No Arabic abstract
Classical multi-armed bandit problems use the expected value of an arm as a metric to evaluate its goodness. However, the expected value is a risk-neutral metric. In many applications like finance, one is interested in balancing the expected return of an arm (or portfolio) with the risk associated with that return. In this paper, we consider the problem of selecting the arm that optimizes a linear combination of the expected reward and the associated Conditional Value at Risk (CVaR) in a fixed budget best-arm identification framework. We allow the reward distributions to be unbounded or even heavy-tailed. For this problem, our goal is to devise algorithms that are entirely distribution oblivious, i.e., the algorithm is not aware of any information on the reward distributions, including bounds on the moments/tails, or the suboptimality gaps across arms. In this paper, we provide a class of such algorithms with provable upper bounds on the probability of incorrect identification. In the process, we develop a novel estimator for the CVaR of unbounded (including heavy-tailed) random variables and prove a concentration inequality for the same, which could be of independent interest. We also compare the error bounds for our distribution oblivious algorithms with those corresponding to standard non-oblivious algorithms. Finally, numerical experiments reveal that our algorithms perform competitively when compared with non-oblivious algorithms, suggesting that distribution obliviousness can be realised in practice without incurring a significant loss of performance.
We introduce a new class of reinforcement learning methods referred to as {em episodic multi-armed bandits} (eMAB). In eMAB the learner proceeds in {em episodes}, each composed of several {em steps}, in which it chooses an action and observes a feedback signal. Moreover, in each step, it can take a special action, called the $stop$ action, that ends the current episode. After the $stop$ action is taken, the learner collects a terminal reward, and observes the costs and terminal rewards associated with each step of the episode. The goal of the learner is to maximize its cumulative gain (i.e., the terminal reward minus costs) over all episodes by learning to choose the best sequence of actions based on the feedback. First, we define an {em oracle} benchmark, which sequentially selects the actions that maximize the expected immediate gain. Then, we propose our online learning algorithm, named {em FeedBack Adaptive Learning} (FeedBAL), and prove that its regret with respect to the benchmark is bounded with high probability and increases logarithmically in expectation. Moreover, the regret only has polynomial dependence on the number of steps, actions and states. eMAB can be used to model applications that involve humans in the loop, ranging from personalized medical screening to personalized web-based education, where sequences of actions are taken in each episode, and optimal behavior requires adapting the chosen actions based on the feedback.
We consider a fully decentralized multi-player stochastic multi-armed bandit setting where the players cannot communicate with each other and can observe only their own actions and rewards. The environment may appear differently to different players, $textit{i.e.}$, the reward distributions for a given arm are heterogeneous across players. In the case of a collision (when more than one player plays the same arm), we allow for the colliding players to receive non-zero rewards. The time-horizon $T$ for which the arms are played is emph{not} known to the players. Within this setup, where the number of players is allowed to be greater than the number of arms, we present a policy that achieves near order-optimal expected regret of order $O(log^{1 + delta} T)$ for some $0 < delta < 1$ over a time-horizon of duration $T$. This paper is currently under review at IEEE Transactions on Information Theory.
We consider a resource-aware variant of the classical multi-armed bandit problem: In each round, the learner selects an arm and determines a resource limit. It then observes a corresponding (random) reward, provided the (random) amount of consumed resources remains below the limit. Otherwise, the observation is censored, i.e., no reward is obtained. For this problem setting, we introduce a measure of regret, which incorporates the actual amount of allocated resources of each learning round as well as the optimality of realizable rewards. Thus, to minimize regret, the learner needs to set a resource limit and choose an arm in such a way that the chance to realize a high reward within the predefined resource limit is high, while the resource limit itself should be kept as low as possible. We derive the theoretical lower bound on the cumulative regret and propose a learning algorithm having a regret upper bound that matches the lower bound. In a simulation study, we show that our learning algorithm outperforms straightforward extensions of standard multi-armed bandit algorithms.
In the Best-$K$ identification problem (Best-$K$-Arm), we are given $N$ stochastic bandit arms with unknown reward distributions. Our goal is to identify the $K$ arms with the largest means with high confidence, by drawing samples from the arms adaptively. This problem is motivated by various practical applications and has attracted considerable attention in the past decade. In this paper, we propose new practical algorithms for the Best-$K$-Arm problem, which have nearly optimal sample complexity bounds (matching the lower bound up to logarithmic factors) and outperform the state-of-the-art algorithms for the Best-$K$-Arm problem (even for $K=1$) in practice.
We study incentivized exploration for the multi-armed bandit (MAB) problem where the players receive compensation for exploring arms other than the greedy choice and may provide biased feedback on reward. We seek to understand the impact of this drifted reward feedback by analyzing the performance of three instantiations of the incentivized MAB algorithm: UCB, $varepsilon$-Greedy, and Thompson Sampling. Our results show that they all achieve $mathcal{O}(log T)$ regret and compensation under the drifted reward, and are therefore effective in incentivizing exploration. Numerical examples are provided to complement the theoretical analysis.