This paper studies the trade-off between two different kinds of pure exploration: breadth versus depth. The most biased coin problem asks how many total coin flips are required to identify a "heavy" coin from an infinite bag containing both "heavy" coins with mean @math , and "light" coins with mean @math , where heavy coins are drawn from the bag with probability @math . The key difficulty of this problem lies in distinguishing whether the two kinds of coins have very similar means, or whether heavy coins are just extremely rare. This problem has applications in crowdsourcing, anomaly detection, and radio spectrum search. Chandrasekaran et. al. (2014) recently introduced a solution to this problem but it required perfect knowledge of @math . In contrast, we derive algorithms that are adaptive to partial or absent knowledge of the problem parameters. Moreover, our techniques generalize beyond coins to more general instances of infinitely many armed bandit problems. We also prove lower bounds that show our algorithm's upper bounds are tight up to @math factors, and on the way characterize the sample complexity of differentiating between a single parametric distribution and a mixture of two such distributions. As a result, these bounds have surprising implications both for solutions to the most biased coin problem and for anomaly detection when only partial information about the parameters is known.
One can interpret the most biased coin problem as an infinite armed bandit problem where each coin is an arm. In that setting, @cite_2 , @cite_8 and @cite_6 prove and refine bounds on the expected cumulative regret of the player, whereas @cite_7 focus on the pure exploration setting. All of this work relies on the assumption that the distribution of the means is parametric and known (though @cite_7 describes a method to estimate the relevant parameters first). Our setting relies on a different parameterization of the means (i.e. @math where @math is a Dirac delta located at @math ), and we focus on settings in which the relevant parameters are unknown.
@cite_8 @cite_7 @cite_6 @cite_2
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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 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 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 O( @math ). 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 O( @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 order of regret. This solves a problem of relevance in many domains and had been open for a while. 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.