459 research outputs found
A Survey of Monte Carlo Tree Search Methods
Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarize the results from the key game and nongame domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work
Optimal No-regret Learning in Repeated First-price Auctions
We study online learning in repeated first-price auctions with censored
feedback, where a bidder, only observing the winning bid at the end of each
auction, learns to adaptively bid in order to maximize her cumulative payoff.
To achieve this goal, the bidder faces a challenging dilemma: if she wins the
bid--the only way to achieve positive payoffs--then she is not able to observe
the highest bid of the other bidders, which we assume is iid drawn from an
unknown distribution. This dilemma, despite being reminiscent of the
exploration-exploitation trade-off in contextual bandits, cannot directly be
addressed by the existing UCB or Thompson sampling algorithms in that
literature, mainly because contrary to the standard bandits setting, when a
positive reward is obtained here, nothing about the environment can be learned.
In this paper, by exploiting the structural properties of first-price
auctions, we develop the first learning algorithm that achieves
regret bound when the bidder's private values are
stochastically generated. We do so by providing an algorithm on a general class
of problems, which we call monotone group contextual bandits, where the same
regret bound is established under stochastically generated contexts. Further,
by a novel lower bound argument, we characterize an lower
bound for the case where the contexts are adversarially generated, thus
highlighting the impact of the contexts generation mechanism on the fundamental
learning limit. Despite this, we further exploit the structure of first-price
auctions and develop a learning algorithm that operates sample-efficiently (and
computationally efficiently) in the presence of adversarially generated private
values. We establish an regret bound for this algorithm,
hence providing a complete characterization of optimal learning guarantees for
this problem
Delay and Cooperation in Nonstochastic Bandits
We study networks of communicating learning agents that cooperate to solve a
common nonstochastic bandit problem. Agents use an underlying communication
network to get messages about actions selected by other agents, and drop
messages that took more than hops to arrive, where is a delay
parameter. We introduce \textsc{Exp3-Coop}, a cooperative version of the {\sc
Exp3} algorithm and prove that with actions and agents the average
per-agent regret after rounds is at most of order , where is the
independence number of the -th power of the connected communication graph
. We then show that for any connected graph, for the regret
bound is , strictly better than the minimax regret
for noncooperating agents. More informed choices of lead to bounds which
are arbitrarily close to the full information minimax regret
when is dense. When has sparse components, we show that a variant of
\textsc{Exp3-Coop}, allowing agents to choose their parameters according to
their centrality in , strictly improves the regret. Finally, as a by-product
of our analysis, we provide the first characterization of the minimax regret
for bandit learning with delay.Comment: 30 page
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