Kaiqing Zhang

LG
h-index67
63papers
4,889citations
Novelty57%
AI Score61

63 Papers

LGOct 20, 2022
Does Learning from Decentralized Non-IID Unlabeled Data Benefit from Self Supervision?

Lirui Wang, Kaiqing Zhang, Yunzhu Li et al. · mit

Decentralized learning has been advocated and widely deployed to make efficient use of distributed datasets, with an extensive focus on supervised learning (SL) problems. Unfortunately, the majority of real-world data are unlabeled and can be highly heterogeneous across sources. In this work, we carefully study decentralized learning with unlabeled data through the lens of self-supervised learning (SSL), specifically contrastive visual representation learning. We study the effectiveness of a range of contrastive learning algorithms under decentralized learning settings, on relatively large-scale datasets including ImageNet-100, MS-COCO, and a new real-world robotic warehouse dataset. Our experiments show that the decentralized SSL (Dec-SSL) approach is robust to the heterogeneity of decentralized datasets, and learns useful representation for object classification, detection, and segmentation tasks. This robustness makes it possible to significantly reduce communication and reduce the participation ratio of data sources with only minimal drops in performance. Interestingly, using the same amount of data, the representation learned by Dec-SSL can not only perform on par with that learned by centralized SSL which requires communication and excessive data storage costs, but also sometimes outperform representations extracted from decentralized SL which requires extra knowledge about the data labels. Finally, we provide theoretical insights into understanding why data heterogeneity is less of a concern for Dec-SSL objectives, and introduce feature alignment and clustering techniques to develop a new Dec-SSL algorithm that further improves the performance, in the face of highly non-IID data. Our study presents positive evidence to embrace unlabeled data in decentralized learning, and we hope to provide new insights into whether and why decentralized SSL is effective.

ROOct 2, 2023
Robot Fleet Learning via Policy Merging

Lirui Wang, Kaiqing Zhang, Allan Zhou et al. · mit

Fleets of robots ingest massive amounts of heterogeneous streaming data silos generated by interacting with their environments, far more than what can be stored or transmitted with ease. At the same time, teams of robots should co-acquire diverse skills through their heterogeneous experiences in varied settings. How can we enable such fleet-level learning without having to transmit or centralize fleet-scale data? In this paper, we investigate policy merging (PoMe) from such distributed heterogeneous datasets as a potential solution. To efficiently merge policies in the fleet setting, we propose FLEET-MERGE, an instantiation of distributed learning that accounts for the permutation invariance that arises when parameterizing the control policies with recurrent neural networks. We show that FLEET-MERGE consolidates the behavior of policies trained on 50 tasks in the Meta-World environment, with good performance on nearly all training tasks at test time. Moreover, we introduce a novel robotic tool-use benchmark, FLEET-TOOLS, for fleet policy learning in compositional and contact-rich robot manipulation tasks, to validate the efficacy of FLEET-MERGE on the benchmark.

LGDec 30, 2022
Cost-Driven Representation Learning for Linear Quadratic Gaussian Control: Part I

Yi Tian, Kaiqing Zhang, Russ Tedrake et al. · mit

We study the task of learning state representations from potentially high-dimensional observations, with the goal of controlling an unknown partially observable system. We pursue a cost-driven approach, where a dynamic model in some latent state space is learned by predicting the costs without predicting the observations or actions. In particular, we focus on an intuitive cost-driven state representation learning method for solving Linear Quadratic Gaussian (LQG) control, one of the most fundamental partially observable control problems. As our main results, we establish finite-sample guarantees of finding a near-optimal state representation function and a near-optimal controller using the directly learned latent model, for finite-horizon time-varying LQG control problems. To the best of our knowledge, despite various empirical successes, finite-sample guarantees of such a cost-driven approach remain elusive. Our result underscores the value of predicting multi-step costs, an idea that is key to our theory, and notably also an idea that is known to be empirically valuable for learning state representations. A second part of this work, that is to appear as Part II, addresses the infinite-horizon linear time-invariant setting; it also extends the results to an approach that implicitly learns the latent dynamics, inspired by the recent empirical breakthrough of MuZero in model-based reinforcement learning.

LGJun 4
Regret Minimization with Adaptive Opponents in Repeated Games

Mingyang Liu, Asuman Ozdaglar, Tiancheng Yu et al.

In this paper, we study regret minimization in repeated games with \emph{adaptive} opponents who can respond based on histories of play. The standard metric of \emph{external regret} in online learning is known to fail to capture such adaptivity. To account for players' counterfactual reasoning, we introduce {\tt Repeated Policy Regret (RP-Regret)}, a game-theoretic metric that measures the difference between the \emph{realized} and the \emph{best-in-hindsight} accumulated utility when all players can \emph{respond} to the history of play. Compared to existing regret notions in this setting, ours is native to repeated game playing, enabling stronger comparators and opponents with fewer constraints, while maintaining the possibility of finding better equilibria when all players minimize it. We first identify necessary conditions for obtaining {\tt RP-Regret} sublinear in time, on the variation of the player's comparator strategies in the regret definition and on the memories of both the comparator and opponents' strategies. We then study additional conditions and provable algorithms to minimize {\tt RP-Regret}, which is by definition \emph{non-convex} in the strategy space. To address this challenge, we propose three algorithms: (i) one based on an optimization oracle, as assumed in some prior work in online non-convex learning; (ii) one that minimizes a convex and \emph{linearized} surrogate of {\tt RP-Regret} at each iteration; (iii) one that directly minimizes {\tt RP-Regret} when opponents change strategies slowly. Furthermore, when all players can run algorithms to minimize the {\tt RP-Regret} (or its linearized variant), certain subgame perfect equilibria of the repeated game can be learned. We also provide experiments showing that minimizing our regret notions can lead to more cooperative solutions with higher utility in games such as Stag-Hunt.

LGNov 15, 2022
An Improved Analysis of (Variance-Reduced) Policy Gradient and Natural Policy Gradient Methods

Yanli Liu, Kaiqing Zhang, Tamer Başar et al.

In this paper, we revisit and improve the convergence of policy gradient (PG), natural PG (NPG) methods, and their variance-reduced variants, under general smooth policy parametrizations. More specifically, with the Fisher information matrix of the policy being positive definite: i) we show that a state-of-the-art variance-reduced PG method, which has only been shown to converge to stationary points, converges to the globally optimal value up to some inherent function approximation error due to policy parametrization; ii) we show that NPG enjoys a lower sample complexity; iii) we propose SRVR-NPG, which incorporates variance-reduction into the NPG update. Our improvements follow from an observation that the convergence of (variance-reduced) PG and NPG methods can improve each other: the stationary convergence analysis of PG can be applied to NPG as well, and the global convergence analysis of NPG can help to establish the global convergence of (variance-reduced) PG methods. Our analysis carefully integrates the advantages of these two lines of works. Thanks to this improvement, we have also made variance-reduction for NPG possible, with both global convergence and an efficient finite-sample complexity.

SYApr 3, 2018
Dynamic Power Distribution System Management With a Locally Connected Communication Network

Kaiqing Zhang, Wei Shi, Hao Zhu et al.

Coordinated optimization and control of distribution-level assets can enable a reliable and optimal integration of massive amount of distributed energy resources (DERs) and facilitate distribution system management (DSM). Accordingly, the objective is to coordinate the power injection at the DERs to maintain certain quantities across the network, e.g., voltage magnitude, line flows, or line losses, to be close to a desired profile. By and large, the performance of the DSM algorithms has been challenged by two factors: i) the possibly non strongly connected communication network over DERs that hinders the coordination; ii) the dynamics of the real system caused by the DERs with heterogeneous capabilities, time-varying operating conditions, and real-time measurement mismatches. In this paper, we investigate the modeling and algorithm design and analysis with the consideration of these two factors. In particular, a game-theoretic characterization is first proposed to account for a locally connected communication network over DERs, along with the analysis of the existence and uniqueness of the Nash equilibrium (NE) therein. To achieve the equilibrium in a distributed fashion, a projected-gradient-based asynchronous DSM algorithm is then advocated. The algorithm performance, including the convergence speed and the tracking error, is analytically guaranteed under the dynamic setting. Extensive numerical tests on both synthetic and realistic cases corroborate the analytical results derived.

GTJun 19, 2022
The Power of Regularization in Solving Extensive-Form Games

Mingyang Liu, Asuman Ozdaglar, Tiancheng Yu et al.

In this paper, we investigate the power of {\it regularization}, a common technique in reinforcement learning and optimization, in solving extensive-form games (EFGs). We propose a series of new algorithms based on regularizing the payoff functions of the game, and establish a set of convergence results that strictly improve over the existing ones, with either weaker assumptions or stronger convergence guarantees. In particular, we first show that dilated optimistic mirror descent (DOMD), an efficient variant of OMD for solving EFGs, with adaptive regularization can achieve a fast $\tilde O(1/T)$ {last-iterate convergence rate for the output of the algorithm} in terms of duality gap and distance to the set of Nash equilibrium (NE) without uniqueness assumption of the NE. Second, we show that regularized counterfactual regret minimization (\texttt{Reg-CFR}), with a variant of optimistic mirror descent algorithm as regret-minimizer, can achieve $O(1/T^{1/4})$ best-iterate, and $O(1/T^{3/4})$ average-iterate convergence rate for finding NE in EFGs. Finally, we show that \texttt{Reg-CFR} can achieve asymptotic last-iterate convergence, and optimal $O(1/T)$ average-iterate convergence rate, for finding the NE of perturbed EFGs, which is useful for finding approximate extensive-form perfect equilibria (EFPE). To the best of our knowledge, they constitute the first last-iterate convergence results for CFR-type algorithms, while matching the state-of-the-art average-iterate convergence rate in finding NE for non-perturbed EFGs. We also provide numerical results to corroborate the advantages of our algorithms.

LGApr 8, 2022
The Complexity of Markov Equilibrium in Stochastic Games

Constantinos Daskalakis, Noah Golowich, Kaiqing Zhang

We show that computing approximate stationary Markov coarse correlated equilibria (CCE) in general-sum stochastic games is computationally intractable, even when there are two players, the game is turn-based, the discount factor is an absolute constant, and the approximation is an absolute constant. Our intractability results stand in sharp contrast to normal-form games where exact CCEs are efficiently computable. A fortiori, our results imply that there are no efficient algorithms for learning stationary Markov CCE policies in multi-agent reinforcement learning (MARL), even when the interaction is two-player and turn-based, and both the discount factor and the desired approximation of the learned policies is an absolute constant. In turn, these results stand in sharp contrast to single-agent reinforcement learning (RL) where near-optimal stationary Markov policies can be efficiently learned. Complementing our intractability results for stationary Markov CCEs, we provide a decentralized algorithm (assuming shared randomness among players) for learning a nonstationary Markov CCE policy with polynomial time and sample complexity in all problem parameters. Previous work for learning Markov CCE policies all required exponential time and sample complexity in the number of players.

SYApr 3, 2018
Distributed Equilibrium-Learning for Power Network Voltage Control With a Locally Connected Communication Network

Kaiqing Zhang, Wei Shi, Hao Zhu et al.

In current power distribution systems, one of the most challenging operation tasks is to coordinate the network- wide distributed energy resources (DERs) to maintain the stability of voltage magnitude of the system. This voltage control task has been investigated actively under either distributed optimization-based or local feedback control-based characterizations. The former architecture requires a strongly-connected communication network among all DERs for implementing the optimization algorithms, a scenario not yet realistic in most of the existing distribution systems with under-deployed communication infrastructure. The latter one, on the other hand, has been proven to suffer from loss of network-wide op- erational optimality. In this paper, we propose a game-theoretic characterization for semi-local voltage control with only a locally connected communication network. We analyze the existence and uniqueness of the generalized Nash equilibrium (GNE) for this characterization and develop a fully distributed equilibrium-learning algorithm that relies on only neighbor-to-neighbor information exchange. Provable convergence results are provided along with numerical tests which corroborate the robust convergence property of the proposed algorithm.

OCOct 10, 2022
Towards a Theoretical Foundation of Policy Optimization for Learning Control Policies

Bin Hu, Kaiqing Zhang, Na Li et al.

Gradient-based methods have been widely used for system design and optimization in diverse application domains. Recently, there has been a renewed interest in studying theoretical properties of these methods in the context of control and reinforcement learning. This article surveys some of the recent developments on policy optimization, a gradient-based iterative approach for feedback control synthesis, popularized by successes of reinforcement learning. We take an interdisciplinary perspective in our exposition that connects control theory, reinforcement learning, and large-scale optimization. We review a number of recently-developed theoretical results on the optimization landscape, global convergence, and sample complexity of gradient-based methods for various continuous control problems such as the linear quadratic regulator (LQR), $\mathcal{H}_\infty$ control, risk-sensitive control, linear quadratic Gaussian (LQG) control, and output feedback synthesis. In conjunction with these optimization results, we also discuss how direct policy optimization handles stability and robustness concerns in learning-based control, two main desiderata in control engineering. We conclude the survey by pointing out several challenges and opportunities at the intersection of learning and control.

MLJun 9, 2022
What is a Good Metric to Study Generalization of Minimax Learners?

Asuman Ozdaglar, Sarath Pattathil, Jiawei Zhang et al.

Minimax optimization has served as the backbone of many machine learning (ML) problems. Although the convergence behavior of optimization algorithms has been extensively studied in the minimax settings, their generalization guarantees in stochastic minimax optimization problems, i.e., how the solution trained on empirical data performs on unseen testing data, have been relatively underexplored. A fundamental question remains elusive: What is a good metric to study generalization of minimax learners? In this paper, we aim to answer this question by first showing that primal risk, a universal metric to study generalization in minimization problems, which has also been adopted recently to study generalization in minimax ones, fails in simple examples. We thus propose a new metric to study generalization of minimax learners: the primal gap, defined as the difference between the primal risk and its minimum over all models, to circumvent the issues. Next, we derive generalization error bounds for the primal gap in nonconvex-concave settings. As byproducts of our analysis, we also solve two open questions: establishing generalization error bounds for primal risk and primal-dual risk, another existing metric that is only well-defined when the global saddle-point exists, in the strong sense, i.e., without strong concavity or assuming that the maximization and expectation can be interchanged, while either of these assumptions was needed in the literature. Finally, we leverage this new metric to compare the generalization behavior of two popular algorithms -- gradient descent-ascent (GDA) and gradient descent-max (GDMax) in stochastic minimax optimization.

GTMar 3, 2023
A Finite-Sample Analysis of Payoff-Based Independent Learning in Zero-Sum Stochastic Games

Zaiwei Chen, Kaiqing Zhang, Eric Mazumdar et al.

We study two-player zero-sum stochastic games, and propose a form of independent learning dynamics called Doubly Smoothed Best-Response dynamics, which integrates a discrete and doubly smoothed variant of the best-response dynamics into temporal-difference (TD)-learning and minimax value iteration. The resulting dynamics are payoff-based, convergent, rational, and symmetric among players. Our main results provide finite-sample guarantees. In particular, we prove the first-known $\tilde{\mathcal{O}}(1/ε^2)$ sample complexity bound for payoff-based independent learning dynamics, up to a smoothing bias. In the special case where the stochastic game has only one state (i.e., matrix games), we provide a sharper $\tilde{\mathcal{O}}(1/ε)$ sample complexity. Our analysis uses a novel coupled Lyapunov drift approach to capture the evolution of multiple sets of coupled and stochastic iterates, which might be of independent interest.

OCOct 23, 2022
Symmetric (Optimistic) Natural Policy Gradient for Multi-agent Learning with Parameter Convergence

Sarath Pattathil, Kaiqing Zhang, Asuman Ozdaglar

Multi-agent interactions are increasingly important in the context of reinforcement learning, and the theoretical foundations of policy gradient methods have attracted surging research interest. We investigate the global convergence of natural policy gradient (NPG) algorithms in multi-agent learning. We first show that vanilla NPG may not have parameter convergence, i.e., the convergence of the vector that parameterizes the policy, even when the costs are regularized (which enabled strong convergence guarantees in the policy space in the literature). This non-convergence of parameters leads to stability issues in learning, which becomes especially relevant in the function approximation setting, where we can only operate on low-dimensional parameters, instead of the high-dimensional policy. We then propose variants of the NPG algorithm, for several standard multi-agent learning scenarios: two-player zero-sum matrix and Markov games, and multi-player monotone games, with global last-iterate parameter convergence guarantees. We also generalize the results to certain function approximation settings. Note that in our algorithms, the agents take symmetric roles. Our results might also be of independent interest for solving nonconvex-nonconcave minimax optimization problems with certain structures. Simulations are also provided to corroborate our theoretical findings.

LGDec 28, 2022
Offline Reinforcement Learning via Linear-Programming with Error-Bound Induced Constraints

Asuman Ozdaglar, Sarath Pattathil, Jiawei Zhang et al.

Offline reinforcement learning (RL) aims to find an optimal policy for Markov decision processes (MDPs) using a pre-collected dataset. In this work, we revisit the linear programming (LP) reformulation of Markov decision processes for offline RL, with the goal of developing algorithms with optimal $O(1/\sqrt{n})$ sample complexity, where $n$ is the sample size, under partial data coverage and general function approximation, and with favorable computational tractability. To this end, we derive new \emph{error bounds} for both the dual and primal-dual formulations of the LP, and incorporate them properly as \emph{constraints} in the LP reformulation. We then show that under a completeness-type assumption, $O(1/\sqrt{n})$ sample complexity can be achieved under standard single-policy coverage assumption, when one properly \emph{relaxes} the occupancy validity constraint in the LP. This framework can readily handle both infinite-horizon discounted and average-reward MDPs, in both general function approximation and tabular cases. The instantiation to the tabular case achieves either state-of-the-art or the first sample complexities of offline RL in these settings. To further remove any completeness-type assumption, we then introduce a proper \emph{lower-bound constraint} in the LP, and a variant of the standard single-policy coverage assumption. Such an algorithm leads to a $O(1/\sqrt{n})$ sample complexity with dependence on the \emph{value-function gap}, with only realizability assumptions. Our properly constrained LP framework advances the existing results in several aspects, in relaxing certain assumptions and achieving the optimal $O(1/\sqrt{n})$ sample complexity, with simple analyses. We hope our results bring new insights into the use of LP formulations and the equivalent primal-dual minimax optimization for offline RL, through the error-bound induced constraints.

GTJul 13, 2023
Multi-Player Zero-Sum Markov Games with Networked Separable Interactions

Chanwoo Park, Kaiqing Zhang, Asuman Ozdaglar

We study a new class of Markov games, \emph(multi-player) zero-sum Markov Games} with \emph{Networked separable interactions} (zero-sum NMGs), to model the local interaction structure in non-cooperative multi-agent sequential decision-making. We define a zero-sum NMG as a model where {the payoffs of the auxiliary games associated with each state are zero-sum and} have some separable (i.e., polymatrix) structure across the neighbors over some interaction network. We first identify the necessary and sufficient conditions under which an MG can be presented as a zero-sum NMG, and show that the set of Markov coarse correlated equilibrium (CCE) collapses to the set of Markov Nash equilibrium (NE) in these games, in that the product of per-state marginalization of the former for all players yields the latter. Furthermore, we show that finding approximate Markov \emph{stationary} CCE in infinite-horizon discounted zero-sum NMGs is \texttt{PPAD}-hard, unless the underlying network has a ``star topology''. Then, we propose fictitious-play-type dynamics, the classical learning dynamics in normal-form games, for zero-sum NMGs, and establish convergence guarantees to Markov stationary NE under a star-shaped network structure. Finally, in light of the hardness result, we focus on computing a Markov \emph{non-stationary} NE and provide finite-iteration guarantees for a series of value-iteration-based algorithms. We also provide numerical experiments to corroborate our theoretical results.

LGFeb 7, 2023
Breaking the Curse of Multiagents in a Large State Space: RL in Markov Games with Independent Linear Function Approximation

Qiwen Cui, Kaiqing Zhang, Simon S. Du

We propose a new model, independent linear Markov game, for multi-agent reinforcement learning with a large state space and a large number of agents. This is a class of Markov games with independent linear function approximation, where each agent has its own function approximation for the state-action value functions that are marginalized by other players' policies. We design new algorithms for learning the Markov coarse correlated equilibria (CCE) and Markov correlated equilibria (CE) with sample complexity bounds that only scale polynomially with each agent's own function class complexity, thus breaking the curse of multiagents. In contrast, existing works for Markov games with function approximation have sample complexity bounds scale with the size of the \emph{joint action space} when specialized to the canonical tabular Markov game setting, which is exponentially large in the number of agents. Our algorithms rely on two key technical innovations: (1) utilizing policy replay to tackle non-stationarity incurred by multiple agents and the use of function approximation; (2) separating learning Markov equilibria and exploration in the Markov games, which allows us to use the full-information no-regret learning oracle instead of the stronger bandit-feedback no-regret learning oracle used in the tabular setting. Furthermore, we propose an iterative-best-response type algorithm that can learn pure Markov Nash equilibria in independent linear Markov potential games. In the tabular case, by adapting the policy replay mechanism for independent linear Markov games, we propose an algorithm with $\widetilde{O}(ε^{-2})$ sample complexity to learn Markov CCE, which improves the state-of-the-art result $\widetilde{O}(ε^{-3})$ in Daskalakis et al. 2022, where $ε$ is the desired accuracy, and also significantly improves other problem parameters.

LGApr 27, 2023
Learning to Extrapolate: A Transductive Approach

Aviv Netanyahu, Abhishek Gupta, Max Simchowitz et al.

Machine learning systems, especially with overparameterized deep neural networks, can generalize to novel test instances drawn from the same distribution as the training data. However, they fare poorly when evaluated on out-of-support test points. In this work, we tackle the problem of developing machine learning systems that retain the power of overparameterized function approximators while enabling extrapolation to out-of-support test points when possible. This is accomplished by noting that under certain conditions, a "transductive" reparameterization can convert an out-of-support extrapolation problem into a problem of within-support combinatorial generalization. We propose a simple strategy based on bilinear embeddings to enable this type of combinatorial generalization, thereby addressing the out-of-support extrapolation problem under certain conditions. We instantiate a simple, practical algorithm applicable to various supervised learning and imitation learning tasks.

OCJun 20, 2023
Last-Iterate Convergent Policy Gradient Primal-Dual Methods for Constrained MDPs

Dongsheng Ding, Chen-Yu Wei, Kaiqing Zhang et al.

We study the problem of computing an optimal policy of an infinite-horizon discounted constrained Markov decision process (constrained MDP). Despite the popularity of Lagrangian-based policy search methods used in practice, the oscillation of policy iterates in these methods has not been fully understood, bringing out issues such as violation of constraints and sensitivity to hyper-parameters. To fill this gap, we employ the Lagrangian method to cast a constrained MDP into a constrained saddle-point problem in which max/min players correspond to primal/dual variables, respectively, and develop two single-time-scale policy-based primal-dual algorithms with non-asymptotic convergence of their policy iterates to an optimal constrained policy. Specifically, we first propose a regularized policy gradient primal-dual (RPG-PD) method that updates the policy using an entropy-regularized policy gradient, and the dual variable via a quadratic-regularized gradient ascent, simultaneously. We prove that the policy primal-dual iterates of RPG-PD converge to a regularized saddle point with a sublinear rate, while the policy iterates converge sublinearly to an optimal constrained policy. We further instantiate RPG-PD in large state or action spaces by including function approximation in policy parametrization, and establish similar sublinear last-iterate policy convergence. Second, we propose an optimistic policy gradient primal-dual (OPG-PD) method that employs the optimistic gradient method to update primal/dual variables, simultaneously. We prove that the policy primal-dual iterates of OPG-PD converge to a saddle point that contains an optimal constrained policy, with a linear rate. To the best of our knowledge, this work appears to be the first non-asymptotic policy last-iterate convergence result for single-time-scale algorithms in constrained MDPs.

LGJun 1, 2022
Byzantine-Robust Online and Offline Distributed Reinforcement Learning

Yiding Chen, Xuezhou Zhang, Kaiqing Zhang et al.

We consider a distributed reinforcement learning setting where multiple agents separately explore the environment and communicate their experiences through a central server. However, $α$-fraction of agents are adversarial and can report arbitrary fake information. Critically, these adversarial agents can collude and their fake data can be of any sizes. We desire to robustly identify a near-optimal policy for the underlying Markov decision process in the presence of these adversarial agents. Our main technical contribution is Weighted-Clique, a novel algorithm for the robust mean estimation from batches problem, that can handle arbitrary batch sizes. Building upon this new estimator, in the offline setting, we design a Byzantine-robust distributed pessimistic value iteration algorithm; in the online setting, we design a Byzantine-robust distributed optimistic value iteration algorithm. Both algorithms obtain near-optimal sample complexities and achieve superior robustness guarantee than prior works.

OCJun 6, 2022
Convergence and sample complexity of natural policy gradient primal-dual methods for constrained MDPs

Dongsheng Ding, Kaiqing Zhang, Jiali Duan et al.

We study the sequential decision making problem of maximizing the expected total reward while satisfying a constraint on the expected total utility. We employ the natural policy gradient method to solve the discounted infinite-horizon optimal control problem for Constrained Markov Decision Processes (constrained MDPs). Specifically, we propose a new Natural Policy Gradient Primal-Dual (NPG-PD) method that updates the primal variable via natural policy gradient ascent and the dual variable via projected subgradient descent. Although the underlying maximization involves a nonconcave objective function and a nonconvex constraint set, under the softmax policy parametrization, we prove that our method achieves global convergence with sublinear rates regarding both the optimality gap and the constraint violation. Such convergence is independent of the size of the state-action space, i.e., it is~dimension-free. Furthermore, for log-linear and general smooth policy parametrizations, we establish sublinear convergence rates up to a function approximation error caused by restricted policy parametrization. We also provide convergence and finite-sample complexity guarantees for two sample-based NPG-PD algorithms. We use a set of computational experiments to showcase the effectiveness of our approach.

LGSep 2, 2024
Last-Iterate Convergence of Payoff-Based Independent Learning in Zero-Sum Stochastic Games

Zaiwei Chen, Kaiqing Zhang, Eric Mazumdar et al.

In this paper, we consider two-player zero-sum matrix and stochastic games and develop learning dynamics that are payoff-based, convergent, rational, and symmetric between the two players. Specifically, the learning dynamics for matrix games are based on the smoothed best-response dynamics, while the learning dynamics for stochastic games build upon those for matrix games, with additional incorporation of the minimax value iteration. To our knowledge, our theoretical results present the first finite-sample analysis of such learning dynamics with last-iterate guarantees. In the matrix game setting, the results imply a sample complexity of $O(ε^{-1})$ to find the Nash distribution and a sample complexity of $O(ε^{-8})$ to find a Nash equilibrium. In the stochastic game setting, the results also imply a sample complexity of $O(ε^{-8})$ to find a Nash equilibrium. To establish these results, the main challenge is to handle stochastic approximation algorithms with multiple sets of coupled and stochastic iterates that evolve on (possibly) different time scales. To overcome this challenge, we developed a coupled Lyapunov-based approach, which may be of independent interest to the broader community studying the convergence behavior of stochastic approximation algorithms.

LGMar 19
Online Learning and Equilibrium Computation with Ranking Feedback

Mingyang Liu, Yongshan Chen, Zhiyuan Fan et al.

Online learning in arbitrary, and possibly adversarial, environments has been extensively studied in sequential decision-making, and it is closely connected to equilibrium computation in game theory. Most existing online learning algorithms rely on \emph{numeric} utility feedback from the environment, which may be unavailable in human-in-the-loop applications and/or may be restricted by privacy concerns. In this paper, we study an online learning model in which the learner only observes a \emph{ranking} over a set of proposed actions at each timestep. We consider two ranking mechanisms: rankings induced by the \emph{instantaneous} utility at the current timestep, and rankings induced by the \emph{time-average} utility up to the current timestep, under both \emph{full-information} and \emph{bandit} feedback settings. Using the standard external-regret metric, we show that sublinear regret is impossible with instantaneous-utility ranking feedback in general. Moreover, when the ranking model is relatively deterministic, \emph{i.e.}, under the Plackett-Luce model with a temperature that is sufficiently small, sublinear regret is also impossible with time-average utility ranking feedback. We then develop new algorithms that achieve sublinear regret under the additional assumption that the utility sequence has sublinear total variation. Notably, for full-information time-average utility ranking feedback, this additional assumption can be removed. As a consequence, when all players in a normal-form game follow our algorithms, repeated play yields an approximate coarse correlated equilibrium. We also demonstrate the effectiveness of our algorithms in an online large-language-model routing task.

AINov 6, 2025
Post-Training LLMs as Better Decision-Making Agents: A Regret-Minimization Approach

Chanwoo Park, Ziyang Chen, Asuman Ozdaglar et al.

Large language models (LLMs) are increasingly deployed as "agents" for decision-making (DM) in interactive and dynamic environments. Yet, since they were not originally designed for DM, recent studies show that LLMs can struggle even in basic online DM problems, failing to achieve low regret or an effective exploration-exploitation tradeoff. To address this, we introduce Iterative Regret-Minimization Fine-Tuning (Iterative RMFT), a post-training procedure that repeatedly distills low-regret decision trajectories back into the base model. At each iteration, the model rolls out multiple decision trajectories, selects the k-lowest regret ones, and fine-tunes itself on them. Unlike prior methods that (a) distill action sequences from known DM algorithms or (b) rely on manually crafted chain-of-thought templates, our approach leverages the regret metric to elicit the model's own DM ability and reasoning rationales. This reliance on model-generated reasoning avoids rigid output engineering and provides more flexible, natural-language training signals. Empirical results show that Iterative RMFT improves LLMs' DM performance across diverse models - from Transformers with numerical input/output, to open-weight LLMs, and advanced closed-weight models like GPT-4o mini. Its flexibility in output and reasoning formats enables generalization across tasks with varying horizons, action spaces, reward processes, and natural-language contexts. Finally, we provide theoretical insight showing that a single-layer Transformer under this paradigm can act as a no-regret learner in a simplified setting. Overall, Iterative RMFT offers a principled and general post-training framework for enhancing LLMs' decision-making capabilities.

LGJul 12, 2023
Tackling Combinatorial Distribution Shift: A Matrix Completion Perspective

Max Simchowitz, Abhishek Gupta, Kaiqing Zhang

Obtaining rigorous statistical guarantees for generalization under distribution shift remains an open and active research area. We study a setting we call combinatorial distribution shift, where (a) under the test- and training-distributions, the labels $z$ are determined by pairs of features $(x,y)$, (b) the training distribution has coverage of certain marginal distributions over $x$ and $y$ separately, but (c) the test distribution involves examples from a product distribution over $(x,y)$ that is {not} covered by the training distribution. Focusing on the special case where the labels are given by bilinear embeddings into a Hilbert space $H$: $\mathbb{E}[z \mid x,y ]=\langle f_{\star}(x),g_{\star}(y)\rangle_{H}$, we aim to extrapolate to a test distribution domain that is $not$ covered in training, i.e., achieving bilinear combinatorial extrapolation. Our setting generalizes a special case of matrix completion from missing-not-at-random data, for which all existing results require the ground-truth matrices to be either exactly low-rank, or to exhibit very sharp spectral cutoffs. In this work, we develop a series of theoretical results that enable bilinear combinatorial extrapolation under gradual spectral decay as observed in typical high-dimensional data, including novel algorithms, generalization guarantees, and linear-algebraic results. A key tool is a novel perturbation bound for the rank-$k$ singular value decomposition approximations between two matrices that depends on the relative spectral gap rather than the absolute spectral gap, a result that may be of broader independent interest.

LGAug 16, 2023
Partially Observable Multi-Agent Reinforcement Learning with Information Sharing

Xiangyu Liu, Kaiqing Zhang

We study provable multi-agent reinforcement learning (RL) in the general framework of partially observable stochastic games (POSGs). To circumvent the known hardness results and the use of computationally intractable oracles, we advocate leveraging the potential \emph{information-sharing} among agents, a common practice in empirical multi-agent RL, and a standard model for multi-agent control systems with communication. We first establish several computational complexity results to justify the necessity of information-sharing, as well as the observability assumption that has enabled quasi-polynomial time and sample single-agent RL with partial observations, for tractably solving POSGs. Inspired by the inefficiency of planning in the ground-truth model, we then propose to further \emph{approximate} the shared common information to construct an approximate model of the POSG, in which an approximate \emph{equilibrium} (of the original POSG) can be found in quasi-polynomial-time, under the aforementioned assumptions. Furthermore, we develop a partially observable multi-agent RL algorithm whose time and sample complexities are \emph{both} quasi-polynomial. Finally, beyond equilibrium learning, we extend our algorithmic framework to finding the \emph{team-optimal solution} in cooperative POSGs, i.e., decentralized partially observable Markov decision processes, a more challenging goal. We establish concrete computational and sample complexities under several structural assumptions of the model. We hope our study could open up the possibilities of leveraging and even designing different \emph{information structures}, a well-studied notion in control theory, for developing both sample- and computation-efficient partially observable multi-agent RL.

SIMar 20Code
Can LLM Agents Simulate Dynamic Networks? A Case Study on Email Networks with Phishing Synthesis

Siqi Miao, Ziyang Chen, Yuhong Luo et al.

While Large Language Model (LLM) multi-agent systems (MAS) offer a transformative approach to simulating human behavior in complex systems, it remains largely unexplored whether these simulations can replicate realistic structural and temporal dynamics from a dynamic network perspective. Our evaluation indicates that existing frameworks excel at generating plausible micro-level interactions but fail to capture the emergent, macroscopic topologies necessary for domains that rely on realistic network dynamics, such as modeling information propagation and cybersecurity threats. To bridge this gap, we introduce two easily integrable extensions to simulation frameworks to ensure they preserve macroscopic network fidelity: 1) augmenting LLM agents with data-driven event triggers to organically sustain long-horizon interactions, and 2) integrating Hawkes processes to accurately model temporal activation dynamics. Our approach allows LLM MAS to capture both plausible micro-level patterns and macroscopic topologies. We further demonstrate the utility of this framework in synthesizing realistic phishing campaigns within evolving communication networks. The study reveals how threats exploit structural vulnerabilities, highlighting the potential of our framework for developing next-generation defenses. Our code is available at https://github.com/Graph-COM/NSL.

SYMar 4
Principled Learning-to-Communicate with Quasi-Classical Information Structures

Xiangyu Liu, Haoyi You, Kaiqing Zhang

Learning-to-communicate (LTC) in partially observable environments has received increasing attention in deep multi-agent reinforcement learning, where the control and communication strategies are jointly learned. Meanwhile, the impact of communication on decision-making has been extensively studied in control theory. In this paper, we seek to formalize and better understand LTC by bridging these two lines of work, through the lens of information structures (ISs). To this end, we formalize LTC in decentralized partially observable Markov decision processes (Dec-POMDPs) under the common-information-based framework from decentralized stochastic control, and classify LTC problems based on the ISs before (additional) information sharing. We first show that non-classical LTCs are computationally intractable in general, and thus focus on quasi-classical (QC) LTCs. We then propose a series of conditions for QC LTCs, under which LTCs preserve the QC IS after information sharing, whereas violating which can cause computational hardness in general. Further, we develop provable planning and learning algorithms for QC LTCs, and establish quasi-polynomial time and sample complexities for several QC LTC examples that satisfy the above conditions. Along the way, we also establish results on the relationship between (strictly) QC IS and the condition of having strategy-independent common-information-based beliefs (SI-CIBs), as well as on solving Dec-POMDPs without computationally intractable oracles but beyond those with SI-CIBs, which may be of independent interest.

AIApr 30, 2024
RLHF from Heterogeneous Feedback via Personalization and Preference Aggregation

Chanwoo Park, Mingyang Liu, Dingwen Kong et al.

Reinforcement learning from human feedback (RLHF) has been an effective technique for aligning AI systems with human values, with remarkable successes in fine-tuning large-language models recently. Most existing RLHF paradigms make the underlying assumption that human preferences are relatively homogeneous, and can be encoded by a single reward model. In this paper, we focus on addressing the issues due to the inherent heterogeneity in human preferences, as well as their potential strategic behavior in providing feedback. Specifically, we propose two frameworks to address heterogeneous human feedback in principled ways: personalization-based one and aggregation-based one. For the former, we propose two approaches based on representation learning and clustering, respectively, for learning multiple reward models that trades off the bias (due to preference heterogeneity) and variance (due to the use of fewer data for learning each model by personalization). We then establish sample complexity guarantees for both approaches. For the latter, we aim to adhere to the single-model framework, as already deployed in the current RLHF paradigm, by carefully aggregating diverse and truthful preferences from humans. We propose two approaches based on reward and preference aggregation, respectively: the former utilizes both utilitarianism and Leximin approaches to aggregate individual reward models, with sample complexity guarantees; the latter directly aggregates the human feedback in the form of probabilistic opinions. Under the probabilistic-opinion-feedback model, we also develop an approach to handle strategic human labelers who may bias and manipulate the aggregated preferences with untruthful feedback. Based on the ideas in mechanism design, our approach ensures truthful preference reporting, with the induced aggregation rule maximizing social welfare functions.

LGMar 25, 2024
Do LLM Agents Have Regret? A Case Study in Online Learning and Games

Chanwoo Park, Xiangyu Liu, Asuman Ozdaglar et al.

Large language models (LLMs) have been increasingly employed for (interactive) decision-making, via the development of LLM-based autonomous agents. Despite their emerging successes, the performance of LLM agents in decision-making has not been fully investigated through quantitative metrics, especially in the multi-agent setting when they interact with each other, a typical scenario in real-world LLM-agent applications. To better understand the limits of LLM agents in these interactive environments, we propose to study their interactions in benchmark decision-making settings in online learning and game theory, through the performance metric of \emph{regret}. We first empirically study the {no-regret} behaviors of LLMs in canonical (non-stationary) online learning problems, as well as the emergence of equilibria when LLM agents interact through playing repeated games. We then provide some theoretical insights into the no-regret behaviors of LLM agents, under certain assumptions on the supervised pre-training and the rationality model of human decision-makers who generate the data. Notably, we also identify (simple) cases where advanced LLMs such as GPT-4 fail to be no-regret. To promote the no-regret behaviors, we propose a novel \emph{unsupervised} training loss of \emph{regret-loss}, which, in contrast to the supervised pre-training loss, does not require the labels of (optimal) actions. We then establish the statistical guarantee of generalization bound for regret-loss minimization, followed by the optimization guarantee that minimizing such a loss may automatically lead to known no-regret learning algorithms. Our further experiments demonstrate the effectiveness of our regret-loss, especially in addressing the above ``regrettable'' cases.

AIFeb 25, 2025
MAPoRL: Multi-Agent Post-Co-Training for Collaborative Large Language Models with Reinforcement Learning

Chanwoo Park, Seungju Han, Xingzhi Guo et al. · stanford

Leveraging multiple large language models (LLMs) to build collaborative multi-agentic workflows has demonstrated significant potential. However, most previous studies focus on prompting the out-of-the-box LLMs, relying on their innate capability for collaboration, which may not improve LLMs' performance as shown recently. In this paper, we introduce a new post-training paradigm MAPoRL (Multi-Agent Post-co-training for collaborative LLMs with Reinforcement Learning), to explicitly elicit the collaborative behaviors and further unleash the power of multi-agentic LLM frameworks. In MAPoRL, multiple LLMs first generate their own responses independently and engage in a multi-turn discussion to collaboratively improve the final answer. In the end, a MAPoRL verifier evaluates both the answer and the discussion, by assigning a score that verifies the correctness of the answer, while adding incentives to encourage corrective and persuasive discussions. The score serves as the co-training reward, and is then maximized through multi-agent RL. Unlike existing LLM post-training paradigms, MAPoRL advocates the co-training of multiple LLMs together using RL for better generalization. Accompanied by analytical insights, our experiments demonstrate that training individual LLMs alone is insufficient to induce effective collaboration. In contrast, multi-agent co-training can boost the collaboration performance across benchmarks, with generalization to unseen domains.

LGDec 1, 2024
Provable Partially Observable Reinforcement Learning with Privileged Information

Yang Cai, Xiangyu Liu, Argyris Oikonomou et al.

Partial observability of the underlying states generally presents significant challenges for reinforcement learning (RL). In practice, certain \emph{privileged information}, e.g., the access to states from simulators, has been exploited in training and has achieved prominent empirical successes. To better understand the benefits of privileged information, we revisit and examine several simple and practically used paradigms in this setting. Specifically, we first formalize the empirical paradigm of \emph{expert distillation} (also known as \emph{teacher-student} learning), demonstrating its pitfall in finding near-optimal policies. We then identify a condition of the partially observable environment, the \emph{deterministic filter condition}, under which expert distillation achieves sample and computational complexities that are \emph{both} polynomial. Furthermore, we investigate another useful empirical paradigm of \emph{asymmetric actor-critic}, and focus on the more challenging setting of observable partially observable Markov decision processes. We develop a belief-weighted asymmetric actor-critic algorithm with polynomial sample and quasi-polynomial computational complexities, in which one key component is a new provable oracle for learning belief states that preserve \emph{filter stability} under a misspecified model, which may be of independent interest. Finally, we also investigate the provable efficiency of partially observable multi-agent RL (MARL) with privileged information. We develop algorithms featuring \emph{centralized-training-with-decentralized-execution}, a popular framework in empirical MARL, with polynomial sample and (quasi-)polynomial computational complexities in both paradigms above. Compared with a few recent related theoretical studies, our focus is on understanding practically inspired algorithmic paradigms, without computationally intractable oracles.

LGDec 8, 2023
Two-Timescale Q-Learning with Function Approximation in Zero-Sum Stochastic Games

Zaiwei Chen, Kaiqing Zhang, Eric Mazumdar et al.

We consider two-player zero-sum stochastic games and propose a two-timescale $Q$-learning algorithm with function approximation that is payoff-based, convergent, rational, and symmetric between the two players. In two-timescale $Q$-learning, the fast-timescale iterates are updated in spirit to the stochastic gradient descent and the slow-timescale iterates (which we use to compute the policies) are updated by taking a convex combination between its previous iterate and the latest fast-timescale iterate. Introducing the slow timescale as well as its update equation marks as our main algorithmic novelty. In the special case of linear function approximation, we establish, to the best of our knowledge, the first last-iterate finite-sample bound for payoff-based independent learning dynamics of these types. The result implies a polynomial sample complexity to find a Nash equilibrium in such stochastic games. To establish the results, we model our proposed algorithm as a two-timescale stochastic approximation and derive the finite-sample bound through a Lyapunov-based approach. The key novelty lies in constructing a valid Lyapunov function to capture the evolution of the slow-timescale iterates. Specifically, through a change of variable, we show that the update equation of the slow-timescale iterates resembles the classical smoothed best-response dynamics, where the regularized Nash gap serves as a valid Lyapunov function. This insight enables us to construct a valid Lyapunov function via a generalized variant of the Moreau envelope of the regularized Nash gap. The construction of our Lyapunov function might be of broad independent interest in studying the behavior of stochastic approximation algorithms.

LGMar 8
Cost-Driven Representation Learning for Linear Quadratic Gaussian Control: Part II

Yi Tian, Kaiqing Zhang, Russ Tedrake et al.

We study the problem of state representation learning for control from partial and potentially high-dimensional observations. We approach this problem via cost-driven state representation learning, in which we learn a dynamical model in a latent state space by predicting cumulative costs. In particular, we establish finite-sample guarantees on finding a near-optimal representation function and a near-optimal controller using the learned latent model for infinite-horizon time-invariant Linear Quadratic Gaussian (LQG) control. We study two approaches to cost-driven representation learning, which differ in whether the transition function of the latent state is learned explicitly or implicitly. The first approach has also been investigated in Part I of this work, for finite-horizon time-varying LQG control. The second approach closely resembles MuZero, a recent breakthrough in empirical reinforcement learning, in that it learns latent dynamics implicitly by predicting cumulative costs. A key technical contribution of this Part II is to prove persistency of excitation for a new stochastic process that arises from the analysis of quadratic regression in our approach, and may be of independent interest.

LGMay 26, 2023
Self-Supervised Reinforcement Learning that Transfers using Random Features

Boyuan Chen, Chuning Zhu, Pulkit Agrawal et al.

Model-free reinforcement learning algorithms have exhibited great potential in solving single-task sequential decision-making problems with high-dimensional observations and long horizons, but are known to be hard to generalize across tasks. Model-based RL, on the other hand, learns task-agnostic models of the world that naturally enables transfer across different reward functions, but struggles to scale to complex environments due to the compounding error. To get the best of both worlds, we propose a self-supervised reinforcement learning method that enables the transfer of behaviors across tasks with different rewards, while circumventing the challenges of model-based RL. In particular, we show self-supervised pre-training of model-free reinforcement learning with a number of random features as rewards allows implicit modeling of long-horizon environment dynamics. Then, planning techniques like model-predictive control using these implicit models enable fast adaptation to problems with new reward functions. Our method is self-supervised in that it can be trained on offline datasets without reward labels, but can then be quickly deployed on new tasks. We validate that our proposed method enables transfer across tasks on a variety of manipulation and locomotion domains in simulation, opening the door to generalist decision-making agents.

OCFeb 23, 2022
Globally Convergent Policy Search over Dynamic Filters for Output Estimation

Jack Umenberger, Max Simchowitz, Juan C. Perdomo et al.

We introduce the first direct policy search algorithm which provably converges to the globally optimal $\textit{dynamic}$ filter for the classical problem of predicting the outputs of a linear dynamical system, given noisy, partial observations. Despite the ubiquity of partial observability in practice, theoretical guarantees for direct policy search algorithms, one of the backbones of modern reinforcement learning, have proven difficult to achieve. This is primarily due to the degeneracies which arise when optimizing over filters that maintain internal state. In this paper, we provide a new perspective on this challenging problem based on the notion of $\textit{informativity}$, which intuitively requires that all components of a filter's internal state are representative of the true state of the underlying dynamical system. We show that informativity overcomes the aforementioned degeneracy. Specifically, we propose a $\textit{regularizer}$ which explicitly enforces informativity, and establish that gradient descent on this regularized objective - combined with a ``reconditioning step'' - converges to the globally optimal cost a $\mathcal{O}(1/T)$ rate. Our analysis relies on several new results which may be of independent interest, including a new framework for analyzing non-convex gradient descent via convex reformulation, and novel bounds on the solution to linear Lyapunov equations in terms of (our quantitative measure of) informativity.

LGFeb 8, 2022
Independent Policy Gradient for Large-Scale Markov Potential Games: Sharper Rates, Function Approximation, and Game-Agnostic Convergence

Dongsheng Ding, Chen-Yu Wei, Kaiqing Zhang et al.

We examine global non-asymptotic convergence properties of policy gradient methods for multi-agent reinforcement learning (RL) problems in Markov potential games (MPG). To learn a Nash equilibrium of an MPG in which the size of state space and/or the number of players can be very large, we propose new independent policy gradient algorithms that are run by all players in tandem. When there is no uncertainty in the gradient evaluation, we show that our algorithm finds an $ε$-Nash equilibrium with $O(1/ε^2)$ iteration complexity which does not explicitly depend on the state space size. When the exact gradient is not available, we establish $O(1/ε^5)$ sample complexity bound in a potentially infinitely large state space for a sample-based algorithm that utilizes function approximation. Moreover, we identify a class of independent policy gradient algorithms that enjoys convergence for both zero-sum Markov games and Markov cooperative games with the players that are oblivious to the types of games being played. Finally, we provide computational experiments to corroborate the merits and the effectiveness of our theoretical developments.

LGFeb 2, 2022
Do Differentiable Simulators Give Better Policy Gradients?

H. J. Terry Suh, Max Simchowitz, Kaiqing Zhang et al.

Differentiable simulators promise faster computation time for reinforcement learning by replacing zeroth-order gradient estimates of a stochastic objective with an estimate based on first-order gradients. However, it is yet unclear what factors decide the performance of the two estimators on complex landscapes that involve long-horizon planning and control on physical systems, despite the crucial relevance of this question for the utility of differentiable simulators. We show that characteristics of certain physical systems, such as stiffness or discontinuities, may compromise the efficacy of the first-order estimator, and analyze this phenomenon through the lens of bias and variance. We additionally propose an $α$-order gradient estimator, with $α\in [0,1]$, which correctly utilizes exact gradients to combine the efficiency of first-order estimates with the robustness of zero-order methods. We demonstrate the pitfalls of traditional estimators and the advantages of the $α$-order estimator on some numerical examples.

GTNov 23, 2021
Independent Learning in Stochastic Games

Asuman Ozdaglar, Muhammed O. Sayin, Kaiqing Zhang

Reinforcement learning (RL) has recently achieved tremendous successes in many artificial intelligence applications. Many of the forefront applications of RL involve multiple agents, e.g., playing chess and Go games, autonomous driving, and robotics. Unfortunately, the framework upon which classical RL builds is inappropriate for multi-agent learning, as it assumes an agent's environment is stationary and does not take into account the adaptivity of other agents. In this review paper, we present the model of stochastic games for multi-agent learning in dynamic environments. We focus on the development of simple and independent learning dynamics for stochastic games: each agent is myopic and chooses best-response type actions to other agents' strategy without any coordination with her opponent. There has been limited progress on developing convergent best-response type independent learning dynamics for stochastic games. We present our recently proposed simple and independent learning dynamics that guarantee convergence in zero-sum stochastic games, together with a review of other contemporaneous algorithms for dynamic multi-agent learning in this setting. Along the way, we also reexamine some classical results from both the game theory and RL literature, to situate both the conceptual contributions of our independent learning dynamics, and the mathematical novelties of our analysis. We hope this review paper serves as an impetus for the resurgence of studying independent and natural learning dynamics in game theory, for the more challenging settings with a dynamic environment.

LGOct 12, 2021
On Improving Model-Free Algorithms for Decentralized Multi-Agent Reinforcement Learning

Weichao Mao, Lin F. Yang, Kaiqing Zhang et al.

Multi-agent reinforcement learning (MARL) algorithms often suffer from an exponential sample complexity dependence on the number of agents, a phenomenon known as \emph{the curse of multiagents}. In this paper, we address this challenge by investigating sample-efficient model-free algorithms in \emph{decentralized} MARL, and aim to improve existing algorithms along this line. For learning (coarse) correlated equilibria in general-sum Markov games, we propose \emph{stage-based} V-learning algorithms that significantly simplify the algorithmic design and analysis of recent works, and circumvent a rather complicated no-\emph{weighted}-regret bandit subroutine. For learning Nash equilibria in Markov potential games, we propose an independent policy gradient algorithm with a decentralized momentum-based variance reduction technique. All our algorithms are decentralized in that each agent can make decisions based on only its local information. Neither communication nor centralized coordination is required during learning, leading to a natural generalization to a large number of agents. We also provide numerical simulations to corroborate our theoretical findings.

GTJun 4, 2021
Decentralized Q-Learning in Zero-sum Markov Games

Muhammed O. Sayin, Kaiqing Zhang, David S. Leslie et al.

We study multi-agent reinforcement learning (MARL) in infinite-horizon discounted zero-sum Markov games. We focus on the practical but challenging setting of decentralized MARL, where agents make decisions without coordination by a centralized controller, but only based on their own payoffs and local actions executed. The agents need not observe the opponent's actions or payoffs, possibly being even oblivious to the presence of the opponent, nor be aware of the zero-sum structure of the underlying game, a setting also referred to as radically uncoupled in the literature of learning in games. In this paper, we develop a radically uncoupled Q-learning dynamics that is both rational and convergent: the learning dynamics converges to the best response to the opponent's strategy when the opponent follows an asymptotically stationary strategy; when both agents adopt the learning dynamics, they converge to the Nash equilibrium of the game. The key challenge in this decentralized setting is the non-stationarity of the environment from an agent's perspective, since both her own payoffs and the system evolution depend on the actions of other agents, and each agent adapts her policies simultaneously and independently. To address this issue, we develop a two-timescale learning dynamics where each agent updates her local Q-function and value function estimates concurrently, with the latter happening at a slower timescale.

MAJan 14, 2021
Learning Safe Multi-Agent Control with Decentralized Neural Barrier Certificates

Zengyi Qin, Kaiqing Zhang, Yuxiao Chen et al.

We study the multi-agent safe control problem where agents should avoid collisions to static obstacles and collisions with each other while reaching their goals. Our core idea is to learn the multi-agent control policy jointly with learning the control barrier functions as safety certificates. We propose a novel joint-learning framework that can be implemented in a decentralized fashion, with generalization guarantees for certain function classes. Such a decentralized framework can adapt to an arbitrarily large number of agents. Building upon this framework, we further improve the scalability by incorporating neural network architectures that are invariant to the quantity and permutation of neighboring agents. In addition, we propose a new spontaneous policy refinement method to further enforce the certificate condition during testing. We provide extensive experiments to demonstrate that our method significantly outperforms other leading multi-agent control approaches in terms of maintaining safety and completing original tasks. Our approach also shows exceptional generalization capability in that the control policy can be trained with 8 agents in one scenario, while being used on other scenarios with up to 1024 agents in complex multi-agent environments and dynamics.

OCJan 4, 2021
Derivative-Free Policy Optimization for Linear Risk-Sensitive and Robust Control Design: Implicit Regularization and Sample Complexity

Kaiqing Zhang, Xiangyuan Zhang, Bin Hu et al.

Direct policy search serves as one of the workhorses in modern reinforcement learning (RL), and its applications in continuous control tasks have recently attracted increasing attention. In this work, we investigate the convergence theory of policy gradient (PG) methods for learning the linear risk-sensitive and robust controller. In particular, we develop PG methods that can be implemented in a derivative-free fashion by sampling system trajectories, and establish both global convergence and sample complexity results in the solutions of two fundamental settings in risk-sensitive and robust control: the finite-horizon linear exponential quadratic Gaussian, and the finite-horizon linear-quadratic disturbance attenuation problems. As a by-product, our results also provide the first sample complexity for the global convergence of PG methods on solving zero-sum linear-quadratic dynamic games, a nonconvex-nonconcave minimax optimization problem that serves as a baseline setting in multi-agent reinforcement learning (MARL) with continuous spaces. One feature of our algorithms is that during the learning phase, a certain level of robustness/risk-sensitivity of the controller is preserved, which we termed as the implicit regularization property, and is an essential requirement in safety-critical control systems.

LGDec 31, 2020
Towards Understanding Asynchronous Advantage Actor-critic: Convergence and Linear Speedup

Han Shen, Kaiqing Zhang, Mingyi Hong et al.

Asynchronous and parallel implementation of standard reinforcement learning (RL) algorithms is a key enabler of the tremendous success of modern RL. Among many asynchronous RL algorithms, arguably the most popular and effective one is the asynchronous advantage actor-critic (A3C) algorithm. Although A3C is becoming the workhorse of RL, its theoretical properties are still not well-understood, including its non-asymptotic analysis and the performance gain of parallelism (a.k.a. linear speedup). This paper revisits the A3C algorithm and establishes its non-asymptotic convergence guarantees. Under both i.i.d. and Markovian sampling, we establish the local convergence guarantee for A3C in the general policy approximation case and the global convergence guarantee in softmax policy parameterization. Under i.i.d. sampling, A3C obtains sample complexity of $\mathcal{O}(ε^{-2.5}/N)$ per worker to achieve $ε$ accuracy, where $N$ is the number of workers. Compared to the best-known sample complexity of $\mathcal{O}(ε^{-2.5})$ for two-timescale AC, A3C achieves \emph{linear speedup}, which justifies the advantage of parallelism and asynchrony in AC algorithms theoretically for the first time. Numerical tests on synthetic environment, OpenAI Gym environments and Atari games have been provided to verify our theoretical analysis.

LGOct 7, 2020
Model-Free Non-Stationary RL: Near-Optimal Regret and Applications in Multi-Agent RL and Inventory Control

Weichao Mao, Kaiqing Zhang, Ruihao Zhu et al.

We consider model-free reinforcement learning (RL) in non-stationary Markov decision processes. Both the reward functions and the state transition functions are allowed to vary arbitrarily over time as long as their cumulative variations do not exceed certain variation budgets. We propose Restarted Q-Learning with Upper Confidence Bounds (RestartQ-UCB), the first model-free algorithm for non-stationary RL, and show that it outperforms existing solutions in terms of dynamic regret. Specifically, RestartQ-UCB with Freedman-type bonus terms achieves a dynamic regret bound of $\widetilde{O}(S^{\frac{1}{3}} A^{\frac{1}{3}} Δ^{\frac{1}{3}} H T^{\frac{2}{3}})$, where $S$ and $A$ are the numbers of states and actions, respectively, $Δ>0$ is the variation budget, $H$ is the number of time steps per episode, and $T$ is the total number of time steps. We further present a parameter-free algorithm named Double-Restart Q-UCB that does not require prior knowledge of the variation budget. We show that our algorithms are \emph{nearly optimal} by establishing an information-theoretical lower bound of $Ω(S^{\frac{1}{3}} A^{\frac{1}{3}} Δ^{\frac{1}{3}} H^{\frac{2}{3}} T^{\frac{2}{3}})$, the first lower bound in non-stationary RL. Numerical experiments validate the advantages of RestartQ-UCB in terms of both cumulative rewards and computational efficiency. We demonstrate the power of our results in examples of multi-agent RL and inventory control across related products.

SYSep 9, 2020
Reinforcement Learning in Non-Stationary Discrete-Time Linear-Quadratic Mean-Field Games

Muhammad Aneeq uz Zaman, Kaiqing Zhang, Erik Miehling et al.

In this paper, we study large population multi-agent reinforcement learning (RL) in the context of discrete-time linear-quadratic mean-field games (LQ-MFGs). Our setting differs from most existing work on RL for MFGs, in that we consider a non-stationary MFG over an infinite horizon. We propose an actor-critic algorithm to iteratively compute the mean-field equilibrium (MFE) of the LQ-MFG. There are two primary challenges: i) the non-stationarity of the MFG induces a linear-quadratic tracking problem, which requires solving a backwards-in-time (non-causal) equation that cannot be solved by standard (causal) RL algorithms; ii) Many RL algorithms assume that the states are sampled from the stationary distribution of a Markov chain (MC), that is, the chain is already mixed, an assumption that is not satisfied for real data sources. We first identify that the mean-field trajectory follows linear dynamics, allowing the problem to be reformulated as a linear quadratic Gaussian problem. Under this reformulation, we propose an actor-critic algorithm that allows samples to be drawn from an unmixed MC. Finite-sample convergence guarantees for the algorithm are then provided. To characterize the performance of our algorithm in multi-agent RL, we have developed an error bound with respect to the Nash equilibrium of the finite-population game.

LGJul 15, 2020
Model-Based Multi-Agent RL in Zero-Sum Markov Games with Near-Optimal Sample Complexity

Kaiqing Zhang, Sham M. Kakade, Tamer Başar et al.

Model-based reinforcement learning (RL), which finds an optimal policy using an empirical model, has long been recognized as one of the corner stones of RL. It is especially suitable for multi-agent RL (MARL), as it naturally decouples the learning and the planning phases, and avoids the non-stationarity problem when all agents are improving their policies simultaneously using samples. Though intuitive and widely-used, the sample complexity of model-based MARL algorithms has not been fully investigated. In this paper, our goal is to address the fundamental question about its sample complexity. We study arguably the most basic MARL setting: two-player discounted zero-sum Markov games, given only access to a generative model. We show that model-based MARL achieves a sample complexity of $\tilde O(|S||A||B|(1-γ)^{-3}ε^{-2})$ for finding the Nash equilibrium (NE) value up to some $ε$ error, and the $ε$-NE policies with a smooth planning oracle, where $γ$ is the discount factor, and $S,A,B$ denote the state space, and the action spaces for the two agents. We further show that such a sample bound is minimax-optimal (up to logarithmic factors) if the algorithm is reward-agnostic, where the algorithm queries state transition samples without reward knowledge, by establishing a matching lower bound. This is in contrast to the usual reward-aware setting, with a $\tildeΩ(|S|(|A|+|B|)(1-γ)^{-3}ε^{-2})$ lower bound, where this model-based approach is near-optimal with only a gap on the $|A|,|B|$ dependence. Our results not only demonstrate the sample-efficiency of this basic model-based approach in MARL, but also elaborate on the fundamental tradeoff between its power (easily handling the more challenging reward-agnostic case) and limitation (less adaptive and suboptimal in $|A|,|B|$), particularly arises in the multi-agent context.

AIJun 8, 2020
POLY-HOOT: Monte-Carlo Planning in Continuous Space MDPs with Non-Asymptotic Analysis

Weichao Mao, Kaiqing Zhang, Qiaomin Xie et al.

Monte-Carlo planning, as exemplified by Monte-Carlo Tree Search (MCTS), has demonstrated remarkable performance in applications with finite spaces. In this paper, we consider Monte-Carlo planning in an environment with continuous state-action spaces, a much less understood problem with important applications in control and robotics. We introduce POLY-HOOT, an algorithm that augments MCTS with a continuous armed bandit strategy named Hierarchical Optimistic Optimization (HOO) (Bubeck et al., 2011). Specifically, we enhance HOO by using an appropriate polynomial, rather than logarithmic, bonus term in the upper confidence bounds. Such a polynomial bonus is motivated by its empirical successes in AlphaGo Zero (Silver et al., 2017b), as well as its significant role in achieving theoretical guarantees of finite space MCTS (Shah et al., 2019). We investigate, for the first time, the regret of the enhanced HOO algorithm in non-stationary bandit problems. Using this result as a building block, we establish non-asymptotic convergence guarantees for POLY-HOOT: the value estimate converges to an arbitrarily small neighborhood of the optimal value function at a polynomial rate. We further provide experimental results that corroborate our theoretical findings.

AIApr 2, 2020
Information State Embedding in Partially Observable Cooperative Multi-Agent Reinforcement Learning

Weichao Mao, Kaiqing Zhang, Erik Miehling et al.

Multi-agent reinforcement learning (MARL) under partial observability has long been considered challenging, primarily due to the requirement for each agent to maintain a belief over all other agents' local histories -- a domain that generally grows exponentially over time. In this work, we investigate a partially observable MARL problem in which agents are cooperative. To enable the development of tractable algorithms, we introduce the concept of an information state embedding that serves to compress agents' histories. We quantify how the compression error influences the resulting value functions for decentralized control. Furthermore, we propose an instance of the embedding based on recurrent neural networks (RNNs). The embedding is then used as an approximate information state, and can be fed into any MARL algorithm. The proposed embed-then-learn pipeline opens the black-box of existing (partially observable) MARL algorithms, allowing us to establish some theoretical guarantees (error bounds of value functions) while still achieving competitive performance with many end-to-end approaches.

LGMar 1, 2020
Fully Asynchronous Policy Evaluation in Distributed Reinforcement Learning over Networks

Xingyu Sha, Jiaqi Zhang, Keyou You et al.

This paper proposes a \emph{fully asynchronous} scheme for the policy evaluation problem of distributed reinforcement learning (DisRL) over directed peer-to-peer networks. Without waiting for any other node of the network, each node can locally update its value function at any time by using (possibly delayed) information from its neighbors. This is in sharp contrast to the gossip-based scheme where a pair of nodes concurrently update. Though the fully asynchronous setting involves a difficult multi-timescale decision problem, we design a novel stochastic average gradient (SAG) based distributed algorithm and develop a push-pull augmented graph approach to prove its exact convergence at a linear rate of $\mathcal{O}(c^k)$ where $c\in(0,1)$ and $k$ increases by one no matter on which node updates. Finally, numerical experiments validate that our method speeds up linearly with respect to the number of nodes, and is robust to straggler nodes.

LGDec 9, 2019
Decentralized Multi-Agent Reinforcement Learning with Networked Agents: Recent Advances

Kaiqing Zhang, Zhuoran Yang, Tamer Başar

Multi-agent reinforcement learning (MARL) has long been a significant and everlasting research topic in both machine learning and control. With the recent development of (single-agent) deep RL, there is a resurgence of interests in developing new MARL algorithms, especially those that are backed by theoretical analysis. In this paper, we review some recent advances a sub-area of this topic: decentralized MARL with networked agents. Specifically, multiple agents perform sequential decision-making in a common environment, without the coordination of any central controller. Instead, the agents are allowed to exchange information with their neighbors over a communication network. Such a setting finds broad applications in the control and operation of robots, unmanned vehicles, mobile sensor networks, and smart grid. This review is built upon several our research endeavors in this direction, together with some progresses made by other researchers along the line. We hope this review to inspire the devotion of more research efforts to this exciting yet challenging area.