Many sequential decision-making problems in communication networks can be modeled as contextual bandit problems, which are natural extensions of the well-known multi-armed bandit problem. In contextual bandit problems, at each time, an agent observes some side information or context, pulls one arm and receives the reward for that arm. We consider a stochastic formulation where the context-reward tuples are independently drawn from an unknown distribution in each trial. Motivated by networking applications, we analyze a setting where the reward is a known non-linear function of the context and the chosen arm's current state. We first consider the case of discrete and finite context-spaces and propose DCB( @math ), an algorithm that we prove, through a careful analysis, yields regret (cumulative reward gap compared to a distribution-aware genie) scaling logarithmically in time and linearly in the number of arms that are not optimal for any context, improving over existing algorithms where the regret scales linearly in the total number of arms. We then study continuous context-spaces with Lipschitz reward functions and propose CCB( @math ), an algorithm that uses DCB( @math ) as a subroutine. CCB( @math ) reveals a novel regret-storage trade-off that is parametrized by @math . Tuning @math to the time horizon allows us to obtain sub-linear regret bounds, while requiring sub-linear storage. By exploiting joint learning for all contexts we get regret bounds for CCB( @math ) that are unachievable by any existing contextual bandit algorithm for continuous context-spaces. We also show similar performance bounds for the unknown horizon case.
Recently, contextual bandits with budget and time constraints have been studied in @cite_24 @cite_25 . Resourceful contextual bandits from @cite_24 consider a general setting with random costs associated with the arms, a continuous context-space and multiple budget constraints. An algorithm called Mixture that achieves @math regret is proposed for this problem. A simplified model with fixed costs, discrete and finite contexts, exactly one time constraint and one budget constraint is considered in @cite_22 . For this model, an algorithm called UCB achieving @math regret is proposed. In these problem formulations, time and budget constraints also affect the regular exploration-exploitation trade-off.
@cite_24 @cite_22 @cite_25
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We study contextual bandits with budget and time constraints, referred to as constrained contextual bandits.The time and budget constraints significantly complicate the exploration and exploitation tradeoff because they introduce complex coupling among contexts over time.Such coupling effects make it difficult to obtain oracle solutions that assume known statistics of bandits. To gain insight, we first study unit-cost systems with known context distribution. When the expected rewards are known, we develop an approximation of the oracle, referred to Adaptive-Linear-Programming (ALP), which achieves near-optimality and only requires the ordering of expected rewards. With these highly desirable features, we then combine ALP with the upper-confidence-bound (UCB) method in the general case where the expected rewards are unknown a priori . We show that the proposed UCB-ALP algorithm achieves logarithmic regret except for certain boundary cases. Further, we design algorithms and obtain similar regret analysis results for more general systems with unknown context distribution and heterogeneous costs. To the best of our knowledge, this is the first work that shows how to achieve logarithmic regret in constrained contextual bandits. Moreover, this work also sheds light on the study of computationally efficient algorithms for general constrained contextual bandits. Motivated by online recommendation and advertising systems, we consider a causal model for stochastic contextual bandits with a latent low-dimensional confounder. In our model, there are @math observed contexts and @math arms of the bandit. The observed context influences the reward obtained through a latent confounder variable with cardinality @math ( @math ). The arm choice and the latent confounder causally determines the reward while the observed context is correlated with the confounder. Under this model, the @math mean reward matrix @math (for each context in @math and each arm in @math ) factorizes into non-negative factors @math ( @math ) and @math ( @math ). This insight enables us to propose an @math -greedy NMF-Bandit algorithm that designs a sequence of interventions (selecting specific arms), that achieves a balance between learning this low-dimensional structure and selecting the best arm to minimize regret. Our algorithm achieves a regret of @math at time @math , as compared to @math for conventional contextual bandits, assuming a constant gap between the best arm and the rest for each context. These guarantees are obtained under mild sufficiency conditions on the factors that are weaker versions of the well-known Statistical RIP condition. We further propose a class of generative models that satisfy our sufficient conditions, and derive a lower bound of @math . These are the first regret guarantees for online matrix completion with bandit feedback, when the rank is greater than one. We further compare the performance of our algorithm with the state of the art, on synthetic and real world data-sets. We tackle the problem of online reward maximisation over a large finite set of actions described by their contexts. We focus on the case when the number of actions is too big to sample all of them even once. However we assume that we have access to the similarities between actions' contexts and that the expected reward is an arbitrary linear function of the contexts' images in the related reproducing kernel Hilbert space (RKHS). We propose KernelUCB, a kernelised UCB algorithm, and give a cumulative regret bound through a frequentist analysis. For contextual bandits, the related algorithm GP-UCB turns out to be a special case of our algorithm, and our finite-time analysis improves the regret bound of GP-UCB for the agnostic case, both in the terms of the kernel-dependent quantity and the RKHS norm of the reward function. Moreover, for the linear kernel, our regret bound matches the lower bound for contextual linear bandits. Multi-armed bandit problems are the predominant theoretical model of exploration-exploitation tradeoffs in learning, and they have countless applications ranging from medical trials, to communication networks, to Web search and advertising. In many of these application domains the learner may be constrained by one or more supply (or budget) limits, in addition to the customary limitation on the time horizon. The literature lacks a general model encompassing these sorts of problems. We introduce such a model, called "bandits with knapsacks", that combines aspects of stochastic integer programming with online learning. A distinctive feature of our problem, in comparison to the existing regret-minimization literature, is that the optimal policy for a given latent distribution may significantly outperform the policy that plays the optimal fixed arm. Consequently, achieving sub linear regret in the bandits-with-knapsacks problem is significantly more challenging than in conventional bandit problems. We present two algorithms whose reward is close to the information-theoretic optimum: one is based on a novel "balanced exploration" paradigm, while the other is a primal-dual algorithm that uses multiplicative updates. Further, we prove that the regret achieved by both algorithms is optimal up to polylogarithmic factors. We illustrate the generality of the problem by presenting applications in a number of different domains including electronic commerce, routing, and scheduling. As one example of a concrete application, we consider the problem of dynamic posted pricing with limited supply and obtain the first algorithm whose regret, with respect to the optimal dynamic policy, is sub linear in the supply. We consider the problem of planning in a stochastic and discounted environment with a limited numerical budget. More precisely, we investigate strategies exploring the set of possible sequences of actions, so that, once all available numerical resources (e.g. CPU time, number of calls to a generative model) have been used, one returns a recommendation on the best possible immediate action to follow based on this exploration. The performance of a strategy is assessed in terms of its simple regret, that is the loss in performance resulting from choosing the recommended action instead of an optimal one. We first provide a minimax lower bound for this problem, and show that a uniform planning strategy matches this minimax rate (up to a logarithmic factor). Then we propose a UCB (Upper Confidence Bounds)-based planning algorithm, called OLOP (Open-Loop Optimistic Planning), which is also minimax optimal, and prove that it enjoys much faster rates when there is a small proportion of near-optimal sequences of actions. Finally, we compare our results with the regret bounds one can derive for our setting with bandits algorithms designed for an infinite number of arms. Multi-armed bandit problems are considered as a paradigm of the trade-off between exploring the environment to find profitable actions and exploiting what is already known. In the stationary case, the distributions of the rewards do not change in time, Upper-Confidence Bound (UCB) policies have been shown to be rate optimal. A challenging variant of the MABP is the non-stationary bandit problem where the gambler must decide which arm to play while facing the possibility of a changing environment. In this paper, we consider the situation where the distributions of rewards remain constant over epochs and change at unknown time instants. We analyze two algorithms: the discounted UCB and the sliding-window UCB. We establish for these two algorithms an upper-bound for the expected regret by upper-bounding the expectation of the number of times a suboptimal arm is played. For that purpose, we derive a Hoeffding type inequality for self normalized deviations with a random number of summands. We establish a lower-bound for the regret in presence of abrupt changes in the arms reward distributions. We show that the discounted UCB and the sliding-window UCB both match the lower-bound up to a logarithmic factor. We introduce the study of fairness in multi-armed bandit problems. Our fairness definition can be interpreted as demanding that given a pool of applicants (say, for college admission or mortgages), a worse applicant is never favored over a better one, despite a learning algorithm's uncertainty over the true payoffs. We prove results of two types. First, in the important special case of the classic stochastic bandits problem (i.e., in which there are no contexts), we provide a provably fair algorithm based on "chained" confidence intervals, and provide a cumulative regret bound with a cubic dependence on the number of arms. We further show that any fair algorithm must have such a dependence. When combined with regret bounds for standard non-fair algorithms such as UCB, this proves a strong separation between fair and unfair learning, which extends to the general contextual case. In the general contextual case, we prove a tight connection between fairness and the KWIK (Knows What It Knows) learning model: a KWIK algorithm for a class of functions can be transformed into a provably fair contextual bandit algorithm, and conversely any fair contextual bandit algorithm can be transformed into a KWIK learning algorithm. This tight connection allows us to provide a provably fair algorithm for the linear contextual bandit problem with a polynomial dependence on the dimension, and to show (for a different class of functions) a worst-case exponential gap in regret between fair and non-fair learning algorithms We introduce the budget-limited multi-armed bandit (MAB), which captures situations where a learner's actions are costly and constrained by a fixed budget that is incommensurable with the rewards earned from the bandit machine, and then describe a first algorithm for solving it. Since the learner has a budget, the problem's duration is finite. Consequently an optimal exploitation policy is not to pull the optimal arm repeatedly, but to pull the combination of arms that maximises the agent's total reward within the budget. As such, the rewards for all arms must be estimated, because any of them may appear in the optimal combination. This difference from existing MABs means that new approaches to maximising the total reward are required. To this end, we propose an ∊-first algorithm, in which the first ∊ of the budget is used solely to learn the arms' rewards (exploration), while the remaining 1 - ∊ is used to maximise the received reward based on those estimates (exploitation). We derive bounds on the algorithm's loss for generic and uniform exploration methods, and compare its performance with traditional MAB algorithms under various distributions of rewards and costs, showing that it outperforms the others by up to 50 . We provide the first oracle efficient sublinear regret algorithms for adversarial versions of the contextual bandit problem. In this problem, the learner repeatedly makes an action on the basis of a context and receives reward for the chosen action, with the goal of achieving reward competitive with a large class of policies. We analyze two settings: i) in the transductive setting the learner knows the set of contexts a priori, ii) in the small separator setting, there exists a small set of contexts such that any two policies behave differently on one of the contexts in the set. Our algorithms fall into the Follow-The-Perturbed-Leader family (Kalai & Vempala, 2005) and achieve regret O(T3 4√K log(N)) in the transductive setting and O(T2 3d3 4K√log(N)) in the separator setting, where T is the number of rounds, K is the number of actions, N is the number of base-line policies, and d is the size of the separator. We actually solve the more general adversarial contextual semi-bandit linear optimization problem, whilst in the full information setting we address the even more general contextual combinatorial optimization. We provide several extensions and implications of our algorithms, such as switching regret and efficient learning with predictable sequences. In a multi-armed bandit (MAB) problem, an online algorithm makes a sequence of choices. In each round it chooses from a time-invariant set of alternatives and receives the payoff associated with this alternative. While the case of small strategy sets is by now well-understood, a lot of recent work has focused on MAB problems with exponentially or infinitely large strategy sets, where one needs to assume extra structure in order to make the problem tractable. In particular, recent literature considered information on similarity between arms. We consider similarity information in the setting of contextual bandits, a natural extension of the basic MAB problem where before each round an algorithm is given the context--a hint about the payoffs in this round. Contextual bandits are directly motivated by placing advertisements on web pages, one of the crucial problems in sponsored search. A particularly simple way to represent similarity information in the contextual bandit setting is via a similarity distance between the context-arm pairs which bounds from above the difference between the respective expected payoffs. Prior work on contextual bandits with similarity uses "uniform" partitions of the similarity space, so that each context-arm pair is approximated by the closest pair in the partition. Algorithms based on "uniform" partitions disregard the structure of the payoffs and the context arrivals, which is potentially wasteful. We present algorithms that are based on adaptive partitions, and take advantage of "benign" payoffs and context arrivals without sacrificing the worst-case performance. The central idea is to maintain a finer partition in high-payoff regions of the similarity space and in popular regions of the context space. Our results apply to several other settings, e.g., MAB with constrained temporal change (Slivkins and Upfal, 2008) and sleeping bandits (, 2008a). In budget-limited multi-armed bandit (MAB) problems, the learner's actions are costly and constrained by a fixed budget. Consequently, an optimal exploitation policy may not be to pull the optimal arm repeatedly, as is the case in other variants of MAB, but rather to pull the sequence of different arms that maximises the agent's total reward within the budget. This difference from existing MABs means that new approaches to maximising the total reward are required. Given this, we develop two pulling policies, namely: (i) KUBE; and (ii) fractional KUBE. Whereas the former provides better performance up to 40 in our experimental settings, the latter is computationally less expensive. We also prove logarithmic upper bounds for the regret of both policies, and show that these bounds are asymptotically optimal (i.e. they only differ from the best possible regret by a constant factor). In the classical stochastic k-armed bandit problem, in each of a sequence of T rounds, a decision maker chooses one of k arms and incurs a cost chosen from an unknown distribution associated with that arm. The goal is to minimize regret, defined as the difference between the cost incurred by the algorithm and the optimal cost. In the linear optimization version of this problem (first considered by Auer [2002]), we view the arms as vectors in R, and require that the costs be linear functions of the chosen vector. As before, it is assumed that the cost functions are sampled independently from an unknown distribution. In this setting, the goal is to find algorithms whose running time and regret behave well as functions of the number of rounds T and the dimensionality n (rather than the number of arms, k, which may be exponential in n or even infinite). We give a nearly complete characterization of this problem in terms of both upper and lower bounds for the regret. In certain special cases (such as when the decision region is a polytope), the regret is polylog(T ). In general though, the optimal regret is Θ∗( √ T ) — our lower bounds rule out the possibility of obtaining polylog(T ) rates in general. We present two variants of an algorithm based on the idea of “upper confidence bounds.” The first, due to Auer [2002], but not fully analyzed, obtains regret whose dependence on n and T are both essentially optimal, but which may be computationally intractable when the decision set is a polytope. The second version can be efficiently implemented when the decision set is a polytope (given as an intersection of half-spaces), but gives up a factor of √ n in the regret bound. Our results also extend to the setting where the set of allowed decisions may change over time. ∗Department of Computer Science, University of Chicago, varsha@cs.uchicago.edu †Toyota Technological Institute at Chicago, hayest,sham @tti-c.org The multi-armed bandit problem is a popular model for studying exploration exploitation trade-off in sequential decision problems. Many algorithms are now available for this well-studied problem. One of the earliest algorithms, given by W. R. Thompson, dates back to 1933. This algorithm, referred to as Thompson Sampling, is a natural Bayesian algorithm. The basic idea is to choose an arm to play according to its probability of being the best arm. Thompson Sampling algorithm has experimentally been shown to be close to optimal. In addition, it is efficient to implement and exhibits several desirable properties such as small regret for delayed feedback. However, theoretical understanding of this algorithm was quite limited. In this paper, for the first time, we show that Thompson Sampling algorithm achieves logarithmic expected regret for the multi-armed bandit problem. More precisely, for the two-armed bandit problem, the expected regret in time @math is @math . And, for the @math -armed bandit problem, the expected regret in time @math is @math . Our bounds are optimal but for the dependence on @math and the constant factors in big-Oh. In the stochastic multi-armed bandit problem we consider a modification of the UCB algorithm of [4]. For this modified algorithm we give an improved bound on the regret with respect to the optimal reward. While for the original UCB algorithm the regret in K-armed bandits after T trials is bounded by const · ( K (T) ), where Δ measures the distance between a suboptimal arm and the optimal arm, for the modified UCB algorithm we show an upper bound on the regret of const · ( K (T ^2 ) ). We consider the framework of stochastic multi-armed bandit problems and study the possibilities and limitations of strategies that perform an online exploration of the arms. The strategies are assessed in terms of their simple regret, a regret notion that captures the fact that exploration is only constrained by the number of available rounds (not necessarily known in advance), in contrast to the case when the cumulative regret is considered and when exploitation needs to be performed at the same time.We believe that this performance criterion is suited to situations when the cost of pulling an arm is expressed in terms of resources rather than rewards. We discuss the links between the simple and the cumulative regret. The main result is that the required exploration-exploitation trade-offs are qualitatively different, in view of a general lower bound on the simple regret in terms of the cumulative regret. We study contextual bandits with ancillary constraints on resources, which are common in real-world applications such as choosing ads or dynamic pricing of items. We design the first algorithm for solving these problems that handles constrained resources other than time, and improves over a trivial reduction to the non-contextual case. We consider very general settings for both contextual bandits (arbitrary policy sets, e.g. (UAI'11)) and bandits with resource constraints (bandits with knapsacks, (FOCS'13)), and prove a regret guarantee with near-optimal statistical properties. This paper studies the deviations of the regret in a stochastic multi-armed bandit problem.When the total number of plays n is known beforehand by the agent, (2009) exhibit a policy such that with probability at least 1-1 n, the regret of the policy is of order log n. They have also shown that such a property is not shared by the popular ucb1 policy of (2002). This work first answers an open question: it extends this negative result to any anytime policy. The second contribution of this paper is to design anytime robust policies for specific multi-armed bandit problems in which some restrictions are put on the set of possible distributions of the different arms. We formulate the following combinatorial multi-armed bandit (MAB) problem: There are N random variables with unknown mean that are each instantiated in an i.i.d. fashion over time. At each time multiple random variables can be selected, subject to an arbitrary constraint on weights associated with the selected variables. All of the selected individual random variables are observed at that time, and a linearly weighted combination of these selected variables is yielded as the reward. The goal is to find a policy that minimizes regret, defined as the difference between the reward obtained by a genie that knows the mean of each random variable, and that obtained by the given policy. This formulation is broadly applicable and useful for stochastic online versions of many interesting tasks in networks that can be formulated as tractable combinatorial optimization problems with linear objective functions, such as maximum weighted matching, shortest path, and minimum spanning tree computations. Prior work on multi-armed bandits with multiple plays cannot be applied to this formulation because of the general nature of the constraint. On the other hand, the mapping of all feasible combinations to arms allows for the use of prior work on MAB with single-play, but results in regret, storage, and computation growing exponentially in the number of unknown variables. We present new efficient policies for this problem that are shown to achieve regret that grows logarithmically with time, and polynomially in the number of unknown variables. Furthermore, these policies only require storage that grows linearly in the number of unknown parameters. For problems where the underlying deterministic problem is tractable, these policies further require only polynomial computation. For computationally intractable problems, we also present results on a different notion of regret that is suitable when a polynomial-time approximation algorithm is used. We consider a stochastic bandit problem with infinitely many arms. In this setting, the learner has no chance of trying all the arms even once and has to dedicate its limited number of samples only to a certain number of arms. All previous algorithms for this setting were designed for minimizing the cumulative regret of the learner. In this paper, we propose an algorithm aiming at minimizing the simple regret. As in the cumulative regret setting of infinitely many armed bandits, the rate of the simple regret will depend on a parameter @math characterizing the distribution of the near-optimal arms. We prove that depending on @math , our algorithm is minimax optimal either up to a multiplicative constant or up to a @math factor. We also provide extensions to several important cases: when @math is unknown, in a natural setting where the near-optimal arms have a small variance, and in the case of unknown time horizon. We propose the contextual combinatorial cascading bandits, a combinatorial online learning game, where at each time step a learning agent is given a set of contextual information, then selects a list of items, and observes stochastic outcomes of a prefix in the selected items by some stopping criterion. In online recommendation, the stopping criterion might be the first item a user selects; in network routing, the stopping criterion might be the first edge blocked in a path. We consider position discounts in the list order, so that the agent's reward is discounted depending on the position where the stopping criterion is met. We design a UCB-type algorithm, C3-UCB, for this problem, prove an n-step regret bound O(√n) in the general setting, and give finer analysis for two special cases. Our work generalizes existing studies in several directions, including contextual information, position discounts, and a more general cascading bandit model. Experiments on synthetic and real datasets demonstrate the advantage of involving contextual information and position discounts.