This paper studies the evaluation of policies that recommend an ordered set of items (e.g., a ranking) based on some context---a common scenario in web search, ads, and recommendation. We build on techniques from combinatorial bandits to introduce a new practical estimator that uses logged data to estimate a policy's performance. A thorough empirical evaluation on real-world data reveals that our estimator is accurate in a variety of settings, including as a subroutine in a learning-to-rank task, where it achieves competitive performance. We derive conditions under which our estimator is unbiased---these conditions are weaker than prior heuristics for slate evaluation---and experimentally demonstrate a smaller bias than parametric approaches, even when these conditions are violated. Finally, our theory and experiments also show exponential savings in the amount of required data compared with general unbiased estimators.
We design and analyse variations of the classical Thompson sampling (TS) procedure for Bayesian optimisation (BO) in settings where function evaluations are expensive, but can be performed in parallel. Our theoretical analysis shows that a direct application of the sequential Thompson sampling algorithm in either synchronous or asynchronous parallel settings yields a surprisingly powerful result: making $n$ evaluations distributed among $M$ workers is essentially equivalent to performing $n$ evaluations in sequence. Further, by modeling the time taken to complete a function evaluation, we show that, under a time constraint, asynchronously parallel TS achieves asymptotically lower regret than both the synchronous and sequential versions. These results are complemented by an experimental analysis, showing that asynchronous TS outperforms a suite of existing parallel BO algorithms in simulations and in a hyper-parameter tuning application in convolutional neural networks. In addition to these, the proposed procedure is conceptually and computationally much simpler than existing work for parallel BO.
Many modern clustering methods scale well to a large number of data items, N, but not to a large number of clusters, K. This paper introduces PERCH, a new non-greedy algorithm for online hierarchical clustering that scales to both massive N and K--a problem setting we term extreme clustering. Our algorithm efficiently routes new data points to the leaves of an incrementally-built tree. Motivated by the desire for both accuracy and speed, our approach performs tree rotations for the sake of enhancing subtree purity and encouraging balancedness. We prove that, under a natural separability assumption, our non-greedy algorithm will produce trees with perfect dendrogram purity regardless of online data arrival order. Our experiments demonstrate that PERCH constructs more accurate trees than other tree-building clustering algorithms and scales well with both N and K, achieving a higher quality clustering than the strongest flat clustering competitor in nearly half the time.
We consider learning the principal subspace of a large set of vectors from an extremely small number of compressive measurements of each vector. Our theoretical results show that even a constant number of measurements per column suffices to approximate the principal subspace to arbitrary precision, provided that the number of vectors is large. This result is achieved by a simple algorithm that computes the eigenvectors of an estimate of the covariance matrix. The main insight is to exploit an averaging effect that arises from applying a different random projection to each vector. We provide a number of simulations confirming our theoretical results.
This paper studies systematic exploration for reinforcement learning with rich observations and function approximation. We introduce a new model called contextual decision processes, that unifies and generalizes most prior settings. Our first contribution is a complexity measure, the Bellman rank, that we show enables tractable learning of near-optimal behavior in these processes and is naturally small for many well-studied reinforcement learning settings. Our second contribution is a new reinforcement learning algorithm that engages in systematic exploration to learn contextual decision processes with low Bellman rank. Our algorithm provably learns near-optimal behavior with a number of samples that is polynomial in all relevant parameters but independent of the number of unique observations. The approach uses Bellman error minimization with optimistic exploration and provides new insights into efficient exploration for reinforcement learning with function approximation.
We study an online decision making problem where on each round a learner chooses a list of items based on some side information, receives a scalar feedback value for each individual item, and a reward that is linearly related to this feedback. These problems, known as contextual semibandits, arise in crowdsourcing, recommendation, and many other domains. This paper reduces contextual semibandits to supervised learning, allowing us to leverage powerful supervised learning methods in this partial-feedback setting. Our first reduction applies when the mapping from feedback to reward is known and leads to a computationally efficient algorithm with near-optimal regret. We show that this algorithm outperforms state-of-the-art approaches on real-world learning-to-rank datasets, demonstrating the advantage of oracle-based algorithms. Our second reduction applies to the previously unstudied setting when the linear mapping from feedback to reward is unknown. Our regret guarantees are superior to prior techniques that ignore the feedback.
We propose and study a new model for reinforcement learning with rich observations, generalizing contextual bandits to sequential decision making. These models require an agent to take actions based on observations (features) with the goal of achieving long-term performance competitive with a large set of policies. To avoid barriers to sample-efficient learning associated with large observation spaces and general POMDPs, we focus on problems that can be summarized by a small number of hidden states and have long-term rewards that are predictable by a reactive function class. In this setting, we design and analyze a new reinforcement learning algorithm, Least Squares Value Elimination by Exploration. We prove that the algorithm learns near optimal behavior after a number of episodes that is polynomial in all relevant parameters, logarithmic in the number of policies, and independent of the size of the observation space. Our result provides theoretical justification for reinforcement learning with function approximation.
We give an oracle-based algorithm for the adversarial contextual bandit problem, where either contexts are drawn i.i.d. or the sequence of contexts is known a priori, but where the losses are picked adversarially. Our algorithm is computationally efficient, assuming access to an offline optimization oracle, and enjoys a regret of order $O((KT)^{\frac{2}{3}}(\log N)^{\frac{1}{3}})$, where $K$ is the number of actions, $T$ is the number of iterations and $N$ is the number of baseline policies. Our result is the first to break the $O(T^{\frac{3}{4}})$ barrier that is achieved by recently introduced algorithms. Breaking this barrier was left as a major open problem. Our analysis is based on the recent relaxation based approach of (Rakhlin and Sridharan, 2016).
High-dimensional observations and complex real-world dynamics present major challenges in reinforcement learning for both function approximation and exploration. We address both of these challenges with two complementary techniques: First, we develop a gradient-boosting style, non-parametric function approximator for learning on $Q$-function residuals. And second, we propose an exploration strategy inspired by the principles of state abstraction and information acquisition under uncertainty. We demonstrate the empirical effectiveness of these techniques, first, as a preliminary check, on two standard tasks (Blackjack and $n$-Chain), and then on two much larger and more realistic tasks with high-dimensional observation spaces. Specifically, we introduce two benchmarks built within the game Minecraft where the observations are pixel arrays of the agent's visual field. A combination of our two algorithmic techniques performs competitively on the standard reinforcement-learning tasks while consistently and substantially outperforming baselines on the two tasks with high-dimensional observation spaces. The new function approximator, exploration strategy, and evaluation benchmarks are each of independent interest in the pursuit of reinforcement-learning methods that scale to real-world domains.
We provide the first oracle efficient sublinear regret algorithms for adversarial versions of the contextual bandit problem. In this problem, the learner repeatedly makes an action on the basis of a context and receives reward for the chosen action, with the goal of achieving reward competitive with a large class of policies. We analyze two settings: i) in the transductive setting the learner knows the set of contexts a priori, ii) in the small separator setting, there exists a small set of contexts such that any two policies behave differently in one of the contexts in the set. Our algorithms fall into the follow the perturbed leader family \cite{Kalai2005} and achieve regret $O(T^{3/4}\sqrt{K\log(N)})$ in the transductive setting and $O(T^{2/3} d^{3/4} K\sqrt{\log(N)})$ in the separator setting, where $K$ is the number of actions, $N$ is the number of baseline policies, and $d$ is the size of the separator. We actually solve the more general adversarial contextual semi-bandit linear optimization problem, whilst in the full information setting we address the even more general contextual combinatorial optimization. We provide several extensions and implications of our algorithms, such as switching regret and efficient learning with predictable sequences.