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An online labor platform faces an online learning problem in matching workers with jobs and using the performance on these jobs to create better future matches. This learning problem is complicated by the rise of complex tasks on these platforms, such as web development and product design, that require a team of workers to complete. The success of a job is now a function of the skills and contributions of all workers involved, which may be unknown to both the platform and the client who posted the job. These team matchings result in a structured correlation between what is known about the individuals and this information can be utilized to create better future matches. We analyze two natural settings where the performance of a team is dictated by its strongest and its weakest member, respectively. We find that both problems pose an exploration-exploitation tradeoff between learning the performance of untested teams and repeating previously tested teams that resulted in a good performance. We establish fundamental regret bounds and design near-optimal algorithms that uncover several insights into these tradeoffs.
An agent learning through interactions should balance its action selection process between probing the environment to discover new rewards and using the information acquired in the past to adopt useful behaviour. This trade-off is usually obtained by
The goal of meta-reinforcement learning (meta-RL) is to build agents that can quickly learn new tasks by leveraging prior experience on related tasks. Learning a new task often requires both exploring to gather task-relevant information and exploitin
Model-based deep reinforcement learning has achieved success in various domains that require high sample efficiencies, such as Go and robotics. However, there are some remaining issues, such as planning efficient explorations to learn more accurate d
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In this paper, we propose and study opportunistic bandits - a new variant of bandits where the regret of pulling a suboptimal arm varies under different environmental conditions, such as network load or produce price. When the load/price is low, so i