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Vianney Perchet

Publications and source records attributed to Vianney Perchet.

At least 91 records · Page 5Linked to original sources

Lifelong Learning in Multi-Armed Bandits

Continuously learning and leveraging the knowledge accumulated from prior tasks in order to improve future performance is a long standing machine learning problem. In this paper, we study the problem in the multi-armed bandit framework with the objective to minimize the total regret incurred over a series of tasks. While most bandit algorithms are designed to have a low worst-case regret, we examine here the average regret over bandit instances drawn from some prior distribution which may change over time. We specifically focus on confidence interval tuning of UCB algorithms. We propose a bandit over bandit approach with greedy algorithms and we perform extensive experimental evaluations in both stationary and non-stationary environments. We further apply our solution to the mortal bandit problem, showing empirical improvement over previous work.

cs.LG↗

Robustness of Community Detection to Random Geometric Perturbations

We consider the stochastic block model where connection between vertices is perturbed by some latent (and unobserved) random geometric graph. The objective is to prove that spectral methods are robust to this type of noise, even if they are agnostic to the presence (or not) of the random graph. We provide explicit regimes where the second eigenvector of the adjacency matrix is highly correlated to the true community vector (and therefore when weak/exact recovery is possible). This is possible thanks to a detailed analysis of the spectrum of the latent random graph, of its own interest.

cs.LG↗

Selfish Robustness and Equilibria in Multi-Player Bandits

Motivated by cognitive radios, stochastic multi-player multi-armed bandits gained a lot of interest recently. In this class of problems, several players simultaneously pull arms and encounter a collision - with 0 reward - if some of them pull the same arm at the same time. While the cooperative case where players maximize the collective reward (obediently following some fixed protocol) has been mostly considered, robustness to malicious players is a crucial and challenging concern. Existing approaches consider only the case of adversarial jammers whose objective is to blindly minimize the collective reward. We shall consider instead the more natural class of selfish players whose incentives are to maximize their individual rewards, potentially at the expense of the social welfare. We provide the first algorithm robust to selfish players (a.k.a. Nash equilibrium) with a logarithmic regret, when the arm performance is observed. When collisions are also observed, Grim Trigger type of strategies enable some implicit communication-based algorithms and we construct robust algorithms in two different settings: the homogeneous (with a regret comparable to the centralized optimal one) and heterogeneous cases (for an adapted and relevant notion of regret). We also provide impossibility results when only the reward is observed or when arm means vary arbitrarily among players.

cs.LG↗

Categorized Bandits

We introduce a new stochastic multi-armed bandit setting where arms are grouped inside ``ordered'' categories. The motivating example comes from e-commerce, where a customer typically has a greater appetence for items of a specific well-identified but unknown category than any other one. We introduce three concepts of ordering between categories, inspired by stochastic dominance between random variables, which are gradually weaker so that more and more bandit scenarios satisfy at least one of them. We first prove instance-dependent lower bounds on the cumulative regret for each of these models, indicating how the complexity of the bandit problems increases with the generality of the ordering concept considered. We also provide algorithms that fully leverage the structure of the model with their associated theoretical guarantees. Finally, we have conducted an analysis on real data to highlight that those ordered categories actually exist in practice.

cs.LG↗

A Practical Algorithm for Multiplayer Bandits when Arm Means Vary Among Players

We study a multiplayer stochastic multi-armed bandit problem in which players cannot communicate, and if two or more players pull the same arm, a collision occurs and the involved players receive zero reward. We consider the challenging heterogeneous setting, in which different arms may have different means for different players, and propose a new and efficient algorithm that combines the idea of leveraging forced collisions for implicit communication and that of performing matching eliminations. We present a finite-time analysis of our algorithm, giving the first sublinear minimax regret bound for this problem, and prove that if the optimal assignment of players to arms is unique, our algorithm attains the optimal $O(\ln(T))$ regret, solving an open question raised at NeurIPS 2018.

stat.ML↗

Utility/Privacy Trade-off through the lens of Optimal Transport

Strategic information is valuable either by remaining private (for instance if it is sensitive) or, on the other hand, by being used publicly to increase some utility. These two objectives are antagonistic and leaking this information might be more rewarding than concealing it. Unlike classical solutions that focus on the first point, we consider instead agents that optimize a natural trade-off between both objectives. We formalize this as an optimization problem where the objective mapping is regularized by the amount of information revealed to the adversary (measured as a divergence between the prior and posterior on the private knowledge). Quite surprisingly, when combined with the entropic regularization, the Sinkhorn loss naturally emerges in the optimization objective, making it efficiently solvable. We apply these techniques to preserve some privacy in online repeated auctions.

stat.ML↗

An adaptive stochastic optimization algorithm for resource allocation

We consider the classical problem of sequential resource allocation where a decision maker must repeatedly divide a budget between several resources, each with diminishing returns. This can be recast as a specific stochastic optimization problem where the objective is to maximize the cumulative reward, or equivalently to minimize the regret. We construct an algorithm that is {\em adaptive} to the complexity of the problem, expressed in term of the regularity of the returns of the resources, measured by the exponent in the Łojasiewicz inequality (or by their universal concavity parameter). Our parameter-independent algorithm recovers the optimal rates for strongly-concave functions and the classical fast rates of multi-armed bandit (for linear reward functions). Moreover, the algorithm improves existing results on stochastic optimization in this regret minimization setting for intermediate cases.

stat.ML↗

SIC-MMAB: Synchronisation Involves Communication in Multiplayer Multi-Armed Bandits

Motivated by cognitive radio networks, we consider the stochastic multiplayer multi-armed bandit problem, where several players pull arms simultaneously and collisions occur if one of them is pulled by several players at the same stage. We present a decentralized algorithm that achieves the same performance as a centralized one, contradicting the existing lower bounds for that problem. This is possible by "hacking" the standard model by constructing a communication protocol between players that deliberately enforces collisions, allowing them to share their information at a negligible cost. This motivates the introduction of a more appropriate dynamic setting without sensing, where similar communication protocols are no longer possible. However, we show that the logarithmic growth of the regret is still achievable for this model with a new algorithm.

cs.LG↗

Exploiting Structure of Uncertainty for Efficient Matroid Semi-Bandits

We improve the efficiency of algorithms for stochastic \emph{combinatorial semi-bandits}. In most interesting problems, state-of-the-art algorithms take advantage of structural properties of rewards, such as \emph{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 \emph{submodular maximization}. Then, in case of \emph{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 $\sqrt{m}/\log m$, where $m$ is the maximum action size. Finally, we show how our improvement translates to more general \emph{budgeted combinatorial semi-bandits}.

stat.ML↗

Regularized Contextual Bandits

We consider the stochastic contextual bandit problem with additional regularization. The motivation comes from problems where the policy of the agent must be close to some baseline policy which is known to perform well on the task. To tackle this problem we use a nonparametric model and propose an algorithm splitting the context space into bins, and solving simultaneously - and independently - regularized multi-armed bandit instances on each bin. We derive slow and fast rates of convergence, depending on the unknown complexity of the problem. We also consider a new relevant margin condition to get problem-independent convergence rates, ending up in intermediate convergence rates interpolating between the aforementioned slow and fast rates.

stat.ML↗

Robust Stackelberg buyers in repeated auctions

We consider the practical and classical setting where the seller is using an exploration stage to learn the value distributions of the bidders before running a revenue-maximizing auction in a exploitation phase. In this two-stage process, we exhibit practical, simple and robust strategies with large utility uplifts for the bidders. We quantify precisely the seller revenue against non-discounted buyers, complementing recent studies that had focused on impatient/heavily discounted buyers. We also prove the robustness of these shading strategies to sample approximation error of the seller, to bidder's approximation error of the competition and to possible change of the mechanisms.

cs.GT↗

Learning to bid in revenue-maximizing auctions

We consider the problem of the optimization of bidding strategies in prior-dependent revenue-maximizing auctions, when the seller fixes the reserve prices based on the bid distributions. Our study is done in the setting where one bidder is strategic. Using a variational approach, we study the complexity of the original objective and we introduce a relaxation of the objective functional in order to use gradient descent methods. Our approach is simple, general and can be applied to various value distributions and revenue-maximizing mechanisms. The new strategies we derive yield massive uplifts compared to the traditional truthfully bidding strategy.

cs.GT↗

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.

stat.ML↗

Explicit shading strategies for repeated truthful auctions

With the increasing use of auctions in online advertising, there has been a large effort to study seller revenue maximization, following Myerson's seminal work, both theoretically and practically. We take the point of view of the buyer in classical auctions and ask the question of whether she has an incentive to shade her bid even in auctions that are reputed to be truthful, when aware of the revenue optimization mechanism. We show that in auctions such as the Myerson auction or a VCG with reserve price set as the monopoly price, the buyer who is aware of this information has indeed an incentive to shade. Intuitively, by selecting the revenue maximizing auction, the seller introduces a dependency on the buyers' distributions in the choice of the auction. We study in depth the case of the Myerson auction and show that a symmetric equilibrium exists in which buyers shade non-linearly what would be their first price bid. They then end up with an expected payoff that is equal to what they would get in a first price auction with no reserve price. We conclude that a return to simple first price auctions with no reserve price or at least non-dynamic anonymous ones is desirable from the point of view of both buyers, sellers and increasing transparency.

cs.GT↗

Dynamic Pricing with Finitely Many Unknown Valuations

Motivated by posted price auctions where buyers are grouped in an unknown number of latent types characterized by their private values for the good on sale, we investigate revenue maximization in stochastic dynamic pricing when the distribution of buyers' private values is supported on an unknown set of points in [0,1] of unknown cardinality $K$. This setting can be viewed as an instance of a stochastic $K$-armed bandit problem where the location of the arms (the $K$ unknown valuations) must be learned as well. In the distribution-free case, we prove that our setting is just as hard as $K$-armed stochastic bandits: no algorithm can achieve a regret significantly better than $\sqrt{KT}$, (where T is the time horizon); we present an efficient algorithm matching this lower bound up to logarithmic factors. In the distribution-dependent case, we show that for all $K>2$ our setting is strictly harder than $K$-armed stochastic bandits by proving that it is impossible to obtain regret bounds that grow logarithmically in time or slower. On the other hand, when a lower bound $γ>0$ on the smallest drop in the demand curve is known, we prove an upper bound on the regret of order $(1/Δ+(\log \log T)/γ^2)(K\log T)$. This is a significant improvement on previously known regret bounds for discontinuous demand curves, that are at best of order $(K^{12}/γ^8)\sqrt{T}$. When $K=2$ in the distribution-dependent case, the hardness of our setting reduces to that of a stochastic $2$-armed bandit: we prove that an upper bound of order $(\log T)/Δ$ (up to $\log\log$ factors) on the regret can be achieved with no information on the demand curve. Finally, we show a $O(\sqrt{T})$ upper bound on the regret for the setting in which the buyers' decisions are nonstochastic, and the regret is measured with respect to the best between two fixed valuations one of which is known to the seller.

cs.LG↗

Bridging the gap between regret minimization and best arm identification, with application to A/B tests

State of the art online learning procedures focus either on selecting the best alternative ("best arm identification") or on minimizing the cost (the "regret"). We merge these two objectives by providing the theoretical analysis of cost minimizing algorithms that are also delta-PAC (with a proven guaranteed bound on the decision time), hence fulfilling at the same time regret minimization and best arm identification. This analysis sheds light on the common observation that ill-callibrated UCB-algorithms minimize regret while still identifying quickly the best arm. We also extend these results to the non-iid case faced by many practitioners. This provides a technique to make cost versus decision time compromise when doing adaptive tests with applications ranging from website A/B testing to clinical trials.

cs.LG↗

A comparative study of counterfactual estimators

We provide a comparative study of several widely used off-policy estimators (Empirical Average, Basic Importance Sampling and Normalized Importance Sampling), detailing the different regimes where they are individually suboptimal. We then exhibit properties optimal estimators should possess. In the case where examples have been gathered using multiple policies, we show that fused estimators dominate basic ones but can still be improved.

stat.ML↗

A differential game on Wasserstein space. Application to weak approachability with partial monitoring

Studying continuous time counterpart of some discrete time dynamics is now a standard and fruitful technique, as some properties hold in both setups. In game theory, this is usually done by considering differential games on Euclidean spaces. This allows to infer properties on the convergence of values of a repeated game, to deal with the various concepts of approachability, etc. In this paper, we introduce a specific but quite abstract differential game defined on the Wasserstein space of probability distributions and we prove the existence of its value. Going back to the discrete time dynamics, we derive results on weak approachability with partial monitoring: we prove that any set satisfying a suitable compatibility condition is either weakly approachable or weakly excludable. We also obtain that the value for differential games with nonanticipative strategies is the same that those defined with a new concept of strategies very suitable to make links with repeated games.

math.OC↗