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559篇论文匹配“Online Learning and Bandits”
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Reinforcement Learning · Everything Else

Thomas Kleine Buening, Aadirupa Saha, Christos Dimitrakakis, Haifeng Xu

Motivated by the phenomenon of strategic agents gaming a recommender system to maximize the number of times they are recommended to users, we study a strategic variant of the linear contextual bandit problem, where the arms can strategically misreport privately observed contexts to the learner. We treat the algorithm design problem as one of *mechanism design* under uncertainty and propose the Optimistic Grim Trigger Mechanism (OptGTM) that incentivizes the agents (i.e., arms) to report their contexts truthfully while simultaneously minimizing regret. We also show that failing to account for the strategic nature of the agents results in linear regret. However, a trade-off between mechanism design and regret minimization appears to be unavoidable. More broadly, this work aims to provide insight into the intersection of online learning and mechanism design.

Reinforcement Learning · Everything Else

Vahid Balazadeh, Keertana Chidambaram, Viet Nguyen, Rahul Krishnan, Vasilis Syrgkanis

We study the problem of online sequential decision-making given auxiliary demonstrations from _experts_ who made their decisions based on unobserved contextual information. These demonstrations can be viewed as solving related but slightly different tasks than what the learner faces. This setting arises in many application domains, such as self-driving cars, healthcare, and finance, where expert demonstrations are made using contextual information, which is not recorded in the data available to the learning agent. We model the problem as a zero-shot meta-reinforcement learning setting with an unknown task distribution and a Bayesian regret minimization objective, where the unobserved tasks are encoded as parameters with an unknown prior. We propose the Experts-as-Priors algorithm (ExPerior), an empirical Bayes approach that utilizes expert data to establish an informative prior distribution over the learner's decision-making problem. This prior enables the application of any Bayesian approach for online decision-making, such as posterior sampling. We demonstrate that our strategy surpasses existing behaviour cloning and online algorithms, as well as online-offline baselines for multi-armed bandits, Markov decision processes (MDPs), and partially observable MDPs, showcasing the broad reach and utility of ExPerior in using expert demonstrations across different decision-making setups.

Online Learning

Mengxiao Zhang, Ramiro Deo-Campo Vuong, Haipeng Luo

We consider the problem of online multi-agent Nash social welfare (NSW) maximization. While previous works of Hossain et al. [2021], Jones et al. [2023] study similar problems in stochastic multi-agent multi-armed bandits and show that $\sqrt{T}$-regret is possible after $T$ rounds, their fairness measure is the product of all agents' rewards, instead of their NSW (that is, their geometric mean). Given the fundamental role of NSW in the fairness literature, it is more than natural to ask whether no-regret fair learning with NSW as the objective is possible. In this work, we provide a complete answer to this question in various settings. Specifically, in stochastic $N$-agent $K$-armed bandits, we develop an algorithm with $\widetilde{\mathcal{O}}(K^{\frac{2}{N}}T^{\frac{N-1}{N}})$ regret and prove that the dependence on $T$ is tight, making it a sharp contrast to the $\sqrt{T}$-regret bounds of Hossain et al. [2021], Jones et al. [2023]. We then consider a more challenging version of the problem with adversarial rewards. Somewhat surprisingly, despite NSW being a concave function, we prove that no algorithm can achieve sublinear regret. To circumvent such negative results, we further consider a setting with full-information feedback and design two algorithms with $\sqrt{T}$-regret: the first one has no dependence on $N$ at all and is applicable to not just NSW but a broad class of welfare functions, while the second one has better dependence on $K$ and is preferable when $N$ is small.Finally, we also show that logarithmic regret is possible whenever there exists one agent who is indifferent about different arms.

Theory · Statistics

Jeonghwan Lee, Cong Ma

We consider estimation of a linear functional of the treatment effect from adaptively collected data. This problem finds a variety of applications including off-policy evaluation in contextual bandits, and estimation of the average treatment effect in causal inference. While a certain class of augmented inverse propensity weighting (AIPW) estimators enjoys desirable asymptotic properties including the semi-parametric efficiency, much less is known about their non-asymptotic theory with adaptively collected data. To fill in the gap, we first present generic upper bounds on the mean-squared error of the class of AIPW estimators that crucially depends on a sequentially weighted error between the treatment effect and its estimates. Motivated by this, we propose a general reduction scheme that allows one to produce a sequence of estimates for the treatment effect via online learning to minimize the sequentially weighted estimation error. To illustrate this, we provide three concrete instantiations in (1) the tabular case; (2) the case of linear function approximation; and (3) the case of general function approximation for the outcome model. We then provide a local minimax lower bound to show the instance-dependent optimality of the AIPW estimator using no-regret online learning algorithms.

Reinforcement Learning · Multi-agent

Tao Jiang, Lei Yuan, Lihe Li, Cong Guan, Zongzhang Zhang, Yang Yu

The shift in dynamics results in significant performance degradation of policies trained in the source domain when deployed in a different target domain, posing a challenge for the practical application of reinforcement learning (RL) in real-world scenarios. Domain transfer methods aim to bridge this dynamics gap through techniques such as domain adaptation or domain calibration. While domain adaptation involves refining the policy through extensive interactions in the target domain, it may not be feasible for sensitive fields like healthcare and autonomous driving. On the other hand, offline domain calibration utilizes only static data from the target domain to adjust the physics parameters of the source domain (e.g., a simulator) to align with the target dynamics, enabling the direct deployment of the trained policy without sacrificing performance, which emerges as the most promising for policy deployment. However, existing techniques primarily rely on evolution algorithms for calibration, resulting in low sample efficiency.To tackle this issue, we propose a novel framework Madoc (\textbf{M}ulti-\textbf{a}gent \textbf{do}main \textbf{c}alibration). Firstly, we formulate a bandit RL objective to match the target trajectory distribution by learning a couple of classifiers. We then address the challenge of a large domain parameter space by modeling domain calibration as a cooperative multi-agent reinforcement learning (MARL) problem. Specifically, we utilize a Variational Autoencoder (VAE) to automatically cluster physics parameters with similar effects on the dynamics, grouping them into distinct agents. These grouped agents train calibration policies coordinately to adjust multiple parameters using MARL.Our empirical evaluation on 21 offline locomotion tasks in D4RL and NeoRL benchmarks showcases the superior performance of our method compared to strong existing offline model-based RL, offline domain calibration, and hybrid offline-and-online RL baselines.

Online Learning

Guanyu Nie, Vaneet Aggarwal, Christopher Quinn

In this paper, we consider the problem of online monotone DR-submodular maximization subject to long-term stochastic constraints. Specifically, at each round $t\in [T]$, after committing an action $\mathbf{x}_t$, a random reward $f_t(\mathbf{x}_t)$ and an unbiased gradient estimate of the point $\widetilde{\nabla}f_t(\mathbf{x}_t)$ (semi-bandit feedback) are revealed. Meanwhile, a budget of $g_t(\mathbf{x}_t)$, which is linear and stochastic, is consumed of its total allotted budget $B_T$. We propose a gradient ascent based algorithm that achieves $\frac{1}{2}$-regret of $\mathcal{O}(\sqrt{T})$ with $\mathcal{O}(T^{3/4})$ constraint violation with high probability. Moreover, when first-order full-information feedback is available, we propose an algorithm that achieves $(1-1/e)$-regret of $\mathcal{O}(\sqrt{T})$ with $\mathcal{O}(T^{3/4})$ constraint violation. These algorithms significantly improve over the state-of-the-art in terms of query complexity.

Online Learning

Shinji Ito

This paper examines two extensions of multi-armed bandit problems: multi-armed bandits with expert advice and contextual linear bandits. For the former problem, multi-armed bandits with expert advice, the previously known best upper and lower bounds have been $O(\sqrt{KT \log \frac{N}{K} })$ and $\Omega( \sqrt{KT \frac{ \log N }{\log K }} )$, respectively. Here, $K$, $N$, and $T$ represent the numbers of arms, experts, and rounds, respectively. We provide a lower bound of $\Omega( \sqrt{KT \log \frac{N}{K}} )$ for the setup in which the player chooses an expert before observing the advices in each round. For the latter problem, contextual linear bandits, we provide an algorithm that achieves $O ( \sqrt{d T \log ( K \min\{ 1, \frac{S}{d} \} )} )$ together with a matching lower bound, where $d$ and $S$ represent the dimensionality of feature vectors and the size of the context space, respectively.

Online Learning

Julien Zhou, Pierre Gaillard, Thibaud Rahier, Houssam Zenati, Julyan Arbel

We address the problem of stochastic combinatorial semi-bandits, where a player selects among $P$ actions from the power set of a set containing $d$ base items. Adaptivity to the problem's structure is essential in order to obtain optimal regret upper bounds. As estimating the coefficients of a covariance matrix can be manageable in practice, leveraging them should improve the regret. We design ``optimistic'' covariance-adaptive algorithms relying on online estimations of the covariance structure, called OLS-UCB-C and COS-V (only the variances for the latter). They both yields improved gap-free regret. Although COS-V can be slightly suboptimal, it improves on computational complexity by taking inspiration from Thompson Sampling approaches. It is the first sampling-based algorithm satisfying a $\sqrt{T}$ gap-free regret (up to poly-logs). We also show that in some cases, our approach efficiently leverages the semi-bandit feedback and outperforms bandit feedback approaches, not only in exponential regimes where $P\gg d$ but also when $P\leq d$, which is not covered by existing analyses.

Online Learning

Jung-hun Kim, Min-hwan Oh

In this study, we consider multi-class multi-server asymmetric queueing systems consisting of $N$ queues on one side and $K$ servers on the other side, where jobs randomly arrive in queues at each time. The service rate of each job-server assignment is unknown and modeled by a feature-based Multi-nomial Logit (MNL) function. At each time, a scheduler assigns jobs to servers, and each server stochastically serves at most one job based on its preferences over the assigned jobs. The primary goal of the algorithm is to stabilize the queues in the system while learning the service rates of servers. To achieve this goal, we propose algorithms based on UCB and Thompson Sampling, which achieve system stability with an average queue length bound of $O(\min\\{N,K\\}/\epsilon)$ for a large time horizon $T$, where $\epsilon$ is a traffic slackness of the system. Furthermore, the algorithms achieve sublinear regret bounds of $\tilde{O}(\min\\{\sqrt{T}Q_{\max},T^{3/4}\\})$, where $Q_{\max}$ represents the maximum queue length over agents and times. Lastly, we provide experimental results to demonstrate the performance of our algorithms.

Theory · Game Theory

Antoine Scheid, Aymeric Capitaine, Etienne Boursier, Eric Moulines, Michael Jordan, Alain Durmus

In Economics, the concept of externality refers to any indirect effect resulting from an interaction between players and affecting a third party without compensation. Most of the models within which externality has been studied assume that agents have perfect knowledge of their environment and preferences. This is a major hindrance to the practical implementation of many proposed solutions. To adress this issue, we consider a two-players bandit game setting where the actions of one of the player affect the other one. Building upon this setup, we extend the Coase theorem [Coase, 2013], which suggests that the optimal approach for maximizing the social welfare in the presence of externality is to establish property rights, i.e., enabling transfers and bargaining between the players. Nonetheless, this fundamental result relies on the assumption that bargainers possess perfect knowledge of the underlying game. We first demonstrate that in the absence of property rights in the considered online scenario, the social welfare breaks down. We then provide a policy for the players, which allows them to learn a bargaining strategy which maximizes the total welfare, recovering the Coase theorem under uncertainty.

Theory · Game Theory

Kyriakos Lotidis, Angeliki Giannou, Panayotis Mertikopoulos, Nicholas Bambos

Motivated by the success of Nesterov's accelerated gradient algorithm for convex minimization problems, we examine whether it is possible to achieve similar performance gains in the context of online learning in games.To that end, we introduce a family of accelerated learning methods, which we call “follow the accelerated leader” (FTXL), and which incorporates the use of momentum within the general framework of regularized learning - and, in particular, the exponential / multiplicative weights algorithm and its variants.Drawing inspiration and techniques from the continuous-time analysis of Nesterov's algorithm, we show that FTXL converges locally to strict Nash equilibria at a superlinear rate, achieving in this way an exponential speed-up over vanilla regularized learning methods (which, by comparison, converge to strict equilibria at a geometric, linear rate).Importantly, the FTXL maintains its superlinear convergence rate in a broad range of feedback structures, from deterministic, full information models to stochastic, realization-based ones, and even bandit, payoff-based information, where players are only able to observe their individual realized payoffs.

Online Learning

Riccardo Poiani, Rémy Degenne, Emilie Kaufmann, Alberto Maria Metelli, Marcello Restelli

In bandit best-arm identification, an algorithm is tasked with finding the arm with highest mean reward with a specified accuracy as fast as possible. We study multi-fidelity best-arm identification, in which the algorithm can choose to sample an arm at a lower fidelity (less accurate mean estimate) for a lower cost. Several methods have been proposed for tackling this problem, but their optimality remain elusive, notably due to loose lower bounds on the total cost needed to identify the best arm. Our first contribution is a tight, instance-dependent lower bound on the cost complexity. The study of the optimization problem featured in the lower bound provides new insights to devise computationally efficient algorithms, and leads us to propose a gradient-based approach with asymptotically optimal cost complexity. We demonstrate the benefits of the new algorithm compared to existing methods in experiments. Our theoretical and empirical findings also shed light on an intriguing concept of optimal fidelity for each arm.

Online Learning

Junwen Yang, Zixin Zhong, Vincent Tan

This paper considers the problem of online clustering with bandit feedback. A set of arms (or items) can be partitioned into various groups that are unknown. Within each group, the observations associated to each of the arms follow the same distribution with the same mean vector. At each time step, the agent queries or pulls an arm and obtains an independent observation from the distribution it is associated to. Subsequent pulls depend on previous ones as well as the previously obtained samples. The agent's task is to uncover the underlying partition of the arms with the least number of arm pulls and with a probability of error not exceeding a prescribed constant $\delta$. The problem proposed finds numerous applications from clustering of variants of viruses to online market segmentation. We present an instance-dependent information-theoretic lower bound on the expected sample complexity for this task, and design a computationally efficient and asymptotically optimal algorithm, namely Bandit Online Clustering (BOC). The algorithm includes a novel stopping rule for adaptive sequential testing that circumvents the need to exactly solve any NP-hard weighted clustering problem as its subroutines. We show through extensive simulations on synthetic and real-world datasets that BOC's performance matches the lower bound asymptotically, and significantly outperforms a non-adaptive baseline algorithm.

Online Learning

Jung-hun Kim, Milan Vojnovic, Se-Young Yun

In this study, we consider the infinitely many-armed bandit problems in a rested rotting setting, where the mean reward of an arm may decrease with each pull, while otherwise, it remains unchanged. We explore two scenarios regarding the rotting of rewards: one in which the cumulative amount of rotting is bounded by $V_T$, referred to as the slow-rotting case, and the other in which the cumulative number of rotting instances is bounded by $S_T$, referred to as the abrupt-rotting case. To address the challenge posed by rotting rewards, we introduce an algorithm that utilizes UCB with an adaptive sliding window, designed to manage the bias and variance trade-off arising due to rotting rewards. Our proposed algorithm achieves tight regret bounds for both slow and abrupt rotting scenarios. Lastly, we demonstrate the performance of our algorithm using numerical experiments.

Reinforcement Learning · Everything Else

Junyan Liu, Yunfan Li, Ruosong Wang, Lin Yang

Existing metrics for reinforcement learning (RL) such as regret, PAC bounds, or uniform-PAC (Dann et al., 2017), typically evaluate the cumulative performance, while allowing the play of an arbitrarily bad policy at any finite time t. Such a behavior can be highly detrimental in high-stakes applications. This paper introduces a stronger metric, uniform last-iterate (ULI) guarantee, capturing both cumulative and instantaneous performance of RL algorithms. Specifically, ULI characterizes the instantaneous performance since it ensures that the per-round suboptimality of the played policy is bounded by a function, monotonically decreasing w.r.t. (large) round t, preventing revisits to bad policies when sufficient samples are available. We demonstrate that a near-optimal ULI guarantee directly implies near-optimal cumulative performance across aforementioned metrics, but not the other way around. To examine the achievability of ULI, we first provide two positive results for bandit problems with finite arms, showing that some elimination-based algorithms and high-probability adversarial algorithms with stronger analysis or additional designs, can attain near-optimal ULI guarantees. We also provide a negative result, indicating that optimistic algorithms cannot achieve a near-optimal ULI guarantee. Furthermore, we propose an efficient algorithm for linear bandits with infinitely many arms, which achieves the ULI guarantee, given access to an optimization oracle. Finally, we propose an algorithm that achieves a near-optimal ULI guarantee for the online reinforcement learning setting.

Online Learning

Taira Tsuchiya, Shinji Ito

Follow-the-Regularized-Leader (FTRL) is a powerful framework for various online learning problems. By designing its regularizer and learning rate to be adaptive to past observations, FTRL is known to work adaptively to various properties of an underlying environment. However, most existing adaptive learning rates are for online learning problems with a minimax regret of $\Theta(\sqrt{T})$ for the number of rounds $T$, and there are only a few studies on adaptive learning rates for problems with a minimax regret of $\Theta(T^{2/3})$, which include several important problems dealing with indirect feedback. To address this limitation, we establish a new adaptive learning rate framework for problems with a minimax regret of $\Theta(T^{2/3})$. Our learning rate is designed by matching the stability, penalty, and bias terms that naturally appear in regret upper bounds for problems with a minimax regret of $\Theta(T^{2/3})$. As applications of this framework, we consider three major problems with a minimax regret of $\Theta(T^{2/3})$: partial monitoring, graph bandits, and multi-armed bandits with paid observations. We show that FTRL with our learning rate and the Tsallis entropy regularizer improves existing Best-of-Both-Worlds (BOBW) regret upper bounds, which achieve simultaneous optimality in the stochastic and adversarial regimes. The resulting learning rate is surprisingly simple compared to the existing learning rates for BOBW algorithms for problems with a minimax regret of $\Theta(T^{2/3})$.

Online Learning

Yuanyu Wan, Chang Yao, Mingli Song, Lijun Zhang

We investigate bandit convex optimization (BCO) with delayed feedback, where only the loss value of the action is revealed under an arbitrary delay. Let $n,T,\bar{d}$ denote the dimensionality, time horizon, and average delay, respectively. Previous studies have achieved an $O(\sqrt{n}T^{3/4}+(n\bar{d})^{1/3}T^{2/3})$ regret bound for this problem, whose delay-independent part matches the regret of the classical non-delayed bandit gradient descent algorithm. However, there is a large gap between its delay-dependent part, i.e., $O((n\bar{d})^{1/3}T^{2/3})$, and an existing $\Omega(\sqrt{\bar{d}T})$ lower bound. In this paper, we illustrate that this gap can be filled in the worst case, where $\bar{d}$ is very close to the maximum delay $d$. Specifically, we first develop a novel algorithm, and prove that it enjoys a regret bound of $O(\sqrt{n}T^{3/4}+\sqrt{dT})$ in general. Compared with the previous result, our regret bound is better for $d=O((n\bar{d})^{2/3}T^{1/3})$, and the delay-dependent part is tight in the worst case. The primary idea is to decouple the joint effect of the delays and the bandit feedback on the regret by carefully incorporating the delayed bandit feedback with a blocking update mechanism. Furthermore, we show that the proposed algorithm can improve the regret bound to $O((nT)^{2/3}\log^{1/3}T+d\log T)$ for strongly convex functions. Finally, if the action sets are unconstrained, we demonstrate that it can be simply extended to achieve an $O(n\sqrt{T\log T}+d\log T)$ regret bound for strongly convex and smooth functions.

Online Learning

Yunlong Hou, Vincent Tan, Zixin Zhong

We propose a novel piecewise stationary linear bandit (PSLB) model, where the environment randomly samples a context from an unknown probability distribution at each changepoint, and the quality of an arm is measured by its return averaged over all contexts. The contexts and their distribution, as well as the changepoints are unknown to the agent.We design Piecewise-Stationary $\varepsilon$-Best Arm Identification$^+$ (PS$\varepsilon$BAI$^+$), an algorithm that is guaranteed to identify an $\varepsilon$-optimal arm with probability $\ge 1-\delta$ and with a minimal number of samples.PS$\varepsilon$BAI$^+$ consists of two subroutines, PS$\varepsilon$BAI and Naïve $\varepsilon$-BAI (N$\varepsilon$BAI), which are executed in parallel. PS$\varepsilon$BAI actively detects changepoints and aligns contexts to facilitate the arm identification process.When PS$\varepsilon$BAI and N$\varepsilon$BAI are utilized judiciously in parallel, PS$\varepsilon$BAI$^+$ is shown to have a finite expected sample complexity. By proving a lower bound, we show the expected sample complexity of PS$\varepsilon$BAI$^+$ is optimal up to a logarithmic factor.We compare PS$\varepsilon$BAI$^+$ to baseline algorithms using numerical experiments which demonstrate its efficiency.Both our analytical and numerical results corroborate that the efficacy of PS$\varepsilon$BAI$^+$ is due to the delicate change detection and context alignment procedures embedded in PS$\varepsilon$BAI.

Online Learning

Taihei Oki, Shinsaku Sakaue

M${}^{\natural}$-concave functions, a.k.a. gross substitute valuation functions, play a fundamental role in many fields, including discrete mathematics and economics. In practice, perfect knowledge of M${}^{\natural}$-concave functions is often unavailable a priori, and we can optimize them only interactively based on some feedback. Motivated by such situations, we study online M${}^{\natural}$-concave function maximization problems, which are interactive versions of the problem studied by Murota and Shioura (1999). For the stochastic bandit setting, we present $O(T^{-1/2})$-simple regret and $O(T^{2/3})$-regret algorithms under $T$ times access to unbiased noisy value oracles of M${}^{\natural}$-concave functions. A key to proving these results is the robustness of the greedy algorithm to local errors in M${}^{\natural}$-concave function maximization, which is one of our main technical results. While we obtain those positive results for the stochastic setting, another main result of our work is an impossibility in the adversarial setting. We prove that, even with full-information feedback, no algorithms that run in polynomial time per round can achieve $O(T^{1-c})$ regret for any constant $c > 0$ unless $\mathsf{P} = \mathsf{NP}$. Our proof is based on a reduction from the matroid intersection problem for three matroids, which would be a novel idea in the context of online learning.

Online Learning

Xilin Zhang, Wang Chi Cheung

We study Bandits with Knapsacks (Bwk) in a piecewise-stationary environment. We propose a novel inventory reserving algorithm which draws new insights into the problem. Suppose parameters $\eta_{\min}, \eta_{\max} \in (0,1]$ respectively lower and upper bound the reward earned and the resources consumed in a time round. Our algorithm achieves a provably near-optimal competitive ratio of $O(\log(\eta_{\max}/\eta_{\min}))$, with a matching lower bound provided. Our performance guarantee is based on a dynamic benchmark, distinguishing our work from existing works on adversarial Bwk who compare with the static benchmark. Furthermore, different from existing non-stationary Bwk work, we do not require a bounded global variation.