72 research outputs found
Factored Bandits
We introduce the factored bandits model, which is a framework for learning
with limited (bandit) feedback, where actions can be decomposed into a
Cartesian product of atomic actions. Factored bandits incorporate rank-1
bandits as a special case, but significantly relax the assumptions on the form
of the reward function. We provide an anytime algorithm for stochastic factored
bandits and up to constants matching upper and lower regret bounds for the
problem. Furthermore, we show that with a slight modification the proposed
algorithm can be applied to utility based dueling bandits. We obtain an
improvement in the additive terms of the regret bound compared to state of the
art algorithms (the additive terms are dominating up to time horizons which are
exponential in the number of arms)
MergeDTS: A Method for Effective Large-Scale Online Ranker Evaluation
Online ranker evaluation is one of the key challenges in information
retrieval. While the preferences of rankers can be inferred by interleaving
methods, the problem of how to effectively choose the ranker pair that
generates the interleaved list without degrading the user experience too much
is still challenging. On the one hand, if two rankers have not been compared
enough, the inferred preference can be noisy and inaccurate. On the other, if
two rankers are compared too many times, the interleaving process inevitably
hurts the user experience too much. This dilemma is known as the exploration
versus exploitation tradeoff. It is captured by the -armed dueling bandit
problem, which is a variant of the -armed bandit problem, where the feedback
comes in the form of pairwise preferences. Today's deployed search systems can
evaluate a large number of rankers concurrently, and scaling effectively in the
presence of numerous rankers is a critical aspect of -armed dueling bandit
problems.
In this paper, we focus on solving the large-scale online ranker evaluation
problem under the so-called Condorcet assumption, where there exists an optimal
ranker that is preferred to all other rankers. We propose Merge Double Thompson
Sampling (MergeDTS), which first utilizes a divide-and-conquer strategy that
localizes the comparisons carried out by the algorithm to small batches of
rankers, and then employs Thompson Sampling (TS) to reduce the comparisons
between suboptimal rankers inside these small batches. The effectiveness
(regret) and efficiency (time complexity) of MergeDTS are extensively evaluated
using examples from the domain of online evaluation for web search. Our main
finding is that for large-scale Condorcet ranker evaluation problems, MergeDTS
outperforms the state-of-the-art dueling bandit algorithms.Comment: Accepted at TOI
Human Preference-Based Learning for High-dimensional Optimization of Exoskeleton Walking Gaits
Optimizing lower-body exoskeleton walking gaits for user comfort requires understanding users’ preferences over a high-dimensional gait parameter space. However, existing preference-based learning methods have only explored low-dimensional domains due to computational limitations. To learn user preferences in high dimensions, this work presents LINECOSPAR, a human-in-the-loop preference-based framework that enables optimization over many parameters by iteratively exploring one-dimensional subspaces. Additionally, this work identifies gait attributes that characterize broader preferences across users. In simulations and human trials, we empirically verify that LINECOSPAR is a sample-efficient approach for high-dimensional preference optimization. Our analysis of the experimental data reveals a correspondence between human preferences and objective measures of dynamicity, while also highlighting differences in the utility functions underlying individual users’ gait preferences. This result has implications for exoskeleton gait synthesis, an active field with applications to clinical use and patient rehabilitation
Preferential Batch Bayesian Optimization
Most research in Bayesian optimization (BO) has focused on \emph{direct
feedback} scenarios, where one has access to exact, or perturbed, values of
some expensive-to-evaluate objective. This direction has been mainly driven by
the use of \bo in machine learning hyper-parameter configuration problems.
However, in domains such as modelling human preferences, A/B tests or
recommender systems, there is a need of methods that are able to replace direct
feedback with \emph{preferential feedback}, obtained via rankings or pairwise
comparisons. In this work, we present Preferential Batch Bayesian Optimization
(PBBO), a new framework that allows to find the optimum of a latent function of
interest, given any type of parallel preferential feedback for a group of two
or more points. We do so by using a Gaussian process model with a likelihood
specially designed to enable parallel and efficient data collection mechanisms,
which are key in modern machine learning. We show how the acquisitions
developed under this framework generalize and augment previous approaches in
Bayesian optimization, expanding the use of these techniques to a wider range
of domains. An extensive simulation study shows the benefits of this approach,
both with simulated functions and four real data sets
One Arrow, Two Kills: An Unified Framework for Achieving Optimal Regret Guarantees in Sleeping Bandits
We address the problem of \emph{`Internal Regret'} in \emph{Sleeping Bandits}
in the fully adversarial setup, as well as draw connections between different
existing notions of sleeping regrets in the multiarmed bandits (MAB) literature
and consequently analyze the implications: Our first contribution is to propose
the new notion of \emph{Internal Regret} for sleeping MAB. We then proposed an
algorithm that yields sublinear regret in that measure, even for a completely
adversarial sequence of losses and availabilities. We further show that a low
sleeping internal regret always implies a low external regret, and as well as a
low policy regret for iid sequence of losses. The main contribution of this
work precisely lies in unifying different notions of existing regret in
sleeping bandits and understand the implication of one to another. Finally, we
also extend our results to the setting of \emph{Dueling Bandits} (DB)--a
preference feedback variant of MAB, and proposed a reduction to MAB idea to
design a low regret algorithm for sleeping dueling bandits with stochastic
preferences and adversarial availabilities. The efficacy of our algorithms is
justified through empirical evaluations
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