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 combinatorial multi-armed bandit



Automated Quantum Circuit Design with Nested Monte Carlo Tree Search

arXiv.org Artificial Intelligence

Quantum algorithms based on variational approaches are one of the most promising methods to construct quantum solutions and have found a myriad of applications in the last few years. Despite the adaptability and simplicity, their scalability and the selection of suitable ans\"atzs remain key challenges. In this work, we report an algorithmic framework based on nested Monte-Carlo Tree Search (MCTS) coupled with the combinatorial multi-armed bandit (CMAB) model for the automated design of quantum circuits. Through numerical experiments, we demonstrated our algorithm applied to various kinds of problems, including the ground energy problem in quantum chemistry, quantum optimisation on a graph, solving systems of linear equations, and finding encoding circuit for quantum error detection codes. Compared to the existing approaches, the results indicate that our circuit design algorithm can explore larger search spaces and optimise quantum circuits for larger systems, showing both versatility and scalability.


Combinatorial Multi-armed Bandits for Resource Allocation

arXiv.org Machine Learning

We study the sequential resource allocation problem where a decision maker repeatedly allocates budgets between resources. Motivating examples include allocating limited computing time or wireless spectrum bands to multiple users (i.e., resources). At each timestep, the decision maker should distribute its available budgets among different resources to maximize the expected reward, or equivalently to minimize the cumulative regret. In doing so, the decision maker should learn the value of the resources allocated for each user from feedback on each user's received reward. For example, users may send messages of different urgency over wireless spectrum bands; the reward generated by allocating spectrum to a user then depends on the message's urgency. We assume each user's reward follows a random process that is initially unknown. We design combinatorial multi-armed bandit algorithms to solve this problem with discrete or continuous budgets. We prove the proposed algorithms achieve logarithmic regrets under semi-bandit feedback.


Tight Lower Bounds for Combinatorial Multi-Armed Bandits

arXiv.org Machine Learning

The Combinatorial Multi-Armed Bandit problem is a sequential decision-making problem in which an agent selects a set of arms on each round, observes feedback for each of these arms and aims to maximize a known reward function of the arms it chose. While previous work proved regret upper bounds in this setting for general reward functions, only a few works provided matching lower bounds, all for specific reward functions. In this work, we prove regret lower bounds for combinatorial bandits that hold under mild assumptions for all smooth reward functions. We derive both problem-dependent and problem-independent bounds and show that the recently proposed Giniweighted smoothness parameter (Merlis and Mannor, 2019) also determines the lower bounds for monotone reward functions. Notably, this implies that our lower bounds are tight up to log-factors.


Thompson Sampling for Combinatorial Multi-armed Bandit with Probabilistically Triggered Arms

arXiv.org Machine Learning

We analyze the regret of combinatorial Thompson sampling (CTS) for the combinatorial multi-armed bandit with probabilistically triggered arms under the semi-bandit feedback setting. We assume that the learner has access to an exact optimization oracle but does not know the expected base arm outcomes beforehand. When the expected reward function is Lipschitz continuous in the expected base arm outcomes, we derive $O(\sum_{i =1}^m \log T / (p_i \Delta_i))$ regret bound for CTS, where $m$ denotes the number of base arms, $p_i$ denotes the minimum non-zero triggering probability of base arm $i$ and $\Delta_i$ denotes the minimum suboptimality gap of base arm $i$. We also show that CTS outperforms combinatorial upper confidence bound (CUCB) via numerical experiments.


Combinatorial Multi-armed Bandit with Probabilistically Triggered Arms: A Case with Bounded Regret

arXiv.org Machine Learning

In this paper, we study the combinatorial multi-armed bandit problem (CMAB) with probabilistically triggered arms (PTAs). Under the assumption that the arm triggering probabilities (ATPs) are positive for all arms, we prove that a class of upper confidence bound (UCB) policies, named Combinatorial UCB with exploration rate $\kappa$ (CUCB-$\kappa$), and Combinatorial Thompson Sampling (CTS), which estimates the expected states of the arms via Thompson sampling, achieve bounded regret. In addition, we prove that CUCB-$0$ and CTS incur $O(\sqrt{T})$ gap-independent regret. These results improve the results in previous works, which show $O(\log T)$ gap-dependent and $O(\sqrt{T\log T})$ gap-independent regrets, respectively, under no assumptions on the ATPs. Then, we numerically evaluate the performance of CUCB-$\kappa$ and CTS in a real-world movie recommendation problem, where the actions correspond to recommending a set of movies, the arms correspond to the edges between the movies and the users, and the goal is to maximize the total number of users that are attracted by at least one movie. Our numerical results complement our theoretical findings on bounded regret. Apart from this problem, our results also directly apply to the online influence maximization (OIM) problem studied in numerous prior works.


Combinatorial Multi-Armed Bandits with Filtered Feedback

arXiv.org Machine Learning

Motivated by problems in search and detection we present a solution to a Combinatorial Multi-Armed Bandit (CMAB) problem with both heavy-tailed reward distributions and a new class of feedback, filtered semibandit feedback. In a CMAB problem an agent pulls a combination of arms from a set $\{1,...,k\}$ in each round, generating random outcomes from probability distributions associated with these arms and receiving an overall reward. Under semibandit feedback it is assumed that the random outcomes generated are all observed. Filtered semibandit feedback allows the outcomes that are observed to be sampled from a second distribution conditioned on the initial random outcomes. This feedback mechanism is valuable as it allows CMAB methods to be applied to sequential search and detection problems where combinatorial actions are made, but the true rewards (number of objects of interest appearing in the round) are not observed, rather a filtered reward (the number of objects the searcher successfully finds, which must by definition be less than the number that appear). We present an upper confidence bound type algorithm, Robust-F-CUCB, and associated regret bound of order $\mathcal{O}(\ln(n))$ to balance exploration and exploitation in the face of both filtering of reward and heavy tailed reward distributions.


Combinatorial Multi-armed Bandits for Real-Time Strategy Games

Journal of Artificial Intelligence Research

Games with large branching factors pose a significant challenge for game tree search algorithms. In this paper, we address this problem with a sampling strategy for Monte Carlo Tree Search (MCTS) algorithms called "naive sampling", based on a variant of the Multi-armed Bandit problem called "Combinatorial Multi-armed Bandits" (CMAB). We analyze the theoretical properties of several variants of naive sampling, and empirically compare it against the other existing strategies in the literature for CMABs. We then evaluate these strategies in the context of real-time strategy (RTS) games, a genre of computer games characterized by their very large branching factors. Our results show that as the branching factor grows, naive sampling outperforms the other sampling strategies.