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Daniela Pucci de Farias

dblp:46/276 · DBLP profile ↗
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8ranked-venue papers
7as first author
0since 2021 · last 2006
0000-0003-3277-6017ORCID · corroborated

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

Artificial intelligence and machine learning · 6 · 6 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Theoretical computer science
6 papers
Approximation and online algorithms · 53% Mathematical optimization · 25% Algorithmic game theory and mechanism design · 17%
Artificial intelligence
7 papers
Reinforcement learning · 76% Multi-agent systems · 16% Optimization for machine learning · 8%

Topics — the 16 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Approximation and online algorithms › online learning
prediction with expert advice
0.232006
Combining expert advice in reactive environments · J. ACM 2006
Exploration-Exploitation Tradeoffs for Experts Algorithms in Reactive Environments · NIPS 2004
How to Combine Expert (and Novice) Advice when Actions Impact the Environment? · NIPS 2003
Machine learning › Reinforcement learning › dynamic programming
approximate dynamic programming
0.132004
A Cost-Shaping LP for Bellman Error Minimization with Performance Guarantees · NIPS 2004
Approximate Linear Programming for Average-Cost Dynamic Programming · NIPS 2002
Approximate Dynamic Programming via Linear Programming · NIPS 2001
Mathematical optimization
linear programming
0.132004
A Cost-Shaping LP for Bellman Error Minimization with Performance Guarantees · NIPS 2004
Approximate Linear Programming for Average-Cost Dynamic Programming · NIPS 2002
Approximate Dynamic Programming via Linear Programming · NIPS 2001
Approximation and online algorithms
online learning
0.122006
Combining expert advice in reactive environments · J. ACM 2006
Exploration-Exploitation Tradeoffs for Experts Algorithms in Reactive Environments · NIPS 2004
Algorithmic game theory and mechanism design
repeated games
0.122006
Combining expert advice in reactive environments · J. ACM 2006
How to Combine Expert (and Novice) Advice when Actions Impact the Environment? · NIPS 2003
Approximation and online algorithms › online learning
exploration-exploitation tradeoff
0.112006
Combining expert advice in reactive environments · J. ACM 2006
Machine learning › Reinforcement learning › temporal difference learning
bellman residual minimization
0.012004
A Cost-Shaping LP for Bellman Error Minimization with Performance Guarantees · NIPS 2004
Machine learning › Reinforcement learning › exploration
exploration-exploitation tradeoff
0.012004
Exploration-Exploitation Tradeoffs for Experts Algorithms in Reactive Environments · NIPS 2004
Knowledge, reasoning and agents › Multi-agent systems › game theory
repeated games
0.012003
How to Combine Expert (and Novice) Advice when Actions Impact the Environment? · NIPS 2003
Mathematical optimization › linear programming
approximate linear programming
0.012002
Approximate Linear Programming for Average-Cost Dynamic Programming · NIPS 2002
Machine learning › Optimization for machine learning › convex optimization
linear programming
0.012001
Approximate Dynamic Programming via Linear Programming · NIPS 2001
Algorithms and data structures › dynamic programming
approximate dynamic programming
0.012001
Approximate Dynamic Programming via Linear Programming · NIPS 2001
Machine learning › Reinforcement learning › dynamic programming › value iteration
approximate value iteration
0.012000
Fixed Points of Approximate Value Iteration and Temporal-Difference Learning · ICML 2000
Machine learning › Reinforcement learning
temporal difference learning
0.012000
Fixed Points of Approximate Value Iteration and Temporal-Difference Learning · ICML 2000
Machine learning › Reinforcement learning › dynamic programming
value iteration
0.012000
Fixed Points of Approximate Value Iteration and Temporal-Difference Learning · ICML 2000
Knowledge, reasoning and agents › Multi-agent systems
multi-agent learning
0.012006
Combining expert advice in reactive environments · J. ACM 2006

Methods — techniques the papers use, named apart from their topics

regret minimization · 0.2state-relevance weights · 0.2no-regret learning · 0.1regret bounds · 0.1path-following method · 0.1exploration-exploitation analysis · 0.1expert advice combination · 0.1two-phase algorithm · 0.1cost-to-go approximation · 0.1basis function approximation · 0.1
YearPublicationVenuePosition
2006 Combining expert advice in reactive environments
abstract
“Experts algorithms” constitute a methodology for choosing actions repeatedly, when the rewards depend both on the choice of action and on the unknown current state of the environment. An experts algorithm has access to a set of strategies (“experts”), each of which may recommend which action to choose. The algorithm learns how to combine the recommendations of individual experts so that, in the long run, for any fixed sequence of states of the environment, it does as well as the best expert would have done relative to the same sequence. This methodology may not be suitable for situations where the evolution of states of the environment depends on past chosen actions, as is usually the case, for example, in a repeated non-zero-sum game.A general exploration-exploitation experts method is presented along with a proper definition of value. The definition is shown to be adequate in that it both captures the impact of an expert's actions on the environment and is learnable. The new experts method is quite different from previously proposed experts algorithms. It represents a shift from the paradigms of regret minimization and myopic optimization to consideration of the long-term effect of a player's actions on the environment. The importance of this shift is demonstrated by the fact that this algorithm is capable of inducing cooperation in the repeated Prisoner's Dilemma game, whereas previous experts algorithms converge to the suboptimal non-cooperative play. The method is shown to asymptotically perform as well as the best available expert. Several variants are analyzed from the viewpoint of the exploration-exploitation tradeoff, including explore-then-exploit, polynomially vanishing exploration, constant-frequency exploration, and constant-size exploration phases. Complexity and performance bounds are proven.
Daniela Pucci de Farias, Nimrod Megiddo
J. ACM1
2004 Finite-state rate-distortion for individual sequences
abstract
We introduce a class of lossy finite-state machines for lossy compression of an individual sequence drawn from a finite alphabet at a fixed distortion, and define a fundamental quantity finite-state rate-distortion that is an asymptotically attainable lower bound on the compression rate of any lossy finite-state machine. For Hamming distortion, we obtain a universal lower bound on the finite-state rate-distortion of any individual sequence.
Dharmendra S. Modha, Daniela Pucci de Farias
ISIT2
2004 Exploration-Exploitation Tradeoffs for Experts Algorithms in Reactive Environments
abstract
A reactive environment is one that responds to the actions of an agent rather than evolving obliviously. In reactive environments, experts algorithms must balance exploration and exploitation of experts more carefully than in oblivious ones. In addition, a more subtle definition of a learnable value of an expert is required. A general exploration-exploitation experts method is presented along with a proper definition of value. The method is shown to asymptotically perform as well as the best available expert. Several variants are analyzed from the viewpoint of the exploration-exploitation tradeoff, including explore-then-exploit, polynomially vanishing exploration, constant-frequency exploration, and constant-size explo- ration phases. Complexity and performance bounds are proven.
Daniela Pucci de Farias, Nimrod Megiddo
NIPS1
2004 A Cost-Shaping LP for Bellman Error Minimization with Performance Guarantees
abstract
We introduce a new algorithm based on linear programming that approximates the differential value function of an average-cost Markov decision process via a linear combination of pre-selected basis functions. The algorithm carries out a form of cost shaping and minimizes a version of Bellman error. We establish an error bound that scales gracefully with the number of states without imposing the (strong) Lyapunov condition required by its counter- part in [6]. We propose a path-following method that automates selection of important algorithm parameters which represent coun- terparts to the "state-relevance weights" studied in [6]. 1 Introduction Over the past few years, there has been a growing interest in linear programming (LP) approaches to approximate dynamic programming (DP). These approaches offer algorithms for computing weights to fit a linear combination of pre-selected basis functions to a dynamic programming value function. A control policy that is "greedy" with respect to the resulting approximation is then used to make real-time decisions. Empirically, LP approaches appear to generate effective control policies for high- dimensional dynamic programs [1, 6, 11, 15, 16]. At the same time, the strength and clarity of theoretical results about such algorithms have overtaken counterparts available for alternatives such as approximate value iteration, approximate policy iteration, and temporal-difference methods. As an example, a result in [6] implies that, for a discrete-time finite-state Markov decision process (MDP), if the span of the basis functions contains the constant function and comes within a distance of of the dynamic programming value function then the approximation generated by a certain LP will come within a distance of O( ). Here, the coefficient of the O( ) term depends on the discount factor and the metric used for measuring distance, but not on the choice of basis functions. On the other hand, the strongest results available for approximate value iteration and approximate policy iteration only promise O( ) error under additional requirements on iterates generated in the course of executing the algorithms [3, 13]. In fact, it has been shown that, even when = 0, approximate value iteration can generate a diverging sequence of approximations [2, 5, 10, 14]. In this paper, we propose a new LP for approximating optimal policies. We work with a formulation involving average cost optimization of a possibly infinite-state MDP. The fact that we work with this more sophisticated formulation is itself a contribution to the literature on LP approaches to approximate DP, which have been studied for the most part in finite-state discounted-cost settings. But we view as our primary contributions the proposed algorithms and theoretical results, which strengthen in important ways previous results on LP approaches and unify certain ideas in the approximate DP literature. In particular, highlights of our contributions include: 1. Relaxed Lyapunov Function dependence. Results in [6] suggest that in order for the LP approach presented there to scale gracefully to large problems a certain linear combination of the basis functions must be a "Lyapunov function," satisfying a certain strong Lyapunov condition. The method and results in our current paper eliminate this requirement. Further, the error bound is strengthened because it alleviates an undesirable dependence on the Lyapunov function that appears in [6] even when the Lyapunov condition is satisfied. 2. Restart Distribution Selection. Applying the LP studied in [6] requires manual selection of a set of parameters called state-relevance weights. That paper illustrated the importance of a good choice and provided intuition on how one might go about making the choice. The LP in the current paper does not explicitly make use of state-relevance weights, but rather, an analog which we call a restart distribution, and we propose an automated method for finding a desirable restart distribution. 3. Relation to Bellman-Error Minimization. An alternative approach for approximate DP aims at minimizing "Bellman error" (this idea was first suggested in [16]). Methods proposed for this (e.g., [4, 12]) involve stochastic steepest descent of a complex nonlinear function. There are no results indicating whether a global minimum will be reached or guaranteeing that a local minimum attained will exhibit desirable behavior. In this paper, we explain how the LP we propose can be thought of as a method for minimizing a version of Bellman error. The important differences here are that our method involves solving a linear rather than a nonlinear (and nonconvex) program and that there are performance guarantees that can be made for the outcome. The next section introduces the problem formulation we will be working with. Sec- tion 3 presents the LP approximation algorithm and an error bound. In Section 4, we propose a method for computing a desirable reset distribution. The LP approx- imation algorithm works with a perturbed version of the MDP. Errors introduced by this perturbation are studied in Section 5. A closing section discusses relations to our prior work on LP approaches to approximate DP [6, 8]. 2 Problem Formulation and Perturbation Via Restart Consider an MDP with a countable state space S and a finite set of actions A available at each state. Under a control policy u : S A, the system dynamics are defined by a transition probability matrix Pu |S||S|, where for policies u and u and states x and y, (Pu)xy = (Pu)xy if u(x) = u(x). We will assume that, under each policy u, the system has a unique invariant distribution, given by u(x) = limt(P tu)yx, for all x, y S. A cost g(x, a) is associated with each state-action pair (x, a). For shorthand, given any policy u, we let gu(x) = g(x, u(x)). We consider the problem of computing a policy that minimizes the average cost u = Tu gu. Let = minu u and define the differential value function h(x) = minu limT Eux[ T (g t=0 u(xt) - )]. Here, the superscript u of the expectation operator denotes the control policy and the subscript x denotes conditioning on x0 = x. It is easy to show that there exists a policy u that simultaneously minimizes the expectation for every x. Further, a policy u is optimal if and only if u(x) arg minu(g(x, a) + (P y u)xy h(y)) for all x S. While in principle h can be computed exactly by dynamic programming algorithms, this is often infeasible due to the curse of dimensionality. We consider approximating h using a linear combination K r k=1 kk of fixed basis functions 1, . . . , K : S . In this paper, we propose and analyze an algorithm for computing weights r K to approximate: h K k=1 k(x)rk. It is useful to define a matrix |S|K so that our approximation to h can be written as r. The algorithm we will propose operates on a perturbed version of the MDP. The nature of the perturbation is influenced by two parameters: a restart probability (1 - ) [0, 1] and a restart distribution c over the state space. We refer to the new system as an (, c)-perturbed MDP. It evolves similarly with the original MDP, except that at each time, the state process restarts with probability 1 - ; in this event, the next state is sampled randomly according to c. Hence, the perturbed MDP has the same state space, action space, and cost function as the original one, but the transition matrix under each policy u are given by P,u = Pu + (1 - )ecT . We define some notation that will streamline our discussion and analysis of per- turbed MDPs. Let ,u(x) = limt(P t,u)yx, ,u = T,ugu, = minu ,u, and let h be the differential value function for the (, c)-perturbed MDP, and let u be a policy satisfying u(x) arg minu(g(x, a) + (P y ,u)xy h (y)) for all x S . Finally, we will make use of dynamic programming operators T,uh = gu + P,uh and Th = minu T,uh.
Daniela Pucci de Farias, Benjamin Van Roy
NIPS1
2003 How to Combine Expert (and Novice) Advice when Actions Impact the Environment?
abstract
The so-called “experts algorithms” constitute a methodology for choos- ing actions repeatedly, when the rewards depend both on the choice of action and on the unknown current state of the environment. An experts algorithm has access to a set of strategies (“experts”), each of which may recommend which action to choose. The algorithm learns how to com- bine the recommendations of individual experts so that, in the long run, for any fixed sequence of states of the environment, it does as well as the best expert would have done relative to the same sequence. This method- ology may not be suitable for situations where the evolution of states of the environment depends on past chosen actions, as is usually the case, for example, in a repeated non-zero-sum game. A new experts algorithm is presented and analyzed in the context of re- peated games. It is shown that asymptotically, under certain conditions, it performs as well as the best available expert. This algorithm is quite different from previously proposed experts algorithms. It represents a shift from the paradigms of regret minimization and myopic optimiza- tion to consideration of the long-term effect of a player’s actions on the opponent’s actions or the environment. The importance of this shift is demonstrated by the fact that this algorithm is capable of inducing co- operation in the repeated Prisoner’s Dilemma game, whereas previous experts algorithms converge to the suboptimal non-cooperative play.
Daniela Pucci de Farias, Nimrod Megiddo
NIPS1
2002 Approximate Linear Programming for Average-Cost Dynamic Programming
abstract
This paper extends our earlier analysis on approximate linear program- ming as an approach to approximating the cost-to-go function in a discounted-cost dynamic program [6]. In this paper, we consider the average-cost criterion and a version of approximate linear programming that generates approximations to the optimal average cost and differential cost function. We demonstrate that a naive version of approximate linear programming prioritizes approximation of the optimal average cost and that this may not be well-aligned with the objective of deriving a policy with low average cost. For that, the algorithm should aim at producing a good approximation of the differential cost function. We propose a two- phase variant of approximate linear programming that allows for external control of the relative accuracy of the approximation of the differential cost function over different portions of the state space via state-relevance weights. Performance bounds suggest that the new algorithm is compat- ible with the objective of optimizing performance and provide guidance on appropriate choices for state-relevance weights.
Daniela Pucci de Farias, Benjamin Van Roy
NIPS1
2001 Approximate Dynamic Programming via Linear Programming
abstract
The curse of dimensionality gives rise to prohibitive computational requirements that render infeasible the exact solution of large- scale stochastic control problems. We study an efficient method based on linear programming for approximating solutions to such prob(cid:173) lems. The approach "fits" a linear combination of pre- selected basis functions to the dynamic programming cost- to- go function. We develop bounds on the approximation error and present experi(cid:173) mental results in the domain of queueing network control, providing empirical support for the methodology.
Daniela Pucci de Farias, Benjamin Van Roy
NIPS1
2000 Fixed Points of Approximate Value Iteration and Temporal-Difference Learning
Daniela Pucci de Farias, Benjamin Van Roy
ICML1