Big Data
From Finite to Countable-Armed Bandits
We consider a stochastic bandit problem with countably many arms that belong to a finite set of types, each characterized by a unique mean reward. In addition, there is a fixed distribution over types which sets the proportion of each type in the population of arms. The decision maker is oblivious to the type of any arm and to the aforementioned distribution over types, but perfectly knows the total number of types occurring in the population of arms. We propose a fully adaptive online learning algorithm that achieves O (log n) distribution-dependent expected cumulative regret after any number of plays n, and show that this order of regret is best possible. The analysis of our algorithm relies on newly discovered concentration and convergence properties of optimism-based policies like UCB in finite-armed bandit problems with zero gap, which may be of independent interest.
Augmented RBMLE-UCB Approach for Adaptive Control of Linear Quadratic Systems
We consider the problem of controlling an unknown stochastic linear system with quadratic costs - called the adaptive LQ control problem. We re-examine an approach called "Reward-Biased Maximum Likelihood Estimate" (RBMLE) [1] that was proposed more than forty years ago, and which predates the "Upper Confidence Bound" (UCB) method as well as the definition of "regret" for bandit problems [2]. It simply added a term favoring parameters with larger rewards to the criterion for parameter estimation. We show how the RBMLE and UCB methods can be reconciled, and thereby propose an Augmented RBMLE-UCB algorithm that combines the penalty of the RBMLE method with the constraints of the UCB method [3], uniting the two approaches to optimism in the face of uncertainty. We establish that theoretically, this method retains Õ( T) regret, the best known so far. We further compare the empirical performance of the proposed Augmented RBMLE-UCB and the standard RBMLE (without the augmentation) with UCB, Thompson Sampling, Input Perturbation, Randomized Certainty Equivalence and StabL on many real-world examples including flight control of Boeing 747 and Unmanned Aerial Vehicle. We perform extensive simulation studies showing that the Augmented RBMLE consistently outperforms UCB, Thompson Sampling and StabL by a huge margin, while it is marginally better than Input Perturbation and moderately better than Randomized Certainty Equivalence.
Beyond the Best: Estimating Distribution Functionals in Infinite-Armed Bandits
In the infinite-armed bandit problem, each arm's average reward is sampled from an unknown distribution, and each arm can be sampled further to obtain noisy estimates of the average reward of that arm. Prior work focuses on identifying the best arm, i.e., estimating the maximum of the average reward distribution. We consider a general class of distribution functionals beyond the maximum, and propose unified meta algorithms for both the offline and online settings, achieving optimal sample complexities. We show that online estimation, where the learner can sequentially choose whether to sample a new or existing arm, offers no advantage over the offline setting for estimating the mean functional, but significantly reduces the sample complexity for other functionals such as the median, maximum, and trimmed mean. The matching lower bounds utilize several different Wasserstein distances. For the special case of median estimation, we identify a curious thresholding phenomenon on the indistinguishability between Gaussian convolutions with respect to the noise level, which may be of independent interest.
Beyond the Best: Estimating Distribution Functionals in Infinite-Armed Bandits
In the infinite-armed bandit problem, each arm's average reward is sampled from an unknown distribution, and each arm can be sampled further to obtain noisy estimates of the average reward of that arm. Prior work focuses on identifying the best arm, i.e., estimating the maximum of the average reward distribution. We consider a general class of distribution functionals beyond the maximum, and propose unified meta algorithms for both the offline and online settings, achieving optimal sample complexities. We show that online estimation, where the learner can sequentially choose whether to sample a new or existing arm, offers no advantage over the offline setting for estimating the mean functional, but significantly reduces the sample complexity for other functionals such as the median, maximum, and trimmed mean. The matching lower bounds utilize several different Wasserstein distances. For the special case of median estimation, we identify a curious thresholding phenomenon on the indistinguishability between Gaussian convolutions with respect to the noise level, which may be of independent interest.
Finite-Time Analysis of Round-Robin Kullback-Leibler Upper Confidence Bounds for Optimal Adaptive Allocation with Multiple Plays and Markovian Rewards
We study an extension of the classic stochastic multi-armed bandit problem which involves multiple plays and Markovian rewards in the rested bandits setting. In order to tackle this problem we consider an adaptive allocation rule which at each stage combines the information from the sample means of all the arms, with the Kullback-Leibler upper confidence bound of a single arm which is selected in round-robin way. For rewards generated from a one-parameter exponential family of Markov chains, we provide a finite-time upper bound for the regret incurred from this adaptive allocation rule, which reveals the logarithmic dependence of the regret on the time horizon, and which is asymptotically optimal. For our analysis we devise several concentration results for Markov chains, including a maximal inequality for Markov chains, that may be of interest in their own right. As a byproduct of our analysis we also establish asymptotically optimal, finite-time guarantees for the case of multiple plays, and i.i.d.
Accelerated Regularized Learning in Finite-Person Games
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, 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 when run with bandit, payoff-based information, where players are only able to observe their individual realized payoffs.
Online Learning with Sublinear Best-Action Queries
In online learning, a decision maker repeatedly selects one of a set of actions, with the goal of minimizing the overall loss incurred. Following the recent line of research on algorithms endowed with additional predictive features, we revisit this problem by allowing the decision maker to acquire additional information on the actions to be selected. In particular, we study the power of best-action queries, which reveal beforehand the identity of the best action at a given time step. In practice, predictive features may be expensive, so we allow the decision maker to issue at most k such queries. We establish tight bounds on the performance any algorithm can achieve when given access to k best-action queries for different types of feedback models.
Multi-Armed Bandits with Network Interference
Online experimentation with interference is a common challenge in modern applications such as e-commerce and adaptive clinical trials in medicine. For example, in online marketplaces, the revenue of a good depends on discounts applied to competing goods. Statistical inference with interference is widely studied in the offline setting, but far less is known about how to adaptively assign treatments to minimize regret. We address this gap by studying a multi-armed bandit (MAB) problem where a learner (e-commerce platform) sequentially assigns one of possible A actions (discounts) to N units (goods) over T rounds to minimize regret (maximize revenue). Unlike traditional MAB problems, the reward of each unit depends on the treatments assigned to other units, i.e., there is interference across the underlying network of units.
FairVFL: A Fair Vertical Federated Learning Framework with Contrastive Adversarial Learning
Vertical federated learning (VFL) is a privacy-preserving machine learning paradigm that can learn models from features distributed on different platforms in a privacy-preserving way. Since in real-world applications the data may contain bias on fairness-sensitive features (e.g., gender), VFL models may inherit bias from training data and become unfair for some user groups. However, existing fair machine learning methods usually rely on the centralized storage of fairnesssensitive features to achieve model fairness, which are usually inapplicable in federated scenarios. In this paper, we propose a fair vertical federated learning framework (FairVFL), which can improve the fairness of VFL models. The core idea of FairVFL is to learn unified and fair representations of samples based on the decentralized feature fields in a privacy-preserving way. Specifically, each platform with fairness-insensitive features first learns local data representations from local features.
Crush Optimism with Pessimism: Structured Bandits Beyond Asymptotic Optimality
In this paper, we study stochastic structured bandits for minimizing regret. The fact that the popular optimistic algorithms do not achieve the asymptotic instancedependent regret optimality (asymptotic optimality for short) has recently allured researchers. On the other hand, it is known that one can achieve a bounded regret (i.e., does not grow indefinitely with n) in certain instances. Unfortunately, existing asymptotically optimal algorithms rely on forced sampling that introduces an ω(1) term w.r.t. the time horizon n in their regret, failing to adapt to the "easiness" of the instance. In this paper, we focus on the finite hypothesis class and ask if one can achieve the asymptotic optimality while enjoying bounded regret whenever possible. We provide a positive answer by introducing a new algorithm called CRush Optimism with Pessimism (CROP) that eliminates optimistic hypotheses by pulling the informative arms indicated by a pessimistic hypothesis.