Searcharxiv⌕ Search

arXiv subjects

Yishay Mansour

Publications and source records attributed to Yishay Mansour.

At least 109 records · Page 6Linked to original sources

Differentially Private Multi-Armed Bandits in the Shuffle Model

We give an $(\varepsilon,δ)$-differentially private algorithm for the multi-armed bandit (MAB) problem in the shuffle model with a distribution-dependent regret of $O\left(\left(\sum_{a\in [k]:Δ_a>0}\frac{\log T}{Δ_a}\right)+\frac{k\sqrt{\log\frac{1}δ}\log T}{\varepsilon}\right)$, and a distribution-independent regret of $O\left(\sqrt{kT\log T}+\frac{k\sqrt{\log\frac{1}δ}\log T}{\varepsilon}\right)$, where $T$ is the number of rounds, $Δ_a$ is the suboptimality gap of the arm $a$, and $k$ is the total number of arms. Our upper bound almost matches the regret of the best known algorithms for the centralized model, and significantly outperforms the best known algorithm in the local model.

cs.LG↗

Oracle-Efficient Regret Minimization in Factored MDPs with Unknown Structure

We study regret minimization in non-episodic factored Markov decision processes (FMDPs), where all existing algorithms make the strong assumption that the factored structure of the FMDP is known to the learner in advance. In this paper, we provide the first algorithm that learns the structure of the FMDP while minimizing the regret. Our algorithm is based on the optimism in face of uncertainty principle, combined with a simple statistical method for structure learning, and can be implemented efficiently given oracle-access to an FMDP planner. Moreover, we give a variant of our algorithm that remains efficient even when the oracle is limited to non-factored actions, which is the case with almost all existing approximate planners. Finally, we leverage our techniques to prove a novel lower bound for the known structure case, closing the gap to the regret bound of Chen et al. [2021].

cs.LG↗

Dueling Bandits with Team Comparisons

We introduce the dueling teams problem, a new online-learning setting in which the learner observes noisy comparisons of disjoint pairs of $k$-sized teams from a universe of $n$ players. The goal of the learner is to minimize the number of duels required to identify, with high probability, a Condorcet winning team, i.e., a team which wins against any other disjoint team (with probability at least $1/2$). Noisy comparisons are linked to a total order on the teams. We formalize our model by building upon the dueling bandits setting (Yue et al.2012) and provide several algorithms, both for stochastic and deterministic settings. For the stochastic setting, we provide a reduction to the classical dueling bandits setting, yielding an algorithm that identifies a Condorcet winning team within $\mathcal{O}((n + k \log (k)) \frac{\max(\log\log n, \log k)}{Δ^2})$ duels, where $Δ$ is a gap parameter. For deterministic feedback, we additionally present a gap-independent algorithm that identifies a Condorcet winning team within $\mathcal{O}(nk\log(k)+k^5)$ duels.

cs.LG↗

Optimal Rates for Random Order Online Optimization

We study online convex optimization in the random order model, recently proposed by \citet{garber2020online}, where the loss functions may be chosen by an adversary, but are then presented to the online algorithm in a uniformly random order. Focusing on the scenario where the cumulative loss function is (strongly) convex, yet individual loss functions are smooth but might be non-convex, we give algorithms that achieve the optimal bounds and significantly outperform the results of \citet{garber2020online}, completely removing the dimension dependence and improving their scaling with respect to the strong convexity parameter. Our analysis relies on novel connections between algorithmic stability and generalization for sampling without-replacement analogous to those studied in the with-replacement i.i.d.~setting, as well as on a refined average stability analysis of stochastic gradient descent.

cs.LG↗

Agnostic Reinforcement Learning with Low-Rank MDPs and Rich Observations

There have been many recent advances on provably efficient Reinforcement Learning (RL) in problems with rich observation spaces. However, all these works share a strong realizability assumption about the optimal value function of the true MDP. Such realizability assumptions are often too strong to hold in practice. In this work, we consider the more realistic setting of agnostic RL with rich observation spaces and a fixed class of policies $Π$ that may not contain any near-optimal policy. We provide an algorithm for this setting whose error is bounded in terms of the rank $d$ of the underlying MDP. Specifically, our algorithm enjoys a sample complexity bound of $\widetilde{O}\left((H^{4d} K^{3d} \log |Π|)/ε^2\right)$ where $H$ is the length of episodes, $K$ is the number of actions and $ε>0$ is the desired sub-optimality. We also provide a nearly matching lower bound for this agnostic setting that shows that the exponential dependence on rank is unavoidable, without further assumptions.

cs.LG↗

Sample Complexity of Uniform Convergence for Multicalibration

There is a growing interest in societal concerns in machine learning systems, especially in fairness. Multicalibration gives a comprehensive methodology to address group fairness. In this work, we address the multicalibration error and decouple it from the prediction error. The importance of decoupling the fairness metric (multicalibration) and the accuracy (prediction error) is due to the inherent trade-off between the two, and the societal decision regarding the "right tradeoff" (as imposed many times by regulators). Our work gives sample complexity bounds for uniform convergence guarantees of multicalibration error, which implies that regardless of the accuracy, we can guarantee that the empirical and (true) multicalibration errors are close. We emphasize that our results: (1) are more general than previous bounds, as they apply to both agnostic and realizable settings, and do not rely on a specific type of algorithm (such as deferentially private), (2) improve over previous multicalibration sample complexity bounds and (3) implies uniform convergence guarantees for the classical calibration error.

cs.LG↗

Stochastic Multi-Armed Bandits with Unrestricted Delay Distributions

We study the stochastic Multi-Armed Bandit (MAB) problem with random delays in the feedback received by the algorithm. We consider two settings: the reward-dependent delay setting, where realized delays may depend on the stochastic rewards, and the reward-independent delay setting. Our main contribution is algorithms that achieve near-optimal regret in each of the settings, with an additional additive dependence on the quantiles of the delay distribution. Our results do not make any assumptions on the delay distributions: in particular, we do not assume they come from any parametric family of distributions and allow for unbounded support and expectation; we further allow for infinite delays where the algorithm might occasionally not observe any feedback.

cs.LG↗

Bayesian Exploration: Incentivizing Exploration in Bayesian Games

We consider a ubiquitous scenario in the Internet economy when individual decision-makers (henceforth, agents) both produce and consume information as they make strategic choices in an uncertain environment. This creates a three-way tradeoff between exploration (trying out insufficiently explored alternatives to help others in the future), exploitation (making optimal decisions given the information discovered by other agents), and incentives of the agents (who are myopically interested in exploitation, while preferring the others to explore). We posit a principal who controls the flow of information from agents that came before, and strives to coordinate the agents towards a socially optimal balance between exploration and exploitation, not using any monetary transfers. The goal is to design a recommendation policy for the principal which respects agents' incentives and minimizes a suitable notion of regret. We extend prior work in this direction to allow the agents to interact with one another in a shared environment: at each time step, multiple agents arrive to play a Bayesian game, receive recommendations, choose their actions, receive their payoffs, and then leave the game forever. The agents now face two sources of uncertainty: the actions of the other agents and the parameters of the uncertain game environment. Our main contribution is to show that the principal can achieve constant regret when the utilities are deterministic (where the constant depends on the prior distribution, but not on the time horizon), and logarithmic regret when the utilities are stochastic. As a key technical tool, we introduce the concept of explorable actions, the actions which some incentive-compatible policy can recommend with non-zero probability. We show how the principal can identify (and explore) all explorable actions, and use the revealed information to perform optimally.

cs.GT↗

Competitive Equilibria with Unequal Budgets: Supporting Arbitrary Pareto Optimal Allocations

We consider a market setting of agents with additive valuations over heterogeneous divisible resources. Agents are assigned a budget of tokens (possibly unequal budgets) they can use to obtain resources; leftover tokens are worthless. We show how to support any Pareto efficient allocation in equilibrium, using anonymous resource prices and agent specific budgets. We also give computationally efficient algorithms for those tasks. In particular, this allows us to support the Rawlsian max-min allocation.

cs.GT↗

Separating Adaptive Streaming from Oblivious Streaming

We present a streaming problem for which every adversarially-robust streaming algorithm must use polynomial space, while there exists a classical (oblivious) streaming algorithm that uses only polylogarithmic space. This is the first separation between oblivious streaming and adversarially-robust streaming, and resolves one of the central open questions in adversarial robust streaming.

cs.DS↗

Planning and Learning with Stochastic Action Sets

In many practical uses of reinforcement learning (RL) the set of actions available at a given state is a random variable, with realizations governed by an exogenous stochastic process. Somewhat surprisingly, the foundations for such sequential decision processes have been unaddressed. In this work, we formalize and investigate MDPs with stochastic action sets (SAS-MDPs) to provide these foundations. We show that optimal policies and value functions in this model have a structure that admits a compact representation. From an RL perspective, we show that Q-learning with sampled action sets is sound. In model-based settings, we consider two important special cases: when individual actions are available with independent probabilities; and a sampling-based model for unknown distributions. We develop poly-time value and policy iteration methods for both cases; and in the first, we offer a poly-time linear programming solution.

cs.AI↗

Online Markov Decision Processes with Aggregate Bandit Feedback

We study a novel variant of online finite-horizon Markov Decision Processes with adversarially changing loss functions and initially unknown dynamics. In each episode, the learner suffers the loss accumulated along the trajectory realized by the policy chosen for the episode, and observes aggregate bandit feedback: the trajectory is revealed along with the cumulative loss suffered, rather than the individual losses encountered along the trajectory. Our main result is a computationally efficient algorithm with $O(\sqrt{K})$ regret for this setting, where $K$ is the number of episodes. We establish this result via an efficient reduction to a novel bandit learning setting we call Distorted Linear Bandits (DLB), which is a variant of bandit linear optimization where actions chosen by the learner are adversarially distorted before they are committed. We then develop a computationally-efficient online algorithm for DLB for which we prove an $O(\sqrt{T})$ regret bound, where $T$ is the number of time steps. Our algorithm is based on online mirror descent with a self-concordant barrier regularization that employs a novel increasing learning rate schedule.

cs.LG↗

The Sparse Vector Technique, Revisited

We revisit one of the most basic and widely applicable techniques in the literature of differential privacy - the sparse vector technique [Dwork et al., STOC 2009]. This simple algorithm privately tests whether the value of a given query on a database is close to what we expect it to be. It allows to ask an unbounded number of queries as long as the answer is close to what we expect, and halts following the first query for which this is not the case. We suggest an alternative, equally simple, algorithm that can continue testing queries as long as any single individual does not contribute to the answer of too many queries whose answer deviates substantially form what we expect. Our analysis is subtle and some of its ingredients may be more widely applicable. In some cases our new algorithm allows to privately extract much more information from the database than the original. We demonstrate this by applying our algorithm to the shifting heavy-hitters problem: On every time step, each of $n$ users gets a new input, and the task is to privately identify all the current heavy-hitters. That is, on time step $i$, the goal is to identify all data elements $x$ such that many of the users have $x$ as their current input. We present an algorithm for this problem with improved error guarantees over what can be obtained using existing techniques. Specifically, the error of our algorithm depends on the maximal number of times that a single user holds a heavy-hitter as input, rather than the total number of times in which a heavy-hitter exists.

cs.LG↗

Private Learning of Halfspaces: Simplifying the Construction and Reducing the Sample Complexity

We present a differentially private learner for halfspaces over a finite grid $G$ in $\mathbb{R}^d$ with sample complexity $\approx d^{2.5}\cdot 2^{\log^*|G|}$, which improves the state-of-the-art result of [Beimel et al., COLT 2019] by a $d^2$ factor. The building block for our learner is a new differentially private algorithm for approximately solving the linear feasibility problem: Given a feasible collection of $m$ linear constraints of the form $Ax\geq b$, the task is to privately identify a solution $x$ that satisfies most of the constraints. Our algorithm is iterative, where each iteration determines the next coordinate of the constructed solution $x$.

cs.LG↗

A Theory of Multiple-Source Adaptation with Limited Target Labeled Data

We present a theoretical and algorithmic study of the multiple-source domain adaptation problem in the common scenario where the learner has access only to a limited amount of labeled target data, but where the learner has at disposal a large amount of labeled data from multiple source domains. We show that a new family of algorithms based on model selection ideas benefits from very favorable guarantees in this scenario and discuss some theoretical obstacles affecting some alternative techniques. We also report the results of several experiments with our algorithms that demonstrate their practical effectiveness.

cs.LG↗

Adversarial Dueling Bandits

We introduce the problem of regret minimization in Adversarial Dueling Bandits. As in classic Dueling Bandits, the learner has to repeatedly choose a pair of items and observe only a relative binary `win-loss' feedback for this pair, but here this feedback is generated from an arbitrary preference matrix, possibly chosen adversarially. Our main result is an algorithm whose $T$-round regret compared to the \emph{Borda-winner} from a set of $K$ items is $\tilde{O}(K^{1/3}T^{2/3})$, as well as a matching $Ω(K^{1/3}T^{2/3})$ lower bound. We also prove a similar high probability regret bound. We further consider a simpler \emph{fixed-gap} adversarial setup, which bridges between two extreme preference feedback models for dueling bandits: stationary preferences and an arbitrary sequence of preferences. For the fixed-gap adversarial setup we give an $\smash{ \tilde{O}((K/Δ^2)\log{T}) }$ regret algorithm, where $Δ$ is the gap in Borda scores between the best item and all other items, and show a lower bound of $Ω(K/Δ^2)$ indicating that our dependence on the main problem parameters $K$ and $Δ$ is tight (up to logarithmic factors).

cs.LG↗

Prediction with Corrupted Expert Advice

We revisit the fundamental problem of prediction with expert advice, in a setting where the environment is benign and generates losses stochastically, but the feedback observed by the learner is subject to a moderate adversarial corruption. We prove that a variant of the classical Multiplicative Weights algorithm with decreasing step sizes achieves constant regret in this setting and performs optimally in a wide range of environments, regardless of the magnitude of the injected corruption. Our results reveal a surprising disparity between the often comparable Follow the Regularized Leader (FTRL) and Online Mirror Descent (OMD) frameworks: we show that for experts in the corrupted stochastic regime, the regret performance of OMD is in fact strictly inferior to that of FTRL.

cs.LG↗

Kidney exchange and endless paths: On the optimal use of an altruistic donor

We consider a well-studied online random graph model for kidney exchange, where nodes representing patient-donor pairs arrive over time, and the probability of a directed edge is p. We assume existence of a single altruistic donor, who serves as a start node in this graph for a directed path of donations. The algorithmic problem is to select which donations to perform, and when, to minimize the amount of time that patients must wait before receiving a kidney. We advance our understanding of this setting by (1) providing efficient (in fact, linear-time) algorithms with optimal O(1/p) expected waiting time, (2) showing that some of these algorithms in fact provide guarantees to all patients of O(1/p) waiting time {\em with high probability}, (3) simplifying previous analysis of this problem, and (4) extending results to the case of multiple altruistic donors.

cs.GT↗