Tree-form sequential decision making (TFSDM) extends classical one-shot decision making by modeling tree-form interactions between an agent and a potentially adversarial environment. It captures the online decision-making problems that each player faces in an extensive-form game, as well as Markov decision processes and partially-observable Markov decision processes where the agent conditions on observed history. Over the past decade, there has been considerable effort into designing online optimization methods for TFSDM. Virtually all of that work has been in the full-feedback setting, where the agent has access to counterfactuals, that is, information on what would have happened had the agent chosen a different action at any decision node. Little is known about the bandit setting, where that assumption is reversed (no counterfactual information is available), despite this latter setting being well understood for almost 20 years in one-shot decision making. In this paper, we give the first algorithm for the bandit linear optimization problem for TFSDM that offers both (i) linear-time iterations (in the size of the decision tree) and (ii) $O(\sqrt{T})$ cumulative regret in expectation compared to any fixed strategy, at all times $T$. This is made possible by new results that we derive, which may have independent uses as well: 1) geometry of the dilated entropy regularizer, 2) autocorrelation matrix of the natural sampling scheme for sequence-form strategies, 3) construction of an unbiased estimator for linear losses for sequence-form strategies, and 4) a refined regret analysis for mirror descent when using the dilated entropy regularizer.
We consider online learning in partial-monitoring games against an oblivious adversary. We show that when the number of actions available to the learner is two and the game is nontrivial then it is reducible to a bandit-like game and thus the minimax regret is $Θ(\sqrt{T})$.
Universidad de Santiago de Chile(智利圣地亚哥大学);Lancaster University(兰卡斯特大学);Univ. Grenoble Alpes(格勒诺布尔阿尔卑斯大学);CNRS(法国国家科学研究中心);Inria(法国国家信息与自动化研究所)
This paper examines the long-run behavior of learning with bandit feedback in non-cooperative concave games. The bandit framework accounts for extremely low-information environments where the agents may not even know they are playing a game; as such, the agents' most sensible choice in this setting would be to employ a no-regret learning algorithm. In general, this does not mean that the players' behavior stabilizes in the long run: no-regret learning may lead to cycles, even with perfect gradient information. However, if a standard monotonicity condition is satisfied, our analysis shows that …
The Chinese University of Hong Kong(香港中文大学);Zhejiang Normal University(浙江师范大学)
Mean field game facilitates analyzing multi-armed bandit (MAB) for a large number of agents by approximating their interactions with an average effect. Existing mean field models for multi-agent MAB mostly assume a binary reward function, which leads to tractable analysis but is usually not applicable in practical scenarios. In this paper, we study the mean field bandit game with a continuous reward function. Specifically, we focus on deriving the existence and uniqueness of mean field equilibrium (MFE), thereby guaranteeing the asymptotic stability of the multi-agent system. To accommodate th…
In this paper we propose a flexible and efficient framework for handling multi-armed bandits, combining sequential Monte Carlo algorithms with hierarchical Bayesian modeling techniques. The framework naturally encompasses restless bandits, contextual bandits, and other bandit variants under a single inferential model. Despite the model's generality, we propose efficient Monte Carlo algorithms to make inference scalable, based on recent developments in sequential Monte Carlo methods. Through two simulation studies, the framework is shown to outperform other empirical methods, while also natural…
In this paper, we investigate Nash-regret minimization in congestion games, a class of games with benign theoretical structure and broad real-world applications. We first propose a centralized algorithm based on the optimism in the face of uncertainty principle for congestion games with (semi-)bandit feedback, and obtain finite-sample guarantees. Then we propose a decentralized algorithm via a novel combination of the Frank-Wolfe method and G-optimal design. By exploiting the structure of the congestion game, we show the sample complexity of both algorithms depends only polynomially on the num…
Real world applications such as economics and policy making often involve solving multi-agent games with two unique features: (1) The agents are inherently asymmetric and partitioned into leaders and followers; (2) The agents have different reward functions, thus the game is general-sum. The majority of existing results in this field focuses on either symmetric solution concepts (e.g. Nash equilibrium) or zero-sum games. It remains open how to learn the Stackelberg equilibrium -- an asymmetric analog of the Nash equilibrium -- in general-sum games efficiently from noisy samples. This paper ini…
For marketing, we sometimes need to recommend content for multiple pages in sequence. Different from general sequential decision making process, the use cases have a simpler flow where customers per seeing recommended content on each page can only return feedback as moving forward in the process or dropping from it until a termination state. We refer to this type of problems as sequential decision making in linear--flow. We propose to formulate the problem as an MDP with Bandits where Bandits are employed to model the transition probability matrix. At recommendation time, we use Thompson sampl…
We study a version of the classical zero-sum matrix game with unknown payoff matrix and bandit feedback, where the players only observe each others actions and a noisy payoff. This generalizes the usual matrix game, where the payoff matrix is known to the players. Despite numerous applications, this problem has received relatively little attention. Although adversarial bandit algorithms achieve low regret, they do not exploit the matrix structure and perform poorly relative to the new algorithms. The main contributions are regret analyses of variants of UCB and K-learning that hold for any opp…
Incentivized Learning in Principal-Agent Bandit Games
Centre de Mathématiques Appliquées(应用数学中心);CNRS(法国国家科学研究中心);École polytechnique(巴黎综合理工学院);Institut Polytechnique de Paris(巴黎理工学院);Université Paris-Saclay(巴黎萨克雷大学);INRIA(法国国家信息与自动化研究所);University of California, Berkeley(加州大学伯克利分校);Ecole Normale Supérieure(高等师范学院);PSL Research University(巴黎文理研究大学)
Carnegie Mellon University(卡内基梅隆大学);INRIA Lille - Nord Europe(法国国家信息与自动化研究所里尔-北欧分部)
Learning from prior tasks and transferring that experience to improve future performance is critical for building lifelong learning agents. Although results in supervised and reinforcement learning show that transfer may significantly improve the learning performance, most of the literature on transfer is focused on batch learning tasks. In this paper we study the problem of \textit{sequential transfer in online learning}, notably in the multi-armed bandit framework, where the objective is to minimize the cumulative regret over a sequence of tasks by incrementally transferring knowledge from p…
Although the classical version of the Multi-Armed Bandits (MAB) framework has been applied successfully to several practical problems, in many real-world applications, the possible actions are not presented to the learner simultaneously, such as in the Internet campaign management and environmental monitoring settings. Instead, in such applications, a set of options is presented sequentially to the learner within a time span, and this process is repeated throughout a time horizon. At each time, the learner is asked whether to select the proposed option or not. We define this scenario as the Se…
We obtain the conditions for the emergence of the swarm intelligence effect in an interactive game of restless multi-armed bandit (rMAB). A player competes with multiple agents. Each bandit has a payoff that changes with a probability $p_{c}$ per round. The agents and player choose one of three options: (1) Exploit (a good bandit), (2) Innovate (asocial learning for a good bandit among $n_{I}$ randomly chosen bandits), and (3) Observe (social learning for a good bandit). Each agent has two parameters $(c,p_{obs})$ to specify the decision: (i) $c$, the threshold value for Exploit, and (ii) $p_{…
In many web applications, a recommendation is not a single item suggested to a user but a list of possibly interesting contents that may be ranked in some contexts. The combinatorial bandit problem has been studied quite extensively these last two years and many theoretical results now exist : lower bounds on the regret or asymptotically optimal algorithms. However, because of the variety of situations that can be considered, results are designed to solve the problem for a specific reward structure such as the Cascade Model. The present work focuses on the problem of ranking items when the use…
We consider the problem of finding, through adaptive sampling, which of $n$ options (arms) has the largest mean. Our objective is to determine a rule which identifies the best arm with a fixed minimum confidence using as few observations as possible, i.e. this is a fixed-confidence (FC) best arm identification (BAI) in multi-armed bandits. We study such problems under the Bayesian setting with both Bernoulli and Gaussian arms. We propose to use the classical "vector at a time" (VT) rule, which samples each remaining arm once in each round. We show how VT can be implemented and analyzed in our …
We study the $K$-armed dueling bandit problem, a variation of the traditional multi-armed bandit problem in which feedback is obtained in the form of pairwise comparisons. Previous learning algorithms have focused on the $\textit{fully adaptive}$ setting, where the algorithm can make updates after every comparison. The "batched" dueling bandit problem is motivated by large-scale applications like web search ranking and recommendation systems, where performing sequential updates may be infeasible. In this work, we ask: $\textit{is there a solution using only a few adaptive rounds that matches t…
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…
University of California, Berkeley(加利福尼亚大学伯克利分校);IBM Research(IBM研究院)
Motivated by the observation that overexposure to unwanted marketing activities leads to customer dissatisfaction, we consider a setting where a platform offers a sequence of messages to its users and is penalized when users abandon the platform due to marketing fatigue. We propose a novel sequential choice model to capture multiple interactions taking place between the platform and its user: Upon receiving a message, a user decides on one of the three actions: accept the message, skip and receive the next message, or abandon the platform. Based on user feedback, the platform dynamically learn…
Approximate information maximization for bandit games
Institut Pasteur(巴斯德研究所);Université Paris Cité(巴黎西岱大学);Epimethee(埃皮米修斯团队);INRIA Paris(法国国家信息与自动化研究所巴黎分部);CNRS(法国国家科学研究中心);INRIA(法国国家信息与自动化研究所);Université Paris Saclay(巴黎萨克雷大学);LMO(奥赛数学实验室)
Institute of Information Management, National Chiao Tung University(台湾交通大学信息管理研究所);Institute of Information Science, Academia Sinica(中央研究院信息科学研究所)
Different types of dynamics have been studied in repeated game play, and one of them which has received much attention recently consists of those based on "no-regret" algorithms from the area of machine learning. It is known that dynamics based on generic no-regret algorithms may not converge to Nash equilibria in general, but to a larger set of outcomes, namely coarse correlated equilibria. Moreover, convergence results based on generic no-regret algorithms typically use a weaker notion of convergence: the convergence of the average plays instead of the actual plays. Some work has been done s…
Contextual bandit is a general framework for online learning in sequential decision-making problems that has found application in a wide range of domains, including recommendation systems, online advertising, and clinical trials. A critical aspect of bandit methods is that they require to observe the contexts --i.e., individual or group-level data-- and rewards in order to solve the sequential problem. The large deployment in industrial applications has increased interest in methods that preserve the users' privacy. In this paper, we introduce a privacy-preserving bandit framework based on hom…
Imperfect-Information Extensive-Form Games (IIEFGs) is a prevalent model for real-world games involving imperfect information and sequential plays. The Extensive-Form Correlated Equilibrium (EFCE) has been proposed as a natural solution concept for multi-player general-sum IIEFGs. However, existing algorithms for finding an EFCE require full feedback from the game, and it remains open how to efficiently learn the EFCE in the more challenging bandit feedback setting where the game can only be learned by observations from repeated playing. This paper presents the first sample-efficient algorithm…
University of California, San Diego(加州大学圣地亚哥分校);University of Warwick(华威大学)
In this work, we study sequential choice bandits with feedback. We propose bandit algorithms for a platform that personalizes users' experience to maximize its rewards. For each action directed to a given user, the platform is given a positive reward, which is a non-decreasing function of the action, if this action is below the user's threshold. Users are equipped with a patience budget, and actions that are above the threshold decrease the user's patience. When all patience is lost, the user abandons the platform. The platform attempts to learn the thresholds of the users in order to maximize…
Semi-overlapping Multi-bandit Best Arm Identification for Sequential Support Network Learning
Department of Artificial Intelligence and Systems Engineering(人工智能与系统工程系);Budapest University of Technology and Economics(布达佩斯技术与经济大学);E-Group ICT Software Zrt.(E-Group ICT软件公司)
University of California, Berkeley(加州大学伯克利分校);IBM Research(IBM研究院)
Motivated by the phenomenon that companies introduce new products to keep abreast with customers' rapidly changing tastes, we consider a novel online learning setting where a profit-maximizing seller needs to learn customers' preferences through offering recommendations, which may contain existing products and new products that are launched in the middle of a selling period. We propose a sequential multinomial logit (SMNL) model to characterize customers' behavior when product recommendations are presented in tiers. For the offline version with known customers' preferences, we propose a polyno…
We address the M-best-arm identification problem in multi-armed bandits. A player has a limited budget to explore K arms (M<K), and once pulled, each arm yields a reward drawn (independently) from a fixed, unknown distribution. The goal is to find the top M arms in the sense of expected reward. We develop an algorithm which proceeds in rounds to deactivate arms iteratively. At each round, the budget is divided by a nonlinear function of remaining arms, and the arms are pulled correspondingly. Based on a decision rule, the deactivated arm at each round may be accepted or rejected. The algorithm…
John A. Paulson School of Engineering and Applied Sciences, Harvard University(哈佛大学约翰·A·保尔森工程与应用科学学院)
We consider the best-arm identification problem in multi-armed bandits, which focuses purely on exploration. A player is given a fixed budget to explore a finite set of arms, and the rewards of each arm are drawn independently from a fixed, unknown distribution. The player aims to identify the arm with the largest expected reward. We propose a general framework to unify sequential elimination algorithms, where the arms are dismissed iteratively until a unique arm is left. Our analysis reveals a novel performance measure expressed in terms of the sampling mechanism and number of eliminated arms…
IDSIA / USI-SUPSI Istituto Dalle Molle di studi sull’intelligenza artificiale(IDSIA / USI-SUPSI 达莱莫莱人工智能研究所);Università della Svizzera italiana (USI)(瑞士意大利语区大学);University of Lugano(卢加诺大学);TU Munich(慕尼黑工业大学)
Algorithm selection is typically based on models of algorithm performance, learned during a separate offline training sequence, which can be prohibitively expensive. In recent work, we adopted an online approach, in which a performance model is iteratively updated and used to guide selection on a sequence of problem instances. The resulting exploration-exploitation trade-off was represented as a bandit problem with expert advice, using an existing solver for this game, but this required the setting of an arbitrary bound on algorithm runtimes, thus invalidating the optimal regret of the solver.…
State variables are easily the most subtle dimension of sequential decision problems. This is especially true in the context of active learning problems (bandit problems") where decisions affect what we observe and learn. We describe our canonical framework that models {\it any} sequential decision problem, and present our definition of state variables that allows us to claim: Any properly modeled sequential decision problem is Markovian. We then present a novel two-agent perspective of partially observable Markov decision problems (POMDPs) that allows us to then claim: Any model of a real dec…
Federal Center for Technological Education Celso Suckow da Fonseca (CEFET-RJ)(塞尔索·苏科·达·丰塞卡联邦技术教育中心(里约热内卢联邦技术教育中心))
A popular computer puzzle, the game of Minesweeper requires its human players to have a mix of both luck and strategy to succeed. Analyzing these aspects more formally, in our research we assessed the feasibility of a novel methodology based on Reinforcement Learning as an adequate approach to tackle the problem presented by this game. For this purpose we employed Multi-Armed Bandit algorithms which were carefully adapted in order to enable their use to define autonomous computational players, targeting to make the best use of some game peculiarities. After experimental evaluation, results sho…
We consider the problem where an agent wants to find a hidden object that is randomly located in some vertex of a directed acyclic graph (DAG) according to a fixed but possibly unknown distribution. The agent can only examine vertices whose in-neighbors have already been examined. In this paper, we address a learning setting where we allow the agent to stop before having found the object and restart searching on a new independent instance of the same problem. Our goal is to maximize the total number of hidden objects found given a time budget. The agent can thus skip an instance after realizin…
Sequential Batch Learning in Finite-Action Linear Contextual Bandits
Center for Data Science, New York University(纽约大学数据科学中心);Susquehanna International Group(Susquehanna国际集团);IEDA, HKUST(香港科技大学工业工程及决策分析学系);Department of Management Science and Engineering, Stanford University(斯坦福大学管理科学与工程系);Stern School of Business, New York University(纽约大学斯特恩商学院)