LGJun 30, 2022
Denoised MDPs: Learning World Models Better Than the World ItselfTongzhou Wang, Simon S. Du, Antonio Torralba et al. · mit
The ability to separate signal from noise, and reason with clean abstractions, is critical to intelligence. With this ability, humans can efficiently perform real world tasks without considering all possible nuisance factors.How can artificial agents do the same? What kind of information can agents safely discard as noises? In this work, we categorize information out in the wild into four types based on controllability and relation with reward, and formulate useful information as that which is both controllable and reward-relevant. This framework clarifies the kinds information removed by various prior work on representation learning in reinforcement learning (RL), and leads to our proposed approach of learning a Denoised MDP that explicitly factors out certain noise distractors. Extensive experiments on variants of DeepMind Control Suite and RoboDesk demonstrate superior performance of our denoised world model over using raw observations alone, and over prior works, across policy optimization control tasks as well as the non-control task of joint position regression.
LGJan 27, 2023
Understanding Incremental Learning of Gradient Descent: A Fine-grained Analysis of Matrix SensingJikai Jin, Zhiyuan Li, Kaifeng Lyu et al. · stanford, tsinghua
It is believed that Gradient Descent (GD) induces an implicit bias towards good generalization in training machine learning models. This paper provides a fine-grained analysis of the dynamics of GD for the matrix sensing problem, whose goal is to recover a low-rank ground-truth matrix from near-isotropic linear measurements. It is shown that GD with small initialization behaves similarly to the greedy low-rank learning heuristics (Li et al., 2020) and follows an incremental learning procedure (Gissin et al., 2019): GD sequentially learns solutions with increasing ranks until it recovers the ground truth matrix. Compared to existing works which only analyze the first learning phase for rank-1 solutions, our result provides characterizations for the whole learning process. Moreover, besides the over-parameterized regime that many prior works focused on, our analysis of the incremental learning procedure also applies to the under-parameterized regime. Finally, we conduct numerical experiments to confirm our theoretical findings.
LGNov 30, 2023
Dichotomy of Early and Late Phase Implicit Biases Can Provably Induce GrokkingKaifeng Lyu, Jikai Jin, Zhiyuan Li et al. · stanford, tsinghua
Recent work by Power et al. (2022) highlighted a surprising "grokking" phenomenon in learning arithmetic tasks: a neural net first "memorizes" the training set, resulting in perfect training accuracy but near-random test accuracy, and after training for sufficiently longer, it suddenly transitions to perfect test accuracy. This paper studies the grokking phenomenon in theoretical setups and shows that it can be induced by a dichotomy of early and late phase implicit biases. Specifically, when training homogeneous neural nets with large initialization and small weight decay on both classification and regression tasks, we prove that the training process gets trapped at a solution corresponding to a kernel predictor for a long time, and then a very sharp transition to min-norm/max-margin predictors occurs, leading to a dramatic change in test accuracy.
LGJan 31, 2023
Sharp Variance-Dependent Bounds in Reinforcement Learning: Best of Both Worlds in Stochastic and Deterministic EnvironmentsRunlong Zhou, Zihan Zhang, Simon S. Du · tsinghua
We study variance-dependent regret bounds for Markov decision processes (MDPs). Algorithms with variance-dependent regret guarantees can automatically exploit environments with low variance (e.g., enjoying constant regret on deterministic MDPs). The existing algorithms are either variance-independent or suboptimal. We first propose two new environment norms to characterize the fine-grained variance properties of the environment. For model-based methods, we design a variant of the MVP algorithm (Zhang et al., 2021a). We apply new analysis techniques to demonstrate that this algorithm enjoys variance-dependent bounds with respect to the norms we propose. In particular, this bound is simultaneously minimax optimal for both stochastic and deterministic MDPs, the first result of its kind. We further initiate the study on model-free algorithms with variance-dependent regret bounds by designing a reference-function-based algorithm with a novel capped-doubling reference update schedule. Lastly, we also provide lower bounds to complement our upper bounds.
LGMar 29, 2022
Nearly Minimax Algorithms for Linear Bandits with Shared RepresentationJiaqi Yang, Qi Lei, Jason D. Lee et al. · tsinghua
We give novel algorithms for multi-task and lifelong linear bandits with shared representation. Specifically, we consider the setting where we play $M$ linear bandits with dimension $d$, each for $T$ rounds, and these $M$ bandit tasks share a common $k(\ll d)$ dimensional linear representation. For both the multi-task setting where we play the tasks concurrently, and the lifelong setting where we play tasks sequentially, we come up with novel algorithms that achieve $\widetilde{O}\left(d\sqrt{kMT} + kM\sqrt{T}\right)$ regret bounds, which matches the known minimax regret lower bound up to logarithmic factors and closes the gap in existing results [Yang et al., 2021]. Our main technique include a more efficient estimator for the low-rank linear feature extractor and an accompanied novel analysis for this estimator.
LGMay 31, 2022
Provable General Function Class Representation Learning in Multitask Bandits and MDPsRui Lu, Andrew Zhao, Simon S. Du et al. · tsinghua
While multitask representation learning has become a popular approach in reinforcement learning (RL) to boost the sample efficiency, the theoretical understanding of why and how it works is still limited. Most previous analytical works could only assume that the representation function is already known to the agent or from linear function class, since analyzing general function class representation encounters non-trivial technical obstacles such as generalization guarantee, formulation of confidence bound in abstract function space, etc. However, linear-case analysis heavily relies on the particularity of linear function class, while real-world practice usually adopts general non-linear representation functions like neural networks. This significantly reduces its applicability. In this work, we extend the analysis to general function class representations. Specifically, we consider an agent playing $M$ contextual bandits (or MDPs) concurrently and extracting a shared representation function $φ$ from a specific function class $Φ$ using our proposed Generalized Functional Upper Confidence Bound algorithm (GFUCB). We theoretically validate the benefit of multitask representation learning within general function class for bandits and linear MDP for the first time. Lastly, we conduct experiments to demonstrate the effectiveness of our algorithm with neural net representation.
LGMay 26, 2022
Variance-Aware Sparse Linear BanditsYan Dai, Ruosong Wang, Simon S. Du · tsinghua
It is well-known that for sparse linear bandits, when ignoring the dependency on sparsity which is much smaller than the ambient dimension, the worst-case minimax regret is $\widetildeΘ\left(\sqrt{dT}\right)$ where $d$ is the ambient dimension and $T$ is the number of rounds. On the other hand, in the benign setting where there is no noise and the action set is the unit sphere, one can use divide-and-conquer to achieve $\widetilde{\mathcal O}(1)$ regret, which is (nearly) independent of $d$ and $T$. In this paper, we present the first variance-aware regret guarantee for sparse linear bandits: $\widetilde{\mathcal O}\left(\sqrt{d\sum_{t=1}^T σ_t^2} + 1\right)$, where $σ_t^2$ is the variance of the noise at the $t$-th round. This bound naturally interpolates the regret bounds for the worst-case constant-variance regime (i.e., $σ_t \equiv Ω(1)$) and the benign deterministic regimes (i.e., $σ_t \equiv 0$). To achieve this variance-aware regret guarantee, we develop a general framework that converts any variance-aware linear bandit algorithm to a variance-aware algorithm for sparse linear bandits in a "black-box" manner. Specifically, we take two recent algorithms as black boxes to illustrate that the claimed bounds indeed hold, where the first algorithm can handle unknown-variance cases and the second one is more efficient.
LGSep 1, 2024
Preference-Based Multi-Agent Reinforcement Learning: Data Coverage and Algorithmic TechniquesNatalia Zhang, Xinqi Wang, Qiwen Cui et al. · tsinghua
We initiate the study of Preference-Based Multi-Agent Reinforcement Learning (PbMARL), exploring both theoretical foundations and empirical validations. We define the task as identifying the Nash equilibrium from a preference-only offline dataset in general-sum games, a problem marked by the challenge of sparse feedback signals. Our theory establishes the upper complexity bounds for Nash Equilibrium in effective PbMARL, demonstrating that single-policy coverage is inadequate and highlighting the importance of unilateral dataset coverage. These theoretical insights are verified through comprehensive experiments. To enhance the practical performance, we further introduce two algorithmic techniques. (1) We propose a Mean Squared Error (MSE) regularization along the time axis to achieve a more uniform reward distribution and improve reward learning outcomes. (2) We propose an additional penalty based on the distribution of the dataset to incorporate pessimism, improving stability and effectiveness during training. Our findings underscore the multifaceted approach required for PbMARL, paving the way for effective preference-based multi-agent systems.
LGSep 7, 2022
Blessing of Class Diversity in Pre-trainingYulai Zhao, Jianshu Chen, Simon S. Du · princeton
This paper presents a new statistical analysis aiming to explain the recent superior achievements of the pre-training techniques in natural language processing (NLP). We prove that when the classes of the pre-training task (e.g., different words in the masked language model task) are sufficiently diverse, in the sense that the least singular value of the last linear layer in pre-training (denoted as $\tildeν$) is large, then pre-training can significantly improve the sample efficiency of downstream tasks. Specially, we show the transfer learning excess risk enjoys an $O\left(\frac{1}{\tildeν \sqrt{n}}\right)$ rate, in contrast to the $O\left(\frac{1}{\sqrt{m}}\right)$ rate in the standard supervised learning. Here, $n$ is the number of pre-training data and $m$ is the number of data in the downstream task, and typically $n \gg m$. Our proof relies on a vector-form Rademacher complexity chain rule for disassembling composite function classes and a modified self-concordance condition. These techniques can be of independent interest.
LGOct 20, 2022
Horizon-Free and Variance-Dependent Reinforcement Learning for Latent Markov Decision ProcessesRunlong Zhou, Ruosong Wang, Simon S. Du · tsinghua
We study regret minimization for reinforcement learning (RL) in Latent Markov Decision Processes (LMDPs) with context in hindsight. We design a novel model-based algorithmic framework which can be instantiated with both a model-optimistic and a value-optimistic solver. We prove an $\tilde{O}(\sqrt{\mathsf{Var}^\star M ΓS A K})$ regret bound where $\tilde{O}$ hides logarithm factors, $M$ is the number of contexts, $S$ is the number of states, $A$ is the number of actions, $K$ is the number of episodes, $Γ\le S$ is the maximum transition degree of any state-action pair, and $\mathsf{Var}^\star$ is a variance quantity describing the determinism of the LMDP. The regret bound only scales logarithmically with the planning horizon, thus yielding the first (nearly) horizon-free regret bound for LMDP. This is also the first problem-dependent regret bound for LMDP. Key in our proof is an analysis of the total variance of alpha vectors (a generalization of value functions), which is handled with a truncation method. We complement our positive result with a novel $Ω(\sqrt{\mathsf{Var}^\star M S A K})$ regret lower bound with $Γ= 2$, which shows our upper bound minimax optimal when $Γ$ is a constant for the class of variance-bounded LMDPs. Our lower bound relies on new constructions of hard instances and an argument inspired by the symmetrization technique from theoretical computer science, both of which are technically different from existing lower bound proof for MDPs, and thus can be of independent interest.
OCJun 17, 2022
Optimal Extragradient-Based Bilinearly-Coupled Saddle-Point OptimizationSimon S. Du, Gauthier Gidel, Michael I. Jordan et al.
We consider the smooth convex-concave bilinearly-coupled saddle-point problem, $\min_{\mathbf{x}}\max_{\mathbf{y}}~F(\mathbf{x}) + H(\mathbf{x},\mathbf{y}) - G(\mathbf{y})$, where one has access to stochastic first-order oracles for $F$, $G$ as well as the bilinear coupling function $H$. Building upon standard stochastic extragradient analysis for variational inequalities, we present a stochastic \emph{accelerated gradient-extragradient (AG-EG)} descent-ascent algorithm that combines extragradient and Nesterov's acceleration in general stochastic settings. This algorithm leverages scheduled restarting to admit a fine-grained nonasymptotic convergence rate that matches known lower bounds by both \citet{ibrahim2020linear} and \citet{zhang2021lower} in their corresponding settings, plus an additional statistical error term for bounded stochastic noise that is optimal up to a constant prefactor. This is the first result that achieves such a relatively mature characterization of optimality in saddle-point optimization.
GTOct 3, 2022
Faster Last-iterate Convergence of Policy Optimization in Zero-Sum Markov GamesShicong Cen, Yuejie Chi, Simon S. Du et al.
Multi-Agent Reinforcement Learning (MARL) -- where multiple agents learn to interact in a shared dynamic environment -- permeates across a wide range of critical applications. While there has been substantial progress on understanding the global convergence of policy optimization methods in single-agent RL, designing and analysis of efficient policy optimization algorithms in the MARL setting present significant challenges, which unfortunately, remain highly inadequately addressed by existing theory. In this paper, we focus on the most basic setting of competitive multi-agent RL, namely two-player zero-sum Markov games, and study equilibrium finding algorithms in both the infinite-horizon discounted setting and the finite-horizon episodic setting. We propose a single-loop policy optimization method with symmetric updates from both agents, where the policy is updated via the entropy-regularized optimistic multiplicative weights update (OMWU) method and the value is updated on a slower timescale. We show that, in the full-information tabular setting, the proposed method achieves a finite-time last-iterate linear convergence to the quantal response equilibrium of the regularized problem, which translates to a sublinear last-iterate convergence to the Nash equilibrium by controlling the amount of regularization. Our convergence results improve upon the best known iteration complexities, and lead to a better understanding of policy optimization in competitive Markov games.
LGOct 4, 2022
Linear Convergence of Natural Policy Gradient Methods with Log-Linear PoliciesRui Yuan, Simon S. Du, Robert M. Gower et al.
We consider infinite-horizon discounted Markov decision processes and study the convergence rates of the natural policy gradient (NPG) and the Q-NPG methods with the log-linear policy class. Using the compatible function approximation framework, both methods with log-linear policies can be written as inexact versions of the policy mirror descent (PMD) method. We show that both methods attain linear convergence rates and $\tilde{\mathcal{O}}(1/ε^2)$ sample complexities using a simple, non-adaptive geometrically increasing step size, without resorting to entropy or other strongly convex regularization. Lastly, as a byproduct, we obtain sublinear convergence rates for both methods with arbitrary constant step size.
LGJul 25, 2023
Settling the Sample Complexity of Online Reinforcement LearningZihan Zhang, Yuxin Chen, Jason D. Lee et al.
A central issue lying at the heart of online reinforcement learning (RL) is data efficiency. While a number of recent works achieved asymptotically minimal regret in online RL, the optimality of these results is only guaranteed in a ``large-sample'' regime, imposing enormous burn-in cost in order for their algorithms to operate optimally. How to achieve minimax-optimal regret without incurring any burn-in cost has been an open problem in RL theory. We settle this problem for the context of finite-horizon inhomogeneous Markov decision processes. Specifically, we prove that a modified version of Monotonic Value Propagation (MVP), a model-based algorithm proposed by \cite{zhang2020reinforcement}, achieves a regret on the order of (modulo log factors) \begin{equation*} \min\big\{ \sqrt{SAH^3K}, \,HK \big\}, \end{equation*} where $S$ is the number of states, $A$ is the number of actions, $H$ is the planning horizon, and $K$ is the total number of episodes. This regret matches the minimax lower bound for the entire range of sample size $K\geq 1$, essentially eliminating any burn-in requirement. It also translates to a PAC sample complexity (i.e., the number of episodes needed to yield $\varepsilon$-accuracy) of $\frac{SAH^3}{\varepsilon^2}$ up to log factor, which is minimax-optimal for the full $\varepsilon$-range. Further, we extend our theory to unveil the influences of problem-dependent quantities like the optimal value/cost and certain variances. The key technical innovation lies in the development of a new regret decomposition strategy and a novel analysis paradigm to decouple complicated statistical dependency -- a long-standing challenge facing the analysis of online RL in the sample-hungry regime.
LGFeb 3, 2023
A Reduction-based Framework for Sequential Decision Making with Delayed FeedbackYunchang Yang, Han Zhong, Tianhao Wu et al.
We study stochastic delayed feedback in general multi-agent sequential decision making, which includes bandits, single-agent Markov decision processes (MDPs), and Markov games (MGs). We propose a novel reduction-based framework, which turns any multi-batched algorithm for sequential decision making with instantaneous feedback into a sample-efficient algorithm that can handle stochastic delays in sequential decision making. By plugging different multi-batched algorithms into our framework, we provide several examples demonstrating that our framework not only matches or improves existing results for bandits, tabular MDPs, and tabular MGs, but also provides the first line of studies on delays in sequential decision making with function approximation. In summary, we provide a complete set of sharp results for multi-agent sequential decision making with delayed feedback.
LGMar 24, 2022
Horizon-Free Reinforcement Learning in Polynomial Time: the Power of Stationary PoliciesZihan Zhang, Xiangyang Ji, Simon S. Du
This paper gives the first polynomial-time algorithm for tabular Markov Decision Processes (MDP) that enjoys a regret bound \emph{independent on the planning horizon}. Specifically, we consider tabular MDP with $S$ states, $A$ actions, a planning horizon $H$, total reward bounded by $1$, and the agent plays for $K$ episodes. We design an algorithm that achieves an $O\left(\mathrm{poly}(S,A,\log K)\sqrt{K}\right)$ regret in contrast to existing bounds which either has an additional $\mathrm{polylog}(H)$ dependency~\citep{zhang2020reinforcement} or has an exponential dependency on $S$~\citep{li2021settling}. Our result relies on a sequence of new structural lemmas establishing the approximation power, stability, and concentration property of stationary policies, which can have applications in other problems related to Markov chains.
LGFeb 7, 2023
Breaking the Curse of Multiagents in a Large State Space: RL in Markov Games with Independent Linear Function ApproximationQiwen 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.
LGJun 1, 2022
Provably Efficient Offline Multi-agent Reinforcement Learning via Strategy-wise BonusQiwen Cui, Simon S. Du
This paper considers offline multi-agent reinforcement learning. We propose the strategy-wise concentration principle which directly builds a confidence interval for the joint strategy, in contrast to the point-wise concentration principle that builds a confidence interval for each point in the joint action space. For two-player zero-sum Markov games, by exploiting the convexity of the strategy-wise bonus, we propose a computationally efficient algorithm whose sample complexity enjoys a better dependency on the number of actions than the prior methods based on the point-wise bonus. Furthermore, for offline multi-agent general-sum Markov games, based on the strategy-wise bonus and a novel surrogate function, we give the first algorithm whose sample complexity only scales $\sum_{i=1}^mA_i$ where $A_i$ is the action size of the $i$-th player and $m$ is the number of players. In sharp contrast, the sample complexity of methods based on the point-wise bonus would scale with the size of the joint action space $Π_{i=1}^m A_i$ due to the curse of multiagents. Lastly, all of our algorithms can naturally take a pre-specified strategy class $Π$ as input and output a strategy that is close to the best strategy in $Π$. In this setting, the sample complexity only scales with $\log |Π|$ instead of $\sum_{i=1}^mA_i$.
LGFeb 20, 2023
Over-Parameterization Exponentially Slows Down Gradient Descent for Learning a Single NeuronWeihang Xu, Simon S. Du
We revisit the problem of learning a single neuron with ReLU activation under Gaussian input with square loss. We particularly focus on the over-parameterization setting where the student network has $n\ge 2$ neurons. We prove the global convergence of randomly initialized gradient descent with a $O\left(T^{-3}\right)$ rate. This is the first global convergence result for this problem beyond the exact-parameterization setting ($n=1$) in which the gradient descent enjoys an $\exp(-Ω(T))$ rate. Perhaps surprisingly, we further present an $Ω\left(T^{-3}\right)$ lower bound for randomly initialized gradient flow in the over-parameterization setting. These two bounds jointly give an exact characterization of the convergence rate and imply, for the first time, that over-parameterization can exponentially slow down the convergence rate. To prove the global convergence, we need to tackle the interactions among student neurons in the gradient descent dynamics, which are not present in the exact-parameterization case. We use a three-phase structure to analyze GD's dynamics. Along the way, we prove gradient descent automatically balances student neurons, and use this property to deal with the non-smoothness of the objective function. To prove the convergence rate lower bound, we construct a novel potential function that characterizes the pairwise distances between the student neurons (which cannot be done in the exact-parameterization case). We show this potential function converges slowly, which implies the slow convergence rate of the loss function.
GTJun 4, 2022
Learning in Congestion Games with Bandit FeedbackQiwen Cui, Zhihan Xiong, Maryam Fazel et al.
In this paper, we investigate Nash-regret minimization in congestion games, a class of games with benign theoretical structure and broad real-world applications. We first propose a centralized algorithm based on the optimism in the face of uncertainty principle for congestion games with (semi-)bandit feedback, and obtain finite-sample guarantees. Then we propose a decentralized algorithm via a novel combination of the Frank-Wolfe method and G-optimal design. By exploiting the structure of the congestion game, we show the sample complexity of both algorithms depends only polynomially on the number of players and the number of facilities, but not the size of the action set, which can be exponentially large in terms of the number of facilities. We further define a new problem class, Markov congestion games, which allows us to model the non-stationarity in congestion games. We propose a centralized algorithm for Markov congestion games, whose sample complexity again has only polynomial dependence on all relevant problem parameters, but not the size of the action set.
LGJun 1, 2022
On Gap-dependent Bounds for Offline Reinforcement LearningXinqi Wang, Qiwen Cui, Simon S. Du
This paper presents a systematic study on gap-dependent sample complexity in offline reinforcement learning. Prior work showed when the density ratio between an optimal policy and the behavior policy is upper bounded (the optimal policy coverage assumption), then the agent can achieve an $O\left(\frac{1}{ε^2}\right)$ rate, which is also minimax optimal. We show under the optimal policy coverage assumption, the rate can be improved to $O\left(\frac{1}ε\right)$ when there is a positive sub-optimality gap in the optimal $Q$-function. Furthermore, we show when the visitation probabilities of the behavior policy are uniformly lower bounded for states where an optimal policy's visitation probabilities are positive (the uniform optimal policy coverage assumption), the sample complexity of identifying an optimal policy is independent of $\frac{1}ε$. Lastly, we present nearly-matching lower bounds to complement our gap-dependent upper bounds.
LGJun 5, 2023
Improved Active Multi-Task Representation Learning via LassoYiping Wang, Yifang Chen, Kevin Jamieson et al.
To leverage the copious amount of data from source tasks and overcome the scarcity of the target task samples, representation learning based on multi-task pretraining has become a standard approach in many applications. However, up until now, most existing works design a source task selection strategy from a purely empirical perspective. Recently, \citet{chen2022active} gave the first active multi-task representation learning (A-MTRL) algorithm which adaptively samples from source tasks and can provably reduce the total sample complexity using the L2-regularized-target-source-relevance parameter $ν^2$. But their work is theoretically suboptimal in terms of total source sample complexity and is less practical in some real-world scenarios where sparse training source task selection is desired. In this paper, we address both issues. Specifically, we show the strict dominance of the L1-regularized-relevance-based ($ν^1$-based) strategy by giving a lower bound for the $ν^2$-based strategy. When $ν^1$ is unknown, we propose a practical algorithm that uses the LASSO program to estimate $ν^1$. Our algorithm successfully recovers the optimal result in the known case. In addition to our sample complexity results, we also characterize the potential of our $ν^1$-based strategy in sample-cost-sensitive settings. Finally, we provide experiments on real-world computer vision datasets to illustrate the effectiveness of our proposed method.
LGOct 19, 2022
On the Power of Pre-training for Generalization in RL: Provable Benefits and HardnessHaotian Ye, Xiaoyu Chen, Liwei Wang et al.
Generalization in Reinforcement Learning (RL) aims to learn an agent during training that generalizes to the target environment. This paper studies RL generalization from a theoretical aspect: how much can we expect pre-training over training environments to be helpful? When the interaction with the target environment is not allowed, we certify that the best we can obtain is a near-optimal policy in an average sense, and we design an algorithm that achieves this goal. Furthermore, when the agent is allowed to interact with the target environment, we give a surprising result showing that asymptotically, the improvement from pre-training is at most a constant factor. On the other hand, in the non-asymptotic regime, we design an efficient algorithm and prove a distribution-based regret bound in the target environment that is independent of the state-action space.
LGJun 12, 2023
A Black-box Approach for Non-stationary Multi-agent Reinforcement LearningHaozhe Jiang, Qiwen Cui, Zhihan Xiong et al.
We investigate learning the equilibria in non-stationary multi-agent systems and address the challenges that differentiate multi-agent learning from single-agent learning. Specifically, we focus on games with bandit feedback, where testing an equilibrium can result in substantial regret even when the gap to be tested is small, and the existence of multiple optimal solutions (equilibria) in stationary games poses extra challenges. To overcome these obstacles, we propose a versatile black-box approach applicable to a broad spectrum of problems, such as general-sum games, potential games, and Markov games, when equipped with appropriate learning and testing oracles for stationary environments. Our algorithms can achieve $\widetilde{O}\left(Δ^{1/4}T^{3/4}\right)$ regret when the degree of nonstationarity, as measured by total variation $Δ$, is known, and $\widetilde{O}\left(Δ^{1/5}T^{4/5}\right)$ regret when $Δ$ is unknown, where $T$ is the number of rounds. Meanwhile, our algorithm inherits the favorable dependence on number of agents from the oracles. As a side contribution that may be independent of interest, we show how to test for various types of equilibria by a black-box reduction to single-agent learning, which includes Nash equilibria, correlated equilibria, and coarse correlated equilibria.
LGJun 15, 2023
Active Representation Learning for General Task Space with Applications in RoboticsYifang Chen, Yingbing Huang, Simon S. Du et al.
Representation learning based on multi-task pretraining has become a powerful approach in many domains. In particular, task-aware representation learning aims to learn an optimal representation for a specific target task by sampling data from a set of source tasks, while task-agnostic representation learning seeks to learn a universal representation for a class of tasks. In this paper, we propose a general and versatile algorithmic and theoretic framework for \textit{active representation learning}, where the learner optimally chooses which source tasks to sample from. This framework, along with a tractable meta algorithm, allows most arbitrary target and source task spaces (from discrete to continuous), covers both task-aware and task-agnostic settings, and is compatible with deep representation learning practices. We provide several instantiations under this framework, from bilinear and feature-based nonlinear to general nonlinear cases. In the bilinear case, by leveraging the non-uniform spectrum of the task representation and the calibrated source-target relevance, we prove that the sample complexity to achieve $\varepsilon$-excess risk on target scales with $ (k^*)^2 \|v^*\|_2^2 \varepsilon^{-2}$ where $k^*$ is the effective dimension of the target and $\|v^*\|_2^2 \in (0,1]$ represents the connection between source and target space. Compared to the passive one, this can save up to $\frac{1}{d_W}$ of sample complexity, where $d_W$ is the task space dimension. Finally, we demonstrate different instantiations of our meta algorithm in synthetic datasets and robotics problems, from pendulum simulations to real-world drone flight datasets. On average, our algorithms outperform baselines by $20\%-70\%$.
LGSep 29, 2024
The Crucial Role of Samplers in Online Direct Preference OptimizationRuizhe Shi, Runlong Zhou, Simon S. Du · tsinghua
Direct Preference Optimization (DPO) has emerged as a stable, scalable, and efficient solution for language model alignment. Despite its empirical success, the optimization properties, particularly the impact of samplers on its convergence rates, remain under-explored. In this paper, we provide a rigorous analysis of DPO's convergence rates with different sampling strategies under the exact gradient setting, revealing a surprising separation: uniform sampling achieves $\textbf{linear}$ convergence, while our proposed online sampler achieves $\textbf{quadratic}$ convergence. We further adapt the sampler to practical settings by incorporating posterior distributions and logit mixing, demonstrating improvements over previous methods. For example, it outperforms vanilla DPO by over $7.4$% on Safe-RLHF dataset. Our results not only offer insights into the theoretical understanding of DPO but also pave the way for further algorithm designs.
96.8LGApr 7
Understanding the Performance Gap in Preference Learning: A Dichotomy of RLHF and DPORuizhe Shi, Minhak Song, Runlong Zhou et al. · tsinghua
We present a fine-grained theoretical analysis of the performance gap between reinforcement learning from human feedback (RLHF) and direct preference optimization (DPO) under a representation gap. Our study decomposes this gap into two sources: an explicit representation gap under exact optimization and an implicit representation gap under finite samples. In the exact optimization setting, we characterize how the relative capacities of the reward and policy model classes influence the final policy qualities. We show that RLHF, DPO, or online DPO can outperform one another depending on type of model mis-specifications. Notably, online DPO can outperform both RLHF and standard DPO when the reward and policy model classes are isomorphic and both mis-specified. In the approximate optimization setting, we provide a concrete construction where the ground-truth reward is implicitly sparse and show that RLHF requires significantly fewer samples than DPO to recover an effective reward model, highlighting a statistical advantage of two-stage learning. Together, these results provide a comprehensive understanding of the performance gap between RLHF and DPO under various settings, and offer practical insights into when each method is preferred.
GTOct 24, 2022
Offline congestion games: How feedback type affects data coverage requirementHaozhe Jiang, Qiwen Cui, Zhihan Xiong et al.
This paper investigates when one can efficiently recover an approximate Nash Equilibrium (NE) in offline congestion games. The existing dataset coverage assumption in offline general-sum games inevitably incurs a dependency on the number of actions, which can be exponentially large in congestion games. We consider three different types of feedback with decreasing revealed information. Starting from the facility-level (a.k.a., semi-bandit) feedback, we propose a novel one-unit deviation coverage condition and give a pessimism-type algorithm that can recover an approximate NE. For the agent-level (a.k.a., bandit) feedback setting, interestingly, we show the one-unit deviation coverage condition is not sufficient. On the other hand, we convert the game to multi-agent linear bandits and show that with a generalized data coverage assumption in offline linear bandits, we can efficiently recover the approximate NE. Lastly, we consider a novel type of feedback, the game-level feedback where only the total reward from all agents is revealed. Again, we show the coverage assumption for the agent-level feedback setting is insufficient in the game-level feedback setting, and with a stronger version of the data coverage assumption for linear bandits, we can recover an approximate NE. Together, our results constitute the first study of offline congestion games and imply formal separations between different types of feedback.
LGOct 31, 2023
Unleashing the Power of Pre-trained Language Models for Offline Reinforcement LearningRuizhe Shi, Yuyao Liu, Yanjie Ze et al.
Offline reinforcement learning (RL) aims to find a near-optimal policy using pre-collected datasets. In real-world scenarios, data collection could be costly and risky; therefore, offline RL becomes particularly challenging when the in-domain data is limited. Given recent advances in Large Language Models (LLMs) and their few-shot learning prowess, this paper introduces $\textbf{La}$nguage Models for $\textbf{Mo}$tion Control ($\textbf{LaMo}$), a general framework based on Decision Transformers to effectively use pre-trained Language Models (LMs) for offline RL. Our framework highlights four crucial components: (1) Initializing Decision Transformers with sequentially pre-trained LMs, (2) employing the LoRA fine-tuning method, in contrast to full-weight fine-tuning, to combine the pre-trained knowledge from LMs and in-domain knowledge effectively, (3) using the non-linear MLP transformation instead of linear projections, to generate embeddings, and (4) integrating an auxiliary language prediction loss during fine-tuning to stabilize the LMs and retain their original abilities on languages. Empirical results indicate $\textbf{LaMo}$ achieves excellent performance in sparse-reward tasks and closes the gap between value-based offline RL methods and decision transformers in dense-reward tasks. In particular, our method demonstrates superior performance in scenarios with limited data samples.
LGJul 5, 2024
Understanding the Gains from Repeated Self-DistillationDivyansh Pareek, Simon S. Du, Sewoong Oh · uw
Self-Distillation is a special type of knowledge distillation where the student model has the same architecture as the teacher model. Despite using the same architecture and the same training data, self-distillation has been empirically observed to improve performance, especially when applied repeatedly. For such a process, there is a fundamental question of interest: How much gain is possible by applying multiple steps of self-distillation? To investigate this relative gain, we propose studying the simple but canonical task of linear regression. Our analysis shows that the excess risk achieved by multi-step self-distillation can significantly improve upon a single step of self-distillation, reducing the excess risk by a factor as large as $d$, where $d$ is the input dimension. Empirical results on regression tasks from the UCI repository show a reduction in the learnt model's risk (MSE) by up to 47%.
LGDec 31, 2025
Unregularized Linear Convergence in Zero-Sum Game from Preference FeedbackShulun Chen, Runlong Zhou, Zihan Zhang et al. · tsinghua
Aligning large language models (LLMs) with human preferences has proven effective for enhancing model capabilities, yet standard preference modeling using the Bradley-Terry model assumes transitivity, overlooking the inherent complexity of human population preferences. Nash learning from human feedback (NLHF) addresses this by framing non-transitive preferences as a two-player zero-sum game, where alignment reduces to finding the Nash equilibrium (NE). However, existing algorithms typically rely on regularization, incurring unavoidable bias when computing the duality gap in the original game. In this work, we provide the first convergence guarantee for Optimistic Multiplicative Weights Update ($\mathtt{OMWU}$) in NLHF, showing that it achieves last-iterate linear convergence after a burn-in phase whenever an NE with full support exists, with an instance-dependent linear convergence rate to the original NE, measured by duality gaps. Compared to prior results in Wei et al. (2020), we do not require the assumption of NE uniqueness. Our analysis identifies a novel marginal convergence behavior, where the probability of rarely played actions grows exponentially from exponentially small values, enabling exponentially better dependence on instance-dependent constants than prior results. Experiments corroborate the theoretical strengths of $\mathtt{OMWU}$ in both tabular and neural policy classes, demonstrating its potential for LLM applications.
LGFeb 20, 2024Code
Reflect-RL: Two-Player Online RL Fine-Tuning for LMsRunlong Zhou, Simon S. Du, Beibin Li · tsinghua
As language models (LMs) demonstrate their capabilities in various fields, their application to tasks requiring multi-round interactions has become increasingly popular. These tasks usually have complex dynamics, so supervised fine-tuning (SFT) on a limited offline dataset does not yield good performance. However, only a few works attempted to directly train the LMs within interactive decision-making environments. We aim to create an effective approach to fine-tune LMs with online reinforcement learning (RL) in these environments. We propose Reflect-RL, a two-player system to fine-tune an LM using SFT and online RL, where a frozen reflection model (player) assists the policy model (player). To generate data for the warm-up SFT stage, we use negative example generation to enhance the error-correction ability of the reflection model. Furthermore, we designed single-prompt action enumeration and applied curriculum learning to allow the policy model to learn more efficiently. Empirically, we verify that Reflect-RL outperforms SFT and online RL without reflection. Testing results indicate GPT-2 XL 1.56B fine-tuned with Reflect-RL outperforms larger open-source LMs, such as Mistral 7B. The benchmarks, dataset, and code involved in this work are publicly available: https://github.com/zhourunlong/Reflect-RL.
LGOct 3, 2023
How Over-Parameterization Slows Down Gradient Descent in Matrix Sensing: The Curses of Symmetry and InitializationNuoya Xiong, Lijun Ding, Simon S. Du
This paper rigorously shows how over-parameterization changes the convergence behaviors of gradient descent (GD) for the matrix sensing problem, where the goal is to recover an unknown low-rank ground-truth matrix from near-isotropic linear measurements. First, we consider the symmetric setting with the symmetric parameterization where $M^* \in \mathbb{R}^{n \times n}$ is a positive semi-definite unknown matrix of rank $r \ll n$, and one uses a symmetric parameterization $XX^\top$ to learn $M^*$. Here $X \in \mathbb{R}^{n \times k}$ with $k > r$ is the factor matrix. We give a novel $Ω(1/T^2)$ lower bound of randomly initialized GD for the over-parameterized case ($k >r$) where $T$ is the number of iterations. This is in stark contrast to the exact-parameterization scenario ($k=r$) where the convergence rate is $\exp (-Ω(T))$. Next, we study asymmetric setting where $M^* \in \mathbb{R}^{n_1 \times n_2}$ is the unknown matrix of rank $r \ll \min\{n_1,n_2\}$, and one uses an asymmetric parameterization $FG^\top$ to learn $M^*$ where $F \in \mathbb{R}^{n_1 \times k}$ and $G \in \mathbb{R}^{n_2 \times k}$. Building on prior work, we give a global exact convergence result of randomly initialized GD for the exact-parameterization case ($k=r$) with an $\exp (-Ω(T))$ rate. Furthermore, we give the first global exact convergence result for the over-parameterization case ($k>r$) with an $\exp(-Ω(α^2 T))$ rate where $α$ is the initialization scale. This linear convergence result in the over-parameterization case is especially significant because one can apply the asymmetric parameterization to the symmetric setting to speed up from $Ω(1/T^2)$ to linear convergence. On the other hand, we propose a novel method that only modifies one step of GD and obtains a convergence rate independent of $α$, recovering the rate in the exact-parameterization case.
LGMar 10, 2024Code
Distributional Successor Features Enable Zero-Shot Policy OptimizationChuning Zhu, Xinqi Wang, Tyler Han et al.
Intelligent agents must be generalists, capable of quickly adapting to various tasks. In reinforcement learning (RL), model-based RL learns a dynamics model of the world, in principle enabling transfer to arbitrary reward functions through planning. However, autoregressive model rollouts suffer from compounding error, making model-based RL ineffective for long-horizon problems. Successor features offer an alternative by modeling a policy's long-term state occupancy, reducing policy evaluation under new rewards to linear regression. Yet, zero-shot policy optimization for new tasks with successor features can be challenging. This work proposes a novel class of models, i.e., Distributional Successor Features for Zero-Shot Policy Optimization (DiSPOs), that learn a distribution of successor features of a stationary dataset's behavior policy, along with a policy that acts to realize different successor features achievable within the dataset. By directly modeling long-term outcomes in the dataset, DiSPOs avoid compounding error while enabling a simple scheme for zero-shot policy optimization across reward functions. We present a practical instantiation of DiSPOs using diffusion models and show their efficacy as a new class of transferable models, both theoretically and empirically across various simulated robotics problems. Videos and code available at https://weirdlabuw.github.io/dispo/.
80.2SEMay 13
PBT-Bench: Benchmarking AI Agents on Property-Based TestingLucas Jing, Xinqi Wang, Liao Zhang et al.
Existing code benchmarks measure whether an agent can produce any test that reproduces a known bug, or whether it can produce a patch that fixes a described issue. Neither isolates the distinct skill of property-based testing: deriving a semantic invariant from documentation, and then constructing an input-generation strategy precise enough to make a random search reveal the violation. We introduce PBT-Bench, a benchmark of 100 curated property-based testing problems across 40 real Python libraries. Each problem injects one or more semantic bugs (365 in total, mean 3.65 per problem) designed so that default-strategy random inputs almost never trigger them; the agent must read the library's documentation, identify the relevant invariant, and specify a Hypothesis @given strategy that concentrates mass in the trigger region. Bugs are stratified across three difficulty levels (L1-L3) spanning single-constraint boundary bugs to stateful, cross-function protocol violations. We evaluate eight contemporary LLMs under two prompting regimes (open-ended baseline vs. explicit Hypothesis scaffolding) for three independent runs per configuration. Bug recall under the PBT-guided prompt ranges from 42.1% to 83.4% across models; under the open-ended baseline, from 31.4% to 76.7%. Hypothesis scaffolding lifts mid-capability models by over 20 percentage points, but yields smaller gains for the strongest models, with two exceptions showing degradation, suggesting the structured prompt can interfere with certain model behaviours rather than complementing them. The hardest bugs prove model-specific: different architectures fail on different problems, leaving persistent gaps that no single model closes. We release the benchmark, harness, and full evaluation corpus to support downstream work on documentation-grounded semantic reasoning.
LGDec 16, 2025
Understanding the Gain from Data Filtering in Multimodal Contrastive LearningDivyansh Pareek, Sewoong Oh, Simon S. Du
The success of modern multimodal representation learning relies on internet-scale datasets. Due to the low quality of a large fraction of raw web data, data curation has become a critical step in the training pipeline. Filtering using a trained model (i.e., teacher-based filtering) has emerged as a successful solution, leveraging a pre-trained model to compute quality scores. To explain the empirical success of teacher-based filtering, we characterize the performance of filtered contrastive learning under the standard bimodal data generation model. Denoting $η\in(0,1]$ as the fraction of data with correctly matched modalities among $n$ paired samples, we utilize a linear contrastive learning setup to show a provable benefit of data filtering: $(i)$ the error without filtering is upper and lower bounded by $\frac{1}{η\sqrt{n}}$, and $(ii)$ the error with teacher-based filtering is upper bounded by $\frac{1}{\sqrt{ηn}}$ in the large $η$ regime, and by $\frac{1}{\sqrt{n}}$ in the small $η$ regime.
96.8LGMay 9
MLS-Bench: A Holistic and Rigorous Assessment of AI Systems on Building Better AIBohan Lyu, Yucheng Yang, Siqiao Huang et al.
Modern AI progress has been driven by ML methods that are generalizable across settings and scalable to larger regimes. As large language models demonstrate advanced capabilities in reasoning, coding, and engineering tasks, it is increasingly important to understand whether they can discover such methods rather than only apply existing ones. We introduce MLS-Bench, a benchmark for evaluating whether AI systems can invent generalizable and scalable ML methods. MLS-Bench contains 140 tasks across 12 domains, each requiring an agent to improve one targeted component of an ML system or algorithm and demonstrate that the improvement generalizes across controlled settings and scales. We find that current agents remain far from reliably surpassing human-designed methods, and that engineering-style tuning is easier for them than genuine method invention. We further study the effects of test-time scaling, adaptive compute allocation, and context provision on agents' discovery performance, together with case studies of their behavior. Our analyses suggest that the bottleneck is not only in proposing new methods, but also in the scientific insight needed to plan, validate, and scale claims about them. More search, compute, or context alone does not remove this bottleneck. We build and maintain a community platform for cumulative and comparable iteration, and release the data and code at https://mls-bench.com.
62.8LGMar 30
FeDMRA: Federated Incremental Learning with Dynamic Memory Replay AllocationTiantian Wang, Xiang Xiang, Simon S. Du
In federated healthcare systems, Federated Class-Incremental Learning (FCIL) has emerged as a key paradigm, enabling continuous adaptive model learning among distributed clients while safeguarding data privacy. However, in practical applications, data across agent nodes within the distributed framework often exhibits non-independent and identically distributed (non-IID) characteristics, rendering traditional continual learning methods inapplicable. To address these challenges, this paper covers more comprehensive incremental task scenarios and proposes a dynamic memory allocation strategy for exemplar storage based on the data replay mechanism. This strategy fully taps into the inherent potential of data heterogeneity, while taking into account the performance fairness of all participating clients, thereby establishing a balanced and adaptive solution to mitigate catastrophic forgetting. Unlike the fixed allocation of client exemplar memory, the proposed scheme emphasizes the rational allocation of limited storage resources among clients to improve model performance. Furthermore, extensive experiments are conducted on three medical image datasets, and the results demonstrate significant performance improvements compared to existing baseline models.
CLJan 12, 2024
An Experimental Design Framework for Label-Efficient Supervised Finetuning of Large Language ModelsGantavya Bhatt, Yifang Chen, Arnav M. Das et al. · uw
Supervised finetuning (SFT) on instruction datasets has played a crucial role in achieving the remarkable zero-shot generalization capabilities observed in modern large language models (LLMs). However, the annotation efforts required to produce high quality responses for instructions are becoming prohibitively expensive, especially as the number of tasks spanned by instruction datasets continues to increase. Active learning is effective in identifying useful subsets of samples to annotate from an unlabeled pool, but its high computational cost remains a barrier to its widespread applicability in the context of LLMs. To mitigate the annotation cost of SFT and circumvent the computational bottlenecks of active learning, we propose using experimental design. Experimental design techniques select the most informative samples to label, and typically maximize some notion of uncertainty and/or diversity. In our work, we implement a framework that evaluates several existing and novel experimental design techniques and find that these methods consistently yield significant gains in label efficiency with little computational overhead. On generative tasks, our methods achieve the same generalization performance with only $50\%$ of annotation cost required by random sampling.
LGDec 8, 2023
Optimal Multi-Distribution LearningZihan Zhang, Wenhao Zhan, Yuxin Chen et al.
Multi-distribution learning (MDL), which seeks to learn a shared model that minimizes the worst-case risk across $k$ distinct data distributions, has emerged as a unified framework in response to the evolving demand for robustness, fairness, multi-group collaboration, etc. Achieving data-efficient MDL necessitates adaptive sampling, also called on-demand sampling, throughout the learning process. However, there exist substantial gaps between the state-of-the-art upper and lower bounds on the optimal sample complexity. Focusing on a hypothesis class of Vapnik-Chervonenkis (VC) dimension d, we propose a novel algorithm that yields an varepsilon-optimal randomized hypothesis with a sample complexity on the order of (d+k)/varepsilon^2 (modulo some logarithmic factor), matching the best-known lower bound. Our algorithmic ideas and theory are further extended to accommodate Rademacher classes. The proposed algorithms are oracle-efficient, which access the hypothesis class solely through an empirical risk minimization oracle. Additionally, we establish the necessity of randomization, revealing a large sample size barrier when only deterministic hypotheses are permitted. These findings resolve three open problems presented in COLT 2023 (i.e., citet[Problems 1, 3 and 4]{awasthi2023sample}).
LGNov 21, 2024
Learning to Cooperate with Humans using Generative AgentsYancheng Liang, Daphne Chen, Abhishek Gupta et al.
Training agents that can coordinate zero-shot with humans is a key mission in multi-agent reinforcement learning (MARL). Current algorithms focus on training simulated human partner policies which are then used to train a Cooperator agent. The simulated human is produced either through behavior cloning over a dataset of human cooperation behavior, or by using MARL to create a population of simulated agents. However, these approaches often struggle to produce a Cooperator that can coordinate well with real humans, since the simulated humans fail to cover the diverse strategies and styles employed by people in the real world. We show \emph{learning a generative model of human partners} can effectively address this issue. Our model learns a latent variable representation of the human that can be regarded as encoding the human's unique strategy, intention, experience, or style. This generative model can be flexibly trained from any (human or neural policy) agent interaction data. By sampling from the latent space, we can use the generative model to produce different partners to train Cooperator agents. We evaluate our method -- \textbf{G}enerative \textbf{A}gent \textbf{M}odeling for \textbf{M}ulti-agent \textbf{A}daptation (GAMMA) -- on Overcooked, a challenging cooperative cooking game that has become a standard benchmark for zero-shot coordination. We conduct an evaluation with real human teammates, and the results show that GAMMA consistently improves performance, whether the generative model is trained on simulated populations or human datasets. Further, we propose a method for posterior sampling from the generative model that is biased towards the human data, enabling us to efficiently improve performance with only a small amount of expensive human interaction data.
LGMar 11, 2025
Extragradient Preference Optimization (EGPO): Beyond Last-Iterate Convergence for Nash Learning from Human FeedbackRunlong Zhou, Maryam Fazel, Simon S. Du · tsinghua
Reinforcement learning from human feedback (RLHF) has become essential for improving language model capabilities, but traditional approaches rely on the assumption that human preferences follow a transitive Bradley-Terry model. This assumption fails to capture the non-transitive nature of populational human preferences. Nash learning from human feedback (NLHF), targeting non-transitive preferences, is a problem of computing the Nash equilibrium (NE) of the two-player constant-sum game defined by the human preference. We introduce Extragradient preference optimization (EGPO), a novel algorithm for NLHF achieving last-iterate linear convergence to the NE of KL-regularized games and polynomial convergence to the NE of original games, while being robust to noise. Unlike previous approaches that rely on nested optimization, we derive an equivalent implementation using gradients of an online variant of the identity preference optimization (IPO) loss, enabling more faithful implementation for neural networks. Our empirical evaluations demonstrate EGPO's superior performance over baseline methods when training for the same number of epochs, as measured by pairwise win-rates using the ground truth preference. These results validate both the theoretical strengths and practical advantages of EGPO for language model alignment with non-transitive human preferences.
MAApr 17, 2025
Cross-environment Cooperation Enables Zero-shot Multi-agent CoordinationKunal Jha, Wilka Carvalho, Yancheng Liang et al.
Zero-shot coordination (ZSC), the ability to adapt to a new partner in a cooperative task, is a critical component of human-compatible AI. While prior work has focused on training agents to cooperate on a single task, these specialized models do not generalize to new tasks, even if they are highly similar. Here, we study how reinforcement learning on a distribution of environments with a single partner enables learning general cooperative skills that support ZSC with many new partners on many new problems. We introduce two Jax-based, procedural generators that create billions of solvable coordination challenges. We develop a new paradigm called Cross-Environment Cooperation (CEC), and show that it outperforms competitive baselines quantitatively and qualitatively when collaborating with real people. Our findings suggest that learning to collaborate across many unique scenarios encourages agents to develop general norms, which prove effective for collaboration with different partners. Together, our results suggest a new route toward designing generalist cooperative agents capable of interacting with humans without requiring human data.
LGNov 26, 2024
Anytime Acceleration of Gradient DescentZihan Zhang, Jason D. Lee, Simon S. Du et al.
This work investigates stepsize-based acceleration of gradient descent with {\em anytime} convergence guarantees. For smooth (non-strongly) convex optimization, we propose a stepsize schedule that allows gradient descent to achieve convergence guarantees of $O(T^{-1.119})$ for any stopping time $T$, where the stepsize schedule is predetermined without prior knowledge of the stopping time. This result provides an affirmative answer to a COLT open problem \citep{kornowski2024open} regarding whether stepsize-based acceleration can yield anytime convergence rates of $o(T^{-1})$. We further extend our theory to yield anytime convergence guarantees of $\exp(-Ω(T/κ^{0.893}))$ for smooth and strongly convex optimization, with $κ$ being the condition number.
GTFeb 12, 2024
Learning Optimal Tax Design in Nonatomic Congestion GamesQiwen Cui, Maryam Fazel, Simon S. Du
In multiplayer games, self-interested behavior among the players can harm the social welfare. Tax mechanisms are a common method to alleviate this issue and induce socially optimal behavior. In this work, we take the initial step of learning the optimal tax that can maximize social welfare with limited feedback in congestion games. We propose a new type of feedback named \emph{equilibrium feedback}, where the tax designer can only observe the Nash equilibrium after deploying a tax plan. Existing algorithms are not applicable due to the exponentially large tax function space, nonexistence of the gradient, and nonconvexity of the objective. To tackle these challenges, we design a computationally efficient algorithm that leverages several novel components: (1) a piece-wise linear tax to approximate the optimal tax; (2) extra linear terms to guarantee a strongly convex potential function; (3) an efficient subroutine to find the exploratory tax that can provide critical information about the game. The algorithm can find an $ε$-optimal tax with $O(βF^2/ε)$ sample complexity, where $β$ is the smoothness of the cost function and $F$ is the number of facilities.
LGMar 15, 2024
Horizon-Free Regret for Linear Markov Decision ProcessesZihan Zhang, Jason D. Lee, Yuxin Chen et al.
A recent line of works showed regret bounds in reinforcement learning (RL) can be (nearly) independent of planning horizon, a.k.a.~the horizon-free bounds. However, these regret bounds only apply to settings where a polynomial dependency on the size of transition model is allowed, such as tabular Markov Decision Process (MDP) and linear mixture MDP. We give the first horizon-free bound for the popular linear MDP setting where the size of the transition model can be exponentially large or even uncountable. In contrast to prior works which explicitly estimate the transition model and compute the inhomogeneous value functions at different time steps, we directly estimate the value functions and confidence sets. We obtain the horizon-free bound by: (1) maintaining multiple weighted least square estimators for the value functions; and (2) a structural lemma which shows the maximal total variation of the inhomogeneous value functions is bounded by a polynomial factor of the feature dimension.
LGFeb 11, 2024
Refined Sample Complexity for Markov Games with Independent Linear Function ApproximationYan Dai, Qiwen Cui, Simon S. Du · tsinghua
Markov Games (MG) is an important model for Multi-Agent Reinforcement Learning (MARL). It was long believed that the "curse of multi-agents" (i.e., the algorithmic performance drops exponentially with the number of agents) is unavoidable until several recent works (Daskalakis et al., 2023; Cui et al., 2023; Wang et al., 2023). While these works resolved the curse of multi-agents, when the state spaces are prohibitively large and (linear) function approximations are deployed, they either had a slower convergence rate of $O(T^{-1/4})$ or brought a polynomial dependency on the number of actions $A_{\max}$ -- which is avoidable in single-agent cases even when the loss functions can arbitrarily vary with time. This paper first refines the AVLPR framework by Wang et al. (2023), with an insight of designing *data-dependent* (i.e., stochastic) pessimistic estimation of the sub-optimality gap, allowing a broader choice of plug-in algorithms. When specialized to MGs with independent linear function approximations, we propose novel *action-dependent bonuses* to cover occasionally extreme estimation errors. With the help of state-of-the-art techniques from the single-agent RL literature, we give the first algorithm that tackles the curse of multi-agents, attains the optimal $O(T^{-1/2})$ convergence rate, and avoids $\text{poly}(A_{\max})$ dependency simultaneously.
AIApr 21, 2025
Improving Human-AI Coordination through Online Adversarial Training and Generative ModelsParesh Chaudhary, Yancheng Liang, Daphne Chen et al.
Being able to cooperate with diverse humans is an important component of many economically valuable AI tasks, from household robotics to autonomous driving. However, generalizing to novel humans requires training on data that captures the diversity of human behaviors. Adversarial training is a promising method that allows dynamic data generation and ensures that agents are robust. It creates a feedback loop where the agent's performance influences the generation of new adversarial data, which can be used immediately to train the agent. However, adversarial training is difficult to apply in a cooperative task; how can we train an adversarial cooperator? We propose a novel strategy that combines a pretrained generative model to simulate valid cooperative agent policies with adversarial training to maximize regret. We call our method GOAT: Generative Online Adversarial Training. In this framework, the GOAT dynamically searches the latent space of the generative model for coordination strategies where the learning policy, the Cooperator agent, underperforms. GOAT enables better generalization by exposing the Cooperator to various challenging interaction scenarios. We maintain realistic coordination strategies by keeping the generative model frozen, thus avoiding adversarial exploitation. We evaluate GOAT with real human partners, and the results demonstrate state of the art performance on the Overcooked benchmark, highlighting its effectiveness in generalizing to diverse human behaviors.
LGJun 29, 2024
Toward Global Convergence of Gradient EM for Over-Parameterized Gaussian Mixture ModelsWeihang Xu, Maryam Fazel, Simon S. Du
We study the gradient Expectation-Maximization (EM) algorithm for Gaussian Mixture Models (GMM) in the over-parameterized setting, where a general GMM with $n>1$ components learns from data that are generated by a single ground truth Gaussian distribution. While results for the special case of 2-Gaussian mixtures are well-known, a general global convergence analysis for arbitrary $n$ remains unresolved and faces several new technical barriers since the convergence becomes sub-linear and non-monotonic. To address these challenges, we construct a novel likelihood-based convergence analysis framework and rigorously prove that gradient EM converges globally with a sublinear rate $O(1/\sqrt{t})$. This is the first global convergence result for Gaussian mixtures with more than $2$ components. The sublinear convergence rate is due to the algorithmic nature of learning over-parameterized GMM with gradient EM. We also identify a new emerging technical challenge for learning general over-parameterized GMM: the existence of bad local regions that can trap gradient EM for an exponential number of steps.
LGJun 27, 2024
Decoding-Time Language Model Alignment with Multiple ObjectivesRuizhe Shi, Yifang Chen, Yushi Hu et al.
Aligning language models (LMs) to human preferences has emerged as a critical pursuit, enabling these models to better serve diverse user needs. Existing methods primarily focus on optimizing LMs for a single reward function, limiting their adaptability to varied objectives. Here, we propose $\textbf{multi-objective decoding (MOD)}$, a decoding-time algorithm that outputs the next token from a linear combination of predictions of all base models, for any given weightings over different objectives. We exploit a common form among a family of $f$-divergence regularized alignment approaches (such as PPO, DPO, and their variants) to identify a closed-form solution by Legendre transform, and derive an efficient decoding strategy. Theoretically, we show why existing approaches can be sub-optimal even in natural settings and obtain optimality guarantees for our method. Empirical results demonstrate the effectiveness of the algorithm. For example, compared to a parameter-merging baseline, MOD achieves 12.8% overall reward improvement when equally optimizing towards $3$ objectives. Moreover, we experiment with MOD on combining three fully-finetuned LLMs of different model sizes, each aimed at different objectives such as safety, coding, and general user preference. Unlike traditional methods that require careful curation of a mixture of datasets to achieve comprehensive improvement, we can quickly experiment with preference weightings using MOD to find the best combination of models. Our best combination reduces toxicity on Toxigen to nearly 0% and achieves 7.9--33.3% improvement across other three metrics ($\textit{i.e.}$, Codex@1, GSM-COT, BBH-COT).