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In this paper, we study the Combinatorial Pure Exploration problem with the bottleneck reward function (CPE-B) under the fixed-confidence and fixed-budget settings. In CPE-B, given a set of base arms and a collection of subsets of base arms (super arms) following certain combinatorial constraint, a learner sequentially plays (samples) a base arm and observes its random outcome, with the objective of finding the optimal super arm that maximizes its bottleneck value, defined as the minimum expected value among the base arms contained in the super arm. CPE-B captures a variety of practical scenarios such as network routing in communication networks, but it cannot be solved by the existing CPE algorithms since most of them assumed linear reward functions. For CPE-B, we present both fixed-confidence and fixed-budget algorithms, and provide the sample complexity lower bound for the fixed-confidence setting, which implies that our algorithms match the lower bound (within a logarithmic factor) for a broad family of instances. In addition, we extend CPE-B to general reward functions (CPE-G) and propose the first fixed-confidence algorithm for general non-linear reward functions with non-trivial sample complexity. Our experimental results on the top-$k$, path and matching instances demonstrate the empirical superiority of our proposed algorithms over the baselines.
In this paper we study the adversarial combinatorial bandit with a known non-linear reward function, extending existing work on adversarial linear combinatorial bandit. {The adversarial combinatorial bandit with general non-linear reward is an important open problem in bandit literature, and it is still unclear whether there is a significant gap from the case of linear reward, stochastic bandit, or semi-bandit feedback.} We show that, with $N$ arms and subsets of $K$ arms being chosen at each of $T$ time periods, the minimax optimal regret is $widetildeTheta_{d}(sqrt{N^d T})$ if the reward function is a $d$-degree polynomial with $d< K$, and $Theta_K(sqrt{N^K T})$ if the reward function is not a low-degree polynomial. {Both bounds are significantly different from the bound $O(sqrt{mathrm{poly}(N,K)T})$ for the linear case, which suggests that there is a fundamental gap between the linear and non-linear reward structures.} Our result also finds applications to adversarial assortment optimization problem in online recommendation. We show that in the worst-case of adversarial assortment problem, the optimal algorithm must treat each individual $binom{N}{K}$ assortment as independent.
Reward-free exploration is a reinforcement learning setting studied by Jin et al. (2020), who address it by running several algorithms with regret guarantees in parallel. In our work, we instead give a more natural adaptive approach for reward-free exploration which directly reduces upper bounds on the maximum MDP estimation error. We show that, interestingly, our reward-free UCRL algorithm can be seen as a variant of an algorithm of Fiechter from 1994, originally proposed for a different objective that we call best-policy identification. We prove that RF-UCRL needs of order $({SAH^4}/{varepsilon^2})(log(1/delta) + S)$ episodes to output, with probability $1-delta$, an $varepsilon$-approximation of the optimal policy for any reward function. This bound improves over existing sample-complexity bounds in both the small $varepsilon$ and the small $delta$ regimes. We further investigate the relative complexities of reward-free exploration and best-policy identification.
In many real-world tasks, it is not possible to procedurally specify an RL agents reward function. In such cases, a reward function must instead be learned from interacting with and observing humans. However, current techniques for reward learning may fail to produce reward functions which accurately reflect user preferences. Absent significant advances in reward learning, it is thus important to be able to audit learned reward functions to verify whether they truly capture user preferences. In this paper, we investigate techniques for interpreting learned reward functions. In particular, we apply saliency methods to identify failure modes and predict the robustness of reward functions. We find that learned reward functions often implement surprising algorithms that rely on contingent aspects of the environment. We also discover that existing interpretability techniques often attend to irrelevant changes in reward output, suggesting that reward interpretability may need significantly different methods from policy interpretability.
We present a novel method for learning a set of disentangled reward functions that sum to the original environment reward and are constrained to be independently obtainable. We define independent obtainability in terms of value functions with respect to obtaining one learned reward while pursuing another learned reward. Empirically, we illustrate that our method can learn meaningful reward decompositions in a variety of domains and that these decompositions exhibit some form of generalization performance when the environments reward is modified. Theoretically, we derive results about the effect of maximizing our methods objective on the resulting reward functions and their corresponding optimal policies.
For many tasks, the reward function is inaccessible to introspection or too complex to be specified procedurally, and must instead be learned from user data. Prior work has evaluated learned reward functions by evaluating policies optimized for the learned reward. However, this method cannot distinguish between the learned reward function failing to reflect user preferences and the policy optimization process failing to optimize the learned reward. Moreover, this method can only tell us about behavior in the evaluation environment, but the reward may incentivize very different behavior in even a slightly different deployment environment. To address these problems, we introduce the Equivalent-Policy Invariant Comparison (EPIC) distance to quantify the difference between two reward functions directly, without a policy optimization step. We prove EPIC is invariant on an equivalence class of reward functions that always induce the same optimal policy. Furthermore, we find EPIC can be efficiently approximated and is more robust than baselines to the choice of coverage distribution. Finally, we show that EPIC distance bounds the regret of optimal policies even under different transition dynamics, and we confirm empirically that it predicts policy training success. Our source code is available at https://github.com/HumanCompatibleAI/evaluating-rewards.