Matteo Pirotta

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56ranked-venue papers
6as first author
25since 2021 · last 2025
—ORCID · none

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Artificial intelligence and machine learning · 56 · 6 first-author · 25 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author
YearPublicationVenuePosition
2025 Zero-Shot Whole-Body Humanoid Control via Behavioral Foundation Models
abstract
Unsupervised reinforcement learning (RL) aims at pre-training models that can solve a wide range of downstream tasks in complex environments. Despite recent advancements, existing approaches suffer from several limitations: they may require running an RL process on each task to achieve a satisfactory performance, they may need access to datasets with good coverage or well-curated task-specific samples, or they may pre-train policies with unsupervised losses that are poorly correlated with the downstream tasks of interest. In this paper, we introduce FB-CPR, which regularizes unsupervised zero-shot RL based on the forward-backward (FB) method towards imitating trajectories from unlabeled behaviors. The resulting models learn useful policies imitating the behaviors in the dataset, while retaining zero-shot generalization capabilities. We demonstrate the effectiveness of FB-CPR in a challenging humanoid control problem. Training FB-CPR online with observation-only motion capture datasets, we obtain the first humanoid behavioral foundation model that can be prompted to solve a variety of whole-body tasks, including motion tracking, goal reaching, and reward optimization. The resulting model is capable of expressing human-like behaviors and it achieves competitive performance with task-specific methods while outperforming state-of-the-art unsupervised RL and model-based baselines.
Andrea Tirinzoni, Ahmed Touati, Jesse Farebrother, Mateusz Guzek, Anssi Kanervisto, Yingchen Xu, Alessandro Lazaric, Matteo Pirotta
ICLR8
2025 Temporal Difference Flows
abstract
Predictive models of the future are fundamental for an agent's ability to reason and plan. A common strategy learns a world model and unrolls it step-by-step at inference, where small errors can rapidly compound. Geometric Horizon Models (GHMs) offer a compelling alternative by directly making predictions of future states, avoiding cumulative inference errors. While GHMs can be conveniently learned by a generative analog to temporal difference (TD) learning, existing methods are negatively affected by bootstrapping predictions at train time and struggle to generate high-quality predictions at long horizons. This paper introduces Temporal Difference Flows (TD-Flow), which leverages the structure of a novel Bellman equation on probability paths alongside flow-matching techniques to learn accurate GHMs at over 5x the horizon length of prior methods. Theoretically, we establish a new convergence result and primarily attribute TD-Flow's efficacy to reduced gradient variance during training. We further show that similar arguments can be extended to diffusion-based methods. Empirically, we validate TD-Flow across a diverse set of domains on both generative metrics and downstream tasks, including policy evaluation. Moreover, integrating TD-Flow with recent behavior foundation models for planning over policies demonstrates substantial performance gains, underscoring its promise for long-horizon decision-making.
Jesse Farebrother, Matteo Pirotta, Andrea Tirinzoni, Rémi Munos, Alessandro Lazaric, Ahmed Touati
ICML2
2024 Fast Imitation via Behavior Foundation Models
abstract
Imitation learning (IL) aims at producing agents that can imitate any behavior given a few expert demonstrations. Yet existing approaches require many demonstrations and/or running (online or offline) reinforcement learning (RL) algorithms for each new imitation task. Here we show that recent RL foundation models based on successor measures can imitate any expert behavior almost instantly with just a few demonstrations and no need for RL or fine-tuning, while accommodating several IL principles (behavioral cloning, feature matching, reward-based, and goal-based reductions). In our experiments, imitation via RL foundation models matches, and often surpasses, the performance of SOTA offline IL algorithms, and produces imitation policies from new demonstrations within seconds instead of hours.
Matteo Pirotta, Andrea Tirinzoni, Ahmed Touati, Alessandro Lazaric, Yann Ollivier
ICLR1
2024 Simple Ingredients for Offline Reinforcement Learning
abstract
Offline reinforcement learning algorithms have proven effective on datasets highly connected to the target downstream task. Yet, by leveraging a novel testbed (MOOD) in which trajectories come from heterogeneous sources, we show that existing methods struggle with diverse data: their performance considerably deteriorates as data collected for related but different tasks is simply added to the offline buffer. In light of this finding, we conduct a large empirical study where we formulate and test several hypotheses to explain this failure. Surprisingly, we find that targeted scale, more than algorithmic considerations, is the key factor influencing performance. We show that simple methods like AWAC and IQL with increased policy size overcome the paradoxical failure modes from the inclusion of additional data in MOOD, and notably outperform prior state-of-the-art algorithms on the canonical D4RL benchmark.
Edoardo Cetin, Andrea Tirinzoni, Matteo Pirotta, Alessandro Lazaric, Yann Ollivier, Ahmed Touati
ICML3
2023 On the Complexity of Representation Learning in Contextual Linear Bandits
abstract
In contextual linear bandits, the reward function is assumed to be a linear combination of an unknown reward vector and a given embedding of context-arm pairs. In practice, the embedding is often learned at the same time as the reward vector, thus leading to an online representation learning problem. Existing approaches to representation learning in contextual bandits are either very generic (e.g., model-selection techniques or algorithms for learning with arbitrary function classes) or specialized to particular structures (e.g., nested features or representations with certain spectral properties). As a result, the understanding of the cost of representation learning in contextual linear bandit is still limited. In this paper, we take a systematic approach to the problem and provide a comprehensive study through an instance-dependent perspective. We show that representation learning is fundamentally more complex than linear bandits (i.e., learning with a given representation). In particular, learning with a given set of representations is never simpler than learning with the worst realizable representation in the set, while we show cases where it can be arbitrarily harder. We complement this result with an extensive discussion of how it relates to existing literature and we illustrate positive instances where representation learning is as complex as learning with a fixed representation and where sub-logarithmic regret is achievable.
Andrea Tirinzoni, Matteo Pirotta, Alessandro Lazaric
AISTATS2
2023 Reaching Goals is Hard: Settling the Sample Complexity of the Stochastic Shortest Path
abstract
We study the sample complexity of learning an $\epsilon$-optimal policy in the Stochastic Shortest Path (SSP) problem. We first derive sample complexity bounds when the learner has access to a generative model. We show that there exists a worst-case SSP instance with $S$ states, $A$ actions, minimum cost $c_{\min}$, and maximum expected cost of the optimal policy over all states $B_{\star}$, where any algorithm requires at least $\Omega(SAB_{\star}^3/(c_{\min}\epsilon^2))$ samples to return an $\epsilon$-optimal policy with high probability. Surprisingly, this implies that whenever $c_{\min}=0$ an SSP problem may not be learnable, thus revealing that learning in SSPs is strictly harder than in the finite-horizon and discounted settings. We complement this result with lower bounds when prior knowledge of the hitting time of the optimal policy is available and when we restrict optimality by competing against policies with bounded hitting time. Finally, we design an algorithm with matching upper bounds in these cases. This settles the sample complexity of learning $\epsilon$-optimal polices in SSP with generative models. We also initiate the study of learning $\epsilon$-optimal policies without access to a generative model (i.e., the so-called best-policy identification problem), and show that sample-efficient learning is impossible in general. On the other hand, efficient learning can be made possible if we assume the agent can directly reach the goal state from any state by paying a fixed cost. We then establish the first upper and lower bounds under this assumption. Finally, using similar analytic tools, we prove that horizon-free regret is impossible in SSPs under general costs, resolving an open problem in (Tarbouriech et al., 2021c).
Liyu Chen, Andrea Tirinzoni, Matteo Pirotta, Alessandro Lazaric
ALT3
2023 Contextual bandits with concave rewards, and an application to fair ranking
Virginie Do, Elvis Dohmatob, Matteo Pirotta, Alessandro Lazaric, Nicolas Usunier
ICLR3
2023 Layered State Discovery for Incremental Autonomous Exploration
abstract
We study the autonomous exploration (AX) problem proposed by Lim & Auer (2012). In this setting, the objective is to discover a set of $\epsilon$-optimal policies reaching a set $\mathcal{S}\_L^{\rightarrow}$ of incrementally $L$-controllable states. We introduce a novel layered decomposition of the set of incrementally $L$-controllable states that is based on the iterative application of a state-expansion operator. We leverage these results to design Layered Autonomous Exploration (LAE), a novel algorithm for AX that attains a sample complexity of $\tilde{\mathcal{O}}(LS^{\rightarrow}\_{L(1+\epsilon)}\Gamma\_{L(1+\epsilon)} A \ln^{12}(S^{\rightarrow}\_{L(1+\epsilon)})/\epsilon^2)$, where $S^{\rightarrow}\_{L(1+\epsilon)}$ is the number of states that are incrementally $L(1+\epsilon)$-controllable, $A$ is the number of actions, and $\Gamma\_{L(1+\epsilon)}$ is the branching factor of the transitions over such states. LAE improves over the algorithm of Tarbouriech et al. (2020a) by a factor of $L^2$ and it is the first algorithm for AX that works in a countably-infinite state space. Moreover, we show that, under a certain identifiability assumption, LAE achieves minimax-optimal sample complexity of $\tilde{\mathcal{O}}(LS^{\rightarrow}\_{L}A\ln^{12}(S^{\rightarrow}\_{L})/\epsilon^2)$, outperforming existing algorithms and matching for the first time the lower bound proved by Cai et al. (2022) up to logarithmic factors.
Liyu Chen, Andrea Tirinzoni, Alessandro Lazaric, Matteo Pirotta
ICML4
2022 Top K Ranking for Multi-Armed Bandit with Noisy Evaluations
abstract
We consider a multi-armed bandit setting where, at the beginning of each round, the learner receives noisy independent, and possibly biased, evaluations of the true reward of each arm and it selects $K$ arms with the objective of accumulating as much reward as possible over $T$ rounds. Under the assumption that at each round the true reward of each arm is drawn from a fixed distribution, we derive different algorithmic approaches and theoretical guarantees depending on how the evaluations are generated. First, we show a $\widetilde{O}(T^{2/3})$ regret in the general case when the observation functions are a genearalized linear function of the true rewards. On the other hand, we show that an improved $\widetilde{O}(\sqrt{T})$ regret can be derived when the observation functions are noisy linear functions of the true rewards. Finally, we report an empirical validation that confirms our theoretical findings, provides a thorough comparison to alternative approaches, and further supports the interest of this setting in practice.
Evrard Garcelon, Vashist Avadhanula, Alessandro Lazaric, Matteo Pirotta
AISTATS4
2022 Encrypted Linear Contextual Bandit
abstract
Contextual bandit is a general framework for online learning in sequential decision-making problems that has found application in a wide range of domains, including recommendation systems, online advertising, and clinical trials. A critical aspect of bandit methods is that they require to observe the contexts –i.e., individual or group-level data– and rewards in order to solve the sequential problem. The large deployment in industrial applications has increased interest in methods that preserve the users’ privacy. In this paper, we introduce a privacy-preserving bandit framework based on homomorphic encryption which allows computations using encrypted data. The algorithm only observes encrypted information (contexts and rewards) and has no ability to decrypt it. Leveraging the properties of homomorphic encryption, we show that despite the complexity of the setting, it is possible to solve linear contextual bandits over encrypted data with a $\widetilde{O}(d\sqrt{T})$ regret bound in any linear contextual bandit problem, while keeping data encrypted.
Evrard Garcelon, Matteo Pirotta, Vianney Perchet
AISTATS2
2022 Adaptive Multi-Goal Exploration
abstract
We introduce a generic strategy for provably efficient multi-goal exploration. It relies on AdaGoal, a novel goal selection scheme that leverages a measure of uncertainty in reaching states to adaptively target goals that are neither too difficult nor too easy. We show how AdaGoal can be used to tackle the objective of learning an $\epsilon$-optimal goal-conditioned policy for the (initially unknown) set of goal states that are reachable within $L$ steps in expectation from a reference state $s_0$ in a reward-free Markov decision process. In the tabular case with $S$ states and $A$ actions, our algorithm requires $\tilde{O}(L^3 S A \epsilon^{-2})$ exploration steps, which is nearly minimax optimal. We also readily instantiate AdaGoal in linear mixture Markov decision processes, yielding the first goal-oriented PAC guarantee with linear function approximation. Beyond its strong theoretical guarantees, we anchor AdaGoal in goal-conditioned deep reinforcement learning, both conceptually and empirically, by connecting its idea of selecting "uncertain" goals to maximizing value ensemble disagreement.
Jean Tarbouriech, Omar Darwiche Domingues, Pierre Ménard, Matteo Pirotta, Michal Valko, Alessandro Lazaric
AISTATS4
2022 Privacy Amplification via Shuffling for Linear Contextual Bandits
abstract
Contextual bandit algorithms are widely used in domains where it is desirable to provide a personalized service by leveraging contextual information, that may contain sensitive information that needs to be protected. Inspired by this scenario, we study the contextual linear bandit problem with differential privacy (DP) constraints. While the literature has focused on either centralized (joint DP) or local (local DP) privacy, we consider the shuffle model of privacy and we show that it is possible to achieve a privacy/utility trade-off between JDP and LDP. By leveraging shuffling from privacy and batching from bandits, we present an algorithm with regret bound $\widetilde{\mathcal{O}}(T^{2/3}/\varepsilon^{1/3})$, while guaranteeing both central (joint) and local privacy. Our result shows that it is possible to obtain a trade-off between JDP and LDP by leveraging the shuffle model while preserving local privacy.
Evrard Garcelon, Kamalika Chaudhuri, Vianney Perchet, Matteo Pirotta
ALT4
2022 A Reduction-Based Framework for Conservative Bandits and Reinforcement Learning
Yunchang Yang, Tianhao Wu 0002, Han Zhong 0001, Evrard Garcelon, Matteo Pirotta, Alessandro Lazaric, Liwei Wang 0001, Simon S. Du
ICLR5
2022 Scalable Representation Learning in Linear Contextual Bandits with Constant Regret Guarantees
abstract
We study the problem of representation learning in stochastic contextual linear bandits. While the primary concern in this domain is usually to find \textit{realizable} representations (i.e., those that allow predicting the reward function at any context-action pair exactly), it has been recently shown that representations with certain spectral properties (called \textit{HLS}) may be more effective for the exploration-exploitation task, enabling \textit{LinUCB} to achieve constant (i.e., horizon-independent) regret. In this paper, we propose \textsc{BanditSRL}, a representation learning algorithm that combines a novel constrained optimization problem to learn a realizable representation with good spectral properties with a generalized likelihood ratio test to exploit the recovered representation and avoid excessive exploration. We prove that \textsc{BanditSRL} can be paired with any no-regret algorithm and achieve constant regret whenever an \textit{HLS} representation is available. Furthermore, \textsc{BanditSRL} can be easily combined with deep neural networks and we show how regularizing towards \textit{HLS} representations is beneficial in standard benchmarks.
Andrea Tirinzoni, Matteo Papini, Ahmed Touati, Alessandro Lazaric, Matteo Pirotta
NeurIPS5
2022 Smoothing policies and safe policy gradients
abstract
Abstract Policy gradient (PG) algorithms are among the best candidates for the much-anticipated applications of reinforcement learning to real-world control tasks, such as robotics. However, the trial-and-error nature of these methods poses safety issues whenever the learning process itself must be performed on a physical system or involves any form of human-computer interaction. In this paper, we address a specific safety formulation, where both goals and dangers are encoded in a scalar reward signal and the learning agent is constrained to never worsen its performance, measured as the expected sum of rewards. By studying actor-only PG from a stochastic optimization perspective, we establish improvement guarantees for a wide class of parametric policies, generalizing existing results on Gaussian policies. This, together with novel upper bounds on the variance of PG estimators, allows us to identify meta-parameter schedules that guarantee monotonic improvement with high probability. The two key meta-parameters are the step size of the parameter updates and the batch size of the gradient estimates. Through a joint, adaptive selection of these meta-parameters, we obtain a PG algorithm with monotonic improvement guarantees.
Matteo Papini, Matteo Pirotta, Marcello Restelli
Mach. Learn.2
2021 A Kernel-Based Approach to Non-Stationary Reinforcement Learning in Metric Spaces
abstract
In this work, we propose KeRNS: an algorithm for episodic reinforcement learning in non-stationary Markov Decision Processes (MDPs) whose state-action set is endowed with a metric. Using a non-parametric model of the MDP built with time-dependent kernels, we prove a regret bound that scales with the covering dimension of the state-action space and the total variation of the MDP with time, which quantifies its level of non-stationarity. Our method generalizes previous approaches based on sliding windows and exponential discounting used to handle changing environments. We further propose a practical implementation of KeRNS, we analyze its regret and validate it experimentally.
Omar Darwiche Domingues, Pierre Ménard, Matteo Pirotta, Emilie Kaufmann, Michal Valko
AISTATS3
2021 Sample Complexity Bounds for Stochastic Shortest Path with a Generative Model
abstract
We consider the objective of computing an $\epsilon$-optimal policy in a stochastic shortest path (SSP) setting, provided that we can access a generative sampling oracle. We propose two algorithms for this setting and derive PAC bounds on their sample complexity: one for the case of positive costs and the other for the case of non-negative costs under a restricted optimality criterion. While tight sample complexity bounds have been derived for the finite-horizon and discounted MDPs, the SSP problem is a strict generalization of these settings and it poses additional technical challenges due to the fact that no specific time horizon is prescribed and policies may never terminate, i.e., we are possibly facing non-proper policies. As a consequence, we can neither directly apply existing techniques minimizing sample complexity nor rely on a regret-to-PAC conversion leveraging recent regret bounds for SSP. Our analysis instead combines SSP-specific tools and variance reduction techniques to obtain the first sample complexity bounds for this setting.
Jean Tarbouriech, Matteo Pirotta, Michal Valko, Alessandro Lazaric
ALT2
2021 Kernel-Based Reinforcement Learning: A Finite-Time Analysis
abstract
We consider the exploration-exploitation dilemma in finite-horizon reinforcement learning problems whose state-action space is endowed with a metric. We introduce Kernel-UCBVI, a model-based optimistic algorithm that leverages the smoothness of the MDP and a non-parametric kernel estimator of the rewards and transitions to efficiently balance exploration and exploitation. For problems with $K$ episodes and horizon $H$, we provide a regret bound of $\widetilde{O}\left( H^3 K^{\frac{2d}{2d+1}}\right)$, where $d$ is the covering dimension of the joint state-action space. This is the first regret bound for kernel-based RL using smoothing kernels, which requires very weak assumptions on the MDP and applies to a wide range of tasks. We empirically validate our approach in continuous MDPs with sparse rewards.
Omar Darwiche Domingues, Pierre Ménard, Matteo Pirotta, Emilie Kaufmann, Michal Valko
ICML3
2021 Leveraging Good Representations in Linear Contextual Bandits
abstract
The linear contextual bandit literature is mostly focused on the design of efficient learning algorithms for a given representation. However, a contextual bandit problem may admit multiple linear representations, each one with different characteristics that directly impact the regret of the learning algorithm. In particular, recent works showed that there exist “good” representations for which constant problem-dependent regret can be achieved. In this paper, we first provide a systematic analysis of the different definitions of “good” representations proposed in the literature. We then propose a novel selection algorithm able to adapt to the best representation in a set of $M$ candidates. We show that the regret is indeed never worse than the regret obtained by running \textsc{LinUCB} on best representation (up to a $\ln M$ factor). As a result, our algorithm achieves constant regret if a “good” representation is available in the set. Furthermore, we show the algorithm may still achieve constant regret by implicitly constructing a “good” representation, even when none of the initial representations is “good”. Finally, we validate our theoretical findings in a number of standard contextual bandit problems.
Matteo Papini, Andrea Tirinzoni, Marcello Restelli, Alessandro Lazaric, Matteo Pirotta
ICML5
2021 Local Differential Privacy for Regret Minimization in Reinforcement Learning
abstract
Reinforcement learning algorithms are widely used in domains where it is desirable to provide a personalized service. In these domains it is common that user data contains sensitive information that needs to be protected from third parties. Motivated by this, we study privacy in the context of finite-horizon Markov Decision Processes (MDPs) by requiring information to be obfuscated on the user side. We formulate this notion of privacy for RL by leveraging the local differential privacy (LDP) framework. We establish a lower bound for regret minimization in finite-horizon MDPs with LDP guarantees which shows that guaranteeing privacy has a multiplicative effect on the regret. This result shows that while LDP is an appealing notion of privacy, it makes the learning problem significantly more complex. Finally, we present an optimistic algorithm that simultaneously satisfies $\varepsilon$-LDP requirements, and achieves $\sqrt{K}/\varepsilon$ regret in any finite-horizon MDP after $K$ episodes, matching the lower bound dependency on the number of episodes $K$.
Evrard Garcelon, Vianney Perchet, Ciara Pike-Burke, Matteo Pirotta
NeurIPS4
2021 Reinforcement Learning in Linear MDPs: Constant Regret and Representation Selection
abstract
We study the role of the representation of state-action value functions in regret minimization in finite-horizon Markov Decision Processes (MDPs) with linear structure. We first derive a necessary condition on the representation, called universally spanning optimal features (UNISOFT), to achieve constant regret in any MDP with linear reward function. This result encompasses the well-known settings of low-rank MDPs and, more generally, zero inherent Bellman error (also known as the Bellman closure assumption). We then demonstrate that this condition is also sufficient for these classes of problems by deriving a constant regret bound for two optimistic algorithms (LSVI-UCB and ELEANOR). Finally, we propose an algorithm for representation selection and we prove that it achieves constant regret when one of the given representations, or a suitable combination of them, satisfies the UNISOFT condition.
Matteo Papini, Andrea Tirinzoni, Aldo Pacchiano, Marcello Restelli, Alessandro Lazaric, Matteo Pirotta
NeurIPS6
2021 A Provably Efficient Sample Collection Strategy for Reinforcement Learning
abstract
One of the challenges in online reinforcement learning (RL) is that the agent needs to trade off the exploration of the environment and the exploitation of the samples to optimize its behavior. Whether we optimize for regret, sample complexity, state-space coverage or model estimation, we need to strike a different exploration-exploitation trade-off. In this paper, we propose to tackle the exploration-exploitation problem following a decoupled approach composed of: 1) An "objective-specific" algorithm that (adaptively) prescribes how many samples to collect at which states, as if it has access to a generative model (i.e., a simulator of the environment); 2) An "objective-agnostic" sample collection exploration strategy responsible for generating the prescribed samples as fast as possible. Building on recent methods for exploration in the stochastic shortest path problem, we first provide an algorithm that, given as input the number of samples $b(s,a)$ needed in each state-action pair, requires $\widetilde{O}(B D + D^{3/2} S^2 A)$ time steps to collect the $B=\sum_{s,a} b(s,a)$ desired samples, in any unknown communicating MDP with $S$ states, $A$ actions and diameter $D$. Then we show how this general-purpose exploration algorithm can be paired with "objective-specific" strategies that prescribe the sample requirements to tackle a variety of settings — e.g., model estimation, sparse reward discovery, goal-free cost-free exploration in communicating MDPs — for which we obtain improved or novel sample complexity guarantees.
Jean Tarbouriech, Matteo Pirotta, Michal Valko, Alessandro Lazaric
NeurIPS2
2021 Stochastic Shortest Path: Minimax, Parameter-Free and Towards Horizon-Free Regret
abstract
We study the problem of learning in the stochastic shortest path (SSP) setting, where an agent seeks to minimize the expected cost accumulated before reaching a goal state. We design a novel model-based algorithm EB-SSP that carefully skews the empirical transitions and perturbs the empirical costs with an exploration bonus to induce an optimistic SSP problem whose associated value iteration scheme is guaranteed to converge. We prove that EB-SSP achieves the minimax regret rate $\widetilde{O}(B_{\star} \sqrt{S A K})$, where $K$ is the number of episodes, $S$ is the number of states, $A$ is the number of actions and $B_{\star}$ bounds the expected cumulative cost of the optimal policy from any state, thus closing the gap with the lower bound. Interestingly, EB-SSP obtains this result while being parameter-free, i.e., it does not require any prior knowledge of $B_{\star}$, nor of $T_{\star}$, which bounds the expected time-to-goal of the optimal policy from any state. Furthermore, we illustrate various cases (e.g., positive costs, or general costs when an order-accurate estimate of $T_{\star}$ is available) where the regret only contains a logarithmic dependence on $T_{\star}$, thus yielding the first (nearly) horizon-free regret bound beyond the finite-horizon MDP setting.
Jean Tarbouriech, Runlong Zhou, Simon S. Du, Matteo Pirotta, Michal Valko, Alessandro Lazaric
NeurIPS4
2021 Gaussian Approximation for Bias Reduction in Q-Learning
abstract
Temporal-Difference off-policy algorithms are among the building blocks of reinforcement learning (RL). Within this family, Q-Learning is arguably the most famous one, which has been widely studied and extended. The update rule of Q-learning involves the use of the maximum operator to estimate the maximum expected value of the return. However, this estimate is positively biased, and may hinder the learning process, especially in stochastic environments and when function approximation is used. We introduce the Weighted Estimator as an effective solution to mitigate the negative effects of overestimation in Q-Learning. The Weighted Estimator estimates the maximum expected value as a weighted sum of the action values, with the weights being the probabilities that each action value is the maximum. In this work, we study the problem from the statistical perspective of estimating the maximum expected value of a set of random variables and provide bounds to the bias and the variance of the Weighted Estimator, showing its advantages over other estimators present in literature. Then, we derive algorithms to enable the use of the Weighted Estimator, in place of the Maximum Estimator, in online and batch RL, and we introduce a novel algorithm for deep RL. Finally, we empirically evaluate our algorithms in a large set of heterogeneous problems, encompassing discrete and continuous, low and high dimensional, deterministic and stochastic environments. Experimental results show the effectiveness of the Weighted Estimator in controlling the bias of the estimate, resulting in better performance than representative baselines and robust learning w.r.t. a large set of diverse environments.
Carlo D'Eramo, Andrea Cini, Alessandro Nuara, Matteo Pirotta, Cesare Alippi, Jan Peters 0001, Marcello Restelli
J. Mach. Learn. Res.4
2021 Safe Policy Iteration: A Monotonically Improving Approximate Policy Iteration Approach
abstract
This paper presents a study of the policy improvement step that can be usefully exploited by approximate policy-iteration algorithms. When either the policy evaluation step or the policy improvement step returns an approximated result, the sequence of policies produced by policy iteration may not be monotonically increasing, and oscillations may occur. To address this issue, we consider safe policy improvements, i.e., at each iteration, we search for a policy that maximizes a lower bound to the policy improvement w.r.t. the current policy, until no improving policy can be found. We propose three safe policy-iteration schemas that differ in the way the next policy is chosen w.r.t. the estimated greedy policy. Besides being theoretically derived and discussed, the proposed algorithms are empirically evaluated and compared on some chain-walk domains, the prison domain, and on the Blackjack card game.
Alberto Maria Metelli, Matteo Pirotta, Daniele Calandriello, Marcello Restelli
J. Mach. Learn. Res.2
2020 Improved Algorithms for Conservative Exploration in Bandits
abstract
In many fields such as digital marketing, healthcare, finance, and robotics, it is common to have a well-tested and reliable baseline policy running in production (e.g., a recommender system). Nonetheless, the baseline policy is often suboptimal. In this case, it is desirable to deploy online learning algorithms (e.g., a multi-armed bandit algorithm) that interact with the system to learn a better/optimal policy under the constraint that during the learning process the performance is almost never worse than the performance of the baseline itself. In this paper, we study the conservative learning problem in the contextual linear bandit setting and introduce a novel algorithm, the Conservative Constrained LinUCB (CLUCB2). We derive regret bounds for CLUCB2 that match existing results and empirically show that it outperforms state-of-the-art conservative bandit algorithms in a number of synthetic and real-world problems. Finally, we consider a more realistic constraint where the performance is verified only at predefined checkpoints (instead of at every step) and show how this relaxed constraint favorably impacts the regret and empirical performance of CLUCB2.
Evrard Garcelon, Mohammad Ghavamzadeh, Alessandro Lazaric, Matteo Pirotta
AAAI4
2020 Conservative Exploration in Reinforcement Learning
abstract
While learning in an unknown Markov Decision Process (MDP), an agent should trade off exploration to discover new information about the MDP, and exploitation of the current knowledge to maximize the reward. Although the agent will eventually learn a good or optimal policy, there is no guarantee on the quality of the intermediate policies. This lack of control is undesired in real-world applications where a minimum requirement is that the executed policies are guaranteed to perform at least as well as an existing baseline. In this paper, we introduce the notion of conservative exploration for average reward and finite horizon problems. We present two optimistic algorithms that guarantee (w.h.p.) that the conservative constraint is never violated during learning. We derive regret bounds showing that being conservative does not hinder the learning ability of these algorithms.
Evrard Garcelon, Mohammad Ghavamzadeh, Alessandro Lazaric, Matteo Pirotta
AISTATS4
2020 Frequentist Regret Bounds for Randomized Least-Squares Value Iteration
abstract
We consider the exploration-exploitation dilemma in finite-horizon reinforcement learning (RL). When the state space is large or continuous, traditional tabular approaches are unfeasible and some form of function approximation is mandatory. In this paper, we introduce an optimistically-initialized variant of the popular randomized least-squares value iteration (RLSVI), a model-free algorithm where exploration is induced by perturbing the least-squares approximation of the action-value function. Under the assumption that the Markov decision process has low-rank transition dynamics, we prove that the frequentist regret of RLSVI is upper-bounded by $\widetilde O(d^2 H^2 \sqrt{T})$ where $ d $ are the feature dimension, $ H $ is the horizon, and $ T $ is the total number of steps. To the best of our knowledge, this is the first frequentist regret analysis for randomized exploration with function approximation.
Andrea Zanette, David Brandfonbrener, Emma Brunskill, Matteo Pirotta, Alessandro Lazaric
AISTATS4
2020 No-Regret Exploration in Goal-Oriented Reinforcement Learning
abstract
Many popular reinforcement learning problems (e.g., navigation in a maze, some Atari games, mountain car) are instances of the episodic setting under its stochastic shortest path (SSP) formulation, where an agent has to achieve a goal state while minimizing the cumulative cost. Despite the popularity of this setting, the exploration-exploitation dilemma has been sparsely studied in general SSP problems, with most of the theoretical literature focusing on different problems (i.e., fixed-horizon and infinite-horizon) or making the restrictive loop-free SSP assumption (i.e., no state can be visited twice during an episode). In this paper, we study the general SSP problem with no assumption on its dynamics (some policies may actually never reach the goal). We introduce UC-SSP, the first no-regret algorithm in this setting, and prove a regret bound scaling as $\widetilde{\mathcal{O}}( D S \sqrt{ A D K})$ after $K$ episodes for any unknown SSP with $S$ states, $A$ actions, positive costs and SSP-diameter $D$, defined as the smallest expected hitting time from any starting state to the goal. We achieve this result by crafting a novel stopping rule, such that UC-SSP may interrupt the current policy if it is taking too long to achieve the goal and switch to alternative policies that are designed to rapidly terminate the episode.
Jean Tarbouriech, Evrard Garcelon, Michal Valko, Matteo Pirotta, Alessandro Lazaric
ICML4
2020 Adversarial Attacks on Linear Contextual Bandits
abstract
Contextual bandit algorithms are applied in a wide range of domains, from advertising to recommender systems, from clinical trials to education. In many of these domains, malicious agents may have incentives to force a bandit algorithm into a desired behavior For instance, an unscrupulous ad publisher may try to increase their own revenue at the expense of the advertisers; a seller may want to increase the exposure of their products, or thwart a competitor’s advertising campaign. In this paper, we study several attack scenarios and show that a malicious agent can force a linear contextual bandit algorithm to pull any desired arm T − o(T) times over a horizon of T steps, while applying adversarial modifications to either rewards or contexts with a cumulative cost that only grow logarithmically as O(log T). We also investigate the case when a malicious agent is interested in affecting the behavior of the bandit algorithm in a single context (e.g., a specific user). We first provide sufficient conditions for the feasibility of the attack and an efficient algorithm to perform an attack. We empirically validate the proposed approaches on synthetic and real-world datasets.
Evrard Garcelon, Baptiste Rozière, Laurent Meunier, Jean Tarbouriech, Olivier Teytaud, Alessandro Lazaric, Matteo Pirotta
NeurIPS7
2020 Improved Sample Complexity for Incremental Autonomous Exploration in MDPs
abstract
We study the problem of exploring an unknown environment when no reward function is provided to the agent. Building on the incremental exploration setting introduced by Lim and Auer (2012), we define the objective of learning the set of $\epsilon$-optimal goal-conditioned policies attaining all states that are incrementally reachable within $L$ steps (in expectation) from a reference state $s_0$. In this paper, we introduce a novel model-based approach that interleaves discovering new states from $s_0$ and improving the accuracy of a model estimate that is used to compute goal-conditioned policies. The resulting algorithm, DisCo, achieves a sample complexity scaling as $\widetilde{O}_{\epsilon}(L^5 S_{L+\epsilon} \Gamma_{L+\epsilon} A \epsilon^{-2})$, where $A$ is the number of actions, $S_{L+\epsilon}$ is the number of states that are incrementally reachable from $s_0$ in $L+\epsilon$ steps, and $\Gamma_{L+\epsilon}$ is the branching factor of the dynamics over such states. This improves over the algorithm proposed in (Lim and Auer, 2012) in both $\epsilon$ and $L$ at the cost of an extra $\Gamma_{L+\epsilon}$ factor, which is small in most environments of interest. Furthermore, DisCo is the first algorithm that can return an $\epsilon/c_{\min}$-optimal policy for any cost-sensitive shortest-path problem defined on the $L$-reachable states with minimum cost $c_{\min}$. Finally, we report preliminary empirical results confirming our theoretical findings.
Jean Tarbouriech, Matteo Pirotta, Michal Valko, Alessandro Lazaric
NeurIPS2
2020 An Asymptotically Optimal Primal-Dual Incremental Algorithm for Contextual Linear Bandits
abstract
In the contextual linear bandit setting, algorithms built on the optimism principle fail to exploit the structure of the problem and have been shown to be asymptotically suboptimal. In this paper, we follow recent approaches of deriving asymptotically optimal algorithms from problem-dependent regret lower bounds and we introduce a novel algorithm improving over the state-of-the-art along multiple dimensions. We build on a reformulation of the lower bound, where context distribution and exploration policy are decoupled, and we obtain an algorithm robust to unbalanced context distributions. Then, using an incremental primal-dual approach to solve the Lagrangian relaxation of the lower bound, we obtain a scalable and computationally efficient algorithm. Finally, we remove forced exploration and build on confidence intervals of the optimization problem to encourage a minimum level of exploration that is better adapted to the problem structure. We demonstrate the asymptotic optimality of our algorithm, while providing both problem-dependent and worst-case finite-time regret guarantees. Our bounds scale with the logarithm of the number of arms, thus avoiding the linear dependence common in all related prior works. Notably, we establish minimax optimality for any learning horizon in the special case of non-contextual linear bandits. Finally, we verify that our algorithm obtains better empirical performance than state-of-the-art baselines.
Andrea Tirinzoni, Matteo Pirotta, Marcello Restelli, Alessandro Lazaric
NeurIPS2
2020 Active Model Estimation in Markov Decision Processes
abstract
We study the problem of efficient exploration in order to learn an accurate model of an environment, modeled as a Markov decision process (MDP). Efficient exploration in this problem requires the agent to identify the regions in which estimating the model is more difficult and then exploit this knowledge to collect more samples there. In this paper, we formalize this problem, introduce the first algorithm to learn an $\epsilon$-accurate estimate of the dynamics, and provide its sample complexity analysis. While this algorithm enjoys strong guarantees in the large-sample regime, it tends to have a poor performance in early stages of exploration. To address this issue, we propose an algorithm that is based on maximum weighted entropy, a heuristic that stems from common sense and our theoretical analysis. The main idea here is to cover the entire state-action space with the weight proportional to the noise in their transition functions. Using a number of simple domains with heterogeneous noise in their transitions, we show that our heuristic-based algorithm outperforms both our original algorithm and the maximum entropy algorithm in the small sample regime, while achieving similar asymptotic performance as that of the original algorithm.
Jean Tarbouriech, Shubhanshu Shekhar, Matteo Pirotta, Mohammad Ghavamzadeh, Alessandro Lazaric
UAI3
2019 Regret Bounds for Learning State Representations in Reinforcement Learning
abstract
We consider the problem of online reinforcement learning when several state representations (mapping histories to a discrete state space) are available to the learning agent. At least one of these representations is assumed to induce a Markov decision process (MDP), and the performance of the agent is measured in terms of cumulative regret against the optimal policy giving the highest average reward in this MDP representation. We propose an algorithm (UCB-MS) with O(sqrt(T)) regret in any communicating Markov decision process. The regret bound shows that UCB-MS automatically adapts to the Markov model. This improves over the currently known best results in the literature that gave regret bounds of order O(T^(2/3)).
Ronald Ortner, Matteo Pirotta, Alessandro Lazaric, Ronan Fruit, Odalric-Ambrym Maillard
NeurIPS2
2019 Exploration Bonus for Regret Minimization in Discrete and Continuous Average Reward MDPs
abstract
The exploration bonus is an effective approach to manage the exploration-exploitation trade-off in Markov Decision Processes (MDPs). While it has been analyzed in infinite-horizon discounted and finite-horizon problems, we focus on designing and analysing the exploration bonus in the more challenging infinite-horizon undiscounted setting. We first introduce SCAL+, a variant of SCAL (Fruit et al. 2018), that uses a suitable exploration bonus to solve any discrete unknown weakly-communicating MDP for which an upper bound $c$ on the span of the optimal bias function is known. We prove that SCAL+ enjoys the same regret guarantees as SCAL, which relies on the less efficient extended value iteration approach. Furthermore, we leverage the flexibility provided by the exploration bonus scheme to generalize SCAL+ to smooth MDPs with continuous state space and discrete actions. We show that the resulting algorithm (SCCAL+) achieves the same regret bound as UCCRL (Ortner and Ryabko, 2012) while being the first implementable algorithm for this setting.
Jian Qian, Ronan Fruit, Matteo Pirotta, Alessandro Lazaric
NeurIPS3
2018 Efficient Bias-Span-Constrained Exploration-Exploitation in Reinforcement Learning
abstract
We introduce SCAL, an algorithm designed to perform efficient exploration-exploration in any unknown weakly-communicating Markov Decision Process (MDP) for which an upper bound c on the span of the optimal bias function is known. For an MDP with $S$ states, $A$ actions and $\Gamma \leq S$ possible next states, we prove a regret bound of $O(c\sqrt{\Gamma SAT})$, which significantly improves over existing algorithms (e.g., UCRL and PSRL), whose regret scales linearly with the MDP diameter $D$. In fact, the optimal bias span is finite and often much smaller than $D$ (e.g., $D=+\infty$ in non-communicating MDPs). A similar result was originally derived by Bartlett and Tewari (2009) for REGAL.C, for which no tractable algorithm is available. In this paper, we relax the optimization problem at the core of REGAL.C, we carefully analyze its properties, and we provide the first computationally efficient algorithm to solve it. Finally, we report numerical simulations supporting our theoretical findings and showing how SCAL significantly outperforms UCRL in MDPs with large diameter and small span.
Ronan Fruit, Matteo Pirotta, Alessandro Lazaric, Ronald Ortner
ICML2
2018 Stochastic Variance-Reduced Policy Gradient
abstract
In this paper, we propose a novel reinforcement-learning algorithm consisting in a stochastic variance-reduced version of policy gradient for solving Markov Decision Processes (MDPs). Stochastic variance-reduced gradient (SVRG) methods have proven to be very successful in supervised learning. However, their adaptation to policy gradient is not straightforward and needs to account for I) a non-concave objective function; II) approximations in the full gradient computation; and III) a non-stationary sampling process. The result is SVRPG, a stochastic variance-reduced policy gradient algorithm that leverages on importance weights to preserve the unbiasedness of the gradient estimate. Under standard assumptions on the MDP, we provide convergence guarantees for SVRPG with a convergence rate that is linear under increasing batch sizes. Finally, we suggest practical variants of SVRPG, and we empirically evaluate them on continuous MDPs.
Matteo Papini, Damiano Binaghi, Giuseppe Canonaco, Matteo Pirotta, Marcello Restelli
ICML4
2018 Importance Weighted Transfer of Samples in Reinforcement Learning
abstract
We consider the transfer of experience samples (i.e., tuples < s, a, s’, r >) in reinforcement learning (RL), collected from a set of source tasks to improve the learning process in a given target task. Most of the related approaches focus on selecting the most relevant source samples for solving the target task, but then all the transferred samples are used without considering anymore the discrepancies between the task models. In this paper, we propose a model-based technique that automatically estimates the relevance (importance weight) of each source sample for solving the target task. In the proposed approach, all the samples are transferred and used by a batch RL algorithm to solve the target task, but their contribution to the learning process is proportional to their importance weight. By extending the results for importance weighting provided in supervised learning literature, we develop a finite-sample analysis of the proposed batch RL algorithm. Furthermore, we empirically compare the proposed algorithm to state-of-the-art approaches, showing that it achieves better learning performance and is very robust to negative transfer, even when some source tasks are significantly different from the target task.
Andrea Tirinzoni, Andrea Sessa, Matteo Pirotta, Marcello Restelli
ICML3
2018 Near Optimal Exploration-Exploitation in Non-Communicating Markov Decision Processes
abstract
While designing the state space of an MDP, it is common to include states that are transient or not reachable by any policy (e.g., in mountain car, the product space of speed and position contains configurations that are not physically reachable). This results in weakly-communicating or multi-chain MDPs. In this paper, we introduce TUCRL, the first algorithm able to perform efficient exploration-exploitation in any finite Markov Decision Process (MDP) without requiring any form of prior knowledge. In particular, for any MDP with $S^c$ communicating states, $A$ actions and $\Gamma^c \leq S^c$ possible communicating next states, we derive a $O(D^c \sqrt{\Gamma^c S^c A T}) regret bound, where $D^c$ is the diameter (i.e., the length of the longest shortest path between any two states) of the communicating part of the MDP. This is in contrast with optimistic algorithms (e.g., UCRL, Optimistic PSRL) that suffer linear regret in weakly-communicating MDPs, as well as posterior sampling or regularised algorithms (e.g., REGAL), which require prior knowledge on the bias span of the optimal policy to bias the exploration to achieve sub-linear regret. We also prove that in weakly-communicating MDPs, no algorithm can ever achieve a logarithmic growth of the regret without first suffering a linear regret for a number of steps that is exponential in the parameters of the MDP. Finally, we report numerical simulations supporting our theoretical findings and showing how TUCRL overcomes the limitations of the state-of-the-art.
Ronan Fruit, Matteo Pirotta, Alessandro Lazaric
NeurIPS2
2017 Estimating the Maximum Expected Value in Continuous Reinforcement Learning Problems
abstract
This paper is about the estimation of the maximum expected value of an infinite set of random variables.This estimation problem is relevant in many fields, like the Reinforcement Learning (RL) one.In RL it is well known that, in some stochastic environments, a bias in the estimation error can increase step-by-step the approximation error leading to large overestimates of the true action values. Recently, some approaches have been proposed to reduce such bias in order to get better action-value estimates, but are limited to finite problems.In this paper, we leverage on the recently proposed weighted estimator and on Gaussian process regression to derive a new method that is able to natively handle infinitely many random variables.We show how these techniques can be used to face both continuous state and continuous actions RL problems.To evaluate the effectiveness of the proposed approach we perform empirical comparisons with related approaches.
Carlo D'Eramo, Alessandro Nuara, Matteo Pirotta, Marcello Restelli
AAAI3
2017 Boosted Fitted Q-Iteration
abstract
This paper is about the study of B-FQI, an Approximated Value Iteration (AVI) algorithm that exploits a boosting procedure to estimate the action-value function in reinforcement learning problems. B-FQI is an iterative off-line algorithm that, given a dataset of transitions, builds an approximation of the optimal action-value function by summing the approximations of the Bellman residuals across all iterations. The advantage of such approach w.r.t. to other AVI methods is twofold: (1) while keeping the same function space at each iteration, B-FQI can represent more complex functions by considering an additive model; (2) since the Bellman residual decreases as the optimal value function is approached, regression problems become easier as iterations proceed. We study B-FQI both theoretically, providing also a finite-sample error upper bound for it, and empirically, by comparing its performance to the one of FQI in different domains and using different regression techniques.
Samuele Tosatto, Matteo Pirotta, Carlo D'Eramo, Marcello Restelli
ICML2
2017 Regret Minimization in MDPs with Options without Prior Knowledge
abstract
The option framework integrates temporal abstraction into the reinforcement learning model through the introduction of macro-actions (i.e., options). Recent works leveraged on the mapping of Markov decision processes (MDPs) with options to semi-MDPs (SMDPs) and introduced SMDP-versions of exploration-exploitation algorithms (e.g., RMAX-SMDP and UCRL-SMDP) to analyze the impact of options on the learning performance. Nonetheless, the PAC-SMDP sample complexity of RMAX-SMDP can hardly be translated into equivalent PAC-MDP theoretical guarantees, while UCRL-SMDP requires prior knowledge of the parameters characterizing the distributions of the cumulative reward and duration of each option, which are hardly available in practice. In this paper, we remove this limitation by combining the SMDP view together with the inner Markov structure of options into a novel algorithm whose regret performance matches UCRL-SMDP's up to an additive regret term. We show scenarios where this term is negligible and the advantage of temporal abstraction is preserved. We also report preliminary empirical result supporting the theoretical findings.
Ronan Fruit, Matteo Pirotta, Alessandro Lazaric, Emma Brunskill
NIPS2
2017 Compatible Reward Inverse Reinforcement Learning
abstract
Inverse Reinforcement Learning (IRL) is an effective approach to recover a reward function that explains the behavior of an expert by observing a set of demonstrations. This paper is about a novel model-free IRL approach that, differently from most of the existing IRL algorithms, does not require to specify a function space where to search for the expert's reward function. Leveraging on the fact that the policy gradient needs to be zero for any optimal policy, the algorithm generates a set of basis functions that span the subspace of reward functions that make the policy gradient vanish. Within this subspace, using a second-order criterion, we search for the reward function that penalizes the most a deviation from the expert's policy. After introducing our approach for finite domains, we extend it to continuous ones. The proposed approach is empirically compared to other IRL methods both in the (finite) Taxi domain and in the (continuous) Linear Quadratic Gaussian (LQG) and Car on the Hill environments.
Alberto Maria Metelli, Matteo Pirotta, Marcello Restelli
NIPS2
2017 Adaptive Batch Size for Safe Policy Gradients
abstract
Policy gradient methods are among the best Reinforcement Learning (RL) techniques to solve complex control problems. In real-world RL applications, it is common to have a good initial policy whose performance needs to be improved and it may not be acceptable to try bad policies during the learning process. Although several methods for choosing the step size exist, research paid less attention to determine the batch size, that is the number of samples used to estimate the gradient direction for each update of the policy parameters. In this paper, we propose a set of methods to jointly optimize the step and the batch sizes that guarantee (with high probability) to improve the policy performance after each update. Besides providing theoretical guarantees, we show numerical simulations to analyse the behaviour of our methods.
Matteo Papini, Matteo Pirotta, Marcello Restelli
NIPS2
2017 Manifold-based multi-objective policy search with sample reuse
Simone Parisi, Matteo Pirotta, Jan Peters 0001
Neurocomputing2
2016 Inverse Reinforcement Learning through Policy Gradient Minimization
abstract
Inverse Reinforcement Learning (IRL) deals with the problem of recovering the reward function optimized by an expert given a set of demonstrations of the expert's policy.Most IRL algorithms need to repeatedly compute the optimal policy for different reward functions.This paper proposes a new IRL approach that allows to recover the reward function without the need of solving any "direct" RL problem.The idea is to find the reward function that minimizes the gradient of a parameterized representation of the expert's policy.In particular, when the reward function can be represented as a linear combination of some basis functions, we will show that the aforementioned optimization problem can be efficiently solved.We present an empirical evaluation of the proposed approach on a multidimensional version of the Linear-Quadratic Regulator (LQR) both in the case where the parameters of the expert's policy are known and in the (more realistic) case where the parameters of the expert's policy need to be inferred from the expert's demonstrations.Finally, the algorithm is compared against the state-of-the-art on the mountain car domain, where the expert's policy is unknown.
Matteo Pirotta, Marcello Restelli
AAAI1
2016 Multi-objective Reinforcement Learning through Continuous Pareto Manifold Approximation
abstract
Many real-world control applications, from economics to robotics, are characterized by the presence of multiple conflicting objectives. In these problems, the standard concept of optimality is replaced by Pareto-optimality and the goal is to find the Pareto frontier, a set of solutions representing different compromises among the objectives. Despite recent advances in multi-objective optimization, achieving an accurate representation of the Pareto frontier is still an important challenge. In this paper, we propose a reinforcement learning policy gradient approach to learn a continuous approximation of the Pareto frontier in multi-objective Markov Decision Problems (MOMDPs). Differently from previous policy gradient algorithms, where n optimization routines are executed to have n solutions, our approach performs a single gradient ascent run, generating at each step an improved continuous approximation of the Pareto frontier. The idea is to optimize the parameters of a function defining a manifold in the policy parameters space, so that the corresponding image in the objectives space gets as close as possible to the true Pareto frontier. Besides deriving how to compute and estimate such gradient, we will also discuss the non-trivial issue of defining a metric to assess the quality of the candidate Pareto frontiers. Finally, the properties of the proposed approach are empirically evaluated on two problems, a linear-quadratic Gaussian regulator and a water reservoir control task.
Simone Parisi, Matteo Pirotta, Marcello Restelli
J. Artif. Intell. Res.2
2016 Policy Search for the Optimal Control of Markov Decision Processes: A Novel Particle-Based Iterative Scheme
abstract
Classical approximate dynamic programming techniques based on state-space gridding become computationally impracticable for high-dimensional problems. Policy search techniques cope with this curse of dimensionality issue by searching for the optimal control policy in a restricted parameterized policy space. We here focus on the case of discrete action space and introduce a novel policy parametrization that adopts particles to describe the map from the state space to the action space, each particle representing a region of the state space that is mapped into a certain action. The locations and actions associated with the particles describing a policy can be tuned by means of a recently introduced policy gradient method with parameter-based exploration. The task of selecting an appropriately sized set of particles is here solved through an iterative policy building scheme that adds new particles to improve the policy performance and is also capable of removing redundant particles. Experiments demonstrate the scalability of the proposed approach as the dimensionality of the state-space grows.
Giorgio Manganini, Matteo Pirotta, Marcello Restelli, Luigi Piroddi, Maria Prandini
IEEE Trans. Cybern.2
2015 Multi-Objective Reinforcement Learning with Continuous Pareto Frontier Approximation
abstract
This paper is about learning a continuous approximation of the Pareto frontier in Multi-Objective Markov Decision Problems (MOMDPs).We propose a policy-based approach that exploits gradient information to generate solutions close to the Pareto ones.Differently from previous policy-gradient multi-objective algorithms, where n optimization routines are used to have n solutions, our approach performs a single gradient-ascent run that at each step generates an improved continuous approximation of the Pareto frontier.The idea is to exploit a gradient-based approach to optimize the parameters of a function that defines a manifold in the policy parameter space so that the corresponding image in the objective space gets as close as possible to the Pareto frontier.Besides deriving how to compute and estimate such gradient, we will also discuss the non-trivial issue of defining a metric to assess the quality of the candidate Pareto frontiers.Finally, the properties of the proposed approach are empirically evaluated on two interesting MOMDPs.
Matteo Pirotta, Simone Parisi, Marcello Restelli
AAAI1
2015 Following Newton direction in Policy Gradient with parameter exploration
abstract
This paper investigates the use of second-order methods to solve Markov Decision Processes (MDPs). Despite the popularity of second-order methods in optimization literature, so far little attention has been paid to the extension of such techniques to face sequential decision problems. Here we provide a model-free Reinforcement Learning method that estimates the Newton direction by sampling directly in the parameter space. In order to compute the Newton direction we provide the formulation of the Hessian of the expected return, a technique for variance reduction in the sample-based estimation and a finite sample analysis in the case of Normal distribution. Beside discussing the theoretical properties, we empirically evaluate the method on an instructional linear-quadratic regulator and on a complex dynamical quadrotor system.
Giorgio Manganini, Matteo Pirotta, Marcello Restelli, Luca Bascetta
IJCNN2
2015 Policy gradient in Lipschitz Markov Decision Processes
Matteo Pirotta, Marcello Restelli, Luca Bascetta
Mach. Learn.1
2014 Policy gradient approaches for multi-objective sequential decision making: A comparison
abstract
This paper investigates the use of policy gradient techniques to approximate the Pareto frontier in Multi-Objective Markov Decision Processes (MOMDPs). Despite the popularity of policy-gradient algorithms and the fact that gradient-ascent algorithms have been already proposed to numerically solve multi-objective optimization problems, especially in combination with multi-objective evolutionary algorithms, so far little attention has been paid to the use of gradient information to face multi-objective sequential decision problems. Three different Multi-Objective Reinforcement-Learning (MORL) approaches are here presented. The first two, called radial and Pareto following, start from an initial policy and perform gradient-based policy-search procedures aimed at finding a set of non-dominated policies. Differently, the third approach performs a single gradient-ascent run that, at each step, generates an improved continuous approximation of the Pareto frontier. The parameters of a function that defines a manifold in the policy parameter space are updated following the gradient of some performance criterion so that the sequence of candidate solutions gets as close as possible to the Pareto front. Besides reviewing the three different approaches and discussing their main properties, we empirically compare them with other MORL algorithms on two interesting MOMDPs.
Simone Parisi, Matteo Pirotta, Nicola Smacchia, Luca Bascetta, Marcello Restelli
ADPRL2
2014 Policy gradient approaches for multi-objective sequential decision making
abstract
This paper investigates the use of policy gradient techniques to approximate the Pareto frontier in Multi-Objective Markov Decision Processes (MOMDPs). Despite the popularity of policy gradient algorithms and the fact that gradient ascent algorithms have been already proposed to numerically solve multi-objective optimization problems, especially in combination with multi-objective evolutionary algorithms, so far little attention has been paid to the use of gradient information to face multi-objective sequential decision problems. Two different Multi-Objective Reinforcement-Learning (MORL) approaches, called radial and Pareto following, that, starting from an initial policy, perform gradient-based policy-search procedures aimed at finding a set of non-dominated policies are here presented. Both algorithms are empirically evaluated and compared to state-of-the-art MORL algorithms on three MORL benchmark problems.
Simone Parisi, Matteo Pirotta, Nicola Smacchia, Luca Bascetta, Marcello Restelli
IJCNN2
2013 Safe Policy Iteration
abstract
This paper presents a study of the policy improvement step that can be usefully exploited by approximate policy-iteration algorithms. When either the policy evaluation step or the policy improvement step returns an approximated result, the sequence of policies produced by policy iteration may not be monotonically increasing, and oscillations may occur. To address this issue, we consider safe policy improvements, i.e., at each iteration we search for a policy that maximizes a lower bound to the policy improvement w.r.t. the current policy. When no improving policy can be found the algorithm stops. We propose two safe policy-iteration algorithms that differ in the way the next policy is chosen w.r.t. the estimated greedy policy. Besides being theoretically derived and discussed, the proposed algorithms are empirically evaluated and compared with state-of-the-art approaches on some chain-walk domains and on the Blackjack card game.
Matteo Pirotta, Marcello Restelli, Alessio Pecorino, Daniele Calandriello
ICML (3)1
2013 Adaptive Step-Size for Policy Gradient Methods
abstract
In the last decade, policy gradient methods have significantly grown in popularity in the reinforcement--learning field. In particular, they have been largely employed in motor control and robotic applications, thanks to their ability to cope with continuous state and action domains and partial observable problems. Policy gradient researches have been mainly focused on the identification of effective gradient directions and the proposal of efficient estimation algorithms. Nonetheless, the performance of policy gradient methods is determined not only by the gradient direction, since convergence properties are strongly influenced by the choice of the step size: small values imply slow convergence rate, while large values may lead to oscillations or even divergence of the policy parameters. Step--size value is usually chosen by hand tuning and still little attention has been paid to its automatic selection. In this paper, we propose to determine the learning rate by maximizing a lower bound to the expected performance gain. Focusing on Gaussian policies, we derive a lower bound that is second--order polynomial of the step size, and we show how a simplified version of such lower bound can be maximized when the gradient is estimated from trajectory samples. The properties of the proposed approach are empirically evaluated in a linear--quadratic regulator problem.
Matteo Pirotta, Marcello Restelli, Luca Bascetta
NIPS1
2011 Fitted policy search
abstract
In this paper we address the combination of batch reinforcement-learning (BRL) techniques with direct policy search (DPS) algorithms in the context of robot learning. Batch value-based algorithms (such as fitted Q-iteration) have been proved to outperform online ones in many complex applications, but they share the same difficulties in solving problems with continuous action spaces, such as robotic ones. In these cases, actor-critic and DPS methods are preferable, since the optimization process is limited to a family of parameterized (usually smooth) policies. On the other hand, these methods (e.g., policy gradient and evolutionary methods) are generally very expensive, since finding the optimal parameterization may require to evaluate the performance of several policies, which in many real robotic applications is unfeasible or even dangerous. To overcome such problems, we exploit the fitted policy search (FPS) approach, in which the expected return of any policy considered during the optimization process is evaluated offline (without resorting to the robot) by reusing the data collected in the initial exploration phase. In this way, it is possible to take the advantages of both BRL and DPS algorithms, thus achieving an effective learning approach to solve robotic problems. A balancing task on a real two-wheeled robotic pendulum is used to analyze the properties and evaluate the effectiveness of the FPS approach.
Martino Migliavacca, Alessio Pecorino, Matteo Pirotta, Marcello Restelli, Andrea Bonarini
ADPRL3