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Collaborating Authors

 Howson, Benjamin


QuACK: A Multipurpose Queuing Algorithm for Cooperative $k$-Armed Bandits

arXiv.org Artificial Intelligence

We study the cooperative stochastic $k$-armed bandit problem, where a network of $m$ agents collaborate to find the optimal action. In contrast to most prior work on this problem, which focuses on extending a specific algorithm to the multi-agent setting, we provide a black-box reduction that allows us to extend any single-agent bandit algorithm to the multi-agent setting. Under mild assumptions on the bandit environment, we prove that our reduction transfers the regret guarantees of the single-agent algorithm to the multi-agent setting. These guarantees are tight in subgaussian environments, in that using a near minimax optimal single-player algorithm is near minimax optimal in the multi-player setting up to an additive graph-dependent quantity. Our reduction and theoretical results are also general, and apply to many different bandit settings. By plugging in appropriate single-player algorithms, we can easily develop provably efficient algorithms for many multi-player settings such as heavy-tailed bandits, duelling bandits and bandits with local differential privacy, among others. Experimentally, our approach is competitive with or outperforms specialised multi-agent algorithms.


DISCO: An End-to-End Bandit Framework for Personalised Discount Allocation

arXiv.org Artificial Intelligence

Personalised discount codes provide a powerful mechanism for managing customer relationships and operational spend in e-commerce. Bandits are well suited for this product area, given the partial information nature of the problem, as well as the need for adaptation to the changing business environment. Here, we introduce DISCO, an end-to-end contextual bandit framework for personalised discount code allocation at ASOS. DISCO adapts the traditional Thompson Sampling algorithm by integrating it within an integer program, thereby allowing for operational cost control. Because bandit learning is often worse with high dimensional actions, we focused on building low dimensional action and context representations that were nonetheless capable of good accuracy. Additionally, we sought to build a model that preserved the relationship between price and sales, in which customers increasing their purchasing in response to lower prices ("negative price elasticity"). These aims were achieved by using radial basis functions to represent the continuous (i.e. infinite armed) action space, in combination with context embeddings extracted from a neural network. These feature representations were used within a Thompson Sampling framework to facilitate exploration, and further integrated with an integer program to allocate discount codes across ASOS's customer base. These modelling decisions result in a reward model that (a) enables pooled learning across similar actions, (b) is highly accurate, including in extrapolation, and (c) preserves the expected negative price elasticity. Through offline analysis, we show that DISCO is able to effectively enact exploration and improves its performance over time, despite the global constraint. Finally, we subjected DISCO to a rigorous online A/B test, and find that it achieves a significant improvement of >1% in average basket value, relative to the legacy systems.


Delayed Feedback in Generalised Linear Bandits Revisited

arXiv.org Artificial Intelligence

The stochastic generalised linear bandit is a well-understood model for sequential decision-making problems, with many algorithms achieving near-optimal regret guarantees under immediate feedback. However, the stringent requirement for immediate rewards is unmet in many real-world applications where the reward is almost always delayed. We study the phenomenon of delayed rewards in generalised linear bandits in a theoretical manner. We show that a natural adaptation of an optimistic algorithm to the delayed feedback achieves a regret bound where the penalty for the delays is independent of the horizon. This result significantly improves upon existing work, where the best known regret bound has the delay penalty increasing with the horizon. We verify our theoretical results through experiments on simulated data.


Optimism and Delays in Episodic Reinforcement Learning

arXiv.org Artificial Intelligence

There are many algorithms for regret minimisation in episodic reinforcement learning. This problem is well-understood from a theoretical perspective, providing that the sequences of states, actions and rewards associated with each episode are available to the algorithm updating the policy immediately after every interaction with the environment. However, feedback is almost always delayed in practice. In this paper, we study the impact of delayed feedback in episodic reinforcement learning from a theoretical perspective and propose two general-purpose approaches to handling the delays. The first involves updating as soon as new information becomes available, whereas the second waits before using newly observed information to update the policy. For the class of optimistic algorithms and either approach, we show that the regret increases by an additive term involving the number of states, actions, episode length, the expected delay and an algorithm-dependent constant. We empirically investigate the impact of various delay distributions on the regret of optimistic algorithms to validate our theoretical results.