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Avi Mohan

dblp:280/3450 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2022
—ORCID · none

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

Artificial intelligence and machine learning · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

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
1 paper
Algorithmic game theory and mechanism design · 50% Algorithms and data structures · 25% Computational complexity · 25%
Artificial intelligence
2 papers
Reinforcement learning · 92% Learning theory · 8%

Topics — the 9 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
actor-critic methods
0.612022
Actor-Critic based Improper Reinforcement Learning · ICML 2022
Machine learning › Reinforcement learning › policy optimization
policy gradient
0.612022
Actor-Critic based Improper Reinforcement Learning · ICML 2022
Machine learning › Reinforcement learning
policy optimization
0.612022
Actor-Critic based Improper Reinforcement Learning · ICML 2022
Algorithms and data structures › learning algorithms
best arm identification
0.612022
Improved Pure Exploration in Linear Bandits with No-Regret Learning · IJCAI 2022
Algorithmic game theory and mechanism design › multi-armed bandit
linear bandits
0.612022
Improved Pure Exploration in Linear Bandits with No-Regret Learning · IJCAI 2022
Algorithmic game theory and mechanism design
multi-armed bandit
0.612022
Improved Pure Exploration in Linear Bandits with No-Regret Learning · IJCAI 2022
Computational complexity › learning theory
sample complexity
0.612022
Improved Pure Exploration in Linear Bandits with No-Regret Learning · IJCAI 2022
Machine learning › Reinforcement learning
exploration
0.212022
Improved Pure Exploration in Linear Bandits with No-Regret Learning · IJCAI 2022
Machine learning › Learning theory › PAC learning
improper learning
0.212022
Actor-Critic based Improper Reinforcement Learning · ICML 2022

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

no-regret learning · 1.1minimax optimization · 1.1confidence ellipsoid · 1.1policy gradient · 0.6natural actor-critic · 0.6
YearPublicationVenuePosition
2022 Actor-Critic based Improper Reinforcement Learning
abstract
We consider an improper reinforcement learning setting where a learner is given $M$ base controllers for an unknown Markov decision process, and wishes to combine them optimally to produce a potentially new controller that can outperform each of the base ones. This can be useful in tuning across controllers, learnt possibly in mismatched or simulated environments, to obtain a good controller for a given target environment with relatively few trials. Towards this, we propose two algorithms: (1) a Policy Gradient-based approach; and (2) an algorithm that can switch between a simple Actor-Critic (AC) based scheme and a Natural Actor-Critic (NAC) scheme depending on the available information. Both algorithms operate over a class of improper mixtures of the given controllers. For the first case, we derive convergence rate guarantees assuming access to a gradient oracle. For the AC-based approach we provide convergence rate guarantees to a stationary point in the basic AC case and to a global optimum in the NAC case. Numerical results on (i) the standard control theoretic benchmark of stabilizing an inverted pendulum; and (ii) a constrained queueing task show that our improper policy optimization algorithm can stabilize the system even when the base policies at its disposal are unstable.
Mohammadi Zaki, Avi Mohan, Aditya Gopalan, Shie Mannor
ICML2
2022 Improved Pure Exploration in Linear Bandits with No-Regret Learning
abstract
We study the best arm identification problem in linear multi-armed bandits (LMAB) in the fixed confidence setting ; this is also the problem of optimizing an unknown linear function over a discrete domain with noisy, zeroth-order access. We propose an explicitly implementable and provably order-optimal sample-complexity algorithm for best arm identification. Existing approaches that achieve optimal sample complexity assume either access to a nontrivial minimax optimization oracle (e.g. RAGE and Lazy-TS) or knowledge of an upper-bound on the norm of the unknown parameter vector(e.g. LinGame). Our algorithm, which we call the Phased Elimination Linear Exploration Game (PELEG), maintains a high-probability confidence ellipsoid containing the unknown vector, and uses it to eliminate suboptimal arms in phases, where a minimax problem is essentially solved in each phase using two-player low regret learners. PELEG does not require to know a bound on norm of the unknown vector, and is asymptotically-optimal, settling an open problem. We show that the sample complexity of PELEG matches, up to order and in a non-asymptotic sense, an instance-dependent universal lower bound for linear bandits. PELEG is thus the first algorithm to achieve both order-optimal sample complexity and explicit implementability for this setting. We also provide numerical results for the proposed algorithm consistent with its theoretical guarantees.
Mohammadi Zaki, Avi Mohan, Aditya Gopalan
IJCAI2