We introduce and analyze two parameter-free linear-memory tree search algorithms. Under mild assumptions we prove our algorithms are guaranteed to perform only a logarithmic factor more node expansions than A* when the search space is a tree. Previously, the best guarantee for a linear-memory algorithm under similar assumptions was achieved by IDA*, which in the worst case expands quadratically more nodes than in its last iteration. Empirical results support the theory and demonstrate the practicality and robustness of our algorithms. Furthermore, they are fast and easy to implement.
The information-theoretic analysis by Russo and Van Roy (2014) in combination with minimax duality has proved a powerful tool for the analysis of online learning algorithms in full and partial information settings. In most applications there is a tantalising similarity to the classical analysis based on mirror descent. We make a formal connection, showing that the information-theoretic bounds in most applications can be derived from existing techniques for online convex optimisation. Besides this, for $k$-armed adversarial bandits we provide an efficient algorithm with regret that matches the best information-theoretic upper bound and improve best known regret guarantees for online linear optimisation on $\ell_p$-balls and bandits with graph feedback.
Machine learning is used extensively in recommender systems deployed in products. The decisions made by these systems can influence user beliefs and preferences which in turn affect the feedback the learning system receives - thus creating a feedback loop. This phenomenon can give rise to the so-called "echo chambers" or "filter bubbles" that have user and societal implications. In this paper, we provide a novel theoretical analysis that examines both the role of user dynamics and the behavior of recommender systems, disentangling the echo chamber from the filter bubble effect. In addition, we offer practical solutions to slow down system degeneracy. Our study contributes toward understanding and developing solutions to commonly cited issues in the complex temporal scenario, an area that is still largely unexplored.
We make three contributions to the theory of k-armed adversarial bandits. First, we prove a first-order bound for a modified variant of the INF strategy by Audibert and Bubeck [2009], without sacrificing worst case optimality or modifying the loss estimators. Second, we provide a variance analysis for algorithms based on follow the regularised leader, showing that without adaptation the variance of the regret is typically {\Omega}(n^2) where n is the horizon. Finally, we study bounds that depend on the degree of separation of the arms, generalising the results by Cowan and Katehakis [2015] from the stochastic setting to the adversarial and improving the result of Seldin and Slivkins [2014] by a factor of log(n)/log(log(n)).
We prove a new minimax theorem connecting the worst-case Bayesian regret and minimax regret under partial monitoring with no assumptions on the space of signals or decisions of the adversary. We then generalise the information-theoretic tools of Russo and Van Roy (2016) for proving Bayesian regret bounds and combine them with the minimax theorem to derive minimax regret bounds for various partial monitoring settings. The highlight is a clean analysis of `non-degenerate easy' and `hard' finite partial monitoring, with new regret bounds that are independent of arbitrarily large game-dependent constants. The power of the generalised machinery is further demonstrated by proving that the minimax regret for k-armed adversarial bandits is at most sqrt{2kn}, improving on existing results by a factor of 2. Finally, we provide a simple analysis of the cops and robbers game, also improving best known constants.
This paper proposes a new approach to representation learning based on geometric properties of the space of value functions. We study a two-part approximation of the value function: a nonlinear map from states to vectors, or representation, followed by a linear map from vectors to values. Our formulation considers adapting the representation to minimize the (linear) approximation of the value function of all stationary policies for a given environment. We show that this optimization reduces to making accurate predictions regarding a special class of value functions which we call adversarial value functions (AVFs). We argue that these AVFs make excellent auxiliary tasks, and use them to construct a loss which can be efficiently minimized to find a near-optimal representation for reinforcement learning. We highlight characteristics of the method in a series of experiments on the four-room domain.
We consider prediction with expert advice under the log-loss with the goal of deriving efficient and robust algorithms. We argue that existing algorithms such as exponentiated gradient, online gradient descent and online Newton step do not adequately satisfy both requirements. Our main contribution is an analysis of the Prod algorithm that is robust to any data sequence and runs in linear time relative to the number of experts in each round. Despite the unbounded nature of the log-loss, we derive a bound that is independent of the largest loss and of the largest gradient, and depends only on the number of experts and the time horizon. Furthermore we give a Bayesian interpretation of Prod and adapt the algorithm to derive a tracking regret.
We introduce two novel tree search algorithms that use a policy to guide search. The first algorithm is a best-first enumeration that uses a cost function that allows us to prove an upper bound on the number of nodes to be expanded before reaching a goal state. We show that this best-first algorithm is particularly well suited for `needle-in-a-haystack' problems. The second algorithm is based on sampling and we prove an upper bound on the expected number of nodes it expands before reaching a set of goal states. We show that this algorithm is better suited for problems where many paths lead to a goal. We validate these tree search algorithms on 1,000 computer-generated levels of Sokoban, where the policy used to guide the search comes from a neural network trained using A3C. Our results show that the policy tree search algorithms we introduce are competitive with a state-of-the-art domain-independent planner that uses heuristic search.
We propose a multi-armed bandit algorithm that explores based on randomizing its history. The key idea is to estimate the value of the arm from the bootstrap sample of its history, where we add pseudo observations after each pull of the arm. The pseudo observations seem to be harmful. But on the contrary, they guarantee that the bootstrap sample is optimistic with a high probability. Because of this, we call our algorithm Giro, which is an abbreviation for garbage in, reward out. We analyze Giro in a $K$-armed Bernoulli bandit and prove a $O(K \Delta^{-1} \log n)$ bound on its $n$-round regret, where $\Delta$ denotes the difference in the expected rewards of the optimal and best suboptimal arms. The main advantage of our exploration strategy is that it can be applied to any reward function generalization, such as neural networks. We evaluate Giro and its contextual variant on multiple synthetic and real-world problems, and observe that Giro is comparable to or better than state-of-the-art algorithms.
We study the problem of online learning to re-rank, where users provide feedback to improve the quality of displayed lists. Learning to rank has been traditionally studied in two settings. In the offline setting, rankers are typically learned from relevance labels of judges. These approaches have become the industry standard. However, they lack exploration, and thus are limited by the information content of offline data. In the online setting, an algorithm can propose a list and learn from the feedback on it in a sequential fashion. Bandit algorithms developed for this setting actively experiment, and in this way overcome the biases of offline data. But they also tend to ignore offline data, which results in a high initial cost of exploration. We propose BubbleRank, a bandit algorithm for re-ranking that combines the strengths of both settings. The algorithm starts with an initial base list and improves it gradually by swapping higher-ranked less attractive items for lower-ranked more attractive items. We prove an upper bound on the n-step regret of BubbleRank that degrades gracefully with the quality of the initial base list. Our theoretical findings are supported by extensive numerical experiments on a large real-world click dataset.