We analyze the problem of using Explore-Exploit techniques to improve precision in multi-result ranking systems such as web search, query autocompletion and news recommendation. Adopting an exploration policy directly online, without understanding its impact on the production system, may have unwanted consequences - the system may sustain large losses, create user dissatisfaction, or collect exploration data which does not help improve ranking quality. An offline framework is thus necessary to let us decide what policy and how we should apply in a production environment to ensure positive outcome. Here, we describe such an offline framework. Using the framework, we study a popular exploration policy - Thompson sampling. We show that there are different ways of implementing it in multi-result ranking systems, each having different semantic interpretation and leading to different results in terms of sustained click-through-rate (CTR) loss and expected model improvement. In particular, we demonstrate that Thompson sampling can act as an online learner optimizing CTR, which in some cases can lead to an interesting outcome: lift in CTR during exploration. The observation is important for production systems as it suggests that one can get both valuable exploration data to improve ranking performance on the long run, and at the same time increase CTR while exploration lasts.
A bandit problem with side observations is an extension of the traditional two-armed bandit problem, in which the decision maker has access to side information before deciding which arm to pull. In this paper, essential properties of the side observations that allow achievability results with respect to optimal regret are extracted and formalized. The sufficient conditions for good side information obtained here admit various types of random processes as special cases, including i.i.d. sequences, Markov chains, deterministic periodic sequences, etc. A simple necessary condition for optimal regret is given, providing further insight into the nature of bandit problems with side observations. A game-theoretic approach simplifies the analysis and justifies the viewpoint that the side observation serves as an index specifying different sub-bandit machines. We present Epoch-Greedy, an algorithm for multi-armed bandits with observable side information. Epoch-Greedy has the following properties: No knowledge of a time horizon @math is necessary. The regret incurred by Epoch-Greedy is controlled by a sample complexity bound for a hypothesis class. The regret scales as @math or better (sometimes, much better). Here @math is the complexity term in a sample complexity bound for standard supervised learning. We consider bandit problems, motivated by applications in online advertising and news story selection, in which the learner must repeatedly select a slate, that is, a subset of size s from K possible actions, and then receives rewards for just the selected actions. The goal is to minimize the regret with respect to total reward of the best slate computed in hindsight. We consider unordered and ordered versions of the problem, and give efficient algorithms which have regret O(√T), where the constant depends on the specific nature of the problem. We also consider versions of the problem where we have access to a number of policies which make recommendations for slates in every round, and give algorithms with O(√T) regret for competing with the best such policy as well. We make use of the technique of relative entropy projections combined with the usual multiplicative weight update algorithm to obtain our algorithms. Personalized web services strive to adapt their services (advertisements, news articles, etc.) to individual users by making use of both content and user information. Despite a few recent advances, this problem remains challenging for at least two reasons. First, web service is featured with dynamically changing pools of content, rendering traditional collaborative filtering methods inapplicable. Second, the scale of most web services of practical interest calls for solutions that are both fast in learning and computation. In this work, we model personalized recommendation of news articles as a contextual bandit problem, a principled approach in which a learning algorithm sequentially selects articles to serve users based on contextual information about the users and articles, while simultaneously adapting its article-selection strategy based on user-click feedback to maximize total user clicks. The contributions of this work are three-fold. First, we propose a new, general contextual bandit algorithm that is computationally efficient and well motivated from learning theory. Second, we argue that any bandit algorithm can be reliably evaluated offline using previously recorded random traffic. Finally, using this offline evaluation method, we successfully applied our new algorithm to a Yahoo! Front Page Today Module dataset containing over 33 million events. Results showed a 12.5 click lift compared to a standard context-free bandit algorithm, and the advantage becomes even greater when data gets more scarce. A class of learning tasks is described that combines aspects of learning automation tasks and supervised learning pattern-classification tasks. These tasks are called associative reinforcement learning tasks. An algorithm is presented, called the associative reward-penalty, or AR-P algorithm for which a form of optimal performance is proved. This algorithm simultaneously generalizes a class of stochastic learning automata and a class of supervised learning pattern-classification methods related to the Robbins-Monro stochastic approximation procedure. The relevance of this hybrid algorithm is discussed with respect to the collective behaviour of learning automata and the behaviour of networks of pattern-classifying adaptive elements. Simulation results are presented that illustrate the associative reinforcement learning task and the performance of the AR-P algorithm as compared with that of several existing algorithms.