ROFeb 22Code
TOPReward: Token Probabilities as Hidden Zero-Shot Rewards for RoboticsShirui Chen, Cole Harrison, Ying-Chun Lee et al. · uw
While Vision-Language-Action (VLA) models have seen rapid progress in pretraining, their advancement in Reinforcement Learning (RL) remains hampered by low sample efficiency and sparse rewards in real-world settings. Developing generalizable process reward models is essential for providing the fine-grained feedback necessary to bridge this gap, yet existing temporal value functions often fail to generalize beyond their training domains. We introduce TOPReward, a novel, probabilistically grounded temporal value function that leverages the latent world knowledge of pretrained video Vision-Language Models (VLMs) to estimate robotic task progress. Unlike prior methods that prompt VLMs to directly output progress values, which are prone to numerical misrepresentation, TOPReward extracts task progress directly from the VLM's internal token logits. In zero-shot evaluations across 130+ distinct real-world tasks and multiple robot platforms (e.g., Franka, YAM, SO-100/101), TOPReward achieves 0.947 mean Value-Order Correlation (VOC) on Qwen3-VL, dramatically outperforming the state-of-the-art GVL baseline which achieves near-zero correlation on the same open-source model. We further demonstrate that TOPReward serves as a versatile tool for downstream applications, including success detection and reward-aligned behavior cloning.
LGDec 24, 2025Code
dUltra: Ultra-Fast Diffusion Language Models via Reinforcement LearningShirui Chen, Jiantao Jiao, Lillian J. Ratliff et al.
Masked diffusion language models (MDLMs) offer the potential for parallel token generation, but most open-source MDLMs decode fewer than 5 tokens per model forward pass even with sophisticated sampling strategies, limiting their parallel generation potential. Existing acceleration methods either rely on fixed confidence-based heuristics or use distillation-based approaches that finetune MDLMs on trajectories generated by a base model, which can become off-policy during finetuning and restrict performance to the quality of the base model's samples. We propose \texttt{dUltra}, an on-policy reinforcement learning framework based on Group Relative Policy Optimization (GRPO) that learns unmasking strategies for efficient parallel decoding. dUltra introduces an unmasking planner head that predicts per-token unmasking likelihoods under independent Bernoulli distributions. We jointly optimize the base diffusion LLM and the unmasking order planner using reward signals combining verifiable reward, distillation reward, and the number of unmasking steps. Across mathematical reasoning and code generation tasks, dUltra achieves superior accuracy-efficiency trade-offs compared to state-of-the-art heuristic (Fast-dLLM) and distillation baselines (d3LLM, dParallel), demonstrating that learned unmasking trajectories through on-policy RL enable better exploitation of parallel generation in MDLMs. Code and checkpoints are released at https://github.com/chinsengi/dUltra-os.
OCApr 8, 2022
Decision-Dependent Risk Minimization in Geometrically Decaying Dynamic EnvironmentsMitas Ray, Dmitriy Drusvyatskiy, Maryam Fazel et al.
This paper studies the problem of expected loss minimization given a data distribution that is dependent on the decision-maker's action and evolves dynamically in time according to a geometric decay process. Novel algorithms for both the information setting in which the decision-maker has a first order gradient oracle and the setting in which they have simply a loss function oracle are introduced. The algorithms operate on the same underlying principle: the decision-maker repeatedly deploys a fixed decision over the length of an epoch, thereby allowing the dynamically changing environment to sufficiently mix before updating the decision. The iteration complexity in each of the settings is shown to match existing rates for first and zero order stochastic gradient methods up to logarithmic factors. The algorithms are evaluated on a "semi-synthetic" example using real world data from the SFpark dynamic pricing pilot study; it is shown that the announced prices result in an improvement for the institution's objective (target occupancy), while achieving an overall reduction in parking rates.
SYMar 29, 2016
To Observe or Not to Observe: Queuing Game Framework for Urban ParkingLillian J. Ratliff, Chase Dowling, Eric Mazumdar et al.
We model parking in urban centers as a set of parallel queues and overlay a game theoretic structure that allows us to compare the user-selected (Nash) equilibrium to the socially optimal equilibrium. We model arriving drivers as utility maximizers and consider the game in which observing the queue length is free as well as the game in which drivers must pay to observe the queue length. In both games, drivers must decide between balking and joining. We compare the Nash induced welfare to the socially optimal welfare. We find that gains to welfare do not require full information penetration---meaning, for social welfare to increase, not everyone needs to pay to observe. Through simulation, we explore a more complex scenario where drivers decide based the queueing game whether or not to enter a collection of queues over a network. We examine the occupancy-congestion relationship, an important relationship for determining the impact of parking resources on overall traffic congestion. Our simulated models use parameters informed by real-world data collected by the Seattle Department of Transportation.
GTJun 14, 2018
Adaptive Incentive DesignLillian J. Ratliff, Tanner Fiez
We apply control theoretic and optimization techniques to adaptively design incentives. In particular, we consider the problem of a planner with an objective that depends on data from strategic decision makers. The planner does not know the process by which the strategic agents make decisions. Under the assumption that the agents are utility maximizers, we model their interactions as a non-cooperative game and utilize the Nash equilibrium concept as well as myopic update rules to model the selection of their decision. By parameterizing the agents' utility functions and the incentives offered, we develop an algorithm that the planner can employ to learn the agents' decision-making processes while simultaneously designing incentives to change their response to a more desirable response from the planner's perspective. We provide convergence results for this algorithm both in the noise-free and noisy cases and present illustrative examples.
GTMar 19, 2023
Instance-dependent Sample Complexity Bounds for Zero-sum Matrix GamesArnab 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 6, 2022
Emergent specialization from participation dynamics and multi-learner retrainingSarah Dean, Mihaela Curmei, Lillian J. Ratliff et al.
Numerous online services are data-driven: the behavior of users affects the system's parameters, and the system's parameters affect the users' experience of the service, which in turn affects the way users may interact with the system. For example, people may choose to use a service only for tasks that already works well, or they may choose to switch to a different service. These adaptations influence the ability of a system to learn about a population of users and tasks in order to improve its performance broadly. In this work, we analyze a class of such dynamics -- where users allocate their participation amongst services to reduce the individual risk they experience, and services update their model parameters to reduce the service's risk on their current user population. We refer to these dynamics as \emph{risk-reducing}, which cover a broad class of common model updates including gradient descent and multiplicative weights. For this general class of dynamics, we show that asymptotically stable equilibria are always segmented, with sub-populations allocated to a single learner. Under mild assumptions, the utilitarian social optimum is a stable equilibrium. In contrast to previous work, which shows that repeated risk minimization can result in (Hashimoto et al., 2018; Miller et al., 2021), we find that repeated myopic updates with multiple learners lead to better outcomes. We illustrate the phenomena via a simulated example initialized from real data.
LGJun 22, 2023
On the Limitations and Possibilities of Nash Regret Minimization in Zero-Sum Matrix Games under Noisy FeedbackArnab 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.
LGMay 5, 2022
General sum stochastic games with networked information flowsSarah H. Q. Li, Lillian J. Ratliff, Peeyush Kumar
Inspired by applications such as supply chain management, epidemics, and social networks, we formulate a stochastic game model that addresses three key features common across these domains: 1) network-structured player interactions, 2) pair-wise mixed cooperation and competition among players, and 3) limited global information toward individual decision-making. In combination, these features pose significant challenges for black box approaches taken by deep learning-based multi-agent reinforcement learning (MARL) algorithms and deserve more detailed analysis. We formulate a networked stochastic game with pair-wise general sum objectives and asymmetrical information structure, and empirically explore the effects of information availability on the outcomes of different MARL paradigms such as individual learning and centralized learning decentralized execution.
LGOct 25, 2023
Near-Optimal Pure Exploration in Matrix Games: A Generalization of Stochastic Bandits & Dueling BanditsArnab 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.
41.7LGMar 10
Strategically Robust Multi-Agent Reinforcement Learning with Linear Function ApproximationJake Gonzales, Max Horwitz, Eric Mazumdar et al.
Provably efficient and robust equilibrium computation in general-sum Markov games remains a core challenge in multi-agent reinforcement learning. Nash equilibrium is computationally intractable in general and brittle due to equilibrium multiplicity and sensitivity to approximation error. We study Risk-Sensitive Quantal Response Equilibrium (RQRE), which yields a unique, smooth solution under bounded rationality and risk sensitivity. We propose \texttt{RQRE-OVI}, an optimistic value iteration algorithm for computing RQRE with linear function approximation in large or continuous state spaces. Through finite-sample regret analysis, we establish convergence and explicitly characterize how sample complexity scales with rationality and risk-sensitivity parameters. The regret bounds reveal a quantitative tradeoff: increasing rationality tightens regret, while risk sensitivity induces regularization that enhances stability and robustness. This exposes a Pareto frontier between expected performance and robustness, with Nash recovered in the limit of perfect rationality and risk neutrality. We further show that the RQRE policy map is Lipschitz continuous in estimated payoffs, unlike Nash, and RQRE admits a distributionally robust optimization interpretation. Empirically, we demonstrate that \texttt{RQRE-OVI} achieves competitive performance under self-play while producing substantially more robust behavior under cross-play compared to Nash-based approaches. These results suggest \texttt{RQRE-OVI} offers a principled, scalable, and tunable path for equilibrium learning with improved robustness and generalization.
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 FeedbackArnab 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 LearnersArnab 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.
AIAug 26, 2024
Effect of Adaptation Rate and Cost Display in a Human-AI Interaction GameJason T. Isa, Bohan Wu, Qirui Wang et al.
As interactions between humans and AI become more prevalent, it is critical to have better predictors of human behavior in these interactions. We investigated how changes in the AI's adaptive algorithm impact behavior predictions in two-player continuous games. In our experiments, the AI adapted its actions using a gradient descent algorithm under different adaptation rates while human participants were provided cost feedback. The cost feedback was provided by one of two types of visual displays: (a) cost at the current joint action vector, or (b) cost in a local neighborhood of the current joint action vector. Our results demonstrate that AI adaptation rate can significantly affect human behavior, having the ability to shift the outcome between two game theoretic equilibrium. We observed that slow adaptation rates shift the outcome towards the Nash equilibrium, while fast rates shift the outcome towards the human-led Stackelberg equilibrium. The addition of localized cost information had the effect of shifting outcomes towards Nash, compared to the outcomes from cost information at only the current joint action vector. Future work will investigate other effects that influence the convergence of gradient descent games.
60.8LGMay 12
Adaptive Calibration in Non-Stationary EnvironmentsJunyan Liu, Haipeng Luo, Lillian J. Ratliff
Making calibrated online predictions is a central challenge in modern AI systems. Much of the existing literature focuses on fully adversarial environments where outcomes may be arbitrary, leading to conservative algorithms that can perform suboptimally in more benign settings, such as when outcomes are nearly stationary. This gap raises a natural question: can we design online prediction algorithms whose calibration error automatically adapts to the degree of non-stationarity in the environment, smoothly interpolating between i.i.d. and adversarial regimes? We answer this question in the affirmative and develop a suite of algorithms that achieve adaptive calibration guarantees under multiple calibration measures. Specifically, with $T$ being the number of rounds and $C\in[0,T]$ being an unknown non-stationary measure defined as the minimal $\ell_1$ deviation of the mean outcomes, our algorithms attain $\widetilde{O}(\sqrt{T}+(TC)^{\frac{1}{3}})$ for $\ell_1$ calibration error and $\widetilde{O}((1+C)^{\frac{1}{3}})$ for both $\ell_2$ and pseudo KL calibration error. These bounds match the optimal rates in the stationary case ($C=0$) and recover known guarantees in the fully adversarial regime ($C=T$). Our approach builds on and extends prior work [Hu et al., 2026, Luo et al., 2025], introducing an epoch-based scheduling together with a novel non-uniform partition of the prediction space that allocates finer resolution near the underlying ground truth.
91.4GTMay 11
Structure from Strategic Interaction & Uncertainty Risk Sensitive Games for Robust Preference LearningMax Horwitz, Jake Gonzales, Eric Mazumdar et al.
A growing line of work reframes preference-based fine-tuning of large language models game-theoretically: Nash Learning from Human Feedback (NLHF) recasts the problem as a zero-sum game over policies. However, optimization is over expected pairwise payoffs, thereby conflating policies with similar win rates but different tail behavior. As such, these methods are agnostic to where in the data distribution they succeed or fail: strong average performance can mask systematic failure across prompts, annotators, or safety-critical strata. We introduce risk-sensitive preference games, in which players optimize convex risk measures of their preference loss, exploiting structure in preference uncertainty. While risk-sensitivity generally breaks the zero-sum structure, we show that translation invariance of many risk metrics ensures that we retain monotonicity, yielding fast convergence of sample-efficient self-play methods. Furthermore, we establish algorithmic stability and offline sample complexity bounds that scale with risk, requiring simultaneous control of structural bias from nonlinear risk transformations, statistical bias in risk estimation, and concentration tailored to the risk-sensitive setting. To address statistical bias, we introduce a hierarchical game formulation and a two-timescale extragradient algorithm with bias correction that converges to the Stackelberg equilibrium and is especially effective in low-sample regimes. Empirically, risk-adjusted policies are robust across data strata, stable across risk choices, and match or exceed risk-neutral performance thereby achieving robustness without a performance tax.
LGFeb 6
Online Learning for Uninformed Markov Games: Empirical Nash-Value Regret and Non-Stationarity AdaptationJunyan Liu, Haipeng Luo, Zihan Zhang et al.
We study online learning in two-player uninformed Markov games, where the opponent's actions and policies are unobserved. In this setting, Tian et al. (2021) show that achieving no-external-regret is impossible without incurring an exponential dependence on the episode length $H$. They then turn to the weaker notion of Nash-value regret and propose a V-learning algorithm with regret $O(K^{2/3})$ after $K$ episodes. However, their algorithm and guarantee do not adapt to the difficulty of the problem: even in the case where the opponent follows a fixed policy and thus $O(\sqrt{K})$ external regret is well-known to be achievable, their result is still the worse rate $O(K^{2/3})$ on a weaker metric. In this work, we fully address both limitations. First, we introduce empirical Nash-value regret, a new regret notion that is strictly stronger than Nash-value regret and naturally reduces to external regret when the opponent follows a fixed policy. Moreover, under this new metric, we propose a parameter-free algorithm that achieves an $O(\min \{\sqrt{K} + (CK)^{1/3},\sqrt{LK}\})$ regret bound, where $C$ quantifies the variance of the opponent's policies and $L$ denotes the number of policy switches (both at most $O(K)$). Therefore, our results not only recover the two extremes -- $O(\sqrt{K})$ external regret when the opponent is fixed and $O(K^{2/3})$ Nash-value regret in the worst case -- but also smoothly interpolate between these extremes by automatically adapting to the opponent's non-stationarity. We achieve so by first providing a new analysis of the epoch-based V-learning algorithm by Mao et al. (2022), establishing an $O(ηC + \sqrt{K/η})$ regret bound, where $η$ is the epoch incremental factor. Next, we show how to adaptively restart this algorithm with an appropriate $η$ in response to the potential non-stationarity of the opponent, eventually achieving our final results.
60.5ROMar 11
Safe Probabilistic Planning for Human-Robot Interaction using Conformal Risk ControlJake Gonzales, Kazuki Mizuta, Karen Leung et al.
In this paper, we present a novel probabilistic safe control framework for human-robot interaction that combines control barrier functions (CBFs) with conformal risk control to provide formal safety guarantees while considering complex human behavior. The approach uses conformal risk control to quantify and control the prediction errors in CBF safety values and establishes formal guarantees on the probability of constraint satisfaction during interaction. We introduce an algorithm that dynamically adjusts the safety margins produced by conformal risk control based on the current interaction context. Through experiments on human-robot navigation scenarios, we demonstrate that our approach significantly reduces collision rates and safety violations as compared to baseline methods while maintaining high success rates in goal-reaching tasks and efficient control. The code, simulations, and other supplementary material can be found on the project website: https://jakeagonzales.github.io/crc-cbf-website/.
LGFeb 24, 2025
S4S: Solving for a Diffusion Model SolverEric Frankel, Sitan Chen, Jerry Li et al.
Diffusion models (DMs) create samples from a data distribution by starting from random noise and iteratively solving a reverse-time ordinary differential equation (ODE). Because each step in the iterative solution requires an expensive neural function evaluation (NFE), there has been significant interest in approximately solving these diffusion ODEs with only a few NFEs without modifying the underlying model. However, in the few NFE regime, we observe that tracking the true ODE evolution is fundamentally impossible using traditional ODE solvers. In this work, we propose a new method that learns a good solver for the DM, which we call Solving for the Solver (S4S). S4S directly optimizes a solver to obtain good generation quality by learning to match the output of a strong teacher solver. We evaluate S4S on six different pre-trained DMs, including pixel-space and latent-space DMs for both conditional and unconditional sampling. In all settings, S4S uniformly improves the sample quality relative to traditional ODE solvers. Moreover, our method is lightweight, data-free, and can be plugged in black-box on top of any discretization schedule or architecture to improve performance. Building on top of this, we also propose S4S-Alt, which optimizes both the solver and the discretization schedule. By exploiting the full design space of DM solvers, with 5 NFEs, we achieve an FID of 3.73 on CIFAR10 and 13.26 on MS-COCO, representing a $1.5\times$ improvement over previous training-free ODE methods.
LGDec 19, 2023
Initializing Services in Interactive ML Systems for Diverse UsersAvinandan Bose, Mihaela Curmei, Daniel L. Jiang et al.
This paper investigates ML systems serving a group of users, with multiple models/services, each aimed at specializing to a sub-group of users. We consider settings where upon deploying a set of services, users choose the one minimizing their personal losses and the learner iteratively learns by interacting with diverse users. Prior research shows that the outcomes of learning dynamics, which comprise both the services' adjustments and users' service selections, hinge significantly on the initialization. However, finding good initializations faces two main challenges: (i) Bandit feedback: Typically, data on user preferences are not available before deploying services and observing user behavior; (ii) Suboptimal local solutions: The total loss landscape (i.e., the sum of loss functions across all users and services) is not convex and gradient-based algorithms can get stuck in poor local minima. We address these challenges with a randomized algorithm to adaptively select a minimal set of users for data collection in order to initialize a set of services. Under mild assumptions on the loss functions, we prove that our initialization leads to a total loss within a factor of the globally optimal total loss with complete user preference data}, and this factor scales logarithmically in the number of services. This result is a generalization of the well-known $k$-means++ guarantee to a broad problem class, which is also of independent interest. The theory is complemented by experiments on real as well as semi-synthetic datasets.
LGApr 1, 2025
Efficient Near-Optimal Algorithm for Online Shortest Paths in Directed Acyclic Graphs with Bandit Feedback Against Adaptive AdversariesArnab 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.
LGDec 20, 2024
Principal-Agent Bandit Games with Self-Interested and Exploratory Learning AgentsJunyan Liu, Lillian J. Ratliff
We study the repeated principal-agent bandit game, where the principal indirectly interacts with the unknown environment by proposing incentives for the agent to play arms. Most existing work assumes the agent has full knowledge of the reward means and always behaves greedily, but in many online marketplaces, the agent needs to learn the unknown environment and sometimes explore. Motivated by such settings, we model a self-interested learning agent with exploration behaviors who iteratively updates reward estimates and either selects an arm that maximizes the estimated reward plus incentive or explores arbitrarily with a certain probability. As a warm-up, we first consider a self-interested learning agent without exploration. We propose algorithms for both i.i.d. and linear reward settings with bandit feedback in a finite horizon $T$, achieving regret bounds of $\widetilde{O}(\sqrt{T})$ and $\widetilde{O}( T^{2/3} )$, respectively. Specifically, these algorithms are established upon a novel elimination framework coupled with newly-developed search algorithms which accommodate the uncertainty arising from the learning behavior of the agent. We then extend the framework to handle the exploratory learning agent and develop an algorithm to achieve a $\widetilde{O}(T^{2/3})$ regret bound in i.i.d. reward setup by enhancing the robustness of our elimination framework to the potential agent exploration. Finally, when reducing our agent behaviors to the one studied in (Dogan et al., 2023a), we propose an algorithm based on our robust framework, which achieves a $\widetilde{O}(\sqrt{T})$ regret bound, significantly improving upon their $\widetilde{O}(T^{11/12})$ bound.
GTMay 29, 2025
Learning to Incentivize in Repeated Principal-Agent Problems with Adversarial Agent ArrivalsJunyan 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.
GTJan 15, 2025
A Learning Algorithm That Attains the Human Optimum in a Repeated Human-Machine Interaction GameJason T. Isa, Lillian J. Ratliff, Samuel A. Burden
When humans interact with learning-based control systems, a common goal is to minimize a cost function known only to the human. For instance, an exoskeleton may adapt its assistance in an effort to minimize the human's metabolic cost-of-transport. Conventional approaches to synthesizing the learning algorithm solve an inverse problem to infer the human's cost. However, these problems can be ill-posed, hard to solve, or sensitive to problem data. Here we show a game-theoretic learning algorithm that works solely by observing human actions to find the cost minimum, avoiding the need to solve an inverse problem. We evaluate the performance of our algorithm in an extensive set of human subjects experiments, demonstrating consistent convergence to the minimum of a prescribed human cost function in scalar and multidimensional instantiations of the game. We conclude by outlining future directions for theoretical and empirical extensions of our results.
LGOct 20, 2025
On the Universal Near Optimality of Hedge in Combinatorial SettingsZhiyuan 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.
LGMay 24, 2025
Improved Regret and Contextual Linear Extension for Pandora's Box and Prophet InequalityJunyan Liu, Ziyun Chen, Kun Wang et al.
We study the Pandora's Box problem in an online learning setting with semi-bandit feedback. In each round, the learner sequentially pays to open up to $n$ boxes with unknown reward distributions, observes rewards upon opening, and decides when to stop. The utility of the learner is the maximum observed reward minus the cumulative cost of opened boxes, and the goal is to minimize regret defined as the gap between the cumulative expected utility and that of the optimal policy. We propose a new algorithm that achieves $\widetilde{O}(\sqrt{nT})$ regret after $T$ rounds, which improves the $\widetilde{O}(n\sqrt{T})$ bound of Agarwal et al. [2024] and matches the known lower bound up to logarithmic factors. To better capture real-life applications, we then extend our results to a natural but challenging contextual linear setting, where each box's expected reward is linear in some known but time-varying $d$-dimensional context and the noise distribution is fixed over time. We design an algorithm that learns both the linear function and the noise distributions, achieving $\widetilde{O}(nd\sqrt{T})$ regret. Finally, we show that our techniques also apply to the online Prophet Inequality problem, where the learner must decide immediately whether or not to accept a revealed reward. In both non-contextual and contextual settings, our approach achieves similar improvements and regret bounds.
AIMay 4, 2023
Stackelberg Games for Learning Emergent Behaviors During Competitive AutocurriculaBoling Yang, Liyuan Zheng, Lillian J. Ratliff et al.
Autocurricular training is an important sub-area of multi-agent reinforcement learning~(MARL) that allows multiple agents to learn emergent skills in an unsupervised co-evolving scheme. The robotics community has experimented autocurricular training with physically grounded problems, such as robust control and interactive manipulation tasks. However, the asymmetric nature of these tasks makes the generation of sophisticated policies challenging. Indeed, the asymmetry in the environment may implicitly or explicitly provide an advantage to a subset of agents which could, in turn, lead to a low-quality equilibrium. This paper proposes a novel game-theoretic algorithm, Stackelberg Multi-Agent Deep Deterministic Policy Gradient (ST-MADDPG), which formulates a two-player MARL problem as a Stackelberg game with one player as the `leader' and the other as the `follower' in a hierarchical interaction structure wherein the leader has an advantage. We first demonstrate that the leader's advantage from ST-MADDPG can be used to alleviate the inherent asymmetry in the environment. By exploiting the leader's advantage, ST-MADDPG improves the quality of a co-evolution process and results in more sophisticated and complex strategies that work well even against an unseen strong opponent.
AIMay 1, 2023
Human adaptation to adaptive machines converges to game-theoretic equilibriaBenjamin J. Chasnov, Lillian J. Ratliff, Samuel A. Burden
Adaptive machines have the potential to assist or interfere with human behavior in a range of contexts, from cognitive decision-making to physical device assistance. Therefore it is critical to understand how machine learning algorithms can influence human actions, particularly in situations where machine goals are misaligned with those of people. Since humans continually adapt to their environment using a combination of explicit and implicit strategies, when the environment contains an adaptive machine, the human and machine play a game. Game theory is an established framework for modeling interactions between two or more decision-makers that has been applied extensively in economic markets and machine algorithms. However, existing approaches make assumptions about, rather than empirically test, how adaptation by individual humans is affected by interaction with an adaptive machine. Here we tested learning algorithms for machines playing general-sum games with human subjects. Our algorithms enable the machine to select the outcome of the co-adaptive interaction from a constellation of game-theoretic equilibria in action and policy spaces. Importantly, the machine learning algorithms work directly from observations of human actions without solving an inverse problem to estimate the human's utility function as in prior work. Surprisingly, one algorithm can steer the human-machine interaction to the machine's optimum, effectively controlling the human's actions even while the human responds optimally to their perceived cost landscape. Our results show that game theory can be used to predict and design outcomes of co-adaptive interactions between intelligent humans and machines.
GTJan 10, 2022
Multiplayer Performative Prediction: Learning in Decision-Dependent GamesAdhyyan Narang, Evan Faulkner, Dmitriy Drusvyatskiy et al.
Learning problems commonly exhibit an interesting feedback mechanism wherein the population data reacts to competing decision makers' actions. This paper formulates a new game theoretic framework for this phenomenon, called "multi-player performative prediction". We focus on two distinct solution concepts, namely (i) performatively stable equilibria and (ii) Nash equilibria of the game. The latter equilibria are arguably more informative, but can be found efficiently only when the game is monotone. We show that under mild assumptions, the performatively stable equilibria can be found efficiently by a variety of algorithms, including repeated retraining and the repeated (stochastic) gradient method. We then establish transparent sufficient conditions for strong monotonicity of the game and use them to develop algorithms for finding Nash equilibria. We investigate derivative free methods and adaptive gradient algorithms wherein each player alternates between learning a parametric description of their distribution and gradient steps on the empirical risk. Synthetic and semi-synthetic numerical experiments illustrate the results.
LGSep 25, 2021
Stackelberg Actor-Critic: Game-Theoretic Reinforcement Learning AlgorithmsLiyuan Zheng, Tanner Fiez, Zane Alumbaugh et al.
The hierarchical interaction between the actor and critic in actor-critic based reinforcement learning algorithms naturally lends itself to a game-theoretic interpretation. We adopt this viewpoint and model the actor and critic interaction as a two-player general-sum game with a leader-follower structure known as a Stackelberg game. Given this abstraction, we propose a meta-framework for Stackelberg actor-critic algorithms where the leader player follows the total derivative of its objective instead of the usual individual gradient. From a theoretical standpoint, we develop a policy gradient theorem for the refined update and provide a local convergence guarantee for the Stackelberg actor-critic algorithms to a local Stackelberg equilibrium. From an empirical standpoint, we demonstrate via simple examples that the learning dynamics we study mitigate cycling and accelerate convergence compared to the usual gradient dynamics given cost structures induced by actor-critic formulations. Finally, extensive experiments on OpenAI gym environments show that Stackelberg actor-critic algorithms always perform at least as well and often significantly outperform the standard actor-critic algorithm counterparts.
LGJun 30, 2021
Approximate Regions of Attraction in Learning with Decision-Dependent DistributionsRoy Dong, Heling Zhang, Lillian J. Ratliff
As data-driven methods are deployed in real-world settings, the processes that generate the observed data will often react to the decisions of the learner. For example, a data source may have some incentive for the algorithm to provide a particular label (e.g. approve a bank loan), and manipulate their features accordingly. Work in strategic classification and decision-dependent distributions seeks to characterize the closed-loop behavior of deploying learning algorithms by explicitly considering the effect of the classifier on the underlying data distribution. More recently, works in performative prediction seek to classify the closed-loop behavior by considering general properties of the mapping from classifier to data distribution, rather than an explicit form. Building on this notion, we analyze repeated risk minimization as the perturbed trajectories of the gradient flows of performative risk minimization. We consider the case where there may be multiple local minimizers of performative risk, motivated by situations where the initial conditions may have significant impact on the long-term behavior of the system. We provide sufficient conditions to characterize the region of attraction for the various equilibria in this settings. Additionally, we introduce the notion of performative alignment, which provides a geometric condition on the convergence of repeated risk minimization to performative risk minimizers.
OCJun 16, 2021
Zeroth-Order Methods for Convex-Concave Minmax Problems: Applications to Decision-Dependent Risk MinimizationChinmay Maheshwari, Chih-Yuan Chiu, Eric Mazumdar et al.
Min-max optimization is emerging as a key framework for analyzing problems of robustness to strategically and adversarially generated data. We propose a random reshuffling-based gradient free Optimistic Gradient Descent-Ascent algorithm for solving convex-concave min-max problems with finite sum structure. We prove that the algorithm enjoys the same convergence rate as that of zeroth-order algorithms for convex minimization problems. We further specialize the algorithm to solve distributionally robust, decision-dependent learning problems, where gradient information is not readily available. Through illustrative simulations, we observe that our proposed approach learns models that are simultaneously robust against adversarial distribution shifts and strategic decisions from the data sources, and outperforms existing methods from the strategic classification literature.
LGJun 2, 2021
Minimax Optimization with Smooth Algorithmic AdversariesTanner Fiez, Chi Jin, Praneeth Netrapalli et al.
This paper considers minimax optimization $\min_x \max_y f(x, y)$ in the challenging setting where $f$ can be both nonconvex in $x$ and nonconcave in $y$. Though such optimization problems arise in many machine learning paradigms including training generative adversarial networks (GANs) and adversarially robust models, many fundamental issues remain in theory, such as the absence of efficiently computable optimality notions, and cyclic or diverging behavior of existing algorithms. Our framework sprouts from the practical consideration that under a computational budget, the max-player can not fully maximize $f(x,\cdot)$ since nonconcave maximization is NP-hard in general. So, we propose a new algorithm for the min-player to play against smooth algorithms deployed by the adversary (i.e., the max-player) instead of against full maximization. Our algorithm is guaranteed to make monotonic progress (thus having no limit cycles), and to find an appropriate "stationary point" in a polynomial number of iterations. Our framework covers practical settings where the smooth algorithms deployed by the adversary are multi-step stochastic gradient ascent, and its accelerated version. We further provide complementing experiments that confirm our theoretical findings and demonstrate the effectiveness of the proposed approach in practice.
OCDec 23, 2020
Function Design for Improved Competitive Ratio in Online Resource Allocation with Procurement CostsMitas Ray, Omid Sadeghi, Lillian J. Ratliff et al.
We study the problem of online resource allocation, where multiple customers arrive sequentially and the seller must irrevocably allocate resources to each incoming customer while also facing a procurement cost for the total allocation. Assuming resource procurement follows an a priori known marginally increasing cost function, the objective is to maximize the reward obtained from fulfilling the customers' requests sans the cumulative procurement cost. We analyze the competitive ratio of a primal-dual algorithm in this setting, and develop an optimization framework for synthesizing a surrogate function for the procurement cost function to be used by the algorithm, in order to improve the competitive ratio of the primal-dual algorithm. Our first design method focuses on polynomial procurement cost functions and uses the optimal surrogate function to provide a more refined bound than the state of the art. Our second design method uses quasiconvex optimization to find optimal design parameters for a general class of procurement cost functions. Numerical examples are used to illustrate the design techniques. We conclude by extending the analysis to devise a posted pricing mechanism in which the algorithm does not require the customers' preferences to be revealed.
LGMar 20, 2020
Safe Reinforcement Learning of Control-Affine Systems with Vertex NetworksLiyuan Zheng, Yuanyuan Shi, Lillian J. Ratliff et al.
This paper focuses on finding reinforcement learning policies for control systems with hard state and action constraints. Despite its success in many domains, reinforcement learning is challenging to apply to problems with hard constraints, especially if both the state variables and actions are constrained. Previous works seeking to ensure constraint satisfaction, or safety, have focused on adding a projection step to a learned policy. Yet, this approach requires solving an optimization problem at every policy execution step, which can lead to significant computational costs. To tackle this problem, this paper proposes a new approach, termed Vertex Networks (VNs), with guarantees on safety during exploration and on learned control policies by incorporating the safety constraints into the policy network architecture. Leveraging the geometric property that all points within a convex set can be represented as the convex combination of its vertices, the proposed algorithm first learns the convex combination weights and then uses these weights along with the pre-calculated vertices to output an action. The output action is guaranteed to be safe by construction. Numerical examples illustrate that the proposed VN algorithm outperforms vanilla reinforcement learning in a variety of benchmark control tasks.
LGJan 26, 2020
Constrained Upper Confidence Reinforcement LearningLiyuan Zheng, Lillian J. Ratliff
Constrained Markov Decision Processes are a class of stochastic decision problems in which the decision maker must select a policy that satisfies auxiliary cost constraints. This paper extends upper confidence reinforcement learning for settings in which the reward function and the constraints, described by cost functions, are unknown a priori but the transition kernel is known. Such a setting is well-motivated by a number of applications including exploration of unknown, potentially unsafe, environments. We present an algorithm C-UCRL and show that it achieves sub-linear regret ($ O(T^{\frac{3}{4}}\sqrt{\log(T/δ)})$) with respect to the reward while satisfying the constraints even while learning with probability $1-δ$. Illustrative examples are provided.
LGJul 8, 2019
Policy-Gradient Algorithms Have No Guarantees of Convergence in Linear Quadratic GamesEric Mazumdar, Lillian J. Ratliff, Michael I. Jordan et al.
We show by counterexample that policy-gradient algorithms have no guarantees of even local convergence to Nash equilibria in continuous action and state space multi-agent settings. To do so, we analyze gradient-play in N-player general-sum linear quadratic games, a classic game setting which is recently emerging as a benchmark in the field of multi-agent learning. In such games the state and action spaces are continuous and global Nash equilibria can be found be solving coupled Ricatti equations. Further, gradient-play in LQ games is equivalent to multi agent policy-gradient. We first show that these games are surprisingly not convex games. Despite this, we are still able to show that the only critical points of the gradient dynamics are global Nash equilibria. We then give sufficient conditions under which policy-gradient will avoid the Nash equilibria, and generate a large number of general-sum linear quadratic games that satisfy these conditions. In such games we empirically observe the players converging to limit cycles for which the time average does not coincide with a Nash equilibrium. The existence of such games indicates that one of the most popular approaches to solving reinforcement learning problems in the classic reinforcement learning setting has no local guarantee of convergence in multi-agent settings. Further, the ease with which we can generate these counterexamples suggests that such situations are not mere edge cases and are in fact quite common.
GTJun 4, 2019
Convergence of Learning Dynamics in Stackelberg GamesTanner Fiez, Benjamin Chasnov, Lillian J. Ratliff
This paper investigates the convergence of learning dynamics in Stackelberg games. In the class of games we consider, there is a hierarchical game being played between a leader and a follower with continuous action spaces. We establish a number of connections between the Nash and Stackelberg equilibrium concepts and characterize conditions under which attracting critical points of simultaneous gradient descent are Stackelberg equilibria in zero-sum games. Moreover, we show that the only stable critical points of the Stackelberg gradient dynamics are Stackelberg equilibria in zero-sum games. Using this insight, we develop a gradient-based update for the leader while the follower employs a best response strategy for which each stable critical point is guaranteed to be a Stackelberg equilibrium in zero-sum games. As a result, the learning rule provably converges to a Stackelberg equilibria given an initialization in the region of attraction of a stable critical point. We then consider a follower employing a gradient-play update rule instead of a best response strategy and propose a two-timescale algorithm with similar asymptotic convergence guarantees. For this algorithm, we also provide finite-time high probability bounds for local convergence to a neighborhood of a stable Stackelberg equilibrium in general-sum games. Finally, we present extensive numerical results that validate our theory, provide insights into the optimization landscape of generative adversarial networks, and demonstrate that the learning dynamics we propose can effectively train generative adversarial networks.
OCMay 30, 2019
Convergence Analysis of Gradient-Based Learning with Non-Uniform Learning Rates in Non-Cooperative Multi-Agent SettingsBenjamin Chasnov, Lillian J. Ratliff, Eric Mazumdar et al.
Considering a class of gradient-based multi-agent learning algorithms in non-cooperative settings, we provide local convergence guarantees to a neighborhood of a stable local Nash equilibrium. In particular, we consider continuous games where agents learn in (i) deterministic settings with oracle access to their gradient and (ii) stochastic settings with an unbiased estimator of their gradient. Utilizing the minimum and maximum singular values of the game Jacobian, we provide finite-time convergence guarantees in the deterministic case. On the other hand, in the stochastic case, we provide concentration bounds guaranteeing that with high probability agents will converge to a neighborhood of a stable local Nash equilibrium in finite time. Different than other works in this vein, we also study the effects of non-uniform learning rates on the learning dynamics and convergence rates. We find that much like preconditioning in optimization, non-uniform learning rates cause a distortion in the vector field which can, in turn, change the rate of convergence and the shape of the region of attraction. The analysis is supported by numerical examples that illustrate different aspects of the theory. We conclude with discussion of the results and open questions.
GTApr 29, 2019
Competitive Statistical Estimation with Strategic Data SourcesTyler Westenbroek, Roy Dong, Lillian J. Ratliff et al.
In recent years, data has played an increasingly important role in the economy as a good in its own right. In many settings, data aggregators cannot directly verify the quality of the data they purchase, nor the effort exerted by data sources when creating the data. Recent work has explored mechanisms to ensure that the data sources share high quality data with a single data aggregator, addressing the issue of moral hazard. Oftentimes, there is a unique, socially efficient solution. In this paper, we consider data markets where there is more than one data aggregator. Since data can be cheaply reproduced and transmitted once created, data sources may share the same data with more than one aggregator, leading to free-riding between data aggregators. This coupling can lead to non-uniqueness of equilibria and social inefficiency. We examine a particular class of mechanisms that have received study recently in the literature, and we characterize all the generalized Nash equilibria of the resulting data market. We show that, in contrast to the single-aggregator case, there is either infinitely many generalized Nash equilibria or none. We also provide necessary and sufficient conditions for all equilibria to be socially inefficient. In our analysis, we identify the components of these mechanisms which give rise to these undesirable outcomes, showing the need for research into mechanisms for competitive settings with multiple data purchasers and sellers.
LGJul 6, 2018
Combinatorial Bandits for Incentivizing Agents with Dynamic PreferencesTanner Fiez, Shreyas Sekar, Liyuan Zheng et al.
The design of personalized incentives or recommendations to improve user engagement is gaining prominence as digital platform providers continually emerge. We propose a multi-armed bandit framework for matching incentives to users, whose preferences are unknown a priori and evolving dynamically in time, in a resource constrained environment. We design an algorithm that combines ideas from three distinct domains: (i) a greedy matching paradigm, (ii) the upper confidence bound algorithm (UCB) for bandits, and (iii) mixing times from the theory of Markov chains. For this algorithm, we provide theoretical bounds on the regret and demonstrate its performance via both synthetic and realistic (matching supply and demand in a bike-sharing platform) examples.
LGApr 16, 2018
On Gradient-Based Learning in Continuous GamesEric Mazumdar, Lillian J. Ratliff, S. Shankar Sastry
We formulate a general framework for competitive gradient-based learning that encompasses a wide breadth of multi-agent learning algorithms, and analyze the limiting behavior of competitive gradient-based learning algorithms using dynamical systems theory. For both general-sum and potential games, we characterize a non-negligible subset of the local Nash equilibria that will be avoided if each agent employs a gradient-based learning algorithm. We also shed light on the issue of convergence to non-Nash strategies in general- and zero-sum games, which may have no relevance to the underlying game, and arise solely due to the choice of algorithm. The existence and frequency of such strategies may explain some of the difficulties encountered when using gradient descent in zero-sum games as, e.g., in the training of generative adversarial networks. To reinforce the theoretical contributions, we provide empirical results that highlight the frequency of linear quadratic dynamic games (a benchmark for multi-agent reinforcement learning) that admit global Nash equilibria that are almost surely avoided by policy gradient.
LGMar 11, 2018
Multi-Armed Bandits for Correlated Markovian Environments with Smoothed Reward FeedbackTanner Fiez, Shreyas Sekar, Lillian J. Ratliff
We study a multi-armed bandit problem in a dynamic environment where arm rewards evolve in a correlated fashion according to a Markov chain. Different than much of the work on related problems, in our formulation a learning algorithm does not have access to either a priori information or observations of the state of the Markov chain and only observes smoothed reward feedback following time intervals we refer to as epochs. We demonstrate that existing methods such as UCB and $\varepsilon$-greedy can suffer linear regret in such an environment. Employing mixing-time bounds on Markov chains, we develop algorithms called EpochUCB and EpochGreedy that draw inspiration from the aforementioned methods, yet which admit sublinear regret guarantees for the problem formulation. Our proposed algorithms proceed in epochs in which an arm is played repeatedly for a number of iterations that grows linearly as a function of the number of times an arm has been played in the past. We analyze these algorithms under two types of smoothed reward feedback at the end of each epoch: a reward that is the discount-average of the discounted rewards within an epoch, and a reward that is the time-average of the rewards within an epoch.
LGMar 29, 2017
Inverse Risk-Sensitive Reinforcement LearningLillian J. Ratliff, Eric Mazumdar
We address the problem of inverse reinforcement learning in Markov decision processes where the agent is risk-sensitive. In particular, we model risk-sensitivity in a reinforcement learning framework by making use of models of human decision-making having their origins in behavioral psychology, behavioral economics, and neuroscience. We propose a gradient-based inverse reinforcement learning algorithm that minimizes a loss function defined on the observed behavior. We demonstrate the performance of the proposed technique on two examples, the first of which is the canonical Grid World example and the second of which is a Markov decision process modeling passengers' decisions regarding ride-sharing. In the latter, we use pricing and travel time data from a ride-sharing company to construct the transition probabilities and rewards of the Markov decision process.
CRMay 22, 2014
Quantifying the Utility-Privacy Tradeoff in the Smart GridRoy Dong, Alvaro A. Cárdenas, Lillian J. Ratliff et al.
The modernization of the electrical grid and the installation of smart meters come with many advantages to control and monitoring. However, in the wrong hands, the data might pose a privacy threat. In this paper, we consider the tradeoff between smart grid operations and the privacy of consumers. We analyze the tradeoff between smart grid operations and how often data is collected by considering a realistic direct-load control example using thermostatically controlled loads, and we give simulation results to show how its performance degrades as the sampling frequency decreases. Additionally, we introduce a new privacy metric, which we call inferential privacy. This privacy metric assumes a strong adversary model, and provides an upper bound on the adversary's ability to infer a private parameter, independent of the algorithm he uses. Combining these two results allow us to directly consider the tradeoff between better load control and consumer privacy.