We consider the problem of offline reinforcement learning (RL) -- a well-motivated setting of RL that aims at policy optimization using only historical data. Despite its wide applicability, theoretical understandings of offline RL, such as its optimal sample complexity, remain largely open even in basic settings such as \emph{tabular} Markov Decision Processes (MDPs). In this paper, we propose Off-Policy Double Variance Reduction (OPDVR), a new variance reduction based algorithm for offline RL. Our main result shows that OPDVR provably identifies an ϵ-optimal policy with O˜(H2/dmϵ2) episodes of offline data in the finite-horizon stationary transition setting, where H is the horizon length and dm is the minimal marginal state-action distribution induced by the behavior policy. This improves over the best known upper bound by a factor of H. Moreover, we establish an information-theoretic lower bound of Ω(H2/dmϵ2) which certifies that OPDVR is optimal up to logarithmic factors. Lastly, we show that OPDVR also achieves rate-optimal sample complexity under alternative settings such as the finite-horizon MDPs with non-stationary transitions and the infinite horizon MDPs with discounted rewards.
Computational Benefits of Intermediate Rewards for Goal-Reaching Policy Learning
Many goal-reaching reinforcement learning (RL) tasks have empirically verified that rewarding the agent on subgoals improves convergence speed and practical performance. We attempt to provide a theoretical framework to quantify the computational benefits of rewarding the completion of subgoals, in terms of the number of synchronous value iterations. In particular, we consider subgoals as one-way intermediate states, which can only be visited once per episode and propose two settings that consider these one-way intermediate states: the one-way single-path (OWSP) and the one-way multi-path (OWMP) settings. In both OWSP and OWMP settings, we demonstrate that adding intermediate rewards to subgoals is more computationally efficient than only rewarding the agent once it completes the goal of reaching a terminal state. We also reveal a trade-off between computational complexity and the pursuit of the shortest path in the OWMP setting: adding intermediate rewards significantly reduces the computational complexity of reaching the goal but the agent may not find the shortest path, whereas with sparse terminal rewards, the agent finds the shortest path at a significantly higher computational cost. We also corroborate our theoretical results with extensive experiments on the MiniGrid environments using Q-learning and some popular deep RL algorithms.
- Publication Date:
- NSF-PAR ID:
- 10339203
- Journal Name:
- Journal of Artificial Intelligence Research
- Volume:
- 73
- Page Range or eLocation-ID:
- 847 to 896
- ISSN:
- 1076-9757
- Sponsoring Org:
- National Science Foundation
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