Uncoupled regression is the problem to learn a model from unlabeled data and the set of target values while the correspondence between them is unknown. Such a situation arises in predicting anonymized targets that involve sensitive information, e.g., one's annual income. Since existing methods for uncoupled regression often require strong assumptions on the true target function, and thus, their range of applications is limited, we introduce a novel framework that does not require such assumptions in this paper. Our key idea is to utilize pairwise comparison data, which consists of pairs of unlabeled data that we know which one has a larger target value. Such pairwise comparison data is easy to collect, as typically discussed in the learning-to-rank scenario, and does not break the anonymity of data. We propose two practical methods for uncoupled regression from pairwise comparison data and show that the learned regression model converges to the optimal model with the optimal parametric convergence rate when the target variable distributes uniformly. Moreover, we empirically show that for linear models the proposed methods are comparable to ordinary supervised regression with labeled data.
A classic setting of the stochastic K-armed bandit problem is considered in this note. In this problem it has been known that KL-UCB policy achieves the asymptotically optimal regret bound and KL-UCB+ policy empirically performs better than the KL-UCB policy although the regret bound for the original form of the KL-UCB+ policy has been unknown. This note demonstrates that a simple proof of the asymptotic optimality of the KL-UCB+ policy can be given by the same technique as those used for analyses of other known policies.
We study the problem of stochastic combinatorial pure exploration (CPE), where an agent sequentially pulls a set of single arms (a.k.a. a super arm) and tries to find the best super arm. Among a variety of problem settings of the CPE, we focus on the full-bandit setting, where we cannot observe the reward of each single arm, but only the sum of the rewards. Although we can regard the CPE with full-bandit feedback as a special case of pure exploration in linear bandits, an approach based on linear bandits is not computationally feasible since the number of super arms may be exponential. In this paper, we first propose a polynomial-time bandit algorithm for the CPE under general combinatorial constraints and provide an upper bound of the sample complexity. Second, we design an approximation algorithm for the 0-1 quadratic maximization problem, which arises in many bandit algorithms with confidence ellipsoids. Based on our approximation algorithm, we propose novel bandit algorithms for the top-k selection problem, and prove that our algorithms run in polynomial time. Finally, we conduct experiments on synthetic and real-world datasets, and confirm the validity of our theoretical analysis in terms of both the computation time and the sample complexity.
We study a bad arm existing checking problem in which a player's task is to judge whether a positive arm exists or not among given K arms by drawing as small number of arms as possible. Here, an arm is positive if its expected loss suffered by drawing the arm is at least a given threshold. This problem is a formalization of diagnosis of disease or machine failure. An interesting structure of this problem is the asymmetry of positive and negative (non-positive) arms' roles; finding one positive arm is enough to judge existence while all the arms must be discriminated as negative to judge non-existence. We propose an algorithms with arm selection policy (policy to determine the next arm to draw) and stopping condition (condition to stop drawing arms) utilizing this asymmetric problem structure and prove its effectiveness theoretically and empirically.
We investigate the problem of multiclass classification with rejection, where a classifier can choose not to make a prediction to avoid critical misclassification. We consider two approaches for this problem: a traditional one based on confidence scores and a more recent one based on simultaneous training of a classifier and a rejector. An existing method in the former approach focuses on a specific class of losses and its empirical performance is not very convincing. In this paper, we propose confidence-based rejection criteria for multiclass classification, which can handle more general losses and guarantee calibration to the Bayes-optimal solution. The latter approach is relatively new and has been available only for the binary case, to the best of our knowledge. Our second contribution is to prove that calibration to the Bayes-optimal solution is almost impossible by this approach in the multiclass case. Finally, we conduct experiments to validate the relevance of our theoretical findings.
We formulate and study a novel multi-armed bandit problem called the qualitative dueling bandit (QDB) problem, where an agent observes not numeric but qualitative feedback by pulling each arm. We employ the same regret as the dueling bandit (DB) problem where the duel is carried out by comparing the qualitative feedback. Although we can naively use classic DB algorithms for solving the QDB problem, this reduction significantly worsens the performance---actually, in the QDB problem, the probability that one arm wins the duel over another arm can be directly estimated without carrying out actual duels. In this paper, we propose such direct algorithms for the QDB problem. Our theoretical analysis shows that the proposed algorithms significantly outperform DB algorithms by incorporating the qualitative feedback, and experimental results also demonstrate vast improvement over the existing DB algorithms.
Unsupervised domain adaptation is the problem setting where data generating distributions in the source and target domains are different, and labels in the target domain are unavailable. One important question in unsupervised domain adaptation is how to measure the difference between the source and target domains. A previously proposed discrepancy that does not use the source domain labels requires high computational cost to estimate and may lead to a loose generalization error bound in the target domain. To mitigate these problems, we propose a novel discrepancy called source-guided discrepancy ($S$-disc), which exploits labels in the source domain. As a consequence, $S$-disc can be computed efficiently with a finite sample convergence guarantee. In addition, we show that $S$-disc can provide a tighter generalization error bound than the one based on an existing discrepancy. Finally, we report experimental results that demonstrate the advantages of $S$-disc over the existing discrepancies.
We consider a novel stochastic multi-armed bandit problem called {\em good arm identification} (GAI), where a good arm is defined as an arm with expected reward greater than or equal to a given threshold. GAI is a pure-exploration problem that a single agent repeats a process of outputting an arm as soon as it is identified as a good one before confirming the other arms are actually not good. The objective of GAI is to minimize the number of samples for each process. We find that GAI faces a new kind of dilemma, the {\em exploration-exploitation dilemma of confidence}, which is different difficulty from the best arm identification. As a result, an efficient design of algorithms for GAI is quite different from that for the best arm identification. We derive a lower bound on the sample complexity of GAI that is tight up to the logarithmic factor $\mathrm{O}(\log \frac{1}{\delta})$ for acceptance error rate $\delta$. We also develop an algorithm whose sample complexity almost matches the lower bound. We also confirm experimentally that our proposed algorithm outperforms naive algorithms in synthetic settings based on a conventional bandit problem and clinical trial researches for rheumatoid arthritis.
We propose the first fully-adaptive algorithm for pure exploration in linear bandits---the task to find the arm with the largest expected reward, which depends on an unknown parameter linearly. While existing methods partially or entirely fix sequences of arm selections before observing rewards, our method adaptively changes the arm selection strategy based on past observations at each round. We show our sample complexity matches the achievable lower bound up to a constant factor in an extreme case. Furthermore, we evaluate the performance of the methods by simulations based on both synthetic setting and real-world data, in which our method shows vast improvement over existing methods.