4.6LGOct 20, 2022
Learning Rationalizable Equilibria in Multiplayer GamesYuanhao 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.
14.2LGMar 6, 2024
Directional Smoothness and Gradient Methods: Convergence and AdaptivityAaron Mishkin, Ahmed Khaled, Yuanhao Wang et al. · princeton
We develop new sub-optimality bounds for gradient descent (GD) that depend on the conditioning of the objective along the path of optimization rather than on global, worst-case constants. Key to our proofs is directional smoothness, a measure of gradient variation that we use to develop upper-bounds on the objective. Minimizing these upper-bounds requires solving implicit equations to obtain a sequence of strongly adapted step-sizes; we show that these equations are straightforward to solve for convex quadratics and lead to new guarantees for two classical step-sizes. For general functions, we prove that the Polyak step-size and normalized GD obtain fast, path-dependent rates despite using no knowledge of the directional smoothness. Experiments on logistic regression show our convergence guarantees are tighter than the classical theory based on $L$-smoothness.
29.4LGOct 27, 2021
V-Learning -- A Simple, Efficient, Decentralized Algorithm for Multiagent RLChi Jin, Qinghua Liu, Yuanhao Wang et al.
A major challenge of multiagent reinforcement learning (MARL) is the curse of multiagents, where the size of the joint action space scales exponentially with the number of agents. This remains to be a bottleneck for designing efficient MARL algorithms even in a basic scenario with finitely many states and actions. This paper resolves this challenge for the model of episodic Markov games. We design a new class of fully decentralized algorithms -- V-learning, which provably learns Nash equilibria (in the two-player zero-sum setting), correlated equilibria and coarse correlated equilibria (in the multiplayer general-sum setting) in a number of samples that only scales with $\max_{i\in[m]} A_i$, where $A_i$ is the number of actions for the $i^{\rm th}$ player. This is in sharp contrast to the size of the joint action space which is $\prod_{i=1}^m A_i$. V-learning (in its basic form) is a new class of single-agent RL algorithms that convert any adversarial bandit algorithm with suitable regret guarantees into a RL algorithm. Similar to the classical Q-learning algorithm, it performs incremental updates to the value functions. Different from Q-learning, it only maintains the estimates of V-values instead of Q-values. This key difference allows V-learning to achieve the claimed guarantees in the MARL setting by simply letting all agents run V-learning independently.
23.0LGMar 23, 2021
An Exponential Lower Bound for Linearly-Realizable MDPs with Constant Suboptimality GapYuanhao Wang, Ruosong Wang, Sham M. Kakade
A fundamental question in the theory of reinforcement learning is: suppose the optimal $Q$-function lies in the linear span of a given $d$ dimensional feature mapping, is sample-efficient reinforcement learning (RL) possible? The recent and remarkable result of Weisz et al. (2020) resolved this question in the negative, providing an exponential (in $d$) sample size lower bound, which holds even if the agent has access to a generative model of the environment. One may hope that this information theoretic barrier for RL can be circumvented by further supposing an even more favorable assumption: there exists a \emph{constant suboptimality gap} between the optimal $Q$-value of the best action and that of the second-best action (for all states). The hope is that having a large suboptimality gap would permit easier identification of optimal actions themselves, thus making the problem tractable; indeed, provided the agent has access to a generative model, sample-efficient RL is in fact possible with the addition of this more favorable assumption. This work focuses on this question in the standard online reinforcement learning setting, where our main result resolves this question in the negative: our hardness result shows that an exponential sample complexity lower bound still holds even if a constant suboptimality gap is assumed in addition to having a linearly realizable optimal $Q$-function. Perhaps surprisingly, this implies an exponential separation between the online RL setting and the generative model setting. Complementing our negative hardness result, we give two positive results showing that provably sample-efficient RL is possible either under an additional low-variance assumption or under a novel hypercontractivity assumption (both implicitly place stronger conditions on the underlying dynamics model).
20.7LGFeb 18, 2021
Near-optimal Local Convergence of Alternating Gradient Descent-Ascent for Minimax OptimizationGuodong Zhang, Yuanhao Wang, Laurent Lessard et al.
Smooth minimax games often proceed by simultaneous or alternating gradient updates. Although algorithms with alternating updates are commonly used in practice, the majority of existing theoretical analyses focus on simultaneous algorithms for convenience of analysis. In this paper, we study alternating gradient descent-ascent (Alt-GDA) in minimax games and show that Alt-GDA is superior to its simultaneous counterpart~(Sim-GDA) in many settings. We prove that Alt-GDA achieves a near-optimal local convergence rate for strongly convex-strongly concave (SCSC) problems while Sim-GDA converges at a much slower rate. To our knowledge, this is the \emph{first} result of any setting showing that Alt-GDA converges faster than Sim-GDA by more than a constant. We further adapt the theory of integral quadratic constraints (IQC) and show that Alt-GDA attains the same rate \emph{globally} for a subclass of SCSC minimax problems. Empirically, we demonstrate that alternating updates speed up GAN training significantly and the use of optimism only helps for simultaneous algorithms.
19.5LGOct 28, 2020
Online Learning in Unknown Markov GamesYi Tian, Yuanhao Wang, Tiancheng Yu et al.
We study online learning in unknown Markov games, a problem that arises in episodic multi-agent reinforcement learning where the actions of the opponents are unobservable. We show that in this challenging setting, achieving sublinear regret against the best response in hindsight is statistically hard. We then consider a weaker notion of regret by competing with the \emph{minimax value} of the game, and present an algorithm that achieves a sublinear $\tilde{\mathcal{O}}(K^{2/3})$ regret after $K$ episodes. This is the first sublinear regret bound (to our knowledge) for online learning in unknown Markov games. Importantly, our regret bound is independent of the size of the opponents' action spaces. As a result, even when the opponents' actions are fully observable, our regret bound improves upon existing analysis (e.g., (Xie et al., 2020)) by an exponential factor in the number of opponents.
2.3LGAug 21, 2020
Refined Analysis of FPL for Adversarial Markov Decision ProcessesYuanhao Wang, Kefan Dong
We consider the adversarial Markov Decision Process (MDP) problem, where the rewards for the MDP can be adversarially chosen, and the transition function can be either known or unknown. In both settings, Follow-the-PerturbedLeader (FPL) based algorithms have been proposed in previous literature. However, the established regret bounds for FPL based algorithms are worse than algorithms based on mirrordescent. We improve the analysis of FPL based algorithms in both settings, matching the current best regret bounds using faster and simpler algorithms.
13.8OCAug 17, 2020
On the Suboptimality of Negative Momentum for Minimax OptimizationGuodong Zhang, Yuanhao Wang
Smooth game optimization has recently attracted great interest in machine learning as it generalizes the single-objective optimization paradigm. However, game dynamics is more complex due to the interaction between different players and is therefore fundamentally different from minimization, posing new challenges for algorithm design. Notably, it has been shown that negative momentum is preferred due to its ability to reduce oscillation in game dynamics. Nevertheless, the convergence rate of negative momentum was only established in simple bilinear games. In this paper, we extend the analysis to smooth and strongly-convex strongly-concave minimax games by taking the variational inequality formulation. By connecting momentum method with Chebyshev polynomials, we show that negative momentum accelerates convergence of game dynamics locally, though with a suboptimal rate. To the best of our knowledge, this is the \emph{first work} that provides an explicit convergence rate for negative momentum in this setting.
22.7LGOct 16, 2019
On Solving Minimax Optimization Locally: A Follow-the-Ridge ApproachYuanhao Wang, Guodong Zhang, Jimmy Ba
Many tasks in modern machine learning can be formulated as finding equilibria in \emph{sequential} games. In particular, two-player zero-sum sequential games, also known as minimax optimization, have received growing interest. It is tempting to apply gradient descent to solve minimax optimization given its popularity and success in supervised learning. However, it has been noted that naive application of gradient descent fails to find some local minimax and can converge to non-local-minimax points. In this paper, we propose \emph{Follow-the-Ridge} (FR), a novel algorithm that provably converges to and only converges to local minimax. We show theoretically that the algorithm addresses the notorious rotational behaviour of gradient dynamics, and is compatible with preconditioning and \emph{positive} momentum. Empirically, FR solves toy minimax problems and improves the convergence of GAN training compared to the recent minimax optimization algorithms.
22.8LGApr 12, 2019
Distributed Bandit Learning: Near-Optimal Regret with Efficient CommunicationYuanhao Wang, Jiachen Hu, Xiaoyu Chen et al.
We study the problem of regret minimization for distributed bandits learning, in which $M$ agents work collaboratively to minimize their total regret under the coordination of a central server. Our goal is to design communication protocols with near-optimal regret and little communication cost, which is measured by the total amount of transmitted data. For distributed multi-armed bandits, we propose a protocol with near-optimal regret and only $O(M\log(MK))$ communication cost, where $K$ is the number of arms. The communication cost is independent of the time horizon $T$, has only logarithmic dependence on the number of arms, and matches the lower bound except for a logarithmic factor. For distributed $d$-dimensional linear bandits, we propose a protocol that achieves near-optimal regret and has communication cost of order $\tilde{O}(Md)$, which has only logarithmic dependence on $T$.