The main goal of this paper is to investigate distributed dynamic programming (DP) to solve networked multi-agent Markov decision problems (MDPs). We consider a distributed multi-agent case, where each agent does not have an access to the rewards of other agents except for its own reward. Moreover, each agent can share their parameters with its neighbors over a communication network represented by a graph. We propose a distributed DP in the continuous-time domain, and prove its convergence through control theoretic viewpoints. The proposed analysis can be viewed as a preliminary ordinary differential equation (ODE) analysis of a distributed temporal difference learning algorithm, whose convergence can be proved using Borkar-Meyn theorem and the single time-scale approach.
Temporal-difference (TD) learning is widely regarded as one of the most popular algorithms in reinforcement learning (RL). Despite its widespread use, it has only been recently that researchers have begun to actively study its finite time behavior, including the finite time bound on mean squared error and sample complexity. On the empirical side, experience replay has been a key ingredient in the success of deep RL algorithms, but its theoretical effects on RL have yet to be fully understood. In this paper, we present a simple decomposition of the Markovian noise terms and provide finite-time error bounds for TD-learning with experience replay. Specifically, under the Markovian observation model, we demonstrate that for both the averaged iterate and final iterate cases, the error term induced by a constant step-size can be effectively controlled by the size of the replay buffer and the mini-batch sampled from the experience replay buffer.
The objective of this paper is to investigate the finite-time analysis of a Q-learning algorithm applied to two-player zero-sum Markov games. Specifically, we establish a finite-time analysis of both the minimax Q-learning algorithm and the corresponding value iteration method. To enhance the analysis of both value iteration and Q-learning, we employ the switching system model of minimax Q-learning and the associated value iteration. This approach provides further insights into minimax Q-learning and facilitates a more straightforward and insightful convergence analysis. We anticipate that the introduction of these additional insights has the potential to uncover novel connections and foster collaboration between concepts in the fields of control theory and reinforcement learning communities.
Large and complex datasets are often collected from several, possibly heterogeneous sources. Collaborative learning methods improve efficiency by leveraging commonalities across datasets while accounting for possible differences among them. Here we study collaborative linear regression and contextual bandits, where each instance's associated parameters are equal to a global parameter plus a sparse instance-specific term. We propose a novel two-stage estimator called MOLAR that leverages this structure by first constructing an entry-wise median of the instances' linear regression estimates, and then shrinking the instance-specific estimates towards the median. MOLAR improves the dependence of the estimation error on the data dimension, compared to independent least squares estimates. We then apply MOLAR to develop methods for sparsely heterogeneous collaborative contextual bandits, which lead to improved regret guarantees compared to independent bandit methods. We further show that our methods are minimax optimal by providing a number of lower bounds. Finally, we support the efficiency of our methods by performing experiments on both synthetic data and the PISA dataset on student educational outcomes from heterogeneous countries.
We present a new pipeline for acquiring a textured mesh in the wild with a single smartphone which offers access to images, depth maps, and valid poses. Our method first introduces an RGBD-aided structure from motion, which can yield filtered depth maps and refines camera poses guided by corresponding depth. Then, we adopt the neural implicit surface reconstruction method, which allows for high-quality mesh and develops a new training process for applying a regularization provided by classical multi-view stereo methods. Moreover, we apply a differentiable rendering to fine-tune incomplete texture maps and generate textures which are perceptually closer to the original scene. Our pipeline can be applied to any common objects in the real world without the need for either in-the-lab environments or accurate mask images. We demonstrate results of captured objects with complex shapes and validate our method numerically against existing 3D reconstruction and texture mapping methods.
Off-policy learning ability is an important feature of reinforcement learning (RL) for practical applications. However, even one of the most elementary RL algorithms, temporal-difference (TD) learning, is known to suffer form divergence issue when the off-policy scheme is used together with linear function approximation. To overcome the divergent behavior, several off-policy TD-learning algorithms, including gradient-TD learning (GTD), and TD-learning with correction (TDC), have been developed until now. In this work, we provide a unified view of such algorithms from a purely control-theoretic perspective, and propose a new convergent algorithm. Our method relies on the backstepping technique, which is widely used in nonlinear control theory. Finally, convergence of the proposed algorithm is experimentally verified in environments where the standard TD-learning is known to be unstable.
Evaluating the performance of machine learning models under distribution shift is challenging, especially when we only have unlabeled data from the shifted (target) domain, along with labeled data from the original (source) domain. Recent work suggests that the notion of disagreement, the degree to which two models trained with different randomness differ on the same input, is a key to tackle this problem. Experimentally, disagreement and prediction error have been shown to be strongly connected, which has been used to estimate model performance. Experiments have lead to the discovery of the disagreement-on-the-line phenomenon, whereby the classification error under the target domain is often a linear function of the classification error under the source domain; and whenever this property holds, disagreement under the source and target domain follow the same linear relation. In this work, we develop a theoretical foundation for analyzing disagreement in high-dimensional random features regression; and study under what conditions the disagreement-on-the-line phenomenon occurs in our setting. Experiments on CIFAR-10-C, Tiny ImageNet-C, and Camelyon17 are consistent with our theory and support the universality of the theoretical findings.
Q-learning has long been one of the most popular reinforcement learning algorithms, and theoretical analysis of Q-learning has been an active research topic for decades. Although researches on asymptotic convergence analysis of Q-learning have a long tradition, non-asymptotic convergence has only recently come under active study. The main goal of this paper is to investigate new finite-time analysis of asynchronous Q-learning under Markovian observation models via a control system viewpoint. In particular, we introduce a discrete-time time-varying switching system model of Q-learning with diminishing step-sizes for our analysis, which significantly improves recent development of the switching system analysis with constant step-sizes, and leads to \(\mathcal{O}\left( \sqrt{\frac{\log k}{k}} \right)\) convergence rate that is comparable to or better than most of the state of the art results in the literature. In the mean while, a technique using the similarly transformation is newly applied to avoid the difficulty in the analysis posed by diminishing step-sizes. The proposed analysis brings in additional insights, covers different scenarios, and provides new simplified templates for analysis to deepen our understanding on Q-learning via its unique connection to discrete-time switching systems.
In modern machine learning, users often have to collaborate to learn the distribution of the data. Communication can be a significant bottleneck. Prior work has studied homogeneous users -- i.e., whose data follow the same discrete distribution -- and has provided optimal communication-efficient methods for estimating that distribution. However, these methods rely heavily on homogeneity, and are less applicable in the common case when users' discrete distributions are heterogeneous. Here we consider a natural and tractable model of heterogeneity, where users' discrete distributions only vary sparsely, on a small number of entries. We propose a novel two-stage method named SHIFT: First, the users collaborate by communicating with the server to learn a central distribution; relying on methods from robust statistics. Then, the learned central distribution is fine-tuned to estimate their respective individual distribution. We show that SHIFT is minimax optimal in our model of heterogeneity and under communication constraints. Further, we provide experimental results using both synthetic data and $n$-gram frequency estimation in the text domain, which corroborate its efficiency.