We study reinforcement learning with linear function approximation, unknown transition, and adversarial losses in the bandit feedback setting. Specifically, we focus on linear mixture MDPs whose transition kernel is a linear mixture model. We propose a new algorithm that attains an $\widetilde{O}(d\sqrt{HS^3K} + \sqrt{HSAK})$ regret with high probability, where $d$ is the dimension of feature mappings, $S$ is the size of state space, $A$ is the size of action space, $H$ is the episode length and $K$ is the number of episodes. Our result strictly improves the previous best-known $\widetilde{O}(dS^2 \sqrt{K} + \sqrt{HSAK})$ result in Zhao et al. (2023a) since $H \leq S$ holds by the layered MDP structure. Our advancements are primarily attributed to (i) a new least square estimator for the transition parameter that leverages the visit information of all states, as opposed to only one state in prior work, and (ii) a new self-normalized concentration tailored specifically to handle non-independent noises, originally proposed in the dynamic assortment area and firstly applied in reinforcement learning to handle correlations between different states.
The learnware paradigm proposed by Zhou [2016] aims to enable users to reuse numerous existing well-trained models instead of building machine learning models from scratch, with the hope of solving new user tasks even beyond models' original purposes. In this paradigm, developers worldwide can submit their high-performing models spontaneously to the learnware dock system (formerly known as learnware market) without revealing their training data. Once the dock system accepts the model, it assigns a specification and accommodates the model. This specification allows the model to be adequately identified and assembled to reuse according to future users' needs, even if they have no prior knowledge of the model. This paradigm greatly differs from the current big model direction and it is expected that a learnware dock system housing millions or more high-performing models could offer excellent capabilities for both planned tasks where big models are applicable; and unplanned, specialized, data-sensitive scenarios where big models are not present or applicable. This paper describes Beimingwu, the first open-source learnware dock system providing foundational support for future research of learnware paradigm.The system significantly streamlines the model development for new user tasks, thanks to its integrated architecture and engine design, extensive engineering implementations and optimizations, and the integration of various algorithms for learnware identification and reuse. Notably, this is possible even for users with limited data and minimal expertise in machine learning, without compromising the raw data's security. Beimingwu supports the entire process of learnware paradigm. The system lays the foundation for future research in learnware-related algorithms and systems, and prepares the ground for hosting a vast array of learnwares and establishing a learnware ecosystem.
Non-stationary online learning has drawn much attention in recent years. In particular, dynamic regret and adaptive regret are proposed as two principled performance measures for online convex optimization in non-stationary environments. To optimize them, a two-layer online ensemble is usually deployed due to the inherent uncertainty of the non-stationarity, in which a group of base-learners are maintained and a meta-algorithm is employed to track the best one on the fly. However, the two-layer structure raises the concern about the computational complexity -- those methods typically maintain $\mathcal{O}(\log T)$ base-learners simultaneously for a $T$-round online game and thus perform multiple projections onto the feasible domain per round, which becomes the computational bottleneck when the domain is complicated. In this paper, we present efficient methods for optimizing dynamic regret and adaptive regret, which reduce the number of projections per round from $\mathcal{O}(\log T)$ to $1$. Moreover, our obtained algorithms require only one gradient query and one function evaluation at each round. Our technique hinges on the reduction mechanism developed in parameter-free online learning and requires non-trivial twists on non-stationary online methods. Empirical studies verify our theoretical findings.
In this paper, we propose an online convex optimization method with two different levels of adaptivity. On a higher level, our method is agnostic to the specific type and curvature of the loss functions, while at a lower level, it can exploit the niceness of the environments and attain problem-dependent guarantees. To be specific, we obtain $\mathcal{O}(\ln V_T)$, $\mathcal{O}(d \ln V_T)$ and $\hat{\mathcal{O}}(\sqrt{V_T})$ regret bounds for strongly convex, exp-concave and convex loss functions, respectively, where $d$ is the dimension, $V_T$ denotes problem-dependent gradient variations and $\hat{\mathcal{O}}(\cdot)$-notation omits logarithmic factors on $V_T$. Our result finds broad implications and applications. It not only safeguards the worst-case guarantees, but also implies the small-loss bounds in analysis directly. Besides, it draws deep connections with adversarial/stochastic convex optimization and game theory, further validating its practical potential. Our method is based on a multi-layer online ensemble incorporating novel ingredients, including carefully-designed optimism for unifying diverse function types and cascaded corrections for algorithmic stability. Remarkably, despite its multi-layer structure, our algorithm necessitates only one gradient query per round, making it favorable when the gradient evaluation is time-consuming. This is facilitated by a novel regret decomposition equipped with customized surrogate losses.
Since acquiring perfect supervision is usually difficult, real-world machine learning tasks often confront inaccurate, incomplete, or inexact supervision, collectively referred to as weak supervision. In this work, we present WSAUC, a unified framework for weakly supervised AUC optimization problems, which covers noisy label learning, positive-unlabeled learning, multi-instance learning, and semi-supervised learning scenarios. Within the WSAUC framework, we first frame the AUC optimization problems in various weakly supervised scenarios as a common formulation of minimizing the AUC risk on contaminated sets, and demonstrate that the empirical risk minimization problems are consistent with the true AUC. Then, we introduce a new type of partial AUC, specifically, the reversed partial AUC (rpAUC), which serves as a robust training objective for AUC maximization in the presence of contaminated labels. WSAUC offers a universal solution for AUC optimization in various weakly supervised scenarios by maximizing the empirical rpAUC. Theoretical and experimental results under multiple settings support the effectiveness of WSAUC on a range of weakly supervised AUC optimization tasks.
Data in many real-world applications are often accumulated over time, like a stream. In contrast to conventional machine learning studies that focus on learning from a given training data set, learning from data streams cannot ignore the fact that the incoming data stream can be potentially endless with overwhelming size and unknown changes, and it is impractical to assume to have sufficient computational/storage resource such that all received data can be handled in time. Thus, the generalization performance of learning from data streams depends not only on how many data have been received, but also on how many data can be well exploited timely, with resource and rapidity concerns, in addition to the ability of learning algorithm and complexity of the problem. For this purpose, in this article we introduce the notion of machine learning throughput, define Stream Efficient Learning and present a preliminary theoretical framework.
Non-stationary parametric bandits have attracted much attention recently. There are three principled ways to deal with non-stationarity, including sliding-window, weighted, and restart strategies. As many non-stationary environments exhibit gradual drifting patterns, the weighted strategy is commonly adopted in real-world applications. However, previous theoretical studies show that its analysis is more involved and the algorithms are either computationally less efficient or statistically suboptimal. This paper revisits the weighted strategy for non-stationary parametric bandits. In linear bandits (LB), we discover that this undesirable feature is due to an inadequate regret analysis, which results in an overly complex algorithm design. We propose a refined analysis framework, which simplifies the derivation and importantly produces a simpler weight-based algorithm that is as efficient as window/restart-based algorithms while retaining the same regret as previous studies. Furthermore, our new framework can be used to improve regret bounds of other parametric bandits, including Generalized Linear Bandits (GLB) and Self-Concordant Bandits (SCB). For example, we develop a simple weighted GLB algorithm with an $\widetilde{O}(k_\mu^{\frac{5}{4}} c_\mu^{-\frac{3}{4}} d^{\frac{3}{4}} P_T^{\frac{1}{4}}T^{\frac{3}{4}})$ regret, improving the $\widetilde{O}(k_\mu^{2} c_\mu^{-1}d^{\frac{9}{10}} P_T^{\frac{1}{5}}T^{\frac{4}{5}})$ bound in prior work, where $k_\mu$ and $c_\mu$ characterize the reward model's nonlinearity, $P_T$ measures the non-stationarity, $d$ and $T$ denote the dimension and time horizon.
This paper investigates group distributionally robust optimization (GDRO), with the purpose to learn a model that performs well over $m$ different distributions. First, we formulate GDRO as a stochastic convex-concave saddle-point problem, and demonstrate that stochastic mirror descent (SMD), using $m$ samples in each iteration, achieves an $O(m (\log m)/\epsilon^2)$ sample complexity for finding an $\epsilon$-optimal solution, which matches the $\Omega(m/\epsilon^2)$ lower bound up to a logarithmic factor. Then, we make use of techniques from online learning to reduce the number of samples required in each round from $m$ to $1$, keeping the same sample complexity. Specifically, we cast GDRO as a two-players game where one player simply performs SMD and the other executes an online algorithm for non-oblivious multi-armed bandits. Next, we consider a more practical scenario where the number of samples that can be drawn from each distribution is different, and propose a novel formulation of weighted DRO, which allows us to derive distribution-dependent convergence rates. Denote by $n_i$ the sample budget for the $i$-th distribution, and assume $n_1 \geq n_2 \geq \cdots \geq n_m$. In the first approach, we incorporate non-uniform sampling into SMD such that the sample budget is satisfied in expectation, and prove the excess risk of the $i$-th distribution decreases at an $O(\sqrt{n_1 \log m}/n_i)$ rate. In the second approach, we use mini-batches to meet the budget exactly and also reduce the variance in stochastic gradients, and then leverage stochastic mirror-prox algorithm, which can exploit small variances, to optimize a carefully designed weighted DRO problem. Under appropriate conditions, it attains an $O((\log m)/\sqrt{n_i})$ convergence rate, which almost matches the optimal $O(\sqrt{1/n_i})$ rate of only learning from the $i$-th distribution with $n_i$ samples.
There are complaints about current machine learning techniques such as the requirement of a huge amount of training data and proficient training skills, the difficulty of continual learning, the risk of catastrophic forgetting, the leaking of data privacy/proprietary, etc. Most research efforts have been focusing on one of those concerned issues separately, paying less attention to the fact that most issues are entangled in practice. The prevailing big model paradigm, which has achieved impressive results in natural language processing and computer vision applications, has not yet addressed those issues, whereas becoming a serious source of carbon emissions. This article offers an overview of the learnware paradigm, which attempts to enable users not need to build machine learning models from scratch, with the hope of reusing small models to do things even beyond their original purposes, where the key ingredient is the specification which enables a trained model to be adequately identified to reuse according to the requirement of future users who know nothing about the model in advance.
We investigate online Markov Decision Processes (MDPs) with adversarially changing loss functions and known transitions. We choose dynamic regret as the performance measure, defined as the performance difference between the learner and any sequence of feasible changing policies. The measure is strictly stronger than the standard static regret that benchmarks the learner's performance with a fixed compared policy. We consider three foundational models of online MDPs, including episodic loop-free Stochastic Shortest Path (SSP), episodic SSP, and infinite-horizon MDPs. For these three models, we propose novel online ensemble algorithms and establish their dynamic regret guarantees respectively, in which the results for episodic (loop-free) SSP are provably minimax optimal in terms of time horizon and certain non-stationarity measure. Furthermore, when the online environments encountered by the learner are predictable, we design improved algorithms and achieve better dynamic regret bounds for the episodic (loop-free) SSP; and moreover, we demonstrate impossibility results for the infinite-horizon MDPs.