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Tor Lattimore

Publications and source records attributed to Tor Lattimore.

At least 19 recordsLinked to original sources

Refined Detection for Gumbel Watermarking

We propose a simple detection mechanism for the Gumbel watermarking scheme proposed by Aaronson (2022). The new mechanism is proven to be near-optimal in a problem-dependent sense among all model-agnostic watermarking schemes under the assumption that the next-token distribution is sampled i.i.d.

cs.LG

A Lyapunov Analysis of Softmax Policy Gradient for Stochastic Bandits

We adapt the analysis of policy gradient for continuous time $k$-armed stochastic bandits by Lattimore (2026) to the standard discrete time setup. As in continuous time, we prove that with learning rate $\eta = O(\Delta_{\min}^2/(\Delta_{\max} \log(n)))$ the regret is $O(k \log(k) \log(n) / \eta)$ where $n$ is the horizon and $\Delta_{\min}$ and $\Delta_{\max}$ are the minimum and maximum gaps.

cs.LG

A Diffusion Analysis of Policy Gradient for Stochastic Bandits

We study a continuous-time diffusion approximation of policy gradient for $k$-armed stochastic bandits. We prove that with a learning rate $\eta = O(\Delta^2/\log(n))$ the regret is $O(k \log(k) \log(n) / \eta)$ where $n$ is the horizon and $\Delta$ the minimum gap. Moreover, we construct an instance with only logarithmically many arms for which the regret is linear unless $\eta = O(\Delta^2)$.

stat.ML

Beyond Statistical Learning: Exact Learning Is Essential for General Intelligence

Sound deductive reasoning -- the ability to derive new knowledge from existing facts and rules -- is an indisputably desirable aspect of general intelligence. Despite the major advances of AI systems in areas such as math and science, especially since the introduction of transformer architectures, it is well-documented that even the most advanced frontier systems regularly and consistently falter on easily-solvable deductive reasoning tasks. Hence, these systems are unfit to fulfill the dream of achieving artificial general intelligence capable of sound deductive reasoning. We argue that their unsound behavior is a consequence of the statistical learning approach powering their development. To overcome this, we contend that to achieve reliable deductive reasoning in learning-based AI systems, researchers must fundamentally shift from optimizing for statistical performance against distributions on reasoning problems and algorithmic tasks to embracing the more ambitious exact learning paradigm, which demands correctness on all inputs. We argue that exact learning is both essential and possible, and that this ambitious objective should guide algorithm design.

cs.AI

Online Newton Method for Bandit Convex Optimisation

We introduce a computationally efficient algorithm for zeroth-order bandit convex optimisation and prove that in the adversarial setting its regret is at most $d^{3.5} \sqrt{n} \mathrm{polylog}(n, d)$ with high probability where $d$ is the dimension and $n$ is the time horizon. In the stochastic setting the bound improves to $M d^{2} \sqrt{n} \mathrm{polylog}(n, d)$ where $M \in [d^{-1/2}, d^{-1 / 4}]$ is a constant that depends on the geometry of the constraint set and the desired computational properties.

math.OC

Bandit Convex Optimisation

Bandit convex optimisation is a fundamental framework for studying zeroth-order convex optimisation. This book covers the many tools used for this problem, including cutting plane methods, interior point methods, continuous exponential weights, gradient descent and online Newton step. The nuances between the many assumptions and setups are explained. Although there is not much truly new here, some existing tools are applied in novel ways to obtain new algorithms. A few bounds are improved in minor ways.

math.OC

Probabilistic Inference in Reinforcement Learning Done Right

A popular perspective in Reinforcement learning (RL) casts the problem as probabilistic inference on a graphical model of the Markov decision process (MDP). The core object of study is the probability of each state-action pair being visited under the optimal policy. Previous approaches to approximate this quantity can be arbitrarily poor, leading to algorithms that do not implement genuine statistical inference and consequently do not perform well in challenging problems. In this work, we undertake a rigorous Bayesian treatment of the posterior probability of state-action optimality and clarify how it flows through the MDP. We first reveal that this quantity can indeed be used to generate a policy that explores efficiently, as measured by regret. Unfortunately, computing it is intractable, so we derive a new variational Bayesian approximation yielding a tractable convex optimization problem and establish that the resulting policy also explores efficiently. We call our approach VAPOR and show that it has strong connections to Thompson sampling, K-learning, and maximum entropy exploration. We conclude with some experiments demonstrating the performance advantage of a deep RL version of VAPOR.

cs.LG

Context-lumpable stochastic bandits

We consider a contextual bandit problem with $S$ contexts and $K$ actions. In each round $t=1,2,\dots$, the learner observes a random context and chooses an action based on its past experience. The learner then observes a random reward whose mean is a function of the context and the action for the round. Under the assumption that the contexts can be lumped into $r\le \min\{S,K\}$ groups such that the mean reward for the various actions is the same for any two contexts that are in the same group, we give an algorithm that outputs an $\epsilon$-optimal policy after using at most $\widetilde O(r (S +K )/\epsilon^2)$ samples with high probability and provide a matching $\Omega(r(S+K)/\epsilon^2)$ lower bound. In the regret minimization setting, we give an algorithm whose cumulative regret up to time $T$ is bounded by $\widetilde O(\sqrt{r^3(S+K)T})$. To the best of our knowledge, we are the first to show the near-optimal sample complexity in the PAC setting and $\widetilde O(\sqrt{{poly}(r)(S+K)T})$ minimax regret in the online setting for this problem. We also show our algorithms can be applied to more general low-rank bandits and get improved regret bounds in some scenarios.

cs.LG

Sequential Best-Arm Identification with Application to Brain-Computer Interface

A brain-computer interface (BCI) is a technology that enables direct communication between the brain and an external device or computer system. It allows individuals to interact with the device using only their thoughts, and holds immense potential for a wide range of applications in medicine, rehabilitation, and human augmentation. An electroencephalogram (EEG) and event-related potential (ERP)-based speller system is a type of BCI that allows users to spell words without using a physical keyboard, but instead by recording and interpreting brain signals under different stimulus presentation paradigms. Conventional non-adaptive paradigms treat each word selection independently, leading to a lengthy learning process. To improve the sampling efficiency, we cast the problem as a sequence of best-arm identification tasks in multi-armed bandits. Leveraging pre-trained large language models (LLMs), we utilize the prior knowledge learned from previous tasks to inform and facilitate subsequent tasks. To do so in a coherent way, we propose a sequential top-two Thompson sampling (STTS) algorithm under the fixed-confidence setting and the fixed-budget setting. We study the theoretical property of the proposed algorithm, and demonstrate its substantial empirical improvement through both synthetic data analysis as well as a P300 BCI speller simulator example.

cs.HC

A Second-Order Method for Stochastic Bandit Convex Optimisation

We introduce a simple and efficient algorithm for unconstrained zeroth-order stochastic convex bandits and prove its regret is at most $(1 + r/d)[d^{1.5} \sqrt{n} + d^3] polylog(n, d, r)$ where $n$ is the horizon, $d$ the dimension and $r$ is the radius of a known ball containing the minimiser of the loss.

cs.LG

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.

cs.LG

Linear Partial Monitoring for Sequential Decision-Making: Algorithms, Regret Bounds and Applications

Partial monitoring is an expressive framework for sequential decision-making with an abundance of applications, including graph-structured and dueling bandits, dynamic pricing and transductive feedback models. We survey and extend recent results on the linear formulation of partial monitoring that naturally generalizes the standard linear bandit setting. The main result is that a single algorithm, information-directed sampling (IDS), is (nearly) worst-case rate optimal in all finite-action games. We present a simple and unified analysis of stochastic partial monitoring, and further extend the model to the contextual and kernelized setting.

cs.LG

Regret Bounds for Information-Directed Reinforcement Learning

Information-directed sampling (IDS) has revealed its potential as a data-efficient algorithm for reinforcement learning (RL). However, theoretical understanding of IDS for Markov Decision Processes (MDPs) is still limited. We develop novel information-theoretic tools to bound the information ratio and cumulative information gain about the learning target. Our theoretical results shed light on the importance of choosing the learning target such that the practitioners can balance the computation and regret bounds. As a consequence, we derive prior-free Bayesian regret bounds for vanilla-IDS which learns the whole environment under tabular finite-horizon MDPs. In addition, we propose a computationally-efficient regularized-IDS that maximizes an additive form rather than the ratio form and show that it enjoys the same regret bound as vanilla-IDS. With the aid of rate-distortion theory, we improve the regret bound by learning a surrogate, less informative environment. Furthermore, we extend our analysis to linear MDPs and prove similar regret bounds for Thompson sampling as a by-product.

cs.LG

Distributed Contextual Linear Bandits with Minimax Optimal Communication Cost

We study distributed contextual linear bandits with stochastic contexts, where $N$ agents act cooperatively to solve a linear bandit-optimization problem with $d$-dimensional features over the course of $T$ rounds. For this problem, we derive the first ever information-theoretic lower bound $\Omega(dN)$ on the communication cost of any algorithm that performs optimally in a regret minimization setup. We then propose a distributed batch elimination version of the LinUCB algorithm, DisBE-LUCB, where the agents share information among each other through a central server. We prove that the communication cost of DisBE-LUCB matches our lower bound up to logarithmic factors. In particular, for scenarios with known context distribution, the communication cost of DisBE-LUCB is only $\tilde{\mathcal{O}}(dN)$ and its regret is ${\tilde{\mathcal{O}}}(\sqrt{dNT})$, which is of the same order as that incurred by an optimal single-agent algorithm for $NT$ rounds. We also provide similar bounds for practical settings where the context distribution can only be estimated. Therefore, our proposed algorithm is nearly minimax optimal in terms of \emph{both regret and communication cost}. Finally, we propose DecBE-LUCB, a fully decentralized version of DisBE-LUCB, which operates without a central server, where agents share information with their \emph{immediate neighbors} through a carefully designed consensus procedure.

cs.LG

Contextual Information-Directed Sampling

Information-directed sampling (IDS) has recently demonstrated its potential as a data-efficient reinforcement learning algorithm. However, it is still unclear what is the right form of information ratio to optimize when contextual information is available. We investigate the IDS design through two contextual bandit problems: contextual bandits with graph feedback and sparse linear contextual bandits. We provably demonstrate the advantage of contextual IDS over conditional IDS and emphasize the importance of considering the context distribution. The main message is that an intelligent agent should invest more on the actions that are beneficial for the future unseen contexts while the conditional IDS can be myopic. We further propose a computationally-efficient version of contextual IDS based on Actor-Critic and evaluate it empirically on a neural network contextual bandit.

cs.LG

Minimax Regret for Partial Monitoring: Infinite Outcomes and Rustichini's Regret

We show that a version of the generalised information ratio of Lattimore and Gyorgy (2020) determines the asymptotic minimax regret for all finite-action partial monitoring games provided that (a) the standard definition of regret is used but the latent space where the adversary plays is potentially infinite; or (b) the regret introduced by Rustichini (1999) is used and the latent space is finite. Our results are complemented by a number of examples. For any $p \in [1/2,1]$ there exists an infinite partial monitoring game for which the minimax regret over $n$ rounds is $n^p$ up to subpolynomial factors and there exist finite games for which the minimax Rustichini regret is $n^{4/7}$ up to subpolynomial factors.

math.OC

Variational Bayesian Optimistic Sampling

We consider online sequential decision problems where an agent must balance exploration and exploitation. We derive a set of Bayesian `optimistic' policies which, in the stochastic multi-armed bandit case, includes the Thompson sampling policy. We provide a new analysis showing that any algorithm producing policies in the optimistic set enjoys $\tilde O(\sqrt{AT})$ Bayesian regret for a problem with $A$ actions after $T$ rounds. We extend the regret analysis for optimistic policies to bilinear saddle-point problems which include zero-sum matrix games and constrained bandits as special cases. In this case we show that Thompson sampling can produce policies outside of the optimistic set and suffer linear regret in some instances. Finding a policy inside the optimistic set amounts to solving a convex optimization problem and we call the resulting algorithm `variational Bayesian optimistic sampling' (VBOS). The procedure works for any posteriors, \ie, it does not require the posterior to have any special properties, such as log-concavity, unimodality, or smoothness. The variational view of the problem has many useful properties, including the ability to tune the exploration-exploitation tradeoff, add regularization, incorporate constraints, and linearly parameterize the policy.

stat.ML

Near-optimal inference in adaptive linear regression

When data is collected in an adaptive manner, even simple methods like ordinary least squares can exhibit non-normal asymptotic behavior. As an undesirable consequence, hypothesis tests and confidence intervals based on asymptotic normality can lead to erroneous results. We propose a family of online debiasing estimators to correct these distributional anomalies in least squares estimation. Our proposed methods take advantage of the covariance structure present in the dataset and provide sharper estimates in directions for which more information has accrued. We establish an asymptotic normality property for our proposed online debiasing estimators under mild conditions on the data collection process and provide asymptotically exact confidence intervals. We additionally prove a minimax lower bound for the adaptive linear regression problem, thereby providing a baseline by which to compare estimators. There are various conditions under which our proposed estimators achieve the minimax lower bound. We demonstrate the usefulness of our theory via applications to multi-armed bandit, autoregressive time series estimation, and active learning with exploration.

math.ST