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In this paper, we propose a new multi-armed bandit problem called the Gamblers Ruin Bandit Problem (GRBP). In the GRBP, the learner proceeds in a sequence of rounds, where each round is a Markov Decision Process (MDP) with two actions (arms): a continuation action that moves the learner randomly over the state space around the current state; and a terminal action that moves the learner directly into one of the two terminal states (goal and dead-end state). The current round ends when a terminal state is reached, and the learner incurs a positive reward only when the goal state is reached. The objective of the learner is to maximize its long-term reward (expected number of times the goal state is reached), without having any prior knowledge on the state transition probabilities. We first prove a result on the form of the optimal policy for the GRBP. Then, we define the regret of the learner with respect to an omnipotent oracle, which acts optimally in each round, and prove that it increases logarithmically over rounds. We also identify a condition under which the learners regret is bounded. A potential application of the GRBP is optimal medical treatment assignment, in which the continuation action corresponds to a conservative treatment and the terminal action corresponds to a risky treatment such as surgery.
We consider an open quantum system, with dissipation applied only to a part of its degrees of freedom, evolving via a quantum Markov dynamics. We demonstrate that, in the Zeno regime of large dissipation, the relaxation of the quantum system towards
We analyze the Gamblers problem, a simple reinforcement learning problem where the gambler has the chance to double or lose the bets until the target is reached. This is an early example introduced in the reinforcement learning textbook by Sutton and
The Thresholding Bandit Problem (TBP) aims to find the set of arms with mean rewards greater than a given threshold. We consider a new setting of TBP, where in addition to pulling arms, one can also emph{duel} two arms and get the arm with a greater
Motivated by the observation that overexposure to unwanted marketing activities leads to customer dissatisfaction, we consider a setting where a platform offers a sequence of messages to its users and is penalized when users abandon the platform due
We consider the problem of learning a binary classifier from $n$ different data sources, among which at most an $eta$ fraction are adversarial. The overhead is defined as the ratio between the sample complexity of learning in this setting and that of