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Branislav Kveton

Publications and source records attributed to Branislav Kveton.

At least 109 records · Page 6Linked to original sources

Sample Efficient Graph-Based Optimization with Noisy Observations

We study sample complexity of optimizing "hill-climbing friendly" functions defined on a graph under noisy observations. We define a notion of convexity, and we show that a variant of best-arm identification can find a near-optimal solution after a small number of queries that is independent of the size of the graph. For functions that have local minima and are nearly convex, we show a sample complexity for the classical simulated annealing under noisy observations. We show effectiveness of the greedy algorithm with restarts and the simulated annealing on problems of graph-based nearest neighbor classification as well as a web document re-ranking application.

cs.LG↗

Old Dog Learns New Tricks: Randomized UCB for Bandit Problems

We propose $\tt RandUCB$, a bandit strategy that builds on theoretically derived confidence intervals similar to upper confidence bound (UCB) algorithms, but akin to Thompson sampling (TS), it uses randomization to trade off exploration and exploitation. In the $K$-armed bandit setting, we show that there are infinitely many variants of $\tt RandUCB$, all of which achieve the minimax-optimal $\widetilde{O}(\sqrt{K T})$ regret after $T$ rounds. Moreover, for a specific multi-armed bandit setting, we show that both UCB and TS can be recovered as special cases of $\tt RandUCB$. For structured bandits, where each arm is associated with a $d$-dimensional feature vector and rewards are distributed according to a linear or generalized linear model, we prove that $\tt RandUCB$ achieves the minimax-optimal $\widetilde{O}(d \sqrt{T})$ regret even in the case of infinitely many arms. Through experiments in both the multi-armed and structured bandit settings, we demonstrate that $\tt RandUCB$ matches or outperforms TS and other randomized exploration strategies. Our theoretical and empirical results together imply that $\tt RandUCB$ achieves the best of both worlds.

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Perturbed-History Exploration in Stochastic Multi-Armed Bandits

We propose an online algorithm for cumulative regret minimization in a stochastic multi-armed bandit. The algorithm adds $O(t)$ i.i.d. pseudo-rewards to its history in round $t$ and then pulls the arm with the highest average reward in its perturbed history. Therefore, we call it perturbed-history exploration (PHE). The pseudo-rewards are carefully designed to offset potentially underestimated mean rewards of arms with a high probability. We derive near-optimal gap-dependent and gap-free bounds on the $n$-round regret of PHE. The key step in our analysis is a novel argument that shows that randomized Bernoulli rewards lead to optimism. Finally, we empirically evaluate PHE and show that it is competitive with state-of-the-art baselines.

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BubbleRank: Safe Online Learning to Re-Rank via Implicit Click Feedback

In this paper, we study the problem of safe online learning to re-rank, where user feedback is used to improve the quality of displayed lists. Learning to rank has traditionally been studied in two settings. In the offline setting, rankers are typically learned from relevance labels created by judges. This approach has generally become standard in industrial applications of ranking, such as search. However, this approach lacks exploration and thus is limited by the information content of the offline training data. In the online setting, an algorithm can experiment with lists and learn from feedback on them in a sequential fashion. Bandit algorithms are well-suited for this setting but they tend to learn user preferences from scratch, which results in a high initial cost of exploration. This poses an additional challenge of safe exploration in ranked lists. We propose BubbleRank, a bandit algorithm for safe re-ranking that combines the strengths of both the offline and online settings. The algorithm starts with an initial base list and improves it online by gradually exchanging higher-ranked less attractive items for lower-ranked more attractive items. We prove an upper bound on the n-step regret of BubbleRank that degrades gracefully with the quality of the initial base list. Our theoretical findings are supported by extensive experiments on a large-scale real-world click dataset.

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Garbage In, Reward Out: Bootstrapping Exploration in Multi-Armed Bandits

We propose a bandit algorithm that explores by randomizing its history of rewards. Specifically, it pulls the arm with the highest mean reward in a non-parametric bootstrap sample of its history with pseudo rewards. We design the pseudo rewards such that the bootstrap mean is optimistic with a sufficiently high probability. We call our algorithm Giro, which stands for garbage in, reward out. We analyze Giro in a Bernoulli bandit and derive a $O(K Δ^{-1} \log n)$ bound on its $n$-round regret, where $Δ$ is the difference in the expected rewards of the optimal and the best suboptimal arms, and $K$ is the number of arms. The main advantage of our exploration design is that it easily generalizes to structured problems. To show this, we propose contextual Giro with an arbitrary reward generalization model. We evaluate Giro and its contextual variant on multiple synthetic and real-world problems, and observe that it performs well.

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Waterfall Bandits: Learning to Sell Ads Online

A popular approach to selling online advertising is by a waterfall, where a publisher makes sequential price offers to ad networks for an inventory, and chooses the winner in that order. The publisher picks the order and prices to maximize her revenue. A traditional solution is to learn the demand model and then subsequently solve the optimization problem for the given demand model. This will incur a linear regret. We design an online learning algorithm for solving this problem, which interleaves learning and optimization, and prove that this algorithm has sublinear regret. We evaluate the algorithm on both synthetic and real-world data, and show that it quickly learns high quality pricing strategies. This is the first principled study of learning a waterfall design online by sequential experimentation.

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TopRank: A practical algorithm for online stochastic ranking

Online learning to rank is a sequential decision-making problem where in each round the learning agent chooses a list of items and receives feedback in the form of clicks from the user. Many sample-efficient algorithms have been proposed for this problem that assume a specific click model connecting rankings and user behavior. We propose a generalized click model that encompasses many existing models, including the position-based and cascade models. Our generalization motivates a novel online learning algorithm based on topological sort, which we call TopRank. TopRank is (a) more natural than existing algorithms, (b) has stronger regret guarantees than existing algorithms with comparable generality, (c) has a more insightful proof that leaves the door open to many generalizations, (d) outperforms existing algorithms empirically.

stat.ML↗

Nearly Optimal Adaptive Procedure with Change Detection for Piecewise-Stationary Bandit

Multi-armed bandit (MAB) is a class of online learning problems where a learning agent aims to maximize its expected cumulative reward while repeatedly selecting to pull arms with unknown reward distributions. We consider a scenario where the reward distributions may change in a piecewise-stationary fashion at unknown time steps. We show that by incorporating a simple change-detection component with classic UCB algorithms to detect and adapt to changes, our so-called M-UCB algorithm can achieve nearly optimal regret bound on the order of $O(\sqrt{MKT\log T})$, where $T$ is the number of time steps, $K$ is the number of arms, and $M$ is the number of stationary segments. Comparison with the best available lower bound shows that our M-UCB is nearly optimal in $T$ up to a logarithmic factor. We also compare M-UCB with the state-of-the-art algorithms in numerical experiments using a public Yahoo! dataset to demonstrate its superior performance.

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Online Diverse Learning to Rank from Partial-Click Feedback

Learning to rank is an important problem in machine learning and recommender systems. In a recommender system, a user is typically recommended a list of items. Since the user is unlikely to examine the entire recommended list, partial feedback arises naturally. At the same time, diverse recommendations are important because it is challenging to model all tastes of the user in practice. In this paper, we propose the first algorithm for online learning to rank diverse items from partial-click feedback. We assume that the user examines the list of recommended items until the user is attracted by an item, which is clicked, and does not examine the rest of the items. This model of user behavior is known as the cascade model. We propose an online learning algorithm, cascadelsb, for solving our problem. The algorithm actively explores the tastes of the user with the objective of learning to recommend the optimal diverse list. We analyze the algorithm and prove a gap-free upper bound on its n-step regret. We evaluate cascadelsb on both synthetic and real-world datasets, compare it to various baselines, and show that it learns even when our modeling assumptions do not hold exactly.

cs.IR↗

Online Influence Maximization under Independent Cascade Model with Semi-Bandit Feedback

We study the online influence maximization problem in social networks under the independent cascade model. Specifically, we aim to learn the set of "best influencers" in a social network online while repeatedly interacting with it. We address the challenges of (i) combinatorial action space, since the number of feasible influencer sets grows exponentially with the maximum number of influencers, and (ii) limited feedback, since only the influenced portion of the network is observed. Under a stochastic semi-bandit feedback, we propose and analyze IMLinUCB, a computationally efficient UCB-based algorithm. Our bounds on the cumulative regret are polynomial in all quantities of interest, achieve near-optimal dependence on the number of interactions and reflect the topology of the network and the activation probabilities of its edges, thereby giving insights on the problem complexity. To the best of our knowledge, these are the first such results. Our experiments show that in several representative graph topologies, the regret of IMLinUCB scales as suggested by our upper bounds. IMLinUCB permits linear generalization and thus is both statistically and computationally suitable for large-scale problems. Our experiments also show that IMLinUCB with linear generalization can lead to low regret in real-world online influence maximization.

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Offline Evaluation of Ranking Policies with Click Models

Many web systems rank and present a list of items to users, from recommender systems to search and advertising. An important problem in practice is to evaluate new ranking policies offline and optimize them before they are deployed. We address this problem by proposing evaluation algorithms for estimating the expected number of clicks on ranked lists from historical logged data. The existing algorithms are not guaranteed to be statistically efficient in our problem because the number of recommended lists can grow exponentially with their length. To overcome this challenge, we use models of user interaction with the list of items, the so-called click models, to construct estimators that learn statistically efficiently. We analyze our estimators and prove that they are more efficient than the estimators that do not use the structure of the click model, under the assumption that the click model holds. We evaluate our estimators in a series of experiments on a real-world dataset and show that they consistently outperform prior estimators.

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Conservative Exploration using Interleaving

In many practical problems, a learning agent may want to learn the best action in hindsight without ever taking a bad action, which is significantly worse than the default production action. In general, this is impossible because the agent has to explore unknown actions, some of which can be bad, to learn better actions. However, when the actions are combinatorial, this may be possible if the unknown action can be evaluated by interleaving it with the production action. We formalize this concept as learning in stochastic combinatorial semi-bandits with exchangeable actions. We design efficient learning algorithms for this problem, bound their n-step regret, and evaluate them on both synthetic and real-world problems. Our real-world experiments show that our algorithms can learn to recommend K most attractive movies without ever violating a strict production constraint, both overall and subject to a diversity constraint.

stat.ML↗

Model-Independent Online Learning for Influence Maximization

We consider influence maximization (IM) in social networks, which is the problem of maximizing the number of users that become aware of a product by selecting a set of "seed" users to expose the product to. While prior work assumes a known model of information diffusion, we propose a novel parametrization that not only makes our framework agnostic to the underlying diffusion model, but also statistically efficient to learn from data. We give a corresponding monotone, submodular surrogate function, and show that it is a good approximation to the original IM objective. We also consider the case of a new marketer looking to exploit an existing social network, while simultaneously learning the factors governing information propagation. For this, we propose a pairwise-influence semi-bandit feedback model and develop a LinUCB-based bandit algorithm. Our model-independent analysis shows that our regret bound has a better (as compared to previous work) dependence on the size of the network. Experimental evaluation suggests that our framework is robust to the underlying diffusion model and can efficiently learn a near-optimal solution.

cs.LG↗

New Insights into Bootstrapping for Bandits

We investigate the use of bootstrapping in the bandit setting. We first show that the commonly used non-parametric bootstrapping (NPB) procedure can be provably inefficient and establish a near-linear lower bound on the regret incurred by it under the bandit model with Bernoulli rewards. We show that NPB with an appropriate amount of forced exploration can result in sub-linear albeit sub-optimal regret. As an alternative to NPB, we propose a weighted bootstrapping (WB) procedure. For Bernoulli rewards, WB with multiplicative exponential weights is mathematically equivalent to Thompson sampling (TS) and results in near-optimal regret bounds. Similarly, in the bandit setting with Gaussian rewards, we show that WB with additive Gaussian weights achieves near-optimal regret. Beyond these special cases, we show that WB leads to better empirical performance than TS for several reward distributions bounded on $[0,1]$. For the contextual bandit setting, we give practical guidelines that make bootstrapping simple and efficient to implement and result in good empirical performance on real-world datasets.

cs.LG↗

SpectralLeader: Online Spectral Learning for Single Topic Models

We study the problem of learning a latent variable model from a stream of data. Latent variable models are popular in practice because they can explain observed data in terms of unobserved concepts. These models have been traditionally studied in the offline setting. In the online setting, on the other hand, the online EM is arguably the most popular algorithm for learning latent variable models. Although the online EM is computationally efficient, it typically converges to a local optimum. In this work, we develop a new online learning algorithm for latent variable models, which we call SpectralLeader. SpectralLeader always converges to the global optimum, and we derive a sublinear upper bound on its $n$-step regret in the bag-of-words model. In both synthetic and real-world experiments, we show that SpectralLeader performs similarly to or better than the online EM with tuned hyper-parameters.

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Finding Subcube Heavy Hitters in Analytics Data Streams

Data streams typically have items of large number of dimensions. We study the fundamental heavy-hitters problem in this setting. Formally, the data stream consists of $d$-dimensional items $x_1,\ldots,x_m \in [n]^d$. A $k$-dimensional subcube $T$ is a subset of distinct coordinates $\{ T_1,\cdots,T_k \} \subseteq [d]$. A subcube heavy hitter query ${\rm Query}(T,v)$, $v \in [n]^k$, outputs YES if $f_T(v) \geq γ$ and NO if $f_T(v) < γ/4$, where $f_T$ is the ratio of number of stream items whose coordinates $T$ have joint values $v$. The all subcube heavy hitters query ${\rm AllQuery}(T)$ outputs all joint values $v$ that return YES to ${\rm Query}(T,v)$. The one dimensional version of this problem where $d=1$ was heavily studied in data stream theory, databases, networking and signal processing. The subcube heavy hitters problem is applicable in all these cases. We present a simple reservoir sampling based one-pass streaming algorithm to solve the subcube heavy hitters problem in $\tilde{O}(kd/γ)$ space. This is optimal up to poly-logarithmic factors given the established lower bound. In the worst case, this is $Θ(d^2/γ)$ which is prohibitive for large $d$, and our goal is to circumvent this quadratic bottleneck. Our main contribution is a model-based approach to the subcube heavy hitters problem. In particular, we assume that the dimensions are related to each other via the Naive Bayes model, with or without a latent dimension. Under this assumption, we present a new two-pass, $\tilde{O}(d/γ)$-space algorithm for our problem, and a fast algorithm for answering ${\rm AllQuery}(T)$ in $O(k/γ^2)$ time. Our work develops the direction of model-based data stream analysis, with much that remains to be explored.

cs.DS↗

Stochastic Low-Rank Bandits

Many problems in computer vision and recommender systems involve low-rank matrices. In this work, we study the problem of finding the maximum entry of a stochastic low-rank matrix from sequential observations. At each step, a learning agent chooses pairs of row and column arms, and receives the noisy product of their latent values as a reward. The main challenge is that the latent values are unobserved. We identify a class of non-negative matrices whose maximum entry can be found statistically efficiently and propose an algorithm for finding them, which we call LowRankElim. We derive a $\DeclareMathOperator{\poly}{poly} O((K + L) \poly(d) Δ^{-1} \log n)$ upper bound on its $n$-step regret, where $K$ is the number of rows, $L$ is the number of columns, $d$ is the rank of the matrix, and $Δ$ is the minimum gap. The bound depends on other problem-specific constants that clearly do not depend $K L$. To the best of our knowledge, this is the first such result in the literature.

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Online Learning to Rank in Stochastic Click Models

Online learning to rank is a core problem in information retrieval and machine learning. Many provably efficient algorithms have been recently proposed for this problem in specific click models. The click model is a model of how the user interacts with a list of documents. Though these results are significant, their impact on practice is limited, because all proposed algorithms are designed for specific click models and lack convergence guarantees in other models. In this work, we propose BatchRank, the first online learning to rank algorithm for a broad class of click models. The class encompasses two most fundamental click models, the cascade and position-based models. We derive a gap-dependent upper bound on the $T$-step regret of BatchRank and evaluate it on a range of web search queries. We observe that BatchRank outperforms ranked bandits and is more robust than CascadeKL-UCB, an existing algorithm for the cascade model.

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