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 combinatorial semi-bandit


The Sample Complexity of Multiclass and Sparse Contextual Bandits

arXiv.org Machine Learning

We study contextual bandits in the stochastic i.i.d.\ setting, where a learner observes contexts drawn from an unknown distribution, selects actions from a finite set $A$, and aims to identify an approximately optimal policy from a given class based on bandit feedback. Motivated by bandit multiclass classification with zero-one rewards, we focus on the \emph{$s$-sparse} setting in which, for every context, the reward vector has $L_1$-norm at most $s \ll |A|$. Our main result is the design of algorithms that, with high probability, output an $ε$-optimal policy compared to policy class $Π$ using $\tilde{O} ((s/ε^2 + |A|/ε)\log |Π|/δ)$ samples. We extend this bound to general Natarajan classes and complement it with a matching lower bound (up to logarithmic factors), thereby closing a substantial gap left by prior work (Erez et al., 2024, 2025), which incurred an additional $Θ(|A|^9)$ dependence. We obtain these results via two complementary approaches. First, we analyze contextual bandits through the lens of contextual decision making with structured observations, designing an exploration-by-optimization algorithm whose sample complexity is governed by the \emph{decision-estimation coefficient} (DEC; Foster et al., 2021, 2022). We show that, with $s$-sparse rewards, the induced model class admits a sharp DEC bound that scales with $s$ and directly yields the optimal rate. Since this approach is largely information-theoretic and involves solving complex min-max optimization problems, we also develop a second, more specialized algorithmic method based on a low-variance exploration technique. This approach leads to concrete, tractable algorithms and naturally extends to contextual combinatorial semi-bandits, leading to improved sample complexity guarantees for bandit multiclass list classification.




Bandit Task Assignment with Unknown Processing Time

Neural Information Processing Systems

This study considers a novel problem setting, referred to as bandit task assignment, that incorporates the processing time of each task in the bandit setting. In this problem setting, a player sequentially chooses a set of tasks to start so that the set of processing tasks satisfies a given combinatorial constraint. The reward and processing time for each task follow unknown distributions, values of which are revealed only after the task has been completed.


Hybrid Regret Bounds for Combinatorial Semi-Bandits and Adversarial Linear Bandits

Neural Information Processing Systems

This study aims to develop bandit algorithms that automatically exploit tendencies of certain environments to improve performance, without any prior knowledge regarding the environments. We first propose an algorithm for combinatorial semi-bandits with a hybrid regret bound that includes two main features: a bestof-three-worlds guarantee and multiple data-dependent regret bounds. The former means that the algorithm will work nearly optimally in all environments in an adversarial setting, a stochastic setting, or a stochastic setting with adversarial corruptions. The latter implies that, even if the environment is far from exhibiting stochastic behavior, the algorithm will perform better as long as the environment is "easy" in terms of certain metrics. The metrics w.r.t. the easiness referred to in this paper include cumulative loss for optimal actions, total quadratic variation of losses, and path-length of a loss sequence. We also show hybrid data-dependent regret bounds for adversarial linear bandits, which include a first path-length regret bound that is tight up to logarithmic factors.


Combinatorial semi-bandit with known covariance

Neural Information Processing Systems

The combinatorial stochastic semi-bandit problem is an extension of the classical multi-armed bandit problem in which an algorithm pulls more than one arm at each stage and the rewards of all pulled arms are revealed. One difference with the single arm variant is that the dependency structure of the arms is crucial. Previous works on this setting either used a worst-case approach or imposed independence of the arms. We introduce a way to quantify the dependency structure of the problem and design an algorithm that adapts to it. The algorithm is based on linear regression and the analysis develops techniques from the linear bandit literature. By comparing its performance to a new lower bound, we prove that it is optimal, up to a poly-logarithmic factor in the number of pulled arms.


Covariance-adapting algorithm for semi-bandits with application to sparse rewards

arXiv.org Machine Learning

We investigate stochastic combinatorial semi-bandits, where the entire joint distribution of outcomes impacts the complexity of the problem instance (unlike in the standard bandits). Typical distributions considered depend on specific parameter values, whose prior knowledge is required in theory but quite difficult to estimate in practice; an example is the commonly assumed sub-Gaussian family. We alleviate this issue by instead considering a new general family of sub-exponential distributions, which contains bounded and Gaussian ones. We prove a new lower bound on the expected regret on this family, that is parameterized by the unknown covariance matrix of outcomes, a tighter quantity than the sub-Gaussian matrix. We then construct an algorithm that uses covariance estimates, and provide a tight asymptotic analysis of the regret. Finally, we apply and extend our results to the family of sparse outcomes, which has applications in many recommender systems.