We introduce a new stochastic multi-armed bandit setting where arms are grouped inside ``ordered'' categories. The motivating example comes from e-commerce, where a customer typically has a greater appetence for items of a specific well-identified but unknown category than any other one. We introduce three concepts of ordering between categories, inspired by stochastic dominance between random variables, which are gradually weaker so that more and more bandit scenarios satisfy at least one of them. We first prove instance-dependent lower bounds on the cumulative regret for each of these models, indicating how the complexity of the bandit problems increases with the generality of the ordering concept considered. We also provide algorithms that fully leverage the structure of the model with their associated theoretical guarantees. Finally, we have conducted an analysis on real data to highlight that those ordered categories actually exist in practice.
We consider combinatorial online learning with subset choices when only relative feedback information from subsets is available, instead of bandit or semi-bandit feedback which is absolute. Specifically, we study two regret minimisation problems over subsets of a finite ground set $[n]$, with subset-wise relative preference information feedback according to the Multinomial logit choice model. In the first setting, the learner can play subsets of size bounded by a maximum size and receives top-$m$ rank-ordered feedback, while in the second setting the learner can play subsets of a fixed size $k…
Data mining algorithms are increasingly used in automated decision making across all walks of daily life. Unfortunately, as reported in several studies these algorithms inject bias from data and environment leading to inequitable and unfair solutions. To mitigate bias in machine learning, different formalizations of fairness have been proposed that can be categorized into group fairness and individual fairness. Group fairness requires that different groups should be treated similarly which might be unfair to some individuals within a group. On the other hand, individual fairness requires that …
We study the notoriously difficult no-sensing adversarial multi-player multi-armed bandits (MP-MAB) problem from a new perspective. Instead of focusing on the hardness of multiple players, we introduce a new dimension of hardness, called attackability. All adversaries can be categorized based on the attackability and we introduce Adversary-Adaptive Collision-Communication (A2C2), a family of algorithms with forced-collision communication among players. Both attackability-aware and unaware settings are studied, and information-theoretic tools of the Z-channel model and error-correction coding a…
We consider a multiobjective multiarmed bandit problem with lexicographically ordered objectives. In this problem, the goal of the learner is to select arms that are lexicographic optimal as much as possible without knowing the arm reward distributions beforehand. We capture this goal by defining a multidimensional form of regret that measures the loss of the learner due to not selecting lexicographic optimal arms, and then, consider two settings where the learner has prior information on the expected arm rewards. In the first setting, the learner only knows for each objective the lexicographi…
We consider stochastic multi-armed bandits where the expected reward is a unimodal function over partially ordered arms. This important class of problems has been recently investigated in (Cope 2009, Yu 2011). The set of arms is either discrete, in which case arms correspond to the vertices of a finite graph whose structure represents similarity in rewards, or continuous, in which case arms belong to a bounded interval. For discrete unimodal bandits, we derive asymptotic lower bounds for the regret achieved under any algorithm, and propose OSUB, an algorithm whose regret matches this lower bou…
We consider a new setting of online clustering of contextual cascading bandits, an online learning problem where the underlying cluster structure over users is unknown and needs to be learned from a random prefix feedback. More precisely, a learning agent recommends an ordered list of items to a user, who checks the list and stops at the first satisfactory item, if any. We propose an algorithm of CLUB-cascade for this setting and prove a $T$-step regret bound of order $\tilde{O}(\sqrt{T})$. Previous work corresponds to the degenerate case of only one cluster, and our general regret bound in th…
We adress the problem of dueling bandits defined on partially ordered sets, or posets. In this setting, arms may not be comparable, and there may be several (incomparable) optimal arms. We propose an algorithm, UnchainedBandits, that efficiently finds the set of optimal arms of any poset even when pairs of comparable arms cannot be distinguished from pairs of incomparable arms, with a set of minimal assumptions. This algorithm relies on the concept of decoys, which stems from social psychology. For the easier case where the incomparability information may be accessible, we propose a second alg…
In this paper, we propose a Thompson Sampling algorithm for \emph{unimodal} bandits, where the expected reward is unimodal over the partially ordered arms. To exploit the unimodal structure better, at each step, instead of exploration from the entire decision space, our algorithm makes decision according to posterior distribution only in the neighborhood of the arm that has the highest empirical mean estimate. We theoretically prove that, for Bernoulli rewards, the regret of our algorithm reaches the lower bound of unimodal bandits, thus it is asymptotically optimal. For Gaussian rewards, the …
Jailbreaking for the Average Jane: Choosing Optimal Jailbreaks via Bandit Algorithms for Automatically Enhanced Queries
Centre for Machine Intelligence and Data Science, IIT Bombay(印度理工学院班加罗尔机器智能与数据科学中心);Department of Computer Science and Engineering, IIT Bombay(印度理工学院班加罗尔计算机科学与工程系)
We introduce the probably approximately correct (PAC) \emph{Battling-Bandit} problem with the Plackett-Luce (PL) subset choice model--an online learning framework where at each trial the learner chooses a subset of $k$ arms from a fixed set of $n$ arms, and subsequently observes a stochastic feedback indicating preference information of the items in the chosen subset, e.g., the most preferred item or ranking of the top $m$ most preferred items etc. The objective is to identify a near-best item in the underlying PL model with high confidence. This generalizes the well-studied PAC \emph{Dueling-…
University of Science and Technology of China(中国科学技术大学);The Pennsylvania State University(宾夕法尼亚州立大学)
In this paper, we propose a cost-aware cascading bandits model, a new variant of multi-armed ban- dits with cascading feedback, by considering the random cost of pulling arms. In each step, the learning agent chooses an ordered list of items and examines them sequentially, until certain stopping condition is satisfied. Our objective is then to max- imize the expected net reward in each step, i.e., the reward obtained in each step minus the total cost in- curred in examining the items, by deciding the or- dered list of items, as well as when to stop examina- tion. We study both the offline and …
We introduce a variant of the classical PAC multi-armed bandit problem. There is an ordered set of $n$ arms $A[1],\dots,A[n]$, each with some stochastic reward drawn from some unknown bounded distribution. The goal is to identify the $skyline$ of the set $A$, consisting of all arms $A[i]$ such that $A[i]$ has larger expected reward than all lower-numbered arms $A[1],\dots,A[i-1]$. We define a natural notion of an $\varepsilon$-approximate skyline and prove matching upper and lower bounds for identifying an $\varepsilon$-skyline. Specifically, we show that in order to identify an $\varepsilon$-…
Many past attempts at modeling repeated Cournot games assume that demand is stationary. This does not align with real-world scenarios in which market demands can evolve over a product's lifetime for a myriad of reasons. In this paper, we model repeated Cournot games with non-stationary demand such that firms/agents face separate instances of non-stationary multi-armed bandit problem. The set of arms/actions that an agent can choose from represents discrete production quantities; here, the action space is ordered. Agents are independent and autonomous, and cannot observe anything from the envir…
Learning Markov Decision Processes under Fully Bandit Feedback
Department of Industrial and Operations Engineering, University of Michigan(工业与运作工程系,密歇根大学);Computer Science Department, New York University(计算机科学系,纽约大学)
We investigate the use of a multi-agent multi-armed bandit (MA-MAB) setting for modeling repeated Cournot oligopoly games, where the firms acting as agents choose from the set of arms representing production quantity (a discrete value). Agents interact with separate and independent bandit problems. In this formulation, each agent makes sequential choices among arms to maximize its own reward. Agents do not have any information about the environment; they can only see their own rewards after taking an action. However, the market demand is a stationary function of total industry output, and rand…
Microsoft Research, Redmond(微软研究院(雷德蒙德));University of Massachusetts, Amherst(马萨诸塞大学阿默斯特分校);Microsoft Research, New York(微软研究院(纽约));Microsoft, Redmond(微软(雷德蒙德))
This paper studies the evaluation of policies that recommend an ordered set of items (e.g., a ranking) based on some context---a common scenario in web search, ads, and recommendation. We build on techniques from combinatorial bandits to introduce a new practical estimator that uses logged data to estimate a policy's performance. A thorough empirical evaluation on real-world data reveals that our estimator is accurate in a variety of settings, including as a subroutine in a learning-to-rank task, where it achieves competitive performance. We derive conditions under which our estimator is unbia…