The contributions of this paper are manifold. First…
Tokyo Institute of Technology(东京工业大学);The University of Tokyo(东京大学)
The online Markov decision process (MDP) is a generalization of the classical Markov decision process that incorporates changing reward functions. In this paper, we propose practical online MDP algorithms with policy iteration and theoretically establish a sublinear regret bound. A notable advantage of the proposed algorithm is that it can be easily combined with function approximation, and thus large and possibly continuous state spaces can be efficiently handled. Through experiments, we demonstrate the usefulness of the proposed algorithm.
Technion – Israel Institute of Technology(以色列理工学院)
The notion of approachability in repeated games with vector payoffs was introduced by Blackwell in the 1950s, along with geometric conditions for approachability and corresponding strategies that rely on computing {\em steering directions} as projections from the current average payoff vector to the (convex) target set. Recently, Abernethy, Batlett and Hazan (2011) proposed a class of approachability algorithms that rely on the no-regret properties of Online Linear Programming for computing a suitable sequence of steering directions. This is first carried out for target sets that are convex co…
We develop algorithms with low regret for learning episodic Markov decision processes based on kernel approximation techniques. The algorithms are based on both the Upper Confidence Bound (UCB) as well as Posterior or Thompson Sampling (PSRL) philosophies, and work in the general setting of continuous state and action spaces when the true unknown transition dynamics are assumed to have smoothness induced by an appropriate Reproducing Kernel Hilbert Space (RKHS).
Massachusetts Institute of Technology(麻省理工学院);Princeton University(普林斯顿大学)
We study online learning in unknown Markov games, a problem that arises in episodic multi-agent reinforcement learning where the actions of the opponents are unobservable. We show that in this challenging setting, achieving sublinear regret against the best response in hindsight is statistically hard. We then consider a weaker notion of regret by competing with the \emph{minimax value} of the game, and present an algorithm that achieves a sublinear $\tilde{\mathcal{O}}(K^{2/3})$ regret after $K$ episodes. This is the first sublinear regret bound (to our knowledge) for online learning in unknow…
We investigate online Markov Decision Processes (MDPs) with adversarially changing loss functions and known transitions. We choose dynamic regret as the performance measure, defined as the performance difference between the learner and any sequence of feasible changing policies. The measure is strictly stronger than the standard static regret that benchmarks the learner's performance with a fixed compared policy. We consider three foundational models of online MDPs, including episodic loop-free Stochastic Shortest Path (SSP), episodic SSP, and infinite-horizon MDPs. For these three models, we …
Efficient Online LLM Watermark Detection via Rao-Blackwellized E-Processes
Yunnan Key Laboratory of Statistical Modeling and Data Analysis(云南统计建模与数据分析重点实验室);Yunnan University(云南大学);School of Statistics and Management(统计与管理学院);Shanghai University of Finance and Economics(上海财经大学)
QUT(昆士兰科技大学);UC Berkeley(加州大学伯克利分校);University of Alberta(阿尔伯塔大学)
We study the problem of learning Markov decision processes with finite state and action spaces when the transition probability distributions and loss functions are chosen adversarially and are allowed to change with time. We introduce an algorithm whose regret with respect to any policy in a comparison class grows as the square root of the number of rounds of the game, provided the transition probabilities satisfy a uniform mixing condition. Our approach is efficient as long as the comparison class is polynomial and we can compute expectations over sample paths for each policy. Designing an ef…
Google Research(谷歌研究院);Tel-Aviv University(特拉维夫大学)
We study a novel variant of online finite-horizon Markov Decision Processes with adversarially changing loss functions and initially unknown dynamics. In each episode, the learner suffers the loss accumulated along the trajectory realized by the policy chosen for the episode, and observes aggregate bandit feedback: the trajectory is revealed along with the cumulative loss suffered, rather than the individual losses encountered along the trajectory. Our main result is a computationally efficient algorithm with $O(\sqrt{K})$ regret for this setting, where $K$ is the number of episodes. We establ…
We provide a setting and a general approach to fair online learning with stochastic sensitive and non-sensitive contexts. The setting is a repeated game between the Player and Nature, where at each stage both pick actions based on the contexts. Inspired by the notion of unawareness, we assume that the Player can only access the non-sensitive context before making a decision, while we discuss both cases of Nature accessing the sensitive contexts and Nature unaware of the sensitive contexts. Adapting Blackwell's approachability theory to handle the case of an unknown contexts' distribution, we p…
Tsinghua University(清华大学);The Chinese University of Hong Kong(香港中文大学)
We study the online restless bandit problem, where the state of each arm evolves according to a Markov chain, and the reward of pulling an arm depends on both the pulled arm and the current state of the corresponding Markov chain. In this paper, we propose Restless-UCB, a learning policy that follows the explore-then-commit framework. In Restless-UCB, we present a novel method to construct offline instances, which only requires $O(N)$ time-complexity ($N$ is the number of arms) and is exponentially better than the complexity of existing learning policy. We also prove that Restless-UCB achieves…
Indian Institute of Technology Bombay(印度理工学院孟买分校);University of Illinois at Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校);Indian Institute of Technology Kanpur(印度理工学院坎普尔分校)
To overcome the curses of dimensionality and modeling of Dynamic Programming (DP) methods to solve Markov Decision Process (MDP) problems, Reinforcement Learning (RL) methods are adopted in practice. Contrary to traditional RL algorithms which do not consider the structural properties of the optimal policy, we propose a structure-aware learning algorithm to exploit the ordered multi-threshold structure of the optimal policy, if any. We prove the asymptotic convergence of the proposed algorithm to the optimal policy. Due to the reduction in the policy space, the proposed algorithm provides rema…
We consider online learning for minimizing regret in unknown, episodic Markov decision processes (MDPs) with continuous states and actions. We develop variants of the UCRL and posterior sampling algorithms that employ nonparametric Gaussian process priors to generalize across the state and action spaces. When the transition and reward functions of the true MDP are members of the associated Reproducing Kernel Hilbert Spaces of functions induced by symmetric psd kernels (frequentist setting), we show that the algorithms enjoy sublinear regret bounds. The bounds are in terms of explicit structura…
Technion - Israel Institute of Technology(以色列理工学院)
We consider online planning in Markov decision processes (MDPs). In online planning, the agent focuses on its current state only, deliberates about the set of possible policies from that state onwards and, when interrupted, uses the outcome of that exploratory deliberation to choose what action to perform next. The performance of algorithms for online planning is assessed in terms of simple regret, which is the agent's expected performance loss when the chosen action, rather than an optimal one, is followed. To date, state-of-the-art algorithms for online planning in general MDPs are either be…
We consider the classical multi-armed bandit problem with Markovian rewards. When played an arm changes its state in a Markovian fashion while it remains frozen when not played. The player receives a state-dependent reward each time it plays an arm. The number of states and the state transition probabilities of an arm are unknown to the player. The player's objective is to maximize its long-term total reward by learning the best arm over time. We show that under certain conditions on the state transition probabilities of the arms, a sample mean based index policy achieves logarithmic regret un…
IIT Bombay(印度理工学院孟买分校);Indian Institute of Science(印度科学学院)
We describe and study a model for an Automated Online Recommendation System (AORS) in which a user's preferences can be time-dependent and can also depend on the history of past recommendations and play-outs. The three key features of the model that makes it more realistic compared to existing models for recommendation systems are (1) user preference is inherently latent, (2) current recommendations can affect future preferences, and (3) it allows for the development of learning algorithms with provable performance guarantees. The problem is cast as an average-cost restless multi-armed bandit …
We study the problem of online learning in a class of Markov decision processes known as linearly solvable MDPs. In the stationary version of this problem, a learner interacts with its environment by directly controlling the state transitions, attempting to balance a fixed state-dependent cost and a certain smooth cost penalizing extreme control inputs. In the current paper, we consider an online setting where the state costs may change arbitrarily between consecutive rounds, and the learner only observes the costs at the end of each respective round. We are interested in constructing algorith…
To overcome the curse of dimensionality and curse of modeling in Dynamic Programming (DP) methods for solving classical Markov Decision Process (MDP) problems, Reinforcement Learning (RL) algorithms are popular. In this paper, we consider an infinite-horizon average reward MDP problem and prove the optimality of the threshold policy under certain conditions. Traditional RL techniques do not exploit the threshold nature of optimal policy while learning. In this paper, we propose a new RL algorithm which utilizes the known threshold structure of the optimal policy while learning by reducing the …
A classical learning setting typically concerns an agent/student who collects data, or observations, from a system in order to estimate a certain property of interest. Correctional learning is a type of cooperative teacher-student framework where a teacher, who has partial knowledge about the system, has the ability to observe and alter (correct) the observations received by the student in order to improve the accuracy of its estimate. In this paper, we show how the variance of the estimate of the student can be reduced with the help of the teacher. We formulate the corresponding online proble…
We consider an agent who is involved in a Markov decision process and receives a vector of outcomes every round. Her objective is to maximize a global concave reward function on the average vectorial outcome. The problem models applications such as multi-objective optimization, maximum entropy exploration, and constrained optimization in Markovian environments. In our general setting where a stationary policy could have multiple recurrent classes, the agent faces a subtle yet consequential trade-off in alternating among different actions for balancing the vectorial outcomes. In particular, sta…
Finite-Time Complexity of Online Primal-Dual Natural Actor-Critic Algorithm for Constrained Markov Decision Processes
School of Electrical and Computer Engineering, Georgia Institute of Technology(佐治亚理工学院电气与计算机工程学院);Bradley Department of Electrical and Computer Engineering, Virginia Tech(弗吉尼亚理工大学布拉德利电气与计算机工程学院)
High-Probability Nash Regret for Decentralized Learning in Markov $α$-Potential Games: Episodic and Fully Online Asynchronous Algorithms with Applications to Markov Congestion Games
University of Illinois Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校)
Laboratoire Bordelais de Recherche en Informatique(波尔多计算机科学实验室)
This paper presents a new method to learn online policies in continuous state, continuous action, model-free Markov decision processes, with two properties that are crucial for practical applications. First, the policies are implementable with a very low computational cost: once the policy is computed, the action corresponding to a given state is obtained in logarithmic time with respect to the number of samples used. Second, our method is versatile: it does not rely on any a priori knowledge of the structure of optimal policies. We build upon the Fitted Q-iteration algorithm which represents …
Oxford Robotics Institute, University of Oxford(牛津大学牛津机器人研究所)
Previous work on planning as active inference addresses finite horizon problems and solutions valid for online planning. We propose solving the general Stochastic Shortest-Path Markov Decision Process (SSP MDP) as probabilistic inference. Furthermore, we discuss online and offline methods for planning under uncertainty. In an SSP MDP, the horizon is indefinite and unknown a priori. SSP MDPs generalize finite and infinite horizon MDPs and are widely used in the artificial intelligence community. Additionally, we highlight some of the differences between solving an MDP using dynamic programming …
Duke University(杜克大学);University of Illinois at Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校);University of Wisconsin-Madison(威斯康星大学麦迪逊分校)
Online learning algorithms are designed to perform in non-stationary environments, but generally there is no notion of a dynamic state to model constraints on current and future actions as a function of past actions. State-based models are common in stochastic control settings, but commonly used frameworks such as Markov Decision Processes (MDPs) assume a known stationary environment. In recent years, there has been a growing interest in combining the above two frameworks and considering an MDP setting in which the cost function is allowed to change arbitrarily after each time step. However, m…
University of Southampton(南安普顿大学);Huawei R&D UK(华为英国研发中心);University of Warwick(华威大学);University College London(伦敦大学学院)
We study a novel setting in Online Markov Decision Processes (OMDPs) where the loss function is chosen by a non-oblivious strategic adversary who follows a no-external regret algorithm. In this setting, we first demonstrate that MDP-Expert, an existing algorithm that works well with oblivious adversaries can still apply and achieve a policy regret bound of $\mathcal{O}(\sqrt{T \log(L)}+τ^2\sqrt{ T \log(|A|)})$ where $L$ is the size of adversary's pure strategy set and $|A|$ denotes the size of agent's action space. Considering real-world games where the support size of a NE is small, we furthe…
We consider an opportunistic spectrum access (OSA) problem where the time-varying condition of each channel (e.g., as a result of random fading or certain primary users' activities) is modeled as an arbitrary finite-state Markov chain. At each instance of time, a (secondary) user probes a channel and collects a certain reward as a function of the state of the channel (e.g., good channel condition results in higher data rate for the user). Each channel has potentially different state space and statistics, both unknown to the user, who tries to learn which one is the best as it goes and maximize…
Univ. of Pennsylvania(宾夕法尼亚大学);Univ. de la República(共和国大学)
Reinforcement learning considers the problem of finding policies that maximize an expected cumulative reward in a Markov decision process with unknown transition probabilities. In this paper we consider the problem of finding optimal policies assuming that they belong to a reproducing kernel Hilbert space (RKHS). To that end we compute unbiased stochastic gradients of the value function which we use as ascent directions to update the policy. A major drawback of policy gradient-type algorithms is that they are limited to episodic tasks unless stationarity assumptions are imposed. Hence preventi…
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 $O(\sqrt{T})$, where $T$ is the number of rounds. To best of our knowledge, this is the first re…
Tsinghua University(清华大学);University of Illinois Urbana-Champaign(伊利诺伊大学厄巴纳-香槟分校);University of Florida(佛罗里达大学)
In this paper, we consider the problem of online learning of Markov decision processes (MDPs) with very large state spaces. Under the assumptions of realizable function approximation and low Bellman ranks, we develop an online learning algorithm that learns the optimal value function while at the same time achieving very low cumulative regret during the learning process. Our learning algorithm, Adaptive Value-function Elimination (AVE), is inspired by the policy elimination algorithm proposed in (Jiang et al., 2017), known as OLIVE. One of our key technical contributions in AVE is to formulate…
Early detection of cyber-attacks is crucial for a safe and reliable operation of the smart grid. In the literature, outlier detection schemes making sample-by-sample decisions and online detection schemes requiring perfect attack models have been proposed. In this paper, we formulate the online attack/anomaly detection problem as a partially observable Markov decision process (POMDP) problem and propose a universal robust online detection algorithm using the framework of model-free reinforcement learning (RL) for POMDPs. Numerical studies illustrate the effectiveness of the proposed RL-based a…
The recent emergence of reinforcement learning has created a demand for robust statistical inference methods for the parameter estimates computed using these algorithms. Existing methods for statistical inference in online learning are restricted to settings involving independently sampled observations, while existing statistical inference methods in reinforcement learning (RL) are limited to the batch setting. The online bootstrap is a flexible and efficient approach for statistical inference in linear stochastic approximation algorithms, but its efficacy in settings involving Markov noise, s…
Chicago Booth School of Business(芝加哥大学布斯商学院);MIT Sloan School of Management(麻省理工学院斯隆管理学院);Google Research(谷歌研究院)
Motivated by online decision-making in time-varying combinatorial environments, we study the problem of transforming offline algorithms to their online counterparts. We focus on offline combinatorial problems that are amenable to a constant factor approximation using a greedy algorithm that is robust to local errors. For such problems, we provide a general framework that efficiently transforms offline robust greedy algorithms to online ones using Blackwell approachability. We show that the resulting online algorithms have $O(\sqrt{T})$ (approximate) regret under the full information setting. W…
We study multi-player general-sum Markov games with one of the players designated as the leader and the other players regarded as followers. In particular, we focus on the class of games where the followers are myopic, i.e., they aim to maximize their instantaneous rewards. For such a game, our goal is to find a Stackelberg-Nash equilibrium (SNE), which is a policy pair $(π^*, ν^*)$ such that (i) $π^*$ is the optimal policy for the leader when the followers always play their best response, and (ii) $ν^*$ is the best response policy of the followers, which is a Nash equilibrium of the followers…
Blackwell's approachability is a framework where two players, the Decision Maker and the Environment, play a repeated game with vector-valued payoffs. The goal of the Decision Maker is to make the average payoff converge to a given set called the target. When this is indeed possible, simple algorithms which guarantee the convergence are known. This abstract tool was successfully used for the construction of optimal strategies in various repeated games, but also found several applications in online learning. By extending an approach proposed by (Abernethy et al., 2011), we construct and analyze…