INRIA Lille - Nord Europe
Abstract:Gaussian processes (GP) are one of the most successful frameworks to model uncertainty. However, GP optimization (e.g., GP-UCB) suffers from major scalability issues. Experimental time grows linearly with the number of evaluations, unless candidates are selected in batches (e.g., using GP-BUCB) and evaluated in parallel. Furthermore, computational cost is often prohibitive since algorithms such as GP-BUCB require a time at least quadratic in the number of dimensions and iterations to select each batch. In this paper, we introduce BBKB (Batch Budgeted Kernel Bandits), the first no-regret GP optimization algorithm that provably runs in near-linear time and selects candidates in batches. This is obtained with a new guarantee for the tracking of the posterior variances that allows BBKB to choose increasingly larger batches, improving over GP-BUCB. Moreover, we show that the same bound can be used to adaptively delay costly updates to the sparse GP approximation used by BBKB, achieving a near-constant per-step amortized cost. These findings are then confirmed in several experiments, where BBKB is much faster than state-of-the-art methods.
Abstract:Contextual bandit algorithms are applied in a wide range of domains, from advertising to recommender systems, from clinical trials to education. In many of these domains, malicious agents may have incentives to attack the bandit algorithm to induce it to perform a desired behavior. For instance, an unscrupulous ad publisher may try to increase their own revenue at the expense of the advertisers; a seller may want to increase the exposure of their products, or thwart a competitor's advertising campaign. In this paper, we study several attack scenarios and show that a malicious agent can force a linear contextual bandit algorithm to pull any desired arm $T - o(T)$ times over a horizon of $T$ steps, while applying adversarial modifications to either rewards or contexts that only grow logarithmically as $O(\log T)$. We also investigate the case when a malicious agent is interested in affecting the behavior of the bandit algorithm in a single context (e.g., a specific user). We first provide sufficient conditions for the feasibility of the attack and we then propose an efficient algorithm to perform the attack. We validate our theoretical results on experiments performed on both synthetic and real-world datasets.
Abstract:In many fields such as digital marketing, healthcare, finance, and robotics, it is common to have a well-tested and reliable baseline policy running in production (e.g., a recommender system). Nonetheless, the baseline policy is often suboptimal. In this case, it is desirable to deploy online learning algorithms (e.g., a multi-armed bandit algorithm) that interact with the system to learn a better/optimal policy under the constraint that during the learning process the performance is almost never worse than the performance of the baseline itself. In this paper, we study the conservative learning problem in the contextual linear bandit setting and introduce a novel algorithm, the Conservative Constrained LinUCB (CLUCB2). We derive regret bounds for CLUCB2 that match existing results and empirically show that it outperforms state-of-the-art conservative bandit algorithms in a number of synthetic and real-world problems. Finally, we consider a more realistic constraint where the performance is verified only at predefined checkpoints (instead of at every step) and show how this relaxed constraint favorably impacts the regret and empirical performance of CLUCB2.
Abstract:While learning in an unknown Markov Decision Process (MDP), an agent should trade off exploration to discover new information about the MDP, and exploitation of the current knowledge to maximize the reward. Although the agent will eventually learn a good or optimal policy, there is no guarantee on the quality of the intermediate policies. This lack of control is undesired in real-world applications where a minimum requirement is that the executed policies are guaranteed to perform at least as well as an existing baseline. In this paper, we introduce the notion of conservative exploration for average reward and finite horizon problems. We present two optimistic algorithms that guarantee (w.h.p.) that the conservative constraint is never violated during learning. We derive regret bounds showing that being conservative does not hinder the learning ability of these algorithms.
Abstract:We investigate concentration inequalities for Dirichlet and Multinomial random variables.
Abstract:Many popular reinforcement learning problems (e.g., navigation in a maze, some Atari games, mountain car) are instances of the episodic setting under its stochastic shortest path (SSP) formulation, where an agent has to achieve a goal state while minimizing the cumulative cost. Despite the popularity of this setting, the exploration-exploitation dilemma has been sparsely studied in general SSP problems, with most of the theoretical literature focusing on different problems (i.e., fixed-horizon and infinite-horizon) or making the restrictive loop-free SSP assumption (i.e., no state can be visited twice during an episode). In this paper, we study the general SSP problem with no assumption on its dynamics (some policies may actually never reach the goal). We introduce UC-SSP, the first no-regret algorithm in this setting, and prove a regret bound scaling as $\displaystyle \widetilde{\mathcal{O}}( D S \sqrt{ A D K})$ after $K$ episodes for any unknown SSP with $S$ states, $A$ actions, positive costs and SSP-diameter $D$, defined as the smallest expected hitting time from any starting state to the goal. We achieve this result by crafting a novel stopping rule, such that UC-SSP may interrupt the current policy if it is taking too long to achieve the goal and switch to alternative policies that are designed to rapidly terminate the episode.
Abstract:We consider the exploration-exploitation dilemma in finite-horizon reinforcement learning (RL). When the state space is large or continuous, traditional tabular approaches are unfeasible and some form of function approximation is mandatory. In this paper, we introduce an optimistically-initialized variant of the popular randomized least-squares value iteration (RLSVI), a model-free algorithm where exploration is induced by perturbing the least-squares approximation of the action-value function. Under the assumption that the Markov decision process has low-rank transition dynamics, we prove that the frequentist regret of RLSVI is upper-bounded by $\widetilde O(d^2 H^2 \sqrt{T})$ where $ d $ are the feature dimension, $ H $ is the horizon, and $ T $ is the total number of steps. To the best of our knowledge, this is the first frequentist regret analysis for randomized exploration with function approximation.
Abstract:Effective coordination is crucial to solve multi-agent collaborative (MAC) problems. While centralized reinforcement learning methods can optimally solve small MAC instances, they do not scale to large problems and they fail to generalize to scenarios different from those seen during training. In this paper, we consider MAC problems with some intrinsic notion of locality (e.g., geographic proximity) such that interactions between agents and tasks are locally limited. By leveraging this property, we introduce a novel structured prediction approach to assign agents to tasks. At each step, the assignment is obtained by solving a centralized optimization problem (the inference procedure) whose objective function is parameterized by a learned scoring model. We propose different combinations of inference procedures and scoring models able to represent coordination patterns of increasing complexity. The resulting assignment policy can be efficiently learned on small problem instances and readily reused in problems with more agents and tasks (i.e., zero-shot generalization). We report experimental results on a toy search and rescue problem and on several target selection scenarios in StarCraft: Brood War, in which our model significantly outperforms strong rule-based baselines on instances with 5 times more agents and tasks than those seen during training.
Abstract:Sequence-processing neural networks led to remarkable progress on many NLP tasks. As a consequence, there has been increasing interest in understanding to what extent they process language as humans do. We aim here to uncover which biases such models display with respect to "natural" word-order constraints. We train models to communicate about paths in a simple gridworld, using miniature languages that reflect or violate various natural language trends, such as the tendency to avoid redundancy or to minimize long-distance dependencies. We study how the controlled characteristics of our miniature languages affect individual learning and their stability across multiple network generations. The results draw a mixed picture. On the one hand, neural networks show a strong tendency to avoid long-distance dependencies. On the other hand, there is no clear preference for the efficient, non-redundant encoding of information that is widely attested in natural language. We thus suggest inoculating a notion of "effort" into neural networks, as a possible way to make their linguistic behavior more human-like.
Abstract:Gaussian processes (GP) are a popular Bayesian approach for the optimization of black-box functions. Despite their effectiveness in simple problems, GP-based algorithms hardly scale to complex high-dimensional functions, as their per-iteration time and space cost is at least quadratic in the number of dimensions $d$ and iterations $t$. Given a set of $A$ alternative to choose from, the overall runtime $O(t^3A)$ quickly becomes prohibitive. In this paper, we introduce BKB (budgeted kernelized bandit), a novel approximate GP algorithm for optimization under bandit feedback that achieves near-optimal regret (and hence near-optimal convergence rate) with near-constant per-iteration complexity and no assumption on the input space or covariance of the GP. Combining a kernelized linear bandit algorithm (GP-UCB) with randomized matrix sketching technique (i.e., leverage score sampling), we prove that selecting inducing points based on their posterior variance gives an accurate low-rank approximation of the GP, preserving variance estimates and confidence intervals. As a consequence, BKB does not suffer from variance starvation, an important problem faced by many previous sparse GP approximations. Moreover, we show that our procedure selects at most $\tilde{O}(d_{eff})$ points, where $d_{eff}$ is the effective dimension of the explored space, which is typically much smaller than both $d$ and $t$. This greatly reduces the dimensionality of the problem, thus leading to a $O(TAd_{eff}^2)$ runtime and $O(A d_{eff})$ space complexity.