34 research outputs found

    Decentralized Learning for Multi-player Multi-armed Bandits

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    We consider the problem of distributed online learning with multiple players in multi-armed bandits (MAB) models. Each player can pick among multiple arms. When a player picks an arm, it gets a reward. We consider both i.i.d. reward model and Markovian reward model. In the i.i.d. model each arm is modelled as an i.i.d. process with an unknown distribution with an unknown mean. In the Markovian model, each arm is modelled as a finite, irreducible, aperiodic and reversible Markov chain with an unknown probability transition matrix and stationary distribution. The arms give different rewards to different players. If two players pick the same arm, there is a "collision", and neither of them get any reward. There is no dedicated control channel for coordination or communication among the players. Any other communication between the users is costly and will add to the regret. We propose an online index-based distributed learning policy called dUCB4{\tt dUCB_4} algorithm that trades off \textit{exploration v. exploitation} in the right way, and achieves expected regret that grows at most as near-O(log2T)O(\log^2 T). The motivation comes from opportunistic spectrum access by multiple secondary users in cognitive radio networks wherein they must pick among various wireless channels that look different to different users. This is the first distributed learning algorithm for multi-player MABs to the best of our knowledge.Comment: 33 pages, 3 figures. Submitted to IEEE Transactions on Information Theor

    Mechanism Design for Demand Response Programs

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    Demand Response (DR) programs serve to reduce the consumption of electricity at times when the supply is scarce and expensive. The utility informs the aggregator of an anticipated DR event. The aggregator calls on a subset of its pool of recruited agents to reduce their electricity use. Agents are paid for reducing their energy consumption from contractually established baselines. Baselines are counter-factual consumption estimates of the energy an agent would have consumed if they were not participating in the DR program. Baselines are used to determine payments to agents. This creates an incentive for agents to inflate their baselines. We propose a novel self-reported baseline mechanism (SRBM) where each agent reports its baseline and marginal utility. These reports are strategic and need not be truthful. Based on the reported information, the aggregator selects or calls on agents to meet the load reduction target. Called agents are paid for observed reductions from their self-reported baselines. Agents who are not called face penalties for consumption shortfalls below their baselines. The mechanism is specified by the probability with which agents are called, reward prices for called agents, and penalty prices for agents who are not called. Under SRBM, we show that truthful reporting of baseline consumption and marginal utility is a dominant strategy. Thus, SRBM eliminates the incentive for agents to inflate baselines. SRBM is assured to meet the load reduction target. SRBM is also nearly efficient since it selects agents with the smallest marginal utilities, and each called agent contributes maximally to the load reduction target. Finally, we show that SRBM is almost optimal in the metric of average cost of DR provision faced by the aggregator

    Approachability in Stackelberg Stochastic Games with Vector Costs

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    The notion of approachability was introduced by Blackwell [1] in the context of vector-valued repeated games. The famous Blackwell's approachability theorem prescribes a strategy for approachability, i.e., for `steering' the average cost of a given agent towards a given target set, irrespective of the strategies of the other agents. In this paper, motivated by the multi-objective optimization/decision making problems in dynamically changing environments, we address the approachability problem in Stackelberg stochastic games with vector valued cost functions. We make two main contributions. Firstly, we give a simple and computationally tractable strategy for approachability for Stackelberg stochastic games along the lines of Blackwell's. Secondly, we give a reinforcement learning algorithm for learning the approachable strategy when the transition kernel is unknown. We also recover as a by-product Blackwell's necessary and sufficient condition for approachability for convex sets in this set up and thus a complete characterization. We also give sufficient conditions for non-convex sets.Comment: 18 Pages, Submitted to Dynamic Games and Application
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