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We consider the problem of online reinforcement learning for the Stochastic Shortest Path (SSP) problem modeled as an unknown MDP with an absorbing state. We propose PSRL-SSP, a simple posterior sampling-based reinforcement learning algorithm for the SSP problem. The algorithm operates in epochs. At the beginning of each epoch, a sample is drawn from the posterior distribution on the unknown model dynamics, and the optimal policy with respect to the drawn sample is followed during that epoch. An epoch completes if either the number of visits to the goal state in the current epoch exceeds that of the previous epoch, or the number of visits to any of the state-action pairs is doubled. We establish a Bayesian regret bound of $O(B_star Ssqrt{AK})$, where $B_star$ is an upper bound on the expected cost of the optimal policy, $S$ is the size of the state space, $A$ is the size of the action space, and $K$ is the number of episodes. The algorithm only requires the knowledge of the prior distribution, and has no hyper-parameters to tune. It is the first such posterior sampling algorithm and outperforms numerically previously proposed optimism-based algorithms.
In this paper we address the following question: Can we approximately sample from a Bayesian posterior distribution if we are only allowed to touch a small mini-batch of data-items for every sample we generate?. An algorithm based on the Langevin equation with stochastic gradients (SGLD) was previously proposed to solve this, but its mixing rate was slow. By leveraging the Bayesian Central Limit Theorem, we extend the SGLD algorithm so that at high mixing rates it will sample from a normal approximation of the posterior, while for slow mixing rates it will mimic the behavior of SGLD with a pre-conditioner matrix. As a bonus, the proposed algorithm is reminiscent of Fisher scoring (with stochastic gradients) and as such an efficient optimizer during burn-in.
In this paper, we propose Posterior Sampling Reinforcement Learning for Zero-sum Stochastic Games (PSRL-ZSG), the first online learning algorithm that achieves Bayesian regret bound of $O(HSsqrt{AT})$ in the infinite-horizon zero-sum stochastic games with average-reward criterion. Here $H$ is an upper bound on the span of the bias function, $S$ is the number of states, $A$ is the number of joint actions and $T$ is the horizon. We consider the online setting where the opponent can not be controlled and can take any arbitrary time-adaptive history-dependent strategy. This improves the best existing regret bound of $O(sqrt[3]{DS^2AT^2})$ by Wei et. al., 2017 under the same assumption and matches the theoretical lower bound in $A$ and $T$.
We characterize the measurement complexity of compressed sensing of signals drawn from a known prior distribution, even when the support of the prior is the entire space (rather than, say, sparse vectors). We show for Gaussian measurements and emph{any} prior distribution on the signal, that the posterior sampling estimator achieves near-optimal recovery guarantees. Moreover, this result is robust to model mismatch, as long as the distribution estimate (e.g., from an invertible generative model) is close to the true distribution in Wasserstein distance. We implement the posterior sampling estimator for deep generative priors using Langevin dynamics, and empirically find that it produces accurate estimates with more diversity than MAP.
We propose the k-Shortest-Path (k-SP) constraint: a novel constraint on the agents trajectory that improves the sample efficiency in sparse-reward MDPs. We show that any optimal policy necessarily satisfies the k-SP constraint. Notably, the k-SP constraint prevents the policy from exploring state-action pairs along the non-k-SP trajectories (e.g., going back and forth). However, in practice, excluding state-action pairs may hinder the convergence of RL algorithms. To overcome this, we propose a novel cost function that penalizes the policy violating SP constraint, instead of completely excluding it. Our numerical experiment in a tabular RL setting demonstrates that the SP constraint can significantly reduce the trajectory space of policy. As a result, our constraint enables more sample efficient learning by suppressing redundant exploration and exploitation. Our experiments on MiniGrid, DeepMind Lab, Atari, and Fetch show that the proposed method significantly improves proximal policy optimization (PPO) and outperforms existing novelty-seeking exploration methods including count-based exploration even in continuous control tasks, indicating that it improves the sample efficiency by preventing the agent from taking redundant actions.
We introduce a generic template for developing regret minimization algorithms in the Stochastic Shortest Path (SSP) model, which achieves minimax optimal regret as long as certain properties are ensured. The key of our analysis is a new technique called implicit finite-horizon approximation, which approximates the SSP model by a finite-horizon counterpart only in the analysis without explicit implementation. Using this template, we develop two new algorithms: the first one is model-free (the first in the literature to our knowledge) and minimax optimal under strictly positive costs; the second one is model-based and minimax optimal even with zero-cost state-action pairs, matching the best existing result from [Tarbouriech et al., 2021b]. Importantly, both algorithms admit highly sparse updates, making them computationally more efficient than all existing algorithms. Moreover, both can be made completely parameter-free.