Exploration is essential for solving complex Reinforcement Learning (RL) tasks. Maximum State-Visitation Entropy (MSVE) formulates the exploration problem as a well-defined policy optimization problem whose solution aims at visiting all states as uniformly as possible. This is in contrast to standard uncertainty-based approaches where exploration is transient and eventually vanishes. However, existing approaches to MSVE are theoretically justified only for discrete state-spaces as they are oblivious to the geometry of continuous domains. We address this challenge by introducing Geometric Entropy Maximisation (GEM), a new algorithm that maximises the geometry-aware Shannon entropy of state-visits in both discrete and continuous domains. Our key theoretical contribution is casting geometry-aware MSVE exploration as a tractable problem of optimising a simple and novel noise-contrastive objective function. In our experiments, we show the efficiency of GEM in solving several RL problems with sparse rewards, compared against other deep RL exploration approaches.
We introduce a computationally efficient algorithm for finite stochastic linear bandits. The approach is based on the frequentist information-directed sampling (IDS) framework, with an information gain potential that is derived directly from the asymptotic regret lower bound. We establish frequentist regret bounds, which show that the proposed algorithm is both asymptotically optimal and worst-case rate optimal in finite time. Our analysis sheds light on how IDS trades off regret and information to incrementally solve the semi-infinite concave program that defines the optimal asymptotic regret. Along the way, we uncover interesting connections towards a recently proposed two-player game approach and the Bayesian IDS algorithm.
Stochastic linear bandits with high-dimensional sparse features are a practical model for a variety of domains, including personalized medicine and online advertising. We derive a novel $\Omega(n^{2/3})$ dimension-free minimax regret lower bound for sparse linear bandits in the data-poor regime where the horizon is smaller than the ambient dimension and where the feature vectors admit a well-conditioned exploration distribution. This is complemented by a nearly matching upper bound for an explore-then-commit algorithm showing that that $\Theta(n^{2/3})$ is the optimal rate in the data-poor regime. The results complement existing bounds for the data-rich regime and provide another example where carefully balancing the trade-off between information and regret is necessary. Finally, we prove a dimension-free $O(\sqrt{n})$ regret upper bound under an additional assumption on the magnitude of the signal for relevant features.
This paper provides a statistical analysis of high-dimensional batch Reinforcement Learning (RL) using sparse linear function approximation. When there is a large number of candidate features, our result sheds light on the fact that sparsity-aware methods can make batch RL more sample efficient. We first consider the off-policy policy evaluation problem. To evaluate a new target policy, we analyze a Lasso fitted Q-evaluation method and establish a finite-sample error bound that has no polynomial dependence on the ambient dimension. To reduce the Lasso bias, we further propose a post model-selection estimator that applies fitted Q-evaluation to the features selected via group Lasso. Under an additional signal strength assumption, we derive a sharper instance-dependent error bound that depends on a divergence function measuring the distribution mismatch between the data distribution and occupancy measure of the target policy. Further, we study the Lasso fitted Q-iteration for batch policy optimization and establish a finite-sample error bound depending on the ratio between the number of relevant features and restricted minimal eigenvalue of the data's covariance. In the end, we complement the results with minimax lower bounds for batch-data policy evaluation/optimization that nearly match our upper bounds. The results suggest that having well-conditioned data is crucial for sparse batch policy learning.
We investigate the hardness of online reinforcement learning in sparse linear Markov decision process (MDP), with a special focus on the high-dimensional regime where the ambient dimension is larger than the number of episodes. Our contribution is two-fold. First, we provide a lower bound showing that linear regret is generally unavoidable, even if there exists a policy that collects well-conditioned data. Second, we show that if the learner has oracle access to a policy that collects well-conditioned data, then a variant of Lasso fitted Q-iteration enjoys a regret of $\tilde{O}(N^{2/3})$ where $N$ is the number of episodes.
We establish a connection between the stability of mirror descent and the information ratio by Russo and Van Roy [2014]. Our analysis shows that mirror descent with suitable loss estimators and exploratory distributions enjoys the same bound on the adversarial regret as the bounds on the Bayesian regret for information-directed sampling. Along the way, we develop the theory for information-directed sampling and provide an efficient algorithm for adversarial bandits for which the regret upper bound matches exactly the best known information-theoretic upper bound.
We prove that the information-theoretic upper bound on the minimax regret for zeroth-order adversarial bandit convex optimisation is at most $O(d^{2.5} \sqrt{n} \log(n))$, where $d$ is the dimension and $n$ is the number of interactions. This improves on $O(d^{9.5} \sqrt{n} \log(n)^{7.5}$ by Bubeck et al. (2017). The proof is based on identifying an improved exploratory distribution for convex functions.
We propose the Gaussian Gated Linear Network (G-GLN), an extension to the recently proposed GLN family of deep neural networks. Instead of using backpropagation to learn features, GLNs have a distributed and local credit assignment mechanism based on optimizing a convex objective. This gives rise to many desirable properties including universality, data-efficient online learning, trivial interpretability and robustness to catastrophic forgetting. We extend the GLN framework from classification to multiple regression and density modelling by generalizing geometric mixing to a product of Gaussian densities. The G-GLN achieves competitive or state-of-the-art performance on several univariate and multivariate regression benchmarks, and we demonstrate its applicability to practical tasks including online contextual bandits and density estimation via denoising.
We study a version of the classical zero-sum matrix game with unknown payoff matrix and bandit feedback, where the players only observe each others actions and a noisy payoff. This generalizes the usual matrix game, where the payoff matrix is known to the players. Despite numerous applications, this problem has received relatively little attention. Although adversarial bandit algorithms achieve low regret, they do not exploit the matrix structure and perform poorly relative to the new algorithms. The main contributions are regret analyses of variants of UCB and K-learning that hold for any opponent, e.g., even when the opponent adversarially plays the best response to the learner's mixed strategy. Along the way, we show that Thompson fails catastrophically in this setting and provide empirical comparison to existing algorithms.