Lin Yang 0011

dblp:166/6264 · also Lin F. Yang · DBLP profile ↗
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87ranked-venue papers
4as first author
49since 2021 · last 2026
0000-0003-4602-3366ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 73 · 4 first-author · 44 since 2021Theory of computation · 8 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 3 since 2021Databases, data management, data science and information retrieval · 2 · 1 since 2021Computer networks · 1 · 1 since 2021Software engineering, systems software and programming languages · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Best-Arm Identification with Noisy Actuation
abstract
In this paper, we consider a multi-armed bandit (MAB) instance and study how to identify the best arm when arm commands are conveyed from a central learner to a distributed agent over a discrete memoryless channel (DMC). Depending on the agent capabilities, we provide communication schemes along with their analysis, which interestingly relate to the zero-error capacity of the underlying DMC.
Merve Karakas, Osama A. Hanna, Lin Yang 0011, Christina Fragouli
ISIT3
2025 Regret-Optimal List Replicable Bandit Learning: Matching Upper and Lower Bounds
abstract
This paper investigates *list replicability* [Dixon et al., 2023] in the context of multi-armed (also linear) bandits (MAB). We define an algorithm $A$ for MAB to be $(\ell,\delta)$-list replicable if with probability at least $1-\delta$, $A$ has at most $\ell$ traces in independent executions even with different random bits, where a trace means sequence of arms played during an execution. For $k$-armed bandits, although the total number of traces can be $\Omega(k^T)$ for a time horizon $T$, we present several surprising upper bounds that either independent of or logarithmic of $T$: (1) a $(2^{k},\delta)$-list replicable algorithm with near-optimal regret, $\widetilde{O}({\sqrt{kT}})$, (2) a $(O(k/\delta),\delta)$-list replicable algorithm with regret $\widetilde{O}\left(\frac{k}{\delta}\sqrt{kT}\right)$, (3) a $((k+1)^{B-1}, \delta)$-list replicable algorithm with regret $\widetilde{O}(k^{\frac{3}{2}}T^{{\frac{1}{2}}+2^{-(B+1)}})$ for any integer $B>1$. On the other hand, for the sublinear regret regime, we establish a matching lower bound on the list complexity (parameter $\ell$). We prove that there is no $(k-1,\delta)$-list replicable algorithm with $o(T)$-regret. This is optimal in list complexity in the sub-linear regret regime as there is a $(k, 0)$-list replicable algorithm with $O(T^{2/3})$-regret. We further show that for linear bandits with $d$-dimensional features, there is a $\widetilde{O}(d^2T^{1/2+2^{-(B+1)}})$-regret algorithm with $((2d+1)^{B-1},\delta)$-list replicability, for $B>1$, even when the number of possible arms can be infinite.
Aduri Pavan, N. V. Vinodchandran, Ruosong Wang, Lin Yang 0011
ICLR5
2025 Misspecified Q-Learning with Sparse Linear Function Approximation: Tight Bounds on Approximation Error
abstract
The recent work by Dong and Yang (2023) showed for misspecified sparse linear bandits, one can obtain an $O(\epsilon)$-optimal policy using a polynomial number of samples when the sparsity is a constant, where $\epsilon$ is the misspecification error. This result is in sharp contrast to misspecified linear bandits without sparsity, which require an exponential number of samples to get the same guarantee. In order to study whether the analog result is possible in the reinforcement learning setting, we consider the following problem: assuming the optimal $Q$-function is a $d$-dimensional linear function with sparsity $k$ and misspecification error $\epsilon$, whether we can obtain an $O(\epsilon)$-optimal policy using number of samples polynomially in the feature dimension $d$. We first demonstrate why the standard approach based on Bellman backup or the existing optimistic value function elimination approach such as OLIVE (Jiang et al., 2017) achieves suboptimal guarantees for this problem. We then design a novel elimination-based algorithm to show one can obtain an $O(H\epsilon)$-optimal policy with sample complexity polynomially in the feature dimension $d$ and planning horizon $H$. Lastly, we complement our upper bound with an $\tilde \Omega(H\epsilon)$ suboptimality lower bound, giving a complete picture of this problem.
Ally Yalei Du, Lin Yang 0011, Ruosong Wang
ICLR2
2025 Hyper: Hyperparameter Robust Efficient Exploration in Reinforcement Learning
abstract
The exploration \& exploitation dilemma poses significant challenges in reinforcement learning (RL). Recently, curiosity-based exploration methods achieved great success in tackling hard-exploration problems. However, they necessitate extensive hyperparameter tuning on different environments, which heavily limits the applicability and accessibility of this line of methods. In this paper, we characterize this problem via analysis of the agent behavior, concluding the fundamental difficulty of choosing a proper hyperparameter. We then identify the difficulty and the instability of the optimization when the agent learns with curiosity. We propose our method, hyperparameter robust exploration (\textbf{Hyper}), which extensively mitigates the problem by effectively regularizing the visitation of the exploration and decoupling the exploitation to ensure stable training. We theoretically justify that \textbf{Hyper} is provably efficient under function approximation setting and empirically demonstrate its appealing performance and robustness in various environments.
Chenshu Liu, Sanae Amani, Bolei Zhou, Lin Yang 0011
ICML6
2025 Does Feedback Help in Bandits with Arm Erasures?
abstract
We study a distributed multi-armed bandit (MAB) problem over arm erasure channels, motivated by the increasing adoption of MAB algorithms over communication-constrained networks. In this setup, the learner communicates the chosen arm to play to an agent over an erasure channel with probability$\epsilon \in[0,1)$; if an erasure occurs, the agent continues pulling the last successfully received arm; the learner always observes the reward of the arm pulled. In past work, we considered the case where the agent cannot convey feedback to the learner, and thus the learner does not know whether the arm played is the requested or the last successfully received one. In this paper, we instead consider the case where the agent can send feedback to the learner on whether the arm request was received, and thus the learner exactly knows which arm was played. Surprisingly, we prove that erasure feedback does not improve the worst-case regret upper bound order over the previously studied no-feedback setting. In particular, we prove a regret lower bound of$\Omega(\sqrt{K T}+K /(1-\epsilon))$, where$K$is the number of arms and$T$the time horizon, that matches no-feedback lower bound exactly and upper bound (up to logarithmic factors). We note however that the availability of feedback does enable the design of simpler algorithms that may achieve better constants (albeit not better order) regret bounds; we design one such algorithm, and numerically evaluate its performance.
Merve Karakas, Osama A. Hanna, Lin Yang 0011, Christina Fragouli
ISIT3
2025 SD-VLM: Spatial Measuring and Understanding with Depth-Encoded Vision-Language Models
abstract
While vision language models (VLMs) excel in 2D semantic visual understanding, their ability to quantitatively reason about 3D spatial relationships remains underexplored due to the deficiency of spatial representation ability of 2D images. In this paper, we analyze the problem hindering VLMs’ spatial understanding abilities and propose SD-VLM, a novel framework that significantly enhances fundamental spatial perception abilities of VLMs through two key contributions: (1) propose Massive Spatial Measuring and Understanding (MSMU) dataset with precise spatial annotations, and (2) introduce a simple depth positional encoding method strengthening VLMs’ spatial awareness. MSMU dataset includes massive quantitative spatial tasks with 700K QA pairs, 2.5M physical numerical annotations, and 10K chain-of-thought augmented samples. We have trained SD-VLM, a strong generalist VLM which shows superior quantitative spatial measuring and understanding capability. SD-VLM not only achieves state-of-the-art performance on our proposed MSMU-Bench, but also shows spatial generalization abilities on other spatial understanding benchmarks including Q-Spatial and SpatialRGPTBench. Extensive experiments demonstrate that SD-VLM outperforms GPT-4o and Intern-VL3-78B by 26.91% and 25.56% respectively on MSMU-Bench. Code and models are released at https://github.com/cpystan/SD-VLM.
Pingyi Chen, Yujing Lou, Shen Cao, Jinhui Guo, Lubin Fan, Lin Yang 0011, Lizhuang Ma, Jieping Ye
NeurIPS7
2025 Trajectory Graph Learning: Aligning with Long Trajectories in Reinforcement Learning Without Reward Design
abstract
Reinforcement learning (RL) often relies on manually designed reward functions, which are difficult to specify and can lead to issues such as reward hacking and suboptimal behavior. Alternatives like inverse RL and preference-based RL attempt to infer surrogate rewards from demonstrations or preferences but suffer from ambiguity and distribution mismatch. A more direct approach, inspired by imitation learning, avoids reward modeling by leveraging expert demonstrations. However, most existing methods align actions only at individual states, failing to capture the coherence of long-horizon trajectories. In this work, we study the problem of directly aligning policies with expert-labeled trajectories to preserve long-horizon behavior without relying on reward signals. Specifically, we aim to learn a policy that maximizes the probability of generating the expert trajectories. Nevertheless, we prove that, in its general form, this trajectory alignment problem is NP-complete. To address this, we propose Trajectory Graph Learning (TGL), a framework that leverages structural assumptions commonly satisfied in practice—such as bounded realizability of expert trajectories or a tree-structured MDP. These enable a graph-based policy planning algorithm that computes optimal policies in polynomial time under known dynamics. For settings with unknown dynamics, we develop a sample-efficient algorithm based on UCB-style exploration and establish sub-linear regret. Experiments on grid-world tasks demonstrate that TGL substantially outperforms standard imitation learning methods for long-trajectory planning.
Eric Liu 0006, Lin Yang 0011
NeurIPS3
2025 Combinatorial Ski Rental Problem: Robust and Learning-Augmented Algorithms
abstract
We introduce and study the Combinatorial Ski Rental (CSR) problem, which involves multiple items that can be rented or purchased, either individually or in combination. At each time step, a decision-maker must make an irrevocable buy-or-rent decision for items that have not yet been purchased, without knowing the end of the time horizon. We propose a randomized online algorithm, Sorted Optimal Amortized Cost (SOAC), that achieves the optimal competitive ratio. Moreover, SOAC can be extended to address various well-known ski rental variants, including the multi-slope, multi-shop, multi-commodity ski rental and CSR with upgrading problems. Building on the proposed SOAC algorithm, we further develop a learning-augmented algorithm that leverages machine-learned predictions to improve the performance of CSR. This algorithm is capable of recovering or improving upon existing results of learning-augmented algorithms in both the classic ski rental and multi-shop ski rental problems. Experimental results validate our theoretical analysis and demonstrate the advantages of our algorithms over baseline methods for ski rental problems.
Bo Sun 0004, Zhiqiu Zhang, Mohammad Hajiesmaili, Binghan Wu, Lin Yang 0011
NeurIPS6
2025 Near-Optimal Sample Complexity for Online Constrained MDPs
abstract
Safety is a fundamental challenge in reinforcement learning (RL), particularly in real-world applications such as autonomous driving, robotics, and healthcare. To address this, Constrained Markov Decision Processes (CMDPs) are commonly used to enforce safety constraints while optimizing performance. However, existing methods often suffer from significant safety violations or require a high sample complexity to generate near-optimal policies. We address two settings: relaxed feasibility, where small violations are allowed, and strict feasibility, where no violation is allowed. We propose a model-based primal-dual algorithm that balances regret and bounded constraint violations, drawing on techniques from online RL and constrained optimization. For relaxed feasibility, we prove that our algorithm returns an $\varepsilon$-optimal policy with $\varepsilon$-bounded violation with arbitrarily high probability, requiring $\tilde{O}\left(\frac{SAH^3}{\varepsilon^2}\right)$ learning episodes, matching the lower bound for unconstrained MDPs. For strict feasibility, we prove that our algorithm returns an $\varepsilon$-optimal policy with zero violation with arbitrarily high probability, requiring $\tilde{O}\left(\frac{SAH^5}{\varepsilon^2\zeta^2}\right)$ learning episodes, where $\zeta$ is the problem-dependent Slater constant characterizing the size of the feasible region. This result matches the lower bound for learning CMDPs with access to a generative model. Episodic tabular CMDPs serve as a crucial benchmark for safe RL, providing a structured environment for theoretical analysis and algorithmic validation. Our results demonstrate that learning CMDPs in an online setting is as easy as learning with a generative model and is no more challenging than learning unconstrained MDPs when small violations are allowed.
Lin Yang 0011
NeurIPS3
2025 Distributed Multi-Agent Bandits Over Erdős-Rényi Random Networks
abstract
We study the distributed multi-agent multi-armed bandit problem with heterogeneous rewards over random communication graphs. Uniquely, at each time step $t$ agents communicate over a time-varying random graph $\mathcal{G}\_t$ generated by applying the Erdős–Rényi model to a fixed connected base graph $\mathcal{G}$ (for classical Erdos-Rényi graphs, $\mathcal{G}$ is a complete graph), where each potential edge in $\mathcal{G}$ is randomly and independently present with the link probability $p$. Notably, the resulting random graph is not necessarily connected at each time step. Each agent's arm rewards follow time-invariant distributions, and the reward distribution for the same arm may differ across agents. The goal is to minimize the cumulative expected regret relative to the global mean reward of each arm, defined as the average of that arm’s mean rewards across all agents. To this end, we propose a fully distributed algorithm that integrates the arm elimination strategy with the random gossip algorithm. We theoretically show that the regret upper bound is of order $\log T$ and is highly interpretable, where $T$ is the time horizon. It includes the optimal centralized regret $\mathcal O\left(\sum_{k: \Delta_k>0} \frac{\log T}{\Delta_k}\right)$ and an additional term $\mathcal O\left(\frac{N^2 \log T}{p \lambda_{N-1}(\operatorname{Lap}(\mathcal{G}))} + \frac{KN^2 \log T}{p}\right)$ where $N$ and $K$ denote the total number of agents and arms, respectively. This term reflects the impact of $\mathcal G$'s algebraic connectivity $\lambda_{N-1}(\operatorname{Lap}(\mathcal{G}))$ and the link probability $p$, and thus highlights a fundamental trade-off between communication efficiency and regret. As a by-product, we show a nearly optimal regret lower bound. Finally, our numerical experiments not only show the superiority of our algorithm over existing benchmarks, but also validate the theoretical regret scaling with problem complexity.
Lin Yang 0011, Mengfan Xu
NeurIPS3
2025 LogicTree: Improving Complex Reasoning of LLMs via Instantiated Multi-step Synthetic Logical Data
abstract
Despite their remarkable performance on various tasks, Large Language Models (LLMs) still struggle with logical reasoning, particularly in complex and multi-step reasoning processes. Among various efforts to enhance LLMs' reasoning capabilities, synthesizing large-scale, high-quality logical reasoning datasets has emerged as a promising direction. However, existing methods often rely on predefined templates for logical reasoning data generation, limiting their adaptability to real-world scenarios. To address the limitation, we propose **LogicTree**, a novel framework for efficiently synthesizing multi-step logical reasoning dataset that excels in both complexity and instantiation. By iteratively searching for applicable logic rules based on structural pattern matching to perform backward deduction, **LogicTree** constructs multi-step logic trees that capture complex reasoning patterns. Furthermore, we employ a two-stage LLM-based approach to instantiate various real-world scenarios for each logic tree, generating consistent real-world reasoning processes that carry contextual significance. This helps LLMs develop generalizable logical reasoning abilities across diverse scenarios rather than merely memorizing templates. Experiments on multiple benchmarks demonstrate that our approach achieves an average improvement of 9.4\% in accuracy on complex logical reasoning tasks.
Lin Yang 0011, Jie Wang 0005, Hanzhu Chen, Jianye Hao, Defu Lian, Enhong Chen
NeurIPS2
2025 VETA-DiT: Variance-Equalized and Temporally Adaptive Quantization for Efficient 4-bit Diffusion Transformers
abstract
Diffusion Transformers (DiTs) have recently demonstrated remarkable performance in visual generation tasks, surpassing traditional U-Net-based diffusion models by significantly improving image and video generation quality and scalability. However, the large model size and iterative denoising process introduce substantial computational and memory overhead, limiting their deployment in real-world applications. Post-training quantization (PTQ) is a promising solution that compresses models and accelerates inference by converting weights and activations to low-bit representations. Despite its potential, PTQ faces significant challenges when applied to DiTs, often resulting in severe degradation of generative quality. To address these issues, we propose VETA-DiT (**V**ariance-**E**qualized and **T**emporal **A**daptation for **Di**ffusion **T**ransformers), a dedicated quantization framework for DiTs. Our method first analyzes the sources of quantization error from the perspective of inter-channel variance and introduces a Karhunen–Loève Transform enhanced alignment to equalize variance across channels, facilitating effective quantization under low bit-widths. Furthermore, to handle the temporal variation of activation distributions inherent in the iterative denoising steps of DiTs, we design an incoherence-aware adaptive method that identifies and properly calibrates timesteps with high quantization difficulty. We validate VETA-DiT on extensive image and video generation tasks, preserving acceptable visual quality under the more aggressive W4A4 configuration. Specifically, VETA-DiT reduces FID by 33.65 on the DiT-XL/2 model and by 45.76 on the PixArt-$\Sigma$ model compared to the baseline under W4A4, demonstrating its strong quantization capability and generative performance. Code is available at: https://github.com/xululi0223/VETA-DiT.
Qinkai Xu, Yijin Liu, Lin Yang 0011, Li Erran Li
NeurIPS4
2025 Deployment Efficient Reward-Free Exploration with Linear Function Approximation
abstract
We study deployment-efficient reward-free exploration with linear function approximation, where the goal is to explore a linear Markov Decision Process (MDP) without revealing the reward function, while minimizing the number of distinct policies implemented during learning. By ``deployment efficient'', we mean algorithms that require few policies deployed during exploration -- crucial in real-world applications where such deployments are costly or disruptive. We design a novel reinforcement learning algorithm that achieves near-optimal deployment efficiency for linear MDPs in the reward-free setting, using at most $H$ exploration policies during execution (where $H$ is the horizon length), while maintaining sample complexity polynomial in feature dimension and horizon length. Unlike previous approaches with similar deployment efficiency guarantees, our algorithm's sample complexity is independent of the reachability or explorability coefficients of the underlying MDP, which can be arbitrarily small and lead to unbounded sample complexity in certain cases -- directly addressing an open problem from prior work. Our technical contributions include a data-dependent method for truncating state-action pairs in linear MDPs, efficient offline policy evaluation and optimization algorithms for these truncated MDPs, and a careful integration of these components to implement reward-free exploration with linear function approximation without sacrificing deployment efficiency.
Yuxin Chen 0002, Jason D. Lee, Simon S. Du, Lin Yang 0011, Ruosong Wang
NeurIPS5
2025 Federated Multi-armed Bandits with Efficient Bit-Level Communications
abstract
In this work, we study the federated multi-armed bandit (FMAB) problem, where a set of distributed agents collaboratively aim to minimize cumulative regret while interacting with a shared set of arms. Unlike traditional centralized bandit models, agents in FMAB settings are connected via a communication graph and cannot share data freely due to bandwidth limitations or privacy constraints. This raises a fundamental challenge: how to achieve optimal learning performance under stringent communication budgets. We propose a novel communication-efficient algorithm that decouples the learning process into two phases: one for eliminating suboptimal arms through early and frequent communication of key decisions, and another for refining global estimates using buffered, quantized, and differentially transmitted statistics. By carefully balancing the communication frequency and precision of shared information, our algorithm achieves the optimal individual regret bound $O(N^{-1}\log T)$ while significantly reducing the total number of communication rounds and transmitted bits. Theoretically, we derive tight upper bounds on both individual cumulative regret and group regret, and prove that our method asymptotically matches the lower bound of regret in federated settings. Experimental results on synthetic data validate the effectiveness of the proposed approach in various graph topologies and under heterogeneous feedback.
Xuchuang Wang, Lin Yang 0011
NeurIPS6
2025 Breaking the Frozen Subspace: Importance Sampling for Low-Rank Optimization in LLM Pretraining
abstract
Low-rank optimization has emerged as a promising approach to enabling memory-efficient training of large language models (LLMs). Existing low-rank optimization methods typically project gradients onto a low-rank subspace, reducing the memory cost of storing optimizer states. A key challenge in these methods is selecting suitable subspaces to ensure an effective optimization trajectory. Most existing approaches select the dominant subspace to preserve gradient information, as this intuitively provides the best approximation. However, we find that in practice, the dominant subspace stops changing during pretraining, thereby constraining weight updates to similar subspaces. In this paper, we propose importance sampling for low-rank optimization in LLM pretraining with a provable convergence guarantee, which the dominant subspace approach does not have. Empirically, we demonstrate that our method significantly outperforms previous methods in LLM pretraining tasks.
Junze Yin, Guanchu Wang, Zirui Liu 0001, Lin Yang 0011, Tianyi Zhang 0011, Anshumali Shrivastava, Vladimir Braverman
NeurIPS5
2024 Multi-Agent Bandit Learning through Heterogeneous Action Erasure Channels
Osama A. Hanna, Merve Karakas, Lin Yang 0011, Christina Fragouli
AISTATS3
2024 Horizon-Free and Instance-Dependent Regret Bounds for Reinforcement Learning with General Function Approximation
abstract
To tackle long planning horizon problems in reinforcement learning with general function approximation, we propose the first algorithm, termed as UCRL-WVTR, that achieves both \emph{horizon-free} and \emph{instance-dependent}, since it eliminates the polynomial dependency on the planning horizon. The derived regret bound is deemed \emph{sharp}, as it matches the minimax lower bound when specialized to linear mixture MDPs up to logarithmic factors. Furthermore, UCRL-WVTR is \emph{computationally efficient} with access to a regression oracle. The achievement of such a horizon-free, instance-dependent, and sharp regret bound hinges upon (i) novel algorithm designs: weighted value-targeted regression and a high-order moment estimator in the context of general function approximation; and (ii) fine-grained analysis: a novel concentration bound of weighted non-linear least squares and a refined analysis which leads to the tight instance-dependent bound. We also conduct comprehensive experiments to corroborate our theoretical findings.
Jiayi Huang 0002, Han Zhong 0001, Liwei Wang 0001, Lin Yang 0011
AISTATS4
2024 Delayed MDPs with Feature Mapping
abstract
Modern reinforcement learning (RL) frequently suffers from large state and action spaces and delayed feedback in the environment. Recently, feature mapping has become an effective tool to deal with large state and action spaces, where agents use the given features to parameterize the high-dimensional value functions. However, applying feature mapping in an environment with delayed feedback is challenging and unsolved. In the delayed environment, the utilization of feature mapping relies on careful inference of the current environment state from the agent’s observation state and the action sequence. Herein, two consecutive action sequences have overlapping actions, which challenges random-theory-based theoretical regret analysis due to their intricate dependence. In this paper, a new feature-mapping-based framework is proposed to solve the constant delayed Markov Decision Processes (CDMDPs) with m-time-step-delay based on the observation state and action sequence. To address the challenge of statistical coherence brought by the overlapping actions, we design a parameterized-transition CDMDP and a novel method to decouple the statistical coherence brought by the action sequences. The algorithm’s regret bound is $\tilde O\left( {\left( {d + 2 - {\gamma ^m}} \right)\sqrt T /{{\left( {1 - \gamma } \right)}^2}} \right)$ where d is the number of features and γ is the discount factor. It also approaches the lower bound $\Omega \left( {d\sqrt T /{{\left( {1 - \gamma } \right)}^{\frac{3}{2}}}} \right)$. The theoretical analysis demonstrates that our proposed algorithm effectively alleviates the adverse impact of delayed feedback on the agent’s decision-making, and yields a regret bound that is independent of the size of the state and action spaces.
Jialin Dong, Lin Yang 0011
IJCNN3
2024 Uniform Last-Iterate Guarantee for Bandits and Reinforcement Learning
abstract
Existing metrics for reinforcement learning (RL) such as regret, PAC bounds, or uniform-PAC (Dann et al., 2017), typically evaluate the cumulative performance, while allowing the play of an arbitrarily bad policy at any finite time t. Such a behavior can be highly detrimental in high-stakes applications. This paper introduces a stronger metric, uniform last-iterate (ULI) guarantee, capturing both cumulative and instantaneous performance of RL algorithms. Specifically, ULI characterizes the instantaneous performance since it ensures that the per-round suboptimality of the played policy is bounded by a function, monotonically decreasing w.r.t. (large) round t, preventing revisits to bad policies when sufficient samples are available. We demonstrate that a near-optimal ULI guarantee directly implies near-optimal cumulative performance across aforementioned metrics, but not the other way around. To examine the achievability of ULI, we first provide two positive results for bandit problems with finite arms, showing that some elimination-based algorithms and high-probability adversarial algorithms with stronger analysis or additional designs, can attain near-optimal ULI guarantees. We also provide a negative result, indicating that optimistic algorithms cannot achieve a near-optimal ULI guarantee. Furthermore, we propose an efficient algorithm for linear bandits with infinitely many arms, which achieves the ULI guarantee, given access to an optimization oracle. Finally, we propose an algorithm that achieves a near-optimal ULI guarantee for the online reinforcement learning setting.
Ruosong Wang, Lin Yang 0011
NeurIPS4
2024 Confident Natural Policy Gradient for Local Planning in qπ-realizable Constrained MDPs
Lin Yang 0011, Csaba Szepesvári
NeurIPS2
2024 Modeling Bellman-error with logistic distribution with applications in reinforcement learning
Outongyi Lv, Bingxin Zhou, Lin Yang 0011
Neural Networks3
2024 Federated Learning With Massive Random Access
abstract
In this paper, we propose an online federated learning framework with massive random access, aiming to learn a sequence of global models using local data that are sequentially collected by massive edge devices. As only a subset of devices is capable of collecting data and performing local model update at any specific moment, the communication pattern between the edge server and devices is random and sporadic, which is referred to assporadic local updates. This motivates us to adopt a two-phase grant-free random access scheme that consists of the activity detection and model transmission phases to facilitate efficient communication between the edge server and devices. We first provide the regret analysis for online federated learning, and derive the optimality gap in terms of successful transmission probabilities. Then, we characterize the achievable transmission rate of each active device using random matrix theory and establish the relationship between the pilot length and the outage probability. Furthermore, we propose an optimal pilot length design by minimizing the optimality gap. To validate our scheme, we provide comprehensive experimental results that demonstrate the superiority of the proposed scheme over traditional schemes in various online tasks.
Shuhao Xia, Yuanming Shi, Yong Zhou 0006, Youlong Wu, Lin Yang 0011, Khaled Ben Letaief
IEEE Trans. Wirel. Commun.5
2023 Contexts can be Cheap: Solving Stochastic Contextual Bandits with Linear Bandit Algorithms
abstract
In this paper, we address the stochastic contextual linear bandit problem, where a decision maker is provided a context (a random set of actions drawn from a distribution). The expected reward of each action is specified by the inner product of the action and an unknown parameter. The goal is to design an algorithm that learns to play as close as possible to the unknown optimal policy after a number of action plays. This problem is considered more challenging than the linear bandit problem, which can be viewed as a contextual bandit problem with a \emph{fixed} context. Surprisingly, in this paper, we show that the stochastic contextual problem can be solved as if it is a linear bandit problem. In particular, we establish a novel reduction framework that converts every stochastic contextual linear bandit instance to a linear bandit instance, when the context distribution is known. When the context distribution is unknown, we establish an algorithm that reduces the stochastic contextual instance to a sequence of linear bandit instances with small misspecifications and achieves nearly the same worst-case regret bound as the algorithm that solves the misspecified linear bandit instances. As a consequence, our results imply a $O(d\sqrt{T\log T})$ high-probability regret bound for contextual linear bandits, making progress in resolving an open problem in Li et al., 2019b, 2021. Our reduction framework opens up a new way to approach stochastic contextual linear bandit problems, and enables improved regret bounds in a number of instances including the batch setting, contextual bandits with misspecifications, contextual bandits with sparse unknown parameters, and contextual bandits with adversarial corruption.
Osama A. Hanna, Lin Yang 0011, Christina Fragouli
COLT2
2023 Provably Efficient Lifelong Reinforcement Learning with Linear Representation
Sanae Amani, Lin Yang 0011, Ching-An Cheng
ICLR2
2023 Distributed Contextual Linear Bandits with Minimax Optimal Communication Cost
abstract
We study distributed contextual linear bandits with stochastic contexts, where $N$ agents/learners act cooperatively to solve a linear bandit-optimization problem with $d$-dimensional features over the course of $T$ rounds. For this problem, we derive the first ever information-theoretic lower bound $\Omega(dN)$ on the communication cost of any algorithm that performs optimally in a regret minimization setup. We then propose a distributed batch elimination version of the LinUCB algorithm, DisBE-LUCB, where the agents share information among each other through a central server. We prove that the communication cost of DisBE-LUCB, matches our lower bound up to logarithmic factors. In particular, for scenarios with known context distribution, the communication cost of DisBE-LUCB is only $\tilde{\mathcal{O}}(dN)$ and its regret is $\tilde{\mathcal{O}}(\sqrt{dNT})$, which is of the same order as that incurred by an optimal single-agent algorithm for $NT$ rounds. We also provide similar bounds for practical settings where the context distribution can only be estimated. Therefore, our proposed algorithm is nearly minimax optimal in terms of both regret and communication cost. Finally, we propose DecBE-LUCB, a fully decentralized version of DisBE-LUCB, which operates without a central server, where agents share information with their immediate neighbors through a carefully designed consensus procedure.
Sanae Amani, Tor Lattimore, András György 0001, Lin Yang 0011
ICML4
2023 Does Sparsity Help in Learning Misspecified Linear Bandits?
abstract
Recently, the study of linear misspecified bandits has generated intriguing implications of the hardness of learning in bandits and reinforcement learning (RL). In particular, Du et al. (2020) shows that even if a learner is given linear features in $\mathbb{R}^d$ that approximate the rewards in a bandit or RL with a uniform error of $\varepsilon$, searching for an $O(\varepsilon)$-optimal action requires pulling at least $\Omega(\exp(d))$ queries. Furthermore, Lattimore et al. (2020) show that a degraded $O(\varepsilon\sqrt{d})$-optimal solution can be learned within $\operatorname{poly}(d/\varepsilon)$ queries. Yet it is unknown whether a structural assumption on the ground-truth parameter, such as sparsity, could break $\varepsilon\sqrt{d}$ barrier. In this paper, we address this question by showing that algorithms can obtain $O(\varepsilon)$-optimal actions by querying $\tilde{O}(\exp(m\varepsilon))$ actions, where $m$ is the sparsity parameter, removing the $\exp(d)$-dependence. We further show (with an information-theoretical lower bound) that this is the best possible if one demands an error $ m^{\delta}\varepsilon$ for $0<\delta<1$. We further show that $\operatorname{poly}(m/\varepsilon)$ bounds are possible when the linear features are "good”. These results provide a nearly complete picture of how sparsity can help in misspecified bandit learning and provide a deeper understanding of when linear features are “useful” for bandit and reinforcement learning with misspecification.
Jialin Dong, Lin Yang 0011
ICML2
2023 Multi-Arm Bandits over Action Erasure Channels
abstract
We consider a novel multi-arm bandit (MAB) setup, where a learner needs to communicate the actions to distributed agents over erasure channels, while the rewards for the actions are directly available to the learner through external sensors. In our model, while the distributed agents know if an action is erased, the central learner does not (there is no feedback), and thus does not know whether the observed reward resulted from the desired action or not. We propose a scheme that can work on top of any (existing or future) MAB algorithm and make it robust to action erasures. Our scheme results in a worst-case regret over action-erasure channels that is at most a factor of $O(1/\sqrt {1 - \varepsilon } )$ away from the no-erasure worst-case regret of the underlying MAB algorithm, where ϵ is the erasure probability. We also propose a modification of the successive arm elimination algorithm and prove that its worst-case regret is $\tilde O(\sqrt {KT} + K/(1 - \varepsilon ))$, which we prove is optimal by providing a matching lower bound.
Osama A. Hanna, Merve Karakas, Lin Yang 0011, Christina Fragouli
ISIT3
2023 Efficient Batched Algorithm for Contextual Linear Bandits with Large Action Space via Soft Elimination
abstract
In this paper, we provide the first efficient batched algorithm for contextual linear bandits with large action spaces. Unlike existing batched algorithms that rely on action elimination, which are not implementable for large action sets, our algorithm only uses a linear optimization oracle over the action set to design the policy. The proposed algorithm achieves a regret upper bound $\tilde{O}(\sqrt{T})$ with high probability, and uses $O(\log\log T)$ batches, matching the lower bound on the number of batches (Gao et al., 2019). When specialized to linear bandits, our algorithm can achieve a high probability gap-dependent regret bound of $\tilde{O}(1/\Delta_{\min})$ with the optimal $\log T$ number of batches, where $\Delta_{\min}$ is the minimum reward gap between a suboptimal arm and the optimal. Our result is achieved via a novel soft elimination approach, that entails $\text{``}$shaping$\text{"}$ the action sets at each batch so that we can efficiently identify (near) optimal actions.
Osama A. Hanna, Lin Yang 0011, Christina Fragouli
NeurIPS2
2023 Tackling Heavy-Tailed Rewards in Reinforcement Learning with Function Approximation: Minimax Optimal and Instance-Dependent Regret Bounds
abstract
While numerous works have focused on devising efficient algorithms for reinforcement learning (RL) with uniformly bounded rewards, it remains an open question whether sample or time-efficient algorithms for RL with large state-action space exist when the rewards are \emph{heavy-tailed}, i.e., with only finite $(1+\epsilon)$-th moments for some $\epsilon\in(0,1]$. In this work, we address the challenge of such rewards in RL with linear function approximation. We first design an algorithm, \textsc{Heavy-OFUL}, for heavy-tailed linear bandits, achieving an \emph{instance-dependent} $T$-round regret of $\tilde{O}\big(d T^{\frac{1-\epsilon}{2(1+\epsilon)}} \sqrt{\sum_{t=1}^T \nu_t^2} + d T^{\frac{1-\epsilon}{2(1+\epsilon)}}\big)$, the \emph{first} of this kind. Here, $d$ is the feature dimension, and $\nu_t^{1+\epsilon}$ is the $(1+\epsilon)$-th central moment of the reward at the $t$-th round. We further show the above bound is minimax optimal when applied to the worst-case instances in stochastic and deterministic linear bandits. We then extend this algorithm to the RL settings with linear function approximation. Our algorithm, termed as \textsc{Heavy-LSVI-UCB}, achieves the \emph{first} computationally efficient \emph{instance-dependent} $K$-episode regret of $\tilde{O}(d \sqrt{H \mathcal{U}^*} K^\frac{1}{1+\epsilon} + d \sqrt{H \mathcal{V}^* K})$. Here, $H$ is length of the episode, and $\mathcal{U}^*, \mathcal{V}^*$ are instance-dependent quantities scaling with the central moment of reward and value functions, respectively. We also provide a matching minimax lower bound $\Omega(d H K^{\frac{1}{1+\epsilon}} + d \sqrt{H^3 K})$ to demonstrate the optimality of our algorithm in the worst case. Our result is achieved via a novel robust self-normalized concentration inequality that may be of independent interest in handling heavy-tailed noise in general online regression problems.
Jiayi Huang 0002, Han Zhong 0001, Liwei Wang 0001, Lin Yang 0011
NeurIPS4
2023 Replicability in Reinforcement Learning
abstract
We initiate the mathematical study of replicability as an algorithmic property in the context of reinforcement learning (RL). We focus on the fundamental setting of discounted tabular MDPs with access to a generative model. Inspired by Impagliazzo et al. [2022], we say that an RL algorithm is replicable if, with high probability, it outputs the exact same policy after two executions on i.i.d. samples drawn from the generator when its internal randomness is the same. We first provide an efficient $\rho$-replicable algorithm for $(\varepsilon, \delta)$-optimal policy estimation with sample and time complexity $\widetilde O\left(\frac{N^3\cdot\log(1/\delta)}{(1-\gamma)^5\cdot\varepsilon^2\cdot\rho^2}\right)$, where $N$ is the number of state-action pairs. Next, for the subclass of deterministic algorithms, we provide a lower bound of order $\Omega\left(\frac{N^3}{(1-\gamma)^3\cdot\varepsilon^2\cdot\rho^2}\right)$. Then, we study a relaxed version of replicability proposed by Kalavasis et al. [2023] called TV indistinguishability. We design a computationally efficient TV indistinguishable algorithm for policy estimation whose sample complexity is $\widetilde O\left(\frac{N^2\cdot\log(1/\delta)}{(1-\gamma)^5\cdot\varepsilon^2\cdot\rho^2}\right)$. At the cost of $\exp(N)$ running time, we transform these TV indistinguishable algorithms to $\rho$-replicable ones without increasing their sample complexity. Finally, we introduce the notion of approximate-replicability where we only require that two outputted policies are close under an appropriate statistical divergence (e.g., Renyi) and show an improved sample complexity of $\widetilde O\left(\frac{N\cdot\log(1/\delta)}{(1-\gamma)^5\cdot\varepsilon^2\cdot\rho^2}\right)$.
Amin Karbasi, Grigoris Velegkas, Lin Yang 0011, Felix Zhou 0002
NeurIPS3
2023 Model-Based Multi-Agent RL in Zero-Sum Markov Games with Near-Optimal Sample Complexity
abstract
Model-based reinforcement learning (RL), which finds an optimal policy after establishing an empirical model, has long been recognized as one of the cornerstones of RL. It is especially suitable for multi-agent RL (MARL), as it naturally decouples the learning and the planning phases, and avoids the non-stationarity problem when all agents are improving their policies simultaneously. Though intuitive and widely-used, the sample complexity of model-based MARL algorithms has not been fully investigated. In this paper, we aim to ad- dress the fundamental question about its sample complexity. We study arguably the most basic MARL setting: two-player discounted zero-sum Markov games, given only access to a generative model. We show that model-based MARL achieves a sample complexity of Oe(|S||A||B|(1 − γ)−3ε−2) for finding the Nash equilibrium (NE) value up to some ε error, and the ε-NE policies with a smooth planning oracle, where γ is the discount factor, and S,A,B denote the state space, and the action spaces for the two agents. We further show that such a sample bound is minimax-optimal (up to logarithmic factors) if the algorithm is reward-agnostic, where the algorithm queries state transition samples without reward knowledge, by establishing a matching lower bound. This is in contrast to the usual reward- aware setting, where the sample complexity lower bound is Ωe(|S|(|A| + |B|)(1 − γ)−3ε−2), and this model-based approach is near-optimal with only a gap on the |A|, |B| dependence. Our results not only illustrate the sample-efficiency of this basic model-based MARL approach, but also elaborate on the fundamental tradeoff between its power (easily handling the reward-agnostic case) and limitation (less adaptive and suboptimal in |A|, |B|), which particularly arises in the multi-agent context.
Kaiqing Zhang, Sham M. Kakade, Tamer Basar, Lin Yang 0011
J. Mach. Learn. Res.4
2022 Solving Multi-Arm Bandit Using a Few Bits of Communication
abstract
The multi-armed bandit (MAB) problem is an active learning framework that aims to select the best among a set of actions by sequentially observing rewards. Recently, it has become popular for a number of applications over wireless networks, where communication constraints can form a bottleneck. Existing works usually fail to address this issue and can become infeasible in certain applications. In this paper we address the communication problem by optimizing the communication of rewards collected by distributed agents. By providing nearly matching upper and lower bounds, we tightly characterize the number of bits needed per reward for the learner to accurately learn without suffering additional regret. In particular, we establish a generic reward quantization algorithm, QuBan, that can be applied on top of any (no-regret) MAB algorithm to form a new communication-efficient counterpart, that requires only a few (as low as 3) bits to be sent per iteration while preserving the same regret bound. Our lower bound is established via constructing hard instances from a subgaussian distribution. Our theory is further corroborated by numerically experiments.
Osama A. Hanna, Lin Yang 0011, Christina Fragouli
AISTATS2
2022 Gap-Dependent Unsupervised Exploration for Reinforcement Learning
abstract
For the problem of task-agnostic reinforcement learning (RL), an agent first collects samples from an unknown environment without the supervision of reward signals, then is revealed with a reward and is asked to compute a corresponding near-optimal policy. Existing approaches mainly concern the worst-case scenarios, in which no structural information of the reward/transition-dynamics is utilized. Therefore the best sample upper bound is $\propto\widetilde{\mathcal{O}}(1/\epsilon^2)$, where $\epsilon>0$ is the target accuracy of the obtained policy, and can be overly pessimistic. To tackle this issue, we provide an efficient algorithm that utilizes a gap parameter, $\rho>0$, to reduce the amount of exploration. In particular, for an unknown finite-horizon Markov decision process, the algorithm takes only $\widetilde{\mathcal{O}} (1/\epsilon \cdot (H^3SA / \rho + H^4 S^2 A) )$ episodes of exploration, and is able to obtain an $\epsilon$-optimal policy for a post-revealed reward with sub-optimality gap at least $\rho$, where $S$ is the number of states, $A$ is the number of actions, and $H$ is the length of the horizon, obtaining a nearly quadratic saving in terms of $\epsilon$. We show that, information-theoretically, this bound is nearly tight for $\rho < \Theta(1/(HS))$ and $H>1$. We further show that $\propto\widetilde{\mathcal{O}}(1)$ sample bound is possible for $H=1$ (i.e., multi-armed bandit) or with a sampling simulator, establishing a stark separation between those settings and the RL setting.
Jingfeng Wu, Vladimir Braverman, Lin Yang 0011
AISTATS3
2022 Near-Optimal Reward-Free Exploration for Linear Mixture MDPs with Plug-in Solver
Xiaoyu Chen 0008, Jiachen Hu, Lin Yang 0011, Liwei Wang 0001
ICLR3
2022 On Improving Model-Free Algorithms for Decentralized Multi-Agent Reinforcement Learning
abstract
Multi-agent reinforcement learning (MARL) algorithms often suffer from an exponential sample complexity dependence on the number of agents, a phenomenon known as the curse of multiagents. We address this challenge by investigating sample-efficient model-free algorithms in decentralized MARL, and aim to improve existing algorithms along this line. For learning (coarse) correlated equilibria in general-sum Markov games, we propose stage-based V-learning algorithms that significantly simplify the algorithmic design and analysis of recent works, and circumvent a rather complicated no-weighted-regret bandit subroutine. For learning Nash equilibria in Markov potential games, we propose an independent policy gradient algorithm with a decentralized momentum-based variance reduction technique. All our algorithms are decentralized in that each agent can make decisions based on only its local information. Neither communication nor centralized coordination is required during learning, leading to a natural generalization to a large number of agents. Finally, we provide numerical simulations to corroborate our theoretical findings.
Weichao Mao, Lin Yang 0011, Kaiqing Zhang, Tamer Basar
ICML2
2022 Learning from Distributed Users in Contextual Linear Bandits Without Sharing the Context
abstract
Contextual linear bandits is a rich and theoretically important model that has many practical applications. Recently, this setup gained a lot of interest in applications over wireless where communication constraints can be a performance bottleneck, especially when the contexts come from a large $d$-dimensional space. In this paper, we consider the distributed contextual linear bandit learning problem, where the agents who observe the contexts and take actions are geographically separated from the learner who performs the learning while not seeing the contexts. We assume that contexts are generated from a distribution and propose a method that uses $\approx 5d$ bits per context for the case of unknown context distribution and $0$ bits per context if the context distribution is known, while achieving nearly the same regret bound as if the contexts were directly observable. The former bound improves upon existing bounds by a $\log(T)$ factor, where $T$ is the length of the horizon, while the latter achieves information theoretical tightness.
Osama A. Hanna, Lin Yang 0011, Christina Fragouli
NeurIPS2
2022 Provably Feedback-Efficient Reinforcement Learning via Active Reward Learning
abstract
An appropriate reward function is of paramount importance in specifying a task in reinforcement learning (RL). Yet, it is known to be extremely challenging in practice to design a correct reward function for even simple tasks. Human-in-the-loop (HiL) RL allows humans to communicate complex goals to the RL agent by providing various types of feedback. However, despite achieving great empirical successes, HiL RL usually requires \emph{too much} feedback from a human teacher and also suffers from insufficient theoretical understanding. In this paper, we focus on addressing this issue from a theoretical perspective, aiming to provide provably feedback-efficient algorithmic frameworks that take human-in-the-loop to specify rewards of given tasks. We provide an \emph{active-learning}-based RL algorithm that first explores the environment without specifying a reward function and then asks a human teacher for only a few queries about the rewards of a task at some state-action pairs. After that, the algorithm guarantees to provide a nearly optimal policy for the task with high probability. We show that, even with the presence of random noise in the feedback, the algorithm only takes $\tilde{O}(H{\dim_{R}^2})$ queries on the reward function to provide an $\epsilon$-optimal policy for any $\epsilon > 0$. Here $H$ is the horizon of the RL environment, and $\dim_{R}$ specifies the complexity of the function class representing the reward function. In contrast, standard RL algorithms require to query the reward function for at least $\Omega(\operatorname{poly}(d, 1/\epsilon))$ state-action pairs where $d$ depends on the complexity of the environmental transition.
Dingwen Kong, Lin Yang 0011
NeurIPS2
2022 Near-Optimal Sample Complexity Bounds for Constrained MDPs
abstract
In contrast to the advances in characterizing the sample complexity for solving Markov decision processes (MDPs), the optimal statistical complexity for solving constrained MDPs (CMDPs) remains unknown. We resolve this question by providing minimax upper and lower bounds on the sample complexity for learning near-optimal policies in a discounted CMDP with access to a generative model (simulator). In particular, we design a model-based algorithm that addresses two settings: (i) relaxed feasibility, where small constraint violations are allowed, and (ii) strict feasibility, where the output policy is required to satisfy the constraint. For (i), we prove that our algorithm returns an $\epsilon$-optimal policy with probability $1 - \delta$, by making $\tilde{O}\left(\frac{S A \log(1/\delta)}{(1 - \gamma)^3 \epsilon^2}\right)$ queries to the generative model, thus matching the sample-complexity for unconstrained MDPs. For (ii), we show that the algorithm's sample complexity is upper-bounded by $\tilde{O} \left(\frac{S A \, \log(1/\delta)}{(1 - \gamma)^5 \, \epsilon^2 \zeta^2} \right)$ where $\zeta$ is the problem-dependent Slater constant that characterizes the size of the feasible region. Finally, we prove a matching lower-bound for the strict feasibility setting, thus obtaining the first near minimax optimal bounds for discounted CMDPs. Our results show that learning CMDPs is as easy as MDPs when small constraint violations are allowed, but inherently more difficult when we demand zero constraint violation.
Sharan Vaswani, Lin Yang 0011, Csaba Szepesvári
NeurIPS2
2021 Theoretically Principled Deep RL Acceleration via Nearest Neighbor Function Approximation
abstract
Recently, deep reinforcement learning (RL) has achieved remarkable empirical success by integrating deep neural networks into RL frameworks. However, these algorithms often require a large number of training samples and admit little theoretical understanding. To mitigate these issues, we propose a theoretically principled nearest neighbor (NN) function approximator that can replace the value networks in deep RL methods. Inspired by human similarity judgments, the NN approximator estimates the action values using rollouts on past observations and can provably obtain a small regret bound that depends only on the intrinsic complexity of the environment. We present (1) Nearest Neighbor Actor-Critic (NNAC), an online policy gradient algorithm that demonstrates the practicality of combining function approximation with deep RL, and (2) a plug-and-play NN update module that aids the training of existing deep RL methods. Experiments on classical control and MuJoCo locomotion tasks show that the NN-accelerated agents achieve higher sample efficiency and stability than the baseline agents. Based on its theoretical benefits, we believe that the NN approximator can be further applied to other complex domains to speed-up learning.
Junhong Shen, Lin Yang 0011
AAAI2
2021 Q-learning with Logarithmic Regret
abstract
This paper presents the first non-asymptotic result showing a model-free algorithm can achieve logarithmic cumulative regret for episodic tabular reinforcement learning if there exists a strictly positive sub-optimality gap. We prove that the optimistic Q-learning studied in [Jin et al. 2018] enjoys a ${\mathcal{O}}\!\left(\frac{SA\cdot \mathrm{poly}\left(H\right)}{\Delta_{\min}}\log\left(SAT\right)\right)$ cumulative regret bound where $S$ is the number of states, $A$ is the number of actions, $H$ is the planning horizon, $T$ is the total number of steps, and $\Delta_{\min}$ is the minimum sub-optimality gap of the optimal Q-function. This bound matches the information theoretical lower bound in terms of $S,A,T$ up to a $\log\left(SA\right)$ factor. We further extend our analysis to the discounted setting and obtain a similar logarithmic cumulative regret bound.
Kunhe Yang, Lin Yang 0011, Simon S. Du
AISTATS2
2021 Settling the Horizon-Dependence of Sample Complexity in Reinforcement Learning
abstract
Recently there is a surge of interest in under-standing the horizon-dependence of the sample complexity in reinforcement learning (RL). Notably, for an RL environment with horizon length H, previous work have shown that there is a probably approximately correct (PAC) algorithm that learns an O(1)-optimal policy using polylog(H) episodes of environment interactions when the number of states and actions is fixed. It is yet unknown whether the polylog (H) dependence is necessary or not. In this work, we resolve this question by developing an algorithm that achieves the same PAC guarantee while using only O(1) episodes of environment interactions, completely settling the horizon-dependence of the sample complexity in RL. We achieve this bound by (i) establishing a connection between value functions in discounted and finite-horizon Markov decision processes (MDPs) and (ii) a novel perturbation analysis in MDPs. We believe our new techniques are of independent interest and could be applied in related questions in RL.
Yuanzhi Li, Ruosong Wang, Lin Yang 0011
FOCS3
2021 Safe Reinforcement Learning with Linear Function Approximation
abstract
Safety in reinforcement learning has become increasingly important in recent years. Yet, existing solutions either fail to strictly avoid choosing unsafe actions, which may lead to catastrophic results in safety-critical systems, or fail to provide regret guarantees for settings where safety constraints need to be learned. In this paper, we address both problems by first modeling safety as an unknown linear cost function of states and actions, which must always fall below a certain threshold. We then present algorithms, termed SLUCB-QVI and RSLUCB-QVI, for episodic Markov decision processes (MDPs) with linear function approximation. We show that SLUCB-QVI and RSLUCB-QVI, while with \emph{no safety violation}, achieve a $\tilde{\mathcal{O}}\left(\kappa\sqrt{d^3H^3T}\right)$ regret, nearly matching that of state-of-the-art unsafe algorithms, where $H$ is the duration of each episode, $d$ is the dimension of the feature mapping, $\kappa$ is a constant characterizing the safety constraints, and $T$ is the total number of action plays. We further present numerical simulations that corroborate our theoretical findings.
Sanae Amani, Christos Thrampoulidis, Lin Yang 0011
ICML3
2021 Provably Correct Optimization and Exploration with Non-linear Policies
abstract
Policy optimization methods remain a powerful workhorse in empirical Reinforcement Learning (RL), with a focus on neural policies that can easily reason over complex and continuous state and/or action spaces. Theoretical understanding of strategic exploration in policy-based methods with non-linear function approximation, however, is largely missing. In this paper, we address this question by designing ENIAC, an actor-critic method that allows non-linear function approximation in the critic. We show that under certain assumptions, e.g., a bounded eluder dimension $d$ for the critic class, the learner finds to a near-optimal policy in $\widetilde{O}(\mathrm{poly}(d))$ exploration rounds. The method is robust to model misspecification and strictly extends existing works on linear function approximation. We also develop some computational optimizations of our approach with slightly worse statistical guarantees, and an empirical adaptation building on existing deep RL tools. We empirically evaluate this adaptation, and show that it outperforms prior heuristics inspired by linear methods, establishing the value in correctly reasoning about the agent’s uncertainty under non-linear function approximation.
Wotao Yin, Alekh Agarwal, Lin Yang 0011
ICML4
2021 Randomized Exploration in Reinforcement Learning with General Value Function Approximation
abstract
We propose a model-free reinforcement learning algorithm inspired by the popular randomized least squares value iteration (RLSVI) algorithm as well as the optimism principle. Unlike existing upper-confidence-bound (UCB) based approaches, which are often computationally intractable, our algorithm drives exploration by simply perturbing the training data with judiciously chosen i.i.d. scalar noises. To attain optimistic value function estimation without resorting to a UCB-style bonus, we introduce an optimistic reward sampling procedure. When the value functions can be represented by a function class $\mathcal{F}$, our algorithm achieves a worst-case regret bound of $\tilde{O}(\mathrm{poly}(d_EH)\sqrt{T})$ where $T$ is the time elapsed, $H$ is the planning horizon and $d_E$ is the \emph{eluder dimension} of $\mathcal{F}$. In the linear setting, our algorithm reduces to LSVI-PHE, a variant of RLSVI, that enjoys an $\tilde{\mathcal{O}}(\sqrt{d^3H^3T})$ regret. We complement the theory with an empirical evaluation across known difficult exploration tasks.
Haque Ishfaq, Qiwen Cui, Viet Nguyen, Alex Ayoub, Zhuoran Yang, Zhaoran Wang 0001, Doina Precup, Lin Yang 0011
ICML8
2021 Global Neighbor Sampling for Mixed CPU-GPU Training on Giant Graphs
abstract
Graph neural networks (GNNs) are powerful tools for learning from graph data and are widely used in various applications such as social network recommendation, fraud detection, and graph search. The graphs in these applications are typically large, usually containing hundreds of millions of nodes. Training GNN models on such large graphs efficiently remains a big challenge. Despite a number of sampling-based methods have been proposed to enable mini-batch training on large graphs, these methods have not been proved to work on truly industry-scale graphs, which require GPUs or mixed CPU-GPU training. The state-of-the-art sampling-based methods are usually not optimized for these real-world hardware setups, in which data movement between CPUs and GPUs is a bottleneck. To address this issue, we propose Global Neighborhood Sampling that aims at training GNNs on giant graphs specifically for mixed CPU-GPU training. The algorithm samples a global cache of nodes periodically for all mini-batches and stores them in GPUs. This global cache allows in-GPU importance sampling of mini-batches, which drastically reduces the number of nodes in a mini-batch, especially in the input layer, to reduce data copy between CPU and GPU and mini-batch computation without compromising the training convergence rate or model accuracy. We provide a highly efficient implementation of this method and show that our implementation outperforms an efficient node-wise neighbor sampling baseline by a factor of 2× ~ 4× on giant graphs. It outperforms an efficient implementation of LADIES with small layers by a factor of 2× ~ 14× while achieving much higher accuracy than LADIES. We also theoretically analyze the proposed algorithm and show that with cached node data of a proper size, it enjoys a comparable convergence rate as the underlying node-wise sampling method.
Jialin Dong, Da Zheng 0004, Lin Yang 0011, George Karypis
KDD3
2021 On the Value of Interaction and Function Approximation in Imitation Learning
abstract
We study the statistical guarantees for the Imitation Learning (IL) problem in episodic MDPs.Rajaraman et al. (2020) show an information theoretic lower bound that in the worst case, a learner which can even actively query the expert policy suffers from a suboptimality growing quadratically in the length of the horizon, $H$. We study imitation learning under the $\mu$-recoverability assumption of Ross et al. (2011) which assumes that the difference in the $Q$-value under the expert policy across different actions in a state do not deviate beyond $\mu$ from the maximum. We show that the reduction proposed by Ross et al. (2010) is statistically optimal: the resulting algorithm upon interacting with the MDP for $N$ episodes results in a suboptimality bound of $\widetilde{\mathcal{O}} \left( \mu |\mathcal{S}| H / N \right)$ which we show is optimal up to log-factors. In contrast, we show that any algorithm which does not interact with the MDP and uses an offline dataset of $N$ expert trajectories must incur suboptimality growing as $\gtrsim |\mathcal{S}| H^2/N$ even under the $\mu$-recoverability assumption. This establishes a clear and provable separation of the minimax rates between the active setting and the no-interaction setting. We also study IL with linear function approximation. When the expert plays actions according to a linear classifier of known state-action features, we use the reduction to multi-class classification to show that with high probability, the suboptimality of behavior cloning is $\widetilde{O}(dH^2/N)$ given $N$ rollouts from the optimal policy. This is optimal up to log-factors but can be improved to $\widetilde{O}(dH/N)$ if we have a linear expert with parameter-sharing across time steps. In contrast, when the MDP transition structure is known to the learner such as in the case of simulators, we demonstrate fundamental differences compared to the tabular setting in terms of the performance of an optimal algorithm, Mimic-MD (Rajaraman et al. (2020)) when extended to the function approximation setting. Here, we introduce a new problem called confidence set linear classification, that can be used to construct sample-efficient IL algorithms.
Nived Rajaraman, Yanjun Han, Lin Yang 0011, Jiantao Jiao, Kannan Ramchandran
NeurIPS3
2021 Accommodating Picky Customers: Regret Bound and Exploration Complexity for Multi-Objective Reinforcement Learning
abstract
In this paper we consider multi-objective reinforcement learning where the objectives are balanced using preferences. In practice, the preferences are often given in an adversarial manner, e.g., customers can be picky in many applications. We formalize this problem as an episodic learning problem on a Markov decision process, where transitions are unknown and a reward function is the inner product of a preference vector with pre-specified multi-objective reward functions. We consider two settings. In the online setting, the agent receives a (adversarial) preference every episode and proposes policies to interact with the environment. We provide a model-based algorithm that achieves a nearly minimax optimal regret bound $\widetilde{\mathcal{O}}\bigl(\sqrt{\min\{d,S\}\cdot H^2 SAK}\bigr)$, where $d$ is the number of objectives, $S$ is the number of states, $A$ is the number of actions, $H$ is the length of the horizon, and $K$ is the number of episodes. Furthermore, we consider preference-free exploration, i.e., the agent first interacts with the environment without specifying any preference and then is able to accommodate arbitrary preference vector up to $\epsilon$ error. Our proposed algorithm is provably efficient with a nearly optimal trajectory complexity $\widetilde{\mathcal{O}}\bigl({\min\{d,S\}\cdot H^3 SA}/{\epsilon^2}\bigr)$. This result partly resolves an open problem raised by \citet{jin2020reward}.
Jingfeng Wu, Vladimir Braverman, Lin Yang 0011
NeurIPS3
2021 Breaking the Moments Condition Barrier: No-Regret Algorithm for Bandits with Super Heavy-Tailed Payoffs
abstract
Despite a large amount of effort in dealing with heavy-tailed error in machine learning, little is known when moments of the error can become non-existential: the random noise $\eta$ satisfies Pr$\left[|\eta| > |y|\right] \le 1/|y|^{\alpha}$ for some $\alpha > 0$. We make the first attempt to actively handle such super heavy-tailed noise in bandit learning problems: We propose a novel robust statistical estimator, mean of medians, which estimates a random variable by computing the empirical mean of a sequence of empirical medians. We then present a generic reductionist algorithmic framework for solving bandit learning problems (including multi-armed and linear bandit problem): the mean of medians estimator can be applied to nearly any bandit learning algorithm as a black-box filtering for its reward signals and obtain similar regret bound as if the reward is sub-Gaussian. We show that the regret bound is near-optimal even with very heavy-tailed noise. We also empirically demonstrate the effectiveness of the proposed algorithm, which further corroborates our theoretical results.
Han Zhong 0001, Jiayi Huang 0002, Lin Yang 0011, Liwei Wang 0001
NeurIPS3
2021 Minimax sample complexity for turn-based stochastic game
abstract
The empirical success of multi-agent reinforcement learning is encouraging, while few theoretical guarantees have been revealed. In this work, we prove that the plug-in solver approach, probably the most natural reinforcement learning algorithm, achieves minimax sample complexity for turn-based stochastic game (TBSG). Specifically, we perform planning in an empirical TBSG by utilizing a ‘simulator’ that allows sampling from arbitrary state-action pair. We show that the empirical Nash equilibrium strategy is an approximate Nash equilibrium strategy in the true TBSG and give both problem-dependent and problem-independent bound. We develop reward perturbation techniques to tackle the non-stationarity in the game and Taylor-expansion-type analysis to improve the dependence on approximation error. With these novel techniques, we prove the minimax sample complexity of turn-based stochastic game.
Qiwen Cui, Lin Yang 0011
UAI2
2020 Sketching Transformed Matrices with Applications to Natural Language Processing
abstract
Suppose we are given a large matrix $A=(a_{i,j})$ that cannot be stored in memory but is in a disk or is presented in a data stream. However, we need to compute a matrix decomposition of the entry-wisely transformed matrix, $f(A):=(f(a_{i,j}))$ for some function $f$. Is it possible to do it in a space efficient way? Many machine learning applications indeed need to deal with such large transformed matrices, for example word embedding method in NLP needs to work with the pointwise mutual information (PMI) matrix, while the entrywise transformation makes it difficult to apply known linear algebraic tools. Existing approaches for this problem either need to store the whole matrix and perform the entry-wise transformation afterwards, which is space consuming or infeasible, or need to redesign the learning method, which is application specific and requires substantial remodeling.In this paper, we first propose a space-efficient sketching algorithm for computing the product of a given small matrix with the transformed matrix. It works for a general family of transformations with provable small error bounds and thus can be used as a primitive in downstream learning tasks. We then apply this primitive to two concrete applications: low-rank approximation and linear regressions. We show that our approach obtains small error and is efficient in both space and time. For instance, for a large $n\times n$ matrix $A$, we show that only $\tilde{O}(nk^3)$ space and a few scans over the matrix $A$ are needed to compute a rank-$k$ approximation of $\log(|A|+1)$ to a fixed accuracy. This is a nearly quadratic space improvement for small $k$. We complement our theoretical results with experiments of low-rank approximation on synthetic and real data.
Yingyu Liang, Zhao Song 0002, Mengdi Wang 0001, Lin Yang 0011, Xin Yang 0017
AISTATS4
2020 Solving Discounted Stochastic Two-Player Games with Near-Optimal Time and Sample Complexity
abstract
In this paper we settle the sampling complexity of solving discounted two-player turn-based zero-sum stochastic games up to polylogarithmic factors. Given a stochastic game with discount factor $\gamma\in(0,1)$ we provide an algorithm that computes an $\epsilon$-optimal strategy with high-probability given $\tilde{O}((1 - \gamma)^{-3} \epsilon^{-2})$ samples from the transition function for each state-action-pair. Our algorithm runs in time nearly linear in the number of samples and uses space nearly linear in the number of state-action pairs. As stochastic games generalize Markov decision processes (MDPs) our runtime and sample complexities are optimal due to \cite{azar2013minimax}. We achieve our results by showing how to generalize a near-optimal Q-learning based algorithms for MDP, in particular \cite{sidford2018near}, to two-player strategy computation algorithms. This overcomes limitations of standard Q-learning and strategy iteration or alternating minimization based approaches and we hope will pave the way for future reinforcement learning results by facilitating the extension of MDP results to multi-agent settings with little loss.
Aaron Sidford, Mengdi Wang 0001, Lin Yang 0011, Yinyu Ye 0001
AISTATS3
2020 Model-Based Reinforcement Learning with a Generative Model is Minimax Optimal
abstract
This work considers the sample and computational complexity of obtaining an $\epsilon$-optimal policy in a discounted Markov Decision Process (MDP), given only access to a generative model. In this model, the learner accesses the underlying transition model via a sampling oracle that provides a sample of the next state, when given any state-action pair as input. We are interested in a basic and unresolved question in model based planning: is this naïve “plug-in” approach — where we build the maximum likelihood estimate of the transition model in the MDP from observations and then find an optimal policy in this empirical MDP — non-asymptotically, minimax optimal? Our main result answers this question positively. With regards to computation, our result provides a simpler approach towards minimax optimal planning: in comparison to prior model-free results, we show that using \emph{any} high accuracy, black-box planning oracle in the empirical model suffices to obtain the minimax error rate. The key proof technique uses a leave-one-out analysis, in a novel “absorbing MDP” construction, to decouple the statistical dependency issues that arise in the analysis of model-based planning; this construction may be helpful more generally.
Alekh Agarwal, Sham M. Kakade, Lin Yang 0011
COLT3
2020 Is a Good Representation Sufficient for Sample Efficient Reinforcement Learning?
Simon S. Du, Sham M. Kakade, Ruosong Wang, Lin Yang 0011
ICLR4
2020 Model-Based Reinforcement Learning with Value-Targeted Regression
abstract
This paper studies model-based reinforcement learning (RL) for regret minimization. We focus on finite-horizon episodic RL where the transition model $P$ belongs to a known family of models $\mathcal{P}$, a special case of which is when models in $\mathcal{P}$ take the form of linear mixtures: $P_{\theta} = \sum_{i=1}^{d} \theta_{i}P_{i}$. We propose a model based RL algorithm that is based on the optimism principle: In each episode, the set of models that are ‘consistent’ with the data collected is constructed. The criterion of consistency is based on the total squared error that the model incurs on the task of predicting \emph{state values} as determined by the last value estimate along the transitions. The next value function is then chosen by solving the optimistic planning problem with the constructed set of models. We derive a bound on the regret, which, in the special case of linear mixtures, takes the form $\tilde{\mathcal{O}}(d\sqrt{H^{3}T})$, where $H$, $T$ and $d$ are the horizon, the total number of steps and the dimension of $\theta$, respectively. In particular, this regret bound is independent of the total number of states or actions, and is close to a lower bound $\Omega(\sqrt{HdT})$. For a general model family $\mathcal{P}$, the regret bound is derived based on the Eluder dimension.
Alex Ayoub, Zeyu Jia, Csaba Szepesvári, Mengdi Wang 0001, Lin Yang 0011
ICML5
2020 Nearly Linear Row Sampling Algorithm for Quantile Regression
abstract
We give a row sampling algorithm for the quantile loss function with sample complexity nearly linear in the dimensionality of the data, improving upon the previous best algorithm whose sampling complexity has at least cubic dependence on the dimensionality. Based upon our row sampling algorithm, we give the fastest known algorithm for quantile regression and a graph sparsification algorithm for balanced directed graphs. Our main technical contribution is to show that Lewis weights sampling, which has been used in row sampling algorithms for $\ell_p$ norms, can also be applied in row sampling algorithms for a variety of loss functions. We complement our theoretical results by experiments to demonstrate the practicality of our approach.
Yi Li 0002, Ruosong Wang, Lin Yang 0011, Hanrui Zhang 0001
ICML3
2020 Obtaining Adjustable Regularization for Free via Iterate Averaging
abstract
Regularization for optimization is a crucial technique to avoid overfitting in machine learning. In order to obtain the best performance, we usually train a model by tuning the regularization parameters. It becomes costly, however, when a single round of training takes significant amount of time. Very recently, Neu and Rosasco show that if we run stochastic gradient descent (SGD) on linear regression problems, then by averaging the SGD iterates properly, we obtain a regularized solution. It left open whether the same phenomenon can be achieved for other optimization problems and algorithms. In this paper, we establish an averaging scheme that provably converts the iterates of SGD on an arbitrary strongly convex and smooth objective function to its regularized counterpart with an adjustable regularization parameter. Our approaches can be used for accelerated and preconditioned optimization methods as well. We further show that the same methods work empirically on more general optimization objectives including neural networks. In sum, we obtain adjustable regularization for free for a large class of optimization problems and resolve an open question raised by Neu and Rosasco.
Jingfeng Wu, Vladimir Braverman, Lin Yang 0011
ICML3
2020 Reinforcement Learning in Feature Space: Matrix Bandit, Kernels, and Regret Bound
abstract
Exploration in reinforcement learning (RL) suffers from the curse of dimensionality when the state-action space is large. A common practice is to parameterize the high-dimensional value and policy functions using given features. However existing methods either have no theoretical guarantee or suffer a regret that is exponential in the planning horizon $H$.In this paper, we propose an online RL algorithm, namely the MatrixRL, that leverages ideas from linear bandit to learn a low-dimensional representation of the probability transition model while carefully balancing the exploitation-exploration tradeoff. We show that MatrixRL achieves a regret bound ${O}\big(H^2d\log T\sqrt{T}\big)$ where $d$ is the number of features, independent with the number of state-action pairs. MatrixRL has an equivalent kernelized version, which is able to work with an arbitrary kernel Hilbert space without using explicit features. In this case, the kernelized MatrixRL satisfies a regret bound ${O}\big(H^2\wt{d}\log T\sqrt{T}\big)$, where $\wt{d}$ is the effective dimension of the kernel space.
Lin Yang 0011, Mengdi Wang 0001
ICML1
2020 Is Plug-in Solver Sample-Efficient for Feature-based Reinforcement Learning?
abstract
It is believed that a model-based approach for reinforcement learning (RL) is the key to reduce sample complexity. However, the understanding of the sample optimality of model-based RL is still largely missing, even for the linear case. This work considers sample complexity of finding an $\epsilon$-optimal policy in a Markov decision process (MDP) that admits a linear additive feature representation, given only access to a generative model. We solve this problem via a plug-in solver approach, which builds an empirical model and plans in this empirical model via an arbitrary plug-in solver. We prove that under the anchor-state assumption, which implies implicit non-negativity in the feature space, the minimax sample complexity of finding an $\epsilon$-optimal policy in a $\gamma$-discounted MDP is $O(K/(1-\gamma)^3\epsilon^2)$, which only depends on the dimensionality $K$ of the feature space and has no dependence on the state or action space. We further extend our results to a relaxed setting where anchor-states may not exist and show that a plug-in approach can be sample efficient as well, providing a flexible approach to design model-based algorithms for RL.
Qiwen Cui, Lin Yang 0011
NeurIPS2
2020 Provably Efficient Exploration for Reinforcement Learning Using Unsupervised Learning
abstract
Motivated by the prevailing paradigm of using unsupervised learning for efficient exploration in reinforcement learning (RL) problems [tang2017exploration,bellemare2016unifying], we investigate when this paradigm is provably efficient. We study episodic Markov decision processes with rich observations generated from a small number of latent states. We present a general algorithmic framework that is built upon two components: an unsupervised learning algorithm and a no-regret tabular RL algorithm. Theoretically, we prove that as long as the unsupervised learning algorithm enjoys a polynomial sample complexity guarantee, we can find a near-optimal policy with sample complexity polynomial in the number of latent states, which is significantly smaller than the number of observations. Empirically, we instantiate our framework on a class of hard exploration problems to demonstrate the practicality of our theory.
Ruosong Wang, Wotao Yin, Simon S. Du, Lin Yang 0011
NeurIPS5
2020 Toward the Fundamental Limits of Imitation Learning
abstract
Imitation learning (IL) aims to mimic the behavior of an expert policy in a sequential decision-making problem given only demonstrations. In this paper, we focus on understanding the minimax statistical limits of IL in episodic Markov Decision Processes (MDPs). We first consider the setting where the learner is provided a dataset of $N$ expert trajectories ahead of time, and cannot interact with the MDP. Here, we show that the policy which mimics the expert whenever possible is in expectation $\lesssim \frac{|\mathcal{S}| H^2 \log (N)}{N}$ suboptimal compared to the value of the expert, even when the expert plays a stochastic policy. Here $\mathcal{S}$ is the state space and $H$ is the length of the episode. Furthermore, we establish a suboptimality lower bound of $\gtrsim |\mathcal{S}| H^2 / N$ which applies even if the expert is constrained to be deterministic, or if the learner is allowed to actively query the expert at visited states while interacting with the MDP for $N$ episodes. To our knowledge, this is the first algorithm with suboptimality having no dependence on the number of actions, under no additional assumptions. We then propose a novel algorithm based on minimum-distance functionals in the setting where the transition model is given and the expert is deterministic. The algorithm is suboptimal by $\lesssim |\mathcal{S}| H^{3/2} / N$, matching our lower bound up to a $\sqrt{H}$ factor, and breaks the $\mathcal{O}(H^2)$ error compounding barrier of IL.
Nived Rajaraman, Lin Yang 0011, Jiantao Jiao, Kannan Ramchandran
NeurIPS2
2020 Is Long Horizon RL More Difficult Than Short Horizon RL?
abstract
Learning to plan for long horizons is a central challenge in episodic reinforcement learning problems. A fundamental question is to understand how the difficulty of the problem scales as the horizon increases. Here the natural measure of sample complexity is a normalized one: we are interested in the \emph{number of episodes} it takes to provably discover a policy whose value is $\varepsilon$ near to that of the optimal value, where the value is measured by the \emph{normalized} cumulative reward in each episode. In a COLT 2018 open problem, Jiang and Agarwal conjectured that, for tabular, episodic reinforcement learning problems, there exists a sample complexity lower bound which exhibits a polynomial dependence on the horizon --- a conjecture which is consistent with all known sample complexity upper bounds. This work refutes this conjecture, proving that tabular, episodic reinforcement learning is possible with a sample complexity that scales only \emph{logarithmically} with the planning horizon. In other words, when the values are appropriately normalized (to lie in the unit interval), this results shows that long horizon RL is no more difficult than short horizon RL, at least in a minimax sense. Our analysis introduces two ideas: (i) the construction of an $\varepsilon$-net for near-optimal policies whose log-covering number scales only logarithmically with the planning horizon, and (ii) the Online Trajectory Synthesis algorithm, which adaptively evaluates all policies in a given policy class and enjoys a sample complexity that scales logarithmically with the cardinality of the given policy class. Both may be of independent interest.
Ruosong Wang, Simon S. Du, Lin Yang 0011, Sham M. Kakade
NeurIPS3
2020 On Reward-Free Reinforcement Learning with Linear Function Approximation
abstract
Reward-free reinforcement learning (RL) is a framework which is suitable for both the batch RL setting and the setting where there are many reward functions of interest. During the exploration phase, an agent collects samples without using a pre-specified reward function. After the exploration phase, a reward function is given, and the agent uses samples collected during the exploration phase to compute a near-optimal policy. Jin et al. [2020] showed that in the tabular setting, the agent only needs to collect polynomial number of samples (in terms of the number states, the number of actions, and the planning horizon) for reward-free RL. However, in practice, the number of states and actions can be large, and thus function approximation schemes are required for generalization. In this work, we give both positive and negative results for reward-free RL with linear function approximation. We give an algorithm for reward-free RL in the linear Markov decision process setting where both the transition and the reward admit linear representations. The sample complexity of our algorithm is polynomial in the feature dimension and the planning horizon, and is completely independent of the number of states and actions. We further give an exponential lower bound for reward-free RL in the setting where only the optimal $Q$-function admits a linear representation. Our results imply several interesting exponential separations on the sample complexity of reward-free RL.
Ruosong Wang, Simon S. Du, Lin Yang 0011, Ruslan Salakhutdinov
NeurIPS3
2020 Reinforcement Learning with General Value Function Approximation: Provably Efficient Approach via Bounded Eluder Dimension
abstract
Value function approximation has demonstrated phenomenal empirical success in reinforcement learning (RL). Nevertheless, despite a handful of recent progress on developing theory for RL with linear function approximation, the understanding of \emph{general} function approximation schemes largely remains missing. In this paper, we establish the first provably efficient RL algorithm with general value function approximation. We show that if the value functions admit an approximation with a function class $\mathcal{F}$, our algorithm achieves a regret bound of $\widetilde{O}(\mathrm{poly}(dH)\sqrt{T})$ where $d$ is a complexity measure of $\mathcal{F}$ that depends on the eluder dimension~[Russo and Van Roy, 2013] and log-covering numbers, $H$ is the planning horizon, and $T$ is the number interactions with the environment. Our theory generalizes the linear MDP assumption to general function classes. Moreover, our algorithm is model-free and provides a framework to justify the effectiveness of algorithms used in practice.
Ruosong Wang, Ruslan Salakhutdinov, Lin Yang 0011
NeurIPS3
2020 Planning with General Objective Functions: Going Beyond Total Rewards
abstract
Standard sequential decision-making paradigms aim to maximize the cumulative reward when interacting with the unknown environment., i.e., maximize $\sum_{h = 1}^H r_h$ where $H$ is the planning horizon. However, this paradigm fails to model important practical applications, e.g., safe control that aims to maximize the lowest reward, i.e., maximize $\min_{h= 1}^H r_h$. In this paper, based on techniques in sketching algorithms, we propose a novel planning algorithm in deterministic systems which deals with a large class of objective functions of the form $f(r_1, r_2, ... r_H)$ that are of interest to practical applications. We show that efficient planning is possible if $f$ is symmetric under permutation of coordinates and satisfies certain technical conditions. Complementing our algorithm, we further prove that removing any of the conditions will make the problem intractable in the worst case and thus demonstrate the necessity of our conditions.
Ruosong Wang, Peilin Zhong, Simon S. Du, Ruslan Salakhutdinov, Lin Yang 0011
NeurIPS5
2020 Preference-based Reinforcement Learning with Finite-Time Guarantees
abstract
Preference-based Reinforcement Learning (PbRL) replaces reward values in traditional reinforcement learning by preferences to better elicit human opinion on the target objective, especially when numerical reward values are hard to design or interpret. Despite promising results in applications, the theoretical understanding of PbRL is still in its infancy. In this paper, we present the first finite-time analysis for general PbRL problems. We first show that a unique optimal policy may not exist if preferences over trajectories are deterministic for PbRL. If preferences are stochastic, and the preference probability relates to the hidden reward values, we present algorithms for PbRL, both with and without a simulator, that are able to identify the best policy up to accuracy $\varepsilon$ with high probability. Our method explores the state space by navigating to under-explored states, and solves PbRL using a combination of dueling bandits and policy search. Experiments show the efficacy of our method when it is applied to real-world problems.
Yichong Xu, Ruosong Wang, Lin Yang 0011, Aarti Singh, Artur Dubrawski
NeurIPS3
2020 Model-Based Multi-Agent RL in Zero-Sum Markov Games with Near-Optimal Sample Complexity
abstract
Model-based reinforcement learning (RL), which finds an optimal policy using an empirical model, has long been recognized as one of the cornerstones of RL. It is especially suitable for multi-agent RL (MARL), as it naturally decouples the learning and the planning phases, and avoids the non-stationarity problem when all agents are improving their policies simultaneously using samples. Though intuitive and widely-used, the sample complexity of model-based MARL algorithms has been investigated relatively much less often. In this paper, we aim to address the fundamental open question about the sample complexity of model-based MARL. We study arguably the most basic MARL setting: two-player discounted zero-sum Markov games, given only access to a generative model of state transition. We show that model-based MARL achieves a sample complexity of $\tilde \cO(|\cS||\cA||\cB|(1-\gamma)^{-3}\epsilon^{-2})$ for finding the Nash equilibrium (NE) \emph{value} up to some $\epsilon$ error, and the $\epsilon$-NE \emph{policies}, where $\gamma$ is the discount factor, and $\cS,\cA,\cB$ denote the state space, and the action spaces for the two agents. We also show that this method is near-minimax optimal with a tight dependence on $1-\gamma$ and $|\cS|$ by providing a lower bound of $\Omega(|\cS|(|\cA|+|\cB|)(1-\gamma)^{-3}\epsilon^{-2})$. Our results justify the efficiency of this simple model-based approach in the multi-agent RL setting.
Kaiqing Zhang, Sham M. Kakade, Tamer Basar, Lin Yang 0011
NeurIPS4
2019 On Constrained Nonconvex Stochastic Optimization: A Case Study for Generalized Eigenvalue Decomposition
abstract
We study constrained nonconvex optimization problems in machine learning and signal processing. It is well-known that these problems can be rewritten to a min-max problem in a Lagrangian form. However, due to the lack of convexity, their landscape is not well understood and how to find the stable equilibria of the Lagrangian function is still unknown. To bridge the gap, we study the landscape of the Lagrangian function. Further, we define a special class of Lagrangian functions. They enjoy the following two properties: 1. Equilibria are either stable or unstable (Formal definition in Section 2); 2.Stable equilibria correspond to the global optima of the original problem. We show that a generalized eigenvalue (GEV) problem, including canonical correlation analysis and other problems as special examples, belongs to the class. Specifically, we characterize its stable and unstable equilibria by leveraging an invariant group and symmetric property (more details in Section 3). Motivated by these neat geometric structures, we propose a simple, efficient, and stochastic primal-dual algorithm solving the online GEV problem. Theoretically, under sufficient conditions, we establish an asymptotic rate of convergence and obtain the first sample complexity result for the online GEV problem by diffusion approximations, which are widely used in applied probability. Numerical results are also provided to support our theory.
Zhehui Chen, Xingguo Li, Lin Yang 0011, Jarvis D. Haupt, Tuo Zhao
AISTATS3
2019 Towards a Theoretical Understanding of Hashing-Based Neural Nets
abstract
Parameter reduction has been a popular topic in deep learning due to the ever- increasing size of deep neural network models and the need to train and run deep neural nets on resource limited machines. Despite many efforts in this area, there were no rigorous theoretical guarantees on why existing neural net compression methods should work. In this paper, we provide provable guarantees on some hashing-based parameter reduction methods in neural nets. First, we introduce a neural net compression scheme based on random linear sketching (which is usually implemented efficiently via hashing), and show that the sketched (smaller) network is able to approximate the original network on all input data coming from any smooth well-conditioned low-dimensional manifold. The sketched network can also be trained directly via back-propagation. Next, we study the previously proposed HashedNets architecture and show that the optimization landscape of one-hidden-layer HashedNets has a local strong convexity property similar to a normal fully connected neural network. Together with the initialization algorithm developed in [51], this implies that the parameters in HashedNets can be provably recovered. We complement our theoretical results with some empirical verification.
Yibo Lin, Zhao Song 0002, Lin Yang 0011
AISTATS3
2019 The One-Way Communication Complexity of Dynamic Time Warping Distance
abstract
We resolve the randomized one-way communication complexity of Dynamic Time Warping (DTW) distance. We show that there is an efficient one-way communication protocol using $\widetilde{O}(n/α)$ bits for the problem of computing an $α$-approximation for DTW between strings $x$ and $y$ of length $n$, and we prove a lower bound of $Ω(n / α)$ bits for the same problem. Our communication protocol works for strings over an arbitrary metric of polynomial size and aspect ratio, and we optimize the logarithmic factors depending on properties of the underlying metric, such as when the points are low-dimensional integer vectors equipped with various metrics or have bounded doubling dimension. We also consider linear sketches of DTW, showing that such sketches must have size $Ω(n)$.
Vladimir Braverman, Moses Charikar, William Kuszmaul, David P. Woodruff, Lin Yang 0011
SoCG5
2019 Sample-Optimal Parametric Q-Learning Using Linearly Additive Features
abstract
Consider a Markov decision process (MDP) that admits a set of state-action features, which can linearly express the process’s probabilistic transition model. We propose a parametric Q-learning algorithm that finds an approximate-optimal policy using a sample size proportional to the feature dimension $K$ and invariant with respect to the size of the state space. To further improve its sample efficiency, we exploit the monotonicity property and intrinsic noise structure of the Bellman operator, provided the existence of anchor state-actions that imply implicit non-negativity in the feature space. We augment the algorithm using techniques of variance reduction, monotonicity preservation, and confidence bounds. It is proved to find a policy which is $\epsilon$-optimal from any initial state with high probability using $\widetilde{O}(K/\epsilon^2(1-\gamma)^3)$ sample transitions for arbitrarily large-scale MDP with a discount factor $\gamma\in(0,1)$. A matching information-theoretical lower bound is proved, confirming the sample optimality of the proposed method with respect to all parameters (up to polylog factors).
Lin Yang 0011, Mengdi Wang 0001
ICML1
2019 Efficient Symmetric Norm Regression via Linear Sketching
abstract
We provide efficient algorithms for overconstrained linear regression problems with size $n \times d$ when the loss function is a symmetric norm (a norm invariant under sign-flips and coordinate-permutations). An important class of symmetric norms are Orlicz norms, where for a function $G$ and a vector $y \in \mathbb{R}^n$, the corresponding Orlicz norm $\|y\|_G$ is defined as the unique value $\alpha$ such that $\sum_{i=1}^n G(|y_i|/\alpha) = 1$. When the loss function is an Orlicz norm, our algorithm produces a $(1 + \varepsilon)$-approximate solution for an arbitrarily small constant $\varepsilon > 0$ in input-sparsity time, improving over the previously best-known algorithm which produces a $d \cdot \polylog n$-approximate solution. When the loss function is a general symmetric norm, our algorithm produces a $\sqrt{d} \cdot \polylog n \cdot \mathrm{mmc}(\ell)$-approximate solution in input-sparsity time, where $\mathrm{mmc}(\ell)$ is a quantity related to the symmetric norm under consideration. To the best of our knowledge, this is the first input-sparsity time algorithm with provable guarantees for the general class of symmetric norm regression problem. Our results shed light on resolving the universal sketching problem for linear regression, and the techniques might be of independent interest to numerical linear algebra problems more broadly.
Zhao Song 0002, Ruosong Wang, Lin Yang 0011, Hongyang Zhang 0001, Peilin Zhong
NeurIPS3
2019 Online Factorization and Partition of Complex Networks by Random Walk
Lin Yang 0011, Vladimir Braverman, Tuo Zhao, Mengdi Wang 0001
UAI1
2018 Approximate Convex Hull of Data Streams
abstract
Given a finite set of points P subseteq R^d, we would like to find a small subset S subseteq P such that the convex hull of S approximately contains P. More formally, every point in P is within distance epsilon from the convex hull of S. Such a subset S is called an epsilon-hull. Computing an epsilon-hull is an important problem in computational geometry, machine learning, and approximation algorithms. In many applications, the set P is too large to fit in memory. We consider the streaming model where the algorithm receives the points of P sequentially and strives to use a minimal amount of memory. Existing streaming algorithms for computing an epsilon-hull require O(epsilon^{(1-d)/2}) space, which is optimal for a worst-case input. However, this ignores the structure of the data. The minimal size of an epsilon-hull of P, which we denote by OPT, can be much smaller. A natural question is whether a streaming algorithm can compute an epsilon-hull using only O(OPT) space. We begin with lower bounds that show, under a reasonable streaming model, that it is not possible to have a single-pass streaming algorithm that computes an epsilon-hull with O(OPT) space. We instead propose three relaxations of the problem for which we can compute epsilon-hulls using space near-linear to the optimal size. Our first algorithm for points in R^2 that arrive in random-order uses O(log n * OPT) space. Our second algorithm for points in R^2 makes O(log(epsilon^{-1})) passes before outputting the epsilon-hull and requires O(OPT) space. Our third algorithm, for points in R^d for any fixed dimension d, outputs, with high probability, an epsilon-hull for all but delta-fraction of directions and requires O(OPT * log OPT) space.
Avrim Blum, Vladimir Braverman, Ananya Kumar, Harry Lang, Lin Yang 0011
ICALP5
2018 Revisiting Frequency Moment Estimation in Random Order Streams
abstract
We revisit one of the classic problems in the data stream literature, namely, that of estimating the frequency moments $F_p$ for $0 < p < 2$ of an underlying $n$-dimensional vector presented as a sequence of additive updates in a stream. It is well-known that using $p$-stable distributions one can approximate any of these moments up to a multiplicative $(1+ε)$-factor using $O(ε^{-2} \log n)$ bits of space, and this space bound is optimal up to a constant factor in the turnstile streaming model. We show that surprisingly, if one instead considers the popular random-order model of insertion-only streams, in which the updates to the underlying vector arrive in a random order, then one can beat this space bound and achieve $\tilde{O}(ε^{-2} + \log n)$ bits of space, where the $\tilde{O}$ hides poly$(\log(1/ε) + \log \log n)$ factors. If $ε^{-2} \approx \log n$, this represents a roughly quadratic improvement in the space achievable in turnstile streams. Our algorithm is in fact deterministic, and we show our space bound is optimal up to poly$(\log(1/ε) + \log \log n)$ factors for deterministic algorithms in the random order model. We also obtain a similar improvement in space for $p = 2$ whenever $F_2 \gtrsim \log n\cdot F_1$.
Vladimir Braverman, Emanuele Viola, David P. Woodruff, Lin Yang 0011
ICALP4
2018 Matrix Norms in Data Streams: Faster, Multi-Pass and Row-Order
abstract
A central problem in mining massive data streams is characterizing which functions of an underlying frequency vector can be approximated efficiently. Given the prevalence of large scale linear algebra problems in machine learning, recently there has been considerable effort in extending this data stream problem to that of estimating functions of a matrix. This setting generalizes classical problems to the analogous ones for matrices. For example, instead of estimating frequent-item counts, we now wish to estimate “frequent-direction” counts. A related example is to estimate norms, which now correspond to estimating a vector norm on the singular values of the matrix. Despite recent efforts, the current understanding for such matrix problems is considerably weaker than that for vector problems. We study a number of aspects of estimating matrix norms in a stream that have not previously been considered: (1) multi-pass algorithms, (2) algorithms that see the underlying matrix one row at a time, and (3) time-efficient algorithms. Our multi-pass and row-order algorithms use less memory than what is provably required in the single-pass and entrywise-update models, and thus give separations between these models (in terms of memory). Moreover, all of our algorithms are considerably faster than previous ones. We also prove a number of lower bounds, and obtain for instance, a near-complete characterization of the memory required of row-order algorithms for estimating Schatten $p$-norms of sparse matrices. We complement our results with numerical experiments.
Vladimir Braverman, Stephen R. Chestnut, Robert Krauthgamer, Yi Li 0002, David P. Woodruff, Lin Yang 0011
ICML6
2018 Dimensionality Reduction for Stationary Time Series via Stochastic Nonconvex Optimization
abstract
Stochastic optimization naturally arises in machine learning. Efficient algorithms with provable guarantees, however, are still largely missing, when the objective function is nonconvex and the data points are dependent. This paper studies this fundamental challenge through a streaming PCA problem for stationary time series data. Specifically, our goal is to estimate the principle component of time series data with respect to the covariance matrix of the stationary distribution. Computationally, we propose a variant of Oja's algorithm combined with downsampling to control the bias of the stochastic gradient caused by the data dependency. Theoretically, we quantify the uncertainty of our proposed stochastic algorithm based on diffusion approximations. This allows us to prove the asymptotic rate of convergence and further implies near optimal asymptotic sample complexity. Numerical experiments are provided to support our analysis.
Minshuo Chen, Lin Yang 0011, Mengdi Wang 0001, Tuo Zhao
NeurIPS2
2018 Near-Optimal Time and Sample Complexities for Solving Markov Decision Processes with a Generative Model
abstract
In this paper we consider the problem of computing an $\epsilon$-optimal policy of a discounted Markov Decision Process (DMDP) provided we can only access its transition function through a generative sampling model that given any state-action pair samples from the transition function in $O(1)$ time. Given such a DMDP with states $\states$, actions $\actions$, discount factor $\gamma\in(0,1)$, and rewards in range $[0, 1]$ we provide an algorithm which computes an $\epsilon$-optimal policy with probability $1 - \delta$ where {\it both} the run time spent and number of sample taken is upper bounded by \[ O\left[\frac{|\cS||\cA|}{(1-\gamma)^3 \epsilon^2} \log \left(\frac{|\cS||\cA|}{(1-\gamma)\delta \epsilon} \right) \log\left(\frac{1}{(1-\gamma)\epsilon}\right)\right] ~. \] For fixed values of $\epsilon$, this improves upon the previous best known bounds by a factor of $(1 - \gamma)^{-1}$ and matches the sample complexity lower bounds proved in \cite{azar2013minimax} up to logarithmic factors. We also extend our method to computing $\epsilon$-optimal policies for finite-horizon MDP with a generative model and provide a nearly matching sample complexity lower bound.
Aaron Sidford, Mengdi Wang 0001, Xian Wu 0009, Lin Yang 0011, Yinyu Ye 0001
NeurIPS4
2018 The Physical Systems Behind Optimization Algorithms
abstract
We use differential equations based approaches to provide some {\it \textbf{physics}} insights into analyzing the dynamics of popular optimization algorithms in machine learning. In particular, we study gradient descent, proximal gradient descent, coordinate gradient descent, proximal coordinate gradient, and Newton's methods as well as their Nesterov's accelerated variants in a unified framework motivated by a natural connection of optimization algorithms to physical systems. Our analysis is applicable to more general algorithms and optimization problems {\it \textbf{beyond}} convexity and strong convexity, e.g. Polyak-\L ojasiewicz and error bound conditions (possibly nonconvex).
Lin Yang 0011, Raman Arora, Vladimir Braverman, Tuo Zhao
NeurIPS1
2018 New Bounds for the CLIQUE-GAP Problem Using Graph Decomposition Theory
Vladimir Braverman, Zaoxing Liu, Tejasvam Singh, N. V. Vinodchandran, Lin Yang 0011
Algorithmica5
2017 Clustering High Dimensional Dynamic Data Streams
abstract
We present data streaming algorithms for the $k$-median problem in high-dimensional dynamic geometric data streams, i.e. streams allowing both insertions and deletions of points from a discrete Euclidean space $\{1, 2, \ldots \Delta\}^d$. Our algorithms use $k \epsilon^{-2} \mathrm{poly}(d \log \Delta)$ space/time and maintain with high probability a small weighted set of points (a coreset) such that for every set of $k$ centers the cost of the coreset $(1+\epsilon)$-approximates the cost of the streamed point set. We also provide algorithms that guarantee only positive weights in the coreset with additional logarithmic factors in the space and time complexities. We can use this positively-weighted coreset to compute a $(1+\epsilon)$-approximation for the $k$-median problem by any efficient offline $k$-median algorithm. All previous algorithms for computing a $(1+\epsilon)$-approximation for the $k$-median problem over dynamic data streams required space and time exponential in $d$. Our algorithms can be generalized to metric spaces of bounded doubling dimension.
Vladimir Braverman, Gereon Frahling, Harry Lang, Christian Sohler, Lin Yang 0011
ICML5
2017 Online Partial Least Square Optimization: Dropping Convexity for Better Efficiency and Scalability
abstract
Multiview representation learning is popular for latent factor analysis. Many existing approaches formulate the multiview representation learning as convex optimization problems, where global optima can be obtained by certain algorithms in polynomial time. However, many evidences have corroborated that heuristic nonconvex approaches also have good empirical computational performance and convergence to the global optima, although there is a lack of theoretical justification. Such a gap between theory and practice motivates us to study a nonconvex formulation for multiview representation learning, which can be efficiently solved by a simple stochastic gradient descent method. By analyzing the dynamics of the algorithm based on diffusion processes, we establish a global rate of convergence to the global optima. Numerical experiments are provided to support our theory.
Zhehui Chen, Lin Yang 0011, Chris Junchi Li, Tuo Zhao
ICML2
2017 On Quadratic Convergence of DC Proximal Newton Algorithm in Nonconvex Sparse Learning
abstract
We propose a DC proximal Newton algorithm for solving nonconvex regularized sparse learning problems in high dimensions. Our proposed algorithm integrates the proximal newton algorithm with multi-stage convex relaxation based on the difference of convex (DC) programming, and enjoys both strong computational and statistical guarantees. Specifically, by leveraging a sophisticated characterization of sparse modeling structures (i.e., local restricted strong convexity and Hessian smoothness), we prove that within each stage of convex relaxation, our proposed algorithm achieves (local) quadratic convergence, and eventually obtains a sparse approximate local optimum with optimal statistical properties after only a few convex relaxations. Numerical experiments are provided to support our theory.
Xingguo Li, Lin Yang 0011, Jason Ge, Jarvis D. Haupt, Tong Zhang 0001, Tuo Zhao
NIPS2
2017 Streaming symmetric norms via measure concentration
abstract
We characterize the streaming space complexity of every symmetric norm l (a norm on ℝn invariant under sign-flips and coordinate-permutations), by relating this space complexity to the measure-concentration characteristics of l. Specifically, we provide nearly matching upper and lower bounds on the space complexity of calculating a (1 ± ε)-approximation to the norm of the stream, for every 0 < ε ≤ 1/2. (The bounds match up to (ε-1 logn) factors.) We further extend those bounds to any large approximation ratio D≥ 1.1, showing that the decrease in space complexity is proportional to D2, and that this factor the best possible. All of the bounds depend on the median of l(x) when x is drawn uniformly from the l2 unit sphere. The same median governs many phenomena in high-dimensional spaces, such as large-deviation bounds and the critical dimension in Dvoretzky's Theorem.
Jaroslaw Blasiok, Vladimir Braverman, Stephen R. Chestnut, Robert Krauthgamer, Lin Yang 0011
STOC5
2016 Streaming Space Complexity of Nearly All Functions of One Variable on Frequency Vectors
abstract
A central problem in the theory of algorithms for data streams is to determine which functions on a stream can be approximated in sublinear, and especially sub-polynomial or poly-logarithmic, space. Given a function g, we study the space complexity of approximating ∑i=1n g(|fi|), where f ∈ Zn is the frequency vector of a turnstile stream. This is a generalization of the well-known frequency moments problem, and previous results apply only when g is monotonic or has a special functional form. Our contribution is to give a condition such that, except for a narrow class of functions g, there is a space-efficient approximation algorithm for the sum if and only if g satisfies the condition. The functions g that we are able to characterize include all convex, concave, monotonic, polynomial, and trigonometric functions, among many others, and is the first such characterization for non-monotonic functions. Thus, for nearly all functions of one variable, we answer the open question from the celebrated paper of Alon, Matias and Szegedy (1996).
Vladimir Braverman, Stephen R. Chestnut, David P. Woodruff, Lin Yang 0011
PODS4
2015 Streaming Algorithms for Halo Finders
abstract
Cosmological N-body simulations are essential for studies of the large-scale distribution of matter and galaxies in the Universe. This analysis often involves finding clusters of particles and retrieving their properties. Detecting such "halos" among a very large set of particles is a computationally intensive problem, usually executed on the same super-computers that produced the simulations, requiring huge amounts of memory. Recently, a new area of computer science emerged. This area, called streaming algorithms, provides new theoretical methods to compute data analytics in a scalable way using only a single pass over a data sets and logarithmic memory. The main contribution of this paper is a novel connection between the N-body simulations and the streaming algorithms. In particular, we investigate a link between halo finders and the problem of finding frequent items (heavy hitters) in a data stream, that should greatly reduce the computational resource requirements, especially the memory needs. Based on this connection, we can build a new halo finder by running efficient heavy hitter algorithms as a black-box. We implement two representatives of the family of heavy hitter algorithms, the Count-Sketch algorithm (CS) and the Pick-and-Drop sampling (PD), and evaluate their accuracy and memory usage. Comparison with other halo-finding algorithms from [1] shows that our halo finder can locate the largest haloes using significantly smaller memory space and with comparable running time. This streaming approach makes it possible to run and analyze extremely large data sets from N-body simulations on a smaller machine, rather than on supercomputers. Our findings demonstrate the connection between the halo search problem and streaming algorithms as a promising initial direction of further research.
Zaoxing Liu, Nikita Ivkin, Lin Yang 0011, Mark Neyrinck, Gerard Lemson, Alex Szalay, Vladimir Braverman, Tamás Budavári, Randal C. Burns
e-Science3
2015 New Bounds for the CLIQUE-GAP Problem Using Graph Decomposition Theory
Vladimir Braverman, Zaoxing Liu, Tejasvam Singh, N. V. Vinodchandran, Lin Yang 0011
MFCS (2)5
2014 New Time-Space Upperbounds for Directed Reachability in High-genus and H-minor-free Graphs
abstract
We obtain the following new simultaneous time-space upper bounds for the directed reachability problem. (1) A polynomial-time, O(n^{2/3} * g^{1/3})-space algorithm for directed graphs embedded on orientable surfaces of genus g. (2) A polynomial-time, O(n^{2/3})-space algorithm for all H-minor-free graphs given the tree decomposition, and (3) for K_{3,3}-free and K_5-free graphs, a polynomial-time, O(n^{1/2 + epsilon})-space algorithm, for every epsilon > 0. For the general directed reachability problem, the best known simultaneous time-space upper bound is the BBRS bound, due to Barnes, Buss, Ruzzo, and Schieber, which achieves a space bound of O(n/2^{k * sqrt(log(n))}) with polynomial running time, for any constant k. It is a significant open question to improve this bound for reachability over general directed graphs. Our algorithms beat the BBRS bound for graphs embedded on surfaces of genus n/2^{omega(sqrt(log(n))}, and for all H-minor-free graphs. This significantly broadens the class of directed graphs for which the BBRS bound can be improved.
Diptarka Chakraborty, Aduri Pavan, Raghunath Tewari, N. V. Vinodchandran, Lin Yang 0011
FSTTCS5