Kevin Jamieson

LG
h-index14
80papers
6,138citations
Novelty64%
AI Score62

80 Papers

55.1MLMay 29
Batched Stochastic Linear Bandits with 1-Bit Communication Constraints

Ivan Lau, Daniel McMorrow, Kevin Jamieson et al.

We study stochastic linear bandits under a natural combination of batching and communication constraints: the time horizon is partitioned into batches of equal size $B$, and during each batch the learner sends $B$ requested arm pulls to an agent, who then observes the corresponding $B$ rewards and responds with a single bit of feedback to the learner. For each batch, the learner specifies the 1-bit quantization rule the agent uses, which may depend on all previously received bits but not on any past rewards directly. This setting addresses a significant yet unexplored ``middle ground'' between previous models having per-round quantization only or total bit budgets only. We establish a minimax lower bound showing that $Ω(B\min\{d,\log\lvert \mathcal{A} \rvert\})$ regret is unavoidable due to the 1-bit communication bottleneck, even in the absence of noise. Combined with standard statistical limits, this yields a general lower bound of $\widetildeΩ(B\min\{d,\log\lvert \mathcal{A} \rvert\} + \sqrt{dT \min\{d,\log\lvert \mathcal{A} \rvert\}})$. We develop two phased-elimination algorithms based on $G$-optimal designs and 1-bit mean estimation. The first achieves $\widetilde{O}(dB + d\sqrt{T})$ regret, matching the lower bound up to logarithmic factors when $\lvert \mathcal{A} \rvert = \exp(Ω(d))$, and the second incorporates a safe-arm identification and warm-start procedure to obtain $\widetilde{O}(B\log\lvert \mathcal{A} \rvert + d^{3/2}\sqrt{B} + \sqrt{dT\log\lvert \mathcal{A} \rvert})$ regret, which is near-optimal in broad scaling regimes of $(\lvert \mathcal{A} \rvert, B, d, T)$. Together, our results demonstrate that a single bit of feedback per batch suffices to nearly match the minimax regret of unconstrained linear bandits in broad scaling regimes, even for batch sizes as large as $Θ(\sqrt{T})$.

LGJun 16, 2023Code
LabelBench: A Comprehensive Framework for Benchmarking Adaptive Label-Efficient Learning

Jifan Zhang, Yifang Chen, Gregory Canal et al. · uw

Labeled data are critical to modern machine learning applications, but obtaining labels can be expensive. To mitigate this cost, machine learning methods, such as transfer learning, semi-supervised learning and active learning, aim to be label-efficient: achieving high predictive performance from relatively few labeled examples. While obtaining the best label-efficiency in practice often requires combinations of these techniques, existing benchmark and evaluation frameworks do not capture a concerted combination of all such techniques. This paper addresses this deficiency by introducing LabelBench, a new computationally-efficient framework for joint evaluation of multiple label-efficient learning techniques. As an application of LabelBench, we introduce a novel benchmark of state-of-the-art active learning methods in combination with semi-supervised learning for fine-tuning pretrained vision transformers. Our benchmark demonstrates better label-efficiencies than previously reported in active learning. LabelBench's modular codebase is open-sourced for the broader community to contribute label-efficient learning methods and benchmarks. The repository can be found at: https://github.com/EfficientTraining/LabelBench.

LGJun 5, 2023
Improved Active Multi-Task Representation Learning via Lasso

Yiping 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.

LGJul 6, 2022
Instance-Dependent Near-Optimal Policy Identification in Linear MDPs via Online Experiment Design

Andrew Wagenmaker, Kevin Jamieson

While much progress has been made in understanding the minimax sample complexity of reinforcement learning (RL) -- the complexity of learning on the "worst-case" instance -- such measures of complexity often do not capture the true difficulty of learning. In practice, on an "easy" instance, we might hope to achieve a complexity far better than that achievable on the worst-case instance. In this work we seek to understand the "instance-dependent" complexity of learning near-optimal policies (PAC RL) in the setting of RL with linear function approximation. We propose an algorithm, \textsc{Pedel}, which achieves a fine-grained instance-dependent measure of complexity, the first of its kind in the RL with function approximation setting, thereby capturing the difficulty of learning on each particular problem instance. Through an explicit example, we show that \textsc{Pedel} yields provable gains over low-regret, minimax-optimal algorithms and that such algorithms are unable to hit the instance-optimal rate. Our approach relies on a novel online experiment design-based procedure which focuses the exploration budget on the "directions" most relevant to learning a near-optimal policy, and may be of independent interest.

LGJun 15, 2023
Optimal Exploration for Model-Based RL in Nonlinear Systems

Andrew Wagenmaker, Guanya Shi, Kevin Jamieson

Learning to control unknown nonlinear dynamical systems is a fundamental problem in reinforcement learning and control theory. A commonly applied approach is to first explore the environment (exploration), learn an accurate model of it (system identification), and then compute an optimal controller with the minimum cost on this estimated system (policy optimization). While existing work has shown that it is possible to learn a uniformly good model of the system~\citep{mania2020active}, in practice, if we aim to learn a good controller with a low cost on the actual system, certain system parameters may be significantly more critical than others, and we therefore ought to focus our exploration on learning such parameters. In this work, we consider the setting of nonlinear dynamical systems and seek to formally quantify, in such settings, (a) which parameters are most relevant to learning a good controller, and (b) how we can best explore so as to minimize uncertainty in such parameters. Inspired by recent work in linear systems~\citep{wagenmaker2021task}, we show that minimizing the controller loss in nonlinear systems translates to estimating the system parameters in a particular, task-dependent metric. Motivated by this, we develop an algorithm able to efficiently explore the system to reduce uncertainty in this metric, and prove a lower bound showing that our approach learns a controller at a near-instance-optimal rate. Our algorithm relies on a general reduction from policy optimization to optimal experiment design in arbitrary systems, and may be of independent interest. We conclude with experiments demonstrating the effectiveness of our method in realistic nonlinear robotic systems.

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

Zhaoqi Li, Lillian Ratliff, Houssam Nassif et al.

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

LGJun 22, 2022
Active Learning with Safety Constraints

Romain Camilleri, Andrew Wagenmaker, Jamie Morgenstern et al.

Active learning methods have shown great promise in reducing the number of samples necessary for learning. As automated learning systems are adopted into real-time, real-world decision-making pipelines, it is increasingly important that such algorithms are designed with safety in mind. In this work we investigate the complexity of learning the best safe decision in interactive environments. We reduce this problem to a constrained linear bandits problem, where our goal is to find the best arm satisfying certain (unknown) safety constraints. We propose an adaptive experimental design-based algorithm, which we show efficiently trades off between the difficulty of showing an arm is unsafe vs suboptimal. To our knowledge, our results are the first on best-arm identification in linear bandits with safety constraints. In practice, we demonstrate that this approach performs well on synthetic and real world datasets.

LGJun 15, 2023
Active Representation Learning for General Task Space with Applications in Robotics

Yifang 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 $20\%-70\%$.

ROSep 23, 2023
Pick Planning Strategies for Large-Scale Package Manipulation

Shuai Li, Azarakhsh Keipour, Kevin Jamieson et al.

Automating warehouse operations can reduce logistics overhead costs, ultimately driving down the final price for consumers, increasing the speed of delivery, and enhancing the resiliency to market fluctuations. This extended abstract showcases a large-scale package manipulation from unstructured piles in Amazon Robotics' Robot Induction (Robin) fleet, which is used for picking and singulating up to 6 million packages per day and so far has manipulated over 2 billion packages. It describes the various heuristic methods developed over time and their successor, which utilizes a pick success predictor trained on real production data. To the best of the authors' knowledge, this work is the first large-scale deployment of learned pick quality estimation methods in a real production system.

GTMar 19, 2023
Instance-dependent Sample Complexity Bounds for Zero-sum Matrix Games

Arnab Maiti, Kevin Jamieson, Lillian J. Ratliff

We study the sample complexity of identifying an approximate equilibrium for two-player zero-sum $n\times 2$ matrix games. That is, in a sequence of repeated game plays, how many rounds must the two players play before reaching an approximate equilibrium (e.g., Nash)? We derive instance-dependent bounds that define an ordering over game matrices that captures the intuition that the dynamics of some games converge faster than others. Specifically, we consider a stochastic observation model such that when the two players choose actions $i$ and $j$, respectively, they both observe each other's played actions and a stochastic observation $X_{ij}$ such that $\mathbb E[ X_{ij}] = A_{ij}$. To our knowledge, our work is the first case of instance-dependent lower bounds on the number of rounds the players must play before reaching an approximate equilibrium in the sense that the number of rounds depends on the specific properties of the game matrix $A$ as well as the desired accuracy. We also prove a converse statement: there exist player strategies that achieve this lower bound.

LGJun 22, 2023
On the Limitations and Possibilities of Nash Regret Minimization in Zero-Sum Matrix Games under Noisy Feedback

Arnab Maiti, Kevin Jamieson, Lillian J. Ratliff

This paper studies a variant of two-player zero-sum matrix games, where, at each timestep, the row player selects row $i$, the column player selects column $j$, and the row player receives a noisy reward with expected value $A_{i,j}$, along with noisy feedback on the input matrix $A$. The row player's goal is to maximize their total reward against an adversarial column player. Nash regret, defined as the difference between the player's total reward and the game's Nash equilibrium value scaled by the time horizon $T$, is often used to evaluate algorithmic performance in zero-sum games. We begin by studying the limitations of existing algorithms for minimizing Nash regret. We show that standard algorithm--including Hedge, FTRL, and OMD--as well as the strategy of playing the Nash equilibrium of the empirical matrix--all incur $Ω(\sqrt{T})$ Nash regret, even when the row player receives noisy feedback on the entire matrix $A$. Furthermore, we show that UCB for matrix games, a natural adaptation of the well-known bandit algorithm, also suffers $Ω(\sqrt{T})$ Nash regret under bandit feedback. Notably, these lower bounds hold even in the simplest case of $2 \times 2$ matrix games, where the instance-dependent matrix parameters are constant. We next ask whether instance-dependent $\text{polylog}(T)$ Nash regret is achievable against adversarial opponents. We answer this affirmatively. In the full-information setting, we present the first algorithm for general $n \times m$ matrix games that achieves instance-dependent $\text{polylog}(T)$ Nash regret. In the bandit feedback setting, we design an algorithm with similar guarantees for the special case of $2 \times 2$ game--the same regime in which existing algorithms provably suffer $Ω(\sqrt{T})$ regret despite the simplicity of the instance. Finally, we validate our theoretical results with empirical evidence.

57.0LGMay 26
Near-Optimal Regret in Adversarial Kernel Bandits

Yu-Jie Zhang, Hao Qiu, Jonathan Scarlett et al.

We study the adversarial kernel bandit problem, in which the loss at each round is induced by an arbitrary bounded element of a reproducing kernel Hilbert space (RKHS). We propose an exponential-weights algorithm built on a regularized importance-weighted loss estimator, together with an explicit correction term that cancels the bias introduced by the regularization. Our main result bounds the regret by $\widetilde{O}\big(\sqrt{T\, d_*(λ)\,\log|{X}|}\big)$, where $d_*(λ)$ is a widely-adopted notion of effective dimension that captures the complexity of the kernel. Up to logarithmic factors, this matches the known rate achieved in the related stochastic kernel bandit problem. A notable application is the Matérn$(ν,d)$ kernel with smoothness parameter $ν$ on $\mathbb{R}^d$, for which our bound specializes to $\widetilde{O}\big(T^{(ν+d)/(2ν+d)}\big)$, improving over the best-known prior rate of Chatterji et al. [2019] while simultaneously removing the rank-one adversary assumption required by their analysis. Moreover, this rate is the same as the known optimal rate for stochastic kernel bandits, and also matches a lower bound from concurrent work up to a $\log T$ factor.

LGJul 2, 2024
Cost-Effective Proxy Reward Model Construction with On-Policy and Active Learning

Yifang Chen, Shuohang Wang, Ziyi Yang et al.

Reinforcement learning with human feedback (RLHF), as a widely adopted approach in current large language model pipelines, is \textit{bottlenecked by the size of human preference data}. While traditional methods rely on offline preference dataset constructions, recent approaches have shifted towards online settings, where a learner uses a small amount of labeled seed data and a large pool of unlabeled prompts to iteratively construct new preference data through self-generated responses and high-quality reward/preference feedback. However, most current online algorithms still focus on preference labeling during policy model updating with given feedback oracles, which incurs significant expert query costs. \textit{We are the first to explore cost-effective proxy reward oracles construction strategies for further labeling preferences or rewards with extremely limited labeled data and expert query budgets}. Our approach introduces two key innovations: (1) on-policy query to avoid OOD and imbalance issues in seed data, and (2) active learning to select the most informative data for preference queries. Using these methods, we train a evaluation model with minimal expert-labeled data, which then effectively labels nine times more preference pairs for further RLHF training. For instance, our model using Direct Preference Optimization (DPO) gains around over 1% average improvement on AlpacaEval2, MMLU-5shot and MMLU-0shot, with only 1.7K query cost. Our methodology is orthogonal to other direct expert query-based strategies and therefore might be integrated with them to further reduce query costs.

LGJul 27, 2023
A/B Testing and Best-arm Identification for Linear Bandits with Robustness to Non-stationarity

Zhihan Xiong, Romain Camilleri, Maryam Fazel et al.

We investigate the fixed-budget best-arm identification (BAI) problem for linear bandits in a potentially non-stationary environment. Given a finite arm set $\mathcal{X}\subset\mathbb{R}^d$, a fixed budget $T$, and an unpredictable sequence of parameters $\left\lbraceθ_t\right\rbrace_{t=1}^{T}$, an algorithm will aim to correctly identify the best arm $x^* := \arg\max_{x\in\mathcal{X}}x^\top\sum_{t=1}^{T}θ_t$ with probability as high as possible. Prior work has addressed the stationary setting where $θ_t = θ_1$ for all $t$ and demonstrated that the error probability decreases as $\exp(-T /ρ^*)$ for a problem-dependent constant $ρ^*$. But in many real-world $A/B/n$ multivariate testing scenarios that motivate our work, the environment is non-stationary and an algorithm expecting a stationary setting can easily fail. For robust identification, it is well-known that if arms are chosen randomly and non-adaptively from a G-optimal design over $\mathcal{X}$ at each time then the error probability decreases as $\exp(-TΔ^2_{(1)}/d)$, where $Δ_{(1)} = \min_{x \neq x^*} (x^* - x)^\top \frac{1}{T}\sum_{t=1}^T θ_t$. As there exist environments where $Δ_{(1)}^2/ d \ll 1/ ρ^*$, we are motivated to propose a novel algorithm $\mathsf{P1}$-$\mathsf{RAGE}$ that aims to obtain the best of both worlds: robustness to non-stationarity and fast rates of identification in benign settings. We characterize the error probability of $\mathsf{P1}$-$\mathsf{RAGE}$ and demonstrate empirically that the algorithm indeed never performs worse than G-optimal design but compares favorably to the best algorithms in the stationary setting.

LGMar 3
Minimax Optimal Strategy for Delayed Observations in Online Reinforcement Learning

Harin Lee, Kevin Jamieson

We study reinforcement learning with delayed state observation, where the agent observes the current state after some random number of time steps. We propose an algorithm that combines the augmentation method and the upper confidence bound approach. For tabular Markov decision processes (MDPs), we derive a regret bound of $\tilde{\mathcal{O}}(H \sqrt{D_{\max} SAK})$, where $S$ and $A$ are the cardinalities of the state and action spaces, $H$ is the time horizon, $K$ is the number of episodes, and $D_{\max}$ is the maximum length of the delay. We also provide a matching lower bound up to logarithmic factors, showing the optimality of our approach. Our analytical framework formulates this problem as a special case of a broader class of MDPs, where their transition dynamics decompose into a known component and an unknown but structured component. We establish general results for this abstract setting, which may be of independent interest.

LGOct 25, 2023
Near-Optimal Pure Exploration in Matrix Games: A Generalization of Stochastic Bandits & Dueling Bandits

Arnab Maiti, Ross Boczar, Kevin Jamieson et al.

We study the sample complexity of identifying the pure strategy Nash equilibrium (PSNE) in a two-player zero-sum matrix game with noise. Formally, we are given a stochastic model where any learner can sample an entry $(i,j)$ of the input matrix $A\in[-1,1]^{n\times m}$ and observe $A_{i,j}+η$ where $η$ is a zero-mean 1-sub-Gaussian noise. The aim of the learner is to identify the PSNE of $A$, whenever it exists, with high probability while taking as few samples as possible. Zhou et al. (2017) presents an instance-dependent sample complexity lower bound that depends only on the entries in the row and column in which the PSNE lies. We design a near-optimal algorithm whose sample complexity matches the lower bound, up to log factors. The problem of identifying the PSNE also generalizes the problem of pure exploration in stochastic multi-armed bandits and dueling bandits, and our result matches the optimal bounds, up to log factors, in both the settings.

87.2LGMay 15
On the Power of Adaptivity for $\varepsilon$-Best Arm Identification in Linear Bandits

Arnab Maiti, Yunbei Xu, Kevin Jamieson

We study the minimax sample complexity of $\varepsilon$-best arm identification in linear bandits. Given a compact action set $\mathcal{X}$ that spans $\mathbb{R}^d$ and an unknown reward vector $θ\in\mathbb{R}^d$, the goal is to output an arm $\widehat{x}\in\mathcal{X}$ such that $\langle \widehat{x},θ\rangle \ge \max_{x\in\mathcal{X}} \langle x,θ\rangle - \varepsilon$ with probability at least $1-δ$, using as few samples as possible. First, we present a non-adaptive fixed-design method with sample complexity $\mathcal{O}\!\left(\frac{d\log(1/δ)}{\varepsilon^2}+\frac{w(\mathcal{X})^2}{\varepsilon^2}\right)$, where $w(\mathcal{X})$ is a Gaussian width term dependent on $\mathcal{X}$, and we prove a matching lower bound $Ω\!\left(\frac{d\log(1/δ)}{\varepsilon^2}+\frac{w(\mathcal{X})^2}{\varepsilon^2}\right)$ for all non-adaptive fixed-design methods. We then turn to adaptive sampling. We raise an important structural question: beyond the canonical basis, are there structured action sets for which adaptivity yields only logarithmic-factor improvements over the optimal non-adaptive rate? We answer in the affirmative for several natural action sets, namely the hypercube, the $\ell_2$ ball, $m$-sets, and multi-task multi-armed bandits. Finally, we provide the first construction of an action set $\mathcal{X}$ for which adaptivity yields a polynomial-factor improvement over every non-adaptive algorithm. A key ingredient behind this separation is an $\ell_2$-norm estimation subroutine: we design an adaptive algorithm that uses $\mathcal{O}\!\left(\frac{d\log(1/δ)}{\varepsilon^2}\right)$ samples from the unit $\ell_2$ ball in $\mathbb{R}^d$ and outputs an estimate $\widehat r$ satisfying $|\widehat r-\|θ\|_2|\le \varepsilon$ with probability at least $1-δ$, where $θ$ is the unknown reward vector.

MLFeb 24
Efficient Uncoupled Learning Dynamics with $\tilde{O}\!\left(T^{-1/4}\right)$ Last-Iterate Convergence in Bilinear Saddle-Point Problems over Convex Sets under Bandit Feedback

Arnab Maiti, Claire Jie Zhang, Kevin Jamieson et al.

In this paper, we study last-iterate convergence of learning algorithms in bilinear saddle-point problems, a preferable notion of convergence that captures the day-to-day behavior of learning dynamics. We focus on the challenging setting where players select actions from compact convex sets and receive only bandit feedback. Our main contribution is the design of an uncoupled learning algorithm that guarantees last-iterate convergence to the Nash equilibrium with high probability. We establish a convergence rate of $\tilde{O}(T^{-1/4})$ up to polynomial factors in problem parameters. Crucially, our proposed algorithm is computationally efficient, requiring only an efficient linear optimization oracle over the players' compact action sets. The algorithm is obtained by combining techniques from experimental design and the classic Follow-The-Regularized-Leader (FTRL) framework, with a carefully chosen regularizer function tailored to the geometry of the action set of each learner.

GTFeb 25
Revisiting the Bertrand Paradox via Equilibrium Analysis of No-regret Learners

Arnab Maiti, Junyan Liu, Kevin Jamieson et al.

We study the discrete Bertrand pricing game with a non-increasing demand function. The game has $n \ge 2$ players who simultaneously choose prices from the set $\{1/k, 2/k, \ldots, 1\}$, where $k\in\mathbb{N}$. The player who sets the lowest price captures the entire demand; if multiple players tie for the lowest price, they split the demand equally. We study the Bertrand paradox, where classical theory predicts low prices, yet real markets often sustain high prices. To understand this gap, we analyze a repeated-game model in which firms set prices using no-regret learners. Our goal is to characterize the equilibrium outcomes that can arise under different no-regret learning guarantees. We are particularly interested in questions such as whether no-external-regret learners can converge to undesirable high-price outcomes, and how stronger guarantees such as no-swap regret shape the emergence of competitive low-price behavior. We address these and related questions through a theoretical analysis, complemented by experiments that support the theory and reveal surprising phenomena for no-swap regret learners.

MLOct 9, 2023
Optimal Exploration is no harder than Thompson Sampling

Zhaoqi Li, Kevin Jamieson, Lalit Jain

Given a set of arms $\mathcal{Z}\subset \mathbb{R}^d$ and an unknown parameter vector $θ_\ast\in\mathbb{R}^d$, the pure exploration linear bandit problem aims to return $\arg\max_{z\in \mathcal{Z}} z^{\top}θ_{\ast}$, with high probability through noisy measurements of $x^{\top}θ_{\ast}$ with $x\in \mathcal{X}\subset \mathbb{R}^d$. Existing (asymptotically) optimal methods require either a) potentially costly projections for each arm $z\in \mathcal{Z}$ or b) explicitly maintaining a subset of $\mathcal{Z}$ under consideration at each time. This complexity is at odds with the popular and simple Thompson Sampling algorithm for regret minimization, which just requires access to a posterior sampling and argmax oracle, and does not need to enumerate $\mathcal{Z}$ at any point. Unfortunately, Thompson sampling is known to be sub-optimal for pure exploration. In this work, we pose a natural question: is there an algorithm that can explore optimally and only needs the same computational primitives as Thompson Sampling? We answer the question in the affirmative. We provide an algorithm that leverages only sampling and argmax oracles and achieves an exponential convergence rate, with the exponent being the optimal among all possible allocations asymptotically. In addition, we show that our algorithm can be easily implemented and performs as well empirically as existing asymptotically optimal methods.

LGOct 27, 2023
Nearly Minimax Optimal Submodular Maximization with Bandit Feedback

Artin Tajdini, Lalit Jain, Kevin Jamieson

We consider maximizing an unknown monotonic, submodular set function $f: 2^{[n]} \rightarrow [0,1]$ with cardinality constraint under stochastic bandit feedback. At each time $t=1,\dots,T$ the learner chooses a set $S_t \subset [n]$ with $|S_t| \leq k$ and receives reward $f(S_t) + η_t$ where $η_t$ is mean-zero sub-Gaussian noise. The objective is to minimize the learner's regret with respect to an approximation of the maximum $f(S_*)$ with $|S_*| = k$, obtained through robust greedy maximization of $f$. To date, the best regret bound in the literature scales as $k n^{1/3} T^{2/3}$. And by trivially treating every set as a unique arm one deduces that $\sqrt{ {n \choose k} T }$ is also achievable using standard multi-armed bandit algorithms. In this work, we establish the first minimax lower bound for this setting that scales like $\tildeΩ(\min_{L \le k}(L^{1/3}n^{1/3}T^{2/3} + \sqrt{{n \choose k - L}T}))$. For a slightly restricted algorithm class, we prove a stronger regret lower bound of $\tildeΩ(\min_{L \le k}(Ln^{1/3}T^{2/3} + \sqrt{{n \choose k - L}T}))$. Moreover, we propose an algorithm Sub-UCB that achieves regret $\tilde{\mathcal{O}}(\min_{L \le k}(Ln^{1/3}T^{2/3} + \sqrt{{n \choose k - L}T}))$ capable of matching the lower bound on regret for the restricted class up to logarithmic factors.

25.6MLMar 11
On The Complexity of Best-Arm Identification in Non-Stationary Linear Bandits

Leo Maynard-Zhang, Zhihan Xiong, Kevin Jamieson et al.

We study the fixed-budget best-arm identification (BAI) problem in non-stationary linear bandits. Concretely, given a fixed time budget $T\in \mathbb{N}$, finite arm set $\mathcal{X} \subset \mathbb{R}^d$, and a potentially adversarial sequence of unknown parameters $\lbrace θ_t\rbrace_{t=1}^{T}$ (hence non-stationary), a learner aims to identify the arm with the largest cumulative reward $x_* = \arg\max_{x \in \mathcal{X}} x^\top\sum_{t=1}^T θ_t$ with high probability. In this setting, it is well-known that uniformly sampling arms from the G-optimal design yields a minimax-optimal error probability of $\exp\left(-Θ\left(T / H_{G}\right)\right)$, where $H_{G}$ scales proportionally with the dimension $d$. However, this notion of complexity is overly pessimistic, as it is derived from a lower bound in which the arm set consists only of the standard basis vectors, thus masking any potential advantages arising from arm sets with richer geometric structure. To address this, we establish an arm-set-dependent lower bound that, in contrast, holds for any arm set. Motivated by the ideas underlying our lower bound, we propose the Adjacent-optimal design, a specialization of the well-known $\mathcal{X}\mathcal{Y}$-optimal design, and develop the $\textsf{Adjacent-BAI}$ algorithm. We prove that the error probability of $\textsf{Adjacent-BAI}$ matches our lower bound up to constants, verifying the tightness of our lower bound, and establishing the arm-set-dependent complexity of this setting.

43.4LGMay 5
Optimal Posterior Sampling for Policy Identification in Tabular Markov Decision Processes

Cyrille Kone, Kevin Jamieson

We study the $(\varepsilon, δ)$-PAC policy identification problem in finite-horizon episodic Markov Decision Processes. Existing approaches provide finite-time guarantees for approximate settings ($\varepsilon>0$) but suffer from high computational cost, rendering them hard to implement, and also suffer from suboptimal dependence on $\log(1/δ)$. We propose a randomized and computationally efficient algorithm for best policy identification that combines posterior sampling with an online learning algorithm to guide exploration in the MDP. Our method achieves asymptotic optimality in sample complexity, also in terms of posterior contraction rate, and runs in $O(S^2AH)$ per episode, matching standard model-based approaches. Unlike prior algorithms such as MOCA and PEDEL, our guarantees remain meaningful in the asymptotic regime and avoid sub-optimal polynomial dependence on $\log(1/δ)$. Our results provide both theoretical insights and practical tools for efficient policy identification in tabular MDPs.

CLJan 12, 2024
An Experimental Design Framework for Label-Efficient Supervised Finetuning of Large Language Models

Gantavya 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.

LGOct 26, 2024
Overcoming the Sim-to-Real Gap: Leveraging Simulation to Learn to Explore for Real-World RL

Andrew Wagenmaker, Kevin Huang, Liyiming Ke et al.

In order to mitigate the sample complexity of real-world reinforcement learning, common practice is to first train a policy in a simulator where samples are cheap, and then deploy this policy in the real world, with the hope that it generalizes effectively. Such \emph{direct sim2real} transfer is not guaranteed to succeed, however, and in cases where it fails, it is unclear how to best utilize the simulator. In this work, we show that in many regimes, while direct sim2real transfer may fail, we can utilize the simulator to learn a set of \emph{exploratory} policies which enable efficient exploration in the real world. In particular, in the setting of low-rank MDPs, we show that coupling these exploratory policies with simple, practical approaches -- least-squares regression oracles and naive randomized exploration -- yields a polynomial sample complexity in the real world, an exponential improvement over direct sim2real transfer, or learning without access to a simulator. To the best of our knowledge, this is the first evidence that simulation transfer yields a provable gain in reinforcement learning in settings where direct sim2real transfer fails. We validate our theoretical results on several realistic robotic simulators and a real-world robotic sim2real task, demonstrating that transferring exploratory policies can yield substantial gains in practice as well.

LGFeb 3, 2024
Variance Alignment Score: A Simple But Tough-to-Beat Data Selection Method for Multimodal Contrastive Learning

Yiping Wang, Yifang Chen, Wendan Yan et al.

In recent years, data selection has emerged as a core issue for large-scale visual-language model pretraining, especially on noisy web-curated datasets. One widely adopted strategy assigns quality scores such as CLIP similarity for each sample and retains the data pairs with the highest scores. However, these approaches are agnostic of data distribution and always fail to select the most informative samples. To solve this problem, we propose a simple yet theoretically principled metric named Variance Alignment Score (VAS), which has the form $\langle Σ_{\text{test}}, Σ_i\rangle$. Here, $Σ_{\text{test}}$ represents the target (cross-)covariance matrix we aim to align, potentially based on prior knowledge, while $Σ_i$ denotes the tensor product of single or multi-modal representations for the $i$-th sample. We further design a new data selection method that maximizes the total VAS. We provide theoretical analysis in a simplified setting to demonstrate the theoretical advantage of VAS over random or other existing data selection. Experimentally, applying VAS and CLIP scores together can outperform baselines by a margin of $1.3\%$ average on 38 evaluation sets for noisy dataset DataComp and $2.5\%$ on VTAB for high-quality dataset CC12M. Additionally, our ablation study also shows visual features are better than text for calculating VAS, and the related classical experimental design methods may fail under this context.

LGApr 1, 2025
Efficient Near-Optimal Algorithm for Online Shortest Paths in Directed Acyclic Graphs with Bandit Feedback Against Adaptive Adversaries

Arnab Maiti, Zhiyuan Fan, Kevin Jamieson et al.

In this paper, we study the online shortest path problem in directed acyclic graphs (DAGs) under bandit feedback against an adaptive adversary. Given a DAG $G = (V, E)$ with a source node $v_{\mathsf{s}}$ and a sink node $v_{\mathsf{t}}$, let $X \subseteq \{0,1\}^{|E|}$ denote the set of all paths from $v_{\mathsf{s}}$ to $v_{\mathsf{t}}$. At each round $t$, we select a path $\mathbf{x}_t \in X$ and receive bandit feedback on our loss $\langle \mathbf{x}_t, \mathbf{y}_t \rangle \in [-1,1]$, where $\mathbf{y}_t$ is an adversarially chosen loss vector. Our goal is to minimize regret with respect to the best path in hindsight over $T$ rounds. We propose the first computationally efficient algorithm to achieve a near-minimax optimal regret bound of $\tilde O(\sqrt{|E|T\log |X|})$ with high probability against any adaptive adversary, where $\tilde O(\cdot)$ hides logarithmic factors in the number of edges $|E|$. Our algorithm leverages a novel loss estimator and a centroid-based decomposition in a nontrivial manner to attain this regret bound. As an application, we show that our algorithm for DAGs provides state-of-the-art efficient algorithms for $m$-sets, extensive-form games, the Colonel Blotto game, shortest walks in directed graphs, hypercubes, and multi-task multi-armed bandits, achieving improved high-probability regret guarantees in all these settings.

NCDec 3, 2024
Active learning of neural population dynamics using two-photon holographic optogenetics

Andrew Wagenmaker, Lu Mi, Marton Rozsa et al.

Recent advances in techniques for monitoring and perturbing neural populations have greatly enhanced our ability to study circuits in the brain. In particular, two-photon holographic optogenetics now enables precise photostimulation of experimenter-specified groups of individual neurons, while simultaneous two-photon calcium imaging enables the measurement of ongoing and induced activity across the neural population. Despite the enormous space of potential photostimulation patterns and the time-consuming nature of photostimulation experiments, very little algorithmic work has been done to determine the most effective photostimulation patterns for identifying the neural population dynamics. Here, we develop methods to efficiently select which neurons to stimulate such that the resulting neural responses will best inform a dynamical model of the neural population activity. Using neural population responses to photostimulation in mouse motor cortex, we demonstrate the efficacy of a low-rank linear dynamical systems model, and develop an active learning procedure which takes advantage of low-rank structure to determine informative photostimulation patterns. We demonstrate our approach on both real and synthetic data, obtaining in some cases as much as a two-fold reduction in the amount of data required to reach a given predictive power. Our active stimulation design method is based on a novel active learning procedure for low-rank regression, which may be of independent interest.

LGDec 13, 2023
Fair Active Learning in Low-Data Regimes

Romain Camilleri, Andrew Wagenmaker, Jamie Morgenstern et al.

In critical machine learning applications, ensuring fairness is essential to avoid perpetuating social inequities. In this work, we address the challenges of reducing bias and improving accuracy in data-scarce environments, where the cost of collecting labeled data prohibits the use of large, labeled datasets. In such settings, active learning promises to maximize marginal accuracy gains of small amounts of labeled data. However, existing applications of active learning for fairness fail to deliver on this, typically requiring large labeled datasets, or failing to ensure the desired fairness tolerance is met on the population distribution. To address such limitations, we introduce an innovative active learning framework that combines an exploration procedure inspired by posterior sampling with a fair classification subroutine. We demonstrate that this framework performs effectively in very data-scarce regimes, maximizing accuracy while satisfying fairness constraints with high probability. We evaluate our proposed approach using well-established real-world benchmark datasets and compare it against state-of-the-art methods, demonstrating its effectiveness in producing fair models, and improvement over existing methods.

LGOct 20, 2025
Adapting to Stochastic and Adversarial Losses in Episodic MDPs with Aggregate Bandit Feedback

Shinji Ito, Kevin Jamieson, Haipeng Luo et al.

We study online learning in finite-horizon episodic Markov decision processes (MDPs) under the challenging aggregate bandit feedback model, where the learner observes only the cumulative loss incurred in each episode, rather than individual losses at each state-action pair. While prior work in this setting has focused exclusively on worst-case analysis, we initiate the study of best-of-both-worlds (BOBW) algorithms that achieve low regret in both stochastic and adversarial environments. We propose the first BOBW algorithms for episodic tabular MDPs with aggregate bandit feedback. In the case of known transitions, our algorithms achieve $O(\log T)$ regret in stochastic settings and ${O}(\sqrt{T})$ regret in adversarial ones. Importantly, we also establish matching lower bounds, showing the optimality of our algorithms in this setting. We further extend our approach to unknown-transition settings by incorporating confidence-based techniques. Our results rely on a combination of FTRL over occupancy measures, self-bounding techniques, and new loss estimators inspired by recent advances in online shortest path problems. Along the way, we also provide the first individual-gap-dependent lower bounds and demonstrate near-optimal BOBW algorithms for shortest path problems with bandit feedback.

LGJun 5, 2025
Improved Regret Bounds for Linear Bandits with Heavy-Tailed Rewards

Artin Tajdini, Jonathan Scarlett, Kevin Jamieson

We study stochastic linear bandits with heavy-tailed rewards, where the rewards have a finite $(1+ε)$-absolute central moment bounded by $\upsilon$ for some $ε\in (0,1]$. We improve both upper and lower bounds on the minimax regret compared to prior work. When $\upsilon = \mathcal{O}(1)$, the best prior known regret upper bound is $\tilde{\mathcal{O}}(d T^{\frac{1}{1+ε}})$. While a lower with the same scaling has been given, it relies on a construction using $\upsilon = \mathcal{O}(d)$, and adapting the construction to the bounded-moment regime with $\upsilon = \mathcal{O}(1)$ yields only a $Ω(d^{\fracε{1+ε}} T^{\frac{1}{1+ε}})$ lower bound. This matches the known rate for multi-armed bandits and is generally loose for linear bandits, in particular being $\sqrt{d}$ below the optimal rate in the finite-variance case ($ε= 1$). We propose a new elimination-based algorithm guided by experimental design, which achieves regret $\tilde{\mathcal{O}}(d^{\frac{1+3ε}{2(1+ε)}} T^{\frac{1}{1+ε}})$, thus improving the dependence on $d$ for all $ε\in (0,1)$ and recovering a known optimal result for $ε= 1$. We also establish a lower bound of $Ω(d^{\frac{2ε}{1+ε}} T^{\frac{1}{1+ε}})$, which strictly improves upon the multi-armed bandit rate and highlights the hardness of heavy-tailed linear bandit problems. For finite action sets, we derive similarly improved upper and lower bounds for regret. Finally, we provide action set dependent regret upper bounds showing that for some geometries, such as $l_p$-norm balls for $p \le 1 + ε$, we can further reduce the dependence on $d$, and we can handle infinite-dimensional settings via the kernel trick, in particular establishing new regret bounds for the Matérn kernel that are the first to be sublinear for all $ε\in (0, 1]$.

GTMay 29, 2025
Learning to Incentivize in Repeated Principal-Agent Problems with Adversarial Agent Arrivals

Junyan Liu, Arnab Maiti, Artin Tajdini et al.

We initiate the study of a repeated principal-agent problem over a finite horizon $T$, where a principal sequentially interacts with $K\geq 2$ types of agents arriving in an adversarial order. At each round, the principal strategically chooses one of the $N$ arms to incentivize for an arriving agent of unknown type. The agent then chooses an arm based on its own utility and the provided incentive, and the principal receives a corresponding reward. The objective is to minimize regret against the best incentive in hindsight. Without prior knowledge of agent behavior, we show that the problem becomes intractable, leading to linear regret. We analyze two key settings where sublinear regret is achievable. In the first setting, the principal knows the arm each agent type would select greedily for any given incentive. Under this setting, we propose an algorithm that achieves a regret bound of $O(\min\{\sqrt{KT\log N},K\sqrt{T}\})$ and provide a matching lower bound up to a $\log K$ factor. In the second setting, an agent's response varies smoothly with the incentive and is governed by a Lipschitz constant $L\geq 1$. Under this setting, we show that there is an algorithm with a regret bound of $\tilde{O}((LN)^{1/3}T^{2/3})$ and establish a matching lower bound up to logarithmic factors. Finally, we extend our algorithmic results for both settings by allowing the principal to incentivize multiple arms simultaneously in each round.

LGOct 20, 2025
On the Universal Near Optimality of Hedge in Combinatorial Settings

Zhiyuan Fan, Arnab Maiti, Kevin Jamieson et al.

In this paper, we study the classical Hedge algorithm in combinatorial settings. In each round, the learner selects a vector $\boldsymbol{x}_t$ from a set $X \subseteq \{0,1\}^d$, observes a full loss vector $\boldsymbol{y}_t \in \mathbb{R}^d$, and incurs a loss $\langle \boldsymbol{x}_t, \boldsymbol{y}_t \rangle \in [-1,1]$. This setting captures several important problems, including extensive-form games, resource allocation, $m$-sets, online multitask learning, and shortest-path problems on directed acyclic graphs (DAGs). It is well known that Hedge achieves a regret of $O\big(\sqrt{T \log |X|}\big)$ after $T$ rounds of interaction. In this paper, we ask whether Hedge is optimal across all combinatorial settings. To that end, we show that for any $X \subseteq \{0,1\}^d$, Hedge is near-optimal--specifically, up to a $\sqrt{\log d}$ factor--by establishing a lower bound of $Ω\big(\sqrt{T \log(|X|)/\log d}\big)$ that holds for any algorithm. We then identify a natural class of combinatorial sets--namely, $m$-sets with $\log d \leq m \leq \sqrt{d}$--for which this lower bound is tight, and for which Hedge is provably suboptimal by a factor of exactly $\sqrt{\log d}$. At the same time, we show that Hedge is optimal for online multitask learning, a generalization of the classical $K$-experts problem. Finally, we leverage the near-optimality of Hedge to establish the existence of a near-optimal regularizer for online shortest-path problems in DAGs--a setting that subsumes a broad range of combinatorial domains. Specifically, we show that the classical Online Mirror Descent (OMD) algorithm, when instantiated with the dilated entropy regularizer, is iterate-equivalent to Hedge, and therefore inherits its near-optimal regret guarantees for DAGs.

SYSep 15, 2025
High Effort, Low Gain: Fundamental Limits of Active Learning for Linear Dynamical Systems

Nicolas Chatzikiriakos, Kevin Jamieson, Andrea Iannelli

In this work, we consider the problem of identifying an unknown linear dynamical system given a finite hypothesis class. In particular, we analyze the effect of the excitation input on the sample complexity of identifying the true system with high probability. To this end, we present sample complexity lower bounds that capture the choice of the selected excitation input. The sample complexity lower bound gives rise to a system theoretic condition to determine the potential benefit of experiment design. Informed by the analysis of the sample complexity lower bound, we propose a persistent excitation (PE) condition tailored to the considered setting, which we then use to establish sample complexity upper bounds. Notably, the \acs{PE} condition is weaker than in the case of an infinite hypothesis class and allows analyzing different excitation inputs modularly. Crucially, the lower and upper bounds share the same dependency on key problem parameters. Finally, we leverage these insights to propose an active learning algorithm that sequentially excites the system optimally with respect to the current estimate, and provide sample complexity guarantees for the presented algorithm. Concluding simulations showcase the effectiveness of the proposed algorithm.

CLOct 27, 2024
Rethinking Data Synthesis: A Teacher Model Training Recipe with Interpretation

Yifang Chen, David Zhu, Simon Du et al.

Recent advances in large language model (LLM) training have highlighted the need for diverse, high-quality instruction data. Recently, many works are exploring synthetic data generation using LLMs. However, they primarily focus on prompt engineering with standard supervised instruction-finetuned models, which contains a fundamental limitation: these models are optimized for general question-answering/problem-solving rather than data generation. We propose a paradigm shift named \textbf{NOMAD} by investigating how to specifically train models for data generation, demonstrating that this task differs significantly from training a classical LM. We identify two key factors: no-prompt-masked training and proper training set size selection. Our method, NOMAD, shows substantial improvements over baselines, achieving >4\% gains in TriviaQA and >2\% in GSM8K with limited training data. Finally, we offer new insights by interpreting synthetic data through the lenses of "relevance" and "novelty".

LGJun 15, 2024
Humor in AI: Massive Scale Crowd-Sourced Preferences and Benchmarks for Cartoon Captioning

Jifan Zhang, Lalit Jain, Yang Guo et al.

We present a novel multimodal preference dataset for creative tasks, consisting of over 250 million human ratings on more than 2.2 million captions, collected through crowdsourcing rating data for The New Yorker's weekly cartoon caption contest over the past eight years. This unique dataset supports the development and evaluation of multimodal large language models and preference-based fine-tuning algorithms for humorous caption generation. We propose novel benchmarks for judging the quality of model-generated captions, utilizing both GPT4 and human judgments to establish ranking-based evaluation strategies. Our experimental results highlight the limitations of current fine-tuning methods, such as RLHF and DPO, when applied to creative tasks. Furthermore, we demonstrate that even state-of-the-art models like GPT4 and Claude currently underperform top human contestants in generating humorous captions. As we conclude this extensive data collection effort, we release the entire preference dataset to the research community, fostering further advancements in AI humor generation and evaluation.

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

Adhyyan Narang, Andrew Wagenmaker, Lillian Ratliff et al.

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

ROMay 17, 2023
Demonstrating Large-Scale Package Manipulation via Learned Metrics of Pick Success

Shuai Li, Azarakhsh Keipour, Kevin Jamieson et al.

Automating warehouse operations can reduce logistics overhead costs, ultimately driving down the final price for consumers, increasing the speed of delivery, and enhancing the resiliency to workforce fluctuations. The past few years have seen increased interest in automating such repeated tasks but mostly in controlled settings. Tasks such as picking objects from unstructured, cluttered piles have only recently become robust enough for large-scale deployment with minimal human intervention. This paper demonstrates a large-scale package manipulation from unstructured piles in Amazon Robotics' Robot Induction (Robin) fleet, which utilizes a pick success predictor trained on real production data. Specifically, the system was trained on over 394K picks. It is used for singulating up to 5 million packages per day and has manipulated over 200 million packages during this paper's evaluation period. The developed learned pick quality measure ranks various pick alternatives in real-time and prioritizes the most promising ones for execution. The pick success predictor aims to estimate from prior experience the success probability of a desired pick by the deployed industrial robotic arms in cluttered scenes containing deformable and rigid objects with partially known properties. It is a shallow machine learning model, which allows us to evaluate which features are most important for the prediction. An online pick ranker leverages the learned success predictor to prioritize the most promising picks for the robotic arm, which are then assessed for collision avoidance. This learned ranking process is demonstrated to overcome the limitations and outperform the performance of manually engineered and heuristic alternatives. To the best of the authors' knowledge, this paper presents the first large-scale deployment of learned pick quality estimation methods in a real production system.

LGFeb 2, 2022
Active Multi-Task Representation Learning

Yifang Chen, Simon S. Du, Kevin Jamieson

To leverage the power of big 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, choosing which source tasks to include in the multi-task learning has been more art than science. In this paper, we give the first formal study on resource task sampling by leveraging the techniques from active learning. We propose an algorithm that iteratively estimates the relevance of each source task to the target task and samples from each source task based on the estimated relevance. Theoretically, we show that for the linear representation class, to achieve the same error rate, our algorithm can save up to a \textit{number of source tasks} factor in the source task sample complexity, compared with the naive uniform sampling from all source tasks. We also provide experiments on real-world computer vision datasets to illustrate the effectiveness of our proposed method on both linear and convolutional neural network representation classes. We believe our paper serves as an important initial step to bring techniques from active learning to representation learning.

LGJan 26, 2022
Reward-Free RL is No Harder Than Reward-Aware RL in Linear Markov Decision Processes

Andrew Wagenmaker, Yifang Chen, Max Simchowitz et al.

Reward-free reinforcement learning (RL) considers the setting where the agent does not have access to a reward function during exploration, but must propose a near-optimal policy for an arbitrary reward function revealed only after exploring. In the the tabular setting, it is well known that this is a more difficult problem than reward-aware (PAC) RL -- where the agent has access to the reward function during exploration -- with optimal sample complexities in the two settings differing by a factor of $|\mathcal{S}|$, the size of the state space. We show that this separation does not exist in the setting of linear MDPs. We first develop a computationally efficient algorithm for reward-free RL in a $d$-dimensional linear MDP with sample complexity scaling as $\widetilde{\mathcal{O}}(d^2 H^5/ε^2)$. We then show a lower bound with matching dimension-dependence of $Ω(d^2 H^2/ε^2)$, which holds for the reward-aware RL setting. To our knowledge, our approach is the first computationally efficient algorithm to achieve optimal $d$ dependence in linear MDPs, even in the single-reward PAC setting. Our algorithm relies on a novel procedure which efficiently traverses a linear MDP, collecting samples in any given ``feature direction'', and enjoys a sample complexity scaling optimally in the (linear MDP equivalent of the) maximal state visitation probability. We show that this exploration procedure can also be applied to solve the problem of obtaining ``well-conditioned'' covariates in linear MDPs.

LGDec 7, 2021
First-Order Regret in Reinforcement Learning with Linear Function Approximation: A Robust Estimation Approach

Andrew Wagenmaker, Yifang Chen, Max Simchowitz et al.

Obtaining first-order regret bounds -- regret bounds scaling not as the worst-case but with some measure of the performance of the optimal policy on a given instance -- is a core question in sequential decision-making. While such bounds exist in many settings, they have proven elusive in reinforcement learning with large state spaces. In this work we address this gap, and show that it is possible to obtain regret scaling as $\widetilde{\mathcal{O}}(\sqrt{d^3 H^3 \cdot V_1^\star \cdot K} + d^{3.5}H^3\log K )$ in reinforcement learning with large state spaces, namely the linear MDP setting. Here $V_1^\star$ is the value of the optimal policy and $K$ is the number of episodes. We demonstrate that existing techniques based on least squares estimation are insufficient to obtain this result, and instead develop a novel robust self-normalized concentration bound based on the robust Catoni mean estimator, which may be of independent interest.

LGNov 23, 2021
Best Arm Identification with Safety Constraints

Zhenlin Wang, Andrew Wagenmaker, Kevin Jamieson

The best arm identification problem in the multi-armed bandit setting is an excellent model of many real-world decision-making problems, yet it fails to capture the fact that in the real-world, safety constraints often must be met while learning. In this work we study the question of best-arm identification in safety-critical settings, where the goal of the agent is to find the best safe option out of many, while exploring in a way that guarantees certain, initially unknown safety constraints are met. We first analyze this problem in the setting where the reward and safety constraint takes a linear structure, and show nearly matching upper and lower bounds. We then analyze a much more general version of the problem where we only assume the reward and safety constraint can be modeled by monotonic functions, and propose an algorithm in this setting which is guaranteed to learn safely. We conclude with experimental results demonstrating the effectiveness of our approaches in scenarios such as safely identifying the best drug out of many in order to treat an illness.

LGNov 9, 2021
Practical, Provably-Correct Interactive Learning in the Realizable Setting: The Power of True Believers

Julian Katz-Samuels, Blake Mason, Kevin Jamieson et al.

We consider interactive learning in the realizable setting and develop a general framework to handle problems ranging from best arm identification to active classification. We begin our investigation with the observation that agnostic algorithms \emph{cannot} be minimax-optimal in the realizable setting. Hence, we design novel computationally efficient algorithms for the realizable setting that match the minimax lower bound up to logarithmic factors and are general-purpose, accommodating a wide variety of function classes including kernel methods, H{ö}lder smooth functions, and convex functions. The sample complexities of our algorithms can be quantified in terms of well-known quantities like the extended teaching dimension and haystack dimension. However, unlike algorithms based directly on those combinatorial quantities, our algorithms are computationally efficient. To achieve computational efficiency, our algorithms sample from the version space using Monte Carlo "hit-and-run" algorithms instead of maintaining the version space explicitly. Our approach has two key strengths. First, it is simple, consisting of two unifying, greedy algorithms. Second, our algorithms have the capability to seamlessly leverage prior knowledge that is often available and useful in practice. In addition to our new theoretical results, we demonstrate empirically that our algorithms are competitive with Gaussian process UCB methods.

MLNov 2, 2021
Nearly Optimal Algorithms for Level Set Estimation

Blake Mason, Romain Camilleri, Subhojyoti Mukherjee et al.

The level set estimation problem seeks to find all points in a domain ${\cal X}$ where the value of an unknown function $f:{\cal X}\rightarrow \mathbb{R}$ exceeds a threshold $α$. The estimation is based on noisy function evaluations that may be acquired at sequentially and adaptively chosen locations in ${\cal X}$. The threshold value $α$ can either be \emph{explicit} and provided a priori, or \emph{implicit} and defined relative to the optimal function value, i.e. $α= (1-ε)f(x_\ast)$ for a given $ε> 0$ where $f(x_\ast)$ is the maximal function value and is unknown. In this work we provide a new approach to the level set estimation problem by relating it to recent adaptive experimental design methods for linear bandits in the Reproducing Kernel Hilbert Space (RKHS) setting. We assume that $f$ can be approximated by a function in the RKHS up to an unknown misspecification and provide novel algorithms for both the implicit and explicit cases in this setting with strong theoretical guarantees. Moreover, in the linear (kernel) setting, we show that our bounds are nearly optimal, namely, our upper bounds match existing lower bounds for threshold linear bandits. To our knowledge this work provides the first instance-dependent, non-asymptotic upper bounds on sample complexity of level-set estimation that match information theoretic lower bounds.

LGOct 28, 2021
Selective Sampling for Online Best-arm Identification

Romain Camilleri, Zhihan Xiong, Maryam Fazel et al.

This work considers the problem of selective-sampling for best-arm identification. Given a set of potential options $\mathcal{Z}\subset\mathbb{R}^d$, a learner aims to compute with probability greater than $1-δ$, $\arg\max_{z\in \mathcal{Z}} z^{\top}θ_{\ast}$ where $θ_{\ast}$ is unknown. At each time step, a potential measurement $x_t\in \mathcal{X}\subset\mathbb{R}^d$ is drawn IID and the learner can either choose to take the measurement, in which case they observe a noisy measurement of $x^{\top}θ_{\ast}$, or to abstain from taking the measurement and wait for a potentially more informative point to arrive in the stream. Hence the learner faces a fundamental trade-off between the number of labeled samples they take and when they have collected enough evidence to declare the best arm and stop sampling. The main results of this work precisely characterize this trade-off between labeled samples and stopping time and provide an algorithm that nearly-optimally achieves the minimal label complexity given a desired stopping time. In addition, we show that the optimal decision rule has a simple geometric form based on deciding whether a point is in an ellipse or not. Finally, our framework is general enough to capture binary classification improving upon previous works.

LGAug 5, 2021
Beyond No Regret: Instance-Dependent PAC Reinforcement Learning

Andrew Wagenmaker, Max Simchowitz, Kevin Jamieson

The theory of reinforcement learning has focused on two fundamental problems: achieving low regret, and identifying $ε$-optimal policies. While a simple reduction allows one to apply a low-regret algorithm to obtain an $ε$-optimal policy and achieve the worst-case optimal rate, it is unknown whether low-regret algorithms can obtain the instance-optimal rate for policy identification. We show this is not possible -- there exists a fundamental tradeoff between achieving low regret and identifying an $ε$-optimal policy at the instance-optimal rate. Motivated by our negative finding, we propose a new measure of instance-dependent sample complexity for PAC tabular reinforcement learning which explicitly accounts for the attainable state visitation distributions in the underlying MDP. We then propose and analyze a novel, planning-based algorithm which attains this sample complexity -- yielding a complexity which scales with the suboptimality gaps and the "reachability" of a state. We show our algorithm is nearly minimax optimal, and on several examples that our instance-dependent sample complexity offers significant improvements over worst-case bounds.

LGJun 21, 2021
Corruption Robust Active Learning

Yifang Chen, Simon S. Du, Kevin Jamieson

We conduct theoretical studies on streaming-based active learning for binary classification under unknown adversarial label corruptions. In this setting, every time before the learner observes a sample, the adversary decides whether to corrupt the label or not. First, we show that, in a benign corruption setting (which includes the misspecification setting as a special case), with a slight enlargement on the hypothesis elimination threshold, the classical RobustCAL framework can (surprisingly) achieve nearly the same label complexity guarantee as in the non-corrupted setting. However, this algorithm can fail in the general corruption setting. To resolve this drawback, we propose a new algorithm which is provably correct without any assumptions on the presence of corruptions. Furthermore, this algorithm enjoys the minimax label complexity in the non-corrupted setting (which is achieved by RobustCAL) and only requires $\tilde{\mathcal{O}}(C_{\mathrm{total}})$ additional labels in the corrupted setting to achieve $\mathcal{O}(\varepsilon + \frac{C_{\mathrm{total}}}{n})$, where $\varepsilon$ is the target accuracy, $C_{\mathrm{total}}$ is the total number of corruptions and $n$ is the total number of unlabeled samples.

LGMay 13, 2021
Improved Algorithms for Agnostic Pool-based Active Classification

Julian Katz-Samuels, Jifan Zhang, Lalit Jain et al.

We consider active learning for binary classification in the agnostic pool-based setting. The vast majority of works in active learning in the agnostic setting are inspired by the CAL algorithm where each query is uniformly sampled from the disagreement region of the current version space. The sample complexity of such algorithms is described by a quantity known as the disagreement coefficient which captures both the geometry of the hypothesis space as well as the underlying probability space. To date, the disagreement coefficient has been justified by minimax lower bounds only, leaving the door open for superior instance dependent sample complexities. In this work we propose an algorithm that, in contrast to uniform sampling over the disagreement region, solves an experimental design problem to determine a distribution over examples from which to request labels. We show that the new approach achieves sample complexity bounds that are never worse than the best disagreement coefficient-based bounds, but in specific cases can be dramatically smaller. From a practical perspective, the proposed algorithm requires no hyperparameters to tune (e.g., to control the aggressiveness of sampling), and is computationally efficient by means of assuming access to an empirical risk minimization oracle (without any constraints). Empirically, we demonstrate that our algorithm is superior to state of the art agnostic active learning algorithms on image classification datasets.

LGMay 12, 2021
High-Dimensional Experimental Design and Kernel Bandits

Romain Camilleri, Julian Katz-Samuels, Kevin Jamieson

In recent years methods from optimal linear experimental design have been leveraged to obtain state of the art results for linear bandits. A design returned from an objective such as $G$-optimal design is actually a probability distribution over a pool of potential measurement vectors. Consequently, one nuisance of the approach is the task of converting this continuous probability distribution into a discrete assignment of $N$ measurements. While sophisticated rounding techniques have been proposed, in $d$ dimensions they require $N$ to be at least $d$, $d \log(\log(d))$, or $d^2$ based on the sub-optimality of the solution. In this paper we are interested in settings where $N$ may be much less than $d$, such as in experimental design in an RKHS where $d$ may be effectively infinite. In this work, we propose a rounding procedure that frees $N$ of any dependence on the dimension $d$, while achieving nearly the same performance guarantees of existing rounding procedures. We evaluate the procedure against a baseline that projects the problem to a lower dimensional space and performs rounding which requires $N$ to just be at least a notion of the effective dimension. We also leverage our new approach in a new algorithm for kernelized bandits to obtain state of the art results for regret minimization and pure exploration. An advantage of our approach over existing UCB-like approaches is that our kernel bandit algorithms are also robust to model misspecification.

LGFeb 13, 2021
Improved Corruption Robust Algorithms for Episodic Reinforcement Learning

Yifang Chen, Simon S. Du, Kevin Jamieson

We study episodic reinforcement learning under unknown adversarial corruptions in both the rewards and the transition probabilities of the underlying system. We propose new algorithms which, compared to the existing results in (Lykouris et al., 2020), achieve strictly better regret bounds in terms of total corruptions for the tabular setting. To be specific, firstly, our regret bounds depend on more precise numerical values of total rewards corruptions and transition corruptions, instead of only on the total number of corrupted episodes. Secondly, our regret bounds are the first of their kind in the reinforcement learning setting to have the number of corruptions show up additively with respect to $\min\{\sqrt{T}, \text{PolicyGapComplexity}\}$ rather than multiplicatively. Our results follow from a general algorithmic framework that combines corruption-robust policy elimination meta-algorithms, and plug-in reward-free exploration sub-algorithms. Replacing the meta-algorithm or sub-algorithm may extend the framework to address other corrupted settings with potentially more structure.