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  1. Thompson sampling (TS) is one of the most popular exploration techniques in reinforcement learning (RL). However, most TS algorithms with theoretical guarantees are difficult to implement and not generalizable to Deep RL. While the emerging approximate sampling-based exploration schemes are promising, most existing algorithms are specific to linear Markov Decision Processes (MDP) with suboptimal regret bounds, or only use the most basic samplers such as Langevin Monte Carlo. In this work, we propose an algorithmic framework that incorporates different approximate sampling methods with the recently proposed Feel-Good Thompson Sampling (FGTS) approach \citep{zhang2022feel,dann2021provably}, which was previously known to be computationally intractable in general. When applied to linear MDPs, our regret analysis yields the best known dependency of regret on dimensionality, surpassing existing randomized algorithms. Additionally, we provide explicit sampling complexity for each employed sampler. Empirically, we show that in tasks where deep exploration is necessary, our proposed algorithms that combine FGTS and approximate sampling perform significantly better compared to other strong baselines. On several challenging games from the Atari 57 suite, our algorithms achieve performance that is either better than or on par with other strong baselines from the deep RL literature. 
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    Free, publicly-accessible full text available August 12, 2025
  2. We introduce the E$^4$ algorithm for the batched linear bandit problem, incorporating an Explore-Estimate-Eliminate-Exploit framework. With a proper choice of exploration rate, we prove E$^4$ achieves the finite-time minimax optimal regret with only $O(\log\log T)$ batches, and the asymptotically optimal regret with only $3$ batches as $T\rightarrow\infty$, where $T$ is the time horizon. We further prove a lower bound on the batch complexity of linear contextual bandits showing that any asymptotically optimal algorithm must require at least $3$ batches in expectation as $T\rightarrow\infty$, which indicates E$^4$ achieves the asymptotic optimality in regret and batch complexity simultaneously. To the best of our knowledge, E$^4$ is the first algorithm for linear bandits that simultaneously achieves the minimax and asymptotic optimality in regret with the corresponding optimal batch complexities. In addition, we show that with another choice of exploration rate E$^4$ achieves an instance-dependent regret bound requiring at most $O(\log T)$ batches, and maintains the minimax optimality and asymptotic optimality. We conduct thorough experiments to evaluate our algorithm on randomly generated instances and the challenging \textit{End of Optimism} instances \citep{lattimore2017end} which were shown to be hard to learn for optimism based algorithms. Empirical results show that E$^4$ consistently outperforms baseline algorithms with respect to regret minimization, batch complexity, and computational efficiency. 
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    Free, publicly-accessible full text available May 1, 2025
  3. We study the multi-agent multi-armed bandit (MAMAB) problem, where agents are factored into overlapping groups. Each group represents a hyperedge, forming a hypergraph over the agents. At each round of interaction, the learner pulls a joint arm (composed of individual arms for each agent) and receives a reward according to the hypergraph structure. Specifically, we assume there is a local reward for each hyperedge, and the reward of the joint arm is the sum of these local rewards. Previous work introduced the multi-agent Thompson sampling (MATS) algorithm and derived a Bayesian regret bound. However, it remains an open problem how to derive a frequentist regret bound for Thompson sampling in this multi-agent setting. To address these issues, we propose an efficient variant of MATS, the epsilon-exploring Multi-Agent Thompson Sampling (eps-MATS) algorithm, which performs MATS exploration with probability epsilon while adopts a greedy policy otherwise. We prove that eps-MATS achieves a worst-case frequentist regret bound that is sublinear in both the time horizon and the local arm size. We also derive a lower bound for this setting, which implies our frequentist regret upper bound is optimal up to constant and logarithm terms, when the hypergraph is sufficiently sparse. Thorough experiments on standard MAMAB problems demonstrate the superior performance and the improved computational efficiency of eps-MATS compared with existing algorithms in the same setting. 
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    Free, publicly-accessible full text available March 24, 2025
  4. We study off-dynamics Reinforcement Learning (RL), where the policy is trained on a source domain and deployed to a distinct target domain. We aim to solve this problem via online distributionally robust Markov decision processes (DRMDPs), where the learning algorithm actively interacts with the source domain while seeking the optimal performance under the worst possible dynamics that is within an uncertainty set of the source domain's transition kernel. We provide the first study on online DRMDPs with function approximation for off-dynamics RL. We find that DRMDPs' dual formulation can induce nonlinearity, even when the nominal transition kernel is linear, leading to error propagation. By designing a $d$-rectangular uncertainty set using the total variation distance, we remove this additional nonlinearity and bypass the error propagation. We then introduce DR-LSVI-UCB, the first provably efficient online DRMDP algorithm for off-dynamics RL with function approximation, and establish a polynomial suboptimality bound that is independent of the state and action space sizes. Our work makes the first step towards a deeper understanding of the provable efficiency of online DRMDPs with linear function approximation. Finally, we substantiate the performance and robustness of DR-LSVI-UCB through different numerical experiments. 
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    Free, publicly-accessible full text available March 8, 2025
  5. We present a scalable and effective exploration strategy based on Thompson sampling for reinforcement learning (RL). One of the key shortcomings of existing Thompson sampling algorithms is the need to perform a Gaussian approximation of the posterior distribution, which is not a good surrogate in most practical settings. We instead directly sample the Q function from its posterior distribution, by using Langevin Monte Carlo, an efficient type of Markov Chain Monte Carlo (MCMC) method. Our method only needs to perform noisy gradient descent updates to learn the exact posterior distribution of the Q function, which makes our approach easy to deploy in deep RL. We provide a rigorous theoretical analysis for the proposed method and demonstrate that, in the linear Markov decision process (linear MDP) setting, it has a regret bound of $\tilde{O}(d^{3/2}H^{3/2}\sqrt{T})$, where $d$ is the dimension of the feature mapping, $H$ is the planning horizon, and $T$ is the total number of steps. We apply this approach to deep RL, by using Adam optimizer to perform gradient updates. Our approach achieves better or similar results compared with state-of-the-art deep RL algorithms on several challenging exploration tasks from the Atari57 suite.\footnote{Our code is available at \url{https://github.com/hmishfaq/LMC-LSVI}} 
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    Free, publicly-accessible full text available January 16, 2025