Research
On-device research index

arXiv research

A locally-built, LLM-digested index of recent arXiv papers in quant finance, geometry/topology, and statistical ML — keyword search served straight from SQLite on this machine.

168,695 papers · 148 categories

Trend · papers per month

18365472 · Jun 202019922001200920172026
48 results for multi-player bandits

New algorithm for multi-player bandits without needing lower bounds or scaling inversely.

problem Multi-player bandits without collision sensing information.
method Proposes a novel algorithm that circumvents two problems of existing algorithms.
result Proves a theoretical regret upper bound and shows superior performance in practice.

Algorithm reduces regret in multi-player bandits with unknown collision rewards.

problem Reducing regret in multi-player multi-armed bandits with unknown collision rewards.
method Proposes an algorithm that combines a modified successive elimination strategy with a communication protocol to estimate suboptimality gaps and coordinate among players.
result Achieves logarithmic regret for the problem when collision reward is unknown.

New algorithm tackles multi-player bandit problems with limited access to arms.

problem Limited access to dynamic local subsets of arms in multi-player multi-armed bandit problems.
method Adopted Upper Confidence Bound (UCB) for exploration-exploitation and distributed optimization for collisions.
result Proposes a decentralized algorithm with near-optimal regret guarantee.

New strategy achieves optimal regret without communication or collisions in multi-player bandit.

problem Cooperative multi-player stochastic multi-armed bandit with shared randomness.
method Combination of combinatorial approach to generalize geometric intuition.
result Achieves near-optimal regret ildeO(T) ilde{O}(\sqrt{T}) for any number of players and arms without collisions.

New algorithm outperforms existing ones in multi-player bandit problems without sensing.

problem Decentralized multi-player multi-armed bandit problem without collision or sensing info.
method Randomized Selfish KL-UCB, inspired by Selfish KL-UCB, with low complexity.
result Randomized Selfish KL-UCB outperforms state-of-the-art algorithms in almost all environments.

New algorithms tackle adversarial multi-player bandits with forced-collision communication.

problem No-sensing adversarial multi-player multi-armed bandits (MP-MAB) problem.
method Adversary-Adaptive Collision-Communication (A2C2) algorithms, attackability-aware and unaware settings, information-theoretic tools, error-correction coding.
result Asymptotic attackability-dependent sublinear regret achieved, with or without knowing attackability.

New algorithm for multi-player bandits with collision-dependent rewards.

problem Stochastic multi-player multi-armed bandits with collision-dependent reward distributions.
method Error-Correction Collision Communication (EC3) algorithm.
result EC3 algorithm achieves optimal regret approaching centralized MP-MAB regret.

New algorithm for multi-player bandits with selfish players, achieving logarithmic regret.

problem Challenges of robustness to selfish players in multi-player bandits.
method First algorithm robust to selfish players achieving logarithmic regret, with or without collision observation.
result Achieved logarithmic regret for robust algorithms to selfish players in multi-player bandits.

No communication allows optimal instance-dependent regret guarantees in multi-player bandits.

problem Achieving optimal instance-dependent regret in multi-player multi-armed bandits without communication.
method Characterization of Pareto optimal trade-offs and development of an algorithm.
result Achieving optimal instance-dependent regret requires strict sub-optimality in other regimes.

A multi-player bandit system resists adversarial attacks with near-optimal regret.

problem Adversaries attempt to manipulate rewards in a multi-player multi-armed bandit game.
method Players communicate a single bit to resist attacks, achieving near-optimal regret.
result Achieves near-optimal regret of O(log1+δT+W)O(\log^{1+δ}T + W), where WW is the total time of adversarial attacks.

Multi-player Multi-Armed Bandits (MAB) have been extensively studied in the literature, motivated by applications to Cognitive Radio systems. Driven by such applications as well, we motivate the introduction of several levels of feedback for multi-player MAB algorithms. Most existing work assume that sensing informatio…

2017-11-07abs ↗pdf ↗

We consider a setting where multiple players sequentially choose among a common set of actions (arms). Motivated by a cognitive radio networks application, we assume that players incur a loss upon colliding, and that communication between players is not possible. Existing approaches assume that the system is stationary…

2019-02-21abs ↗pdf ↗

Optimistic Thompson Sampling reduces regret in unknown multi-player games.

problem Navigating uncertainty in unknown multi-player games with strategic decision-making.
method Introduces Thompson Sampling algorithms that exploit opponents' actions and reward structures.
result Achieves over tenfold improvements in experimental budgets with logarithmic regret bound.

New algorithm for multi-player bandits in decentralized, asynchronous systems.

problem Challenges in decentralized, asynchronous multi-player bandits, including coordination and player detection.
method Adaptive exploration-exploitation algorithm that reduces collisions and detects player presence.
result Achieves regret of O(TlogT+logT/Δ2)\mathcal{O}(\sqrt{T \log T} + {\log T}/{Δ^2}).

Paper closes the gap in MP-MAB problems with novel adaptive communication and exploration.

problem Closing the gap between decentralized MP-MAB and natural centralized lower bound.
method BEACON: Batched Exploration with Adaptive COmmunicatioN, incorporating ADC and batched exploration.
result Proves logarithmic regret for a generalized MP-MAB problem.

Survey on multiplayer bandits, highlighting theoretical gaps and future directions.

problem Theoretical advancements in multiplayer bandits lack practical implementation in real-world scenarios.
method Organizes and contextualizes existing literature on multiplayer bandits.
result Clear directions for future research in adapting theoretical algorithms to real-world situations.

Algorithm aggregates rewards from multiple players to learn related tasks in online bandit learning.

problem Learning related but slightly different tasks in an online setting with heterogeneous feedback.
method RobustAgg(ε)(ε) algorithm that aggregates rewards from different players.
result Achieves instance-dependent regret guarantees and nearly matching lower bounds.

We consider a variant of the stochastic multi-armed bandit problem, where multiple players simultaneously choose from the same set of arms and may collide, receiving no reward. This setting has been motivated by problems arising in cognitive radio networks, and is especially challenging under the realistic assumption t…

2015-12-09abs ↗pdf ↗

This paper tackles global Nash equilibrium in non-convex multi-player games.

problem Challenges in finding global Nash equilibrium due to non-convexity.
method Conjugate transformation and variational inequality formulation to prove existence and design algorithms.
result Designs an ODE-based algorithm with exponential convergence rate and proves its effectiveness in practical scenarios.

We study stochastic multi-armed bandits with many players. The players do not know the number of players, cannot communicate with each other and if multiple players select a common arm they collide and none of them receive any reward. We consider the static scenario, where the number of players remains fixed, and the d…

2018-09-17abs ↗pdf ↗

Algorithm optimizes multi-player learning with noisy rewards without direct communication.

problem Cooperative multi-player learning with noisy rewards and no communication.
method Upper and lower confidence bounds algorithm for optimal action selection.
result Achieves logarithmic O(logTΔa)O(\frac{\log T}{Δ_{\bm{a}}}) and O(TlogT)O(\sqrt{T\log T}) regret.

Paper solves learning imperfect-information games with fewer episodes.

problem Learning imperfect-information extensive-form games from bandit feedback.
method Balanced Online Mirror Descent and Balanced Counterfactual Regret Minimization algorithms.
result Achieves near-optimal sample complexity for finding approximate Nash equilibria.

We consider a symmetric multi-players zero-sum game with two strategic variables. There are nn players, n3n\geq 3. Each player is denoted by ii. Two strategic variables are tit_i and sis_i, i{1,,n}i\in \{1, \dots, n\}. They are related by invertible functions. Using the minimax theorem by \cite{sion} we will show that Nas…

2018-06-17abs ↗pdf ↗

We consider the stochastic multi-armed bandit (MAB) problem in a setting where a player can pay to pre-observe arm rewards before playing an arm in each round. Apart from the usual trade-off between exploring new arms to find the best one and exploiting the arm believed to offer the highest reward, we encounter an addi…

2019-11-21abs ↗pdf ↗

Computing Nash equilibrium (NE) of multi-player games has witnessed renewed interest due to recent advances in generative adversarial networks. However, computing equilibrium efficiently is challenging. To this end, we introduce the Gradient-based Nikaido-Isoda (GNI) function which serves: (i) as a merit function, vani…

2019-05-15abs ↗pdf ↗

We introduce CSE for MLSF games and devise online learning algorithms for achieving no-external Stackelberg-regret.

problem Learning equilibrium in leader-follower games with noisy bandit feedback.
method Proposed Correlated Stackelberg Equilibrium (CSE) and online learning algorithms balancing exploration and exploitation.
result Achieves no-external Stackelberg-regret, converging to approximate CSE.

This paper shows how to learn variational inequalities fast with strong monotonicity.

problem Learning variational inequalities efficiently.
method Extending convex optimization techniques to variational inequalities with strong monotonicity.
result Fast generalization rates of Θ(1/ε)Θ(1/ε) for learning variational inequalities.

Novel algorithms for multi-agent reinforcement learning reduce sample complexity.

problem Efficiently learning Nash equilibria in multi-agent settings.
method Information-Directed Sampling (IDS) principles applied to multi-agent reinforcement learning.
result Sample-efficient algorithms for learning Nash equilibria in various multi-agent settings.

We prove a general connection between the communication complexity of two-player games and the sample complexity of their multi-player locally private analogues. We use this connection to prove sample complexity lower bounds for locally differentially private protocols as straightforward corollaries of results from com…

2019-07-01abs ↗pdf ↗

Data-driven modeling increasingly requires to find a Nash equilibrium in multi-player games, e.g. when training GANs. In this paper, we analyse a new extra-gradient method for Nash equilibrium finding, that performs gradient extrapolations and updates on a random subset of players at each iteration. This approach prova…

2019-05-29abs ↗pdf ↗

This paper improves sample efficiency for learning equilibria in multi-player games.

problem Sample-efficient learning of equilibria in games with many players.
method Designs algorithms for learning CCE and CE with polynomial sample complexity in the number of players.
result First to show polynomial sample complexity for learning CCE and CE in multi-player games.

Paper tackles LDP bandits learning with improved results and sub-linear regret.

problem Contextual bandits learning with LDP privacy constraints.
method Simple black-box reduction frameworks for context-free bandits, extended to GLB.
result First result for BCO with multi-point feedback under LDP, sub-linear regret for GLB.

Paper solves stochastic contextual linear bandits using linear bandit algorithms.

problem Stochastic contextual linear bandits with unknown context distribution.
method Establishes a reduction framework to convert to linear bandit problems.
result Achieves nearly optimal regret bound of O(dTlogT)O(d\sqrt{T\log T}).