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On the Role of Information Structure in Reinforcement Learning for Partially-Observable Sequential Teams and Games
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Proposes partially-observable sequential teams/games (POST/POSG) with explicit information structure, proves the observable dynamics rank is bounded by the information-structural state size, and gives a UCB-style PSR-based learning algorithm with sample complexity governed by that size.
Problem
Reinforcement learning models (MDPs, POMDPs, Dec-POMDPs, POMGs, PSRs) either assume a fixed, regular information structure or do not represent it explicitly, so the statistical hardness of general sequential decision-making problems is not characterized in terms of their information structure.
Approach
Model sequential decision problems as POSTs/POSGs with an explicit DAG information structure, define an information-structural state as the minimal d-separating set of past (observed or latent) variables, use it to bound the rank of observable dynamics, and generalize PSRs so that arbitrary variable orders are representable; a UCB/MLE-type algorithm then learns with sample complexity governed by t
Key results
- The rank of the observable system dynamics of a POST/POSG is bounded by the maximum cardinality of the information-structural state space, max_h |I_h^dagger|.
- Examples: POMDP and Dec-POMDP rank bounded by |S|; limited-memory-m structures bounded by |O|^m |A|^m; real-time communication with feedback bounded by |X||Z|.
Limitations
- Results are theoretical; no empirical experiments reported in the provided text.
- Bounds depend on the size of the information-structural state, which may still be exponential in general.
- Generalized PSR well-conditioning assumption is needed for learnability.
Experimental setup
Metrics: sample complexity rank of dynamics
Builds on: predictive state representations Witsenhausen intrinsic model UCB-type PSR learning (Huang et al. 2023) optimistic MLE (Liu et al. 2022)
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