提出在线模型选择算法,实现平均奖励强化学习中高效策略学习。
Model Selection for Average Reward RL with Application to Utility Maximization in Repeated Games
- 设计新算法MRBEAR,解决平均奖励RL中的模型选择问题。
- 理论证明模型选择代价仅随模型类数量线性增长,性能接近最优。
- 适用于对手策略未知的重复博弈场景,对对手记忆长度有适应性优势。
在标准强化学习中,学习者需在已知结构的马尔可夫决策过程(MDP)中寻找最优策略。而在在线模型选择中,学习者仅知目标MDP属于$M >1$个不同复杂度的模型类之一。近期研究已证明该问题在片段式在线强化学习中可有效解决。本文提出$ extsf{MRBEAR}$,一种适用于平均奖励强化学习的在线模型选择算法。其后悔上界为$ ilde O(M C_{m^*}^2 extsf{B}_{m^*}(T,δ))$,其中$C_{m^*}$表示最简单正确设定模型类的复杂度,$ extsf{B}_{m^*}(T,δ)$为其对应的后悔界。结果表明,在平均奖励设定下,模型选择的额外代价仅随模型类数$M$线性增长,与片段式设置一致。将$ extsf{MRBEAR}$应用于双人同时行动的广义和重复博弈,对手采用未知且有限记忆策略,学习者目标是最大化自身效用,但不知对手效用函数。交互共$T$轮,无分段或折扣,因此以平均奖励后悔衡量性能。在此场景下,算法达到对手复杂度依赖的后悔界$ ilde O(M( extsf{sp}(h^*) B^{m^*} A^{m^*+1})^{rac{3}{2}} ildeeta extsf{span}(h^*))$,其中$m^* eq M$为对手未知的记忆上限,$ extsf{sp}(h^*)$为对手诱导最优偏差的未知跨度,$A$和$B$分别为学习者与对手的动作数。此外,通过证明下界表明,对$m^*$的指数依赖是不可避免的。
原文摘要 · Abstract (English)
In standard RL, a learner attempts to learn an optimal policy for a Markov Decision Process whose structure (e.g. state space) is known. In online model selection, a learner attempts to learn an optimal policy for an MDP knowing only that it belongs to one of $M >1$ model classes of varying complexity. Recent results have shown that this can be feasibly accomplished in episodic online RL. In this work, we propose $\mathsf{MRBEAR}$, an online model selection algorithm for the average reward RL setting. The regret of the algorithm is in $\tilde O(M C_{m^*}^2 \mathsf{B}_{m^*}(T,δ))$ where $C_{m^*}$ represents the complexity of the simplest well-specified model class and $\mathsf{B}_{m^*}(T,δ)$ is its corresponding regret bound. This result shows that in average reward RL, like the episodic online RL, the additional cost of model selection scales only linearly in $M$, the number of model classes. We apply $\mathsf{MRBEAR}$ to the interaction between a learner and an opponent in a two-player simultaneous general-sum repeated game, where the opponent follows a fixed unknown limited memory strategy. The learner's goal is to maximize its utility without knowing the opponent's utility function. The interaction is over $T$ rounds with no episode or discounting which leads us to measure the learner's performance by average reward regret. In this application, our algorithm enjoys an opponent-complexity-dependent regret in $\tilde O(M(\mathsf{sp}(h^*) B^{m^*} A^{m^*+1})^{\frac{3}{2}} \sqrt{T})$, where $m^*\le M$ is the unknown memory limit of the opponent, $\mathsf{sp}(h^*)$ is the unknown span of optimal bias induced by the opponent, and $A$ and $B$ are the number of actions for the learner and opponent respectively. We also show that the exponential dependency on $m^*$ is inevitable by proving a lower bound on the learner's regret.
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