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Bandit Algorithms by Tor Lattimore

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1Linear Bandit Algorithms Using The Bootstrap

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This study presents two new algorithms for solving linear stochastic bandit problems. The proposed methods use an approach from non-parametric statistics called bootstrapping to create confidence bounds. This is achieved without making any assumptions about the distribution of noise in the underlying system. We present the X-Random and X-Fixed bootstrap bandits which correspond to the two well-known approaches for conducting bootstraps on models, in the literature. The proposed methods are compared to other popular solutions for linear stochastic bandit problems, namely, OFUL, LinUCB and Thompson Sampling. The comparisons are carried out using a simulation study on a hierarchical probability meta-model, built from published data of experiments, which are run on real systems. The model representing the response surfaces is conceptualized as a Bayesian Network which is presented with varying degrees of noise for the simulations. One of the proposed methods, X-Random bootstrap, performs better than the baselines in-terms of cumulative regret across various degrees of noise and different number of trials. In certain settings the cumulative regret of this method is less than half of the best baseline. The X-Fixed bootstrap performs comparably in most situations and particularly well when the number of trials is low. The study concludes that these algorithms could be a preferred alternative for solving linear bandit problems, especially when the distribution of the noise in the system is unknown.

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2Approximation Algorithms For Restless Bandit Problems

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The restless bandit problem is one of the most well-studied generalizations of the celebrated stochastic multi-armed bandit problem in decision theory. In its ultimate generality, the restless bandit problem is known to be PSPACE-Hard to approximate to any non-trivial factor, and little progress has been made despite its importance in modeling activity allocation under uncertainty. We consider a special case that we call Feedback MAB, where the reward obtained by playing each of n independent arms varies according to an underlying on/off Markov process whose exact state is only revealed when the arm is played. The goal is to design a policy for playing the arms in order to maximize the infinite horizon time average expected reward. This problem is also an instance of a Partially Observable Markov Decision Process (POMDP), and is widely studied in wireless scheduling and unmanned aerial vehicle (UAV) routing. Unlike the stochastic MAB problem, the Feedback MAB problem does not admit to greedy index-based optimal policies. We develop a novel and general duality-based algorithmic technique that yields a surprisingly simple and intuitive 2+epsilon-approximate greedy policy to this problem. We then define a general sub-class of restless bandit problems that we term Monotone bandits, for which our policy is a 2-approximation. Our technique is robust enough to handle generalizations of these problems to incorporate various side-constraints such as blocking plays and switching costs. This technique is also of independent interest for other restless bandit problems. By presenting the first (and efficient) O(1) approximations for non-trivial instances of restless bandits as well as of POMDPs, our work initiates the study of approximation algorithms in both these contexts.

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  • Title: ➤  Approximation Algorithms For Restless Bandit Problems
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3Correlated Multiarmed Bandit Problem: Bayesian Algorithms And Regret Analysis

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We consider the correlated multiarmed bandit (MAB) problem in which the rewards associated with each arm are modeled by a multivariate Gaussian random variable, and we investigate the influence of the assumptions in the Bayesian prior on the performance of the upper credible limit (UCL) algorithm and a new correlated UCL algorithm. We rigorously characterize the influence of accuracy, confidence, and correlation scale in the prior on the decision-making performance of the algorithms. Our results show how priors and correlation structure can be leveraged to improve performance.

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4Cold-start Problems In Recommendation Systems Via Contextual-bandit Algorithms

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In this paper, we study a cold-start problem in recommendation systems where we have completely new users entered the systems. There is not any interaction or feedback of the new users with the systems previoustly, thus no ratings are available. Trivial approaches are to select ramdom items or the most popular ones to recommend to the new users. However, these methods perform poorly in many case. In this research, we provide a new look of this cold-start problem in recommendation systems. In fact, we cast this cold-start problem as a contextual-bandit problem. No additional information on new users and new items is needed. We consider all the past ratings of previous users as contextual information to be integrated into the recommendation framework. To solve this type of the cold-start problems, we propose a new efficient method which is based on the LinUCB algorithm for contextual-bandit problems. The experiments were conducted on three different publicly-available data sets, namely Movielens, Netflix and Yahoo!Music. The new proposed methods were also compared with other state-of-the-art techniques. Experiments showed that our new method significantly improves upon all these methods.

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5Improving Offline Evaluation Of Contextual Bandit Algorithms Via Bootstrapping Techniques

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In many recommendation applications such as news recommendation, the items that can be rec- ommended come and go at a very fast pace. This is a challenge for recommender systems (RS) to face this setting. Online learning algorithms seem to be the most straight forward solution. The contextual bandit framework was introduced for that very purpose. In general the evaluation of a RS is a critical issue. Live evaluation is of- ten avoided due to the potential loss of revenue, hence the need for offline evaluation methods. Two options are available. Model based meth- ods are biased by nature and are thus difficult to trust when used alone. Data driven methods are therefore what we consider here. Evaluat- ing online learning algorithms with past data is not simple but some methods exist in the litera- ture. Nonetheless their accuracy is not satisfac- tory mainly due to their mechanism of data re- jection that only allow the exploitation of a small fraction of the data. We precisely address this issue in this paper. After highlighting the limita- tions of the previous methods, we present a new method, based on bootstrapping techniques. This new method comes with two important improve- ments: it is much more accurate and it provides a measure of quality of its estimation. The latter is a highly desirable property in order to minimize the risks entailed by putting online a RS for the first time. We provide both theoretical and ex- perimental proofs of its superiority compared to state-of-the-art methods, as well as an analysis of the convergence of the measure of quality.

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6Algorithms For Multi-armed Bandit Problems

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Although many algorithms for the multi-armed bandit problem are well-understood theoretically, empirical confirmation of their effectiveness is generally scarce. This paper presents a thorough empirical study of the most popular multi-armed bandit algorithms. Three important observations can be made from our results. Firstly, simple heuristics such as epsilon-greedy and Boltzmann exploration outperform theoretically sound algorithms on most settings by a significant margin. Secondly, the performance of most algorithms varies dramatically with the parameters of the bandit problem. Our study identifies for each algorithm the settings where it performs well, and the settings where it performs poorly. Thirdly, the algorithms' performance relative each to other is affected only by the number of bandit arms and the variance of the rewards. This finding may guide the design of subsequent empirical evaluations. In the second part of the paper, we turn our attention to an important area of application of bandit algorithms: clinical trials. Although the design of clinical trials has been one of the principal practical problems motivating research on multi-armed bandits, bandit algorithms have never been evaluated as potential treatment allocation strategies. Using data from a real study, we simulate the outcome that a 2001-2002 clinical trial would have had if bandit algorithms had been used to allocate patients to treatments. We find that an adaptive trial would have successfully treated at least 50% more patients, while significantly reducing the number of adverse effects and increasing patient retention. At the end of the trial, the best treatment could have still been identified with a high level of statistical confidence. Our findings demonstrate that bandit algorithms are attractive alternatives to current adaptive treatment allocation strategies.

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7Online Algorithms For The Multi-Armed Bandit Problem With Markovian Rewards

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We consider the classical multi-armed bandit problem with Markovian rewards. When played an arm changes its state in a Markovian fashion while it remains frozen when not played. The player receives a state-dependent reward each time it plays an arm. The number of states and the state transition probabilities of an arm are unknown to the player. The player's objective is to maximize its long-term total reward by learning the best arm over time. We show that under certain conditions on the state transition probabilities of the arms, a sample mean based index policy achieves logarithmic regret uniformly over the total number of trials. The result shows that sample mean based index policies can be applied to learning problems under the rested Markovian bandit model without loss of optimality in the order. Moreover, comparision between Anantharam's index policy and UCB shows that by choosing a small exploration parameter UCB can have a smaller regret than Anantharam's index policy.

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8Bandit Algorithms For Tree Search

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Bandit based methods for tree search have recently gained popularity when applied to huge trees, e.g. in the game of go (Gelly et al., 2006). The UCT algorithm (Kocsis and Szepesvari, 2006), a tree search method based on Upper Confidence Bounds (UCB) (Auer et al., 2002), is believed to adapt locally to the effective smoothness of the tree. However, we show that UCT is too ``optimistic'' in some cases, leading to a regret O(exp(exp(D))) where D is the depth of the tree. We propose alternative bandit algorithms for tree search. First, a modification of UCT using a confidence sequence that scales exponentially with the horizon depth is proven to have a regret O(2^D \sqrt{n}), but does not adapt to possible smoothness in the tree. We then analyze Flat-UCB performed on the leaves and provide a finite regret bound with high probability. Then, we introduce a UCB-based Bandit Algorithm for Smooth Trees which takes into account actual smoothness of the rewards for performing efficient ``cuts'' of sub-optimal branches with high confidence. Finally, we present an incremental tree search version which applies when the full tree is too big (possibly infinite) to be entirely represented and show that with high probability, essentially only the optimal branches is indefinitely developed. We illustrate these methods on a global optimization problem of a Lipschitz function, given noisy data.

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9The Max $K$-Armed Bandit: PAC Lower Bounds And Efficient Algorithms

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We consider the Max $K$-Armed Bandit problem, where a learning agent is faced with several stochastic arms, each a source of i.i.d. rewards of unknown distribution. At each time step the agent chooses an arm, and observes the reward of the obtained sample. Each sample is considered here as a separate item with the reward designating its value, and the goal is to find an item with the highest possible value. Our basic assumption is a known lower bound on the {\em tail function} of the reward distributions. Under the PAC framework, we provide a lower bound on the sample complexity of any $(\epsilon,\delta)$-correct algorithm, and propose an algorithm that attains this bound up to logarithmic factors. We analyze the robustness of the proposed algorithm and in addition, we compare the performance of this algorithm to the variant in which the arms are not distinguishable by the agent and are chosen randomly at each stage. Interestingly, when the maximal rewards of the arms happen to be similar, the latter approach may provide better performance.

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10Adaptive Crowdsourcing Algorithms For The Bandit Survey Problem

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Very recently crowdsourcing has become the de facto platform for distributing and collecting human computation for a wide range of tasks and applications such as information retrieval, natural language processing and machine learning. Current crowdsourcing platforms have some limitations in the area of quality control. Most of the effort to ensure good quality has to be done by the experimenter who has to manage the number of workers needed to reach good results. We propose a simple model for adaptive quality control in crowdsourced multiple-choice tasks which we call the \emph{bandit survey problem}. This model is related to, but technically different from the well-known multi-armed bandit problem. We present several algorithms for this problem, and support them with analysis and simulations. Our approach is based in our experience conducting relevance evaluation for a large commercial search engine.

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11Adaptive Contract Design For Crowdsourcing Markets: Bandit Algorithms For Repeated Principal-Agent Problems

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Crowdsourcing markets have emerged as a popular platform for matching available workers with tasks to complete. The payment for a particular task is typically set by the task's requester, and may be adjusted based on the quality of the completed work, for example, through the use of "bonus" payments. In this paper, we study the requester's problem of dynamically adjusting quality-contingent payments for tasks. We consider a multi-round version of the well-known principal-agent model, whereby in each round a worker makes a strategic choice of the effort level which is not directly observable by the requester. In particular, our formulation significantly generalizes the budget-free online task pricing problems studied in prior work. We treat this problem as a multi-armed bandit problem, with each "arm" representing a potential contract. To cope with the large (and in fact, infinite) number of arms, we propose a new algorithm, AgnosticZooming, which discretizes the contract space into a finite number of regions, effectively treating each region as a single arm. This discretization is adaptively refined, so that more promising regions of the contract space are eventually discretized more finely. We analyze this algorithm, showing that it achieves regret sublinear in the time horizon and substantially improves over non-adaptive discretization (which is the only competing approach in the literature). Our results advance the state of art on several different topics: the theory of crowdsourcing markets, principal-agent problems, multi-armed bandits, and dynamic pricing.

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12Unbiased Offline Evaluation Of Contextual-bandit-based News Article Recommendation Algorithms

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Contextual bandit algorithms have become popular for online recommendation systems such as Digg, Yahoo! Buzz, and news recommendation in general. \emph{Offline} evaluation of the effectiveness of new algorithms in these applications is critical for protecting online user experiences but very challenging due to their "partial-label" nature. Common practice is to create a simulator which simulates the online environment for the problem at hand and then run an algorithm against this simulator. However, creating simulator itself is often difficult and modeling bias is usually unavoidably introduced. In this paper, we introduce a \emph{replay} methodology for contextual bandit algorithm evaluation. Different from simulator-based approaches, our method is completely data-driven and very easy to adapt to different applications. More importantly, our method can provide provably unbiased evaluations. Our empirical results on a large-scale news article recommendation dataset collected from Yahoo! Front Page conform well with our theoretical results. Furthermore, comparisons between our offline replay and online bucket evaluation of several contextual bandit algorithms show accuracy and effectiveness of our offline evaluation method.

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13The Max $K$-Armed Bandit: A PAC Lower Bound And Tighter Algorithms

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We consider the Max $K$-Armed Bandit problem, where a learning agent is faced with several sources (arms) of items (rewards), and interested in finding the best item overall. At each time step the agent chooses an arm, and obtains a random real valued reward. The rewards of each arm are assumed to be i.i.d., with an unknown probability distribution that generally differs among the arms. Under the PAC framework, we provide lower bounds on the sample complexity of any $(\epsilon,\delta)$-correct algorithm, and propose algorithms that attain this bound up to logarithmic factors. We compare the performance of this multi-arm algorithms to the variant in which the arms are not distinguishable by the agent and are chosen randomly at each stage. Interestingly, when the maximal rewards of the arms happen to be similar, the latter approach may provide better performance.

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14Bandit Algorithms

ilan bijan chimpanzee

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15Regret Bounds For Narendra-Shapiro Bandit Algorithms

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Narendra-Shapiro (NS) algorithms are bandit-type algorithms that have been introduced in the sixties (with a view to applications in Psychology or learning automata), whose convergence has been intensively studied in the stochastic algorithm literature. In this paper, we adress the following question: are the Narendra-Shapiro (NS) bandit algorithms competitive from a \textit{regret} point of view? In our main result, we show that some competitive bounds can be obtained for such algorithms in their penalized version (introduced in \cite{Lamberton_Pages}). More precisely, up to an over-penalization modification, the pseudo-regret $\bar{R}_n$ related to the penalized two-armed bandit algorithm is uniformly bounded by $C \sqrt{n}$ (where $C$ is made explicit in the paper). \noindent We also generalize existing convergence and rates of convergence results to the multi-armed case of the over-penalized bandit algorithm, including the convergence toward the invariant measure of a Piecewise Deterministic Markov Process (PDMP) after a suitable renormalization. Finally, ergodic properties of this PDMP are given in the multi-armed case.

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16Greedy Methods, Randomization Approaches And Multi-arm Bandit Algorithms For Efficient Sparsity-constrained Optimization

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Several sparsity-constrained algorithms such as Orthogonal Matching Pursuit or the Frank-Wolfe algorithm with sparsity constraints work by iteratively selecting a novel atom to add to the current non-zero set of variables. This selection step is usually performed by computing the gradient and then by looking for the gradient component with maximal absolute entry. This step can be computationally expensive especially for large-scale and high-dimensional data. In this work, we aim at accelerating these sparsity-constrained optimization algorithms by exploiting the key observation that, for these algorithms to work, one only needs the coordinate of the gradient's top entry. Hence, we introduce algorithms based on greedy methods and randomization approaches that aim at cheaply estimating the gradient and its top entry. Another of our contribution is to cast the problem of finding the best gradient entry as a best arm identification in a multi-armed bandit problem. Owing to this novel insight, we are able to provide a bandit-based algorithm that directly estimates the top entry in a very efficient way. Theoretical observations stating that the resulting inexact Frank-Wolfe or Orthogonal Matching Pursuit algorithms act, with high probability, similarly to their exact versions are also given. We have carried out several experiments showing that the greedy deterministic and the bandit approaches we propose can achieve an acceleration of an order of magnitude while being as efficient as the exact gradient when used in algorithms such as OMP, Frank-Wolfe or CoSaMP.

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17Contextual Bandit Algorithms With Supervised Learning Guarantees

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We address the problem of learning in an online, bandit setting where the learner must repeatedly select among $K$ actions, but only receives partial feedback based on its choices. We establish two new facts: First, using a new algorithm called Exp4.P, we show that it is possible to compete with the best in a set of $N$ experts with probability $1-\delta$ while incurring regret at most $O(\sqrt{KT\ln(N/\delta)})$ over $T$ time steps. The new algorithm is tested empirically in a large-scale, real-world dataset. Second, we give a new algorithm called VE that competes with a possibly infinite set of policies of VC-dimension $d$ while incurring regret at most $O(\sqrt{T(d\ln(T) + \ln (1/\delta))})$ with probability $1-\delta$. These guarantees improve on those of all previous algorithms, whether in a stochastic or adversarial environment, and bring us closer to providing supervised learning type guarantees for the contextual bandit setting.

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