We introduce the first Probably Approximately Correct (PAC) learning framework for general-sum concurrent stochastic games (CSGs) with transition uncertainty, while addressing the challenge of Nash equilibrium (NE) existence. Our algorithm maintains data-driven $L^1$ confidence sets over transition kernels and solves a robust CSG to compute a social-welfare optimal $\varepsilon$-NE, using a robust MDP-based exploration mechanism to drive joint state-action coverage. Crucially, we introduce a Nash margin characterisation that enables principled reasoning about equilibrium existence: the framework either returns an $\varepsilon$-approximate NE whose social-welfare value is $\varepsilon$-close to optimal, or provides a sound certificate that no exact NE exists. Under a minimum reachability condition $p_{\mathrm{reach}}>0$ over relevant state-action pairs, the algorithm terminates after a polynomial number of trajectory samples, with sample complexity $\widetilde{O}\left( {R_{\max}^2 H^4 |S|^2 |A| / (p_{\mathrm{reach}} \varepsilon^2)} \right)$. Empirical results on benchmark CSGs demonstrate near-optimal performance, correct handling of equilibrium (non-)existence, and sample complexity consistent with theory.
To mitigate the sample complexity of real-world reinforcement learning (RL), a common practice is to first train a policy in a simulator, where samples are cheap, and then deploy the learned policy in the real world with the hope that it generalizes effectively. Such direct sim-to-real transfer is not guaranteed to succeed: simulator-trained policies can be suboptimal in the real world due to sim-to-real mismatch. Correcting this mismatch requires collecting data from the real system, but in many applications, such as robotics and healthcare, this data-collection process is itself subject to safety constraints. This gives rise to the problem of safe sim-to-real transfer: how can an agent exploit an imperfect simulator while ensuring safe real-world data collection and learning a near-optimal feasible policy for the target system? We address this problem by formulating safe sim-to-real transfer within the framework of reward-free safe RL. We design a computationally efficient algorithm that exploits simulator information to provably reduce real-world interaction while ensuring safe exploration and enabling the computation of a near-optimal feasible policy for any potential reward function. Our real-world sample complexity bound characterizes the benefit of using the simulator in terms of the sim-to-real mismatch.
Long-horizon language-model tasks --- multi-step reasoning and tool-using agents alike --- are limited by credit assignment. We analyze it through the policy variance $σ_π^2(s)=\operatorname{Var}_{a\simπ}[Q_π(s,a)]$, which in a deterministic MDP is the sole source of return variance and is injected in discrete pulses at states we call critical forks. Three results follow. (i) Policy variance is a discovery budget: observing an action of advantage $c$ requires $Ω(c^2/σ_π^2(s))$ draws, a bound that is exact on the canonical two-point fork. (ii) Policy variance is bounded by the policy's Gini dispersion, $σ_π^2(s)\le 1-\|π(\cdot|s)\|_2^2$, a rollout-free necessary condition for criticality computable from logits alone. (iii) The remaining horizon sets the estimation cost: at a fork whose downstream success probability is $P$, the Monte Carlo advantage estimate has signal-to-noise ratio of order $\sqrt{P}$, so its sample cost scales as $1/P$ --- a cost that branched sampling shares. Bootstrapping removes it by converting a product of survival probabilities into a sum, provided the value representation is multiplicatively accurate, which argues for log-value parameterization.
Cooperative teams often need to agree on the best few options rather than simply accumulate reward, and they must do so while each member sees only a fragment of the team's collective experience. We study this as top-$K$ joint-arm identification in multi-agent multi-armed bandits: at every round $M$ agents simultaneously choose individual actions that compose a joint arm, and the team must ultimately return the $K$ joint arms of highest mean reward. The difficulty is that an agent may not observe the actions of others, their rewards, or either. We treat three observability regimes---(A) shared rewards with hidden actions, (B) observed actions with private rewards, and (C) full asymmetry---and design communication-free elimination algorithms (UCB-Intervals) that reconstruct implicit coordination from whatever signal each regime leaves intact: a shared arm ordering in (A), observable deviations in (B), and enlarged confidence radii under (C). We give matching analyses in both the fixed-budget and fixed-confidence objectives, then fold all three regimes into a single meta-guarantee indexed by a multiplicity $c$ and a consensus factor $ρ$. Our central result is quantitative rather than merely algorithmic: change-of-measure lower bounds show that shared-reward identification is optimal up to one universal logarithmic factor, and that the entire statistical price of removing communication is a multiplicative $ρ^2$ in sample complexity---a fixed $4\times$ penalty under full asymmetry. The resulting stopping time scales as $O\!\left(\sum_{\mathbf{a}} \frac{\log(A^M/δ)}{Δ_{\mathbf{a}}^2}\right)$ and the fixed-budget error as $\exp(-Θ(T/H_1))$, with the dependence on the joint-action count $A^M$ shown to be unavoidable.
We study policy-based reinforcement learning under the $μ$-resets interaction protocol of Kakade and Langford [KL02]. This interaction protocol enables the learner to sample trajectories from a given exploratory reset distribution $μ$, in addition to the starting distribution. We resolve the question raised by [KLS25] on the role of policy realizability for the sample complexity of this problem. Critically, the dependence on horizon $H$ is governed by the notion of coverage assumed of the reset distribution. Under bounded all-policy concentrability, we show a $\exp(Ω(H))$ sample complexity lower bound; with bounded pushforward concentrability, we show the dependence on horizon is tightly characterized as $\exp(Θ(\sqrt H))$.
Distributionally robust Markov decision processes provide a principled framework for sequential decision making under model uncertainty. We study how many samples are necessary and sufficient to learn an $\varepsilon$-optimal robust policy under the average-reward criterion. A generative model provides samples from the nominal transition kernel, whereas policy performance is evaluated over $(s,a)$-rectangular total-variation uncertainty sets of radius at most $σ$. Let $H_0$ and $H_σ$ denote the nominal and robust optimal bias spans, respectively. We identify $σH_0$ as the perturbation scale separating high- and low-tolerance regimes. Our matching upper and lower bounds show that, up to logarithmic factors, the minimax total sample complexity is $$ NSA \asymp \frac{SA}{\varepsilon^2}\begin{cases} \min\{H_0,H_σ\}, & \varepsilon\gtrsimσH_0,\\ \min\{H_0,H_σ\}+σH_σ^2, & \varepsilon\lesssimσH_0. \end{cases} $$ Here $S$ and $A$ are the numbers of states and actions, and $N$ is the number of samples per state-action pair. The sample complexity consists of a linear-span term that resembles the nominal AMDP results and a robustness-specific term that appears only in the low-tolerance regime. We attain these rates using reduction-based plug-in procedures that select the reduction---nominal or robust---and its discount factor: a span-informed procedure that makes these choices using known span parameters, and a span-agnostic procedure that calibrates both choices from data.
We study the problem of identifying the dominant arm in multi-armed bandits, where the objective is to find the action with the highest probability of exceeding the realized rewards of all other actions. Conventional mean-based and pairwise comparison-based algorithms often fail to identify the arm with the highest realized reward. To address this challenge, we introduce a novel dominant arm criterion and an efficient estimator with theoretical guarantees. Our approach relies on two key technical innovations: (i) a dominance score criterion that an arm beats the locally dominant over the partitioned reward space and (ii) a joint mixing and recycling mechanism coupled with a doubly robust estimator that guarantees simultaneous convergence of the empirical distribution functions for all arms. These key innovations pave a way to efficient computation of global arm dominance. Our proposed elimination algorithm identifies the best dominant arm with nearly optimal rate of sample complexity. Numerical experiments demonstrate that our algorithm consistently achieves exact recovery of the true dominant arm, outperforming existing baselines.
Anders Jonsson, Emilie Kaufmann, Gianmarco Tedeschi +1cs.LG
We present HBPI-UCRL, a model-based algorithm for hierarchical reinforcement learning (HRL) that learns high-level and low-level policies in parallel. HBPI-UCRL exploits the fact that a high-level transition corresponds to a multi-step transition at the low level. We introduce two conditions on the low-level dynamics that are sufficient to make parallel HRL learnable. When these conditions hold, we prove that HBPI-UCRL has a polynomial sample complexity in the problem parameters. In the sparse-reward, goal-directed setting, our sample complexity upper bound for HBPI-UCRL is strictly lower than that of its non-hierarchical counterpart, providing theoretical justification for the empirical success of HRL.
Naman Saxena, Mudit Gaur, Vaneet Aggarwalcs.LG cs.AI
Bilevel reinforcement learning (RL) is an important framework within the literature of RL that can be used to formalize various categories of problems, such as meta-learning, hierarchical task decomposition, and reinforcement learning from human feedback (RL-HF). Most of the bilevel RL algorithms are either not scalable because of using hypergradient with Hessian, or they suffer from high sample complexity because of using penalty-based approximation methods. In this work, we propose a hypergradient-based bilevel RL algorithm using the optimality of the Boltzmann policy for the entropy regularized discounted RL objective function. Our proposed algorithm is Hessian-free and obtains an iteration complexity of $O(ε^{-1})$ and state-of-the-art sample complexity of $\tilde{O}(ε^{-2})$ under mild regularity conditions. Further, in our convergence analysis, we are able to remove the assumption of the Polyak-Lojasiewicz (PL) condition on the outer-level objective function present in the prior state-of-the-art sample complexity work.
Heyang Zhao, Tianyuan Jin, Weixin Wang +3cs.LG stat.ML
Recent years have witnessed increasing interests in tackling heteroscedastic noise in bandits and reinforcement learning. In these works, the cumulative variance of the noise $Λ= \sum_{t=1}^T σ_t^2$, where $σ_t^2$ is the variance of the noise at round $t$, is used to characterize the statistical complexity of the problem, yielding \emph{simple regret} bounds of order $\tilde{\cal{O}}(d \sqrt{Λ/ T^2})$ for $d$-dimensional linear bandits with heteroscedastic noise. However, with a closer look, $Λ$ remains the same order even if the noise is close to zero at half of the rounds, which indicates that the $Λ$-dependence is not optimal. In this paper, we revisit the stochastic linear bandit problem with heteroscedastic noise, where the action set is prefixed throughout the learning process. We propose a novel variance-adaptive algorithm \texttt{VAEE} (Variance-Aware Exploration with Elimination) for large action set, which actively explores actions that maximizes the information gain among a candidate set of actions that are not eliminated. With the active-exploration strategy, we show that \texttt{VAEE} achieves a \emph{simple regret} with a nearly \emph{harmonic-mean} dependent rate. For finitely many actions, we propose a variance-aware variant of G-optimal design based exploration, which achieves a simple regret with sharper dependence on $d$. We also establish a nearly matching lower bound for the fixed action set setting indicating that \emph{harmonic-mean} dependent rate is unavoidable. To the best of our knowledge, this is the first work that breaks the $\sqrtΛ$ barrier for stochastic linear bandits with heteroscedastic noise.
We investigate a decentralized reinforcement learning problem involving multiple agents that interact with the same Markov Decision Process (MDP). The agents can exchange information over a network to collectively learn the optimal state-action value function. For this setting, we introduce a novel epoch-based distributed $Q$-learning algorithm called VRDQ, where within each epoch, agents locally estimate the Bellman optimality operator and diffuse information using a consensus-based protocol. For both static and time-varying networks, we establish high-probability finite-time convergence rates for VRDQ that enjoy linear speedups from collaboration. Crucially, we prove that such speedups in sample-complexity require only $\tilde{O}(1)$ communication, substantially improving upon the communication costs in prior work.
Riccardo Poiani, Martino Bernasconi, Andrea Cellics.LG
Reinforcement Learning is a cornerstone technique for modern large reasoning models. Usually, for difficult tasks such as code generation and theorem proving, the agent is evaluated by generating $K$ responses rather than sampling a single response, and performance is then measured using a retry-aware metric such as $\max$@$k$. Despite their practical importance, the theoretical foundations of learning under such criteria remain limited. In this work, we provide a theoretical study of the $\max$@$k$ learning problem in finite-horizon reinforcement learning. We show that optimizing the $\max$@$k$ objectives is fundamentally different from standard expected-return maximization. In particular, we prove that Markovian policies are in general insufficient, identify a compact state augmentation that restores optimality, and explicitly characterize the performance gap that can arise between history-dependent and non-history-dependent policies. Moreover, we show that learning $\max$@$k$-optimal policies is statistically harder than standard reinforcement learning and provide an efficient algorithm that achieves the optimal sample complexity rate.
Joseph Lazzaro, Alessio Russo, Aldo Pacchianostat.ML cs.LG
In this work we study the Best Policy Identification (BPI) problem in online, tabular Reinforcement Learning. This is an active sequential hypothesis testing problem in which the learner's objective is to identify an optimal policy in a Markov Decision Process (MDP) with high confidence, while minimizing the expected sample complexity to do so. We consider an online setting with deterministic rewards, where the agent must strategically navigate through the MDP in order to effectively explore. Previous works in the literature have provided asymptotically optimal methods for BPI, such as the Navigate and Stop (NaS) algorithm and its variants, however existing analysis remains asymptotic. In this work, we fill that gap by providing the first non-asymptotic sample complexity guarantees for NaS, showing that its sample complexity depends not only on the characteristic time, but also on the connectivity of the underlying MDP, the curvature of the optimal characteristic time, and other instance-dependent quantities. We identify these additional attributes and make explicit their contributions to the overall sample complexity.
Ali Asadi, Krishnendu Chatterjee, Pavol Kebiscs.LG cs.GT
Reachability is the most fundamental logical objective, yet it is notoriously difficult to learn in reinforcement learning settings: even for Markov decision processes, PAC learning of reachability is impossible without additional assumptions. This difficulty also holds in turn-based stochastic games (TBSGs), where two adversarial players interact on a finite state space. In this work, we consider turn-based stochastic games with reachability objectives. For such settings, adversarial learning, in which players are adversarial even in the learning phase, is impossible. Therefore, the goal is to consider learning, in which both players learn the unknown model together. In this spirit, previous literature on PAC learning in TBSGs considers (a)~public information shared by both players; and (b)~centralized learning, which means that players share the same learning algorithm. In this work, our contribution is two-fold. First, we relax these strong assumptions and ensure learning: (i)~with private information not shared with the other player; and (ii)~decentralized learning where the players do not share the same learning algorithm. To the best of our knowledge, this work is the first positive result for decentralized and private information learning of TBSGs with reachability objectives. Second, we introduce a game-theoretic generalization of the Expected Conditional Distance (ECD) parameter, which measures the expected length of reaching the target set. We establish a polynomial-sample complexity bound with respect to the number of states, actions, ECD parameter, and inverses of error tolerance and failure probability.
In fixed-budget best-arm identification, also known as ranking and selection, an algorithm has a sampling budget to distribute across $K$ arms. Each sample provides noisy feedback about that arm's mean, and the goal is to identify the arm with the largest mean. A common performance benchmark is the static oracle: a non-adaptive strategy that knows the means in advance and chooses fixed sampling proportions to maximize the exponential decay rate of the probability of incorrect identification. Several adaptive algorithms have been constructed such that their sampling proportions converge to the static oracle proportions. However, it has remained open whether any algorithm could match the static oracle's error decay rate uniformly across all problem instances. We answer this in the negative. For any $K\ge 3$ and for rewards drawn from any one-parameter natural exponential family, we show that for any algorithm, there is at least one instance where the error decay rate is at most $\left(1 + \frac{\log(K)}{8}\right)^{-1}$ times that of the static oracle. This also answers the open question posed by Qin (2022), showing that fixed-budget best-arm identification does not admit a complexity.
Simone Drago, Marco Mussi, Leonardo Bianconi +1cs.LG
In this work, we study the reinforcement learning (RL) problem from pairwise trajectory comparisons provided by a human expert. We generalize preference-based RL by formalizing a novel setting in which the expert can also label trajectory pairs as incomparable, i.e., when neither trajectory dominates the other. We introduce the learning problem and the desiderata that its solution should satisfy. Then, we propose a novel Bradley-Terry-inspired rationality model that effectively captures incomparabilities and infers a multi-dimensional reward function, and we study its properties. We provide a sample complexity analysis for learning the model parameters when a dataset is available. Finally, we evaluate our model's ability to reconstruct a reward function that aligns with the expert's comparisons in simulated environments and to recover the Pareto frontier of policies, along with a robustness analysis across varying levels of expert rationality.
Denis Belomestny, Alexander Gasnikov, Egor Gladin +5math.OC cs.LG
Reinforcement learning (RL) is increasingly grounded in tools from probability, optimization, and operator theory. This survey organizes the mathematical structures that underpin the design and analysis of modern algorithms in RL. We begin from Markov decision processes (MDPs) and the Bellman operators, emphasizing contraction mappings, monotonicity, and fixed-point theory that yield convergence guarantees and rates for value and policy iteration, and temporal-difference schemes. We then develop the optimization perspective: stochastic approximation and martingale methods, convex duality and the role of regularization linking mirror/proximal methods. Function approximation is treated through linear and non-linear settings, covering stabilization, error decomposition, and sample-complexity via concentration inequalities for dependent data and mixing processes. We further cover off-policy evaluation/learning, constrained RL and constrained MDPs (CMDPs). Throughout we unify algorithmic templates under common operator and variational lenses, highlighting both finite-sample bounds and asymptotic results. Our presentation is intended to provide a unified mathematical entry point for researchers in probability, optimization, and statistics interested in reinforcement learning.
Andreas Athanasopoulos, Anne-Marie George, Christos Dimitrakakiscs.LG stat.ML
We study a sequential learning problem for stable matchings in two-sided markets where preferences on both sides are initially unknown. We focus on a centralized setting where an algorithm matches agents at each time step and receives noisy rewards that reflect the preferences of the matched agents, following a semi-bandit feedback structure. We adopt a pure exploration perspective, aiming to efficiently identify the optimal stable matching with high probability. Our work extends prior results by handling \emph{two-sided uncertainty} and by exploiting \emph{partial preference} information. A central ingredient is the notion of \textbf{pervasive stable matching}, which enables the identification of optimal stable matchings under partial preferences. We propose elimination-based algorithms whose stopping criteria exploit the structure of the learned partial preferences, and provide a refined sample-complexity analysis. Beyond pure exploration, we extend our approach to regret minimization and establish regret bounds with respect to the \emph{optimal} stable matching that avoid dependence on the minimum reward gap $Δ_{\min}$.
Ved Sriraman, Peihan Liu, Daniel Hsu +1cs.LG cs.AI stat.ML
Imitation Learning is a natural framework for learning in sequential decision-making systems and has emerged as the dominant paradigm through which we understand language model training. A central puzzle is that, while in theory offline IL can be horizon-free and optimal, in practice online methods such as on-policy distillation often outperform offline methods such as supervised fine-tuning. We propose a noisy expert model to explain this gap, in which the learner only has access to a noisy version of the expert's policy, but wishes to compete against the reward achieved by a clean expert, motivated by the fact that in many applications, e.g. training language models to perform long chains of thought, the expert is often imperfect. In this setting, we show a sharp separation between offline and online IL. Offline learning from noisy trajectories is fundamentally hard: to compete with the clean expert, the sample complexity must grow exponentially, in contradistinction to the clean expert setting where no explicit horizon dependence exists. In contrast, we prove that online interaction with the noisy expert via a novel variant of OPD enables polynomial dependence on the horizon in general. We further show that, under a natural condition on the expert noise distribution, which we show to be necessary for any horizon-free sample complexity, one can obtain such a guarantee, although our proposed algorithm sacrifices statistical efficiency in its dependence on the size of the policy class. Our analysis leads to an alternative loss function that is commonly considered empirically for LM training. We further provide algorithms and lower bounds, and extend our results to the more realistic setting of unknown corruption when the clean expert is deterministic, thereby providing a theoretical foundation for why OPD can outperform SFT when training language models from imperfect teachers.
Probabilistic model checking for Markov decision processes (MDPs) provides quantitative guarantees, but often offers limited insight into why undesired outcomes occur. Probability-raising (PR) causality addresses this by identifying states whose visitation increases the probability of reaching designated states. Existing PR-cause identification methods, however, use MDP modifications not well-suited for learning: the gap between conditional and unconditional reachability probabilities can be hard to detect from transition samples, and construction requires reachability probabilities of the MDP, which are unavailable when transition probabilities are unknown. We study unknown MDPs and propose a learning approach with probabilistic guarantees for PR-cause identification. Our key ingredient is a restart-based MDP modification that reduces PR-cause checking to two conditional reachability queries without using reachability values of the original MDP. We prove correctness, establish sample-complexity bounds, and develop an anytime learning-and-checking algorithm based on two-sided value iteration that progressively classifies states as causal, non-causal, or undecided. Experiments on two benchmarks demonstrate reliable and fast identification of PR causes.
Corentin Pla, Hugo Richard, Marc Abeille +1stat.ML cs.LG
We study PAC learning in tabular discounted Markov decision processes with exogenous i.i.d. contexts, with discount factor $γ$, finite state space $\mathcal X$, action space $\mathcal A$, and context space $\mathcal Z$. At each time step, a context is drawn independently from an unknown distribution $μ$ and revealed before the agent acts. This context may affect both rewards and transitions, while remaining uncontrolled by the agent. Depending on the regime, the learner has access either to a sampling oracle for $μ$, to a sampling oracle for the transition kernel conditioned on state-context-action tuples, or to both. Oracles can be accessed before and during policy execution. The sample complexity is measured by a couple $(n,m)$, where $n$ is the number of calls to the sampling oracles before execution and $m$ is the number of calls to the sampling oracles during execution. When rewards and transitions are known and only the context distribution $μ$ is sampled, we give a variance-reduced algorithm that solves policy evaluation (PE), best-value estimation (BVE), and best-policy extraction (BPE) with $\left(\widetilde O\left(1/((1-γ)^3\varepsilon^2)\right), 0 \right) $ sample complexity. The rate is independent of $|\mathcal Z|$ and minimax optimal up to logarithmic factors. As a corollary, we also obtain tight rates in the case of one-step perfect look-ahead, improving upon the existing guarantees. In the fully unknown regime, where both $μ$ and P must be learned, we show that PE remains $|\mathcal Z|$-free, with matching upper and lower bounds $\bigl(\widetilde O(|\mathcal X|/((1-γ)^3\varepsilon^2)),\, \widetilde O(1/((1-γ)^2\varepsilon^2))\bigr)$.
Offline reinforcement learning is typically analyzed under process-level reward supervision, yet many sequential decision datasets record only trajectory-level outcomes. We develop a statistical theory for offline policy optimization from such outcome-level supervision. We first study the canonical setting where the target remains the expected cumulative reward, but each offline trajectory provides only a scalar label whose conditional mean is the cumulative return. We propose OPAC, a pessimistic actor-critic algorithm that learns a latent reward model and optimizes a policy from trajectory-level labels. We prove a high-probability guarantee of order $\widetilde O(H^2\sqrt{C_{sa}(π^\star)/n})$ and a matching lower bound, characterizing the sharp statistical cost of replacing process-level rewards with one trajectory-level label. We then extend the principle to preference-based feedback, preserving the leading horizon and concentrability dependence up to preference-model constants. Finally, we study generalized outcome-based offline RL, where both the supervision and the objective are trajectory-level quantities induced by a nonlinear aggregation of latent per-step rewards. This problem is not learnable in general: for all-success objectives, any offline learner may require $Ω(2^H)$ trajectories even with deterministic transitions and constant concentrability. We then identify a tractable regime through two structural coefficients, $κ_μ(σ)$ and $χ_μ(σ)$, capturing information loss in outcome aggregation and generalized Bellman updates, under which generalized OPAC achieves polynomial sample complexity. Together, our results delineate when outcome-level supervision enables sample-efficient offline control and when missing process-level rewards create fundamental statistical barriers.
Jongmin Lee, Ernest K. Ryu, Vaneet Aggarwalcs.LG math.OC
While there is an extensive body of work characterizing the sample complexity of discounted cumulative-reward MDPs, finite sample analyses for average-reward MDPs have been limited, and most existing works rely on restrictive assumptions such as ergodicity or access to a generative model. In this work, we establish the first finite sample complexity guarantees from a single trajectory for weakly communicating average-reward MDPs. To this end, we study the dynamics of a single trajectory in weakly communicating MDPs and based on this analysis, we develop novel model-free methods. Notably, our value-based and policy-based methods provide finite sample complexity guarantees of $\widetilde{O}(1/\varepsilon^2)$ and $\widetilde{O}(1/\varepsilon^4)$ from a single trajectory in weakly communicating MDPs, respectively. Furthermore, we introduce the first model-free method that requires no prior knowledge of problem-dependent quantities for communicating MDPs.
Tianhao Wu, Matthew Zurek, Weina Wang +1cs.LG math.OC math.PR stat.ML
We study the sample complexity of learning in average-reward weakly-coupled Markov decision processes (WCMDPs) and Restless Bandits (RBs) under a generative model. Naive reduction to a tabular MDP leads to high complexity bounds as the state-action space is exponentially large in the number of arms $N$. By exploiting the weakly coupled structure, we show that near-optimal policies can be learned with sample and computational complexities that are polynomial in $N$. Specifically, we analyze the plug-in approach, which applies an efficient planning algorithm to an empirical model estimated from data. For fully heterogeneous WCMDPs, we establish the first finite-sample PAC guarantee with polynomial complexity and an $O(1/\sqrt{N})$ optimality gap. For homogeneous RBs, we further prove that a smaller optimality gap is achievable under mild structural assumptions. A primary technical contribution of our work is a novel Lyapunov-based analysis framework. Unlike classical approaches that rely on the difficult-to-control bias function, our framework uses an explicitly constructed Lyapunov function along with a drift transfer technique between the true and empirical models. A key step of independent interest in our framework is a fine-grained perturbation analysis for the underlying linear programming (LP) relaxation, which provides a general tool for analyzing LP-based policies and weakly-coupled systems.
Tanya Veeravalli, David M. Bossens, Atsushi Nitandacs.LG eess.SY
The framework of robust Markov decision processes (RMDPs) allows the design of reinforcement learning agents that satisfy performance guarantees under worst-case transition dynamics. Traditional RMDPs consider discrete-time dynamics and recently, sample-efficient policy gradient algorithms have been considered in this context. This paper investigates policy gradient algorithms within a continuous-time RMDP framework. Policy gradients and adversarial gradients are derived using pathwise and adjoint-based formulas for stochastic and ordinary differential equations. We propose double-loop optimisers to obtain linear convergence in the oracle-based setting and an $\tilde{\mathcal{O}}(\frac{1}{ε^2})$ sample complexity in the sample-based setting in an analysis which also derives novel tools for the framework of undiscounted total cost MDPs. Additionally, we propose mean-field optimisers as distributional optimisers with an $\tilde{\mathcal{O}}(\frac{1}{K})$ oracle-based convergence rate and an $\tilde{\mathcal{O}}(\frac{N^2}ε)$ sample complexity under $N$-particle approximation. The effectiveness of continuous-time policy gradient algorithms is confirmed for both optimisers on continuous-time RMDPs with neural ordinary differential equation dynamics.
A Tree Markov Decision Problem (T-MDP) is a finite-horizon MDP with a starting state $s_{1}$, in which every state is reachable from $s_{1}$ through exactly one state-action trajectory. T-MDPs arise naturally as abstractions of decision making in sequential games with perfect recall, against stationary opponents. We consider the problem of on-line learning in T-MDPs, both in the PAC and the regret-minimisation regimes. We show that well-known bandit algorithms -- \textsc{Lucb} and \textsc{Ucb} -- can be applied on T-MDPs by treating each policy as an arm. The apparent technical challenge in this approach is that the number of policies is exponential in the number of states. Our main innovation is in the design of confidence bounds based on data shared by the policies, so that the bandit algorithms can yet be implemented with polynomial memory and per-step computation. We obtain instance-dependent upper bounds on sample complexity and regret that sum a ``gap term'' from every terminal state, rather than every policy. Empirically, our algorithms consistently outperform available alternatives on a suite of hidden-information games.
Kaixuan Ji, Qiwei Di, Heyang Zhao +2cs.LG cs.AI math.ST stat.ML
Kullback-Leibler (KL) regularization is widely used in offline decision-making and offers several benefits, motivating recent work on the sample complexity of offline learning with respect to KL-regularized performance metrics. Nevertheless, the exact sample complexity of KL-regularized offline learning remains largely from fully characterized. In this paper, we study this question in the setting of multi-armed bandits (MABs). We provide a sharp analysis of KL-PCB (Zhao et al., 2026), showing that it achieves a sample complexity of $\tilde{O}(ηSAC^{π^*}/ε)$ under large regularization $η= \tilde{O}(ε^{-1})$, and a sample complexity of $\tildeΩ(SAC^{π^*}/ε^2)$ under small regularization $η= \tildeΩ(ε^{-1})$, where $η$ is the regularization parameter, $S$ is the number of contexts, $A$ is the number of arms, $C^{π^*}$ policy coverage coefficient at the optimal policy $π^*$, $ε$ is the desired sub-optimality, and $\tilde{O}$ and $\tildeΩ$ hide all poly-logarithmic factors. We further provide a pair of sharper sample complexity lower bounds, which matches the upper bounds over the entire range of regularization strengths. Overall, our results provide a nearly complete characterization of offline multi-armed bandits with KL regularization.