Chi Jin

LG
h-index35
79papers
10,760citations
Novelty64%
AI Score51

79 Papers

32.3LGApr 19, 2022
When Is Partially Observable Reinforcement Learning Not Scary?

Qinghua Liu, Alan Chung, Csaba Szepesvári et al. · deepmind

Applications of Reinforcement Learning (RL), in which agents learn to make a sequence of decisions despite lacking complete information about the latent states of the controlled system, that is, they act under partial observability of the states, are ubiquitous. Partially observable RL can be notoriously difficult -- well-known information-theoretic results show that learning partially observable Markov decision processes (POMDPs) requires an exponential number of samples in the worst case. Yet, this does not rule out the existence of large subclasses of POMDPs over which learning is tractable. In this paper we identify such a subclass, which we call weakly revealing POMDPs. This family rules out the pathological instances of POMDPs where observations are uninformative to a degree that makes learning hard. We prove that for weakly revealing POMDPs, a simple algorithm combining optimism and Maximum Likelihood Estimation (MLE) is sufficient to guarantee polynomial sample complexity. To the best of our knowledge, this is the first provably sample-efficient result for learning from interactions in overcomplete POMDPs, where the number of latent states can be larger than the number of observations.

17.7LGJun 2, 2022
Sample-Efficient Reinforcement Learning of Partially Observable Markov Games

Qinghua Liu, Csaba Szepesvári, Chi Jin · deepmind

This paper considers the challenging tasks of Multi-Agent Reinforcement Learning (MARL) under partial observability, where each agent only sees her own individual observations and actions that reveal incomplete information about the underlying state of system. This paper studies these tasks under the general model of multiplayer general-sum Partially Observable Markov Games (POMGs), which is significantly larger than the standard model of Imperfect Information Extensive-Form Games (IIEFGs). We identify a rich subclass of POMGs -- weakly revealing POMGs -- in which sample-efficient learning is tractable. In the self-play setting, we prove that a simple algorithm combining optimism and Maximum Likelihood Estimation (MLE) is sufficient to find approximate Nash equilibria, correlated equilibria, as well as coarse correlated equilibria of weakly revealing POMGs, in a polynomial number of samples when the number of agents is small. In the setting of playing against adversarial opponents, we show that a variant of our optimistic MLE algorithm is capable of achieving sublinear regret when being compared against the optimal maximin policies. To our best knowledge, this work provides the first line of sample-efficient results for learning POMGs.

14.1LGOct 30, 2022
Representation Learning for General-sum Low-rank Markov Games

Chengzhuo Ni, Yuda Song, Xuezhou Zhang et al. · cmu

We study multi-agent general-sum Markov games with nonlinear function approximation. We focus on low-rank Markov games whose transition matrix admits a hidden low-rank structure on top of an unknown non-linear representation. The goal is to design an algorithm that (1) finds an $\varepsilon$-equilibrium policy sample efficiently without prior knowledge of the environment or the representation, and (2) permits a deep-learning friendly implementation. We leverage representation learning and present a model-based and a model-free approach to construct an effective representation from the collected data. For both approaches, the algorithm achieves a sample complexity of poly$(H,d,A,1/\varepsilon)$, where $H$ is the game horizon, $d$ is the dimension of the feature vector, $A$ is the size of the joint action space and $\varepsilon$ is the optimality gap. When the number of players is large, the above sample complexity can scale exponentially with the number of players in the worst case. To address this challenge, we consider Markov games with a factorized transition structure and present an algorithm that escapes such exponential scaling. To our best knowledge, this is the first sample-efficient algorithm for multi-agent general-sum Markov games that incorporates (non-linear) function approximation. We accompany our theoretical result with a neural network-based implementation of our algorithm and evaluate it against the widely used deep RL baseline, DQN with fictitious play.

8.8LGJun 22, 2023
Context-lumpable stochastic bandits

Chung-Wei Lee, Qinghua Liu, Yasin Abbasi-Yadkori et al. · deepmind

We consider a contextual bandit problem with $S$ contexts and $K$ actions. In each round $t=1,2,\dots$, the learner observes a random context and chooses an action based on its past experience. The learner then observes a random reward whose mean is a function of the context and the action for the round. Under the assumption that the contexts can be lumped into $r\le \min\{S,K\}$ groups such that the mean reward for the various actions is the same for any two contexts that are in the same group, we give an algorithm that outputs an $ε$-optimal policy after using at most $\widetilde O(r (S +K )/ε^2)$ samples with high probability and provide a matching $Ω(r(S+K)/ε^2)$ lower bound. In the regret minimization setting, we give an algorithm whose cumulative regret up to time $T$ is bounded by $\widetilde O(\sqrt{r^3(S+K)T})$. To the best of our knowledge, we are the first to show the near-optimal sample complexity in the PAC setting and $\widetilde O(\sqrt{{poly}(r)(S+K)T})$ minimax regret in the online setting for this problem. We also show our algorithms can be applied to more general low-rank bandits and get improved regret bounds in some scenarios.

13.6LGSep 6, 2022
Faster federated optimization under second-order similarity

Ahmed Khaled, Chi Jin · princeton

Federated learning (FL) is a subfield of machine learning where multiple clients try to collaboratively learn a model over a network under communication constraints. We consider finite-sum federated optimization under a second-order function similarity condition and strong convexity, and propose two new algorithms: SVRP and Catalyzed SVRP. This second-order similarity condition has grown popular recently, and is satisfied in many applications including distributed statistical learning and differentially private empirical risk minimization. The first algorithm, SVRP, combines approximate stochastic proximal point evaluations, client sampling, and variance reduction. We show that SVRP is communication efficient and achieves superior performance to many existing algorithms when function similarity is high enough. Our second algorithm, Catalyzed SVRP, is a Catalyst-accelerated variant of SVRP that achieves even better performance and uniformly improves upon existing algorithms for federated optimization under second-order similarity and strong convexity. In the course of analyzing these algorithms, we provide a new analysis of the Stochastic Proximal Point Method (SPPM) that might be of independent interest. Our analysis of SPPM is simple, allows for approximate proximal point evaluations, does not require any smoothness assumptions, and shows a clear benefit in communication complexity over ordinary distributed stochastic gradient descent.

10.3ROApr 10, 2023
Learning a Universal Human Prior for Dexterous Manipulation from Human Preference

Zihan Ding, Yuanpei Chen, Allen Z. Ren et al. · baidu

Generating human-like behavior on robots is a great challenge especially in dexterous manipulation tasks with robotic hands. Scripting policies from scratch is intractable due to the high-dimensional control space, and training policies with reinforcement learning (RL) and manual reward engineering can also be hard and lead to unnatural motions. Leveraging the recent progress on RL from Human Feedback, we propose a framework that learns a universal human prior using direct human preference feedback over videos, for efficiently tuning the RL policies on 20 dual-hand robot manipulation tasks in simulation, without a single human demonstration. A task-agnostic reward model is trained through iteratively generating diverse polices and collecting human preference over the trajectories; it is then applied for regularizing the behavior of polices in the fine-tuning stage. Our method empirically demonstrates more human-like behaviors on robot hands in diverse tasks including even unseen tasks, indicating its generalization capability.

19.4MLMar 2, 2023
On the Provable Advantage of Unsupervised Pretraining

Jiawei Ge, Shange Tang, Jianqing Fan et al.

Unsupervised pretraining, which learns a useful representation using a large amount of unlabeled data to facilitate the learning of downstream tasks, is a critical component of modern large-scale machine learning systems. Despite its tremendous empirical success, the rigorous theoretical understanding of why unsupervised pretraining generally helps remains rather limited -- most existing results are restricted to particular methods or approaches for unsupervised pretraining with specialized structural assumptions. This paper studies a generic framework, where the unsupervised representation learning task is specified by an abstract class of latent variable models $Φ$ and the downstream task is specified by a class of prediction functions $Ψ$. We consider a natural approach of using Maximum Likelihood Estimation (MLE) for unsupervised pretraining and Empirical Risk Minimization (ERM) for learning downstream tasks. We prove that, under a mild ''informative'' condition, our algorithm achieves an excess risk of $\tilde{\mathcal{O}}(\sqrt{\mathcal{C}_Φ/m} + \sqrt{\mathcal{C}_Ψ/n})$ for downstream tasks, where $\mathcal{C}_Φ, \mathcal{C}_Ψ$ are complexity measures of function classes $Φ, Ψ$, and $m, n$ are the number of unlabeled and labeled data respectively. Comparing to the baseline of $\tilde{\mathcal{O}}(\sqrt{\mathcal{C}_{Φ\circ Ψ}/n})$ achieved by performing supervised learning using only the labeled data, our result rigorously shows the benefit of unsupervised pretraining when $m \gg n$ and $\mathcal{C}_{Φ\circ Ψ} > \mathcal{C}_Ψ$. This paper further shows that our generic framework covers a wide range of approaches for unsupervised pretraining, including factor models, Gaussian mixture models, and contrastive learning.

30.5LGJun 25, 2023
Is RLHF More Difficult than Standard RL?

Yuanhao Wang, Qinghua Liu, Chi Jin

Reinforcement learning from Human Feedback (RLHF) learns from preference signals, while standard Reinforcement Learning (RL) directly learns from reward signals. Preferences arguably contain less information than rewards, which makes preference-based RL seemingly more difficult. This paper theoretically proves that, for a wide range of preference models, we can solve preference-based RL directly using existing algorithms and techniques for reward-based RL, with small or no extra costs. Specifically, (1) for preferences that are drawn from reward-based probabilistic models, we reduce the problem to robust reward-based RL that can tolerate small errors in rewards; (2) for general arbitrary preferences where the objective is to find the von Neumann winner, we reduce the problem to multiagent reward-based RL which finds Nash equilibria for factored Markov games with a restricted set of policies. The latter case can be further reduced to adversarial MDP when preferences only depend on the final state. We instantiate all reward-based RL subroutines by concrete provable algorithms, and apply our theory to a large class of models including tabular MDPs and MDPs with generic function approximation. We further provide guarantees when K-wise comparisons are available.

32.4LGSep 4, 2024
Building Math Agents with Multi-Turn Iterative Preference Learning

Wei Xiong, Chengshuai Shi, Jiaming Shen et al.

Recent studies have shown that large language models' (LLMs) mathematical problem-solving capabilities can be enhanced by integrating external tools, such as code interpreters, and employing multi-turn Chain-of-Thought (CoT) reasoning. While current methods focus on synthetic data generation and Supervised Fine-Tuning (SFT), this paper studies the complementary direct preference learning approach to further improve model performance. However, existing direct preference learning algorithms are originally designed for the single-turn chat task, and do not fully address the complexities of multi-turn reasoning and external tool integration required for tool-integrated mathematical reasoning tasks. To fill in this gap, we introduce a multi-turn direct preference learning framework, tailored for this context, that leverages feedback from code interpreters and optimizes trajectory-level preferences. This framework includes multi-turn DPO and multi-turn KTO as specific implementations. The effectiveness of our framework is validated through training of various language models using an augmented prompt set from the GSM8K and MATH datasets. Our results demonstrate substantial improvements: a supervised fine-tuned Gemma-1.1-it-7B model's performance increased from 77.5% to 83.9% on GSM8K and from 46.1% to 51.2% on MATH. Similarly, a Gemma-2-it-9B model improved from 84.1% to 86.3% on GSM8K and from 51.0% to 54.5% on MATH.

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.

16.5LGMar 14, 2022
Learning Markov Games with Adversarial Opponents: Efficient Algorithms and Fundamental Limits

Qinghua Liu, Yuanhao Wang, Chi Jin

An ideal strategy in zero-sum games should not only grant the player an average reward no less than the value of Nash equilibrium, but also exploit the (adaptive) opponents when they are suboptimal. While most existing works in Markov games focus exclusively on the former objective, it remains open whether we can achieve both objectives simultaneously. To address this problem, this work studies no-regret learning in Markov games with adversarial opponents when competing against the best fixed policy in hindsight. Along this direction, we present a new complete set of positive and negative results: When the policies of the opponents are revealed at the end of each episode, we propose new efficient algorithms achieving $\sqrt{K}$-regret bounds when either (1) the baseline policy class is small or (2) the opponent's policy class is small. This is complemented with an exponential lower bound when neither conditions are true. When the policies of the opponents are not revealed, we prove a statistical hardness result even in the most favorable scenario when both above conditions are true. Our hardness result is much stronger than the existing hardness results which either only involve computational hardness, or require further restrictions on the algorithms.

7.7LGFeb 9, 2023
Efficient displacement convex optimization with particle gradient descent

Hadi Daneshmand, Jason D. Lee, Chi Jin

Particle gradient descent, which uses particles to represent a probability measure and performs gradient descent on particles in parallel, is widely used to optimize functions of probability measures. This paper considers particle gradient descent with a finite number of particles and establishes its theoretical guarantees to optimize functions that are \emph{displacement convex} in measures. Concretely, for Lipschitz displacement convex functions defined on probability over $\mathbb{R}^d$, we prove that $O(1/ε^2)$ particles and $O(d/ε^4)$ computations are sufficient to find the $ε$-optimal solutions. We further provide improved complexity bounds for optimizing smooth displacement convex functions. We demonstrate the application of our results for function approximation with specific neural architectures with two-dimensional inputs.

11.8LGOct 27, 2022
Provable Sim-to-real Transfer in Continuous Domain with Partial Observations

Jiachen Hu, Han Zhong, Chi Jin et al.

Sim-to-real transfer trains RL agents in the simulated environments and then deploys them in the real world. Sim-to-real transfer has been widely used in practice because it is often cheaper, safer and much faster to collect samples in simulation than in the real world. Despite the empirical success of the sim-to-real transfer, its theoretical foundation is much less understood. In this paper, we study the sim-to-real transfer in continuous domain with partial observations, where the simulated environments and real-world environments are modeled by linear quadratic Gaussian (LQG) systems. We show that a popular robust adversarial training algorithm is capable of learning a policy from the simulated environment that is competitive to the optimal policy in the real-world environment. To achieve our results, we design a new algorithm for infinite-horizon average-cost LQGs and establish a regret bound that depends on the intrinsic complexity of the model class. Our algorithm crucially relies on a novel history clipping scheme, which might be of independent interest.

5.8LGJul 18, 2022Code
A Deep Reinforcement Learning Approach for Finding Non-Exploitable Strategies in Two-Player Atari Games

Zihan Ding, Dijia Su, Qinghua Liu et al.

This paper proposes new, end-to-end deep reinforcement learning algorithms for learning two-player zero-sum Markov games. Different from prior efforts on training agents to beat a fixed set of opponents, our objective is to find the Nash equilibrium policies that are free from exploitation by even the adversarial opponents. We propose (a) Nash-DQN algorithm, which integrates the deep learning techniques from single DQN into the classic Nash Q-learning algorithm for solving tabular Markov games; (b) Nash-DQN-Exploiter algorithm, which additionally adopts an exploiter to guide the exploration of the main agent. We conduct experimental evaluation on tabular examples as well as various two-player Atari games. Our empirical results demonstrate that (i) the policies found by many existing methods including Neural Fictitious Self Play and Policy Space Response Oracle can be prone to exploitation by adversarial opponents; (ii) the output policies of our algorithms are robust to exploitation, and thus outperform existing methods.

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.

1.2SYSep 24, 2014
An Extended Small-Gain Theorem

Yunsheng Li, Chi Jin

We extend the results of the general small-gain theorem proposed by Z.P Jiang. The significance of this extension is two fold. First, it allows one to use general vector norm to characterize the input-to-output property of two interconnected subsystems. Second, the gain from input signals to output of each sub-system is provided, which offers one more flexibility in control design.

17.0LGAug 21, 2024
Two-Timescale Gradient Descent Ascent Algorithms for Nonconvex Minimax Optimization

Tianyi Lin, Chi Jin, Michael. I. Jordan

We provide a unified analysis of two-timescale gradient descent ascent (TTGDA) for solving structured nonconvex minimax optimization problems in the form of $\min_\textbf{x} \max_{\textbf{y} \in Y} f(\textbf{x}, \textbf{y})$, where the objective function $f(\textbf{x}, \textbf{y})$ is nonconvex in $\textbf{x}$ and concave in $\textbf{y}$, and the constraint set $Y \subseteq \mathbb{R}^n$ is convex and bounded. In the convex-concave setting, the single-timescale gradient descent ascent (GDA) algorithm is widely used in applications and has been shown to have strong convergence guarantees. In more general settings, however, it can fail to converge. Our contribution is to design TTGDA algorithms that are effective beyond the convex-concave setting, efficiently finding a stationary point of the function $Φ(\cdot) := \max_{\textbf{y} \in Y} f(\cdot, \textbf{y})$. We also establish theoretical bounds on the complexity of solving both smooth and nonsmooth nonconvex-concave minimax optimization problems. To the best of our knowledge, this is the first systematic analysis of TTGDA for nonconvex minimax optimization, shedding light on its superior performance in training generative adversarial networks (GANs) and in other real-world application problems.

29.6LGSep 29, 2023Code
Consistency Models as a Rich and Efficient Policy Class for Reinforcement Learning

Zihan Ding, Chi Jin

Score-based generative models like the diffusion model have been testified to be effective in modeling multi-modal data from image generation to reinforcement learning (RL). However, the inference process of diffusion model can be slow, which hinders its usage in RL with iterative sampling. We propose to apply the consistency model as an efficient yet expressive policy representation, namely consistency policy, with an actor-critic style algorithm for three typical RL settings: offline, offline-to-online and online. For offline RL, we demonstrate the expressiveness of generative models as policies from multi-modal data. For offline-to-online RL, the consistency policy is shown to be more computational efficient than diffusion policy, with a comparable performance. For online RL, the consistency policy demonstrates significant speedup and even higher average performances than the diffusion policy.

43.2LGFeb 11, 2025Code
Goedel-Prover: A Frontier Model for Open-Source Automated Theorem Proving

Yong Lin, Shange Tang, Bohan Lyu et al.

We introduce Goedel-Prover, an open-source language model that achieves state-of-the-art (as of April 5 2025) performance in automated formal proof generation for mathematical problems. A key challenge in this field is the scarcity of formalized mathematical statements and proofs, which we address through the following approaches. First, we train LLMs to convert natural language math problems from the Numina dataset to equivalent formal statements in Lean 4. This process creates the dataset Goedel-Pset-v1, which includes 1.64 million formal statements. Next, we develop a large dataset of formal proofs by training a series of provers. Each new prover can prove many statements that previous ones could not, and these new proofs are added to the training set for the next prover. Finally, we obtain the dataset Goedel-Pset-v1-solved, which contains proofs for over 800K statements from Goedel-Pset-v1. Supervised fine-tuning (SFT) of DeepSeek-Prover-V1.5-Base on Goedel-Pset-v1-solved (i.e., no RL) yields a Goedel-Prover-SFT that achieves a success rate of 57.6% (Pass@32) on miniF2F, surpassing the previous leader DeepSeek-Prover-V1.5-RL (trained using SFT + RL on a proprietary dataset) by 7.6%. On PutnamBench, Goedel-Prover-SFT successfully solves 7 problems (Pass@512), ranking first on the leaderboard. We provide extensive discussion of our training methodology, highlighting the key design choices that contribute to Goedel-Prover's strong performance. Further RL training (including DPO) improves Goedel-Prover-SFT's success rate to over 60% (Pass@32) on miniF2F. To aid future research, we provide extensive discussion of our training methodology and design choices. We also fully open-source our codes, models, and datasets. Additionally, we open-source formal proofs for 29.7K problems in Lean Workbook, nearly doubling the 15.7K solved by prior provers.

17.4MLNov 27, 2023
Maximum Likelihood Estimation is All You Need for Well-Specified Covariate Shift

Jiawei Ge, Shange Tang, Jianqing Fan et al.

A key challenge of modern machine learning systems is to achieve Out-of-Distribution (OOD) generalization -- generalizing to target data whose distribution differs from that of source data. Despite its significant importance, the fundamental question of ``what are the most effective algorithms for OOD generalization'' remains open even under the standard setting of covariate shift. This paper addresses this fundamental question by proving that, surprisingly, classical Maximum Likelihood Estimation (MLE) purely using source data (without any modification) achieves the minimax optimality for covariate shift under the well-specified setting. That is, no algorithm performs better than MLE in this setting (up to a constant factor), justifying MLE is all you need. Our result holds for a very rich class of parametric models, and does not require any boundedness condition on the density ratio. We illustrate the wide applicability of our framework by instantiating it to three concrete examples -- linear regression, logistic regression, and phase retrieval. This paper further complement the study by proving that, under the misspecified setting, MLE is no longer the optimal choice, whereas Maximum Weighted Likelihood Estimator (MWLE) emerges as minimax optimal in certain scenarios.

2.7CLDec 31, 2025
MUSIC: MUlti-Step Instruction Contrast for Multi-Turn Reward Models

Wenzhe Li, Shujian Zhang, Wenxuan Zhou et al.

Evaluating the quality of multi-turn conversations is crucial for developing capable Large Language Models (LLMs), yet remains a significant challenge, often requiring costly human evaluation. Multi-turn reward models (RMs) offer a scalable alternative and can provide valuable signals for guiding LLM training. While recent work has advanced multi-turn \textit{training} techniques, effective automated \textit{evaluation} specifically for multi-turn interactions lags behind. We observe that standard preference datasets, typically contrasting responses based only on the final conversational turn, provide insufficient signal to capture the nuances of multi-turn interactions. Instead, we find that incorporating contrasts spanning \textit{multiple} turns is critical for building robust multi-turn RMs. Motivated by this finding, we propose \textbf{MU}lti-\textbf{S}tep \textbf{I}nstruction \textbf{C}ontrast (MUSIC), an unsupervised data augmentation strategy that synthesizes contrastive conversation pairs exhibiting differences across multiple turns. Leveraging MUSIC on the Skywork preference dataset, we train a multi-turn RM based on the Gemma-2-9B-Instruct model. Empirical results demonstrate that our MUSIC-augmented RM outperforms baseline methods, achieving higher alignment with judgments from advanced proprietary LLM judges on multi-turn conversations, crucially, without compromising performance on standard single-turn RM benchmarks.

15.6AIMay 19, 2025Code
Ineq-Comp: Benchmarking Human-Intuitive Compositional Reasoning in Automated Theorem Proving on Inequalities

Haoyu Zhao, Yihan Geng, Shange Tang et al.

LLM-based formal proof assistants (e.g., in Lean) hold great promise for automating mathematical discovery. But beyond syntactic correctness, do these systems truly understand mathematical structure as humans do? We investigate this question in context of mathematical inequalities -- specifically the prover's ability to recognize that the given problem simplifies by applying a known inequality such as AM/GM. Specifically, we are interested in their ability to do this in a compositional setting where multiple inequalities must be applied as part of a solution. We introduce Ineq-Comp, a benchmark built from elementary inequalities through systematic transformations, including variable duplication, algebraic rewriting, and multi-step composition. Although these problems remain easy for humans, we find that most provers -- including Goedel, STP, and Kimina-7B -- struggle significantly. DeepSeek-Prover-V2-7B shows relative robustness, but still suffers a 20% performance drop (pass@32). Even for DeepSeek-Prover-V2-671B model, the gap between compositional variants and seed problems exists, implying that simply scaling up the model size alone does not fully solve the compositional weakness. Strikingly, performance remains poor for all models even when formal proofs of the constituent parts are provided in context, revealing that the source of weakness is indeed in compositional reasoning. Our results expose a persisting gap between the generalization behavior of current AI provers and human mathematical intuition. All data and evaluation code can be found at https://github.com/haoyuzhao123/LeanIneqComp.

26.9CLFeb 2, 2025
Rethinking Mixture-of-Agents: Is Mixing Different Large Language Models Beneficial?

Wenzhe Li, Yong Lin, Mengzhou Xia et al.

Ensembling outputs from diverse sources is a straightforward yet effective approach to boost performance. Mixture-of-Agents (MoA) is one such popular ensemble method that aggregates outputs from multiple different Large Language Models (LLMs). This paper raises the question in the context of language models: is mixing different LLMs truly beneficial? We propose Self-MoA -- an ensemble method that aggregates outputs from only the single top-performing LLM. Our extensive experiments reveal that, surprisingly, Self-MoA outperforms standard MoA that mixes different LLMs in a large number of scenarios: Self-MoA achieves $6.6\%$ improvement over MoA on the AlpacaEval 2.0 benchmark, and an average of $3.8\%$ improvement across various benchmarks, including MMLU, CRUX, and MATH. Applying Self-MoA to one of the top-ranking models in AlpacaEval 2.0 directly achieves the new state-of-the-art performance on the leaderboard. To understand the effectiveness of Self-MoA, we systematically investigate the trade-off between diversity and quality of outputs under various MoA settings. We confirm that the MoA performance is rather sensitive to the quality, and mixing different LLMs often lowers the average quality of the models. To complement the study, we identify the scenarios where mixing different LLMs could be helpful. This paper further introduces a sequential version of Self-MoA, that is capable of aggregating a large number of LLM outputs on-the-fly over multiple rounds, and is as effective as aggregating all outputs at once.

20.4OCFeb 12, 2024
Tuning-Free Stochastic Optimization

Ahmed Khaled, Chi Jin · princeton

Large-scale machine learning problems make the cost of hyperparameter tuning ever more prohibitive. This creates a need for algorithms that can tune themselves on-the-fly. We formalize the notion of "tuning-free" algorithms that can match the performance of optimally-tuned optimization algorithms up to polylogarithmic factors given only loose hints on the relevant problem parameters. We consider in particular algorithms that can match optimally-tuned Stochastic Gradient Descent (SGD). When the domain of optimization is bounded, we show tuning-free matching of SGD is possible and achieved by several existing algorithms. We prove that for the task of minimizing a convex and smooth or Lipschitz function over an unbounded domain, tuning-free optimization is impossible. We discuss conditions under which tuning-free optimization is possible even over unbounded domains. In particular, we show that the recently proposed DoG and DoWG algorithms are tuning-free when the noise distribution is sufficiently well-behaved. For the task of finding a stationary point of a smooth and potentially nonconvex function, we give a variant of SGD that matches the best-known high-probability convergence rate for tuned SGD at only an additional polylogarithmic cost. However, we also give an impossibility result that shows no algorithm can hope to match the optimal expected convergence rate for tuned SGD with high probability.

18.8CLJul 9, 2025
Frontier LLMs Still Struggle with Simple Reasoning Tasks

Alan Malek, Jiawei Ge, Nevena Lazic et al.

While state-of-the-art large language models (LLMs) demonstrate advanced reasoning capabilities-achieving remarkable performance on challenging competitive math and coding benchmarks-they also frequently fail on tasks that are easy for humans. This work studies the performance of frontier LLMs on a broad set of such "easy" reasoning problems. By extending previous work in the literature, we create a suite of procedurally generated simple reasoning tasks, including counting, first-order logic, proof trees, and travel planning, with changeable parameters (such as document length. or the number of variables in a math problem) that can arbitrarily increase the amount of computation required to produce the answer while preserving the fundamental difficulty. While previous work showed that traditional, non-thinking models can be made to fail on such problems, we demonstrate that even state-of-the-art thinking models consistently fail on such problems and for similar reasons (e.g. statistical shortcuts, errors in intermediate steps, and difficulties in processing long contexts). To further understand the behavior of the models, we introduce the unpuzzles dataset, a different "easy" benchmark consisting of trivialized versions of well-known math and logic puzzles. Interestingly, while modern LLMs excel at solving the original puzzles, they tend to fail on the trivialized versions, exhibiting several systematic failure patterns related to memorizing the originals. We show that this happens even if the models are otherwise able to solve problems with different descriptions but requiring the same logic. Our results highlight that out-of-distribution generalization is still problematic for frontier language models and the new generation of thinking models, even for simple reasoning tasks, and making tasks easier does not necessarily imply improved performance.

2.6LGDec 22, 2024
Generative Diffusion Modeling: A Practical Handbook

Zihan Ding, Chi Jin

This handbook offers a unified perspective on diffusion models, encompassing diffusion probabilistic models, score-based generative models, consistency models, rectified flow, and related methods. By standardizing notations and aligning them with code implementations, it aims to bridge the "paper-to-code" gap and facilitate robust implementations and fair comparisons. The content encompasses the fundamentals of diffusion models, the pre-training process, and various post-training methods. Post-training techniques include model distillation and reward-based fine-tuning. Designed as a practical guide, it emphasizes clarity and usability over theoretical depth, focusing on widely adopted approaches in generative modeling with diffusion models.

2.6LGJun 6, 2024
Securing Equal Share: A Principled Approach for Learning Multiplayer Symmetric Games

Jiawei Ge, Yuanhao Wang, Wenzhe Li et al.

This paper examines multiplayer symmetric constant-sum games with more than two players in a competitive setting, including examples like Mahjong, Poker, and various board and video games. In contrast to two-player zero-sum games, equilibria in multiplayer games are neither unique nor non-exploitable, failing to provide meaningful guarantees when competing against opponents who play different equilibria or non-equilibrium strategies. This gives rise to a series of long-lasting fundamental questions in multiplayer games regarding suitable objectives, solution concepts, and principled algorithms. This paper takes an initial step towards addressing these challenges by focusing on the natural objective of equal share -- securing an expected payoff of C/n in an n-player symmetric game with a total payoff of C. We rigorously identify the theoretical conditions under which achieving an equal share is tractable and design a series of efficient algorithms, inspired by no-regret learning, that provably attain approximate equal share across various settings. Furthermore, we provide complementary lower bounds that justify the sharpness of our theoretical results. Our experimental results highlight worst-case scenarios where meta-algorithms from prior state-of-the-art systems for multiplayer games fail to secure an equal share, while our algorithm succeeds, demonstrating the effectiveness of our approach.

13.4LGJun 6, 2024
On Limitation of Transformer for Learning HMMs

Jiachen Hu, Qinghua Liu, Chi Jin

Despite the remarkable success of Transformer-based architectures in various sequential modeling tasks, such as natural language processing, computer vision, and robotics, their ability to learn basic sequential models, like Hidden Markov Models (HMMs), is still unclear. This paper investigates the performance of Transformers in learning HMMs and their variants through extensive experimentation and compares them to Recurrent Neural Networks (RNNs). We show that Transformers consistently underperform RNNs in both training speed and testing accuracy across all tested HMM models. There are even challenging HMM instances where Transformers struggle to learn, while RNNs can successfully do so. Our experiments further reveal the relation between the depth of Transformers and the longest sequence length it can effectively learn, based on the types and the complexity of HMMs. To address the limitation of transformers in modeling HMMs, we demonstrate that a variant of the Chain-of-Thought (CoT), called $\textit{block CoT}$ in the training phase, can help transformers to reduce the evaluation error and to learn longer sequences at a cost of increasing the training time. Finally, we complement our empirical findings by theoretical results proving the expressiveness of transformers in approximating HMMs with logarithmic depth.

23.5LGMay 25, 2023Code
DoWG Unleashed: An Efficient Universal Parameter-Free Gradient Descent Method

Ahmed Khaled, Konstantin Mishchenko, Chi Jin

This paper proposes a new easy-to-implement parameter-free gradient-based optimizer: DoWG (Distance over Weighted Gradients). We prove that DoWG is efficient -- matching the convergence rate of optimally tuned gradient descent in convex optimization up to a logarithmic factor without tuning any parameters, and universal -- automatically adapting to both smooth and nonsmooth problems. While popular algorithms following the AdaGrad framework compute a running average of the squared gradients to use for normalization, DoWG maintains a new distance-based weighted version of the running average, which is crucial to achieve the desired properties. To complement our theory, we also show empirically that DoWG trains at the edge of stability, and validate its effectiveness on practical machine learning tasks.

15.5LGMay 18, 2023
Optimistic Natural Policy Gradient: a Simple Efficient Policy Optimization Framework for Online RL

Qinghua Liu, Gellért Weisz, András György et al.

While policy optimization algorithms have played an important role in recent empirical success of Reinforcement Learning (RL), the existing theoretical understanding of policy optimization remains rather limited -- they are either restricted to tabular MDPs or suffer from highly suboptimal sample complexity, especial in online RL where exploration is necessary. This paper proposes a simple efficient policy optimization framework -- Optimistic NPG for online RL. Optimistic NPG can be viewed as a simple combination of the classic natural policy gradient (NPG) algorithm [Kakade, 2001] with optimistic policy evaluation subroutines to encourage exploration. For $d$-dimensional linear MDPs, Optimistic NPG is computationally efficient, and learns an $\varepsilon$-optimal policy within $\tilde{O}(d^2/\varepsilon^3)$ samples, which is the first computationally efficient algorithm whose sample complexity has the optimal dimension dependence $\tildeΘ(d^2)$. It also improves over state-of-the-art results of policy optimization algorithms [Zanette et al., 2021] by a factor of $d$. In the realm of general function approximation, which subsumes linear MDPs, Optimistic NPG, to our best knowledge, stands as the first policy optimization algorithm that achieves polynomial sample complexity for learning near-optimal policies.

19.5LGSep 29, 2022
Optimistic MLE -- A Generic Model-based Algorithm for Partially Observable Sequential Decision Making

Qinghua Liu, Praneeth Netrapalli, Csaba Szepesvári et al.

This paper introduces a simple efficient learning algorithms for general sequential decision making. The algorithm combines Optimism for exploration with Maximum Likelihood Estimation for model estimation, which is thus named OMLE. We prove that OMLE learns the near-optimal policies of an enormously rich class of sequential decision making problems in a polynomial number of samples. This rich class includes not only a majority of known tractable model-based Reinforcement Learning (RL) problems (such as tabular MDPs, factored MDPs, low witness rank problems, tabular weakly-revealing/observable POMDPs and multi-step decodable POMDPs), but also many new challenging RL problems especially in the partially observable setting that were not previously known to be tractable. Notably, the new problems addressed by this paper include (1) observable POMDPs with continuous observation and function approximation, where we achieve the first sample complexity that is completely independent of the size of observation space; (2) well-conditioned low-rank sequential decision making problems (also known as Predictive State Representations (PSRs)), which include and generalize all known tractable POMDP examples under a more intrinsic representation; (3) general sequential decision making problems under SAIL condition, which unifies our existing understandings of model-based RL in both fully observable and partially observable settings. SAIL condition is identified by this paper, which can be viewed as a natural generalization of Bellman/witness rank to address partial observability. This paper also presents a reward-free variant of OMLE algorithm, which learns approximate dynamic models that enable the computation of near-optimal policies for all reward functions simultaneously.

20.5LGFeb 8, 2022
Provable Reinforcement Learning with a Short-Term Memory

Yonathan Efroni, Chi Jin, Akshay Krishnamurthy et al.

Real-world sequential decision making problems commonly involve partial observability, which requires the agent to maintain a memory of history in order to infer the latent states, plan and make good decisions. Coping with partial observability in general is extremely challenging, as a number of worst-case statistical and computational barriers are known in learning Partially Observable Markov Decision Processes (POMDPs). Motivated by the problem structure in several physical applications, as well as a commonly used technique known as "frame stacking", this paper proposes to study a new subclass of POMDPs, whose latent states can be decoded by the most recent history of a short length $m$. We establish a set of upper and lower bounds on the sample complexity for learning near-optimal policies for this class of problems in both tabular and rich-observation settings (where the number of observations is enormous). In particular, in the rich-observation setting, we develop new algorithms using a novel "moment matching" approach with a sample complexity that scales exponentially with the short length $m$ rather than the problem horizon, and is independent of the number of observations. Our results show that a short-term memory suffices for reinforcement learning in these environments.

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.

1.2SYDec 23, 2021
Globally convergent visual-feature range estimation with biased inertial measurements

Bowen Yi, Chi Jin, Ian R. Manchester

The design of a globally convergent position observer for feature points from visual information is a challenging problem, especially for the case with only inertial measurements and without assumptions of uniform observability, which remained open for a long time. We give a solution to the problem in this paper assuming that only the bearing of a feature point, and biased linear acceleration and rotational velocity of a robot -- all in the body-fixed frame -- are available. Further, in contrast to existing related results, we do not need the value of the gravitational constant either. The proposed approach builds upon the parameter estimation-based observer recently developed in (Ortega et al., Syst. Control Lett., vol.85, 2015) and its extension to matrix Lie groups in our previous work. Conditions on the robot trajectory under which the observer converges are given, and these are strictly weaker than the standard persistency of excitation and uniform complete observability conditions. Finally, as an illustration, we apply the proposed design to the visual inertial navigation problem.

29.4LGOct 27, 2021
V-Learning -- A Simple, Efficient, Decentralized Algorithm for Multiagent RL

Chi 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.

25.6LGOct 7, 2021
Understanding Domain Randomization for Sim-to-real Transfer

Xiaoyu Chen, Jiachen Hu, Chi Jin et al.

Reinforcement learning encounters many challenges when applied directly in the real world. Sim-to-real transfer is widely used to transfer the knowledge learned from simulation to the real world. Domain randomization -- one of the most popular algorithms for sim-to-real transfer -- has been demonstrated to be effective in various tasks in robotics and autonomous driving. Despite its empirical successes, theoretical understanding on why this simple algorithm works is limited. In this paper, we propose a theoretical framework for sim-to-real transfers, in which the simulator is modeled as a set of MDPs with tunable parameters (corresponding to unknown physical parameters such as friction). We provide sharp bounds on the sim-to-real gap -- the difference between the value of policy returned by domain randomization and the value of an optimal policy for the real world. We prove that sim-to-real transfer can succeed under mild conditions without any real-world training samples. Our theory also highlights the importance of using memory (i.e., history-dependent policies) in domain randomization. Our proof is based on novel techniques that reduce the problem of bounding the sim-to-real gap to the problem of designing efficient learning algorithms for infinite-horizon MDPs, which we believe are of independent interest.

15.1LGJul 12, 2021
A Simple Reward-free Approach to Constrained Reinforcement Learning

Sobhan Miryoosefi, Chi Jin

In constrained reinforcement learning (RL), a learning agent seeks to not only optimize the overall reward but also satisfy the additional safety, diversity, or budget constraints. Consequently, existing constrained RL solutions require several new algorithmic ingredients that are notably different from standard RL. On the other hand, reward-free RL is independently developed in the unconstrained literature, which learns the transition dynamics without using the reward information, and thus naturally capable of addressing RL with multiple objectives under the common dynamics. This paper bridges reward-free RL and constrained RL. Particularly, we propose a simple meta-algorithm such that given any reward-free RL oracle, the approachability and constrained RL problems can be directly solved with negligible overheads in sample complexity. Utilizing the existing reward-free RL solvers, our framework provides sharp sample complexity results for constrained RL in the tabular MDP setting, matching the best existing results up to a factor of horizon dependence; our framework directly extends to a setting of tabular two-player Markov games, and gives a new result for constrained RL with linear function approximation.

22.0LGJun 7, 2021
The Power of Exploiter: Provable Multi-Agent RL in Large State Spaces

Chi Jin, Qinghua Liu, Tiancheng Yu

Modern reinforcement learning (RL) commonly engages practical problems with large state spaces, where function approximation must be deployed to approximate either the value function or the policy. While recent progresses in RL theory address a rich set of RL problems with general function approximation, such successes are mostly restricted to the single-agent setting. It remains elusive how to extend these results to multi-agent RL, especially due to the new challenges arising from its game-theoretical nature. This paper considers two-player zero-sum Markov Games (MGs). We propose a new algorithm that can provably find the Nash equilibrium policy using a polynomial number of samples, for any MG with low multi-agent Bellman-Eluder dimension -- a new complexity measure adapted from its single-agent version (Jin et al., 2021). A key component of our new algorithm is the exploiter, which facilitates the learning of the main player by deliberately exploiting her weakness. Our theoretical framework is generic, which applies to a wide range of models including but not limited to tabular MGs, MGs with linear or kernel function approximation, and MGs with rich observations.

9.9LGJun 2, 2021Code
Minimax Optimization with Smooth Algorithmic Adversaries

Tanner 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.

3.0ROApr 7, 2021
An almost globally convergent observer for visual SLAM without persistent excitation

Bowen Yi, Chi Jin, Lei Wang et al.

In this paper we propose a novel observer to solve the problem of visual simultaneous localization and mapping (SLAM), only using the information from a single monocular camera and an inertial measurement unit (IMU). The system state evolves on the manifold $SE(3)\times \mathbb{R}^{3n}$, on which we design dynamic extensions carefully in order to generate an invariant foliation, such that the problem is reformulated into online \emph{constant parameter} identification. Then, following the recently introduced parameter estimation-based observer (PEBO) and the dynamic regressor extension and mixing (DREM) procedure, we provide a new simple solution. A notable merit is that the proposed observer guarantees almost global asymptotic stability requiring neither persistency of excitation nor uniform complete observability, which, however, are widely adopted in most existing works with guaranteed stability.

21.3LGMar 25, 2021
Risk Bounds and Rademacher Complexity in Batch Reinforcement Learning

Yaqi Duan, Chi Jin, Zhiyuan Li

This paper considers batch Reinforcement Learning (RL) with general value function approximation. Our study investigates the minimal assumptions to reliably estimate/minimize Bellman error, and characterizes the generalization performance by (local) Rademacher complexities of general function classes, which makes initial steps in bridging the gap between statistical learning theory and batch RL. Concretely, we view the Bellman error as a surrogate loss for the optimality gap, and prove the followings: (1) In double sampling regime, the excess risk of Empirical Risk Minimizer (ERM) is bounded by the Rademacher complexity of the function class. (2) In the single sampling regime, sample-efficient risk minimization is not possible without further assumptions, regardless of algorithms. However, with completeness assumptions, the excess risk of FQI and a minimax style algorithm can be again bounded by the Rademacher complexity of the corresponding function classes. (3) Fast statistical rates can be achieved by using tools of local Rademacher complexity. Our analysis covers a wide range of function classes, including finite classes, linear spaces, kernel spaces, sparse linear features, etc.

20.4LGFeb 23, 2021
Sample-Efficient Learning of Stackelberg Equilibria in General-Sum Games

Yu Bai, Chi Jin, Huan Wang et al.

Real world applications such as economics and policy making often involve solving multi-agent games with two unique features: (1) The agents are inherently asymmetric and partitioned into leaders and followers; (2) The agents have different reward functions, thus the game is general-sum. The majority of existing results in this field focuses on either symmetric solution concepts (e.g. Nash equilibrium) or zero-sum games. It remains open how to learn the Stackelberg equilibrium -- an asymmetric analog of the Nash equilibrium -- in general-sum games efficiently from noisy samples. This paper initiates the theoretical study of sample-efficient learning of the Stackelberg equilibrium, in the bandit feedback setting where we only observe noisy samples of the reward. We consider three representative two-player general-sum games: bandit games, bandit-reinforcement learning (bandit-RL) games, and linear bandit games. In all these games, we identify a fundamental gap between the exact value of the Stackelberg equilibrium and its estimated version using finitely many noisy samples, which can not be closed information-theoretically regardless of the algorithm. We then establish sharp positive results on sample-efficient learning of Stackelberg equilibrium with value optimal up to the gap identified above, with matching lower bounds in the dependency on the gap, error tolerance, and the size of the action spaces. Overall, our results unveil unique challenges in learning Stackelberg equilibria under noisy bandit feedback, which we hope could shed light on future research on this topic.

20.1LGFeb 8, 2021
Near-optimal Representation Learning for Linear Bandits and Linear RL

Jiachen Hu, Xiaoyu Chen, Chi Jin et al.

This paper studies representation learning for multi-task linear bandits and multi-task episodic RL with linear value function approximation. We first consider the setting where we play $M$ linear bandits with dimension $d$ concurrently, and these bandits share a common $k$-dimensional linear representation so that $k\ll d$ and $k \ll M$. We propose a sample-efficient algorithm, MTLR-OFUL, which leverages the shared representation to achieve $\tilde{O}(M\sqrt{dkT} + d\sqrt{kMT} )$ regret, with $T$ being the number of total steps. Our regret significantly improves upon the baseline $\tilde{O}(Md\sqrt{T})$ achieved by solving each task independently. We further develop a lower bound that shows our regret is near-optimal when $d > M$. Furthermore, we extend the algorithm and analysis to multi-task episodic RL with linear value function approximation under low inherent Bellman error \citep{zanette2020learning}. To the best of our knowledge, this is the first theoretical result that characterizes the benefits of multi-task representation learning for exploration in RL with function approximation.

22.3LGFeb 4, 2021
A Local Convergence Theory for Mildly Over-Parameterized Two-Layer Neural Network

Mo Zhou, Rong Ge, Chi Jin

While over-parameterization is widely believed to be crucial for the success of optimization for the neural networks, most existing theories on over-parameterization do not fully explain the reason -- they either work in the Neural Tangent Kernel regime where neurons don't move much, or require an enormous number of neurons. In practice, when the data is generated using a teacher neural network, even mildly over-parameterized neural networks can achieve 0 loss and recover the directions of teacher neurons. In this paper we develop a local convergence theory for mildly over-parameterized two-layer neural net. We show that as long as the loss is already lower than a threshold (polynomial in relevant parameters), all student neurons in an over-parameterized two-layer neural network will converge to one of teacher neurons, and the loss will go to 0. Our result holds for any number of student neurons as long as it is at least as large as the number of teacher neurons, and our convergence rate is independent of the number of student neurons. A key component of our analysis is the new characterization of local optimization landscape -- we show the gradient satisfies a special case of Lojasiewicz property which is different from local strong convexity or PL conditions used in previous work.

37.5LGFeb 1, 2021
Bellman Eluder Dimension: New Rich Classes of RL Problems, and Sample-Efficient Algorithms

Chi Jin, Qinghua Liu, Sobhan Miryoosefi

Finding the minimal structural assumptions that empower sample-efficient learning is one of the most important research directions in Reinforcement Learning (RL). This paper advances our understanding of this fundamental question by introducing a new complexity measure -- Bellman Eluder (BE) dimension. We show that the family of RL problems of low BE dimension is remarkably rich, which subsumes a vast majority of existing tractable RL problems including but not limited to tabular MDPs, linear MDPs, reactive POMDPs, low Bellman rank problems as well as low Eluder dimension problems. This paper further designs a new optimization-based algorithm -- GOLF, and reanalyzes a hypothesis elimination-based algorithm -- OLIVE (proposed in Jiang et al., 2017). We prove that both algorithms learn the near-optimal policies of low BE dimension problems in a number of samples that is polynomial in all relevant parameters, but independent of the size of state-action space. Our regret and sample complexity results match or improve the best existing results for several well-known subclasses of low BE dimension problems.

25.6LGNov 9, 2020
On Function Approximation in Reinforcement Learning: Optimism in the Face of Large State Spaces

Zhuoran Yang, Chi Jin, Zhaoran Wang et al.

The classical theory of reinforcement learning (RL) has focused on tabular and linear representations of value functions. Further progress hinges on combining RL with modern function approximators such as kernel functions and deep neural networks, and indeed there have been many empirical successes that have exploited such combinations in large-scale applications. There are profound challenges, however, in developing a theory to support this enterprise, most notably the need to take into consideration the exploration-exploitation tradeoff at the core of RL in conjunction with the computational and statistical tradeoffs that arise in modern function-approximation-based learning systems. We approach these challenges by studying an optimistic modification of the least-squares value iteration algorithm, in the context of the action-value function represented by a kernel function or an overparameterized neural network. We establish both polynomial runtime complexity and polynomial sample complexity for this algorithm, without additional assumptions on the data-generating model. In particular, we prove that the algorithm incurs an $\tilde{\mathcal{O}}(δ_{\mathcal{F}} H^2 \sqrt{T})$ regret, where $δ_{\mathcal{F}}$ characterizes the intrinsic complexity of the function class $\mathcal{F}$, $H$ is the length of each episode, and $T$ is the total number of episodes. Our regret bounds are independent of the number of states, a result which exhibits clearly the benefit of function approximation in RL.

27.3LGOct 4, 2020
A Sharp Analysis of Model-based Reinforcement Learning with Self-Play

Qinghua Liu, Tiancheng Yu, Yu Bai et al.

Model-based algorithms -- algorithms that explore the environment through building and utilizing an estimated model -- are widely used in reinforcement learning practice and theoretically shown to achieve optimal sample efficiency for single-agent reinforcement learning in Markov Decision Processes (MDPs). However, for multi-agent reinforcement learning in Markov games, the current best known sample complexity for model-based algorithms is rather suboptimal and compares unfavorably against recent model-free approaches. In this paper, we present a sharp analysis of model-based self-play algorithms for multi-agent Markov games. We design an algorithm -- Optimistic Nash Value Iteration (Nash-VI) for two-player zero-sum Markov games that is able to output an $ε$-approximate Nash policy in $\tilde{\mathcal{O}}(H^3SAB/ε^2)$ episodes of game playing, where $S$ is the number of states, $A,B$ are the number of actions for the two players respectively, and $H$ is the horizon length. This significantly improves over the best known model-based guarantee of $\tilde{\mathcal{O}}(H^4S^2AB/ε^2)$, and is the first that matches the information-theoretic lower bound $Ω(H^3S(A+B)/ε^2)$ except for a $\min\{A,B\}$ factor. In addition, our guarantee compares favorably against the best known model-free algorithm if $\min \{A,B\}=o(H^3)$, and outputs a single Markov policy while existing sample-efficient model-free algorithms output a nested mixture of Markov policies that is in general non-Markov and rather inconvenient to store and execute. We further adapt our analysis to designing a provably efficient task-agnostic algorithm for zero-sum Markov games, and designing the first line of provably sample-efficient algorithms for multi-player general-sum Markov games.

22.6LGJun 22, 2020
Sample-Efficient Reinforcement Learning of Undercomplete POMDPs

Chi Jin, Sham M. Kakade, Akshay Krishnamurthy et al.

Partial observability is a common challenge in many reinforcement learning applications, which requires an agent to maintain memory, infer latent states, and integrate this past information into exploration. This challenge leads to a number of computational and statistical hardness results for learning general Partially Observable Markov Decision Processes (POMDPs). This work shows that these hardness barriers do not preclude efficient reinforcement learning for rich and interesting subclasses of POMDPs. In particular, we present a sample-efficient algorithm, OOM-UCB, for episodic finite undercomplete POMDPs, where the number of observations is larger than the number of latent states and where exploration is essential for learning, thus distinguishing our results from prior works. OOM-UCB achieves an optimal sample complexity of $\tilde{\mathcal{O}}(1/\varepsilon^2)$ for finding an $\varepsilon$-optimal policy, along with being polynomial in all other relevant quantities. As an interesting special case, we also provide a computationally and statistically efficient algorithm for POMDPs with deterministic state transitions.

27.5LGJun 22, 2020
Near-Optimal Reinforcement Learning with Self-Play

Yu Bai, Chi Jin, Tiancheng Yu

This paper considers the problem of designing optimal algorithms for reinforcement learning in two-player zero-sum games. We focus on self-play algorithms which learn the optimal policy by playing against itself without any direct supervision. In a tabular episodic Markov game with $S$ states, $A$ max-player actions and $B$ min-player actions, the best existing algorithm for finding an approximate Nash equilibrium requires $\tilde{\mathcal{O}}(S^2AB)$ steps of game playing, when only highlighting the dependency on $(S,A,B)$. In contrast, the best existing lower bound scales as $Ω(S(A+B))$ and has a significant gap from the upper bound. This paper closes this gap for the first time: we propose an optimistic variant of the \emph{Nash Q-learning} algorithm with sample complexity $\tilde{\mathcal{O}}(SAB)$, and a new \emph{Nash V-learning} algorithm with sample complexity $\tilde{\mathcal{O}}(S(A+B))$. The latter result matches the information-theoretic lower bound in all problem-dependent parameters except for a polynomial factor of the length of each episode. In addition, we present a computational hardness result for learning the best responses against a fixed opponent in Markov games---a learning objective different from finding the Nash equilibrium.