ترغب بنشر مسار تعليمي؟ اضغط هنا

Dueling Bandits with Qualitative Feedback

124   0   0.0 ( 0 )
 نشر من قبل Liyuan Xu
 تاريخ النشر 2018
والبحث باللغة English




اسأل ChatGPT حول البحث

We formulate and study a novel multi-armed bandit problem called the qualitative dueling bandit (QDB) problem, where an agent observes not numeric but qualitative feedback by pulling each arm. We employ the same regret as the dueling bandit (DB) problem where the duel is carried out by comparing the qualitative feedback. Although we can naively use classic DB algorithms for solving the QDB problem, this reduction significantly worsens the performance---actually, in the QDB problem, the probability that one arm wins the duel over another arm can be directly estimated without carrying out actual duels. In this paper, we propose such direct algorithms for the QDB problem. Our theoretical analysis shows that the proposed algorithms significantly outperform DB algorithms by incorporating the qualitative feedback, and experimental results also demonstrate vast improvement over the existing DB algorithms.


قيم البحث

اقرأ أيضاً

In this work, we study sequential choice bandits with feedback. We propose bandit algorithms for a platform that personalizes users experience to maximize its rewards. For each action directed to a given user, the platform is given a positive reward, which is a non-decreasing function of the action, if this action is below the users threshold. Users are equipped with a patience budget, and actions that are above the threshold decrease the users patience. When all patience is lost, the user abandons the platform. The platform attempts to learn the thresholds of the users in order to maximize its rewards, based on two different feedback models describing the information pattern available to the platform at each action. We define a notion of regret by determining the best action to be taken when the platform knows that the users threshold is in a given interval. We then propose bandit algorithms for the two feedback models and show that upper and lower bounds on the regret are of the order of $tilde{O}(N^{2/3})$ and $tildeOmega(N^{2/3})$, respectively, where $N$ is the total number of users. Finally, we show that the waiting time of any user before receiving a personalized experience is uniform in $N$.
We introduce the dueling teams problem, a new online-learning setting in which the learner observes noisy comparisons of disjoint pairs of $k$-sized teams from a universe of $n$ players. The goal of the learner is to minimize the number of duels requ ired to identify, with high probability, a Condorcet winning team, i.e., a team which wins against any other disjoint team (with probability at least $1/2$). Noisy comparisons are linked to a total order on the teams. We formalize our model by building upon the dueling bandits setting (Yue et al.2012) and provide several algorithms, both for stochastic and deterministic settings. For the stochastic setting, we provide a reduction to the classical dueling bandits setting, yielding an algorithm that identifies a Condorcet winning team within $mathcal{O}((n + k log (k)) frac{max(loglog n, log k)}{Delta^2})$ duels, where $Delta$ is a gap parameter. For deterministic feedback, we additionally present a gap-independent algorithm that identifies a Condorcet winning team within $mathcal{O}(nklog(k)+k^5)$ duels.
A version of the dueling bandit problem is addressed in which a Condorcet winner may not exist. Two algorithms are proposed that instead seek to minimize regret with respect to the Copeland winner, which, unlike the Condorcet winner, is guaranteed to exist. The first, Copeland Confidence Bound (CCB), is designed for small numbers of arms, while the second, Scalable Copeland Bandits (SCB), works better for large-scale problems. We provide theoretical results bounding the regret accumulated by CCB and SCB, both substantially improving existing results. Such existing results either offer bounds of the form $O(K log T)$ but require restrictive assumptions, or offer bounds of the form $O(K^2 log T)$ without requiring such assumptions. Our results offer the best of both worlds: $O(K log T)$ bounds without restrictive assumptions.
We consider the problem of learning to choose actions using contextual information when provided with limited feedback in the form of relative pairwise comparisons. We study this problem in the dueling-bandits framework of Yue et al. (2009), which we extend to incorporate context. Roughly, the learners goal is to find the best policy, or way of behaving, in some space of policies, although best is not always so clearly defined. Here, we propose a new and natural solution concept, rooted in game theory, called a von Neumann winner, a randomized policy that beats or ties every other policy. We show that this notion overcomes important limitations of existing solutions, particularly the Condorcet winner which has typically been used in the past, but which requires strong and often unrealistic assumptions. We then present three efficient algorithms for online learning in our setting, and for approximating a von Neumann winner from batch-like data. The first of these algorithms achieves particularly low regret, even when data is adversarial, although its time and space requirements are linear in the size of the policy space. The other two algorithms require time and space only logarithmic in the size of the policy space when provided access to an oracle for solving classification problems on the space.
New ranking algorithms are continually being developed and refined, necessitating the development of efficient methods for evaluating these rankers. Online ranker evaluation focuses on the challenge of efficiently determining, from implicit user feed back, which ranker out of a finite set of rankers is the best. Online ranker evaluation can be modeled by dueling ban- dits, a mathematical model for online learning under limited feedback from pairwise comparisons. Comparisons of pairs of rankers is performed by interleaving their result sets and examining which documents users click on. The dueling bandits model addresses the key issue of which pair of rankers to compare at each iteration, thereby providing a solution to the exploration-exploitation trade-off. Recently, methods for simultaneously comparing more than two rankers have been developed. However, the question of which rankers to compare at each iteration was left open. We address this question by proposing a generalization of the dueling bandits model that uses simultaneous comparisons of an unrestricted number of rankers. We evaluate our algorithm on synthetic data and several standard large-scale online ranker evaluation datasets. Our experimental results show that the algorithm yields orders of magnitude improvement in performance compared to stateof- the-art dueling bandit algorithms.

الأسئلة المقترحة

التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا