Guy Zamir, Victor Boone, Matthew Zurek, Yudong Chen
In this paper, we study the regret minimization problem in episodic tabular MDPs. Our algorithm achieves the first expected regret bound scaling as $\sqrt{H^3 S A K}$ for sufficiently large $K$, where $H$ is the episode length, $K$ is the number of episodes, and $S$ and $A$ are the numbers of states and actions, respectively. Our method is the first to match the minimax lower bound \emph{without extra polylog factors}. We introduce a variant of UCBVI which does not maintain strictly optimistic estimates, and uses MOSS-style exploration bonuses whose logarithmic terms adapt to both visit counts and estimated variances. A key challenge is controlling the propagation of errors caused by under-optimism, which we accomplish in an occupancy-weighted way, avoiding logarithmic overhead that would be incurred by uniform-over-rows concentration. Our analysis develops time-uniform and variance-aware concentration bounds that may be of independent interest. As a corollary we also develop an algorithm for $(\varepsilon, δ)$-PAC best-policy identification, which is the first to match the $Ω\big(H^3 SA\log(\frac{1}δ)\varepsilon^{-2}\big)$ minimax lower bound up to constants in some regimes.
Bisimulation metrics offer a principled notion of task-relevant state similarity in reinforcement learning, but existing constructions and methods are largely confined to discounted MDPs, where contraction arguments ensure well-defined fixed points and downstream guarantees. We develop a unified foundation for bisimulation metrics in undiscounted settings, that is total- and average-reward problems, by replacing the standard operator-centric view with a game-centric one: we interpret prior metric operators as Bellman-Shapley operators of zero-sum turn-based games and define metrics as the corresponding game value functions, yielding unique definitions even when $γ=1$. This game-theoretic foundation facilitates transfer of dynamic-programming theory and algorithms. We also use this game-centric perspective to characterize how metric finiteness depends on structural properties of the underlying MDP and motivate certain directed metrics that remain finite in weakly communicating MDPs. We further introduce an abstract framework for modifying the games' action spaces, allowing general transition coupling sets, that recovers many existing metrics and guides new constructions. Finally, we prove that these metrics bound total-reward and, when the optimal gain is state-independent, optimal relative value differences. We also provide error and suboptimality guarantees for aggregation-based planning in total- and average-reward settings.