We study a multiplayer stochastic multi-armed bandit problem in which players cannot communicate, and if two or more players pull the same arm, a collision occurs and the involved players receive zero reward. We consider the challenging heterogeneous setting, in which different arms may have different means for different players, and propose a new, efficient algorithm that combines the idea of leveraging forced collisions for implicit communication and that of performing matching eliminations. We give a finite-time analysis of our algorithm, bounding its regret by O((log T)^ 1+ ) for any fixed >0. If the optimal assignment of players to arms is unique, we further show that it attains the optimal O(log(T)) regret, solving an open question raised at NeurIPS 2018.
The Game-of-Thrones algorithm is proved to have an expected regret of order @math for any given constant @math , where the constant in the @math depends on @math and on the problem parameters ( @math , @math and @math ) in a way that is not very explicit in Theorem 3 of @cite_16 . Unlike our algorithms, GOT does not need to know the horizon @math . However, (a lower bound on) the value of @math is needed to calibrate the length of the exploration phase. Moreover, the analysis of the Game-of-Thrones algorithm works for small enough @math ,' where @math is a parameter of the GOT phase, but it is not clear how the players must choose @math to achieve the guaranteed regret.
@cite_16
2473549844
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 .