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Few Batches or Little Memory, But Not Both: Simultaneous Space and Adaptivity Constraints in Stochastic Bandits

Huang, Ruiyuan, Lyu, Zicheng, Zhu, Xiaoyi, Huang, Zengfeng

arXiv.org Machine Learning

We study stochastic multi-armed bandits under simultaneous constraints on space and adaptivity: the learner interacts with the environment in $B$ batches and has only $W$ bits of persistent memory. Prior work shows that each constraint alone is surprisingly mild: near-minimax regret $\widetilde{O}(\sqrt{KT})$ is achievable with $O(\log T)$ bits of memory under fully adaptive interaction, and with a $K$-independent $O(\log\log T)$-type number of batches when memory is unrestricted. We show that this picture breaks down in the simultaneously constrained regime. We prove that any algorithm with a $W$-bit memory constraint must use at least $Ω(K/W)$ batches to achieve near-minimax regret $\widetilde{O}(\sqrt{KT})$, even under adaptive grids. In particular, logarithmic memory rules out $O(K^{1-\varepsilon})$ batch complexity. Our proof is based on an information bottleneck. We show that near-minimax regret forces the learner to acquire $Ω(K)$ bits of information about the hidden set of good arms under a suitable hard prior, whereas an algorithm with $B$ batches and $W$ bits of memory allows only $O(BW)$ bits of information. A key ingredient is a localized change-of-measure lemma that yields probability-level arm exploration guarantees, which is of independent interest. We also give an algorithm that, for any bit budget $W$ with $Ω(\log T) \le W \le O(K\log T)$, uses at most $W$ bits of memory and $\widetilde{O}(K/W)$ batches while achieving regret $\widetilde{O}(\sqrt{KT})$, nearly matching our lower bound up to polylogarithmic factors.





Finding All-Good Arms in Stochastic Bandits

Neural Information Processing Systems

As an example, we consider the New Y orker Cartoon Caption Contest (NYCCC) . Each week, contestants submit thousands of supposedly funny captions for a cartoon (see Appendix A), which are rated from 1 (unfunny) to 3 (funny) through a crowdsourcing process.


An Adaptive Approach for Infinitely Many-armed Bandits under Generalized Rotting Constraints

Kim, Jung-hun, Vojnovic, Milan, Yun, Se-Young

arXiv.org Machine Learning

In this study, we consider the infinitely many-armed bandit problems in a rested rotting setting, where the mean reward of an arm may decrease with each pull, while otherwise, it remains unchanged. We explore two scenarios regarding the rotting of rewards: one in which the cumulative amount of rotting is bounded by $V_T$, referred to as the slow-rotting case, and the other in which the cumulative number of rotting instances is bounded by $S_T$, referred to as the abrupt-rotting case. To address the challenge posed by rotting rewards, we introduce an algorithm that utilizes UCB with an adaptive sliding window, designed to manage the bias and variance trade-off arising due to rotting rewards. Our proposed algorithm achieves tight regret bounds for both slow and abrupt rotting scenarios. Lastly, we demonstrate the performance of our algorithm using numerical experiments.


lil'HDoC: An Algorithm for Good Arm Identification under Small Threshold Gap

Tsai, Tzu-Hsien, Tsai, Yun-Da, Lin, Shou-De

arXiv.org Artificial Intelligence

Good arm identification (GAI) is a pure-exploration bandit problem in which a single learner outputs an arm as soon as it is identified as a good arm. A good arm is defined as an arm with an expected reward greater than or equal to a given threshold. This paper focuses on the GAI problem under a small threshold gap, which refers to the distance between the expected rewards of arms and the given threshold. We propose a new algorithm called lil'HDoC to significantly improve the total sample complexity of the HDoC algorithm. We demonstrate that the sample complexity of the first $\lambda$ output arm in lil'HDoC is bounded by the original HDoC algorithm, except for one negligible term, when the distance between the expected reward and threshold is small. Extensive experiments confirm that our algorithm outperforms the state-of-the-art algorithms in both synthetic and real-world datasets.


An Anytime Algorithm for Good Arm Identification

Jourdan, Marc, Réda, Clémence

arXiv.org Machine Learning

In good arm identification (GAI), the goal is to identify one arm whose average performance exceeds a given threshold, referred to as good arm, if it exists. Few works have studied GAI in the fixed-budget setting, when the sampling budget is fixed beforehand, or the anytime setting, when a recommendation can be asked at any time. We propose APGAI, an anytime and parameter-free sampling rule for GAI in stochastic bandits. APGAI can be straightforwardly used in fixed-confidence and fixed-budget settings. First, we derive upper bounds on its probability of error at any time. They show that adaptive strategies are more efficient in detecting the absence of good arms than uniform sampling. Second, when APGAI is combined with a stopping rule, we prove upper bounds on the expected sampling complexity, holding at any confidence level. Finally, we show good empirical performance of APGAI on synthetic and real-world data. Our work offers an extensive overview of the GAI problem in all settings.


Differential Good Arm Identification

Tsai, Yun-Da, Tsai, Tzu-Hsien, Lin, Shou-De

arXiv.org Artificial Intelligence

This paper targets a variant of the stochastic multi-armed bandit problem called good arm identification (GAI). GAI is a pure-exploration bandit problem with the goal to output as many good arms using as few samples as possible, where a good arm is defined as an arm whose expected reward is greater than a given threshold. In this work, we propose DGAI - a differentiable good arm identification algorithm to improve the sample complexity of the state-of-the-art HDoC algorithm in a data-driven fashion. We also showed that the DGAI can further boost the performance of a general multi-arm bandit (MAB) problem given a threshold as a prior knowledge to the arm set. Extensive experiments confirm that our algorithm outperform the baseline algorithms significantly in both synthetic and real world datasets for both GAI and MAB tasks.


Rotting infinitely many-armed bandits

Kim, Jung-hun, Vojnovic, Milan, Yun, Se-Young

arXiv.org Machine Learning

We consider the infinitely many-armed bandit problem with rotting rewards, where the mean reward of an arm decreases at each pull of the arm according to an arbitrary trend with maximum rotting rate $\varrho=o(1)$. We show that this learning problem has an $\Omega(\max\{\varrho^{1/3}T,\sqrt{T}\})$ worst-case regret lower bound where $T$ is the horizon time. We show that a matching upper bound $\tilde{O}(\max\{\varrho^{1/3}T,\sqrt{T}\})$, up to a poly-logarithmic factor, can be achieved by an algorithm that uses a UCB index for each arm and a threshold value to decide whether to continue pulling an arm or remove the arm from further consideration, when the algorithm knows the value of the maximum rotting rate $\varrho$. We also show that an $\tilde{O}(\max\{\varrho^{1/3}T,T^{3/4}\})$ regret upper bound can be achieved by an algorithm that does not know the value of $\varrho$, by using an adaptive UCB index along with an adaptive threshold value.