Lillian Ratliff

GT
11papers
262citations
Novelty66%
AI Score33

11 Papers

SYMar 27, 2013
Blind Identification of ARX Models with Piecewise Constant Inputs

Henrik Ohlsson, Lillian Ratliff, Roy Dong et al.

Blind system identification is known to be a hard ill-posed problem and without further assumptions, no unique solution is at hand. In this contribution, we are concerned with the task of identifying an ARX model from only output measurements. Driven by the task of identifying systems that are turned on and off at unknown times, we seek a piecewise constant input and a corresponding ARX model which approximates the measured outputs. We phrase this as a rank minimization problem and present a relaxed convex formulation to approximate its solution. The proposed method was developed to model power consumption of electrical appliances and is now a part of a bigger energy disaggregation framework. Code will be made available online.

MLJul 5, 2022
Instance-optimal PAC Algorithms for Contextual Bandits

Zhaoqi Li, Lillian Ratliff, Houssam Nassif et al.

In the stochastic contextual bandit setting, regret-minimizing algorithms have been extensively researched, but their instance-minimizing best-arm identification counterparts remain seldom studied. In this work, we focus on the stochastic bandit problem in the $(ε,δ)$-$\textit{PAC}$ setting: given a policy class $Π$ the goal of the learner is to return a policy $π\in Π$ whose expected reward is within $ε$ of the optimal policy with probability greater than $1-δ$. We characterize the first $\textit{instance-dependent}$ PAC sample complexity of contextual bandits through a quantity $ρ_Π$, and provide matching upper and lower bounds in terms of $ρ_Π$ for the agnostic and linear contextual best-arm identification settings. We show that no algorithm can be simultaneously minimax-optimal for regret minimization and instance-dependent PAC for best-arm identification. Our main result is a new instance-optimal and computationally efficient algorithm that relies on a polynomial number of calls to an argmax oracle.

GTJul 18, 2022
Fast Convergence of Optimistic Gradient Ascent in Network Zero-Sum Extensive Form Games

Georgios Piliouras, Lillian Ratliff, Ryann Sim et al.

The study of learning in games has thus far focused primarily on normal form games. In contrast, our understanding of learning in extensive form games (EFGs) and particularly in EFGs with many agents lags far behind, despite them being closer in nature to many real world applications. We consider the natural class of Network Zero-Sum Extensive Form Games, which combines the global zero-sum property of agent payoffs, the efficient representation of graphical games as well the expressive power of EFGs. We examine the convergence properties of Optimistic Gradient Ascent (OGA) in these games. We prove that the time-average behavior of such online learning dynamics exhibits $O(1/T)$ rate convergence to the set of Nash Equilibria. Moreover, we show that the day-to-day behavior also converges to Nash with rate $O(c^{-t})$ for some game-dependent constant $c>0$.

LGJul 3, 2023
Strategic Distribution Shift of Interacting Agents via Coupled Gradient Flows

Lauren Conger, Franca Hoffmann, Eric Mazumdar et al.

We propose a novel framework for analyzing the dynamics of distribution shift in real-world systems that captures the feedback loop between learning algorithms and the distributions on which they are deployed. Prior work largely models feedback-induced distribution shift as adversarial or via an overly simplistic distribution-shift structure. In contrast, we propose a coupled partial differential equation model that captures fine-grained changes in the distribution over time by accounting for complex dynamics that arise due to strategic responses to algorithmic decision-making, non-local endogenous population interactions, and other exogenous sources of distribution shift. We consider two common settings in machine learning: cooperative settings with information asymmetries, and competitive settings where a learner faces strategic users. For both of these settings, when the algorithm retrains via gradient descent, we prove asymptotic convergence of the retraining procedure to a steady-state, both in finite and in infinite dimensions, obtaining explicit rates in terms of the model parameters. To do so we derive new results on the convergence of coupled PDEs that extends what is known on multi-species systems. Empirically, we show that our approach captures well-documented forms of distribution shifts like polarization and disparate impacts that simpler models cannot capture.

OCFeb 2, 2023
Follower Agnostic Methods for Stackelberg Games

Chinmay Maheshwari, James Cheng, S. Shankar Sasty et al.

In this paper, we present an efficient algorithm to solve online Stackelberg games, featuring multiple followers, in a follower-agnostic manner. Unlike previous works, our approach works even when leader has no knowledge about the followers' utility functions or strategy space. Our algorithm introduces a unique gradient estimator, leveraging specially designed strategies to probe followers. In a departure from traditional assumptions of optimal play, we model followers' responses using a convergent adaptation rule, allowing for realistic and dynamic interactions. The leader constructs the gradient estimator solely based on observations of followers' actions. We provide both non-asymptotic convergence rates to stationary points of the leader's objective and demonstrate asymptotic convergence to a \emph{local Stackelberg equilibrium}. To validate the effectiveness of our algorithm, we use this algorithm to solve the problem of incentive design on a large-scale transportation network, showcasing its robustness even when the leader lacks access to followers' demand.

LGJun 11, 2024
Sample Complexity Reduction via Policy Difference Estimation in Tabular Reinforcement Learning

Adhyyan Narang, Andrew Wagenmaker, Lillian Ratliff et al.

In this paper, we study the non-asymptotic sample complexity for the pure exploration problem in contextual bandits and tabular reinforcement learning (RL): identifying an epsilon-optimal policy from a set of policies with high probability. Existing work in bandits has shown that it is possible to identify the best policy by estimating only the difference between the behaviors of individual policies, which can be substantially cheaper than estimating the behavior of each policy directly. However, the best-known complexities in RL fail to take advantage of this and instead estimate the behavior of each policy directly. Does it suffice to estimate only the differences in the behaviors of policies in RL? We answer this question positively for contextual bandits but in the negative for tabular RL, showing a separation between contextual bandits and RL. However, inspired by this, we show that it almost suffices to estimate only the differences in RL: if we can estimate the behavior of a single reference policy, it suffices to only estimate how any other policy deviates from this reference policy. We develop an algorithm which instantiates this principle and obtains, to the best of our knowledge, the tightest known bound on the sample complexity of tabular RL.

GTNov 5, 2021
Online Learning in Periodic Zero-Sum Games

Tanner Fiez, Ryann Sim, Stratis Skoulakis et al.

A seminal result in game theory is von Neumann's minmax theorem, which states that zero-sum games admit an essentially unique equilibrium solution. Classical learning results build on this theorem to show that online no-regret dynamics converge to an equilibrium in a time-average sense in zero-sum games. In the past several years, a key research direction has focused on characterizing the day-to-day behavior of such dynamics. General results in this direction show that broad classes of online learning dynamics are cyclic, and formally Poincaré recurrent, in zero-sum games. We analyze the robustness of these online learning behaviors in the case of periodic zero-sum games with a time-invariant equilibrium. This model generalizes the usual repeated game formulation while also being a realistic and natural model of a repeated competition between players that depends on exogenous environmental variations such as time-of-day effects, week-to-week trends, and seasonality. Interestingly, time-average convergence may fail even in the simplest such settings, in spite of the equilibrium being fixed. In contrast, using novel analysis methods, we show that Poincaré recurrence provably generalizes despite the complex, non-autonomous nature of these dynamical systems.

GTDec 15, 2020
Evolutionary Game Theory Squared: Evolving Agents in Endogenously Evolving Zero-Sum Games

Stratis Skoulakis, Tanner Fiez, Ryann Sim et al.

The predominant paradigm in evolutionary game theory and more generally online learning in games is based on a clear distinction between a population of dynamic agents that interact given a fixed, static game. In this paper, we move away from the artificial divide between dynamic agents and static games, to introduce and analyze a large class of competitive settings where both the agents and the games they play evolve strategically over time. We focus on arguably the most archetypal game-theoretic setting -- zero-sum games (as well as network generalizations) -- and the most studied evolutionary learning dynamic -- replicator, the continuous-time analogue of multiplicative weights. Populations of agents compete against each other in a zero-sum competition that itself evolves adversarially to the current population mixture. Remarkably, despite the chaotic coevolution of agents and games, we prove that the system exhibits a number of regularities. First, the system has conservation laws of an information-theoretic flavor that couple the behavior of all agents and games. Secondly, the system is Poincaré recurrent, with effectively all possible initializations of agents and games lying on recurrent orbits that come arbitrarily close to their initial conditions infinitely often. Thirdly, the time-average agent behavior and utility converge to the Nash equilibrium values of the time-average game. Finally, we provide a polynomial time algorithm to efficiently predict this time-average behavior for any such coevolving network game.

LGSep 30, 2020
Gradient Descent-Ascent Provably Converges to Strict Local Minmax Equilibria with a Finite Timescale Separation

Tanner Fiez, Lillian Ratliff

We study the role that a finite timescale separation parameter $τ$ has on gradient descent-ascent in two-player non-convex, non-concave zero-sum games where the learning rate of player 1 is denoted by $γ_1$ and the learning rate of player 2 is defined to be $γ_2=τγ_1$. Existing work analyzing the role of timescale separation in gradient descent-ascent has primarily focused on the edge cases of players sharing a learning rate ($τ=1$) and the maximizing player approximately converging between each update of the minimizing player ($τ\rightarrow \infty$). For the parameter choice of $τ=1$, it is known that the learning dynamics are not guaranteed to converge to a game-theoretically meaningful equilibria in general. In contrast, Jin et al. (2020) showed that the stable critical points of gradient descent-ascent coincide with the set of strict local minmax equilibria as $τ\rightarrow\infty$. In this work, we bridge the gap between past work by showing there exists a finite timescale separation parameter $τ^{\ast}$ such that $x^{\ast}$ is a stable critical point of gradient descent-ascent for all $τ\in (τ^{\ast}, \infty)$ if and only if it is a strict local minmax equilibrium. Moreover, we provide an explicit construction for computing $τ^{\ast}$ along with corresponding convergence rates and results under deterministic and stochastic gradient feedback. The convergence results we present are complemented by a non-convergence result: given a critical point $x^{\ast}$ that is not a strict local minmax equilibrium, then there exists a finite timescale separation $τ_0$ such that $x^{\ast}$ is unstable for all $τ\in (τ_0, \infty)$. Finally, we empirically demonstrate on the CIFAR-10 and CelebA datasets the significant impact timescale separation has on training performance.

AIJun 27, 2020
A SUPER* Algorithm to Optimize Paper Bidding in Peer Review

Tanner Fiez, Nihar B. Shah, Lillian Ratliff

A number of applications involve sequential arrival of users, and require showing each user an ordering of items. A prime example (which forms the focus of this paper) is the bidding process in conference peer review where reviewers enter the system sequentially, each reviewer needs to be shown the list of submitted papers, and the reviewer then "bids" to review some papers. The order of the papers shown has a significant impact on the bids due to primacy effects. In deciding on the ordering of papers to show, there are two competing goals: (i) obtaining sufficiently many bids for each paper, and (ii) satisfying reviewers by showing them relevant items. In this paper, we begin by developing a framework to study this problem in a principled manner. We present an algorithm called SUPER*, inspired by the A* algorithm, for this goal. Theoretically, we show a local optimality guarantee of our algorithm and prove that popular baselines are considerably suboptimal. Moreover, under a community model for the similarities, we prove that SUPER* is near-optimal whereas the popular baselines are considerably suboptimal. In experiments on real data from ICLR 2018 and synthetic data, we find that SUPER* considerably outperforms baselines deployed in existing systems, consistently reducing the number of papers with fewer than requisite bids by 50-75% or more, and is also robust to various real world complexities.

MLJun 20, 2019
Sequential Experimental Design for Transductive Linear Bandits

Tanner Fiez, Lalit Jain, Kevin Jamieson et al.

In this paper we introduce the transductive linear bandit problem: given a set of measurement vectors $\mathcal{X}\subset \mathbb{R}^d$, a set of items $\mathcal{Z}\subset \mathbb{R}^d$, a fixed confidence $δ$, and an unknown vector $θ^{\ast}\in \mathbb{R}^d$, the goal is to infer $\text{argmax}_{z\in \mathcal{Z}} z^\topθ^\ast$ with probability $1-δ$ by making as few sequentially chosen noisy measurements of the form $x^\topθ^{\ast}$ as possible. When $\mathcal{X}=\mathcal{Z}$, this setting generalizes linear bandits, and when $\mathcal{X}$ is the standard basis vectors and $\mathcal{Z}\subset \{0,1\}^d$, combinatorial bandits. Such a transductive setting naturally arises when the set of measurement vectors is limited due to factors such as availability or cost. As an example, in drug discovery the compounds and dosages $\mathcal{X}$ a practitioner may be willing to evaluate in the lab in vitro due to cost or safety reasons may differ vastly from those compounds and dosages $\mathcal{Z}$ that can be safely administered to patients in vivo. Alternatively, in recommender systems for books, the set of books $\mathcal{X}$ a user is queried about may be restricted to well known best-sellers even though the goal might be to recommend more esoteric titles $\mathcal{Z}$. In this paper, we provide instance-dependent lower bounds for the transductive setting, an algorithm that matches these up to logarithmic factors, and an evaluation. In particular, we provide the first non-asymptotic algorithm for linear bandits that nearly achieves the information theoretic lower bound.