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Cem Tekin

Publications and source records attributed to Cem Tekin.

At least 37 records · Page 2Linked to original sources

Exploiting Relevance for Online Decision-Making in High-Dimensions

Many sequential decision-making tasks require choosing at each decision step the right action out of the vast set of possibilities by extracting actionable intelligence from high-dimensional data streams. Most of the times, the high-dimensionality of actions and data makes learning of the optimal actions by traditional learning methods impracticable. In this work, we investigate how to discover and leverage sparsity in actions and data to enable fast learning. As our learning model, we consider a structured contextual multi-armed bandit (CMAB) with high-dimensional arm (action) and context (data) sets, where the rewards depend only on a few relevant dimensions of the joint context-arm set, possibly in a non-linear way. We depart from the prior work by assuming a high-dimensional, continuum set of arms, and allow relevant context dimensions to vary for each arm. We propose a new online learning algorithm called {\em CMAB with Relevance Learning} (CMAB-RL) and prove that its time-averaged regret asymptotically goes to zero when the expected reward varies smoothly in contexts and arms. CMAB-RL enjoys a substantially improved regret bound compared to classical CMAB algorithms whose regrets depend on dimensions $d_x$ and $d_a$ of the context and arm sets. Importantly, we show that when the learner has prior knowledge on sparsity, given in terms of upper bounds $\overline{d}_x$ and $\overline{d}_a$ on the number of relevant dimensions, then CMAB-RL achieves $\tilde{O}(T^{1-1/(2+2\overline{d}_x +\overline{d}_a)})$ regret. Finally, we illustrate how CMAB algorithms can be used for optimal personalized blood glucose control in type 1 diabetes mellitus patients, and show that CMAB-RL outperforms other contextual MAB algorithms in this task.

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Thompson Sampling for Combinatorial Network Optimization in Unknown Environments

Influence maximization, adaptive routing, and dynamic spectrum allocation all require choosing the right action from a large set of alternatives. Thanks to the advances in combinatorial optimization, these and many similar problems can be efficiently solved given an environment with known stochasticity. In this paper, we take this one step further and focus on combinatorial optimization in unknown environments. We consider a very general learning framework called combinatorial multi-armed bandit with probabilistically triggered arms and a very powerful Bayesian algorithm called Combinatorial Thompson Sampling (CTS). Under the semi-bandit feedback model and assuming access to an oracle without knowing the expected base arm outcomes beforehand, we show that when the expected reward is Lipschitz continuous in the expected base arm outcomes CTS achieves $O(\sum_{i =1}^m\log T/(p_iΔ_i))$ regret and $O(\max\{\mathbb{E}[m\sqrt{T\log T/p^*}],\mathbb{E}[m^2/p^*]\})$ Bayesian regret, where $m$ denotes the number of base arms, $p_i$ and $Δ_i$ denote the minimum non-zero triggering probability and the minimum suboptimality gap of base arm $i$ respectively, $T$ denotes the time horizon, and $p^*$ denotes the overall minimum non-zero triggering probability. We also show that when the expected reward satisfies the triggering probability modulated Lipschitz continuity, CTS achieves $O(\max\{m\sqrt{T\log T},m^2\})$ Bayesian regret, and when triggering probabilities are non-zero for all base arms, CTS achieves $O(1/p^*\log(1/p^*))$ regret independent of the time horizon. Finally, we numerically compare CTS with algorithms based on upper confidence bounds in several networking problems and show that CTS outperforms these algorithms by at least an order of magnitude in majority of the cases.

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Group Retention when Using Machine Learning in Sequential Decision Making: the Interplay between User Dynamics and Fairness

Machine Learning (ML) models trained on data from multiple demographic groups can inherit representation disparity (Hashimoto et al., 2018) that may exist in the data: the model may be less favorable to groups contributing less to the training process; this in turn can degrade population retention in these groups over time, and exacerbate representation disparity in the long run. In this study, we seek to understand the interplay between ML decisions and the underlying group representation, how they evolve in a sequential framework, and how the use of fairness criteria plays a role in this process. We show that the representation disparity can easily worsen over time under a natural user dynamics (arrival and departure) model when decisions are made based on a commonly used objective and fairness criteria, resulting in some groups diminishing entirely from the sample pool in the long run. It highlights the fact that fairness criteria have to be defined while taking into consideration the impact of decisions on user dynamics. Toward this end, we explain how a proper fairness criterion can be selected based on a general user dynamics model.

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Lexicographic Multiarmed Bandit

We consider a multiobjective multiarmed bandit problem with lexicographically ordered objectives. In this problem, the goal of the learner is to select arms that are lexicographic optimal as much as possible without knowing the arm reward distributions beforehand. We capture this goal by defining a multidimensional form of regret that measures the loss of the learner due to not selecting lexicographic optimal arms, and then, consider two settings where the learner has prior information on the expected arm rewards. In the first setting, the learner only knows for each objective the lexicographic optimal expected reward. In the second setting, it only knows for each objective near-lexicographic optimal expected rewards. For both settings we prove that the learner achieves expected regret uniformly bounded in time. The algorithm we propose for the second setting also attains bounded regret for the multiarmed bandit with satisficing objectives. In addition, we also consider the harder prior-free case, and show that the learner can still achieve sublinear in time gap-free regret. Finally, we experimentally evaluate performance of the proposed algorithms in a variety of multiobjective learning problems.

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Analysis of Thompson Sampling for Combinatorial Multi-armed Bandit with Probabilistically Triggered Arms

We analyze the regret of combinatorial Thompson sampling (CTS) for the combinatorial multi-armed bandit with probabilistically triggered arms under the semi-bandit feedback setting. We assume that the learner has access to an exact optimization oracle but does not know the expected base arm outcomes beforehand. When the expected reward function is Lipschitz continuous in the expected base arm outcomes, we derive $O(\sum_{i =1}^m \log T / (p_i Δ_i))$ regret bound for CTS, where $m$ denotes the number of base arms, $p_i$ denotes the minimum non-zero triggering probability of base arm $i$ and $Δ_i$ denotes the minimum suboptimality gap of base arm $i$. We also compare CTS with combinatorial upper confidence bound (CUCB) via numerical experiments on a cascading bandit problem.

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Context-Aware Hierarchical Online Learning for Performance Maximization in Mobile Crowdsourcing

In mobile crowdsourcing (MCS), mobile users accomplish outsourced human intelligence tasks. MCS requires an appropriate task assignment strategy, since different workers may have different performance in terms of acceptance rate and quality. Task assignment is challenging, since a worker's performance (i) may fluctuate, depending on both the worker's current personal context and the task context, (ii) is not known a priori, but has to be learned over time. Moreover, learning context-specific worker performance requires access to context information, which may not be available at a central entity due to communication overhead or privacy concerns. Additionally, evaluating worker performance might require costly quality assessments. In this paper, we propose a context-aware hierarchical online learning algorithm addressing the problem of performance maximization in MCS. In our algorithm, a local controller (LC) in the mobile device of a worker regularly observes the worker's context, her/his decisions to accept or decline tasks and the quality in completing tasks. Based on these observations, the LC regularly estimates the worker's context-specific performance. The mobile crowdsourcing platform (MCSP) then selects workers based on performance estimates received from the LCs. This hierarchical approach enables the LCs to learn context-specific worker performance and it enables the MCSP to select suitable workers. In addition, our algorithm preserves worker context locally, and it keeps the number of required quality assessments low. We prove that our algorithm converges to the optimal task assignment strategy. Moreover, the algorithm outperforms simpler task assignment strategies in experiments based on synthetic and real data.

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Multi-objective Contextual Multi-armed Bandit with a Dominant Objective

In this paper, we propose a new multi-objective contextual multi-armed bandit (MAB) problem with two objectives, where one of the objectives dominates the other objective. Unlike single-objective MAB problems in which the learner obtains a random scalar reward for each arm it selects, in the proposed problem, the learner obtains a random reward vector, where each component of the reward vector corresponds to one of the objectives and the distribution of the reward depends on the context that is provided to the learner at the beginning of each round. We call this problem contextual multi-armed bandit with a dominant objective (CMAB-DO). In CMAB-DO, the goal of the learner is to maximize its total reward in the non-dominant objective while ensuring that it maximizes its total reward in the dominant objective. In this case, the optimal arm given a context is the one that maximizes the expected reward in the non-dominant objective among all arms that maximize the expected reward in the dominant objective. First, we show that the optimal arm lies in the Pareto front. Then, we propose the multi-objective contextual multi-armed bandit algorithm (MOC-MAB), and define two performance measures: the 2-dimensional (2D) regret and the Pareto regret. We show that both the 2D regret and the Pareto regret of MOC-MAB are sublinear in the number of rounds. We also compare the performance of the proposed algorithm with other state-of-the-art methods in synthetic and real-world datasets. The proposed model and the algorithm have a wide range of real-world applications that involve multiple and possibly conflicting objectives ranging from wireless communication to medical diagnosis and recommender systems.

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Global Bandits

Multi-armed bandits (MAB) model sequential decision making problems, in which a learner sequentially chooses arms with unknown reward distributions in order to maximize its cumulative reward. Most of the prior work on MAB assumes that the reward distributions of each arm are independent. But in a wide variety of decision problems -- from drug dosage to dynamic pricing -- the expected rewards of different arms are correlated, so that selecting one arm provides information about the expected rewards of other arms as well. We propose and analyze a class of models of such decision problems, which we call {\em global bandits}. In the case in which rewards of all arms are deterministic functions of a single unknown parameter, we construct a greedy policy that achieves {\em bounded regret}, with a bound that depends on the single true parameter of the problem. Hence, this policy selects suboptimal arms only finitely many times with probability one. For this case we also obtain a bound on regret that is {\em independent of the true parameter}; this bound is sub-linear, with an exponent that depends on the informativeness of the arms. We also propose a variant of the greedy policy that achieves $\tilde{\mathcal{O}}(\sqrt{T})$ worst-case and $\mathcal{O}(1)$ parameter dependent regret. Finally, we perform experiments on dynamic pricing and show that the proposed algorithms achieve significant gains with respect to the well-known benchmarks.

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Episodic Multi-armed Bandits

We introduce a new class of reinforcement learning methods referred to as {\em episodic multi-armed bandits} (eMAB). In eMAB the learner proceeds in {\em episodes}, each composed of several {\em steps}, in which it chooses an action and observes a feedback signal. Moreover, in each step, it can take a special action, called the $stop$ action, that ends the current episode. After the $stop$ action is taken, the learner collects a terminal reward, and observes the costs and terminal rewards associated with each step of the episode. The goal of the learner is to maximize its cumulative gain (i.e., the terminal reward minus costs) over all episodes by learning to choose the best sequence of actions based on the feedback. First, we define an {\em oracle} benchmark, which sequentially selects the actions that maximize the expected immediate gain. Then, we propose our online learning algorithm, named {\em FeedBack Adaptive Learning} (FeedBAL), and prove that its regret with respect to the benchmark is bounded with high probability and increases logarithmically in expectation. Moreover, the regret only has polynomial dependence on the number of steps, actions and states. eMAB can be used to model applications that involve humans in the loop, ranging from personalized medical screening to personalized web-based education, where sequences of actions are taken in each episode, and optimal behavior requires adapting the chosen actions based on the feedback.

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Multi-objective Contextual Bandit Problem with Similarity Information

In this paper we propose the multi-objective contextual bandit problem with similarity information. This problem extends the classical contextual bandit problem with similarity information by introducing multiple and possibly conflicting objectives. Since the best arm in each objective can be different given the context, learning the best arm based on a single objective can jeopardize the rewards obtained from the other objectives. In order to evaluate the performance of the learner in this setup, we use a performance metric called the contextual Pareto regret. Essentially, the contextual Pareto regret is the sum of the distances of the arms chosen by the learner to the context dependent Pareto front. For this problem, we develop a new online learning algorithm called Pareto Contextual Zooming (PCZ), which exploits the idea of contextual zooming to learn the arms that are close to the Pareto front for each observed context by adaptively partitioning the joint context-arm set according to the observed rewards and locations of the context-arm pairs selected in the past. Then, we prove that PCZ achieves $\tilde O (T^{(1+d_p)/(2+d_p)})$ Pareto regret where $d_p$ is the Pareto zooming dimension that depends on the size of the set of near-optimal context-arm pairs. Moreover, we show that this regret bound is nearly optimal by providing an almost matching $Ω(T^{(1+d_p)/(2+d_p)})$ lower bound.

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Combinatorial Multi-Objective Multi-Armed Bandit Problem

In this paper, we introduce the COmbinatorial Multi-Objective Multi-Armed Bandit (COMO-MAB) problem that captures the challenges of combinatorial and multi-objective online learning simultaneously. In this setting, the goal of the learner is to choose an action at each time, whose reward vector is a linear combination of the reward vectors of the arms in the action, to learn the set of super Pareto optimal actions, which includes the Pareto optimal actions and actions that become Pareto optimal after adding an arbitrary small positive number to their expected reward vectors. We define the Pareto regret performance metric and propose a fair learning algorithm whose Pareto regret is $O(N L^3 \log T)$, where $T$ is the time horizon, $N$ is the number of arms and $L$ is the maximum number of arms in an action. We show that COMO-MAB has a wide range of applications, including recommending bundles of items to users and network routing, and focus on a resource-allocation application for multi-user communication in the presence of multidimensional performance metrics, where we show that our algorithm outperforms existing MAB algorithms.

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Combinatorial Multi-armed Bandit with Probabilistically Triggered Arms: A Case with Bounded Regret

In this paper, we study the combinatorial multi-armed bandit problem (CMAB) with probabilistically triggered arms (PTAs). Under the assumption that the arm triggering probabilities (ATPs) are positive for all arms, we prove that a class of upper confidence bound (UCB) policies, named Combinatorial UCB with exploration rate $κ$ (CUCB-$κ$), and Combinatorial Thompson Sampling (CTS), which estimates the expected states of the arms via Thompson sampling, achieve bounded regret. In addition, we prove that CUCB-$0$ and CTS incur $O(\sqrt{T})$ gap-independent regret. These results improve the results in previous works, which show $O(\log T)$ gap-dependent and $O(\sqrt{T\log T})$ gap-independent regrets, respectively, under no assumptions on the ATPs. Then, we numerically evaluate the performance of CUCB-$κ$ and CTS in a real-world movie recommendation problem, where the actions correspond to recommending a set of movies, the arms correspond to the edges between the movies and the users, and the goal is to maximize the total number of users that are attracted by at least one movie. Our numerical results complement our theoretical findings on bounded regret. Apart from this problem, our results also directly apply to the online influence maximization (OIM) problem studied in numerous prior works.

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Adaptive Ensemble Learning with Confidence Bounds

Extracting actionable intelligence from distributed, heterogeneous, correlated and high-dimensional data sources requires run-time processing and learning both locally and globally. In the last decade, a large number of meta-learning techniques have been proposed in which local learners make online predictions based on their locally-collected data instances, and feed these predictions to an ensemble learner, which fuses them and issues a global prediction. However, most of these works do not provide performance guarantees or, when they do, these guarantees are asymptotic. None of these existing works provide confidence estimates about the issued predictions or rate of learning guarantees for the ensemble learner. In this paper, we provide a systematic ensemble learning method called Hedged Bandits, which comes with both long run (asymptotic) and short run (rate of learning) performance guarantees. Moreover, our approach yields performance guarantees with respect to the optimal local prediction strategy, and is also able to adapt its predictions in a data-driven manner. We illustrate the performance of Hedged Bandits in the context of medical informatics and show that it outperforms numerous online and offline ensemble learning methods.

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Gambler's Ruin Bandit Problem

In this paper, we propose a new multi-armed bandit problem called the Gambler's Ruin Bandit Problem (GRBP). In the GRBP, the learner proceeds in a sequence of rounds, where each round is a Markov Decision Process (MDP) with two actions (arms): a continuation action that moves the learner randomly over the state space around the current state; and a terminal action that moves the learner directly into one of the two terminal states (goal and dead-end state). The current round ends when a terminal state is reached, and the learner incurs a positive reward only when the goal state is reached. The objective of the learner is to maximize its long-term reward (expected number of times the goal state is reached), without having any prior knowledge on the state transition probabilities. We first prove a result on the form of the optimal policy for the GRBP. Then, we define the regret of the learner with respect to an omnipotent oracle, which acts optimally in each round, and prove that it increases logarithmically over rounds. We also identify a condition under which the learner's regret is bounded. A potential application of the GRBP is optimal medical treatment assignment, in which the continuation action corresponds to a conservative treatment and the terminal action corresponds to a risky treatment such as surgery.

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A Non-stochastic Learning Approach to Energy Efficient Mobility Management

Energy efficient mobility management is an important problem in modern wireless networks with heterogeneous cell sizes and increased nodes densities. We show that optimization-based mobility protocols cannot achieve long-term optimal energy consumption, particularly for ultra-dense networks (UDN). To address the complex dynamics of UDN, we propose a non-stochastic online-learning approach which does not make any assumption on the statistical behavior of the small base station (SBS) activities. In addition, we introduce handover cost to the overall energy consumption, which forces the resulting solution to explicitly minimize frequent handovers. The proposed Batched Randomization with Exponential Weighting (BREW) algorithm relies on batching to explore in bulk, and hence reduces unnecessary handovers. We prove that the regret of BREW is sublinear in time, thus guaranteeing its convergence to the optimal SBS selection. We further study the robustness of the BREW algorithm to delayed or missing feedback. Moreover, we study the setting where SBSs can be dynamically turned on and off. We prove that sublinear regret is impossible with respect to arbitrary SBS on/off, and then develop a novel learning strategy, called ranking expert (RE), that simultaneously takes into account the handover cost and the availability of SBS. To address the high complexity of RE, we propose a contextual ranking expert (CRE) algorithm that only assigns experts in a given context. Rigorous regret bounds are proved for both RE and CRE with respect to the best expert. Simulations show that not only do the proposed mobility algorithms greatly reduce the system energy consumption, but they are also robust to various dynamics which are common in practical ultra-dense wireless networks.

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Contextual Online Learning for Multimedia Content Aggregation

The last decade has witnessed a tremendous growth in the volume as well as the diversity of multimedia content generated by a multitude of sources (news agencies, social media, etc.). Faced with a variety of content choices, consumers are exhibiting diverse preferences for content; their preferences often depend on the context in which they consume content as well as various exogenous events. To satisfy the consumers' demand for such diverse content, multimedia content aggregators (CAs) have emerged which gather content from numerous multimedia sources. A key challenge for such systems is to accurately predict what type of content each of its consumers prefers in a certain context, and adapt these predictions to the evolving consumers' preferences, contexts and content characteristics. We propose a novel, distributed, online multimedia content aggregation framework, which gathers content generated by multiple heterogeneous producers to fulfill its consumers' demand for content. Since both the multimedia content characteristics and the consumers' preferences and contexts are unknown, the optimal content aggregation strategy is unknown a priori. Our proposed content aggregation algorithm is able to learn online what content to gather and how to match content and users by exploiting similarities between consumer types. We prove bounds for our proposed learning algorithms that guarantee both the accuracy of the predictions as well as the learning speed. Importantly, our algorithms operate efficiently even when feedback from consumers is missing or content and preferences evolve over time. Illustrative results highlight the merits of the proposed content aggregation system in a variety of settings.

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Distributed Online Learning via Cooperative Contextual Bandits

In this paper we propose a novel framework for decentralized, online learning by many learners. At each moment of time, an instance characterized by a certain context may arrive to each learner; based on the context, the learner can select one of its own actions (which gives a reward and provides information) or request assistance from another learner. In the latter case, the requester pays a cost and receives the reward but the provider learns the information. In our framework, learners are modeled as cooperative contextual bandits. Each learner seeks to maximize the expected reward from its arrivals, which involves trading off the reward received from its own actions, the information learned from its own actions, the reward received from the actions requested of others and the cost paid for these actions - taking into account what it has learned about the value of assistance from each other learner. We develop distributed online learning algorithms and provide analytic bounds to compare the efficiency of these with algorithms with the complete knowledge (oracle) benchmark (in which the expected reward of every action in every context is known by every learner). Our estimates show that regret - the loss incurred by the algorithm - is sublinear in time. Our theoretical framework can be used in many practical applications including Big Data mining, event detection in surveillance sensor networks and distributed online recommendation systems.

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RELEAF: An Algorithm for Learning and Exploiting Relevance

Recommender systems, medical diagnosis, network security, etc., require on-going learning and decision-making in real time. These -- and many others -- represent perfect examples of the opportunities and difficulties presented by Big Data: the available information often arrives from a variety of sources and has diverse features so that learning from all the sources may be valuable but integrating what is learned is subject to the curse of dimensionality. This paper develops and analyzes algorithms that allow efficient learning and decision-making while avoiding the curse of dimensionality. We formalize the information available to the learner/decision-maker at a particular time as a context vector which the learner should consider when taking actions. In general the context vector is very high dimensional, but in many settings, the most relevant information is embedded into only a few relevant dimensions. If these relevant dimensions were known in advance, the problem would be simple -- but they are not. Moreover, the relevant dimensions may be different for different actions. Our algorithm learns the relevant dimensions for each action, and makes decisions based in what it has learned. Formally, we build on the structure of a contextual multi-armed bandit by adding and exploiting a relevance relation. We prove a general regret bound for our algorithm whose time order depends only on the maximum number of relevant dimensions among all the actions, which in the special case where the relevance relation is single-valued (a function), reduces to $\tilde{O}(T^{2(\sqrt{2}-1)})$; in the absence of a relevance relation, the best known contextual bandit algorithms achieve regret $\tilde{O}(T^{(D+1)/(D+2)})$, where $D$ is the full dimension of the context vector.

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