7 research outputs found

    Characterizing predictable classes of processes

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    The problem is sequence prediction in the following setting. A sequence x1,...,xn,...x_1,...,x_n,... of discrete-valued observations is generated according to some unknown probabilistic law (measure) μ\mu. After observing each outcome, it is required to give the conditional probabilities of the next observation. The measure μ\mu belongs to an arbitrary class \C of stochastic processes. We are interested in predictors ρ\rho whose conditional probabilities converge to the "true" μ\mu-conditional probabilities if any \mu\in\C is chosen to generate the data. We show that if such a predictor exists, then a predictor can also be obtained as a convex combination of a countably many elements of \C. In other words, it can be obtained as a Bayesian predictor whose prior is concentrated on a countable set. This result is established for two very different measures of performance of prediction, one of which is very strong, namely, total variation, and the other is very weak, namely, prediction in expected average Kullback-Leibler divergence

    Discrete MDL Predicts in Total Variation

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    The Minimum Description Length (MDL) principle selects the model that has the shortest code for data plus model. We show that for a countable class of models, MDL predictions are close to the true distribution in a strong sense. The result is completely general. No independence, ergodicity, stationarity, identifiability, or other assumption on the model class need to be made. More formally, we show that for any countable class of models, the distributions selected by MDL (or MAP) asymptotically predict (merge with) the true measure in the class in total variation distance. Implications for non-i.i.d. domains like time-series forecasting, discriminative learning, and reinforcement learning are discussed.Comment: 15 LaTeX page

    On Finding Predictors for Arbitrary Families of Processes

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    International audienceThe problem is sequence prediction in the following setting. A sequence x1,,xn,x_1,\dots,x_n,\dots of discrete-valued observations is generated according to some unknown probabilistic law (measure) μ\mu. After observing each outcome, it is required to give the conditional probabilities of the next observation. The measure μ\mu belongs to an arbitrary but known class CC of stochastic process measures. We are interested in predictors ρ\rho whose conditional probabilities converge (in some sense) to the ``true'' μ\mu-conditional probabilities if any μC\mu\in C is chosen to generate the sequence. The contribution of this work is in characterizing the families CC for which such predictors exist, and in providing a specific and simple form in which to look for a solution. We show that if any predictor works, then there exists a Bayesian predictor, whose prior is discrete, and which works too. We also find several sufficient and necessary conditions for the existence of a predictor, in terms of topological characterizations of the family CC, as well as in terms of local behaviour of the measures in CC, which in some cases lead to procedures for constructing such predictors. It should be emphasized that the framework is completely general: the stochastic processes considered are not required to be i.i.d., stationary, or to belong to any parametric or countable family

    Nonparametric General Reinforcement Learning

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    Reinforcement learning problems are often phrased in terms of Markov decision processes (MDPs). In this thesis we go beyond MDPs and consider reinforcement learning in environments that are non-Markovian, non-ergodic and only partially observable. Our focus is not on practical algorithms, but rather on the fundamental underlying problems: How do we balance exploration and exploitation? How do we explore optimally? When is an agent optimal? We follow the nonparametric realizable paradigm: we assume the data is drawn from an unknown source that belongs to a known countable class of candidates. First, we consider the passive (sequence prediction) setting, learning from data that is not independent and identically distributed. We collect results from artificial intelligence, algorithmic information theory, and game theory and put them in a reinforcement learning context: they demonstrate how an agent can learn the value of its own policy. Next, we establish negative results on Bayesian reinforcement learning agents, in particular AIXI. We show that unlucky or adversarial choices of the prior cause the agent to misbehave drastically. Therefore Legg-Hutter intelligence and balanced Pareto optimality, which depend crucially on the choice of the prior, are entirely subjective. Moreover, in the class of all computable environments every policy is Pareto optimal. This undermines all existing optimality properties for AIXI. However, there are Bayesian approaches to general reinforcement learning that satisfy objective optimality guarantees: We prove that Thompson sampling is asymptotically optimal in stochastic environments in the sense that its value converges to the value of the optimal policy. We connect asymptotic optimality to regret given a recoverability assumption on the environment that allows the agent to recover from mistakes. Hence Thompson sampling achieves sublinear regret in these environments. AIXI is known to be incomputable. We quantify this using the arithmetical hierarchy, and establish upper and corresponding lower bounds for incomputability. Further, we show that AIXI is not limit computable, thus cannot be approximated using finite computation. However there are limit computable ε-optimal approximations to AIXI. We also derive computability bounds for knowledge-seeking agents, and give a limit computable weakly asymptotically optimal reinforcement learning agent. Finally, our results culminate in a formal solution to the grain of truth problem: A Bayesian agent acting in a multi-agent environment learns to predict the other agents' policies if its prior assigns positive probability to them (the prior contains a grain of truth). We construct a large but limit computable class containing a grain of truth and show that agents based on Thompson sampling over this class converge to play ε-Nash equilibria in arbitrary unknown computable multi-agent environments

    Nonparametric General Reinforcement Learning

    No full text
    Reinforcement learning problems are often phrased in terms of Markov decision processes (MDPs). In this thesis we go beyond MDPs and consider reinforcement learning in environments that are non-Markovian, non-ergodic and only partially observable. Our focus is not on practical algorithms, but rather on the fundamental underlying problems: How do we balance exploration and exploitation? How do we explore optimally? When is an agent optimal? We follow the nonparametric realizable paradigm: we assume the data is drawn from an unknown source that belongs to a known countable class of candidates. First, we consider the passive (sequence prediction) setting, learning from data that is not independent and identically distributed. We collect results from artificial intelligence, algorithmic information theory, and game theory and put them in a reinforcement learning context: they demonstrate how an agent can learn the value of its own policy. Next, we establish negative results on Bayesian reinforcement learning agents, in particular AIXI. We show that unlucky or adversarial choices of the prior cause the agent to misbehave drastically. Therefore Legg-Hutter intelligence and balanced Pareto optimality, which depend crucially on the choice of the prior, are entirely subjective. Moreover, in the class of all computable environments every policy is Pareto optimal. This undermines all existing optimality properties for AIXI. However, there are Bayesian approaches to general reinforcement learning that satisfy objective optimality guarantees: We prove that Thompson sampling is asymptotically optimal in stochastic environments in the sense that its value converges to the value of the optimal policy. We connect asymptotic optimality to regret given a recoverability assumption on the environment that allows the agent to recover from mistakes. Hence Thompson sampling achieves sublinear regret in these environments. AIXI is known to be incomputable. We quantify this using the arithmetical hierarchy, and establish upper and corresponding lower bounds for incomputability. Further, we show that AIXI is not limit computable, thus cannot be approximated using finite computation. However there are limit computable ε-optimal approximations to AIXI. We also derive computability bounds for knowledge-seeking agents, and give a limit computable weakly asymptotically optimal reinforcement learning agent. Finally, our results culminate in a formal solution to the grain of truth problem: A Bayesian agent acting in a multi-agent environment learns to predict the other agents' policies if its prior assigns positive probability to them (the prior contains a grain of truth). We construct a large but limit computable class containing a grain of truth and show that agents based on Thompson sampling over this class converge to play ε-Nash equilibria in arbitrary unknown computable multi-agent environments
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