Wenjia Ba

2papers

2 Papers

LGSep 17, 2022
Advertising Media and Target Audience Optimization via High-dimensional Bandits

Wenjia Ba, J. Michael Harrison, Harikesh S. Nair

We present a data-driven algorithm that advertisers can use to automate their digital ad-campaigns at online publishers. The algorithm enables the advertiser to search across available target audiences and ad-media to find the best possible combination for its campaign via online experimentation. The problem of finding the best audience-ad combination is complicated by a number of distinctive challenges, including (a) a need for active exploration to resolve prior uncertainty and to speed the search for profitable combinations, (b) many combinations to choose from, giving rise to high-dimensional search formulations, and (c) very low success probabilities, typically just a fraction of one percent. Our algorithm (designated LRDL, an acronym for Logistic Regression with Debiased Lasso) addresses these challenges by combining four elements: a multiarmed bandit framework for active exploration; a Lasso penalty function to handle high dimensionality; an inbuilt debiasing kernel that handles the regularization bias induced by the Lasso; and a semi-parametric regression model for outcomes that promotes cross-learning across arms. The algorithm is implemented as a Thompson Sampler, and to the best of our knowledge, it is the first that can practically address all of the challenges above. Simulations with real and synthetic data show the method is effective and document its superior performance against several benchmarks from the recent high-dimensional bandit literature.

LGDec 6, 2021
Doubly Optimal No-Regret Online Learning in Strongly Monotone Games with Bandit Feedback

Wenjia Ba, Tianyi Lin, Jiawei Zhang et al.

We consider online no-regret learning in unknown games with bandit feedback, where each player can only observe its reward at each time -- determined by all players' current joint action -- rather than its gradient. We focus on the class of \textit{smooth and strongly monotone} games and study optimal no-regret learning therein. Leveraging self-concordant barrier functions, we first construct a new bandit learning algorithm and show that it achieves the single-agent optimal regret of $\tildeΘ(n\sqrt{T})$ under smooth and strongly concave reward functions ($n \geq 1$ is the problem dimension). We then show that if each player applies this no-regret learning algorithm in strongly monotone games, the joint action converges in the \textit{last iterate} to the unique Nash equilibrium at a rate of $\tildeΘ(nT^{-1/2})$. Prior to our work, the best-known convergence rate in the same class of games is $\tilde{O}(n^{2/3}T^{-1/3})$ (achieved by a different algorithm), thus leaving open the problem of optimal no-regret learning algorithms (since the known lower bound is $Ω(nT^{-1/2})$). Our results thus settle this open problem and contribute to the broad landscape of bandit game-theoretical learning by identifying the first doubly optimal bandit learning algorithm, in that it achieves (up to log factors) both optimal regret in the single-agent learning and optimal last-iterate convergence rate in the multi-agent learning. We also present preliminary numerical results on several application problems to demonstrate the efficacy of our algorithm in terms of iteration count.