Contextual bandits with linear payoffs, which are also known as linear bandits, provide a powerful alternative for solving practical problems of sequential decisions, e.g., online advertisements. In the era of big data, contextual data usually tend to be high-dimensional, which leads to new challenges for traditional linear bandits mostly designed for the setting of low-dimensional contextual data. Due to the curse of dimensionality, there are two challenges in most of the current bandit algorithms: the first is high time-complexity; and the second is extreme large upper regret bounds with high-dimensional data. In this paper, in order to attack the above two challenges effectively, we develop an algorithm of Contextual Bandits via RAndom Projection ( CBRAP ) in the setting of linear payoffs, which works especially for high-dimensional contextual data. The proposed CBRAP algorithm is time-efficient and flexible, because it enables players to choose an arm in a low-dimensional space, and relaxes the sparsity assumption of constant number of non-zero components in previous work. Besides, we provide a linear upper regret bound for the proposed algorithm, which is associated with reduced dimensions.
@cite_11 , the authors proposed an algorithm named BallExp for high-dimensional linear bandits, where the regret bound is relatively loose, and is directly related to the dimension of data.
@cite_11
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In this paper we study the contextual bandit problem (also known as the multi-armed bandit problem with expert advice) for linear payoff functions. For T rounds, K actions, and d dimensional feature vectors, we prove an O (√ Td ln(KT ln(T ) δ) ) regret bound that holds with probability 1− δ for the simplest known (both conceptually and computationally) efficient upper confidence bound algorithm for this problem. We also prove a lower bound of Ω( √ Td) for this setting, matching the upper bound up to logarithmic factors. 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. We consider a linear stochastic bandit problem where the dimension @math of the unknown parameter @math is larger than the sampling budget @math . In such cases, it is in general impossible to derive sub-linear regret bounds since usual linear bandit algorithms have a regret in @math . In this paper we assume that @math is @math sparse, i.e. has at most @math non-zero components, and that the space of arms is the unit ball for the @math norm. We combine ideas from Compressed Sensing and Bandit Theory and derive algorithms with regret bounds in @math . We consider a non-Bayesian infinite horizon version of the multi-armed bandit problem with the objective of designing simple policies whose regret increases sldwly with time. In their seminal work on this problem, Lai and Robbins had obtained a O(logn) lower bound on the regret with a constant that depends on the KullbackLeibler number. They also constructed policies for some specific families of probability distributions (including exponential families) that achieved the lower bound. In this paper we construct index policies that depend on the rewards from each arm only through their sample mean. These policies are computationally much simpler and are also applicable much more generally. They achieve a O(logn) regret with a constant that is also based on the Kullback-Leibler number. This constant turns out to be optimal for one-parameter exponential families; however, in general it is derived from the optimal one via a 'contraction' principle. Our results rely entirely on a few key lemmas from the theory of large deviations. In this paper we consider the stochastic multi-armed bandit problem. However, unlike in the conventional version of this problem, we do not assume that the algorithm starts from scratch. Many applications offer observations of (some of) the arms even before the algorithm starts. We propose three novel multi-armed bandit algorithms that can exploit this data. An upper bound on the regret is derived in each case. The results show that a logarithmic amount of historic data can reduce regret from logarithmic to constant. The eectiveness of the proposed algorithms are demonstrated on a large-scale malicious URL detection problem. In this paper, we study a special bandit setting of online stochastic linear optimization, where only one-bit of information is revealed to the learner at each round. This problem has found many applications including online advertisement and online recommendation. We assume the binary feedback is a random variable generated from the logit model, and aim to minimize the regret defined by the unknown linear function. Although the existing method for generalized linear bandit can be applied to our problem, the high computational cost makes it impractical for real-world problems. To address this challenge, we develop an efficient online learning algorithm by exploiting particular structures of the observation model. Specifically, we adopt online Newton step to estimate the unknown parameter and derive a tight confidence region based on the exponential concavity of the logistic loss. Our analysis shows that the proposed algorithm achieves a regret bound of @math , which matches the optimal result of stochastic linear bandits. This work deals with four classical prediction settings, namely full information, bandit, label efficient and bandit label efficient as well as four different notions of regret: pseudo-regret, expected regret, high probability regret and tracking the best expert regret. We introduce a new forecaster, INF (Implicitly Normalized Forecaster) based on an arbitrary function ψ for which we propose a unified analysis of its pseudo-regret in the four games we consider. In particular, for ψ(x)=exp(η x) + γ K, INF reduces to the classical exponentially weighted average forecaster and our analysis of the pseudo-regret recovers known results while for the expected regret we slightly tighten the bounds. On the other hand with ψ(x)=(η -x)q + γ K, which defines a new forecaster, we are able to remove the extraneous logarithmic factor in the pseudo-regret bounds for bandits games, and thus fill in a long open gap in the characterization of the minimax rate for the pseudo-regret in the bandit game. We also provide high probability bounds depending on the cumulative reward of the optimal action. Finally, we consider the stochastic bandit game, and prove that an appropriate modification of the upper confidence bound policy UCB1 (, 2002a) achieves the distribution-free optimal rate while still having a distribution-dependent rate logarithmic in the number of plays. This paper investigates stochastic and adversarial combinatorial multi-armed bandit problems. In the stochastic setting under semi-bandit feedback, we derive a problem-specific regret lower bound, and discuss its scaling with the dimension of the decision space. We propose ESCB, an algorithm that efficiently exploits the structure of the problem and provide a finite-time analysis of its regret. ESCB has better performance guarantees than existing algorithms, and significantly outperforms these algorithms in practice. In the adversarial setting under bandit feedback, we propose COMBEXP, an algorithm with the same regret scaling as state-of-the-art algorithms, but with lower computational complexity for some combinatorial problems. Bandit convex optimization is a special case of online convex optimization with partial information. In this setting, a player attempts to minimize a sequence of adversarially generated convex loss functions, while only observing the value of each function at a single point. In some cases, the minimax regret of these problems is known to be strictly worse than the minimax regret in the corresponding full information setting. We introduce the multi-point bandit setting, in which the player can query each loss function at multiple points. When the player is allowed to query each function at two points, we prove regret bounds that closely resemble bounds for the full information case. This suggests that knowing the value of each loss function at two points is almost as useful as knowing the value of each function everywhere. When the player is allowed to query each function at d+1 points (d being the dimension of the space), we prove regret bounds that are exactly equivalent to full information bounds for smooth functions. Contextual bandits are widely used in Internet services from news recommendation to advertising, and to Web search. Generalized linear models (logistical regression in particular) have demonstrated stronger performance than linear models in many applications where rewards are binary. However, most theoretical analyses on contextual bandits so far are on linear bandits. In this work, we propose an upper confidence bound based algorithm for generalized linear contextual bandits, which achieves an @math regret over @math rounds with @math dimensional feature vectors. This regret matches the minimax lower bound, up to logarithmic terms, and improves on the best previous result by a @math factor, assuming the number of arms is fixed. A key component in our analysis is to establish a new, sharp finite-sample confidence bound for maximum-likelihood estimates in generalized linear models, which may be of independent interest. We also analyze a simpler upper confidence bound algorithm, which is useful in practice, and prove it to have optimal regret for certain cases. We discuss a multiple-play multi-armed bandit (MAB) problem in which several arms are selected at each round. Recently, Thompson sampling (TS), a randomized algorithm with a Bayesian spirit, has attracted much attention for its empirically excellent performance, and it is revealed to have an optimal regret bound in the standard single-play MAB problem. In this paper, we propose the multiple-play Thompson sampling (MP-TS) algorithm, an extension of TS to the multiple-play MAB problem, and discuss its regret analysis. We prove that MP-TS for binary rewards has the optimal regret upper bound that matches the regret lower bound provided by (1987). Therefore, MP-TS is the first computationally efficient algorithm with optimal regret. A set of computer simulations was also conducted, which compared MP-TS with state-of-the-art algorithms. We also propose a modification of MP-TS, which is shown to have better empirical performance. We consider the adversarial convex bandit problem and we build the first @math -time algorithm with @math -regret for this problem. To do so we introduce three new ideas in the derivative-free optimization literature: (i) kernel methods, (ii) a generalization of Bernoulli convolutions, and (iii) a new annealing schedule for exponential weights (with increasing learning rate). The basic version of our algorithm achieves @math -regret, and we show that a simple variant of this algorithm can be run in @math -time per step at the cost of an additional @math factor in the regret. These results improve upon the @math -regret and @math -time result of the first two authors, and the @math -regret and @math -time result of Hazan and Li. Furthermore we conjecture that another variant of the algorithm could achieve @math -regret, and moreover that this regret is unimprovable (the current best lower bound being @math and it is achieved with linear functions). For the simpler situation of zeroth order stochastic convex optimization this corresponds to the conjecture that the optimal query complexity is of order @math . We investigate a nonstochastic bandit setting in which the loss of an action is not immediately charged to the player, but rather spread over at most d consecutive steps in an adversarial way. This implies that the instantaneous loss observed by the player at the end of each round is a sum of as many as d loss components of previously played actions. Hence, unlike the standard bandit setting with delayed feedback, here the player cannot observe the individual delayed losses, but only their sum. Our main contribution is a general reduction transforming a standard bandit algorithm into one that can operate in this harder setting. We also show how the regret of the transformed algorithm can be bounded in terms of the regret of the original algorithm. Our reduction cannot be improved in general: we prove a lower bound on the regret of any bandit algorithm in this setting that matches (up to log factors) the upper bound obtained via our reduction. Finally, we show how our reduction can be extended to more complex bandit settings, such as combinatorial linear bandits and online bandit convex optimization. We address online linear optimization problems when the possible actions of the decision maker are represented by binary vectors. The regret of the decision maker is the difference between her realized loss and the minimal loss she would have achieved by picking, in hindsight, the best possible action. Our goal is to understand the magnitude of the best possible minimax regret. We study the problem under three different assumptions for the feedback the decision maker receives: full information, and the partial information models of the so-called “semi-bandit” and “bandit” problems. In the full information case we show that the standard exponentially weighted average forecaster is a provably suboptimal strategy. For the semi-bandit model, by combining the Mirror Descent algorithm and the INF Implicitely Normalized Forecaster strategy, we are able to prove the first optimal bounds. Finally, in the bandit case we discuss existing results in light of a new lower bound, and suggest a conjecture on the optimal regret in that case. We consider the problem of online convex optimization against an arbitrary adversary with bandit feedback, known as bandit convex optimization. We give the first @math -regret algorithm for this setting based on a novel application of the ellipsoid method to online learning. This bound is known to be tight up to logarithmic factors. Our analysis introduces new tools in discrete convex geometry. We introduce the general and powerful scheme of predicting information re-use in optimization algorithms. This allows us to devise a computationally efficient algorithm for bandit convex optimization with new state-of-the-art guarantees for both Lipschitz loss functions and loss functions with Lipschitz gradients. This is the first algorithm admitting both a polynomial time complexity and a regret that is polynomial in the dimension of the action space that improves upon the original regret bound for Lipschitz loss functions, achieving a regret of @math . Our algorithm further improves upon the best existing polynomial-in-dimension bound (both computationally and in terms of regret) for loss functions with Lipschitz gradients, achieving a regret of @math . Generalized Linear Bandits (GLBs), a natural extension of the stochastic linear bandits, has been popular and successful in recent years. However, existing GLBs scale poorly with the number of rounds and the number of arms, limiting their utility in practice. This paper proposes new, scalable solutions to the GLB problem in two respects. First, unlike existing GLBs, whose per-time-step space and time complexity grow at least linearly with time @math , we propose a new algorithm that performs online computations to enjoy a constant space and time complexity. At its heart is a novel Generalized Linear extension of the Online-to-confidence-set Conversion (GLOC method) that takes online learning algorithm and turns it into a GLB algorithm. As a special case, we apply GLOC to the online Newton step algorithm, which results in a low-regret GLB algorithm with much lower time and memory complexity than prior work. Second, for the case where the number @math of arms is very large, we propose new algorithms in which each next arm is selected via an inner product search. Such methods can be implemented via hashing algorithms (i.e., "hash-amenable") and result in a time complexity sublinear in @math . While a Thompson sampling extension of GLOC is hash-amenable, its regret bound for @math -dimensional arm sets scales with @math , whereas GLOC's regret bound scales with @math . Towards closing this gap, we propose a new hash-amenable algorithm whose regret bound scales with @math . Finally, we propose a fast approximate hash-key computation (inner product) with a better accuracy than the state-of-the-art, which can be of independent interest. We conclude the paper with preliminary experimental results confirming the merits of our methods. In the online linear optimization problem, a learner must choose, in each round, a decision from a set D ⊂ ℝn in order to minimize an (unknown and changing) linear cost function. We present sharp rates of convergence (with respect to additive regret) for both the full information setting (where the cost function is revealed at the end of each round) and the bandit setting (where only the scalar cost incurred is revealed). In particular, this paper is concerned with the price of bandit information, by which we mean the ratio of the best achievable regret in the bandit setting to that in the full-information setting. For the full information case, the upper bound on the regret is O*( √nT), where n is the ambient dimension and T is the time horizon. For the bandit case, we present an algorithm which achieves O*(n3 2 √T) regret — all previous (nontrivial) bounds here were O(poly(n)T2 3) or worse. It is striking that the convergence rate for the bandit setting is only a factor of n worse than in the full information case — in stark contrast to the K-arm bandit setting, where the gap in the dependence on K is exponential (√TK vs. √T log K). We also present lower bounds showing that this gap is at least √n, which we conjecture to be the correct order. The bandit algorithm we present can be implemented efficiently in special cases of particular interest, such as path planning and Markov Decision Problems. 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 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.