We consider the problem of near-optimal arm identification in the fixed confidence setting of the infinitely armed bandit problem when nothing is known about the arm reservoir distribution. We (1) introduce a PAC-like framework within which to derive and cast results; (2) derive a sample complexity lower bound for near-optimal arm identification; (3) propose an algorithm that identifies a nearly-optimal arm with high probability and derive an upper bound on its sample complexity which is within a log factor of our lower bound; and (4) discuss whether our log^2(1 delta) dependence is inescapable for "two-phase" (select arms first, identify the best later) algorithms in the infinite setting. This work permits the application of bandit models to a broader class of problems where fewer assumptions hold.
Regret minimization has been studied extensively for infinite bandit models , whereas @cite_11 is the first work dealing with pure-exploration for general reservoirs. The authors consider the fixed-budget setting, under the tail assumption for the reservoir distribution, already discussed.
@cite_11
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The stochastic multi-armed bandit model is a simple abstraction that has proven useful in many different contexts in statistics and machine learning. Whereas the achievable limit in terms of regret minimization is now well known, our aim is to contribute to a better understanding of the performance in terms of identifying the m best arms. We introduce generic notions of complexity for the two dominant frameworks considered in the literature: fixed-budget and fixed-confidence settings. In the fixed-confidence setting, we provide the first known distribution-dependent lower bound on the complexity that involves information-theoretic quantities and holds when m ≥ 1 under general assumptions. In the specific case of two armed-bandits, we derive refined lower bounds in both the fixedcon fidence and fixed-budget settings, along with matching algorithms for Gaussian and Bernoulli bandit models. These results show in particular that the complexity of the fixed-budget setting may be smaller than the complexity of the fixed-confidence setting, contradicting the familiar behavior observed when testing fully specified alternatives. In addition, we also provide improved sequential stopping rules that have guaranteed error probabilities and shorter average running times. The proofs rely on two technical results that are of independent interest: a deviation lemma for self-normalized sums (Lemma 7) and a novel change of measure inequality for bandit models (Lemma 1). Reservoir computing (RC) refers to a new class of state-space models with a fixed state transition structure (the reservoir) and an adaptable readout form the state space. The reservoir is supposed to be sufficiently complex so as to capture a large number of features of the input stream that can be exploited by the reservoir-to-output readout mapping. The field of RC has been growing rapidly with many successful applications. However, RC has been criticized for not being principled enough. Reservoir construction is largely driven by a series of randomized model-building stages, with both researchers and practitioners having to rely on a series of trials and errors. To initialize a systematic study of the field, we concentrate on one of the most popular classes of RC methods, namely echo state network, and ask: What is the minimal complexity of reservoir construction for obtaining competitive models and what is the memory capacity (MC) of such simplified reservoirs? On a number of widely used time series benchmarks of different origin and characteristics, as well as by conducting a theoretical analysis we show that a simple deterministically constructed cycle reservoir is comparable to the standard echo state network methodology. The (short-term) of linear cyclic reservoirs can be made arbitrarily close to the proved optimal value. 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 consider the problem of eciently exploring the arms of a stochastic bandit to identify the best subset of a specied size. Under the PAC and the xed-budget formulations, we derive improved bounds by using KL-divergence-based condence intervals. Whereas the application of a similar idea in the regret setting has yielded bounds in terms of the KL-divergence between the arms, our bounds in the pure-exploration setting involve the information" between the arms. In addition to introducing this novel quantity to the bandits literature, we contribute a comparison between strategies based on uniform and adaptive sampling for pure-exploration problems, nding evidence in favor of the latter. 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. 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. Echo state network is a novel kind of recurrent neural networks, with a trainable linear readout layer and a large fixed recurrent connected hidden layer, which can be used to map the rich dynamics of complex real-world data sets. It has been extensively studied in time series prediction. However, there may be an ill-posed problem caused by the number of real-world training samples less than the size of the hidden layer. In this brief, a Laplacian echo state network (LAESN), is proposed to overcome the ill-posed problem and obtain low-dimensional output weights. First, an echo state network is used to map the multivariate time series into a large reservoir. Then, assuming that an unknown underlying manifold is inside the reservoir, we employ the Laplacian eigenmaps to estimate the manifold by constructing an adjacency graph associated with the reservoir states. Finally, the output weights are calculated by the low-dimensional manifold. In addition, some criteria of transient stability, local controllability, and local observability are given. Experimental results based on two real-world data sets substantiate the effectiveness and characteristics of the proposed LAESN model. 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. Adversarial bandit problems studied by [4] are multi-armed bandit problems in which no stochastic assumption is made on the nature of the process generating the rewards for actions. In this paper, we extend their theories to the case where k(≥1) distinct actions are selected at each time step. As algorithms to solve our problem, we analyze an extension of Exp3 [4] and an application of a bandit online linear optimization algorithm [1] in addition to two existing algorithms (Exp3, ComBand [5]) in terms of time and space efficiency and the regret for the best fixed action set. The extension of Exp3, called Exp3.M, performs best with respect to all the measures: it runs in O(K(log k+1)) time and O(K) space, and suffers at most O(√kTK log(K k)) regret, where K is the number of possible actions and T is the number of iterations. The upper bound of the regret we proved for Exp3.M is an extension of that proved by for Exp3. Recurrent Neural Networks (RNNs) have been a prominent concept within artificial intelligence. They are inspired by Biological Neural Networks (BNNs) and provide an intuitive and abstract representation of how BNNs work. Derived from the more generic Artificial Neural Networks (ANNs), the recurrent ones are meant to be used for temporal tasks, such as speech recognition, because they are capable of memorizing historic input. However, such networks are very time consuming to train as a result of their inherent nature. Recently, Echo State Networks and Liquid State Machines have been proposed as possible RNN alternatives, under the name of Reservoir Computing (RC). RCs are far more easy to train. In this paper, Cellular Automata are used as reservoir, and are tested on the 5-bit memory task (a well known benchmark within the RC community). The work herein provides a method of mapping binary inputs from the task onto the automata, and a recurrent architecture for handling the sequential aspects of it. Furthermore, a layered (deep) reservoir architecture is proposed. Performances are compared towards earlier work, in addition to its single-layer version. Results show that the single CA reservoir system yields similar results to state-of-the-art work. The system comprised of two layered reservoirs do show a noticeable improvement compared to a single CA reservoir. This indicates potential for further research and provides valuable insight on how to design CA reservoir systems. 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. We consider the problem of learning in single-player and multiplayer multiarmed bandit models. Bandit problems are classes of online learning problems that capture exploration versus exploitation tradeoffs. In a multiarmed bandit model, players can pick among many arms, and each play of an arm generates an i.i.d. reward from an unknown distribution. The objective is to design a policy that maximizes the expected reward over a time horizon for a single-player setting and the sum of expected rewards for the multiplayer setting. In the multiplayer setting, arms may give different rewards to different players. There is no separate channel for coordination among the players. Any attempt at communication is costly and adds to regret. We propose two decentralizable policies, @math ( @math - @math ) and @math - @math , that can be used in both single-player and multiplayer settings. These policies are shown to yield expected regret that grows, at most, as @math (and @math under some assumption). It is well known that @math is the lower bound on the rate of growth of regret even in a centralized case. The proposed algorithms improve on prior work where regret grew at @math . More fundamentally, these policies address the question of additional cost incurred in decentralized online learning, suggesting that there is, at most, an @math -factor cost in terms of the order of regret. This solves a problem of relevance in many domains and had been open for a while. 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. 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. What price should be offered to a worker for a task in an online labor market? How can one enable workers to express the amount they desire to receive for the task completion? Designing optimal pricing policies and determining the right monetary incentives is central to maximizing requester's utility and workers' profits. Yet, current crowdsourcing platforms only offer a limited capability to the requester in designing the pricing policies and often rules of thumb are used to price tasks. This limitation could result in inefficient use of the requester's budget or workers becoming disinterested in the task. In this paper, we address these questions and present mechanisms using the approach of regret minimization in online learning. We exploit a link between procurement auctions and multi-armed bandits to design mechanisms that are budget feasible, achieve near-optimal utility for the requester, are incentive compatible (truthful) for workers and make minimal assumptions about the distribution of workers' true costs. Our main contribution is a novel, no-regret posted price mechanism, BP-UCB, for budgeted procurement in stochastic online settings. We prove strong theoretical guarantees about our mechanism, and extensively evaluate it in simulations as well as on real data from the Mechanical Turk platform. Compared to the state of the art, our approach leads to a 180 increase in utility. In a multi-armed bandit (MAB) problem a gambler needs to choose at each round of play one of K arms, each characterized by an unknown reward distribution. Reward realizations are only observed when an arm is selected, and the gambler's objective is to maximize his cumulative expected earnings over some given horizon of play T. To do this, the gambler needs to acquire information about arms (exploration) while simultaneously optimizing immediate rewards (exploitation); the price paid due to this trade off is often referred to as the regret, and the main question is how small can this price be as a function of the horizon length T. This problem has been studied extensively when the reward distributions do not change over time; an assumption that supports a sharp characterization of the regret, yet is often violated in practical settings. In this paper, we focus on a MAB formulation which allows for a broad range of temporal uncertainties in the rewards, while still maintaining mathematical tractability. We fully characterize the (regret) complexity of this class of MAB problems by establishing a direct link between the extent of allowable reward "variation" and the minimal achievable regret. Our analysis draws some connections between two rather disparate strands of literature: the adversarial and the stochastic MAB frameworks. In this paper, we elaborate over the well-known interpretability issue in echo-state networks (ESNs). The idea is to investigate the dynamics of reservoir neurons with time-series analysis techniques developed in complex systems research. Notably, we analyze time series of neuron activations with recurrence plots (RPs) and recurrence quantification analysis (RQA), which permit to visualize and characterize high-dimensional dynamical systems. We show that this approach is useful in a number of ways. First, the 2-D representation offered by RPs provides a visualization of the high-dimensional reservoir dynamics. Our results suggest that, if the network is stable, reservoir and input generate similar line patterns in the respective RPs. Conversely, as the ESN becomes unstable, the patterns in the RP of the reservoir change. As a second result, we show that an RQA measure, called @math , is highly correlated with the well-established maximal local Lyapunov exponent. This suggests that complexity measures based on RP diagonal lines distribution can quantify network stability. Finally, our analysis shows that all RQA measures fluctuate on the proximity of the so-called edge of stability, where an ESN typically achieves maximum computational capability. We leverage on this property to determine the edge of stability and show that our criterion is more accurate than two well-known counterparts, both based on the Jacobian matrix of the reservoir. Therefore, we claim that RPs and RQA-based analyses are valuable tools to design an ESN, given a specific problem. We present algorithms for reducing the Dueling Bandits problem to the conventional (stochastic) Multi-Armed Bandits problem. The Dueling Bandits problem is an online model of learning with ordinal feedback of the form "A is preferred to B" (as opposed to cardinal feedback like "A has value 2.5"), giving it wide applicability in learning from implicit user feedback and revealed and stated preferences. In contrast to existing algorithms for the Dueling Bandits problem, our reductions -- named @math , @math and @math -- provide a generic schema for translating the extensive body of known results about conventional Multi-Armed Bandit algorithms to the Dueling Bandits setting. For @math and @math we prove regret upper bounds in both finite and infinite settings, and conjecture about the performance of @math which empirically outperforms the other two as well as previous algorithms in our experiments. In addition, we provide the first almost optimal regret bound in terms of second order terms, such as the differences between the values of the arms. 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. An echo-state network (ESN) is an effective alternative to gradient methods for training recurrent neural network. However, it is difficult to determine the structure (mainly the reservoir) of the ESN to match with the given application. In this paper, a growing ESN (GESN) is proposed to design the size and topology of the reservoir automatically. First, the GESN makes use of the block matrix theory to add hidden units to the existing reservoir group by group, which leads to a GESN with multiple subreservoirs. Second, every subreservoir weight matrix in the GESN is created with a predefined singular value spectrum, which ensures the echo-sate property of the ESN without posterior scaling of the weights. Third, during the growth of the network, the output weights of the GESN are updated in an incremental way. Moreover, the convergence of the GESN is proved. Finally, the GESN is tested on some artificial and real-world time-series benchmarks. Simulation results show that the proposed GESN has better prediction performance and faster leaning speed than some ESNs with fixed sizes and topologies.