We study the stochastic multi-armed bandit (MAB) problem in the presence of side-observations across actions that occur as a result of an underlying network structure. In our model, a bipartite graph captures the relationship between actions and a common set of unknowns such that choosing an action reveals observations for the unknowns that it is connected to. This models a common scenario in online social networks where users respond to their friends' activity, thus providing side information about each other's preferences. Our contributions are as follows: 1) We derive an asymptotic lower bound (with respect to time) as a function of the bi-partite network structure on the regret of any uniformly good policy that achieves the maximum long-term average reward. 2) We propose two policies - a randomized policy; and a policy based on the well-known upper confidence bound (UCB) policies - both of which explore each action at a rate that is a function of its network position. We show, under mild assumptions, that these policies achieve the asymptotic lower bound on the regret up to a multiplicative factor, independent of the network structure. Finally, we use numerical examples on a real-world social network and a routing example network to demonstrate the benefits obtained by our policies over other existing policies.
More recently, @cite_6 , have studied the multi-armed bandit problem with a graph based feedback structure similar to @cite_11 , and @cite_0 . However, they assume that the graph structure is never fully revealed. In contrast, in many cases such as the problem of routing in communication networks and the problem of influence maximization in social networks, the graph structure is revealed or learnt apriori and is known. When the graph structure is known, the authors in @cite_0 propose algorithms for the stochastic setting whose regret performance is bounded by the domination number of the graph. In contrast, the algorithms proposed in @cite_6 assume that the graph is unknown and achieve a regret that is upper bounded by the independence number of the graph. (Note that the independence number of a graph is larger than or equal to the domination number). Our current work proposes a general feedback structure of which @cite_0 and @cite_6 can be viewed as a special case. Moreover, we present algorithms that benefit significantly from the knowledge of the graph feedback structure.
@cite_0 @cite_6 @cite_11
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The fundamental problem of multiple secondary users contending for opportunistic spectrum access over multiple channels in cognitive radio networks has been formulated recently as a decentralized multi-armed bandit (D-MAB) problem. In a D-MAB problem there are @math users and @math arms (channels) that each offer i.i.d. stochastic rewards with unknown means so long as they are accessed without collision. The goal is to design a decentralized online learning policy that incurs minimal regret, defined as the difference between the total expected rewards accumulated by a model-aware genie, and that obtained by all users applying the policy. We make two contributions in this paper. First, we consider the setting where the users have a prioritized ranking, such that it is desired for the @math -th-ranked user to learn to access the arm offering the @math -th highest mean reward. For this problem, we present the first distributed policy that yields regret that is uniformly logarithmic over time without requiring any prior assumption about the mean rewards. Second, we consider the case when a fair access policy is required, i.e., it is desired for all users to experience the same mean reward. For this problem, we present a distributed policy that yields order-optimal regret scaling with respect to the number of users and arms, better than previously proposed policies in the literature. Both of our distributed policies make use of an innovative modification of the well known UCB1 policy for the classic multi-armed bandit problem that allows a single user to learn how to play the arm that yields the @math -th largest mean reward. Multi-armed bandit problems are receiving a great deal of attention because they adequately formalize the exploration-exploitation trade-offs arising in several industrially relevant applications, such as online advertisement and, more generally, recommendation systems. In many cases, however, these applications have a strong social component, whose integration in the bandit algorithm could lead to a dramatic performance increase. For instance, we may want to serve content to a group of users by taking advantage of an underlying network of social relationships among them. In this paper, we introduce novel algorithmic approaches to the solution of such networked bandit problems. More specifically, we design and analyze a global strategy which allocates a bandit algorithm to each network node (user) and allows it to "share" signals (contexts and payoffs) with the neghboring nodes. We then derive two more scalable variants of this strategy based on different ways of clustering the graph nodes. We experimentally compare the algorithm and its variants to state-of-the-art methods for contextual bandits that do not use the relational information. Our experiments, carried out on synthetic and real-world datasets, show a marked increase in prediction performance obtained by exploiting the network structure. We study a general class of online learning problems where the feedback is specified by a graph. This class includes online prediction with expert advice and the multi-armed bandit problem, but also several learning problems where the online player does not necessarily observe his own loss. We analyze how the structure of the feedback graph controls the inherent difficulty of the induced @math -round learning problem. Specifically, we show that any feedback graph belongs to one of three classes: strongly observable graphs, weakly observable graphs, and unobservable graphs. We prove that the first class induces learning problems with @math minimax regret, where @math is the independence number of the underlying graph; the second class induces problems with @math minimax regret, where @math is the domination number of a certain portion of the graph; and the third class induces problems with linear minimax regret. Our results subsume much of the previous work on learning with feedback graphs and reveal new connections to partial monitoring games. We also show how the regret is affected if the graphs are allowed to vary with time. 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.