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  1. Reinforcement Learning from Human Feedback (RLHF) has achieved impressive empirical successes while relying on a small amount of human feedback. However, there is limited theoretical justification for this phenomenon. Additionally, most recent studies focus on value-based algorithms despite the recent empirical successes of policy-based algorithms. In this work, we consider an RLHF algorithm based on policy optimization (PO-RLHF). The algorithm is based on the popular Policy Cover-Policy Gradient (PC-PG) algorithm, which assumes knowledge of the reward function. In PO-RLHF, knowledge of the reward function is not assumed and the algorithm relies on trajectory-based comparison feedback to infer the reward function. We provide performance bounds for PO-RLHF with low query complexity, which provides insight into why a small amount of human feedback may be sufficient to get good performance with RLHF. A key novelty is our trajectory-level elliptical potential analysis technique used to infer reward function parameters when comparison queries rather than reward observations are used. We provide and analyze algorithms in two settings: linear and neural function approximation, PG-RLHF and NN-PG-RLHF, respectively. 
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    Free, publicly-accessible full text available July 21, 2025
  2. In many applications of reinforcement learning, the underlying system dynamics are known, but computing the optimal policy is still difficult because the size of the state space can be enormously large. For example, Shannon famously estimated the number of states in chess to be approximately 10^120. To handle such enormous state space sizes, policy iteration algorithms make two major approximations; it is assumed that the value function lies in a lower-dimensional space and that only a few steps of a trajectory (called rollout) are used to evaluate a policy. Using a counterexample, we show that approximations can lead to the divergence of policy iteration. We show that sufficient lookahead in the policy improvement step mitigates this divergence and leads to algorithms with bounded errors. We also show that these errors can be controlled by appropriately choosing an appropriate amount of lookahead and rollout. 
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    Free, publicly-accessible full text available May 30, 2025
  3. Cascading bandits have gained popularity in recent years due to their applicability to recommendation systems and online advertising. In the cascading bandit model, at each timestep, an agent recommends an ordered subset of items (called an item list) from a pool of items, each associated with an unknown attraction probability. Then, the user examines the list, and clicks the first attractive item (if any), and after that, the agent receives a reward. The goal of the agent is to maximize the expected cumulative reward. However, the prior literature on cascading bandits ignores the influences of user states (e.g., historical behaviors) on recommendations and the change of states as the session proceeds. Motivated by this fact, we propose a generalized cascading RL framework, which considers the impact of user states and state transition into decisions. In cascading RL, we need to select items not only with large attraction probabilities but also leading to good successor states. This imposes a huge computational challenge due to the combinatorial action space. To tackle this challenge, we delve into the properties of value functions, and design an oracle BestPerm to efficiently find the optimal item list. Equipped with BestPerm, we develop two algorithms CascadingVI and CascadingBPI, which are both computation-efficient and sample-efficient, and provide near-optimal regret and sample complexity guarantees. Furthermore, we present experiments to show the improved computational and sample efficiencies of our algorithms compared to straightforward adaptations of existing RL algorithms in practice. 
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    Free, publicly-accessible full text available May 7, 2025
  4. We consider a multi-agent multi-armed bandit setting in which n honest agents collaborate over a network to minimize regret but m malicious agents can disrupt learning arbitrarily. Assuming the network is the complete graph, existing algorithms incur O((m + K/n) łog (T) / Δ ) regret in this setting, where K is the number of arms and Δ is the arm gap. For m łl K, this improves over the single-agent baseline regret of O(Kłog(T)/Δ). In this work, we show the situation is murkier beyond the case of a complete graph. In particular, we prove that if the state-of-the-art algorithm is used on the undirected line graph, honest agents can suffer (nearly) linear regret until time is doubly exponential in K and n . In light of this negative result, we propose a new algorithm for which the i -th agent has regret O(( dmal (i) + K/n) łog(T)/Δ) on any connected and undirected graph, where dmal(i) is the number of i 's neighbors who are malicious. Thus, we generalize existing regret bounds beyond the complete graph (where dmal(i) = m), and show the effect of malicious agents is entirely local (in the sense that only the dmal (i) malicious agents directly connected to i affect its long-term regret). 
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