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 multi-armed bandit


Bandit Learning in General Open Multi-agent Systems

arXiv.org Machine Learning

Recent developments in digital platforms have highlighted the prevalence of open systems, where agents can arrive and depart over time. While bandit learning in open systems has recently received initial attention, existing work imposes structural assumptions that are frequently violated in practice. A learning paradigm for general open systems creates fresh challenges: newly arriving agents induce endogenous non-stationarity; agent patterns determine how quickly information accumulates; and new agents make regret scale further with the time horizon. To this end, we formulate a unified open-system bandit problem with general dynamics, including heterogeneous rewards and general agent patterns. We introduce new concepts to capture the inherent complexities: the \emph{pre-training degree} of new agents quantifies how much information an agent carries upon entry, \emph{stability} measures the impact of new agents on the system, and \emph{global dynamic regret} compares the cumulative expected reward of all active agents with that of the varying optimal arms. We develop certified global-UCB learning methodologies with provable guarantees. Our regret bounds reveal that entry uncertainty enters linearly via the pre-training degree, while in stable regimes, regret is governed by the time needed to identify a persistent optimal arm, as well as by the agent patterns. We further show that these dependencies are tight via lower bounds in hard instances.


On the Optimal Sample Complexity of Offline Multi-Armed Bandits with KL Regularization

arXiv.org Machine Learning

Kullback-Leibler (KL) regularization is widely used in offline decision-making and offers several benefits, motivating recent work on the sample complexity of offline learning with respect to KL-regularized performance metrics. Nevertheless, the exact sample complexity of KL-regularized offline learning remains largely from fully characterized. In this paper, we study this question in the setting of multi-armed bandits (MABs). We provide a sharp analysis of KL-PCB (Zhao et al., 2026), showing that it achieves a sample complexity of $\tilde{O}(ฮทSAC^{ฯ€^*}/ฮต)$ under large regularization $ฮท= \tilde{O}(ฮต^{-1})$, and a sample complexity of $\tildeฮฉ(SAC^{ฯ€^*}/ฮต^2)$ under small regularization $ฮท= \tildeฮฉ(ฮต^{-1})$, where $ฮท$ is the regularization parameter, $S$ is the number of contexts, $A$ is the number of arms, $C^{ฯ€^*}$ policy coverage coefficient at the optimal policy $ฯ€^*$, $ฮต$ is the desired sub-optimality, and $\tilde{O}$ and $\tildeฮฉ$ hide all poly-logarithmic factors. We further provide a pair of sharper sample complexity lower bounds, which matches the upper bounds over the entire range of regularization strengths. Overall, our results provide a nearly complete characterization of offline multi-armed bandits with KL regularization.


BanditPAM++: Faster k-medoids Clustering

Neural Information Processing Systems

Clustering is a fundamental task in data science with wide-ranging applications. In k-medoids clustering, cluster centers must be actual datapoints and arbitrary distance metrics may be used; these features allow for greater interpretability of the cluster centers and the clustering of exotic objects in k-medoids clustering, respectively.


Statistical and Computational Trade-off in Multi-Agent Multi-Armed Bandits

Neural Information Processing Systems

We study the problem of regret minimization in Multi-Agent Multi-Armed Bandits (MAMABs) where the rewards are defined through a factor graph. We derive an instance-specific regret lower bound and characterize the minimal expected number of times each global action should be explored. This bound and the corresponding optimal exploration process are obtained by solving a combinatorial optimization problem whose set of variables and constraints exponentially grow with the number of agents, and cannot be exploited in the design of efficient algorithms. Inspired by Mean Field approximation techniques used in graphical models, we provide simple upper bounds of the regret lower bound. The corresponding optimization problems have a reduced number of variables and constraints. By tuning the latter, we may explore the trade-off between the achievable regret and the complexity of computing the corresponding exploration process. We devise Efficient Sampling for MAMAB (ESM), an algorithm whose regret asymptotically matches the approximated lower bounds. The regret and computational complexity of ESM are assessed numerically, using both synthetic and real-world experiments in radio communications networks.



Parallelizing Thompson Sampling

Neural Information Processing Systems

How can we make use of information parallelism in online decision making problems while efficiently balancing the exploration-exploitation trade-off? In this paper, we introduce a batch Thompson Sampling framework for two canonical online decision making problems, namely, stochastic multi-arm bandit and linear contextual bandit with finitely many arms. Over a time horizon T, our batch Thompson Sampling policy achieves the same (asymptotic) regret bound of a fully sequential one while carrying out only O(log T) batch queries. To achieve this exponential reduction, i.e., reducing the number of interactions from T to O(log T), our batch policy dynamically determines the duration of each batch in order to balance the exploration-exploitation trade-off. We also demonstrate experimentally that dynamic batch allocation dramatically outperforms natural baselines such as static batch allocations.


Bandit Social Learning under Myopic Behavior

Neural Information Processing Systems

We study social learning dynamics motivated by reviews on online platforms. The agents collectively follow a simple multi-armed bandit protocol, but each agent acts myopically, without regards to exploration. We allow a wide range of myopic behaviors that are consistent with (parameterized) confidence intervals for the arms' expected rewards. We derive stark exploration failures for any such behavior, and provide matching positive results. As a special case, we obtain the first general results on failure of the greedy algorithm in bandits, thus providing a theoretical foundation for why bandit algorithms should explore.1


Cooperative Stochastic Bandits with Asynchronous Agents and Constrained Feedback

Neural Information Processing Systems

Motivated by the scenario of large-scale learning in distributed systems, this paper studies a scenario where M agents cooperate together to solve the same instance of a K-armed stochastic bandit problem. The agents have limited access to a local subset of arms and are asynchronous with different gaps between decision-making rounds. The goal is to find the global optimal arm, and agents are able to pull any arm; however, they can only observe the reward when the selected arm is local. The challenge is a tradeoff for agents between pulling a local arm with observable feedback or pulling external arms without feedback and relying on others' observations that occur at different rates. We propose AAE-LCB, a two-stage algorithm that prioritizes pulling local arms following an active arm elimination policy and switches to other arms only if all local arms are dominated by some external arms. We analyze the regret of AAE-LCBand show it matches the regret lower bound up to a small factor.


NeurIPS2021_ImperfectCommmunicationBandits

Neural Information Processing Systems

The cooperative bandit problem is increasingly becoming relevant due to its applications in large-scale decision-making. However, most research for this problem focuses exclusively on the setting with perfect communication, whereas in most real-world distributed settings, communication is often over stochastic networks, with arbitrary corruptions and delays. In this paper, we study cooperative bandit learning under three typical real-world communication scenarios, namely, (a) message-passing over stochastic time-varying networks, (b) instantaneous rewardsharing over a network with random delays, and (c) message-passing with adversarially corrupted rewards, including byzantine communication. For each of these environments, we propose decentralized algorithms that achieve competitive performance, along with near-optimal guarantees on the incurred group regret as well. Furthermore, in the setting with perfect communication, we present an improved delayed-update algorithm that outperforms the existing state-of-the-art on various network topologies.