Model-based algorithms---algorithms that decouple learning of the model and planning given the 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 \emph{Optimistic Nash Value Iteration} (Nash-VI) for two-player zero-sum Markov games that is able to output an $\epsilon$-approximate Nash policy in $\tilde{\mathcal{O}}(H^3SAB/\epsilon^2)$ 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 is the first algorithm that matches the information-theoretic lower bound $\Omega(H^3S(A+B)/\epsilon^2)$ except for a $\min\{A,B\}$ factor, and compares favorably against the best known model-free algorithm if $\min\{A,B\}=o(H^3)$. In addition, our Nash-VI outputs a single Markov policy with optimality guarantee, 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.
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 $\Omega(S(A+B))$ 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.
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 $O(1/\epsilon^2)$ for finding an $\epsilon$-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.
We provide new statistical guarantees for transfer learning via representation learning--when transfer is achieved by learning a feature representation shared across different tasks. This enables learning on new tasks using far less data than is required to learn them in isolation. Formally, we consider $t+1$ tasks parameterized by functions of the form $f_j \circ h$ in a general function class $\mathcal{F} \circ \mathcal{H}$, where each $f_j$ is a task-specific function in $\mathcal{F}$ and $h$ is the shared representation in $\mathcal{H}$. Letting $C(\cdot)$ denote the complexity measure of the function class, we show that for diverse training tasks (1) the sample complexity needed to learn the shared representation across the first $t$ training tasks scales as $C(\mathcal{H}) + t C(\mathcal{F})$, despite no explicit access to a signal from the feature representation and (2) with an accurate estimate of the representation, the sample complexity needed to learn a new task scales only with $C(\mathcal{F})$. Our results depend upon a new general notion of task diversity--applicable to models with general tasks, features, and losses--as well as a novel chain rule for Gaussian complexities. Finally, we exhibit the utility of our general framework in several models of importance in the literature.
Meta-learning, or learning-to-learn, seeks to design algorithms that can utilize previous experience to rapidly learn new skills or adapt to new environments. Representation learning---a key tool for performing meta-learning---learns a data representation that can transfer knowledge across multiple tasks, which is essential in regimes where data is scarce. Despite a recent surge of interest in the practice of meta-learning, the theoretical underpinnings of meta-learning algorithms are lacking, especially in the context of learning transferable representations. In this paper, we focus on the problem of multi-task linear regression---in which multiple linear regression models share a common, low-dimensional linear representation. Here, we provide provably fast, sample-efficient algorithms to address the dual challenges of (1) learning a common set of features from multiple, related tasks, and (2) transferring this knowledge to new, unseen tasks. Both are central to the general problem of meta-learning. Finally, we complement these results by providing information-theoretic lower bounds on the sample complexity of learning these linear features, showing that our algorithms are optimal up to logarithmic factors.
Self-play, where the algorithm learns by playing against itself without requiring any direct supervision, has become the new weapon in modern Reinforcement Learning (RL) for achieving superhuman performance in practice. However, the majority of exisiting theory in reinforcement learning only applies to the setting where the agent plays against a fixed environment. It remains largely open whether self-play algorithms can be provably effective, especially when it is necessary to manage the exploration/exploitation tradeoff. We study self-play in competitive reinforcement learning under the setting of Markov games, a generalization of Markov decision processes to the two-player case. We introduce a self-play algorithm---Value Iteration with Upper/Lower Confidence Bound (VI-ULCB), and show that it achieves regret $\mathcal{\tilde{O}}(\sqrt{T})$ after playing $T$ steps of the game. The regret is measured by the agent's performance against a \emph{fully adversarial} opponent who can exploit the agent's strategy at \emph{any} step. We also introduce an explore-then-exploit style algorithm, which achieves a slightly worse regret of $\mathcal{\tilde{O}}(T^{2/3})$, but is guaranteed to run in polynomial time even in the worst case. To the best of our knowledge, our work presents the first line of provably sample-efficient self-play algorithms for competitive reinforcement learning.
Exploration is widely regarded as one of the most challenging aspects of reinforcement learning (RL), with many naive approaches succumbing to exponential sample complexity. To isolate the challenges of exploration, we propose a new "reward-free RL" framework. In the exploration phase, the agent first collects trajectories from an MDP $\mathcal{M}$ without a pre-specified reward function. After exploration, it is tasked with computing near-optimal policies under for $\mathcal{M}$ for a collection of given reward functions. This framework is particularly suitable when there are many reward functions of interest, or when the reward function is shaped by an external agent to elicit desired behavior. We give an efficient algorithm that conducts $\tilde{\mathcal{O}}(S^2A\mathrm{poly}(H)/\epsilon^2)$ episodes of exploration and returns $\epsilon$-suboptimal policies for an arbitrary number of reward functions. We achieve this by finding exploratory policies that visit each "significant" state with probability proportional to its maximum visitation probability under any possible policy. Moreover, our planning procedure can be instantiated by any black-box approximate planner, such as value iteration or natural policy gradient. We also give a nearly-matching $\Omega(S^2AH^2/\epsilon^2)$ lower bound, demonstrating the near-optimality of our algorithm in this setting.
This paper resolves a longstanding open question pertaining to the design of near-optimal first-order algorithms for smooth and strongly-convex-strongly-concave minimax problems. Current state-of-the-art first-order algorithms find an approximate Nash equilibrium using $\tilde{O}(\kappa_{\mathbf x}+\kappa_{\mathbf y})$ or $\tilde{O}(\min\{\kappa_{\mathbf x}\sqrt{\kappa_{\mathbf y}}, \sqrt{\kappa_{\mathbf x}}\kappa_{\mathbf y}\})$ gradient evaluations, where $\kappa_{\mathbf x}$ and $\kappa_{\mathbf y}$ are the condition numbers for the strong-convexity and strong-concavity assumptions. A gap remains between these results and the best existing lower bound $\tilde{\Omega}(\sqrt{\kappa_{\mathbf x}\kappa_{\mathbf y}})$. This paper presents the first algorithm with $\tilde{O}(\sqrt{\kappa_{\mathbf x}\kappa_{\mathbf y}})$ gradient complexity, matching the lower bound up to logarithmic factors. Our new algorithm is designed based on an accelerated proximal point method and an accelerated solver for minimax proximal steps. It can be easily extended to the settings of strongly-convex-concave, convex-concave, nonconvex-strongly-concave, and nonconvex-concave functions. This paper also presents algorithms that match or outperform all existing methods in these settings in terms of gradient complexity, up to logarithmic factors.