Get trending papers in your email inbox once a day!
Get trending papers in your email inbox!
SubscribeMulti-Armed Bandits with Censored Consumption of Resources
We consider a resource-aware variant of the classical multi-armed bandit problem: In each round, the learner selects an arm and determines a resource limit. It then observes a corresponding (random) reward, provided the (random) amount of consumed resources remains below the limit. Otherwise, the observation is censored, i.e., no reward is obtained. For this problem setting, we introduce a measure of regret, which incorporates the actual amount of allocated resources of each learning round as well as the optimality of realizable rewards. Thus, to minimize regret, the learner needs to set a resource limit and choose an arm in such a way that the chance to realize a high reward within the predefined resource limit is high, while the resource limit itself should be kept as low as possible. We propose a UCB-inspired online learning algorithm, which we analyze theoretically in terms of its regret upper bound. In a simulation study, we show that our learning algorithm outperforms straightforward extensions of standard multi-armed bandit algorithms.
Introduction to Multi-Armed Bandits
Multi-armed bandits a simple but very powerful framework for algorithms that make decisions over time under uncertainty. An enormous body of work has accumulated over the years, covered in several books and surveys. This book provides a more introductory, textbook-like treatment of the subject. Each chapter tackles a particular line of work, providing a self-contained, teachable technical introduction and a brief review of the further developments; many of the chapters conclude with exercises. The book is structured as follows. The first four chapters are on IID rewards, from the basic model to impossibility results to Bayesian priors to Lipschitz rewards. The next three chapters cover adversarial rewards, from the full-feedback version to adversarial bandits to extensions with linear rewards and combinatorially structured actions. Chapter 8 is on contextual bandits, a middle ground between IID and adversarial bandits in which the change in reward distributions is completely explained by observable contexts. The last three chapters cover connections to economics, from learning in repeated games to bandits with supply/budget constraints to exploration in the presence of incentives. The appendix provides sufficient background on concentration and KL-divergence. The chapters on "bandits with similarity information", "bandits with knapsacks" and "bandits and agents" can also be consumed as standalone surveys on the respective topics.
Efficient Training of Multi-task Combinarotial Neural Solver with Multi-armed Bandits
Efficiently training a multi-task neural solver for various combinatorial optimization problems (COPs) has been less studied so far. In this paper, we propose a general and efficient training paradigm based on multi-armed bandits to deliver a unified combinarotial multi-task neural solver. To this end, we resort to the theoretical loss decomposition for multiple tasks under an encoder-decoder framework, which enables more efficient training via proper bandit task-sampling algorithms through an intra-task influence matrix. Our method achieves much higher overall performance with either limited training budgets or the same training epochs, compared to standard training schedules, which can be promising for advising efficient training of other multi-task large models. Additionally, the influence matrix can provide empirical evidence of some common practices in the area of learning to optimize, which in turn supports the validity of our approach.
Balans: Multi-Armed Bandits-based Adaptive Large Neighborhood Search for Mixed-Integer Programming Problem
Mixed-integer programming (MIP) is a powerful paradigm for modeling and solving various important combinatorial optimization problems. Recently, learning-based approaches have shown a potential to speed up MIP solving via offline training that then guides important design decisions during the search. However, a significant drawback of these methods is their heavy reliance on offline training, which requires collecting training datasets and computationally costly training epochs yet offering only limited generalization to unseen (larger) instances. In this paper, we propose Balans, an adaptive meta-solver for MIPs with online learning capability that does not require any supervision or apriori training. At its core, Balans is based on adaptive large-neighborhood search, operating on top of an MIP solver by successive applications of destroy and repair neighborhood operators. During the search, the selection among different neighborhood definitions is guided on the fly for the instance at hand via multi-armed bandit algorithms. Our extensive experiments on hard optimization instances show that Balans offers significant performance gains over the default MIP solver, is better than committing to any single best neighborhood, and improves over the state-of-the-art large-neighborhood search for MIPs. Finally, we release Balans as a highly configurable, MIP solver agnostic, open-source software.
Combinatorial Multi-armed Bandits: Arm Selection via Group Testing
This paper considers the problem of combinatorial multi-armed bandits with semi-bandit feedback and a cardinality constraint on the super-arm size. Existing algorithms for solving this problem typically involve two key sub-routines: (1) a parameter estimation routine that sequentially estimates a set of base-arm parameters, and (2) a super-arm selection policy for selecting a subset of base arms deemed optimal based on these parameters. State-of-the-art algorithms assume access to an exact oracle for super-arm selection with unbounded computational power. At each instance, this oracle evaluates a list of score functions, the number of which grows as low as linearly and as high as exponentially with the number of arms. This can be prohibitive in the regime of a large number of arms. This paper introduces a novel realistic alternative to the perfect oracle. This algorithm uses a combination of group-testing for selecting the super arms and quantized Thompson sampling for parameter estimation. Under a general separability assumption on the reward function, the proposed algorithm reduces the complexity of the super-arm-selection oracle to be logarithmic in the number of base arms while achieving the same regret order as the state-of-the-art algorithms that use exact oracles. This translates to at least an exponential reduction in complexity compared to the oracle-based approaches.
A Multi-Armed Bandit Approach to Online Selection and Evaluation of Generative Models
Existing frameworks for evaluating and comparing generative models consider an offline setting, where the evaluator has access to large batches of data produced by the models. However, in practical scenarios, the goal is often to identify and select the best model using the fewest possible generated samples to minimize the costs of querying data from the sub-optimal models. In this work, we propose an online evaluation and selection framework to find the generative model that maximizes a standard assessment score among a group of available models. We view the task as a multi-armed bandit (MAB) and propose upper confidence bound (UCB) bandit algorithms to identify the model producing data with the best evaluation score that quantifies the quality and diversity of generated data. Specifically, we develop the MAB-based selection of generative models considering the Fr\'echet Distance (FD) and Inception Score (IS) metrics, resulting in the FD-UCB and IS-UCB algorithms. We prove regret bounds for these algorithms and present numerical results on standard image datasets. Our empirical results suggest the efficacy of MAB approaches for the sample-efficient evaluation and selection of deep generative models. The project code is available at https://github.com/yannxiaoyanhu/dgm-online-eval.
A Decision-Language Model (DLM) for Dynamic Restless Multi-Armed Bandit Tasks in Public Health
Restless multi-armed bandits (RMAB) have demonstrated success in optimizing resource allocation for large beneficiary populations in public health settings. Unfortunately, RMAB models lack flexibility to adapt to evolving public health policy priorities. Concurrently, Large Language Models (LLMs) have emerged as adept automated planners across domains of robotic control and navigation. In this paper, we propose a Decision Language Model (DLM) for RMABs, enabling dynamic fine-tuning of RMAB policies in public health settings using human-language commands. We propose using LLMs as automated planners to (1) interpret human policy preference prompts, (2) propose reward functions as code for a multi-agent RMAB environment, and (3) iterate on the generated reward functions using feedback from grounded RMAB simulations. We illustrate the application of DLM in collaboration with ARMMAN, an India-based non-profit promoting preventative care for pregnant mothers, that currently relies on RMAB policies to optimally allocate health worker calls to low-resource populations. We conduct a technology demonstration in simulation using the Gemini Pro model, showing DLM can dynamically shape policy outcomes using only human prompts as input.
MABFuzz: Multi-Armed Bandit Algorithms for Fuzzing Processors
As the complexities of processors keep increasing, the task of effectively verifying their integrity and security becomes ever more daunting. The intricate web of instructions, microarchitectural features, and interdependencies woven into modern processors pose a formidable challenge for even the most diligent verification and security engineers. To tackle this growing concern, recently, researchers have developed fuzzing techniques explicitly tailored for hardware processors. However, a prevailing issue with these hardware fuzzers is their heavy reliance on static strategies to make decisions in their algorithms. To address this problem, we develop a novel dynamic and adaptive decision-making framework, MABFuzz, that uses multi-armed bandit (MAB) algorithms to fuzz processors. MABFuzz is agnostic to, and hence, applicable to, any existing hardware fuzzer. In the process of designing MABFuzz, we encounter challenges related to the compatibility of MAB algorithms with fuzzers and maximizing their efficacy for fuzzing. We overcome these challenges by modifying the fuzzing process and tailoring MAB algorithms to accommodate special requirements for hardware fuzzing. We integrate three widely used MAB algorithms in a state-of-the-art hardware fuzzer and evaluate them on three popular RISC-V-based processors. Experimental results demonstrate the ability of MABFuzz to cover a broader spectrum of processors' intricate landscapes and doing so with remarkable efficiency. In particular, MABFuzz achieves up to 308x speedup in detecting vulnerabilities and up to 5x speedup in achieving coverage compared to a state-of-the-art technique.
Collaborative Multi-Agent Heterogeneous Multi-Armed Bandits
The study of collaborative multi-agent bandits has attracted significant attention recently. In light of this, we initiate the study of a new collaborative setting, consisting of N agents such that each agent is learning one of M stochastic multi-armed bandits to minimize their group cumulative regret. We develop decentralized algorithms which facilitate collaboration between the agents under two scenarios. We characterize the performance of these algorithms by deriving the per agent cumulative regret and group regret upper bounds. We also prove lower bounds for the group regret in this setting, which demonstrates the near-optimal behavior of the proposed algorithms.
Bayesian Optimization -- Multi-Armed Bandit Problem
In this report, we survey Bayesian Optimization methods focussed on the Multi-Armed Bandit Problem. We take the help of the paper "Portfolio Allocation for Bayesian Optimization". We report a small literature survey on the acquisition functions and the types of portfolio strategies used in papers discussing Bayesian Optimization. We also replicate the experiments and report our findings and compare them to the results in the paper. Code link: https://colab.research.google.com/drive/1GZ14klEDoe3dcBeZKo5l8qqrKf_GmBDn?usp=sharing#scrollTo=XgIBau3O45_V.
ParBalans: Parallel Multi-Armed Bandits-based Adaptive Large Neighborhood Search
Solving Mixed-Integer Programming (MIP) problems often requires substantial computational resources due to their combinatorial nature. Parallelization has emerged as a critical strategy to accelerate solution times and enhance scalability to tackle large, complex instances. This paper investigates the parallelization capabilities of Balans, a recently proposed multi-armed bandits-based adaptive large neighborhood search for MIPs. While Balans's modular architecture inherently supports parallel exploration of diverse parameter configurations, this potential has not been thoroughly examined. To address this gap, we introduce ParBalans, an extension that leverages both solver-level and algorithmic-level parallelism to improve performance on challenging MIP instances. Our experimental results demonstrate that ParBalans exhibits competitive performance compared to the state-of-the-art commercial solver Gurobi, particularly on hard optimization benchmarks.
Locally Private Nonparametric Contextual Multi-armed Bandits
Motivated by privacy concerns in sequential decision-making on sensitive data, we address the challenge of nonparametric contextual multi-armed bandits (MAB) under local differential privacy (LDP). We develop a uniform-confidence-bound-type estimator, showing its minimax optimality supported by a matching minimax lower bound. We further consider the case where auxiliary datasets are available, subject also to (possibly heterogeneous) LDP constraints. Under the widely-used covariate shift framework, we propose a jump-start scheme to effectively utilize the auxiliary data, the minimax optimality of which is further established by a matching lower bound. Comprehensive experiments on both synthetic and real-world datasets validate our theoretical results and underscore the effectiveness of the proposed methods.
Tight Regret Bounds for Single-pass Streaming Multi-armed Bandits
Regret minimization in streaming multi-armed bandits (MABs) has been studied extensively in recent years. In the single-pass setting with K arms and T trials, a regret lower bound of Omega(T^{2/3}) has been proved for any algorithm with o(K) memory (Maiti et al. [NeurIPS'21]; Agarwal at al. [COLT'22]). On the other hand, however, the previous best regret upper bound is still O(K^{1/3} T^{2/3}log^{1/3}(T)), which is achieved by the streaming implementation of the simple uniform exploration. The O(K^{1/3}log^{1/3}(T)) gap leaves the open question of the tight regret bound in the single-pass MABs with sublinear arm memory. In this paper, we answer this open problem and complete the picture of regret minimization in single-pass streaming MABs. We first improve the regret lower bound to Omega(K^{1/3}T^{2/3}) for algorithms with o(K) memory, which matches the uniform exploration regret up to a logarithm factor in T. We then show that the log^{1/3}(T) factor is not necessary, and we can achieve O(K^{1/3}T^{2/3}) regret by finding an varepsilon-best arm and committing to it in the rest of the trials. For regret minimization with high constant probability, we can apply the single-memory varepsilon-best arm algorithms in Jin et al. [ICML'21] to obtain the optimal bound. Furthermore, for the expected regret minimization, we design an algorithm with a single-arm memory that achieves O(K^{1/3} T^{2/3}log(K)) regret, and an algorithm with O(log^{*}(n))-memory with the optimal O(K^{1/3} T^{2/3}) regret following the varepsilon-best arm algorithm in Assadi and Wang [STOC'20]. We further tested the empirical performances of our algorithms. The simulation results show that the proposed algorithms consistently outperform the benchmark uniform exploration algorithm by a large margin, and on occasion, reduce the regret by up to 70%.
Competing for Shareable Arms in Multi-Player Multi-Armed Bandits
Competitions for shareable and limited resources have long been studied with strategic agents. In reality, agents often have to learn and maximize the rewards of the resources at the same time. To design an individualized competing policy, we model the competition between agents in a novel multi-player multi-armed bandit (MPMAB) setting where players are selfish and aim to maximize their own rewards. In addition, when several players pull the same arm, we assume that these players averagely share the arms' rewards by expectation. Under this setting, we first analyze the Nash equilibrium when arms' rewards are known. Subsequently, we propose a novel SelfishMPMAB with Averaging Allocation (SMAA) approach based on the equilibrium. We theoretically demonstrate that SMAA could achieve a good regret guarantee for each player when all players follow the algorithm. Additionally, we establish that no single selfish player can significantly increase their rewards through deviation, nor can they detrimentally affect other players' rewards without incurring substantial losses for themselves. We finally validate the effectiveness of the method in extensive synthetic experiments.
Pareto Regret Analyses in Multi-objective Multi-armed Bandit
We study Pareto optimality in multi-objective multi-armed bandit by providing a formulation of adversarial multi-objective multi-armed bandit and defining its Pareto regrets that can be applied to both stochastic and adversarial settings. The regrets do not rely on any scalarization functions and reflect Pareto optimality compared to scalarized regrets. We also present new algorithms assuming both with and without prior information of the multi-objective multi-armed bandit setting. The algorithms are shown optimal in adversarial settings and nearly optimal up to a logarithmic factor in stochastic settings simultaneously by our established upper bounds and lower bounds on Pareto regrets. Moreover, the lower bound analyses show that the new regrets are consistent with the existing Pareto regret for stochastic settings and extend an adversarial attack mechanism from bandit to the multi-objective one.
Neural Architecture Search via Combinatorial Multi-Armed Bandit
Neural Architecture Search (NAS) has gained significant popularity as an effective tool for designing high performance deep neural networks (DNNs). NAS can be performed via policy gradient, evolutionary algorithms, differentiable architecture search or tree-search methods. While significant progress has been made for both policy gradient and differentiable architecture search, tree-search methods have so far failed to achieve comparable accuracy or search efficiency. In this paper, we formulate NAS as a Combinatorial Multi-Armed Bandit (CMAB) problem (CMAB-NAS). This allows the decomposition of a large search space into smaller blocks where tree-search methods can be applied more effectively and efficiently. We further leverage a tree-based method called Nested Monte-Carlo Search to tackle the CMAB-NAS problem. On CIFAR-10, our approach discovers a cell structure that achieves a low error rate that is comparable to the state-of-the-art, using only 0.58 GPU days, which is 20 times faster than current tree-search methods. Moreover, the discovered structure transfers well to large-scale datasets such as ImageNet.
In-Domain African Languages Translation Using LLMs and Multi-armed Bandits
Neural Machine Translation (NMT) systems face significant challenges when working with low-resource languages, particularly in domain adaptation tasks. These difficulties arise due to limited training data and suboptimal model generalization, As a result, selecting an optimal model for translation is crucial for achieving strong performance on in-domain data, particularly in scenarios where fine-tuning is not feasible or practical. In this paper, we investigate strategies for selecting the most suitable NMT model for a given domain using bandit-based algorithms, including Upper Confidence Bound, Linear UCB, Neural Linear Bandit, and Thompson Sampling. Our method effectively addresses the resource constraints by facilitating optimal model selection with high confidence. We evaluate the approach across three African languages and domains, demonstrating its robustness and effectiveness in both scenarios where target data is available and where it is absent.
A Framework for Adapting Offline Algorithms to Solve Combinatorial Multi-Armed Bandit Problems with Bandit Feedback
We investigate the problem of stochastic, combinatorial multi-armed bandits where the learner only has access to bandit feedback and the reward function can be non-linear. We provide a general framework for adapting discrete offline approximation algorithms into sublinear alpha-regret methods that only require bandit feedback, achieving Oleft(T^2{3}log(T)^1{3}right) expected cumulative alpha-regret dependence on the horizon T. The framework only requires the offline algorithms to be robust to small errors in function evaluation. The adaptation procedure does not even require explicit knowledge of the offline approximation algorithm -- the offline algorithm can be used as black box subroutine. To demonstrate the utility of the proposed framework, the proposed framework is applied to multiple problems in submodular maximization, adapting approximation algorithms for cardinality and for knapsack constraints. The new CMAB algorithms for knapsack constraints outperform a full-bandit method developed for the adversarial setting in experiments with real-world data.
KernelBand: Boosting LLM-based Kernel Optimization with a Hierarchical and Hardware-aware Multi-armed Bandit
High quality kernels are critical for reducing training and inference costs of Large Language Models (LLMs), yet they traditionally require significant expertise in hardware architecture and software optimization. While recent advances in LLM-based code generation show promise for complex optimization, existing methods struggle with the vast optimization space due to insufficient hardware domain knowledge, failing to effectively balance exploration and exploitation. We present KernelBand, a novel framework that formulates kernel optimization as a hierarchical multi-armed bandit problem, enabling LLM agents to strategically navigate the optimization space by treating kernel selection and optimization strategy application as sequential decision-making processes. Our approach leverages hardware profiling information to identify promising optimization strategies and employs runtime behavior clustering to reduce exploration overhead across kernel candidates. Extensive experiments on TritonBench demonstrate that KernelBand significantly outperforms state-of-the-art methods, achieving superior performance with fewer tokens while exhibiting consistent improvement without saturation as computational resources increase.
Etat de l'art sur l'application des bandits multi-bras
The Multi-armed bandit offer the advantage to learn and exploit the already learnt knowledge at the same time. This capability allows this approach to be applied in different domains, going from clinical trials where the goal is investigating the effects of different experimental treatments while minimizing patient losses, to adaptive routing where the goal is to minimize the delays in a network. This article provides a review of the recent results on applying bandit to real-life scenario and summarize the state of the art for each of these fields. Different techniques has been proposed to solve this problem setting, like epsilon-greedy, Upper confident bound (UCB) and Thompson Sampling (TS). We are showing here how this algorithms were adapted to solve the different problems of exploration exploitation.
The Use of Bandit Algorithms in Intelligent Interactive Recommender Systems
In today's business marketplace, many high-tech Internet enterprises constantly explore innovative ways to provide optimal online user experiences for gaining competitive advantages. The great needs of developing intelligent interactive recommendation systems are indicated, which could sequentially suggest users the most proper items by accurately predicting their preferences, while receiving the up-to-date feedback to refine the recommendation results, continuously. Multi-armed bandit algorithms, which have been widely applied into various online systems, are quite capable of delivering such efficient recommendation services. However, few existing bandit models are able to adapt to new changes introduced by the modern recommender systems.
Hierarchical Adaptive Contextual Bandits for Resource Constraint based Recommendation
Contextual multi-armed bandit (MAB) achieves cutting-edge performance on a variety of problems. When it comes to real-world scenarios such as recommendation system and online advertising, however, it is essential to consider the resource consumption of exploration. In practice, there is typically non-zero cost associated with executing a recommendation (arm) in the environment, and hence, the policy should be learned with a fixed exploration cost constraint. It is challenging to learn a global optimal policy directly, since it is a NP-hard problem and significantly complicates the exploration and exploitation trade-off of bandit algorithms. Existing approaches focus on solving the problems by adopting the greedy policy which estimates the expected rewards and costs and uses a greedy selection based on each arm's expected reward/cost ratio using historical observation until the exploration resource is exhausted. However, existing methods are hard to extend to infinite time horizon, since the learning process will be terminated when there is no more resource. In this paper, we propose a hierarchical adaptive contextual bandit method (HATCH) to conduct the policy learning of contextual bandits with a budget constraint. HATCH adopts an adaptive method to allocate the exploration resource based on the remaining resource/time and the estimation of reward distribution among different user contexts. In addition, we utilize full of contextual feature information to find the best personalized recommendation. Finally, in order to prove the theoretical guarantee, we present a regret bound analysis and prove that HATCH achieves a regret bound as low as O(T). The experimental results demonstrate the effectiveness and efficiency of the proposed method on both synthetic data sets and the real-world applications.
LLM Bandit: Cost-Efficient LLM Generation via Preference-Conditioned Dynamic Routing
The rapid advancement in large language models (LLMs) has brought forth a diverse range of models with varying capabilities that excel in different tasks and domains. However, selecting the optimal LLM for user queries often involves a challenging trade-off between accuracy and cost, a problem exacerbated by the diverse demands of individual queries. In this work, we present a novel framework that formulates the LLM selection process as a multi-armed bandit problem, enabling dynamic and intelligent routing of queries to the most appropriate model. Our approach incorporates a preference-conditioned dynamic routing mechanism, allowing users to specify their preferences at inference time, thereby offering a customizable balance between performance and cost. Additionally, our selection policy is designed to generalize to unseen LLMs, ensuring adaptability to new models as they emerge. Experimental results demonstrate that our method achieves significant improvements in both accuracy and cost-effectiveness across various LLM platforms, showcasing the potential of our framework to adaptively optimize LLM selection in real-world scenarios.
Combinatorial Bandits for Maximum Value Reward Function under Max Value-Index Feedback
We consider a combinatorial multi-armed bandit problem for maximum value reward function under maximum value and index feedback. This is a new feedback structure that lies in between commonly studied semi-bandit and full-bandit feedback structures. We propose an algorithm and provide a regret bound for problem instances with stochastic arm outcomes according to arbitrary distributions with finite supports. The regret analysis rests on considering an extended set of arms, associated with values and probabilities of arm outcomes, and applying a smoothness condition. Our algorithm achieves a O((k/Delta)log(T)) distribution-dependent and a O(T) distribution-independent regret where k is the number of arms selected in each round, Delta is a distribution-dependent reward gap and T is the horizon time. Perhaps surprisingly, the regret bound is comparable to previously-known bound under more informative semi-bandit feedback. We demonstrate the effectiveness of our algorithm through experimental results.
Rotting bandits are not harder than stochastic ones
In stochastic multi-armed bandits, the reward distribution of each arm is assumed to be stationary. This assumption is often violated in practice (e.g., in recommendation systems), where the reward of an arm may change whenever is selected, i.e., rested bandit setting. In this paper, we consider the non-parametric rotting bandit setting, where rewards can only decrease. We introduce the filtering on expanding window average (FEWA) algorithm that constructs moving averages of increasing windows to identify arms that are more likely to return high rewards when pulled once more. We prove that for an unknown horizon T, and without any knowledge on the decreasing behavior of the K arms, FEWA achieves problem-dependent regret bound of mathcal{O}((KT)), and a problem-independent one of mathcal{O}(KT). Our result substantially improves over the algorithm of Levine et al. (2017), which suffers regret mathcal{O}(K^{1/3}T^{2/3}). FEWA also matches known bounds for the stochastic bandit setting, thus showing that the rotting bandits are not harder. Finally, we report simulations confirming the theoretical improvements of FEWA.
GreenServ: Energy-Efficient Context-Aware Dynamic Routing for Multi-Model LLM Inference
Large language models (LLMs) demonstrate remarkable capabilities, but their broad deployment is limited by significant computational resource demands, particularly energy consumption during inference. Static, one-model-fits-all inference strategies are often inefficient, as they do not exploit the diverse range of available models or adapt to varying query requirements. This paper presents GreenServ, a dynamic, context-aware routing framework that optimizes the trade-off between inference accuracy and energy efficiency. GreenServ extracts lightweight contextual features from each query, including task type, semantic cluster, and text complexity, and routes queries to the most suitable model from a heterogeneous pool, based on observed accuracy and energy usage. We employ a multi-armed bandit approach to learn adaptive routing policies online. This approach operates under partial feedback, eliminates the need for extensive offline calibration, and streamlines the integration of new models into the inference pipeline. We evaluated GreenServ across five benchmark tasks and a pool of 16 contemporary open-access LLMs. Experimental results show that GreenServ consistently outperforms static (single-model) and random baselines. In particular, compared to random routing, GreenServ achieved a 22% increase in accuracy while reducing cumulative energy consumption by 31%. Finally, we evaluated GreenServ with RouterBench, achieving an average accuracy of 71.7% with a peak accuracy of 75.7%. All artifacts are open-source and available here: https://github.com/TZData1/llm-inference-router{GitHub}
Communication-Constrained Bandits under Additive Gaussian Noise
We study a distributed stochastic multi-armed bandit where a client supplies the learner with communication-constrained feedback based on the rewards for the corresponding arm pulls. In our setup, the client must encode the rewards such that the second moment of the encoded rewards is no more than P, and this encoded reward is further corrupted by additive Gaussian noise of variance sigma^2; the learner only has access to this corrupted reward. For this setting, we derive an information-theoretic lower bound of Omegaleft(frac{KT{SNR wedge1}} right) on the minimax regret of any scheme, where SNR := P{sigma^2}, and K and T are the number of arms and time horizon, respectively. Furthermore, we propose a multi-phase bandit algorithm, UEtext{-UCB++}, which matches this lower bound to a minor additive factor. UEtext{-UCB++} performs uniform exploration in its initial phases and then utilizes the {\em upper confidence bound }(UCB) bandit algorithm in its final phase. An interesting feature of UEtext{-UCB++} is that the coarser estimates of the mean rewards formed during a uniform exploration phase help to refine the encoding protocol in the next phase, leading to more accurate mean estimates of the rewards in the subsequent phase. This positive reinforcement cycle is critical to reducing the number of uniform exploration rounds and closely matching our lower bound.
Optimality of Thompson Sampling with Noninformative Priors for Pareto Bandits
In the stochastic multi-armed bandit problem, a randomized probability matching policy called Thompson sampling (TS) has shown excellent performance in various reward models. In addition to the empirical performance, TS has been shown to achieve asymptotic problem-dependent lower bounds in several models. However, its optimality has been mainly addressed under light-tailed or one-parameter models that belong to exponential families. In this paper, we consider the optimality of TS for the Pareto model that has a heavy tail and is parameterized by two unknown parameters. Specifically, we discuss the optimality of TS with probability matching priors that include the Jeffreys prior and the reference priors. We first prove that TS with certain probability matching priors can achieve the optimal regret bound. Then, we show the suboptimality of TS with other priors, including the Jeffreys and the reference priors. Nevertheless, we find that TS with the Jeffreys and reference priors can achieve the asymptotic lower bound if one uses a truncation procedure. These results suggest carefully choosing noninformative priors to avoid suboptimality and show the effectiveness of truncation procedures in TS-based policies.
Dynamical Linear Bandits
In many real-world sequential decision-making problems, an action does not immediately reflect on the feedback and spreads its effects over a long time frame. For instance, in online advertising, investing in a platform produces an instantaneous increase of awareness, but the actual reward, i.e., a conversion, might occur far in the future. Furthermore, whether a conversion takes place depends on: how fast the awareness grows, its vanishing effects, and the synergy or interference with other advertising platforms. Previous work has investigated the Multi-Armed Bandit framework with the possibility of delayed and aggregated feedback, without a particular structure on how an action propagates in the future, disregarding possible dynamical effects. In this paper, we introduce a novel setting, the Dynamical Linear Bandits (DLB), an extension of the linear bandits characterized by a hidden state. When an action is performed, the learner observes a noisy reward whose mean is a linear function of the hidden state and of the action. Then, the hidden state evolves according to linear dynamics, affected by the performed action too. We start by introducing the setting, discussing the notion of optimal policy, and deriving an expected regret lower bound. Then, we provide an optimistic regret minimization algorithm, Dynamical Linear Upper Confidence Bound (DynLin-UCB), that suffers an expected regret of order mathcal{O} Big( d sqrt{T}{(1-rho)^{3/2}} Big), where rho is a measure of the stability of the system, and d is the dimension of the action vector. Finally, we conduct a numerical validation on a synthetic environment and on real-world data to show the effectiveness of DynLin-UCB in comparison with several baselines.
Statistical Efficiency of Thompson Sampling for Combinatorial Semi-Bandits
We investigate stochastic combinatorial multi-armed bandit with semi-bandit feedback (CMAB). In CMAB, the question of the existence of an efficient policy with an optimal asymptotic regret (up to a factor poly-logarithmic with the action size) is still open for many families of distributions, including mutually independent outcomes, and more generally the multivariate sub-Gaussian family. We propose to answer the above question for these two families by analyzing variants of the Combinatorial Thompson Sampling policy (CTS). For mutually independent outcomes in [0,1], we propose a tight analysis of CTS using Beta priors. We then look at the more general setting of multivariate sub-Gaussian outcomes and propose a tight analysis of CTS using Gaussian priors. This last result gives us an alternative to the Efficient Sampling for Combinatorial Bandit policy (ESCB), which, although optimal, is not computationally efficient.
Preference-based Online Learning with Dueling Bandits: A Survey
In machine learning, the notion of multi-armed bandits refers to a class of online learning problems, in which an agent is supposed to simultaneously explore and exploit a given set of choice alternatives in the course of a sequential decision process. In the standard setting, the agent learns from stochastic feedback in the form of real-valued rewards. In many applications, however, numerical reward signals are not readily available -- instead, only weaker information is provided, in particular relative preferences in the form of qualitative comparisons between pairs of alternatives. This observation has motivated the study of variants of the multi-armed bandit problem, in which more general representations are used both for the type of feedback to learn from and the target of prediction. The aim of this paper is to provide a survey of the state of the art in this field, referred to as preference-based multi-armed bandits or dueling bandits. To this end, we provide an overview of problems that have been considered in the literature as well as methods for tackling them. Our taxonomy is mainly based on the assumptions made by these methods about the data-generating process and, related to this, the properties of the preference-based feedback.
MBA-RAG: a Bandit Approach for Adaptive Retrieval-Augmented Generation through Question Complexity
Retrieval Augmented Generation (RAG) has proven to be highly effective in boosting the generative performance of language model in knowledge-intensive tasks. However, existing RAG framework either indiscriminately perform retrieval or rely on rigid single-class classifiers to select retrieval methods, leading to inefficiencies and suboptimal performance across queries of varying complexity. To address these challenges, we propose a reinforcement learning-based framework that dynamically selects the most suitable retrieval strategy based on query complexity. % our solution Our approach leverages a multi-armed bandit algorithm, which treats each retrieval method as a distinct ``arm'' and adapts the selection process by balancing exploration and exploitation. Additionally, we introduce a dynamic reward function that balances accuracy and efficiency, penalizing methods that require more retrieval steps, even if they lead to a correct result. Our method achieves new state of the art results on multiple single-hop and multi-hop datasets while reducing retrieval costs. Our code are available at https://github.com/FUTUREEEEEE/MBA .
Adaptive Regret for Bandits Made Possible: Two Queries Suffice
Fast changing states or volatile environments pose a significant challenge to online optimization, which needs to perform rapid adaptation under limited observation. In this paper, we give query and regret optimal bandit algorithms under the strict notion of strongly adaptive regret, which measures the maximum regret over any contiguous interval I. Due to its worst-case nature, there is an almost-linear Omega(|I|^{1-epsilon}) regret lower bound, when only one query per round is allowed [Daniely el al, ICML 2015]. Surprisingly, with just two queries per round, we give Strongly Adaptive Bandit Learner (StABL) that achieves O(n|I|) adaptive regret for multi-armed bandits with n arms. The bound is tight and cannot be improved in general. Our algorithm leverages a multiplicative update scheme of varying stepsizes and a carefully chosen observation distribution to control the variance. Furthermore, we extend our results and provide optimal algorithms in the bandit convex optimization setting. Finally, we empirically demonstrate the superior performance of our algorithms under volatile environments and for downstream tasks, such as algorithm selection for hyperparameter optimization.
Doubly Adversarial Federated Bandits
We study a new non-stochastic federated multi-armed bandit problem with multiple agents collaborating via a communication network. The losses of the arms are assigned by an oblivious adversary that specifies the loss of each arm not only for each time step but also for each agent, which we call ``doubly adversarial". In this setting, different agents may choose the same arm in the same time step but observe different feedback. The goal of each agent is to find a globally best arm in hindsight that has the lowest cumulative loss averaged over all agents, which necessities the communication among agents. We provide regret lower bounds for any federated bandit algorithm under different settings, when agents have access to full-information feedback, or the bandit feedback. For the bandit feedback setting, we propose a near-optimal federated bandit algorithm called FEDEXP3. Our algorithm gives a positive answer to an open question proposed in Cesa-Bianchi et al. (2016): FEDEXP3 can guarantee a sub-linear regret without exchanging sequences of selected arm identities or loss sequences among agents. We also provide numerical evaluations of our algorithm to validate our theoretical results and demonstrate its effectiveness on synthetic and real-world datasets
Bandits Meet Mechanism Design to Combat Clickbait in Online Recommendation
We study a strategic variant of the multi-armed bandit problem, which we coin the strategic click-bandit. This model is motivated by applications in online recommendation where the choice of recommended items depends on both the click-through rates and the post-click rewards. Like in classical bandits, rewards follow a fixed unknown distribution. However, we assume that the click-rate of each arm is chosen strategically by the arm (e.g., a host on Airbnb) in order to maximize the number of times it gets clicked. The algorithm designer does not know the post-click rewards nor the arms' actions (i.e., strategically chosen click-rates) in advance, and must learn both values over time. To solve this problem, we design an incentive-aware learning algorithm, UCB-S, which achieves two goals simultaneously: (a) incentivizing desirable arm behavior under uncertainty; (b) minimizing regret by learning unknown parameters. We characterize all approximate Nash equilibria among arms under UCB-S and show a mathcal{O} (KT) regret bound uniformly in every equilibrium. We also show that incentive-unaware algorithms generally fail to achieve low regret in the strategic click-bandit. Finally, we support our theoretical results by simulations of strategic arm behavior which confirm the effectiveness and robustness of our proposed incentive design.
Finding the bandit in a graph: Sequential search-and-stop
We consider the problem where an agent wants to find a hidden object that is randomly located in some vertex of a directed acyclic graph (DAG) according to a fixed but possibly unknown distribution. The agent can only examine vertices whose in-neighbors have already been examined. In this paper, we address a learning setting where we allow the agent to stop before having found the object and restart searching on a new independent instance of the same problem. Our goal is to maximize the total number of hidden objects found given a time budget. The agent can thus skip an instance after realizing that it would spend too much time on it. Our contributions are both to the search theory and multi-armed bandits. If the distribution is known, we provide a quasi-optimal and efficient stationary strategy. If the distribution is unknown, we additionally show how to sequentially approximate it and, at the same time, act near-optimally in order to collect as many hidden objects as possible.
Maximizing Success Rate of Payment Routing using Non-stationary Bandits
This paper discusses the system architecture design and deployment of non-stationary multi-armed bandit approaches to determine a near-optimal payment routing policy based on the recent history of transactions. We propose a Routing Service architecture using a novel Ray-based implementation for optimally scaling bandit-based payment routing to over 10,000 transactions per second, adhering to the system design requirements and ecosystem constraints with Payment Card Industry Data Security Standard (PCI DSS). We first evaluate the effectiveness of multiple bandit-based payment routing algorithms on a custom simulator to benchmark multiple non-stationary bandit approaches and identify the best hyperparameters. We then conducted live experiments on the payment transaction system on a fantasy sports platform Dream11. In the live experiments, we demonstrated that our non-stationary bandit-based algorithm consistently improves the success rate of transactions by 0.92% compared to the traditional rule-based methods over one month.
BanditSpec: Adaptive Speculative Decoding via Bandit Algorithms
Speculative decoding has emerged as a popular method to accelerate the inference of Large Language Models (LLMs) while retaining their superior text generation performance. Previous methods either adopt a fixed speculative decoding configuration regardless of the prefix tokens, or train draft models in an offline or online manner to align them with the context. This paper proposes a training-free online learning framework to adaptively choose the configuration of the hyperparameters for speculative decoding as text is being generated. We first formulate this hyperparameter selection problem as a Multi-Armed Bandit problem and provide a general speculative decoding framework BanditSpec. Furthermore, two bandit-based hyperparameter selection algorithms, UCBSpec and EXP3Spec, are designed and analyzed in terms of a novel quantity, the stopping time regret. We upper bound this regret under both stochastic and adversarial reward settings. By deriving an information-theoretic impossibility result, it is shown that the regret performance of UCBSpec is optimal up to universal constants. Finally, extensive empirical experiments with LLaMA3 and Qwen2 demonstrate that our algorithms are effective compared to existing methods, and the throughput is close to the oracle best hyperparameter in simulated real-life LLM serving scenarios with diverse input prompts.
Bandits attack function optimization
We consider function optimization as a sequential decision making problem under budget constraint. This constraint limits the number of objective function evaluations allowed during the optimization. We consider an algorithm inspired by a continuous version of a multi-armed bandit problem which attacks this optimization problem by solving the tradeoff between exploration (initial quasi-uniform search of the domain) and exploitation (local optimization around the potentially global maxima). We introduce the so-called Simultaneous Optimistic Optimization (SOO), a deterministic algorithm that works by domain partitioning. The benefit of such approach are the guarantees on the returned solution and the numerical efficiency of the algorithm. We present this machine learning approach to optimization, and provide the empirical assessment of SOO on the CEC'2014 competition on single objective real-parameter numerical optimization test-suite.
AC-Band: A Combinatorial Bandit-Based Approach to Algorithm Configuration
We study the algorithm configuration (AC) problem, in which one seeks to find an optimal parameter configuration of a given target algorithm in an automated way. Recently, there has been significant progress in designing AC approaches that satisfy strong theoretical guarantees. However, a significant gap still remains between the practical performance of these approaches and state-of-the-art heuristic methods. To this end, we introduce AC-Band, a general approach for the AC problem based on multi-armed bandits that provides theoretical guarantees while exhibiting strong practical performance. We show that AC-Band requires significantly less computation time than other AC approaches providing theoretical guarantees while still yielding high-quality configurations.
BOAD: Discovering Hierarchical Software Engineering Agents via Bandit Optimization
Large language models (LLMs) have shown strong reasoning and coding capabilities, yet they struggle to generalize to real-world software engineering (SWE) problems that are long-horizon and out of distribution. Existing systems often rely on a single agent to handle the entire workflow-interpreting issues, navigating large codebases, and implementing fixes-within one reasoning chain. Such monolithic designs force the model to retain irrelevant context, leading to spurious correlations and poor generalization. Motivated by how human engineers decompose complex problems, we propose structuring SWE agents as orchestrators coordinating specialized sub-agents for sub-tasks such as localization, editing, and validation. The challenge lies in discovering effective hierarchies automatically: as the number of sub-agents grows, the search space becomes combinatorial, and it is difficult to attribute credit to individual sub-agents within a team. We address these challenges by formulating hierarchy discovery as a multi-armed bandit (MAB) problem, where each arm represents a candidate sub-agent and the reward measures its helpfulness when collaborating with others. This framework, termed Bandit Optimization for Agent Design (BOAD), enables efficient exploration of sub-agent designs under limited evaluation budgets. On SWE-bench-Verified, BOAD outperforms single-agent and manually designed multi-agent systems. On SWE-bench-Live, featuring more recent and out-of-distribution issues, our 36B system ranks second on the leaderboard at the time of evaluation, surpassing larger models such as GPT-4 and Claude. These results demonstrate that automatically discovered hierarchical multi-agent systems significantly improve generalization on challenging long-horizon SWE tasks. Code is available at https://github.com/iamxjy/BOAD-SWE-Agent.
Causal Bandits with Unknown Graph Structure
In causal bandit problems, the action set consists of interventions on variables of a causal graph. Several researchers have recently studied such bandit problems and pointed out their practical applications. However, all existing works rely on a restrictive and impractical assumption that the learner is given full knowledge of the causal graph structure upfront. In this paper, we develop novel causal bandit algorithms without knowing the causal graph. Our algorithms work well for causal trees, causal forests and a general class of causal graphs. The regret guarantees of our algorithms greatly improve upon those of standard multi-armed bandit (MAB) algorithms under mild conditions. Lastly, we prove our mild conditions are necessary: without them one cannot do better than standard MAB algorithms.
Online Matching: A Real-time Bandit System for Large-scale Recommendations
The last decade has witnessed many successes of deep learning-based models for industry-scale recommender systems. These models are typically trained offline in a batch manner. While being effective in capturing users' past interactions with recommendation platforms, batch learning suffers from long model-update latency and is vulnerable to system biases, making it hard to adapt to distribution shift and explore new items or user interests. Although online learning-based approaches (e.g., multi-armed bandits) have demonstrated promising theoretical results in tackling these challenges, their practical real-time implementation in large-scale recommender systems remains limited. First, the scalability of online approaches in servicing a massive online traffic while ensuring timely updates of bandit parameters poses a significant challenge. Additionally, exploring uncertainty in recommender systems can easily result in unfavorable user experience, highlighting the need for devising intricate strategies that effectively balance the trade-off between exploitation and exploration. In this paper, we introduce Online Matching: a scalable closed-loop bandit system learning from users' direct feedback on items in real time. We present a hybrid "offline + online" approach for constructing this system, accompanied by a comprehensive exposition of the end-to-end system architecture. We propose Diag-LinUCB -- a novel extension of the LinUCB algorithm -- to enable distributed updates of bandits parameter in a scalable and timely manner. We conduct live experiments in YouTube and show that Online Matching is able to enhance the capabilities of fresh content discovery and item exploration in the present platform.
Weighted Tallying Bandits: Overcoming Intractability via Repeated Exposure Optimality
In recommender system or crowdsourcing applications of online learning, a human's preferences or abilities are often a function of the algorithm's recent actions. Motivated by this, a significant line of work has formalized settings where an action's loss is a function of the number of times that action was recently played in the prior m timesteps, where m corresponds to a bound on human memory capacity. To more faithfully capture decay of human memory with time, we introduce the Weighted Tallying Bandit (WTB), which generalizes this setting by requiring that an action's loss is a function of a weighted summation of the number of times that arm was played in the last m timesteps. This WTB setting is intractable without further assumption. So we study it under Repeated Exposure Optimality (REO), a condition motivated by the literature on human physiology, which requires the existence of an action that when repetitively played will eventually yield smaller loss than any other sequence of actions. We study the minimization of the complete policy regret (CPR), which is the strongest notion of regret, in WTB under REO. Since m is typically unknown, we assume we only have access to an upper bound M on m. We show that for problems with K actions and horizon T, a simple modification of the successive elimination algorithm has O left( KT + (m+M)K right) CPR. Interestingly, upto an additive (in lieu of mutliplicative) factor in (m+M)K, this recovers the classical guarantee for the simpler stochastic multi-armed bandit with traditional regret. We additionally show that in our setting, any algorithm will suffer additive CPR of Omega left( mK + M right), demonstrating our result is nearly optimal. Our algorithm is computationally efficient, and we experimentally demonstrate its practicality and superiority over natural baselines.
Efficient Automatic CASH via Rising Bandits
The Combined Algorithm Selection and Hyperparameter optimization (CASH) is one of the most fundamental problems in Automatic Machine Learning (AutoML). The existing Bayesian optimization (BO) based solutions turn the CASH problem into a Hyperparameter Optimization (HPO) problem by combining the hyperparameters of all machine learning (ML) algorithms, and use BO methods to solve it. As a result, these methods suffer from the low-efficiency problem due to the huge hyperparameter space in CASH. To alleviate this issue, we propose the alternating optimization framework, where the HPO problem for each ML algorithm and the algorithm selection problem are optimized alternately. In this framework, the BO methods are used to solve the HPO problem for each ML algorithm separately, incorporating a much smaller hyperparameter space for BO methods. Furthermore, we introduce Rising Bandits, a CASH-oriented Multi-Armed Bandits (MAB) variant, to model the algorithm selection in CASH. This framework can take the advantages of both BO in solving the HPO problem with a relatively small hyperparameter space and the MABs in accelerating the algorithm selection. Moreover, we further develop an efficient online algorithm to solve the Rising Bandits with provably theoretical guarantees. The extensive experiments on 30 OpenML datasets demonstrate the superiority of the proposed approach over the competitive baselines.
On Robustness of Vision-Language-Action Model against Multi-Modal Perturbations
In Vision-Language-Actionf(VLA) models, robustness to real-world perturbations is critical for deployment. Existing methods target simple visual disturbances, overlooking the broader multi-modal perturbations that arise in actions, instructions, environments, and observations. Here, we first evaluate the robustness of mainstream VLAs under 17 perturbations across four modalities. We find (1) actions as the most fragile modality, (2) Existing visual-robust VLA do not gain robustness in other modality, and (3) pi0 demonstrates superior robustness. To build multi-modal robust VLAs, we propose RobustVLA against perturbations in VLA inputs and outputs. For output robustness, we perform offline robust optimization against worst-case action noise that maximizes mismatch in flow matching objective. This can be seen as adversarial training, label smoothing, and outlier penalization. For input robustness, we enforce consistent actions across input variations that preserve task semantics. To account for multiple perturbations, we formulate robustness as a multi-armed bandit problem and apply an upper confidence bound algorithm to automatically identify the most harmful noise. Experiments on LIBERO demonstrate our RobustVLA delivers absolute gains over baselines of 12.6% on the pi0 backbone and 10.4% on the OpenVLA backbone across all 17 perturbations, achieving 50.6x faster inference than existing visual-robust BYOVLA that requires external LLMs, and a 10.4% gain under mixed perturbations. On the real-world FR5 robot, under four types of multimodal perturbations, RobustVLA shows strong low-data performance, outperforming pi0 by 65.6% success rate with 25 demonstrations. Even with abundant demos, our method still outperform pi0 by 30% success rate. Code and demo videos available at https://github.com/gakakulicc/RobustVLA.
MO-GRPO: Mitigating Reward Hacking of Group Relative Policy Optimization on Multi-Objective Problems
Group Relative Policy Optimization (GRPO) has been shown to be an effective algorithm when an accurate reward model is available. However, such a highly reliable reward model is not available in many real-world tasks. In this paper, we particularly focus on multi-objective settings, in which we identify that GRPO is vulnerable to reward hacking, optimizing only one of the objectives at the cost of the others. To address this issue, we propose MO-GRPO, an extension of GRPO with a simple normalization method to reweight the reward functions automatically according to the variances of their values. We first show analytically that MO-GRPO ensures that all reward functions contribute evenly to the loss function while preserving the order of preferences, eliminating the need for manual tuning of the reward functions' scales. Then, we evaluate MO-GRPO experimentally in four domains: (i) the multi-armed bandits problem, (ii) simulated control task (Mo-Gymnasium), (iii) machine translation tasks on the WMT benchmark (En-Ja, En-Zh), and (iv) instruction following task. MO-GRPO achieves stable learning by evenly distributing correlations among the components of rewards, outperforming GRPO, showing MO-GRPO to be a promising algorithm for multi-objective reinforcement learning problems.
When Greedy Wins: Emergent Exploitation Bias in Meta-Bandit LLM Training
While Large Language Models (LLMs) hold promise to become autonomous agents, they often explore suboptimally in sequential decision-making. Recent work has sought to enhance this capability via supervised fine-tuning (SFT) or reinforcement learning (RL), improving regret on the classic multi-armed bandit task. However, it remains unclear how these learning methods shape exploration strategies and how well they generalize. We investigate both paradigms by training LLMs with SFT on expert trajectories and RL with a range of tailored reward signals including a strategic, regret-shaped reward to reduce variance, and an algorithmic reward that enables oracle imitation. The resulting agents outperform pre-trained models and achieve performance comparable to Upper Confidence Bound (UCB) and Thompson Sampling, with robust generalization to 6x longer horizons and across bandit families. Behavioral analysis reveals that gains often stem from more sophisticated but greedier exploitation: RL/SFT agents are more prone to early catastrophic failure than pre-trained models, prematurely abandoning exploration. Furthermore, agents trained to imitate UCB learn to outperform their teacher by adopting more exploitative variants. Our findings clarify when each training paradigm is preferable and advocate tailored reward design and evaluation beyond average regret to promote robust exploratory behavior.
R&D-Agent-Quant: A Multi-Agent Framework for Data-Centric Factors and Model Joint Optimization
Financial markets pose fundamental challenges for asset return prediction due to their high dimensionality, non-stationarity, and persistent volatility. Despite advances in large language models and multi-agent systems, current quantitative research pipelines suffer from limited automation, weak interpretability, and fragmented coordination across key components such as factor mining and model innovation. In this paper, we propose R&D-Agent for Quantitative Finance, in short RD-Agent(Q), the first data-centric multi-agent framework designed to automate the full-stack research and development of quantitative strategies via coordinated factor-model co-optimization. RD-Agent(Q) decomposes the quant process into two iterative stages: a Research stage that dynamically sets goal-aligned prompts, formulates hypotheses based on domain priors, and maps them to concrete tasks, and a Development stage that employs a code-generation agent, Co-STEER, to implement task-specific code, which is then executed in real-market backtests. The two stages are connected through a feedback stage that thoroughly evaluates experimental outcomes and informs subsequent iterations, with a multi-armed bandit scheduler for adaptive direction selection. Empirically, RD-Agent(Q) achieves up to 2X higher annualized returns than classical factor libraries using 70% fewer factors, and outperforms state-of-the-art deep time-series models on real markets. Its joint factor-model optimization delivers a strong balance between predictive accuracy and strategy robustness. Our code is available at: https://github.com/microsoft/RD-Agent.
Banker Online Mirror Descent: A Universal Approach for Delayed Online Bandit Learning
We propose Banker Online Mirror Descent (Banker-OMD), a novel framework generalizing the classical Online Mirror Descent (OMD) technique in the online learning literature. The Banker-OMD framework almost completely decouples feedback delay handling and the task-specific OMD algorithm design, thus facilitating the design of new algorithms capable of efficiently and robustly handling feedback delays. Specifically, it offers a general methodology for achieving mathcal O(T + D)-style regret bounds in online bandit learning tasks with delayed feedback, where T is the number of rounds and D is the total feedback delay. We demonstrate the power of Banker-OMD by applications to two important bandit learning scenarios with delayed feedback, including delayed scale-free adversarial Multi-Armed Bandits (MAB) and delayed adversarial linear bandits. Banker-OMD leads to the first delayed scale-free adversarial MAB algorithm achieving mathcal O(KL(sqrt T+sqrt D)) regret and the first delayed adversarial linear bandit algorithm achieving mathcal O(poly(n)(T + D)) regret. As a corollary, the first application also implies mathcal O(KTL) regret for non-delayed scale-free adversarial MABs, which is the first to match the Omega(KTL) lower bound up to logarithmic factors and can be of independent interest.
Machine Learning for Online Algorithm Selection under Censored Feedback
In online algorithm selection (OAS), instances of an algorithmic problem class are presented to an agent one after another, and the agent has to quickly select a presumably best algorithm from a fixed set of candidate algorithms. For decision problems such as satisfiability (SAT), quality typically refers to the algorithm's runtime. As the latter is known to exhibit a heavy-tail distribution, an algorithm is normally stopped when exceeding a predefined upper time limit. As a consequence, machine learning methods used to optimize an algorithm selection strategy in a data-driven manner need to deal with right-censored samples, a problem that has received little attention in the literature so far. In this work, we revisit multi-armed bandit algorithms for OAS and discuss their capability of dealing with the problem. Moreover, we adapt them towards runtime-oriented losses, allowing for partially censored data while keeping a space- and time-complexity independent of the time horizon. In an extensive experimental evaluation on an adapted version of the ASlib benchmark, we demonstrate that theoretically well-founded methods based on Thompson sampling perform specifically strong and improve in comparison to existing methods.
On Speeding Up Language Model Evaluation
Large language models (LLMs) currently dominate the field of natural language processing (NLP), representing the state-of-the-art across a diverse array of tasks. Developing a model of this nature, from training to inference, requires making numerous decisions which define a combinatorial search problem. For example, selecting the optimal pre-trained LLM, prompt, or hyperparameters to attain the best performance for a task often requires evaluating multiple candidates on an entire test set. This exhaustive evaluation can be time-consuming and costly, as both inference and metric computation with LLMs are resource-intensive. In this paper, we address the challenge of identifying the best method within a limited budget for evaluating methods on test examples. By leveraging the well-studied multi-armed bandit framework, which sequentially selects the next method-example pair to evaluate, our approach, combining multi-armed bandit algorithms with low-rank factorization, significantly reduces the required resources. Experiments show that our algorithms can identify the top-performing method using only 5-15\% of the typically needed resources, resulting in an 85-95\% reduction in cost.
Online learning with Erdős-Rényi side-observation graphs
We consider adversarial multi-armed bandit problems where the learner is allowed to observe losses of a number of arms beside the arm that it actually chose. We study the case where all non-chosen arms reveal their loss with a fixed but unknown probability r, independently of each other and the action of the learner. We propose two algorithms that work for different ranges of r. We show that after T rounds in a bandit problem with N arms, the expected regret of our first algorithm is O((T /r) log N ) whenever rge(log T)/(2N), while our second algorithm achieves a regret of O((T/r) log (N+T)) for smaller values of r. We also give a quick estimation procedure that decides the range of~r. All our bounds are within logarithmic factors of the best achievable performance of any algorithm that is even allowed to know~r.
Algorithmic Content Selection and the Impact of User Disengagement
Digital services face a fundamental trade-off in content selection: they must balance the immediate revenue gained from high-reward content against the long-term benefits of maintaining user engagement. Traditional multi-armed bandit models assume that users remain perpetually engaged, failing to capture the possibility that users may disengage when dissatisfied, thereby reducing future revenue potential. In this work, we introduce a model for the content selection problem that explicitly accounts for variable user engagement and disengagement. In our framework, content that maximizes immediate reward is not necessarily optimal in terms of fostering sustained user engagement. Our contributions are twofold. First, we develop computational and statistical methods for offline optimization and online learning of content selection policies. For users whose engagement patterns are defined by k distinct levels, we design a dynamic programming algorithm that computes the exact optimal policy in O(k^2) time. Moreover, we derive no-regret learning guarantees for an online learning setting in which the platform serves a series of users with unknown and potentially adversarial engagement patterns. Second, we introduce the concept of modified demand elasticity which captures how small changes in a user's overall satisfaction affect the platform's ability to secure long-term revenue. This notion generalizes classical demand elasticity by incorporating the dynamics of user re-engagement, thereby revealing key insights into the interplay between engagement and revenue. Notably, our analysis uncovers a counterintuitive phenomenon: although higher friction (i.e., a reduced likelihood of re-engagement) typically lowers overall revenue, it can simultaneously lead to higher user engagement under optimal content selection policies.
Can large language models explore in-context?
We investigate the extent to which contemporary Large Language Models (LLMs) can engage in exploration, a core capability in reinforcement learning and decision making. We focus on native performance of existing LLMs, without training interventions. We deploy LLMs as agents in simple multi-armed bandit environments, specifying the environment description and interaction history entirely in-context, i.e., within the LLM prompt. We experiment with GPT-3.5, GPT-4, and Llama2, using a variety of prompt designs, and find that the models do not robustly engage in exploration without substantial interventions: i) Across all of our experiments, only one configuration resulted in satisfactory exploratory behavior: GPT-4 with chain-of-thought reasoning and an externally summarized interaction history, presented as sufficient statistics; ii) All other configurations did not result in robust exploratory behavior, including those with chain-of-thought reasoning but unsummarized history. Although these findings can be interpreted positively, they suggest that external summarization -- which may not be possible in more complex settings -- is important for obtaining desirable behavior from LLM agents. We conclude that non-trivial algorithmic interventions, such as fine-tuning or dataset curation, may be required to empower LLM-based decision making agents in complex settings.
Efficient Online Data Mixing For Language Model Pre-Training
The data used to pretrain large language models has a decisive impact on a model's downstream performance, which has led to a large body of work on data selection methods that aim to automatically determine the most suitable data to use for pretraining. Existing data selection methods suffer from slow and computationally expensive processes, a problem amplified by the increasing size of models and of pretraining datasets. Data mixing, on the other hand, reduces the complexity of data selection by grouping data points together and determining sampling probabilities across entire groups. However, data mixing proportions are typically fixed before training and therefore cannot adapt to changing training dynamics. To address these limitations, we develop an efficient algorithm for Online Data Mixing (ODM) that combines elements from both data selection and data mixing. Based on multi-armed bandit algorithms, our online approach optimizes the data mixing proportions during training. Remarkably, our method trains a model that reaches the final perplexity of the next best method with 19\% fewer training iterations, and improves performance on the 5-shot MMLU benchmark by 1.9% relative accuracy, while adding negligible wall-clock time during pretraining.
LLM-as-Judge on a Budget
LLM-as-a-judge has emerged as a cornerstone technique for evaluating large language models by leveraging LLM reasoning to score prompt-response pairs. Since LLM judgments are stochastic, practitioners commonly query each pair multiple times to estimate mean scores accurately. This raises a critical challenge: given a fixed computational budget B, how to optimally allocate queries across K prompt-response pairs to minimize estimation error? % We present a principled variance-adaptive approach leveraging multi-armed bandit theory and concentration inequalities. Our method dynamically allocates queries based on estimated score variances, concentrating resources where uncertainty is highest. Further, our algorithm is shown to achieve a worst-case score-estimation error of Oleft(frac{sum_{i=1^K σ_i^2}{B}}right), σ_i^2 being the unknown score variance for pair i in [K] with near-optimal budget allocation. % Experiments on Summarize-From-Feedback and HelpSteer2 demonstrate that our method significantly outperforms uniform allocation, reducing worst-case estimation error while maintaining identical budgets. Our work establishes a theoretical foundation for efficient LLM evaluation with practical implications for AI safety, model alignment, and automated assessment at scale.
Adaptive Data Exploitation in Deep Reinforcement Learning
We introduce ADEPT: Adaptive Data ExPloiTation, a simple yet powerful framework to enhance the **data efficiency** and **generalization** in deep reinforcement learning (RL). Specifically, ADEPT adaptively manages the use of sampled data across different learning stages via multi-armed bandit (MAB) algorithms, optimizing data utilization while mitigating overfitting. Moreover, ADEPT can significantly reduce the computational overhead and accelerate a wide range of RL algorithms. We test ADEPT on benchmarks including Procgen, MiniGrid, and PyBullet. Extensive simulation demonstrates that ADEPT can achieve superior performance with remarkable computational efficiency, offering a practical solution to data-efficient RL. Our code is available at https://github.com/yuanmingqi/ADEPT.
Auto-Transfer: Learning to Route Transferrable Representations
Knowledge transfer between heterogeneous source and target networks and tasks has received a lot of attention in recent times as large amounts of quality labeled data can be difficult to obtain in many applications. Existing approaches typically constrain the target deep neural network (DNN) feature representations to be close to the source DNNs feature representations, which can be limiting. We, in this paper, propose a novel adversarial multi-armed bandit approach that automatically learns to route source representations to appropriate target representations following which they are combined in meaningful ways to produce accurate target models. We see upwards of 5\% accuracy improvements compared with the state-of-the-art knowledge transfer methods on four benchmark (target) image datasets CUB200, Stanford Dogs, MIT67, and Stanford40 where the source dataset is ImageNet. We qualitatively analyze the goodness of our transfer scheme by showing individual examples of the important features focused on by our target network at different layers compared with the (closest) competitors. We also observe that our improvement over other methods is higher for smaller target datasets making it an effective tool for small data applications that may benefit from transfer learning.
LLMs are Greedy Agents: Effects of RL Fine-tuning on Decision-Making Abilities
The success of Large Language Models (LLMs) has sparked interest in various agentic applications. A key hypothesis is that LLMs, leveraging common sense and Chain-of-Thought (CoT) reasoning, can effectively explore and efficiently solve complex domains. However, LLM agents have been found to suffer from sub-optimal exploration and the knowing-doing gap, the inability to effectively act on knowledge present in the model. In this work, we systematically study why LLMs perform sub-optimally in decision-making scenarios. In particular, we closely examine three prevalent failure modes: greediness, frequency bias, and the knowing-doing gap. We propose mitigation of these shortcomings by fine-tuning via Reinforcement Learning (RL) on self-generated CoT rationales. Our experiments across multi-armed bandits, contextual bandits, and Tic-tac-toe, demonstrate that RL fine-tuning enhances the decision-making abilities of LLMs by increasing exploration and narrowing the knowing-doing gap. Finally, we study both classic exploration mechanisms, such as epsilon-greedy, and LLM-specific approaches, such as self-correction and self-consistency, to enable more effective fine-tuning of LLMs for decision-making.
Exploitation Is All You Need... for Exploration
Ensuring sufficient exploration is a central challenge when training meta-reinforcement learning (meta-RL) agents to solve novel environments. Conventional solutions to the exploration-exploitation dilemma inject explicit incentives such as randomization, uncertainty bonuses, or intrinsic rewards to encourage exploration. In this work, we hypothesize that an agent trained solely to maximize a greedy (exploitation-only) objective can nonetheless exhibit emergent exploratory behavior, provided three conditions are met: (1) Recurring Environmental Structure, where the environment features repeatable regularities that allow past experience to inform future choices; (2) Agent Memory, enabling the agent to retain and utilize historical interaction data; and (3) Long-Horizon Credit Assignment, where learning propagates returns over a time frame sufficient for the delayed benefits of exploration to inform current decisions. Through experiments in stochastic multi-armed bandits and temporally extended gridworlds, we observe that, when both structure and memory are present, a policy trained on a strictly greedy objective exhibits information-seeking exploratory behavior. We further demonstrate, through controlled ablations, that emergent exploration vanishes if either environmental structure or agent memory is absent (Conditions 1 & 2). Surprisingly, removing long-horizon credit assignment (Condition 3) does not always prevent emergent exploration-a result we attribute to the pseudo-Thompson Sampling effect. These findings suggest that, under the right prerequisites, exploration and exploitation need not be treated as orthogonal objectives but can emerge from a unified reward-maximization process.
Meta-Reasoner: Dynamic Guidance for Optimized Inference-time Reasoning in Large Language Models
Large Language Models (LLMs) increasingly rely on prolonged reasoning chains to solve complex tasks. However, this trial-and-error approach often leads to high computational overhead and error propagation, where early mistakes can derail subsequent steps. To address these issues, we introduce Meta-Reasoner, a framework that dynamically optimizes inference-time reasoning by enabling LLMs to "think about how to think." Drawing inspiration from human meta-cognition and dual-process theory, Meta-Reasoner operates as a strategic advisor, decoupling high-level guidance from step-by-step generation. It employs "contextual multi-armed bandits" to iteratively evaluate reasoning progress, and select optimal strategies (e.g., backtrack, clarify ambiguity, restart from scratch, or propose alternative approaches), and reallocates computational resources toward the most promising paths. Our evaluations on mathematical reasoning and puzzles highlight the potential of dynamic reasoning chains to overcome inherent challenges in the LLM reasoning process and also show promise in broader applications, offering a scalable and adaptable solution for reasoning-intensive tasks.
From Dirichlet to Rubin: Optimistic Exploration in RL without Bonuses
We propose the Bayes-UCBVI algorithm for reinforcement learning in tabular, stage-dependent, episodic Markov decision process: a natural extension of the Bayes-UCB algorithm by Kaufmann et al. (2012) for multi-armed bandits. Our method uses the quantile of a Q-value function posterior as upper confidence bound on the optimal Q-value function. For Bayes-UCBVI, we prove a regret bound of order O(H^3SAT) where H is the length of one episode, S is the number of states, A the number of actions, T the number of episodes, that matches the lower-bound of Ω(H^3SAT) up to poly-log terms in H,S,A,T for a large enough T. To the best of our knowledge, this is the first algorithm that obtains an optimal dependence on the horizon H (and S) without the need for an involved Bernstein-like bonus or noise. Crucial to our analysis is a new fine-grained anti-concentration bound for a weighted Dirichlet sum that can be of independent interest. We then explain how Bayes-UCBVI can be easily extended beyond the tabular setting, exhibiting a strong link between our algorithm and Bayesian bootstrap (Rubin, 1981).
Discovering Hidden Gems in Model Repositories
Public repositories host millions of fine-tuned models, yet community usage remains disproportionately concentrated on a small number of foundation checkpoints. We investigate whether this concentration reflects efficient market selection or if superior models are systematically overlooked. Through an extensive evaluation of over 2,000 models, we show the prevalence of "hidden gems", unpopular fine-tunes that significantly outperform their popular counterparts. Notably, within the Llama-3.1-8B family, we find rarely downloaded checkpoints that improve math performance from 83.2% to 96.0% without increasing inference costs. However, discovering these models through exhaustive evaluation of every uploaded model is computationally infeasible. We therefore formulate model discovery as a Multi-Armed Bandit problem and accelerate the Sequential Halving search algorithm by using shared query sets and aggressive elimination schedules. Our method retrieves top models with as few as 50 queries per candidate, accelerating discovery by over 50x.
HoloBeam: Learning Optimal Beamforming in Far-Field Holographic Metasurface Transceivers
Holographic Metasurface Transceivers (HMTs) are emerging as cost-effective substitutes to large antenna arrays for beamforming in Millimeter and TeraHertz wave communication. However, to achieve desired channel gains through beamforming in HMT, phase-shifts of a large number of elements need to be appropriately set, which is challenging. Also, these optimal phase-shifts depend on the location of the receivers, which could be unknown. In this work, we develop a learning algorithm using a {\it fixed-budget multi-armed bandit framework} to beamform and maximize received signal strength at the receiver for far-field regions. Our algorithm, named \Algo exploits the parametric form of channel gains of the beams, which can be expressed in terms of two {\it phase-shifting parameters}. Even after parameterization, the problem is still challenging as phase-shifting parameters take continuous values. To overcome this, {\it\HB} works with the discrete values of phase-shifting parameters and exploits their unimodal relations with channel gains to learn the optimal values faster. We upper bound the probability of {\it\HB} incorrectly identifying the (discrete) optimal phase-shift parameters in terms of the number of pilots used in learning. We show that this probability decays exponentially with the number of pilot signals. We demonstrate that {\it\HB} outperforms state-of-the-art algorithms through extensive simulations.
Offline Planning and Online Learning under Recovering Rewards
Motivated by emerging applications such as live-streaming e-commerce, promotions and recommendations, we introduce and solve a general class of non-stationary multi-armed bandit problems that have the following two features: (i) the decision maker can pull and collect rewards from up to K,(ge 1) out of N different arms in each time period; (ii) the expected reward of an arm immediately drops after it is pulled, and then non-parametrically recovers as the arm's idle time increases. With the objective of maximizing the expected cumulative reward over T time periods, we design a class of ``Purely Periodic Policies'' that jointly set a period to pull each arm. For the proposed policies, we prove performance guarantees for both the offline problem and the online problems. For the offline problem when all model parameters are known, the proposed periodic policy obtains an approximation ratio that is at the order of 1-mathcal O(1/K), which is asymptotically optimal when K grows to infinity. For the online problem when the model parameters are unknown and need to be dynamically learned, we integrate the offline periodic policy with the upper confidence bound procedure to construct on online policy. The proposed online policy is proved to approximately have mathcal O(NT) regret against the offline benchmark. Our framework and policy design may shed light on broader offline planning and online learning applications with non-stationary and recovering rewards.
Symphony-Coord: Emergent Coordination in Decentralized Agent Systems
Multi-agent large language model systems can tackle complex multi-step tasks by decomposing work and coordinating specialized behaviors. However, current coordination mechanisms typically rely on statically assigned roles and centralized controllers. As agent pools and task distributions evolve, these design choices lead to inefficient routing, poor adaptability, and fragile fault recovery capabilities. We introduce Symphony-Coord, a decentralized multi-agent framework that transforms agent selection into an online multi-armed bandit problem, enabling roles to emerge organically through interaction. The framework employs a two-stage dynamic beacon protocol: (i) a lightweight candidate screening mechanism to limit communication and computational overhead; (ii) an adaptive LinUCB selector that routes subtasks based on context features derived from task requirements and agent states, continuously optimized through delayed end-to-end feedback. Under standard linear realizability assumptions, we provide sublinear regret bounds, indicating the system converges toward near-optimal allocation schemes. Validation through simulation experiments and real-world large language model benchmarks demonstrates that Symphony-Coord not only enhances task routing efficiency but also exhibits robust self-healing capabilities in scenarios involving distribution shifts and agent failures, achieving a scalable coordination mechanism without predefined roles.
Automated Quantum Circuit Design with Nested Monte Carlo Tree Search
Quantum algorithms based on variational approaches are one of the most promising methods to construct quantum solutions and have found a myriad of applications in the last few years. Despite the adaptability and simplicity, their scalability and the selection of suitable ans\"atzs remain key challenges. In this work, we report an algorithmic framework based on nested Monte-Carlo Tree Search (MCTS) coupled with the combinatorial multi-armed bandit (CMAB) model for the automated design of quantum circuits. Through numerical experiments, we demonstrated our algorithm applied to various kinds of problems, including the ground energy problem in quantum chemistry, quantum optimisation on a graph, solving systems of linear equations, and finding encoding circuit for quantum error detection codes. Compared to the existing approaches, the results indicate that our circuit design algorithm can explore larger search spaces and optimise quantum circuits for larger systems, showing both versatility and scalability.
Self-Evolving Curriculum for LLM Reasoning
Reinforcement learning (RL) has proven effective for fine-tuning large language models (LLMs), significantly enhancing their reasoning abilities in domains such as mathematics and code generation. A crucial factor influencing RL fine-tuning success is the training curriculum: the order in which training problems are presented. While random curricula serve as common baselines, they remain suboptimal; manually designed curricula often rely heavily on heuristics, and online filtering methods can be computationally prohibitive. To address these limitations, we propose Self-Evolving Curriculum (SEC), an automatic curriculum learning method that learns a curriculum policy concurrently with the RL fine-tuning process. Our approach formulates curriculum selection as a non-stationary Multi-Armed Bandit problem, treating each problem category (e.g., difficulty level or problem type) as an individual arm. We leverage the absolute advantage from policy gradient methods as a proxy measure for immediate learning gain. At each training step, the curriculum policy selects categories to maximize this reward signal and is updated using the TD(0) method. Across three distinct reasoning domains: planning, inductive reasoning, and mathematics, our experiments demonstrate that SEC significantly improves models' reasoning capabilities, enabling better generalization to harder, out-of-distribution test problems. Additionally, our approach achieves better skill balance when fine-tuning simultaneously on multiple reasoning domains. These findings highlight SEC as a promising strategy for RL fine-tuning of LLMs.
Online Learning with Feedback Graphs: The True Shape of Regret
Sequential learning with feedback graphs is a natural extension of the multi-armed bandit problem where the problem is equipped with an underlying graph structure that provides additional information - playing an action reveals the losses of all the neighbors of the action. This problem was introduced by mannor2011 and received considerable attention in recent years. It is generally stated in the literature that the minimax regret rate for this problem is of order alpha T, where alpha is the independence number of the graph, and T is the time horizon. However, this is proven only when the number of rounds T is larger than alpha^3, which poses a significant restriction for the usability of this result in large graphs. In this paper, we define a new quantity R^*, called the problem complexity, and prove that the minimax regret is proportional to R^* for any graph and time horizon T. Introducing an intricate exploration strategy, we define the \mainAlgorithm algorithm that achieves the minimax optimal regret bound and becomes the first provably optimal algorithm for this setting, even if T is smaller than alpha^3.
MaxInfoRL: Boosting exploration in reinforcement learning through information gain maximization
Reinforcement learning (RL) algorithms aim to balance exploiting the current best strategy with exploring new options that could lead to higher rewards. Most common RL algorithms use undirected exploration, i.e., select random sequences of actions. Exploration can also be directed using intrinsic rewards, such as curiosity or model epistemic uncertainty. However, effectively balancing task and intrinsic rewards is challenging and often task-dependent. In this work, we introduce a framework, MaxInfoRL, for balancing intrinsic and extrinsic exploration. MaxInfoRL steers exploration towards informative transitions, by maximizing intrinsic rewards such as the information gain about the underlying task. When combined with Boltzmann exploration, this approach naturally trades off maximization of the value function with that of the entropy over states, rewards, and actions. We show that our approach achieves sublinear regret in the simplified setting of multi-armed bandits. We then apply this general formulation to a variety of off-policy model-free RL methods for continuous state-action spaces, yielding novel algorithms that achieve superior performance across hard exploration problems and complex scenarios such as visual control tasks.
Exploring Personalized Health Support through Data-Driven, Theory-Guided LLMs: A Case Study in Sleep Health
Despite the prevalence of sleep-tracking devices, many individuals struggle to translate data into actionable improvements in sleep health. Current methods often provide data-driven suggestions but may not be feasible and adaptive to real-life constraints and individual contexts. We present HealthGuru, a novel large language model-powered chatbot to enhance sleep health through data-driven, theory-guided, and adaptive recommendations with conversational behavior change support. HealthGuru's multi-agent framework integrates wearable device data, contextual information, and a contextual multi-armed bandit model to suggest tailored sleep-enhancing activities. The system facilitates natural conversations while incorporating data-driven insights and theoretical behavior change techniques. Our eight-week in-the-wild deployment study with 16 participants compared HealthGuru to a baseline chatbot. Results show improved metrics like sleep duration and activity scores, higher quality responses, and increased user motivation for behavior change with HealthGuru. We also identify challenges and design considerations for personalization and user engagement in health chatbots.
Revisiting Simple Regret: Fast Rates for Returning a Good Arm
Simple regret is a natural and parameter-free performance criterion for pure exploration in multi-armed bandits yet is less popular than the probability of missing the best arm or an epsilon-good arm, perhaps due to lack of easy ways to characterize it. In this paper, we make significant progress on minimizing simple regret in both data-rich (Tge n) and data-poor regime (T le n) where n is the number of arms, and T is the number of samples. At its heart is our improved instance-dependent analysis of the well-known Sequential Halving (SH) algorithm, where we bound the probability of returning an arm whose mean reward is not within epsilon from the best (i.e., not epsilon-good) for any choice of epsilon>0, although epsilon is not an input to SH. Our bound not only leads to an optimal worst-case simple regret bound of n/T up to logarithmic factors but also essentially matches the instance-dependent lower bound for returning an epsilon-good arm reported by Katz-Samuels and Jamieson (2020). For the more challenging data-poor regime, we propose Bracketing SH (BSH) that enjoys the same improvement even without sampling each arm at least once. Our empirical study shows that BSH outperforms existing methods on real-world tasks.
Bridging Offline Reinforcement Learning and Imitation Learning: A Tale of Pessimism
Offline (or batch) reinforcement learning (RL) algorithms seek to learn an optimal policy from a fixed dataset without active data collection. Based on the composition of the offline dataset, two main categories of methods are used: imitation learning which is suitable for expert datasets and vanilla offline RL which often requires uniform coverage datasets. From a practical standpoint, datasets often deviate from these two extremes and the exact data composition is usually unknown a priori. To bridge this gap, we present a new offline RL framework that smoothly interpolates between the two extremes of data composition, hence unifying imitation learning and vanilla offline RL. The new framework is centered around a weak version of the concentrability coefficient that measures the deviation from the behavior policy to the expert policy alone. Under this new framework, we further investigate the question on algorithm design: can one develop an algorithm that achieves a minimax optimal rate and also adapts to unknown data composition? To address this question, we consider a lower confidence bound (LCB) algorithm developed based on pessimism in the face of uncertainty in offline RL. We study finite-sample properties of LCB as well as information-theoretic limits in multi-armed bandits, contextual bandits, and Markov decision processes (MDPs). Our analysis reveals surprising facts about optimality rates. In particular, in all three settings, LCB achieves a faster rate of 1/N for nearly-expert datasets compared to the usual rate of 1/N in offline RL, where N is the number of samples in the batch dataset. In the case of contextual bandits with at least two contexts, we prove that LCB is adaptively optimal for the entire data composition range, achieving a smooth transition from imitation learning to offline RL. We further show that LCB is almost adaptively optimal in MDPs.
Co-Director: Agentic Generative Video Storytelling
While diffusion models generate high-fidelity video clips, transforming them into coherent storytelling engines remains challenging. Current agentic pipelines automate this via chained modules but suffer from semantic drift and cascading failures due to independent, handcrafted prompting. We present Co-Director, a hierarchical multi-agent framework formalizing video storytelling as a global optimization problem. To ensure semantic coherence, we introduce hierarchical parameterization: a multi-armed bandit globally identifies promising creative directions, while a local multimodal self-refinement loop mitigates identity drift and ensures sequence-level consistency. This balances the exploration of novel narrative strategies with the exploitation of effective creative configurations. For evaluation, we introduce GenAD-Bench, a 400-scenario dataset of fictional products for personalized advertising. Experiments demonstrate that Co-Director significantly outperforms state-of-the-art baselines, offering a principled approach that seamlessly generalizes to broader cinematic narratives. Project Page: https://co-director-agent.github.io/
Near-Minimax-Optimal Risk-Sensitive Reinforcement Learning with CVaR
In this paper, we study risk-sensitive Reinforcement Learning (RL), focusing on the objective of Conditional Value at Risk (CVaR) with risk tolerance tau. Starting with multi-arm bandits (MABs), we show the minimax CVaR regret rate is Omega(tau^{-1AK}), where A is the number of actions and K is the number of episodes, and that it is achieved by an Upper Confidence Bound algorithm with a novel Bernstein bonus. For online RL in tabular Markov Decision Processes (MDPs), we show a minimax regret lower bound of Omega(tau^{-1SAK}) (with normalized cumulative rewards), where S is the number of states, and we propose a novel bonus-driven Value Iteration procedure. We show that our algorithm achieves the optimal regret of widetilde O(tau^{-1SAK}) under a continuity assumption and in general attains a near-optimal regret of widetilde O(tau^{-1}SAK), which is minimax-optimal for constant tau. This improves on the best available bounds. By discretizing rewards appropriately, our algorithms are computationally efficient.
Bohdi: Heterogeneous LLM Fusion with Automatic Data Exploration
Heterogeneous Large Language Model (LLM) fusion integrates the strengths of multiple source LLMs with different architectures into a target LLM with low computational overhead. While promising, existing methods suffer from two major limitations: 1) reliance on real data from limited domain for knowledge fusion, preventing the target LLM from fully acquiring knowledge across diverse domains, and 2) fixed data allocation proportions across domains, failing to dynamically adjust according to the target LLM's varying capabilities across domains, leading to a capability imbalance. To overcome these limitations, we propose Bohdi, a synthetic-data-only heterogeneous LLM fusion framework. Through the organization of knowledge domains into a hierarchical tree structure, Bohdi enables automatic domain exploration and multi-domain data generation through multi-model collaboration, thereby comprehensively extracting knowledge from source LLMs. By formalizing domain expansion and data sampling proportion allocation on the knowledge tree as a Hierarchical Multi-Armed Bandit problem, Bohdi leverages the designed DynaBranches mechanism to adaptively adjust sampling proportions based on the target LLM's performance feedback across domains. Integrated with our proposed Introspection-Rebirth (IR) mechanism, DynaBranches dynamically tracks capability shifts during target LLM's updates via Sliding Window Binomial Likelihood Ratio Testing (SWBLRT), further enhancing its online adaptation capability. Comparative experimental results on a comprehensive suite of benchmarks demonstrate that Bohdi significantly outperforms existing baselines on multiple target LLMs, exhibits higher data efficiency, and virtually eliminates the imbalance in the target LLM's capabilities. Our code is available at https://github.com/gjq100/Bohdi.git.
Efficient Deployment of Large Language Models on Resource-constrained Devices
Deploying Large Language Models (LLMs) on resource-constrained (or weak) devices presents significant challenges due to limited resources and heterogeneous data distribution. To address the data concern, it is necessary to fine-tune LLMs using on-device private data for various downstream tasks. While Federated Learning (FL) offers a promising privacy-preserving solution, existing fine-tuning methods retain the original LLM size, leaving issues of high inference latency and excessive memory demands unresolved. Hence, we design FedSpine, an FL framework that combines Parameter- Efficient Fine-Tuning (PEFT) with structured pruning for efficient deployment of LLMs on resource-constrained devices. Specifically, FedSpine introduces an iterative process to prune and tune the parameters of LLMs. To mitigate the impact of device heterogeneity, an online Multi-Armed Bandit (MAB) algorithm is employed to adaptively determine different pruning ratios and LoRA ranks for heterogeneous devices without any prior knowledge of their computing and communication capabilities. As a result, FedSpine maintains higher inference accuracy while improving fine-tuning efficiency. Experimental results conducted on a physical platform with 80 devices demonstrate that FedSpine can speed up fine-tuning by 1.4times-6.9times and improve final accuracy by 0.4%-4.5% under the same sparsity level compared to other baselines.
Harnessing Diversity for Important Data Selection in Pretraining Large Language Models
Data selection is of great significance in pre-training large language models, given the variation in quality within the large-scale available training corpora. To achieve this, researchers are currently investigating the use of data influence to measure the importance of data instances, i.e., a high influence score indicates that incorporating this instance to the training set is likely to enhance the model performance. Consequently, they select the top-k instances with the highest scores. However, this approach has several limitations. (1) Computing the influence of all available data is time-consuming. (2) The selected data instances are not diverse enough, which may hinder the pre-trained model's ability to generalize effectively to various downstream tasks. In this paper, we introduce Quad, a data selection approach that considers both quality and diversity by using data influence to achieve state-of-the-art pre-training results. In particular, noting that attention layers capture extensive semantic details, we have adapted the accelerated iHVP computation methods for attention layers, enhancing our ability to evaluate the influence of data, i.e., its quality. For the diversity, Quad clusters the dataset into similar data instances within each cluster and diverse instances across different clusters. For each cluster, if we opt to select data from it, we take some samples to evaluate the influence to prevent processing all instances. To determine which clusters to select, we utilize the classic Multi-Armed Bandit method, treating each cluster as an arm. This approach favors clusters with highly influential instances (ensuring high quality) or clusters that have been selected less frequently (ensuring diversity), thereby well balancing between quality and diversity.
Leveraging Demonstrations to Improve Online Learning: Quality Matters
We investigate the extent to which offline demonstration data can improve online learning. It is natural to expect some improvement, but the question is how, and by how much? We show that the degree of improvement must depend on the quality of the demonstration data. To generate portable insights, we focus on Thompson sampling (TS) applied to a multi-armed bandit as a prototypical online learning algorithm and model. The demonstration data is generated by an expert with a given competence level, a notion we introduce. We propose an informed TS algorithm that utilizes the demonstration data in a coherent way through Bayes' rule and derive a prior-dependent Bayesian regret bound. This offers insight into how pretraining can greatly improve online performance and how the degree of improvement increases with the expert's competence level. We also develop a practical, approximate informed TS algorithm through Bayesian bootstrapping and show substantial empirical regret reduction through experiments.
Improving Few-Shot Generalization by Exploring and Exploiting Auxiliary Data
Few-shot learning is valuable in many real-world applications, but learning a generalizable model without overfitting to the few labeled datapoints is challenging. In this work, we focus on Few-shot Learning with Auxiliary Data (FLAD), a training paradigm that assumes access to auxiliary data during few-shot learning in hopes of improving generalization. Previous works have proposed automated methods for mixing auxiliary and target data, but these methods typically scale linearly (or worse) with the number of auxiliary datasets, limiting their practicality. In this work we relate FLAD to the explore-exploit dilemma that is central to the multi-armed bandit setting and derive algorithms whose computational complexity is independent of the number of auxiliary datasets, allowing us to scale to 100x more auxiliary datasets than prior methods. We propose two algorithms -- EXP3-FLAD and UCB1-FLAD -- and compare them with prior FLAD methods that either explore or exploit, finding that the combination of exploration and exploitation is crucial. Through extensive experimentation we find that our methods outperform all pre-existing FLAD methods by 4% and lead to the first 3 billion parameter language models that outperform the 175 billion parameter GPT-3. Overall, our work suggests that the discovery of better, more efficient mixing strategies for FLAD may provide a viable path towards substantially improving generalization in few-shot learning.
Multiplier Bootstrap-based Exploration
Despite the great interest in the bandit problem, designing efficient algorithms for complex models remains challenging, as there is typically no analytical way to quantify uncertainty. In this paper, we propose Multiplier Bootstrap-based Exploration (MBE), a novel exploration strategy that is applicable to any reward model amenable to weighted loss minimization. We prove both instance-dependent and instance-independent rate-optimal regret bounds for MBE in sub-Gaussian multi-armed bandits. With extensive simulation and real data experiments, we show the generality and adaptivity of MBE.
Learning to Actively Learn: A Robust Approach
This work proposes a procedure for designing algorithms for specific adaptive data collection tasks like active learning and pure-exploration multi-armed bandits. Unlike the design of traditional adaptive algorithms that rely on concentration of measure and careful analysis to justify the correctness and sample complexity of the procedure, our adaptive algorithm is learned via adversarial training over equivalence classes of problems derived from information theoretic lower bounds. In particular, a single adaptive learning algorithm is learned that competes with the best adaptive algorithm learned for each equivalence class. Our procedure takes as input just the available queries, set of hypotheses, loss function, and total query budget. This is in contrast to existing meta-learning work that learns an adaptive algorithm relative to an explicit, user-defined subset or prior distribution over problems which can be challenging to define and be mismatched to the instance encountered at test time. This work is particularly focused on the regime when the total query budget is very small, such as a few dozen, which is much smaller than those budgets typically considered by theoretically derived algorithms. We perform synthetic experiments to justify the stability and effectiveness of the training procedure, and then evaluate the method on tasks derived from real data including a noisy 20 Questions game and a joke recommendation task.
Stop When Enough: Adaptive Early-Stopping for Chain-of-Thought Reasoning
Chain-of-Thought (CoT) reasoning has driven recent gains of large language models (LLMs) on reasoning-intensive tasks by externalizing intermediate steps. However, excessive or redundant reasoning -- so-called overthinking -- can increase inference costs and lead LLMs toward incorrect conclusions. In this paper, we present REFRAIN (REFlective-Redundancy for Adaptive INference), a training-free framework that adaptively determines when to stop reasoning to mitigate overthinking. REFRAIN integrates a two-stage stop discriminator to identify reflective yet redundant reasoning and a sliding-window Upper Confidence Bound (SW-UCB) multi-armed bandit controller to dynamically adjust stopping thresholds according to problem difficulty without supervision or fine-tuning. Across four representative benchmarks and two model families, REFRAIN reduces token usage by 20-55% while maintaining or improving accuracy compared to standard CoT prompting. Extensive ablation and robustness analyses demonstrate its stability across models, scorers, and prompt variations. In summary, our findings highlight when-to-stop as a new and practical axis of test-time scaling -- enabling models to reason not just more, but just enough.
Sharp Deviations Bounds for Dirichlet Weighted Sums with Application to analysis of Bayesian algorithms
In this work, we derive sharp non-asymptotic deviation bounds for weighted sums of Dirichlet random variables. These bounds are based on a novel integral representation of the density of a weighted Dirichlet sum. This representation allows us to obtain a Gaussian-like approximation for the sum distribution using geometry and complex analysis methods. Our results generalize similar bounds for the Beta distribution obtained in the seminal paper Alfers and Dinges [1984]. Additionally, our results can be considered a sharp non-asymptotic version of the inverse of Sanov's theorem studied by Ganesh and O'Connell [1999] in the Bayesian setting. Based on these results, we derive new deviation bounds for the Dirichlet process posterior means with application to Bayesian bootstrap. Finally, we apply our estimates to the analysis of the Multinomial Thompson Sampling (TS) algorithm in multi-armed bandits and significantly sharpen the existing regret bounds by making them independent of the size of the arms distribution support.
AutoRAG-HP: Automatic Online Hyper-Parameter Tuning for Retrieval-Augmented Generation
Recent advancements in Large Language Models have transformed ML/AI development, necessitating a reevaluation of AutoML principles for the Retrieval-Augmented Generation (RAG) systems. To address the challenges of hyper-parameter optimization and online adaptation in RAG, we propose the AutoRAG-HP framework, which formulates the hyper-parameter tuning as an online multi-armed bandit (MAB) problem and introduces a novel two-level Hierarchical MAB (Hier-MAB) method for efficient exploration of large search spaces. We conduct extensive experiments on tuning hyper-parameters, such as top-k retrieved documents, prompt compression ratio, and embedding methods, using the ALCE-ASQA and Natural Questions datasets. Our evaluation from jointly optimization all three hyper-parameters demonstrate that MAB-based online learning methods can achieve Recall@5 approx 0.8 for scenarios with prominent gradients in search space, using only sim20% of the LLM API calls required by the Grid Search approach. Additionally, the proposed Hier-MAB approach outperforms other baselines in more challenging optimization scenarios. The code will be made available at https://aka.ms/autorag.
Can Prompt Difficulty be Online Predicted for Accelerating RL Finetuning of Reasoning Models?
Recent advances have witnessed the effectiveness of reinforcement learning (RL) finetuning in enhancing the reasoning capabilities of large language models (LLMs). The optimization process often requires numerous iterations to achieve satisfactory performance, resulting in high computational costs due to the need for frequent prompt evaluations under intensive LLM interactions and repeated policy updates. Appropriate online prompt selection methods reduce iteration steps by prioritizing informative prompts during training, while the pipeline's reliance on exhaustive prompt evaluation and subset selection for optimization still incurs substantial computational overhead due to frequent LLM inference calls. Distinguished from these direct evaluate-then-select schemes, this work investigates iterative approximate evaluation for arbitrary prompts and introduces Model Predictive Prompt Selection (MoPPS), a Bayesian risk-predictive framework that online estimates prompt difficulty without requiring costly LLM interactions. Technically, MoPPS models each prompt's success rate as a latent variable, performs streaming Bayesian inference, and employs posterior sampling in a constructed multi-armed bandit machine, enabling sample efficient and adaptive prompt selection. Extensive experiments across mathematics, planning, and vision-based geometry tasks show that MoPPS reliably predicts prompt difficulty and accelerates training with significantly reduced LLM rollouts.
LEAD: Iterative Data Selection for Efficient LLM Instruction Tuning
Instruction tuning has emerged as a critical paradigm for improving the capabilities and alignment of large language models (LLMs). However, existing iterative model-aware data selection methods incur significant computational overhead, as they rely on repeatedly performing full-dataset model inference to estimate sample utility for subsequent training iterations, creating a fundamental efficiency bottleneck. In this paper, we propose LEAD, an efficient iterative data selection framework that accurately estimates sample utility entirely within the standard training loop, eliminating the need for costly additional model inference. At its core, LEAD introduces Instance-Level Dynamic Uncertainty (IDU), a theoretically grounded utility function combining instantaneous training loss, gradient-based approximation of loss changes, and exponential smoothing of historical loss signals. To further scale efficiently to large datasets, LEAD employs a two-stage, coarse-to-fine selection strategy, adaptively prioritizing informative clusters through a multi-armed bandit mechanism, followed by precise fine-grained selection of high-utility samples using IDU. Extensive experiments across four diverse benchmarks show that LEAD significantly outperforms state-of-the-art methods, improving average model performance by 6.1%-10.8% while using only 2.5% of the training data and reducing overall training time by 5-10x.
Deep neural network marketplace recommenders in online experiments
Recommendations are broadly used in marketplaces to match users with items relevant to their interests and needs. To understand user intent and tailor recommendations to their needs, we use deep learning to explore various heterogeneous data available in marketplaces. This paper focuses on the challenge of measuring recommender performance and summarizes the online experiment results with several promising types of deep neural network recommenders - hybrid item representation models combining features from user engagement and content, sequence-based models, and multi-armed bandit models that optimize user engagement by re-ranking proposals from multiple submodels. The recommenders are currently running in production at the leading Norwegian marketplace FINN.no and serves over one million visitors everyday.
Differentially Private Episodic Reinforcement Learning with Heavy-tailed Rewards
In this paper, we study the problem of (finite horizon tabular) Markov decision processes (MDPs) with heavy-tailed rewards under the constraint of differential privacy (DP). Compared with the previous studies for private reinforcement learning that typically assume rewards are sampled from some bounded or sub-Gaussian distributions to ensure DP, we consider the setting where reward distributions have only finite (1+v)-th moments with some v in (0,1]. By resorting to robust mean estimators for rewards, we first propose two frameworks for heavy-tailed MDPs, i.e., one is for value iteration and another is for policy optimization. Under each framework, we consider both joint differential privacy (JDP) and local differential privacy (LDP) models. Based on our frameworks, we provide regret upper bounds for both JDP and LDP cases and show that the moment of distribution and privacy budget both have significant impacts on regrets. Finally, we establish a lower bound of regret minimization for heavy-tailed MDPs in JDP model by reducing it to the instance-independent lower bound of heavy-tailed multi-armed bandits in DP model. We also show the lower bound for the problem in LDP by adopting some private minimax methods. Our results reveal that there are fundamental differences between the problem of private RL with sub-Gaussian and that with heavy-tailed rewards.
Foundations of Reinforcement Learning and Interactive Decision Making
These lecture notes give a statistical perspective on the foundations of reinforcement learning and interactive decision making. We present a unifying framework for addressing the exploration-exploitation dilemma using frequentist and Bayesian approaches, with connections and parallels between supervised learning/estimation and decision making as an overarching theme. Special attention is paid to function approximation and flexible model classes such as neural networks. Topics covered include multi-armed and contextual bandits, structured bandits, and reinforcement learning with high-dimensional feedback.
Finding Optimal Arms in Non-stochastic Combinatorial Bandits with Semi-bandit Feedback and Finite Budget
We consider the combinatorial bandits problem with semi-bandit feedback under finite sampling budget constraints, in which the learner can carry out its action only for a limited number of times specified by an overall budget. The action is to choose a set of arms, whereupon feedback for each arm in the chosen set is received. Unlike existing works, we study this problem in a non-stochastic setting with subset-dependent feedback, i.e., the semi-bandit feedback received could be generated by an oblivious adversary and also might depend on the chosen set of arms. In addition, we consider a general feedback scenario covering both the numerical-based as well as preference-based case and introduce a sound theoretical framework for this setting guaranteeing sensible notions of optimal arms, which a learner seeks to find. We suggest a generic algorithm suitable to cover the full spectrum of conceivable arm elimination strategies from aggressive to conservative. Theoretical questions about the sufficient and necessary budget of the algorithm to find the best arm are answered and complemented by deriving lower bounds for any learning algorithm for this problem scenario.
Preselection Bandits
In this paper, we introduce the Preselection Bandit problem, in which the learner preselects a subset of arms (choice alternatives) for a user, which then chooses the final arm from this subset. The learner is not aware of the user's preferences, but can learn them from observed choices. In our concrete setting, we allow these choices to be stochastic and model the user's actions by means of the Plackett-Luce model. The learner's main task is to preselect subsets that eventually lead to highly preferred choices. To formalize this goal, we introduce a reasonable notion of regret and derive lower bounds on the expected regret. Moreover, we propose algorithms for which the upper bound on expected regret matches the lower bound up to a logarithmic term of the time horizon.
Simple regret for infinitely many armed bandits
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 β characterizing the distribution of the near-optimal arms. We prove that depending on β, our algorithm is minimax optimal either up to a multiplicative constant or up to a log(n) factor. We also provide extensions to several important cases: when β is unknown, in a natural setting where the near-optimal arms have a small variance, and in the case of unknown time horizon.
Bandits on graphs and structures
The goal of this thesis is to investigate the structural properties of certain sequential problems in order to bring the solutions closer to a practical use. In the first part, we put a special emphasis on structures that can be represented as graphs on actions. In the second part, we study the large action spaces that can be of exponential size in the number of base actions or even infinite. For graph bandits, we consider the settings of smoothness of rewards (spectral bandits), side observations, and influence maximization. For large structured domains, we cover kernel bandits, polymatroid bandits, bandits for function optimization (including unknown smoothness), and infinitely many-arms bandits. The thesis aspires to be a survey of the author's contributions on graph and structured bandits.
Pretraining Decision Transformers with Reward Prediction for In-Context Multi-task Structured Bandit Learning
We study learning to learn for the multi-task structured bandit problem where the goal is to learn a near-optimal algorithm that minimizes cumulative regret. The tasks share a common structure and an algorithm should exploit the shared structure to minimize the cumulative regret for an unseen but related test task. We use a transformer as a decision-making algorithm to learn this shared structure from data collected by a demonstrator on a set of training task instances. Our objective is to devise a training procedure such that the transformer will learn to outperform the demonstrator's learning algorithm on unseen test task instances. Prior work on pretraining decision transformers either requires privileged information like access to optimal arms or cannot outperform the demonstrator. Going beyond these approaches, we introduce a pre-training approach that trains a transformer network to learn a near-optimal policy in-context. This approach leverages the shared structure across tasks, does not require access to optimal actions, and can outperform the demonstrator. We validate these claims over a wide variety of structured bandit problems to show that our proposed solution is general and can quickly identify expected rewards on unseen test tasks to support effective exploration.
Gamification of Pure Exploration for Linear Bandits
We investigate an active pure-exploration setting, that includes best-arm identification, in the context of linear stochastic bandits. While asymptotically optimal algorithms exist for standard multi-arm bandits, the existence of such algorithms for the best-arm identification in linear bandits has been elusive despite several attempts to address it. First, we provide a thorough comparison and new insight over different notions of optimality in the linear case, including G-optimality, transductive optimality from optimal experimental design and asymptotic optimality. Second, we design the first asymptotically optimal algorithm for fixed-confidence pure exploration in linear bandits. As a consequence, our algorithm naturally bypasses the pitfall caused by a simple but difficult instance, that most prior algorithms had to be engineered to deal with explicitly. Finally, we avoid the need to fully solve an optimal design problem by providing an approach that entails an efficient implementation.
Exploiting Structure of Uncertainty for Efficient Matroid Semi-Bandits
We improve the efficiency of algorithms for stochastic combinatorial semi-bandits. In most interesting problems, state-of-the-art algorithms take advantage of structural properties of rewards, such as independence. However, while being optimal in terms of asymptotic regret, these algorithms are inefficient. In our paper, we first reduce their implementation to a specific submodular maximization. Then, in case of matroid constraints, we design adapted approximation routines, thereby providing the first efficient algorithms that rely on reward structure to improve regret bound. In particular, we improve the state-of-the-art efficient gap-free regret bound by a factor m/log m, where m is the maximum action size. Finally, we show how our improvement translates to more general budgeted combinatorial semi-bandits.
Non-Stationary Dueling Bandits
We study the non-stationary dueling bandits problem with K arms, where the time horizon T consists of M stationary segments, each of which is associated with its own preference matrix. The learner repeatedly selects a pair of arms and observes a binary preference between them as feedback. To minimize the accumulated regret, the learner needs to pick the Condorcet winner of each stationary segment as often as possible, despite preference matrices and segment lengths being unknown. We propose the Beat, the, Winner, Reset algorithm and prove a bound on its expected binary weak regret in the stationary case, which tightens the bound of current state-of-art algorithms. We also show a regret bound for the non-stationary case, without requiring knowledge of M or T. We further propose and analyze two meta-algorithms, DETECT for weak regret and Monitored, Dueling, Bandits for strong regret, both based on a detection-window approach that can incorporate any dueling bandit algorithm as a black-box algorithm. Finally, we prove a worst-case lower bound for expected weak regret in the non-stationary case.
Reinforcement learning with combinatorial actions for coupled restless bandits
Reinforcement learning (RL) has increasingly been applied to solve real-world planning problems, with progress in handling large state spaces and time horizons. However, a key bottleneck in many domains is that RL methods cannot accommodate large, combinatorially structured action spaces. In such settings, even representing the set of feasible actions at a single step may require a complex discrete optimization formulation. We leverage recent advances in embedding trained neural networks into optimization problems to propose SEQUOIA, an RL algorithm that directly optimizes for long-term reward over the feasible action space. Our approach embeds a Q-network into a mixed-integer program to select a combinatorial action in each timestep. Here, we focus on planning over restless bandits, a class of planning problems which capture many real-world examples of sequential decision making. We introduce coRMAB, a broader class of restless bandits with combinatorial actions that cannot be decoupled across the arms of the restless bandit, requiring direct solving over the joint, exponentially large action space. We empirically validate SEQUOIA on four novel restless bandit problems with combinatorial constraints: multiple interventions, path constraints, bipartite matching, and capacity constraints. Our approach significantly outperforms existing methods -- which cannot address sequential planning and combinatorial selection simultaneously -- by an average of 24.8\% on these difficult instances.
Incentivizing Exploration with Linear Contexts and Combinatorial Actions
We advance the study of incentivized bandit exploration, in which arm choices are viewed as recommendations and are required to be Bayesian incentive compatible. Recent work has shown under certain independence assumptions that after collecting enough initial samples, the popular Thompson sampling algorithm becomes incentive compatible. We give an analog of this result for linear bandits, where the independence of the prior is replaced by a natural convexity condition. This opens up the possibility of efficient and regret-optimal incentivized exploration in high-dimensional action spaces. In the semibandit model, we also improve the sample complexity for the pre-Thompson sampling phase of initial data collection.
Neural Active Learning Beyond Bandits
We study both stream-based and pool-based active learning with neural network approximations. A recent line of works proposed bandit-based approaches that transformed active learning into a bandit problem, achieving both theoretical and empirical success. However, the performance and computational costs of these methods may be susceptible to the number of classes, denoted as K, due to this transformation. Therefore, this paper seeks to answer the question: "How can we mitigate the adverse impacts of K while retaining the advantages of principled exploration and provable performance guarantees in active learning?" To tackle this challenge, we propose two algorithms based on the newly designed exploitation and exploration neural networks for stream-based and pool-based active learning. Subsequently, we provide theoretical performance guarantees for both algorithms in a non-parametric setting, demonstrating a slower error-growth rate concerning K for the proposed approaches. We use extensive experiments to evaluate the proposed algorithms, which consistently outperform state-of-the-art baselines.
Combinatorial Neural Bandits
We consider a contextual combinatorial bandit problem where in each round a learning agent selects a subset of arms and receives feedback on the selected arms according to their scores. The score of an arm is an unknown function of the arm's feature. Approximating this unknown score function with deep neural networks, we propose algorithms: Combinatorial Neural UCB (CN-UCB) and Combinatorial Neural Thompson Sampling (CN-TS). We prove that CN-UCB achieves mathcal{O}(d T) or mathcal{O}(tilde{d T K}) regret, where d is the effective dimension of a neural tangent kernel matrix, K is the size of a subset of arms, and T is the time horizon. For CN-TS, we adapt an optimistic sampling technique to ensure the optimism of the sampled combinatorial action, achieving a worst-case (frequentist) regret of mathcal{O}(d TK). To the best of our knowledge, these are the first combinatorial neural bandit algorithms with regret performance guarantees. In particular, CN-TS is the first Thompson sampling algorithm with the worst-case regret guarantees for the general contextual combinatorial bandit problem. The numerical experiments demonstrate the superior performances of our proposed algorithms.
Contextual Combinatorial Bandits with Probabilistically Triggered Arms
We study contextual combinatorial bandits with probabilistically triggered arms (C^2MAB-T) under a variety of smoothness conditions that capture a wide range of applications, such as contextual cascading bandits and contextual influence maximization bandits. Under the triggering probability modulated (TPM) condition, we devise the C^2-UCB-T algorithm and propose a novel analysis that achieves an O(dKT) regret bound, removing a potentially exponentially large factor O(1/p_{min}), where d is the dimension of contexts, p_{min} is the minimum positive probability that any arm can be triggered, and batch-size K is the maximum number of arms that can be triggered per round. Under the variance modulated (VM) or triggering probability and variance modulated (TPVM) conditions, we propose a new variance-adaptive algorithm VAC^2-UCB and derive a regret bound O(dT), which is independent of the batch-size K. As a valuable by-product, our analysis technique and variance-adaptive algorithm can be applied to the CMAB-T and C^2MAB setting, improving existing results there as well. We also include experiments that demonstrate the improved performance of our algorithms compared with benchmark algorithms on synthetic and real-world datasets.
Revealing graph bandits for maximizing local influence
We study a graph bandit setting where the objective of the learner is to detect the most influential node of a graph by requesting as little information from the graph as possible. One of the relevant applications for this setting is marketing in social networks, where the marketer aims at finding and taking advantage of the most influential customers. The existing approaches for bandit problems on graphs require either partial or complete knowledge of the graph. In this paper, we do not assume any knowledge of the graph, but we consider a setting where it can be gradually discovered in a sequential and active way. At each round, the learner chooses a node of the graph and the only information it receives is a stochastic set of the nodes that the chosen node is currently influencing. To address this setting, we propose BARE, a bandit strategy for which we prove a regret guarantee that scales with the detectable dimension, a problem dependent quantity that is often much smaller than the number of nodes.
Cascading Reinforcement Learning
Cascading bandits have gained popularity in recent years due to their applicability to recommendation systems and online advertising. In the cascading bandit model, at each timestep, an agent recommends an ordered subset of items (called an item list) from a pool of items, each associated with an unknown attraction probability. Then, the user examines the list, and clicks the first attractive item (if any), and after that, the agent receives a reward. The goal of the agent is to maximize the expected cumulative reward. However, the prior literature on cascading bandits ignores the influences of user states (e.g., historical behaviors) on recommendations and the change of states as the session proceeds. Motivated by this fact, we propose a generalized cascading RL framework, which considers the impact of user states and state transition into decisions. In cascading RL, we need to select items not only with large attraction probabilities but also leading to good successor states. This imposes a huge computational challenge due to the combinatorial action space. To tackle this challenge, we delve into the properties of value functions, and design an oracle BestPerm to efficiently find the optimal item list. Equipped with BestPerm, we develop two algorithms CascadingVI and CascadingBPI, which are both computationally-efficient and sample-efficient, and provide near-optimal regret and sample complexity guarantees. Furthermore, we present experiments to show the improved computational and sample efficiencies of our algorithms compared to straightforward adaptations of existing RL algorithms in practice.
Bandit Multi-linear DR-Submodular Maximization and Its Applications on Adversarial Submodular Bandits
We investigate the online bandit learning of the monotone multi-linear DR-submodular functions, designing the algorithm BanditMLSM that attains O(T^{2/3}log T) of (1-1/e)-regret. Then we reduce submodular bandit with partition matroid constraint and bandit sequential monotone maximization to the online bandit learning of the monotone multi-linear DR-submodular functions, attaining O(T^{2/3}log T) of (1-1/e)-regret in both problems, which improve the existing results. To the best of our knowledge, we are the first to give a sublinear regret algorithm for the submodular bandit with partition matroid constraint. A special case of this problem is studied by Streeter et al.(2009). They prove a O(T^{4/5}) (1-1/e)-regret upper bound. For the bandit sequential submodular maximization, the existing work proves an O(T^{2/3}) regret with a suboptimal 1/2 approximation ratio (Niazadeh et al. 2021).
Covariance-adapting algorithm for semi-bandits with application to sparse rewards
We investigate stochastic combinatorial semi-bandits, where the entire joint distribution of outcomes impacts the complexity of the problem instance (unlike in the standard bandits). Typical distributions considered depend on specific parameter values, whose prior knowledge is required in theory but quite difficult to estimate in practice; an example is the commonly assumed sub-Gaussian family. We alleviate this issue by instead considering a new general family of sub-exponential distributions, which contains bounded and Gaussian ones. We prove a new lower bound on the expected regret on this family, that is parameterized by the unknown covariance matrix of outcomes, a tighter quantity than the sub-Gaussian matrix. We then construct an algorithm that uses covariance estimates, and provide a tight asymptotic analysis of the regret. Finally, we apply and extend our results to the family of sparse outcomes, which has applications in many recommender systems.
Online combinatorial optimization with stochastic decision sets and adversarial losses
Most work on sequential learning assumes a fixed set of actions that are available all the time. However, in practice, actions can consist of picking subsets of readings from sensors that may break from time to time, road segments that can be blocked or goods that are out of stock. In this paper we study learning algorithms that are able to deal with stochastic availability of such unreliable composite actions. We propose and analyze algorithms based on the Follow-The-Perturbed-Leader prediction method for several learning settings differing in the feedback provided to the learner. Our algorithms rely on a novel loss estimation technique that we call Counting Asleep Times. We deliver regret bounds for our algorithms for the previously studied full information and (semi-)bandit settings, as well as a natural middle point between the two that we call the restricted information setting. A special consequence of our results is a significant improvement of the best known performance guarantees achieved by an efficient algorithm for the sleeping bandit problem with stochastic availability. Finally, we evaluate our algorithms empirically and show their improvement over the known approaches.
Stochastic bandits with arm-dependent delays
Significant work has been recently dedicated to the stochastic delayed bandit setting because of its relevance in applications. The applicability of existing algorithms is however restricted by the fact that strong assumptions are often made on the delay distributions, such as full observability, restrictive shape constraints, or uniformity over arms. In this work, we weaken them significantly and only assume that there is a bound on the tail of the delay. In particular, we cover the important case where the delay distributions vary across arms, and the case where the delays are heavy-tailed. Addressing these difficulties, we propose a simple but efficient UCB-based algorithm called the PatientBandits. We provide both problems-dependent and problems-independent bounds on the regret as well as performance lower bounds.
Strategic Linear Contextual Bandits
Motivated by the phenomenon of strategic agents gaming a recommender system to maximize the number of times they are recommended to users, we study a strategic variant of the linear contextual bandit problem, where the arms can strategically misreport privately observed contexts to the learner. We treat the algorithm design problem as one of mechanism design under uncertainty and propose the Optimistic Grim Trigger Mechanism (OptGTM) that incentivizes the agents (i.e., arms) to report their contexts truthfully while simultaneously minimizing regret. We also show that failing to account for the strategic nature of the agents results in linear regret. However, a trade-off between mechanism design and regret minimization appears to be unavoidable. More broadly, this work aims to provide insight into the intersection of online learning and mechanism design.
Variance-Aware Regret Bounds for Stochastic Contextual Dueling Bandits
Dueling bandits is a prominent framework for decision-making involving preferential feedback, a valuable feature that fits various applications involving human interaction, such as ranking, information retrieval, and recommendation systems. While substantial efforts have been made to minimize the cumulative regret in dueling bandits, a notable gap in the current research is the absence of regret bounds that account for the inherent uncertainty in pairwise comparisons between the dueling arms. Intuitively, greater uncertainty suggests a higher level of difficulty in the problem. To bridge this gap, this paper studies the problem of contextual dueling bandits, where the binary comparison of dueling arms is generated from a generalized linear model (GLM). We propose a new SupLinUCB-type algorithm that enjoys computational efficiency and a variance-aware regret bound tilde Obig(dsum_{t=1^Tsigma_t^2} + dbig), where sigma_t is the variance of the pairwise comparison in round t, d is the dimension of the context vectors, and T is the time horizon. Our regret bound naturally aligns with the intuitive expectation in scenarios where the comparison is deterministic, the algorithm only suffers from an tilde O(d) regret. We perform empirical experiments on synthetic data to confirm the advantage of our method over previous variance-agnostic algorithms.
Improved Sleeping Bandits with Stochastic Actions Sets and Adversarial Rewards
In this paper, we consider the problem of sleeping bandits with stochastic action sets and adversarial rewards. In this setting, in contrast to most work in bandits, the actions may not be available at all times. For instance, some products might be out of stock in item recommendation. The best existing efficient (i.e., polynomial-time) algorithms for this problem only guarantee an O(T^{2/3}) upper-bound on the regret. Yet, inefficient algorithms based on EXP4 can achieve O(T). In this paper, we provide a new computationally efficient algorithm inspired by EXP3 satisfying a regret of order O(T) when the availabilities of each action i in cA are independent. We then study the most general version of the problem where at each round available sets are generated from some unknown arbitrary distribution (i.e., without the independence assumption) and propose an efficient algorithm with O(2^K T) regret guarantee. Our theoretical results are corroborated with experimental evaluations.
Best of both worlds: Stochastic & adversarial best-arm identification
We study bandit best-arm identification with arbitrary and potentially adversarial rewards. A simple random uniform learner obtains the optimal rate of error in the adversarial scenario. However, this type of strategy is suboptimal when the rewards are sampled stochastically. Therefore, we ask: Can we design a learner that performs optimally in both the stochastic and adversarial problems while not being aware of the nature of the rewards? First, we show that designing such a learner is impossible in general. In particular, to be robust to adversarial rewards, we can only guarantee optimal rates of error on a subset of the stochastic problems. We give a lower bound that characterizes the optimal rate in stochastic problems if the strategy is constrained to be robust to adversarial rewards. Finally, we design a simple parameter-free algorithm and show that its probability of error matches (up to log factors) the lower bound in stochastic problems, and it is also robust to adversarial ones.
Thompson Sampling for High-Dimensional Sparse Linear Contextual Bandits
We consider the stochastic linear contextual bandit problem with high-dimensional features. We analyze the Thompson sampling algorithm using special classes of sparsity-inducing priors (e.g., spike-and-slab) to model the unknown parameter and provide a nearly optimal upper bound on the expected cumulative regret. To the best of our knowledge, this is the first work that provides theoretical guarantees of Thompson sampling in high-dimensional and sparse contextual bandits. For faster computation, we use variational inference instead of Markov Chain Monte Carlo (MCMC) to approximate the posterior distribution. Extensive simulations demonstrate the improved performance of our proposed algorithm over existing ones.
Cheap Bandits
We consider stochastic sequential learning problems where the learner can observe the average reward of several actions. Such a setting is interesting in many applications involving monitoring and surveillance, where the set of the actions to observe represent some (geographical) area. The importance of this setting is that in these applications, it is actually cheaper to observe average reward of a group of actions rather than the reward of a single action. We show that when the reward is smooth over a given graph representing the neighboring actions, we can maximize the cumulative reward of learning while minimizing the sensing cost. In this paper we propose CheapUCB, an algorithm that matches the regret guarantees of the known algorithms for this setting and at the same time guarantees a linear cost again over them. As a by-product of our analysis, we establish a Ω(dT) lower bound on the cumulative regret of spectral bandits for a class of graphs with effective dimension d.
Feel-Good Thompson Sampling for Contextual Dueling Bandits
Contextual dueling bandits, where a learner compares two options based on context and receives feedback indicating which was preferred, extends classic dueling bandits by incorporating contextual information for decision-making and preference learning. Several algorithms based on the upper confidence bound (UCB) have been proposed for linear contextual dueling bandits. However, no algorithm based on posterior sampling has been developed in this setting, despite the empirical success observed in traditional contextual bandits. In this paper, we propose a Thompson sampling algorithm, named FGTS.CDB, for linear contextual dueling bandits. At the core of our algorithm is a new Feel-Good exploration term specifically tailored for dueling bandits. This term leverages the independence of the two selected arms, thereby avoiding a cross term in the analysis. We show that our algorithm achieves nearly minimax-optimal regret, i.e., mathcal{O}(dsqrt T), where d is the model dimension and T is the time horizon. Finally, we evaluate our algorithm on synthetic data and observe that FGTS.CDB outperforms existing algorithms by a large margin.
Learning to Act Greedily: Polymatroid Semi-Bandits
Many important optimization problems, such as the minimum spanning tree and minimum-cost flow, can be solved optimally by a greedy method. In this work, we study a learning variant of these problems, where the model of the problem is unknown and has to be learned by interacting repeatedly with the environment in the bandit setting. We formalize our learning problem quite generally, as learning how to maximize an unknown modular function on a known polymatroid. We propose a computationally efficient algorithm for solving our problem and bound its expected cumulative regret. Our gap-dependent upper bound is tight up to a constant and our gap-free upper bound is tight up to polylogarithmic factors. Finally, we evaluate our method on three problems and demonstrate that it is practical.
Only Pay for What Is Uncertain: Variance-Adaptive Thompson Sampling
Most bandit algorithms assume that the reward variances or their upper bounds are known, and that they are the same for all arms. This naturally leads to suboptimal performance and higher regret due to variance overestimation. On the other hand, underestimated reward variances may lead to linear regret due to committing early to a suboptimal arm. This motivated prior works on variance-adaptive frequentist algorithms, which have strong instance-dependent regret bounds but cannot incorporate prior knowledge on reward variances. We lay foundations for the Bayesian setting, which incorporates prior knowledge. This results in lower regret in practice, due to using the prior in the algorithm design, and also improved regret guarantees. Specifically, we study Gaussian bandits with {unknown heterogeneous reward variances}, and develop a Thompson sampling algorithm with prior-dependent Bayes regret bounds. We achieve lower regret with lower reward variances and more informative priors on them, which is precisely why we pay only for what is uncertain. This is the first result of its kind. Finally, we corroborate our theory with extensive experiments, which show the superiority of our variance-adaptive Bayesian algorithm over prior frequentist approaches. We also show that our approach is robust to model misspecification and can be applied with estimated priors.
