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Wang, Siwei
Regret Analysis for Hierarchical Experts Bandit Problem
Guo, Qihan, Wang, Siwei, Zhu, Jun
We study an extension of standard bandit problem in which there are R layers of experts. Multi-layered experts make selections layer by layer and only the experts in the last layer can play arms. The goal of the learning policy is to minimize the total regret in this hierarchical experts setting. We first analyze the case that total regret grows linearly with the number of layers. Then we focus on the case that all experts are playing Upper Confidence Bound (UCB) strategy and give several sub-linear upper bounds for different circumstances. Finally, we design some experiments to help the regret analysis for the general case of hierarchical UCB structure and show the practical significance of our theoretical results. This article gives many insights about reasonable hierarchical decision structure.
Multiple Kernel Clustering with Dual Noise Minimization
Zhang, Junpu, Li, Liang, Wang, Siwei, Liu, Jiyuan, Liu, Yue, Liu, Xinwang, Zhu, En
Clustering is a representative unsupervised method widely applied in multi-modal and multi-view scenarios. Multiple kernel clustering (MKC) aims to group data by integrating complementary information from base kernels. As a representative, late fusion MKC first decomposes the kernels into orthogonal partition matrices, then learns a consensus one from them, achieving promising performance recently. However, these methods fail to consider the noise inside the partition matrix, preventing further improvement of clustering performance. We discover that the noise can be disassembled into separable dual parts, i.e. N-noise and C-noise (Null space noise and Column space noise). In this paper, we rigorously define dual noise and propose a novel parameter-free MKC algorithm by minimizing them. To solve the resultant optimization problem, we design an efficient two-step iterative strategy. To our best knowledge, it is the first time to investigate dual noise within the partition in the kernel space. We observe that dual noise will pollute the block diagonal structures and incur the degeneration of clustering performance, and C-noise exhibits stronger destruction than N-noise. Owing to our efficient mechanism to minimize dual noise, the proposed algorithm surpasses the recent methods by large margins.
Adaptive Algorithms for Multi-armed Bandit with Composite and Anonymous Feedback
Wang, Siwei, Wang, Haoyun, Huang, Longbo
We study the multi-armed bandit (MAB) problem with composite and anonymous feedback. In this model, the reward of pulling an arm spreads over a period of time (we call this period as reward interval) and the player receives partial rewards of the action, convoluted with rewards from pulling other arms, successively. Existing results on this model require prior knowledge about the reward interval size as an input to their algorithms. In this paper, we propose adaptive algorithms for both the stochastic and the adversarial cases, without requiring any prior information about the reward interval. For the stochastic case, we prove that our algorithm guarantees a regret that matches the lower bounds (in order). For the adversarial case, we propose the first algorithm to jointly handle non-oblivious adversary and unknown reward interval size. We also conduct simulations based on real-world dataset. The results show that our algorithms outperform existing benchmarks.
Multi-View Spectral Clustering with High-Order Optimal Neighborhood Laplacian Matrix
Liang, Weixuan, Zhou, Sihang, Xiong, Jian, Liu, Xinwang, Wang, Siwei, Zhu, En, Cai, Zhiping, Xu, Xin
Multi-view spectral clustering can effectively reveal the intrinsic cluster structure among data by performing clustering on the learned optimal embedding across views. Though demonstrating promising performance in various applications, most of existing methods usually linearly combine a group of pre-specified first-order Laplacian matrices to construct the optimal Laplacian matrix, which may result in limited representation capability and insufficient information exploitation. Also, storing and implementing complex operations on the $n\times n$ Laplacian matrices incurs intensive storage and computation complexity. To address these issues, this paper first proposes a multi-view spectral clustering algorithm that learns a high-order optimal neighborhood Laplacian matrix, and then extends it to the late fusion version for accurate and efficient multi-view clustering. Specifically, our proposed algorithm generates the optimal Laplacian matrix by searching the neighborhood of the linear combination of both the first-order and high-order base Laplacian matrices simultaneously. By this way, the representative capacity of the learned optimal Laplacian matrix is enhanced, which is helpful to better utilize the hidden high-order connection information among data, leading to improved clustering performance. We design an efficient algorithm with proved convergence to solve the resultant optimization problem. Extensive experimental results on nine datasets demonstrate the superiority of our algorithm against state-of-the-art methods, which verifies the effectiveness and advantages of the proposed algorithm.
Multi-armed Bandits with Compensation
Wang, Siwei, Huang, Longbo
We propose and study the known-compensation multi-arm bandit (KCMAB) problem, where a system controller offers a set of arms to many short-term players for $T$ steps. In each step, one short-term player arrives to the system. Upon arrival, the player greedily selects an arm with the current best average reward and receives a stochastic reward associated with the arm. In order to incentivize players to explore other arms, the controller provides proper payment compensation to players. The objective of the controller is to maximize the total reward collected by players while minimizing the compensation. We first give a compensation lower bound $\Theta(\sum_i {\Delta_i\log T\over KL_i})$, where $\Delta_i$ and $KL_i$ are the expected reward gap and Kullback-Leibler (KL) divergence between distributions of arm $i$ and the best arm, respectively. We then analyze three algorithms to solve the KCMAB problem, and obtain their regrets and compensations. We show that the algorithms all achieve $O(\log T)$ regret and $O(\log T)$ compensation that match the theoretical lower bound. Finally, we use experiments to show the behaviors of those algorithms.
Multi-armed Bandits with Compensation
Wang, Siwei, Huang, Longbo
We propose and study the known-compensation multi-arm bandit (KCMAB) problem, where a system controller offers a set of arms to many short-term players for $T$ steps. In each step, one short-term player arrives to the system. Upon arrival, the player greedily selects an arm with the current best average reward and receives a stochastic reward associated with the arm. In order to incentivize players to explore other arms, the controller provides proper payment compensation to players. The objective of the controller is to maximize the total reward collected by players while minimizing the compensation. We first give a compensation lower bound $\Theta(\sum_i {\Delta_i\log T\over KL_i})$, where $\Delta_i$ and $KL_i$ are the expected reward gap and Kullback-Leibler (KL) divergence between distributions of arm $i$ and the best arm, respectively. We then analyze three algorithms to solve the KCMAB problem, and obtain their regrets and compensations. We show that the algorithms all achieve $O(\log T)$ regret and $O(\log T)$ compensation that match the theoretical lower bound. Finally, we use experiments to show the behaviors of those algorithms.
Multi-armed Bandits with Compensation
Wang, Siwei, Huang, Longbo
We propose and study the known-compensation multi-arm bandit (KCMAB) problem, where a system controller offers a set of arms to many short-term players for $T$ steps. In each step, one short-term player arrives to the system. Upon arrival, the player aims to select an arm with the current best average reward and receives a stochastic reward associated with the arm. In order to incentivize players to explore other arms, the controller provides a proper payment compensation to players. The objective of the controller is to maximize the total reward collected by players while minimizing the compensation. We first provide a compensation lower bound $\Theta(\sum_i {\Delta_i\log T\over KL_i})$, where $\Delta_i$ and $KL_i$ are the expected reward gap and Kullback-Leibler (KL) divergence between distributions of arm $i$ and the best arm, respectively. We then analyze three algorithms to solve the KCMAB problem, and obtain their regrets and compensations. We show that the algorithms all achieve $O(\log T)$ regret and $O(\log T)$ compensation that match the theoretical lower bound. Finally, we present experimental results to demonstrate the performance of the algorithms.