No Arabic abstract
We study reinforcement learning for the optimal control of Branching Markov Decision Processes (BMDPs), a natural extension of (multitype) Branching Markov Chains (BMCs). The state of a (discrete-time) BMCs is a collection of entities of various types that, while spawning other entities, generate a payoff. In comparison with BMCs, where the evolution of a each entity of the same type follows the same probabilistic pattern, BMDPs allow an external controller to pick from a range of options. This permits us to study the best/worst behaviour of the system. We generalise model-free reinforcement learning techniques to compute an optimal control strategy of an unknown BMDP in the limit. We present results of an implementation that demonstrate the practicality of the approach.
Model-free reinforcement learning is known to be memory and computation efficient and more amendable to large scale problems. In this paper, two model-free algorithms are introduced for learning infinite-horizon average-reward Markov Decision Processes (MDPs). The first algorithm reduces the problem to the discounted-reward version and achieves $mathcal{O}(T^{2/3})$ regret after $T$ steps, under the minimal assumption of weakly communicating MDPs. To our knowledge, this is the first model-free algorithm for general MDPs in this setting. The second algorithm makes use of recent advances in adaptive algorithms for adversarial multi-armed bandits and improves the regret to $mathcal{O}(sqrt{T})$, albeit with a stronger ergodic assumption. This result significantly improves over the $mathcal{O}(T^{3/4})$ regret achieved by the only existing model-free algorithm by Abbasi-Yadkori et al. (2019a) for ergodic MDPs in the infinite-horizon average-reward setting.
We study reinforcement learning (RL) with linear function approximation where the underlying transition probability kernel of the Markov decision process (MDP) is a linear mixture model (Jia et al., 2020; Ayoub et al., 2020; Zhou et al., 2020) and the learning agent has access to either an integration or a sampling oracle of the individual basis kernels. We propose a new Bernstein-type concentration inequality for self-normalized martingales for linear bandit problems with bounded noise. Based on the new inequality, we propose a new, computationally efficient algorithm with linear function approximation named $text{UCRL-VTR}^{+}$ for the aforementioned linear mixture MDPs in the episodic undiscounted setting. We show that $text{UCRL-VTR}^{+}$ attains an $tilde O(dHsqrt{T})$ regret where $d$ is the dimension of feature mapping, $H$ is the length of the episode and $T$ is the number of interactions with the MDP. We also prove a matching lower bound $Omega(dHsqrt{T})$ for this setting, which shows that $text{UCRL-VTR}^{+}$ is minimax optimal up to logarithmic factors. In addition, we propose the $text{UCLK}^{+}$ algorithm for the same family of MDPs under discounting and show that it attains an $tilde O(dsqrt{T}/(1-gamma)^{1.5})$ regret, where $gammain [0,1)$ is the discount factor. Our upper bound matches the lower bound $Omega(dsqrt{T}/(1-gamma)^{1.5})$ proved by Zhou et al. (2020) up to logarithmic factors, suggesting that $text{UCLK}^{+}$ is nearly minimax optimal. To the best of our knowledge, these are the first computationally efficient, nearly minimax optimal algorithms for RL with linear function approximation.
For hybrid Markov decision processes, UPPAAL Stratego can compute strategies that are safe for a given safety property and (in the limit) optimal for a given cost function. Unfortunately, these strategies cannot be exported easily since they are computed as a very long list. In this paper, we demonstrate methods to learn compact representations of the strategies in the form of decision trees. These decision trees are much smaller, more understandable, and can easily be exported as code that can be loaded into embedded systems. Despite the size compression and actual differences to the original strategy, we provide guarantees on both safety and optimality of the decision-tree strategy. On the top, we show how to obtain yet smaller representations, which are still guaranteed safe, but achieve a desired trade-off between size and optimality.
This paper presents the first {em model-free}, {em simulator-free} reinforcement learning algorithm for Constrained Markov Decision Processes (CMDPs) with sublinear regret and zero constraint violation. The algorithm is named Triple-Q because it has three key components: a Q-function (also called action-value function) for the cumulative reward, a Q-function for the cumulative utility for the constraint, and a virtual-Queue that (over)-estimates the cumulative constraint violation. Under Triple-Q, at each step, an action is chosen based on the pseudo-Q-value that is a combination of the three Q values. The algorithm updates the reward and utility Q-values with learning rates that depend on the visit counts to the corresponding (state, action) pairs and are periodically reset. In the episodic CMDP setting, Triple-Q achieves $tilde{cal O}left(frac{1 }{delta}H^4 S^{frac{1}{2}}A^{frac{1}{2}}K^{frac{4}{5}} right)$ regret, where $K$ is the total number of episodes, $H$ is the number of steps in each episode, $S$ is the number of states, $A$ is the number of actions, and $delta$ is Slaters constant. Furthermore, Triple-Q guarantees zero constraint violation when $K$ is sufficiently large. Finally, the computational complexity of Triple-Q is similar to SARSA for unconstrained MDPs and is computationally efficient.
In this paper we present a novel method for learning hierarchical representations of Markov decision processes. Our method works by partitioning the state space into subsets, and defines subtasks for performing transitions between the partitions. We formulate the problem of partitioning the state space as an optimization problem that can be solved using gradient descent given a set of sampled trajectories, making our method suitable for high-dimensional problems with large state spaces. We empirically validate the method, by showing that it can successfully learn a useful hierarchical representation in a navigation domain. Once learned, the hierarchical representation can be used to solve different tasks in the given domain, thus generalizing knowledge across tasks.