Goto

Collaborating Authors

 joint arm


Multiplayer Information Asymmetric Contextual Bandits

arXiv.org Artificial Intelligence

Single-player contextual bandits are a well-studied problem in reinforcement learning that has seen applications in various fields such as advertising, healthcare, and finance. In light of the recent work on \emph{information asymmetric} bandits \cite{chang2022online, chang2023online}, we propose a novel multiplayer information asymmetric contextual bandit framework where there are multiple players each with their own set of actions. At every round, they observe the same context vectors and simultaneously take an action from their own set of actions, giving rise to a joint action. However, upon taking this action the players are subjected to information asymmetry in (1) actions and/or (2) rewards. We designed an algorithm \texttt{LinUCB} by modifying the classical single-player algorithm \texttt{LinUCB} in \cite{chu2011contextual} to achieve the optimal regret $O(\sqrt{T})$ when only one kind of asymmetry is present. We then propose a novel algorithm \texttt{ETC} that is built on explore-then-commit principles to achieve the same optimal regret when both types of asymmetry are present.


Multiplayer Information Asymmetric Bandits in Metric Spaces

arXiv.org Machine Learning

In recent years the information asymmetric Lipschitz bandits In this paper we studied the Lipschitz bandit problem applied to the multiplayer information asymmetric problem studied in \cite{chang2022online, chang2023optimal}. More specifically we consider information asymmetry in rewards, actions, or both. We adopt the CAB algorithm given in \cite{kleinberg2004nearly} which uses a fixed discretization to give regret bounds of the same order (in the dimension of the action) space in all 3 problem settings. We also adopt their zooming algorithm \cite{ kleinberg2008multi}which uses an adaptive discretization and apply it to information asymmetry in rewards and information asymmetry in actions.


Finite-Time Frequentist Regret Bounds of Multi-Agent Thompson Sampling on Sparse Hypergraphs

arXiv.org Machine Learning

We study the multi-agent multi-armed bandit (MAMAB) problem, where $m$ agents are factored into $\rho$ overlapping groups. Each group represents a hyperedge, forming a hypergraph over the agents. At each round of interaction, the learner pulls a joint arm (composed of individual arms for each agent) and receives a reward according to the hypergraph structure. Specifically, we assume there is a local reward for each hyperedge, and the reward of the joint arm is the sum of these local rewards. Previous work introduced the multi-agent Thompson sampling (MATS) algorithm \citep{verstraeten2020multiagent} and derived a Bayesian regret bound. However, it remains an open problem how to derive a frequentist regret bound for Thompson sampling in this multi-agent setting. To address these issues, we propose an efficient variant of MATS, the $\epsilon$-exploring Multi-Agent Thompson Sampling ($\epsilon$-MATS) algorithm, which performs MATS exploration with probability $\epsilon$ while adopts a greedy policy otherwise. We prove that $\epsilon$-MATS achieves a worst-case frequentist regret bound that is sublinear in both the time horizon and the local arm size. We also derive a lower bound for this setting, which implies our frequentist regret upper bound is optimal up to constant and logarithm terms, when the hypergraph is sufficiently sparse. Thorough experiments on standard MAMAB problems demonstrate the superior performance and the improved computational efficiency of $\epsilon$-MATS compared with existing algorithms in the same setting.


Optimal Cooperative Multiplayer Learning Bandits with Noisy Rewards and No Communication

arXiv.org Machine Learning

We consider a cooperative multiplayer bandit learning problem where the players are only allowed to agree on a strategy beforehand, but cannot communicate during the learning process. In this problem, each player simultaneously selects an action. Based on the actions selected by all players, the team of players receives a reward. The actions of all the players are commonly observed. However, each player receives a noisy version of the reward which cannot be shared with other players. Since players receive potentially different rewards, there is an asymmetry in the information used to select their actions. In this paper, we provide an algorithm based on upper and lower confidence bounds that the players can use to select their optimal actions despite the asymmetry in the reward information. We show that this algorithm can achieve logarithmic $O(\frac{\log T}{\Delta_{\bm{a}}})$ (gap-dependent) regret as well as $O(\sqrt{T\log T})$ (gap-independent) regret. This is asymptotically optimal in $T$. We also show that it performs empirically better than the current state of the art algorithm for this environment.


Thompson Sampling for Factored Multi-Agent Bandits

arXiv.org Artificial Intelligence

Multi-agent coordination is prevalent in many real-world applications. However, such coordination is challenging due to its combinatorial nature. An important observation in this regard is that agents in the real world often only directly affect a limited set of neighboring agents. Leveraging such loose couplings among agents is key to making coordination in multi-agent systems feasible. In this work, we focus on learning to coordinate. Specifically, we consider the multi-agent multi-armed bandit framework, in which fully cooperative loosely-coupled agents must learn to coordinate their decisions to optimize a common objective. As opposed to in the planning setting, for learning methods it is challenging to establish theoretical guarantees. We propose multi-agent Thompson sampling (MATS), a new Bayesian exploration-exploitation algorithm that leverages loose couplings. We provide a regret bound that is sublinear in time and low-order polynomial in the highest number of actions of a single agent for sparse coordination graphs. Finally, we empirically show that MATS outperforms the state-of-the-art algorithm, MAUCE, on two synthetic benchmarks, a realistic wind farm control task, and a novel benchmark with Poisson distributions.