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Competing Bandits: Learning under Competition

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 Added by Zhiwei Steven Wu
 Publication date 2017
and research's language is English




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Most modern systems strive to learn from interactions with users, and many engage in exploration: making potentially suboptimal choices for the sake of acquiring new information. We initiate a study of the interplay between exploration and competition--how such systems balance the exploration for learning and the competition for users. Here the users play three distinct roles: they are customers that generate revenue, they are sources of data for learning, and they are self-interested agents which choose among the competing systems. In our model, we consider competition between two multi-armed bandit algorithms faced with the same bandit instance. Users arrive one by one and choose among the two algorithms, so that each algorithm makes progress if and only if it is chosen. We ask whether and to what extent competition incentivizes the adoption of better bandit algorithms. We investigate this issue for several models of user response, as we vary the degree of rationality and competitiveness in the model. Our findings are closely related to the competition vs. innovation relationship, a well-studied theme in economics.



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Most online platforms strive to learn from interactions with users, and many engage in exploration: making potentially suboptimal choices for the sake of acquiring new information. We study the interplay between exploration and competition: how such platforms balance the exploration for learning and the competition for users. Here users play three distinct roles: they are customers that generate revenue, they are sources of data for learning, and they are self-interested agents which choose among the competing platforms. We consider a stylized duopoly model in which two firms face the same multi-armed bandit problem. Users arrive one by one and choose between the two firms, so that each firm makes progress on its bandit problem only if it is chosen. Through a mix of theoretical results and numerical simulations, we study whether and to what extent competition incentivizes the adoption of better bandit algorithms, and whether it leads to welfare increases for users. We find that stark competition induces firms to commit to a greedy bandit algorithm that leads to low welfare. However, weakening competition by providing firms with some free users incentivizes better exploration strategies and increases welfare. We investigate two channels for weakening the competition: relaxing the rationality of users and giving one firm a first-mover advantage. Our findings are closely related to the competition vs. innovation relationship, and elucidate the first-mover advantage in the digital economy.
We empirically study the interplay between exploration and competition. Systems that learn from interactions with users often engage in exploration: making potentially suboptimal decisions in order to acquire new information for future decisions. However, when multiple systems are competing for the same market of users, exploration may hurt a systems reputation in the near term, with adverse competitive effects. In particular, a system may enter a death spiral, when the short-term reputation cost decreases the number of users for the system to learn from, which degrades its performance relative to competition and further decreases its market share. We ask whether better exploration algorithms are incentivized under competition. We run extensive numerical experiments in a stylized duopoly model in which two firms deploy multi-armed bandit algorithms and compete for myopic users. We find that duopoly and monopoly tend to favor a primitive greedy algorithm that does not explore and leads to low consumer welfare, whereas a temporary monopoly (a duopoly with an early entrant) may incentivize better bandit algorithms and lead to higher consumer welfare. Our findings shed light on the first-mover advantage in the digital economy by exploring the role that data can play as a barrier to entry in online markets.
We study the problem of an online advertising system that wants to optimally spend an advertisers given budget for a campaign across multiple platforms, without knowing the value for showing an ad to the users on those platforms. We model this challenging practical application as a Stochastic Bandits with Knapsacks problem over $T$ rounds of bidding with the set of arms given by the set of distinct bidding $m$-tuples, where $m$ is the number of platforms. We modify the algorithm proposed in Badanidiyuru emph{et al.,} to extend it to the case of multiple platforms to obtain an algorithm for both the discrete and continuous bid-spaces. Namely, for discrete bid spaces we give an algorithm with regret $Oleft(OPT sqrt {frac{mn}{B} }+ sqrt{mn OPT}right)$, where $OPT$ is the performance of the optimal algorithm that knows the distributions. For continuous bid spaces the regret of our algorithm is $tilde{O}left(m^{1/3} cdot minleft{ B^{2/3}, (m T)^{2/3} right} right)$. When restricted to this special-case, this bound improves over Sankararaman and Slivkins in the regime $OPT ll T$, as is the case in the particular application at hand. Second, we show an $ Omegaleft (sqrt {m OPT} right)$ lower bound for the discrete case and an $Omegaleft( m^{1/3} B^{2/3}right)$ lower bound for the continuous setting, almost matching the upper bounds. Finally, we use a real-world data set from a large internet online advertising company with multiple ad platforms and show that our algorithms outperform common benchmarks and satisfy the required properties warranted in the real-world application.
In this paper, we examine the Nash equilibrium convergence properties of no-regret learning in general N-player games. For concreteness, we focus on the archetypal follow the regularized leader (FTRL) family of algorithms, and we consider the full spectrum of uncertainty that the players may encounter - from noisy, oracle-based feedback, to bandit, payoff-based information. In this general context, we establish a comprehensive equivalence between the stability of a Nash equilibrium and its support: a Nash equilibrium is stable and attracting with arbitrarily high probability if and only if it is strict (i.e., each equilibrium strategy has a unique best response). This equivalence extends existing continuous-ti
The interplay between exploration and exploitation in competitive multi-agent learning is still far from being well understood. Motivated by this, we study smooth Q-learning, a prototypical learning model that explicitly captures the balance between game rewards and exploration costs. We show that Q-learning always converges to the unique quantal-response equilibrium (QRE), the standard solution concept for games under bounded rationality, in weighted zero-sum polymatrix games with heterogeneous learning agents using positive exploration rates. Complementing recent results about convergence in weighted potential games, we show that fast convergence of Q-learning in competitive settings is obtained regardless of the number of agents and without any need for parameter fine-tuning. As showcased by our experiments in network zero-sum games, these theoretical results provide the necessary guarantees for an algorithmic approach to the currently open problem of equilibrium selection in competitive multi-agent settings.

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