boursier and perchet
PPA-Game: Characterizing and Learning Competitive Dynamics Among Online Content Creators
Xu, Renzhe, Wang, Haotian, Zhang, Xingxuan, Li, Bo, Cui, Peng
We introduce the Proportional Payoff Allocation Game (PPA-Game) to model how agents, akin to content creators on platforms like YouTube and TikTok, compete for divisible resources and consumers' attention. Payoffs are allocated to agents based on heterogeneous weights, reflecting the diversity in content quality among creators. Our analysis reveals that although a pure Nash equilibrium (PNE) is not guaranteed in every scenario, it is commonly observed, with its absence being rare in our simulations. Beyond analyzing static payoffs, we further discuss the agents' online learning about resource payoffs by integrating a multi-player multi-armed bandit framework. We propose an online algorithm facilitating each agent's maximization of cumulative payoffs over $T$ rounds. Theoretically, we establish that the regret of any agent is bounded by $O(\log^{1 + \eta} T)$ for any $\eta > 0$. Empirical results further validate the effectiveness of our approach.
Multi-Player Bandits Robust to Adversarial Collisions
Mahesh, Shivakumar, Rangi, Anshuka, Xu, Haifeng, Tran-Thanh, Long
Motivated by cognitive radios, stochastic Multi-Player Multi-Armed Bandits has been extensively studied in recent years. In this setting, each player pulls an arm, and receives a reward corresponding to the arm if there is no collision, namely the arm was selected by one single player. Otherwise, the player receives no reward if collision occurs. In this paper, we consider the presence of malicious players (or attackers) who obstruct the cooperative players (or defenders) from maximizing their rewards, by deliberately colliding with them. We provide the first decentralized and robust algorithm RESYNC for defenders whose performance deteriorates gracefully as $\tilde{O}(C)$ as the number of collisions $C$ from the attackers increases. We show that this algorithm is order-optimal by proving a lower bound which scales as $\Omega(C)$. This algorithm is agnostic to the algorithm used by the attackers and agnostic to the number of collisions $C$ faced from attackers.
Decentralized Multi-player Multi-armed Bandits with No Collision Information
Shi, Chengshuai, Xiong, Wei, Shen, Cong, Yang, Jing
The decentralized stochastic multi-player multi-armed bandit (MP-MAB) problem, where the collision information is not available to the players, is studied in this paper. Building on the seminal work of Boursier and Perchet (2019), we propose error correction synchronization involving communication (EC-SIC), whose regret is shown to approach that of the centralized stochastic MP-MAB with collision information. By recognizing that the communication phase without collision information corresponds to the Z-channel model in information theory, the proposed EC-SIC algorithm applies optimal error correction coding for the communication of reward statistics. A fixed message length, as opposed to the logarithmically growing one in Boursier and Perchet (2019), also plays a crucial role in controlling the communication loss. Experiments with practical Z-channel codes, such as repetition code, flip code and modified Hamming code, demonstrate the superiority of EC-SIC in both synthetic and real-world datasets.
New Algorithms for Multiplayer Bandits when Arm Means Vary Among Players
Kaufmann, Emilie, Mehrabian, Abbas
We study multiplayer stochastic multi-armed bandit problems in which the players cannot communicate,and if two or more players pull the same arm, a collision occurs and the involved players receive zero reward.Moreover, we assume each arm has a different mean for each player. Let $T$ denote the number of rounds.An algorithm with regret $O((\log T)^{2+\kappa})$ for any constant $\kappa$ was recently presented by Bistritz and Leshem (NeurIPS 2018), who left the existence of an algorithm with $O(\log T)$ regret as an open question. In this paper, we provide an affirmative answer to this question in the case when there is a unique optimal assignment of players to arms. For the general case we present an algorithm with expected regret $O((\log T)^{1+\kappa})$, for any $\kappa>0$.