30 research outputs found

    Last Switch Dependent Bandits with Monotone Payoff Functions

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    In a recent work, Laforgue et al. introduce the model of last switch dependent (LSD) bandits, in an attempt to capture nonstationary phenomena induced by the interaction between the player and the environment. Examples include satiation, where consecutive plays of the same action lead to decreased performance, or deprivation, where the payoff of an action increases after an interval of inactivity. In this work, we take a step towards understanding the approximability of planning LSD bandits, namely, the (NP-hard) problem of computing an optimal arm-pulling strategy under complete knowledge of the model. In particular, we design the first efficient constant approximation algorithm for the problem and show that, under a natural monotonicity assumption on the payoffs, its approximation guarantee (almost) matches the state-of-the-art for the special and well-studied class of recharging bandits (also known as delay-dependent). In this attempt, we develop new tools and insights for this class of problems, including a novel higher-dimensional relaxation and the technique of mirroring the evolution of virtual states. We believe that these novel elements could potentially be used for approaching richer classes of action-induced nonstationary bandits (e.g., special instances of restless bandits). In the case where the model parameters are initially unknown, we develop an online learning adaptation of our algorithm for which we provide sublinear regret guarantees against its full-information counterpart.Comment: Accepted to the 40th International Conference on Machine Learning (ICML 2023

    Learning to Crawl

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    Web crawling is the problem of keeping a cache of webpages fresh, i.e., having the most recent copy available when a page is requested. This problem is usually coupled with the natural restriction that the bandwidth available to the web crawler is limited. The corresponding optimization problem was solved optimally by Azar et al. [2018] under the assumption that, for each webpage, both the elapsed time between two changes and the elapsed time between two requests follow a Poisson distribution with known parameters. In this paper, we study the same control problem but under the assumption that the change rates are unknown a priori, and thus we need to estimate them in an online fashion using only partial observations (i.e., single-bit signals indicating whether the page has changed since the last refresh). As a point of departure, we characterise the conditions under which one can solve the problem with such partial observability. Next, we propose a practical estimator and compute confidence intervals for it in terms of the elapsed time between the observations. Finally, we show that the explore-and-commit algorithm achieves an O(T)\mathcal{O}(\sqrt{T}) regret with a carefully chosen exploration horizon. Our simulation study shows that our online policy scales well and achieves close to optimal performance for a wide range of the parameters.Comment: Published at AAAI 202

    Influencing Bandits: Arm Selection for Preference Shaping

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    We consider a non stationary multi-armed bandit in which the population preferences are positively and negatively reinforced by the observed rewards. The objective of the algorithm is to shape the population preferences to maximize the fraction of the population favouring a predetermined arm. For the case of binary opinions, two types of opinion dynamics are considered -- decreasing elasticity (modeled as a Polya urn with increasing number of balls) and constant elasticity (using the voter model). For the first case, we describe an Explore-then-commit policy and a Thompson sampling policy and analyse the regret for each of these policies. We then show that these algorithms and their analyses carry over to the constant elasticity case. We also describe a Thompson sampling based algorithm for the case when more than two types of opinions are present. Finally, we discuss the case where presence of multiple recommendation systems gives rise to a trade-off between their popularity and opinion shaping objectives.Comment: 14 pages, 8 figures, 24 references, proofs in appendi

    Quasi-regular sequences and optimal schedules for security games

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    We study security games in which a defender commits to a mixed strategy for protecting a finite set of targets of different values. An attacker, knowing the defender's strategy, chooses which target to attack and for how long. If the attacker spends time tt at a target ii of value Ξ±i\alpha_i, and if he leaves before the defender visits the target, his utility is tβ‹…Ξ±it \cdot \alpha_i ; if the defender visits before he leaves, his utility is 0. The defender's goal is to minimize the attacker's utility. The defender's strategy consists of a schedule for visiting the targets; it takes her unit time to switch between targets. Such games are a simplified model of a number of real-world scenarios such as protecting computer networks from intruders, crops from thieves, etc. We show that optimal defender play for this continuous time security games reduces to the solution of a combinatorial question regarding the existence of infinite sequences over a finite alphabet, with the following properties for each symbol ii: (1) ii constitutes a prescribed fraction pip_i of the sequence. (2) The occurrences of ii are spread apart close to evenly, in that the ratio of the longest to shortest interval between consecutive occurrences is bounded by a parameter KK. We call such sequences KK-quasi-regular. We show that, surprisingly, 22-quasi-regular sequences suffice for optimal defender play. What is more, even randomized 22-quasi-regular sequences suffice for optimality. We show that such sequences always exist, and can be calculated efficiently. The question of the least KK for which deterministic KK-quasi-regular sequences exist is fascinating. Using an ergodic theoretical approach, we show that deterministic 33-quasi-regular sequences always exist. For 2≀K<32 \leq K < 3 we do not know whether deterministic KK-quasi-regular sequences always exist.Comment: to appear in Proc. of SODA 201

    Bandits with Deterministically Evolving States

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    We propose a model for learning with bandit feedback while accounting for deterministically evolving and unobservable states that we call Bandits with Deterministically Evolving States. The workhorse applications of our model are learning for recommendation systems and learning for online ads. In both cases, the reward that the algorithm obtains at each round is a function of the short-term reward of the action chosen and how ``healthy'' the system is (i.e., as measured by its state). For example, in recommendation systems, the reward that the platform obtains from a user's engagement with a particular type of content depends not only on the inherent features of the specific content, but also on how the user's preferences have evolved as a result of interacting with other types of content on the platform. Our general model accounts for the different rate λ∈[0,1]\lambda \in [0,1] at which the state evolves (e.g., how fast a user's preferences shift as a result of previous content consumption) and encompasses standard multi-armed bandits as a special case. The goal of the algorithm is to minimize a notion of regret against the best-fixed sequence of arms pulled. We analyze online learning algorithms for any possible parametrization of the evolution rate Ξ»\lambda. Specifically, the regret rates obtained are: for λ∈[0,1/T2]\lambda \in [0, 1/T^2]: O~(KT)\widetilde O(\sqrt{KT}); for Ξ»=Tβˆ’a/b\lambda = T^{-a/b} with b<a<2bb < a < 2b: O~(Tb/a)\widetilde O (T^{b/a}); for λ∈(1/T,1βˆ’1/T):O~(K1/3T2/3)\lambda \in (1/T, 1 - 1/\sqrt{T}): \widetilde O (K^{1/3}T^{2/3}); and for λ∈[1βˆ’1/T,1]:O~(KT)\lambda \in [1 - 1/\sqrt{T}, 1]: \widetilde O (K\sqrt{T})
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