Yu Bai

LG
h-index8
14papers
339citations
Novelty63%
AI Score32

14 Papers

29.1LGFeb 15, 2023Code
Improved Online Conformal Prediction via Strongly Adaptive Online Learning

Aadyot Bhatnagar, Huan Wang, Caiming Xiong et al. · salesforce

We study the problem of uncertainty quantification via prediction sets, in an online setting where the data distribution may vary arbitrarily over time. Recent work develops online conformal prediction techniques that leverage regret minimization algorithms from the online learning literature to learn prediction sets with approximately valid coverage and small regret. However, standard regret minimization could be insufficient for handling changing environments, where performance guarantees may be desired not only over the full time horizon but also in all (sub-)intervals of time. We develop new online conformal prediction methods that minimize the strongly adaptive regret, which measures the worst-case regret over all intervals of a fixed length. We prove that our methods achieve near-optimal strongly adaptive regret for all interval lengths simultaneously, and approximately valid coverage. Experiments show that our methods consistently obtain better coverage and smaller prediction sets than existing methods on real-world tasks, such as time series forecasting and image classification under distribution shift.

16.9LGJun 6, 2022
Policy Optimization for Markov Games: Unified Framework and Faster Convergence

Runyu Zhang, Qinghua Liu, Huan Wang et al. · salesforce

This paper studies policy optimization algorithms for multi-agent reinforcement learning. We begin by proposing an algorithm framework for two-player zero-sum Markov Games in the full-information setting, where each iteration consists of a policy update step at each state using a certain matrix game algorithm, and a value update step with a certain learning rate. This framework unifies many existing and new policy optimization algorithms. We show that the state-wise average policy of this algorithm converges to an approximate Nash equilibrium (NE) of the game, as long as the matrix game algorithms achieve low weighted regret at each state, with respect to weights determined by the speed of the value updates. Next, we show that this framework instantiated with the Optimistic Follow-The-Regularized-Leader (OFTRL) algorithm at each state (and smooth value updates) can find an $\mathcal{\widetilde{O}}(T^{-5/6})$ approximate NE in $T$ iterations, and a similar algorithm with slightly modified value update rule achieves a faster $\mathcal{\widetilde{O}}(T^{-1})$ convergence rate. These improve over the current best $\mathcal{\widetilde{O}}(T^{-1/2})$ rate of symmetric policy optimization type algorithms. We also extend this algorithm to multi-player general-sum Markov Games and show an $\mathcal{\widetilde{O}}(T^{-3/4})$ convergence rate to Coarse Correlated Equilibria (CCE). Finally, we provide a numerical example to verify our theory and investigate the importance of smooth value updates, and find that using "eager" value updates instead (equivalent to the independent natural policy gradient algorithm) may significantly slow down the convergence, even on a simple game with $H=2$ layers.

14.9LGFeb 2, 2023
Lower Bounds for Learning in Revealing POMDPs

Fan Chen, Huan Wang, Caiming Xiong et al. · salesforce

This paper studies the fundamental limits of reinforcement learning (RL) in the challenging \emph{partially observable} setting. While it is well-established that learning in Partially Observable Markov Decision Processes (POMDPs) requires exponentially many samples in the worst case, a surge of recent work shows that polynomial sample complexities are achievable under the \emph{revealing condition} -- A natural condition that requires the observables to reveal some information about the unobserved latent states. However, the fundamental limits for learning in revealing POMDPs are much less understood, with existing lower bounds being rather preliminary and having substantial gaps from the current best upper bounds. We establish strong PAC and regret lower bounds for learning in revealing POMDPs. Our lower bounds scale polynomially in all relevant problem parameters in a multiplicative fashion, and achieve significantly smaller gaps against the current best upper bounds, providing a solid starting point for future studies. In particular, for \emph{multi-step} revealing POMDPs, we show that (1) the latent state-space dependence is at least $Ω(S^{1.5})$ in the PAC sample complexity, which is notably harder than the $\widetildeΘ(S)$ scaling for fully-observable MDPs; (2) Any polynomial sublinear regret is at least $Ω(T^{2/3})$, suggesting its fundamental difference from the \emph{single-step} case where $\widetilde{O}(\sqrt{T})$ regret is achievable. Technically, our hard instance construction adapts techniques in \emph{distribution testing}, which is new to the RL literature and may be of independent interest.

6.6LGJul 6, 2023
Sample-Efficient Learning of POMDPs with Multiple Observations In Hindsight

Jiacheng Guo, Minshuo Chen, Huan Wang et al. · salesforce

This paper studies the sample-efficiency of learning in Partially Observable Markov Decision Processes (POMDPs), a challenging problem in reinforcement learning that is known to be exponentially hard in the worst-case. Motivated by real-world settings such as loading in game playing, we propose an enhanced feedback model called ``multiple observations in hindsight'', where after each episode of interaction with the POMDP, the learner may collect multiple additional observations emitted from the encountered latent states, but may not observe the latent states themselves. We show that sample-efficient learning under this feedback model is possible for two new subclasses of POMDPs: \emph{multi-observation revealing POMDPs} and \emph{distinguishable POMDPs}. Both subclasses generalize and substantially relax \emph{revealing POMDPs} -- a widely studied subclass for which sample-efficient learning is possible under standard trajectory feedback. Notably, distinguishable POMDPs only require the emission distributions from different latent states to be \emph{different} instead of \emph{linearly independent} as required in revealing POMDPs.

21.4LGFeb 13, 2023
Breaking the Curse of Multiagency: Provably Efficient Decentralized Multi-Agent RL with Function Approximation

Yuanhao Wang, Qinghua Liu, Yu Bai et al.

A unique challenge in Multi-Agent Reinforcement Learning (MARL) is the curse of multiagency, where the description length of the game as well as the complexity of many existing learning algorithms scale exponentially with the number of agents. While recent works successfully address this challenge under the model of tabular Markov Games, their mechanisms critically rely on the number of states being finite and small, and do not extend to practical scenarios with enormous state spaces where function approximation must be used to approximate value functions or policies. This paper presents the first line of MARL algorithms that provably resolve the curse of multiagency under function approximation. We design a new decentralized algorithm -- V-Learning with Policy Replay, which gives the first polynomial sample complexity results for learning approximate Coarse Correlated Equilibria (CCEs) of Markov Games under decentralized linear function approximation. Our algorithm always outputs Markov CCEs, and achieves an optimal rate of $\widetilde{\mathcal{O}}(ε^{-2})$ for finding $ε$-optimal solutions. Also, when restricted to the tabular case, our result improves over the current best decentralized result $\widetilde{\mathcal{O}}(ε^{-3})$ for finding Markov CCEs. We further present an alternative algorithm -- Decentralized Optimistic Policy Mirror Descent, which finds policy-class-restricted CCEs using a polynomial number of samples. In exchange for learning a weaker version of CCEs, this algorithm applies to a wider range of problems under generic function approximation, such as linear quadratic games and MARL problems with low ''marginal'' Eluder dimension.

15.6LGMay 30, 2022
Efficient Phi-Regret Minimization in Extensive-Form Games via Online Mirror Descent

Yu Bai, Chi Jin, Song Mei et al.

A conceptually appealing approach for learning Extensive-Form Games (EFGs) is to convert them to Normal-Form Games (NFGs). This approach enables us to directly translate state-of-the-art techniques and analyses in NFGs to learning EFGs, but typically suffers from computational intractability due to the exponential blow-up of the game size introduced by the conversion. In this paper, we address this problem in natural and important setups for the \emph{$Φ$-Hedge} algorithm -- A generic algorithm capable of learning a large class of equilibria for NFGs. We show that $Φ$-Hedge can be directly used to learn Nash Equilibria (zero-sum settings), Normal-Form Coarse Correlated Equilibria (NFCCE), and Extensive-Form Correlated Equilibria (EFCE) in EFGs. We prove that, in those settings, the \emph{$Φ$-Hedge} algorithms are equivalent to standard Online Mirror Descent (OMD) algorithms for EFGs with suitable dilated regularizers, and run in polynomial time. This new connection further allows us to design and analyze a new class of OMD algorithms based on modifying its log-partition function. In particular, we design an improved algorithm with balancing techniques that achieves a sharp $\widetilde{\mathcal{O}}(\sqrt{XAT})$ EFCE-regret under bandit-feedback in an EFG with $X$ information sets, $A$ actions, and $T$ episodes. To our best knowledge, this is the first such rate and matches the information-theoretic lower bound.

20.2LGSep 29, 2022
Partially Observable RL with B-Stability: Unified Structural Condition and Sharp Sample-Efficient Algorithms

Fan Chen, Yu Bai, Song Mei

Partial Observability -- where agents can only observe partial information about the true underlying state of the system -- is ubiquitous in real-world applications of Reinforcement Learning (RL). Theoretically, learning a near-optimal policy under partial observability is known to be hard in the worst case due to an exponential sample complexity lower bound. Recent work has identified several tractable subclasses that are learnable with polynomial samples, such as Partially Observable Markov Decision Processes (POMDPs) with certain revealing or decodability conditions. However, this line of research is still in its infancy, where (1) unified structural conditions enabling sample-efficient learning are lacking; (2) existing sample complexities for known tractable subclasses are far from sharp; and (3) fewer sample-efficient algorithms are available than in fully observable RL. This paper advances all three aspects above for Partially Observable RL in the general setting of Predictive State Representations (PSRs). First, we propose a natural and unified structural condition for PSRs called \emph{B-stability}. B-stable PSRs encompasses the vast majority of known tractable subclasses such as weakly revealing POMDPs, low-rank future-sufficient POMDPs, decodable POMDPs, and regular PSRs. Next, we show that any B-stable PSR can be learned with polynomial samples in relevant problem parameters. When instantiated in the aforementioned subclasses, our sample complexities improve substantially over the current best ones. Finally, our results are achieved by three algorithms simultaneously: Optimistic Maximum Likelihood Estimation, Estimation-to-Decisions, and Model-Based Optimistic Posterior Sampling. The latter two algorithms are new for sample-efficient learning of POMDPs/PSRs.

12.4LGMay 15, 2022
Sample-Efficient Learning of Correlated Equilibria in Extensive-Form Games

Ziang Song, Song Mei, Yu Bai

Imperfect-Information Extensive-Form Games (IIEFGs) is a prevalent model for real-world games involving imperfect information and sequential plays. The Extensive-Form Correlated Equilibrium (EFCE) has been proposed as a natural solution concept for multi-player general-sum IIEFGs. However, existing algorithms for finding an EFCE require full feedback from the game, and it remains open how to efficiently learn the EFCE in the more challenging bandit feedback setting where the game can only be learned by observations from repeated playing. This paper presents the first sample-efficient algorithm for learning the EFCE from bandit feedback. We begin by proposing $K$-EFCE -- a more generalized definition that allows players to observe and deviate from the recommended actions for $K$ times. The $K$-EFCE includes the EFCE as a special case at $K=1$, and is an increasingly stricter notion of equilibrium as $K$ increases. We then design an uncoupled no-regret algorithm that finds an $\varepsilon$-approximate $K$-EFCE within $\widetilde{\mathcal{O}}(\max_{i}X_iA_i^{K}/\varepsilon^2)$ iterations in the full feedback setting, where $X_i$ and $A_i$ are the number of information sets and actions for the $i$-th player. Our algorithm works by minimizing a wide-range regret at each information set that takes into account all possible recommendation histories. Finally, we design a sample-based variant of our algorithm that learns an $\varepsilon$-approximate $K$-EFCE within $\widetilde{\mathcal{O}}(\max_{i}X_iA_i^{K+1}/\varepsilon^2)$ episodes of play in the bandit feedback setting. When specialized to $K=1$, this gives the first sample-efficient algorithm for learning EFCE from bandit feedback.

4.6LGOct 20, 2022
Learning Rationalizable Equilibria in Multiplayer Games

Yuanhao Wang, Dingwen Kong, Yu Bai et al.

A natural goal in multiagent learning besides finding equilibria is to learn rationalizable behavior, where players learn to avoid iteratively dominated actions. However, even in the basic setting of multiplayer general-sum games, existing algorithms require a number of samples exponential in the number of players to learn rationalizable equilibria under bandit feedback. This paper develops the first line of efficient algorithms for learning rationalizable Coarse Correlated Equilibria (CCE) and Correlated Equilibria (CE) whose sample complexities are polynomial in all problem parameters including the number of players. To achieve this result, we also develop a new efficient algorithm for the simpler task of finding one rationalizable action profile (not necessarily an equilibrium), whose sample complexity substantially improves over the best existing results of Wu et al. (2021). Our algorithms incorporate several novel techniques to guarantee rationalizability and no (swap-)regret simultaneously, including a correlated exploration scheme and adaptive learning rates, which may be of independent interest. We complement our results with a sample complexity lower bound showing the sharpness of our guarantees.

15.6LGSep 23, 2022
Unified Algorithms for RL with Decision-Estimation Coefficients: PAC, Reward-Free, Preference-Based Learning, and Beyond

Fan Chen, Song Mei, Yu Bai

Modern Reinforcement Learning (RL) is more than just learning the optimal policy; Alternative learning goals such as exploring the environment, estimating the underlying model, and learning from preference feedback are all of practical importance. While provably sample-efficient algorithms for each specific goal have been proposed, these algorithms often depend strongly on the particular learning goal and thus admit different structures correspondingly. It is an urging open question whether these learning goals can rather be tackled by a single unified algorithm. We make progress on this question by developing a unified algorithm framework for a large class of learning goals, building on the Decision-Estimation Coefficient (DEC) framework. Our framework handles many learning goals such as no-regret RL, PAC RL, reward-free learning, model estimation, and preference-based learning, all by simply instantiating the same generic complexity measure called "Generalized DEC", and a corresponding generic algorithm. The generalized DEC also yields a sample complexity lower bound for each specific learning goal. As applications, we propose "decouplable representation" as a natural sufficient condition for bounding generalized DECs, and use it to obtain many new sample-efficient results (and recover existing results) for a wide range of learning goals and problem classes as direct corollaries. Finally, as a connection, we re-analyze two existing optimistic model-based algorithms based on Posterior Sampling and Maximum Likelihood Estimation, showing that they enjoy sample complexity bounds under similar structural conditions as the DEC.

16.1LGFeb 22, 2022Code
Efficient and Differentiable Conformal Prediction with General Function Classes

Yu Bai, Song Mei, Huan Wang et al.

Quantifying the data uncertainty in learning tasks is often done by learning a prediction interval or prediction set of the label given the input. Two commonly desired properties for learned prediction sets are \emph{valid coverage} and \emph{good efficiency} (such as low length or low cardinality). Conformal prediction is a powerful technique for learning prediction sets with valid coverage, yet by default its conformalization step only learns a single parameter, and does not optimize the efficiency over more expressive function classes. In this paper, we propose a generalization of conformal prediction to multiple learnable parameters, by considering the constrained empirical risk minimization (ERM) problem of finding the most efficient prediction set subject to valid empirical coverage. This meta-algorithm generalizes existing conformal prediction algorithms, and we show that it achieves approximate valid population coverage and near-optimal efficiency within class, whenever the function class in the conformalization step is low-capacity in a certain sense. Next, this ERM problem is challenging to optimize as it involves a non-differentiable coverage constraint. We develop a gradient-based algorithm for it by approximating the original constrained ERM using differentiable surrogate losses and Lagrangians. Experiments show that our algorithm is able to learn valid prediction sets and improve the efficiency significantly over existing approaches in several applications such as prediction intervals with improved length, minimum-volume prediction sets for multi-output regression, and label prediction sets for image classification.

2.9CRFeb 13, 2022
Privacy protection based on mask template

Hao Wang, Yu Bai, Guangmin Sun et al.

Powerful recognition algorithms are widely used in the Internet or important medical systems, which poses a serious threat to personal privacy. Although the law provides for diversity protection, e.g. The General Data Protection Regulation (GDPR) in Europe and Articles 1032 to 1039 of the civil code in China. However, as an important privacy disclosure event, biometric data is often hidden, which is difficult for the owner to detect and trace to the source. Human biometrics generally exist in images. In order to avoid the disclosure of personal privacy, we should prevent unauthorized recognition algorithms from acquiring the real features of the original image.

16.5LGFeb 3, 2022
Near-Optimal Learning of Extensive-Form Games with Imperfect Information

Yu Bai, Chi Jin, Song Mei et al.

This paper resolves the open question of designing near-optimal algorithms for learning imperfect-information extensive-form games from bandit feedback. We present the first line of algorithms that require only $\widetilde{\mathcal{O}}((XA+YB)/\varepsilon^2)$ episodes of play to find an $\varepsilon$-approximate Nash equilibrium in two-player zero-sum games, where $X,Y$ are the number of information sets and $A,B$ are the number of actions for the two players. This improves upon the best known sample complexity of $\widetilde{\mathcal{O}}((X^2A+Y^2B)/\varepsilon^2)$ by a factor of $\widetilde{\mathcal{O}}(\max\{X, Y\})$, and matches the information-theoretic lower bound up to logarithmic factors. We achieve this sample complexity by two new algorithms: Balanced Online Mirror Descent, and Balanced Counterfactual Regret Minimization. Both algorithms rely on novel approaches of integrating \emph{balanced exploration policies} into their classical counterparts. We also extend our results to learning Coarse Correlated Equilibria in multi-player general-sum games.

4.3GTJan 3, 2022
Analyzing Micro-Founded General Equilibrium Models with Many Agents using Deep Reinforcement Learning

Michael Curry, Alexander Trott, Soham Phade et al.

Real economies can be modeled as a sequential imperfect-information game with many heterogeneous agents, such as consumers, firms, and governments. Dynamic general equilibrium (DGE) models are often used for macroeconomic analysis in this setting. However, finding general equilibria is challenging using existing theoretical or computational methods, especially when using microfoundations to model individual agents. Here, we show how to use deep multi-agent reinforcement learning (MARL) to find $ε$-meta-equilibria over agent types in microfounded DGE models. Whereas standard MARL fails to learn non-trivial solutions, our structured learning curricula enable stable convergence to meaningful solutions. Conceptually, our approach is more flexible and does not need unrealistic assumptions, e.g., continuous market clearing, that are commonly used for analytical tractability. Furthermore, our end-to-end GPU implementation enables fast real-time convergence with a large number of RL economic agents. We showcase our approach in open and closed real-business-cycle (RBC) models with 100 worker-consumers, 10 firms, and a social planner who taxes and redistributes. We validate the learned solutions are $ε$-meta-equilibria through best-response analyses, show that they align with economic intuitions, and show our approach can learn a spectrum of qualitatively distinct $ε$-meta-equilibria in open RBC models. As such, we show that hardware-accelerated MARL is a promising framework for modeling the complexity of economies based on microfoundations.