Chengshuai Shi

LG
h-index18
26papers
526citations
Novelty65%
AI Score61

26 Papers

LGMay 31, 2022
Nearly Minimax Optimal Offline Reinforcement Learning with Linear Function Approximation: Single-Agent MDP and Markov Game

Wei Xiong, Han Zhong, Chengshuai Shi et al.

Offline reinforcement learning (RL) aims at learning an optimal strategy using a pre-collected dataset without further interactions with the environment. While various algorithms have been proposed for offline RL in the previous literature, the minimax optimality has only been (nearly) established for tabular Markov decision processes (MDPs). In this paper, we focus on offline RL with linear function approximation and propose a new pessimism-based algorithm for offline linear MDP. At the core of our algorithm is the uncertainty decomposition via a reference function, which is new in the literature of offline RL under linear function approximation. Theoretical analysis demonstrates that our algorithm can match the performance lower bound up to logarithmic factors. We also extend our techniques to the two-player zero-sum Markov games (MGs), and establish a new performance lower bound for MGs, which tightens the existing result, and verifies the nearly minimax optimality of the proposed algorithm. To the best of our knowledge, these are the first computationally efficient and nearly minimax optimal algorithms for offline single-agent MDPs and MGs with linear function approximation.

LGOct 4, 2022
A Self-Play Posterior Sampling Algorithm for Zero-Sum Markov Games

Wei Xiong, Han Zhong, Chengshuai Shi et al.

Existing studies on provably efficient algorithms for Markov games (MGs) almost exclusively build on the "optimism in the face of uncertainty" (OFU) principle. This work focuses on a different approach of posterior sampling, which is celebrated in many bandits and reinforcement learning settings but remains under-explored for MGs. Specifically, for episodic two-player zero-sum MGs, a novel posterior sampling algorithm is developed with general function approximation. Theoretical analysis demonstrates that the posterior sampling algorithm admits a $\sqrt{T}$-regret bound for problems with a low multi-agent decoupling coefficient, which is a new complexity measure for MGs, where $T$ denotes the number of episodes. When specialized to linear MGs, the obtained regret bound matches the state-of-the-art results. To the best of our knowledge, this is the first provably efficient posterior sampling algorithm for MGs with frequentist regret guarantees, which enriches the toolbox for MGs and promotes the broad applicability of posterior sampling.

LGSep 4, 2024
Building Math Agents with Multi-Turn Iterative Preference Learning

Wei Xiong, Chengshuai Shi, Jiaming Shen et al.

Recent studies have shown that large language models' (LLMs) mathematical problem-solving capabilities can be enhanced by integrating external tools, such as code interpreters, and employing multi-turn Chain-of-Thought (CoT) reasoning. While current methods focus on synthetic data generation and Supervised Fine-Tuning (SFT), this paper studies the complementary direct preference learning approach to further improve model performance. However, existing direct preference learning algorithms are originally designed for the single-turn chat task, and do not fully address the complexities of multi-turn reasoning and external tool integration required for tool-integrated mathematical reasoning tasks. To fill in this gap, we introduce a multi-turn direct preference learning framework, tailored for this context, that leverages feedback from code interpreters and optimizes trajectory-level preferences. This framework includes multi-turn DPO and multi-turn KTO as specific implementations. The effectiveness of our framework is validated through training of various language models using an augmented prompt set from the GSM8K and MATH datasets. Our results demonstrate substantial improvements: a supervised fine-tuned Gemma-1.1-it-7B model's performance increased from 77.5% to 83.9% on GSM8K and from 46.1% to 51.2% on MATH. Similarly, a Gemma-2-it-9B model improved from 84.1% to 86.3% on GSM8K and from 51.0% to 54.5% on MATH.

LGMay 11Code
Continual Harness: Online Adaptation for Self-Improving Foundation Agents

Seth Karten, Joel Zhang, Tersoo Upaa et al.

Coding harnesses such as Claude Code and OpenHands wrap foundation models with tools, memory, and planning, but no equivalent exists for embodied agents' long-horizon partial-observability decision-making. We first report our Gemini Plays Pokemon (GPP) experiments. With iterative human-in-the-loop harness refinement, GPP became the first AI system to complete Pokemon Blue, Yellow Legacy on hard mode, and Crystal without a lost battle. In the hardest stages, the agent itself began iterating on its strategy through long-context memory, surfacing emergent self-improvement signals alongside human-in-the-loop refinement. Continual Harness removes the human fully from this loop: a reset-free self-improving harness for embodied agents that formalizes and automates what we observed. Starting from only a minimal environment interface, the agent alternates between acting and refining its own prompt, sub-agents, skills, and memory, drawing on any past trajectory data. Prompt-optimization methods require episode resets; Continual Harness adapts online within a single run. On Pokemon Red and Emerald across frontier models, Continual Harness starting from scratch substantially reduces button-press cost relative to the minimalist baseline and recovers a majority of the gap to a hand-engineered expert harness, with capability-dependent gains, despite starting from the same raw interface with no curated knowledge, no hand-crafted tools, and no domain scaffolding. We then close the loop with the model itself: an online process-reward co-learning loop, in which an open-source agent's rollouts through the refining harness are relabeled by a frontier teacher and used to update the model, drives sustained in-game milestone progress on Pokemon Red without resetting the environment between training iterations.

MLJun 14, 2023
Provably Efficient Offline Reinforcement Learning with Perturbed Data Sources

Chengshuai Shi, Wei Xiong, Cong Shen et al.

Existing theoretical studies on offline reinforcement learning (RL) mostly consider a dataset sampled directly from the target task. In practice, however, data often come from several heterogeneous but related sources. Motivated by this gap, this work aims at rigorously understanding offline RL with multiple datasets that are collected from randomly perturbed versions of the target task instead of from itself. An information-theoretic lower bound is derived, which reveals a necessary requirement on the number of involved sources in addition to that on the number of data samples. Then, a novel HetPEVI algorithm is proposed, which simultaneously considers the sample uncertainties from a finite number of data samples per data source and the source uncertainties due to a finite number of available data sources. Theoretical analyses demonstrate that HetPEVI can solve the target task as long as the data sources collectively provide a good data coverage. Moreover, HetPEVI is demonstrated to be optimal up to a polynomial factor of the horizon length. Finally, the study is extended to offline Markov games and offline robust RL, which demonstrates the generality of the proposed designs and theoretical analyses.

LGMay 14
Efficient Multi-objective Prompt Optimization via Pure-exploration Bandits

Donghao Li, Chengshuai Shi, Weijuan Ou et al.

Prompt engineering has become central to eliciting the capabilities of large language models (LLMs). At its core lies prompt selection -- efficiently identifying the most effective prompts. However, most prior investigations overlook a key challenge: the inherently multi-faceted nature of prompt performance, which cannot be captured by a single metric. To fill this gap, we study the multi-objective prompt selection problem under two practical settings: Pareto prompt set recovery and best feasible prompt identification. Casting the problem into the pure-exploration bandits framework, we adapt provably efficient algorithms from multi-objective bandits and further introduce a novel design for best feasible arm identification in structured bandits, with theoretical guarantees on the identification error in the linear case. Extensive experiments across multiple LLMs show that the bandit-based approaches yield significant improvements over baselines, establishing a principled and efficient framework for multi-objective prompt optimization.

LGMay 14
Is One Score Enough? Rethinking the Evaluation of Sequentially Evolving LLM Memory

Songwei Dong, Zihan Chen, Chengshuai Shi et al.

Memory plays a central role in enabling large language models (LLMs) to operate over sequential tasks by accumulating and reusing experience over time. However, existing evaluations of LLM memory mostly rely on aggregate metrics such as final hold-out accuracy or cumulative online performance, which can obscure critical failure modes such as forgetting and negative transfer. In this paper, we introduce SeqMem-Eval, a diagnostic evaluation framework for sequentially evolving LLM memory. Drawing inspiration from continual learning, it targets a test-time setting in which memory is external, prompt-mediated, and updated without modifying model parameters. Rather than focusing only on final performance, SeqMem-Eval evaluates how memory states evolve, generalize, consolidate experience, and retain useful information during sequential inference. Specifically, it measures online utility, hold-out generalization, backward transfer, and forgetting, providing a finer-grained view of memory quality. Through extensive experiments across diverse tasks and memory methods, we show that higher final or cumulative accuracy does not necessarily imply better memory quality: many methods exhibit strong performance gains while suffering from substantial forgetting or negative transfer. Moreover, different memory designs exhibit distinct trade-offs between adaptability and stability that remain invisible under standard evaluation metrics.

LGMay 9
MLS-Bench: A Holistic and Rigorous Assessment of AI Systems on Building Better AI

Bohan Lyu, Yucheng Yang, Siqiao Huang et al.

Modern AI progress has been driven by ML methods that are generalizable across settings and scalable to larger regimes. As large language models demonstrate advanced capabilities in reasoning, coding, and engineering tasks, it is increasingly important to understand whether they can discover such methods rather than only apply existing ones. We introduce MLS-Bench, a benchmark for evaluating whether AI systems can invent generalizable and scalable ML methods. MLS-Bench contains 140 tasks across 12 domains, each requiring an agent to improve one targeted component of an ML system or algorithm and demonstrate that the improvement generalizes across controlled settings and scales. We find that current agents remain far from reliably surpassing human-designed methods, and that engineering-style tuning is easier for them than genuine method invention. We further study the effects of test-time scaling, adaptive compute allocation, and context provision on agents' discovery performance, together with case studies of their behavior. Our analyses suggest that the bottleneck is not only in proposing new methods, but also in the scientific insight needed to plan, validate, and scale claims about them. More search, compute, or context alone does not remove this bottleneck. We build and maintain a community platform for cumulative and comparable iteration, and release the data and code at https://mls-bench.com.

LGMay 7
$f$-Divergence Regularized RLHF: Two Tales of Sampling and Unified Analyses

Di Wu, Chengshuai Shi, Jing Yang et al.

Reinforcement Learning from Human Feedback (RLHF) has become a cornerstone technique for post-training large language models. While most existing approaches rely on the reverse KL-regularization, recent empirical studies have begun exploring alternative divergences (e.g., forward KL, chi-squared) as regularizers in RLHF. However, a unified theoretical understanding of general $f$-divergence regularization remains under-explored. To fill this gap, this work develops a comprehensive theoretical framework for online RLHF with a general $f$-divergence regularized objective. Rather than treating each possible divergence function individually, we adopt a holistic perspective across the entire function class and propose two algorithms based on distinct sampling principles. The first extends the classical optimism principle with a carefully designed exploration bonus, while the second introduces a new method that exploits the sensitivity of the optimal policy to reward perturbations under $f$-divergence regularization. Theoretical analysis shows that $O(\log T)$ regret and $O(1/T)$ sub-optimality gap are achievable, establishing provable efficiency of both algorithms and, to the best of our knowledge, the first performance bounds for online RLHF under general $f$-divergence regularization.

MLFeb 15, 2024
Efficient Prompt Optimization Through the Lens of Best Arm Identification

Chengshuai Shi, Kun Yang, Zihan Chen et al.

The remarkable instruction-following capability of large language models (LLMs) has sparked a growing interest in automatically finding good prompts, i.e., prompt optimization. Most existing works follow the scheme of selecting from a pre-generated pool of candidate prompts. However, these designs mainly focus on the generation strategy, while limited attention has been paid to the selection method. Especially, the cost incurred during the selection (e.g., accessing LLM and evaluating the responses) is rarely explicitly considered. To overcome this limitation, this work provides a principled framework, TRIPLE, to efficiently perform prompt selection under an explicit budget constraint. TRIPLE is built on a novel connection established between prompt optimization and fixed-budget best arm identification (BAI-FB) in multi-armed bandits (MAB); thus, it is capable of leveraging the rich toolbox from BAI-FB systematically and also incorporating unique characteristics of prompt optimization. Extensive experiments on multiple well-adopted tasks using various LLMs demonstrate the remarkable performance improvement of TRIPLE over baselines while satisfying the limited budget constraints. As an extension, variants of TRIPLE are proposed to efficiently select examples for few-shot prompts, also achieving superior empirical performance.

LGMay 1
Odysseus: Scaling VLMs to 100+ Turn Decision-Making in Games via Reinforcement Learning

Chengshuai Shi, Wenzhe Li, Xinran Liang et al.

Given the rapidly growing capabilities of vision-language models (VLMs), extending them to interactive decision-making tasks such as video games has emerged as a promising frontier. However, existing approaches either rely on large-scale supervised fine-tuning (SFT) on human trajectories or apply reinforcement learning (RL) only in relatively short-horizon settings (typically around 20--30 turns). In this work, we study RL-based training of VLMs for long-horizon decision-making in Super Mario Land, a visually grounded environment requiring 100+ turns of interaction with coordinated perception, reasoning, and action. We begin with a systematic investigation of key algorithmic components and propose an adapted variant of PPO with a lightweight turn-level critic, which substantially improves training stability and sample efficiency over critic-free methods such as GRPO and Reinforce++. We further show that pretrained VLMs provide strong action priors, significantly improving sample efficiency during RL training and reducing the need for manual design choices such as action engineering, compared to classical deep RL trained from scratch. Building on these insights, we introduce Odysseus, an open training framework for VLM agents, achieving substantial gains across multiple levels of the game and at least 3 times average game progresses than frontier models. Moreover, the trained models exhibit consistent improvements under both in-game and cross-game generalization settings, while maintaining general-domain capabilities. Overall, our results identify key ingredients for making RL stable and effective in long-horizon, multi-modal settings, and provide practical guidance for developing VLMs as embodied agents.

AIOct 28, 2025
From Cross-Task Examples to In-Task Prompts: A Graph-Based Pseudo-Labeling Framework for In-context Learning

Zihan Chen, Song Wang, Xingbo Fu et al.

The capability of in-context learning (ICL) enables large language models (LLMs) to perform novel tasks without parameter updates by conditioning on a few input-output examples. However, collecting high-quality examples for new or challenging tasks can be costly and labor-intensive. In this work, we propose a cost-efficient two-stage pipeline that reduces reliance on LLMs for data labeling. Our approach first leverages readily available cross-task examples to prompt an LLM and pseudo-label a small set of target task instances. We then introduce a graph-based label propagation method that spreads label information to the remaining target examples without additional LLM queries. The resulting fully pseudo-labeled dataset is used to construct in-task demonstrations for ICL. This pipeline combines the flexibility of cross-task supervision with the scalability of LLM-free propagation. Experiments across five tasks demonstrate that our method achieves strong performance while lowering labeling costs.

LGOct 28, 2025
Greedy Sampling Is Provably Efficient for RLHF

Di Wu, Chengshuai Shi, Jing Yang et al.

Reinforcement Learning from Human Feedback (RLHF) has emerged as a key technique for post-training large language models. Despite its empirical success, the theoretical understanding of RLHF is still limited, as learning the KL-regularized target with only preference feedback poses additional challenges compared with canonical RL. Existing works mostly study the reward-based Bradley-Terry (BT) preference model, and extend classical designs utilizing optimism or pessimism. This work, instead, considers the general preference model (whose practical relevance has been observed recently) and obtains performance guarantees with major, order-wise improvements over existing ones. Surprisingly, these results are derived from algorithms that directly use the empirical estimates (i.e., greedy sampling), as opposed to constructing optimistic or pessimistic estimates in previous works. This insight has a deep root in the unique structural property of the optimal policy class under the KL-regularized target, and we further specialize it to the BT model, highlighting the surprising sufficiency of greedy sampling in RLHF.

LGMay 19, 2025
Augmenting Online RL with Offline Data is All You Need: A Unified Hybrid RL Algorithm Design and Analysis

Ruiquan Huang, Donghao Li, Chengshuai Shi et al.

This paper investigates a hybrid learning framework for reinforcement learning (RL) in which the agent can leverage both an offline dataset and online interactions to learn the optimal policy. We present a unified algorithm and analysis and show that augmenting confidence-based online RL algorithms with the offline dataset outperforms any pure online or offline algorithm alone and achieves state-of-the-art results under two learning metrics, i.e., sub-optimality gap and online learning regret. Specifically, we show that our algorithm achieves a sub-optimality gap $\tilde{O}(\sqrt{1/(N_0/\mathtt{C}(π^*|ρ)+N_1}) )$, where $\mathtt{C}(π^*|ρ)$ is a new concentrability coefficient, $N_0$ and $N_1$ are the numbers of offline and online samples, respectively. For regret minimization, we show that it achieves a constant $\tilde{O}( \sqrt{N_1/(N_0/\mathtt{C}(π^{-}|ρ)+N_1)} )$ speed-up compared to pure online learning, where $\mathtt{C}(π^-|ρ)$ is the concentrability coefficient over all sub-optimal policies. Our results also reveal an interesting separation on the desired coverage properties of the offline dataset for sub-optimality gap minimization and regret minimization. We further validate our theoretical findings in several experiments in special RL models such as linear contextual bandits and Markov decision processes (MDPs).

MLMar 10, 2025
Cost-Aware Optimal Pairwise Pure Exploration

Di Wu, Chengshuai Shi, Ruida Zhou et al.

Pure exploration is one of the fundamental problems in multi-armed bandits (MAB). However, existing works mostly focus on specific pure exploration tasks, without a holistic view of the general pure exploration problem. This work fills this gap by introducing a versatile framework to study pure exploration, with a focus on identifying the pairwise relationships between targeted arm pairs. Moreover, unlike existing works that only optimize the stopping time (i.e., sample complexity), this work considers that arms are associated with potentially different costs and targets at optimizing the cumulative cost that occurred during learning. Under the general framework of pairwise pure exploration with arm-specific costs, a performance lower bound is derived. Then, a novel algorithm, termed CAET (Cost-Aware Pairwise Exploration Task), is proposed. CAET builds on the track-and-stop principle with a novel design to handle the arm-specific costs, which can potentially be zero and thus represent a very challenging case. Theoretical analyses prove that the performance of CAET approaches the lower bound asymptotically. Special cases are further discussed, including an extension to regret minimization, which is another major focus of MAB. The effectiveness and efficiency of CAET are also verified through experimental results under various settings.

MLOct 13, 2024
Transformers as Game Players: Provable In-context Game-playing Capabilities of Pre-trained Models

Chengshuai Shi, Kun Yang, Jing Yang et al.

The in-context learning (ICL) capability of pre-trained models based on the transformer architecture has received growing interest in recent years. While theoretical understanding has been obtained for ICL in reinforcement learning (RL), the previous results are largely confined to the single-agent setting. This work proposes to further explore the in-context learning capabilities of pre-trained transformer models in competitive multi-agent games, i.e., in-context game-playing (ICGP). Focusing on the classical two-player zero-sum games, theoretical guarantees are provided to demonstrate that pre-trained transformers can provably learn to approximate Nash equilibrium in an in-context manner for both decentralized and centralized learning settings. As a key part of the proof, constructional results are established to demonstrate that the transformer architecture is sufficiently rich to realize celebrated multi-agent game-playing algorithms, in particular, decentralized V-learning and centralized VI-ULCB.

MLDec 26, 2023
Harnessing the Power of Federated Learning in Federated Contextual Bandits

Chengshuai Shi, Ruida Zhou, Kun Yang et al.

Federated learning (FL) has demonstrated great potential in revolutionizing distributed machine learning, and tremendous efforts have been made to extend it beyond the original focus on supervised learning. Among many directions, federated contextual bandits (FCB), a pivotal integration of FL and sequential decision-making, has garnered significant attention in recent years. Despite substantial progress, existing FCB approaches have largely employed their tailored FL components, often deviating from the canonical FL framework. Consequently, even renowned algorithms like FedAvg remain under-utilized in FCB, let alone other FL advancements. Motivated by this disconnection, this work takes one step towards building a tighter relationship between the canonical FL study and the investigations on FCB. In particular, a novel FCB design, termed FedIGW, is proposed to leverage a regression-based CB algorithm, i.e., inverse gap weighting. Compared with existing FCB approaches, the proposed FedIGW design can better harness the entire spectrum of FL innovations, which is concretely reflected as (1) flexible incorporation of (both existing and forthcoming) FL protocols; (2) modularized plug-in of FL analyses in performance guarantees; (3) seamless integration of FL appendages (such as personalization, robustness, and privacy). We substantiate these claims through rigorous theoretical analyses and empirical evaluations.

MLMay 6, 2023
On High-dimensional and Low-rank Tensor Bandits

Chengshuai Shi, Cong Shen, Nicholas D. Sidiropoulos

Most existing studies on linear bandits focus on the one-dimensional characterization of the overall system. While being representative, this formulation may fail to model applications with high-dimensional but favorable structures, such as the low-rank tensor representation for recommender systems. To address this limitation, this work studies a general tensor bandits model, where actions and system parameters are represented by tensors as opposed to vectors, and we particularly focus on the case that the unknown system tensor is low-rank. A novel bandit algorithm, coined TOFU (Tensor Optimism in the Face of Uncertainty), is developed. TOFU first leverages flexible tensor regression techniques to estimate low-dimensional subspaces associated with the system tensor. These estimates are then utilized to convert the original problem to a new one with norm constraints on its system parameters. Lastly, a norm-constrained bandit subroutine is adopted by TOFU, which utilizes these constraints to avoid exploring the entire high-dimensional parameter space. Theoretical analyses show that TOFU improves the best-known regret upper bound by a multiplicative factor that grows exponentially in the system order. A novel performance lower bound is also established, which further corroborates the efficiency of TOFU.

MLMay 3, 2023
Reward Teaching for Federated Multi-armed Bandits

Chengshuai Shi, Wei Xiong, Cong Shen et al.

Most of the existing federated multi-armed bandits (FMAB) designs are based on the presumption that clients will implement the specified design to collaborate with the server. In reality, however, it may not be possible to modify the clients' existing protocols. To address this challenge, this work focuses on clients who always maximize their individual cumulative rewards, and introduces a novel idea of ``reward teaching'', where the server guides the clients towards global optimality through implicit local reward adjustments. Under this framework, the server faces two tightly coupled tasks of bandit learning and target teaching, whose combination is non-trivial and challenging. A phased approach, called Teaching-After-Learning (TAL), is first designed to encourage and discourage clients' explorations separately. General performance analyses of TAL are established when the clients' strategies satisfy certain mild requirements. With novel technical approaches developed to analyze the warm-start behaviors of bandit algorithms, particularized guarantees of TAL with clients running UCB or epsilon-greedy strategies are then obtained. These results demonstrate that TAL achieves logarithmic regrets while only incurring logarithmic adjustment costs, which is order-optimal w.r.t. a natural lower bound. As a further extension, the Teaching-While-Learning (TWL) algorithm is developed with the idea of successive arm elimination to break the non-adaptive phase separation in TAL. Rigorous analyses demonstrate that when facing clients with UCB1, TWL outperforms TAL in terms of the dependencies on sub-optimality gaps thanks to its adaptive design. Experimental results demonstrate the effectiveness and generality of the proposed algorithms.

MLOct 27, 2021
(Almost) Free Incentivized Exploration from Decentralized Learning Agents

Chengshuai Shi, Haifeng Xu, Wei Xiong et al.

Incentivized exploration in multi-armed bandits (MAB) has witnessed increasing interests and many progresses in recent years, where a principal offers bonuses to agents to do explorations on her behalf. However, almost all existing studies are confined to temporary myopic agents. In this work, we break this barrier and study incentivized exploration with multiple and long-term strategic agents, who have more complicated behaviors that often appear in real-world applications. An important observation of this work is that strategic agents' intrinsic needs of learning benefit (instead of harming) the principal's explorations by providing "free pulls". Moreover, it turns out that increasing the population of agents significantly lowers the principal's burden of incentivizing. The key and somewhat surprising insight revealed from our results is that when there are sufficiently many learning agents involved, the exploration process of the principal can be (almost) free. Our main results are built upon three novel components which may be of independent interest: (1) a simple yet provably effective incentive-provision strategy; (2) a carefully crafted best arm identification algorithm for rewards aggregated under unequal confidences; (3) a high-probability finite-time lower bound of UCB algorithms. Experimental results are provided to complement the theoretical analysis.

MLOct 27, 2021
Heterogeneous Multi-player Multi-armed Bandits: Closing the Gap and Generalization

Chengshuai Shi, Wei Xiong, Cong Shen et al.

Despite the significant interests and many progresses in decentralized multi-player multi-armed bandits (MP-MAB) problems in recent years, the regret gap to the natural centralized lower bound in the heterogeneous MP-MAB setting remains open. In this paper, we propose BEACON -- Batched Exploration with Adaptive COmmunicatioN -- that closes this gap. BEACON accomplishes this goal with novel contributions in implicit communication and efficient exploration. For the former, we propose a novel adaptive differential communication (ADC) design that significantly improves the implicit communication efficiency. For the latter, a carefully crafted batched exploration scheme is developed to enable incorporation of the combinatorial upper confidence bound (CUCB) principle. We then generalize the existing linear-reward MP-MAB problems, where the system reward is always the sum of individually collected rewards, to a new MP-MAB problem where the system reward is a general (nonlinear) function of individual rewards. We extend BEACON to solve this problem and prove a logarithmic regret. BEACON bridges the algorithm design and regret analysis of combinatorial MAB (CMAB) and MP-MAB, two largely disjointed areas in MAB, and the results in this paper suggest that this previously ignored connection is worth further investigation.

ITJun 25, 2021
Multi-player Multi-armed Bandits with Collision-Dependent Reward Distributions

Chengshuai Shi, Cong Shen

We study a new stochastic multi-player multi-armed bandits (MP-MAB) problem, where the reward distribution changes if a collision occurs on the arm. Existing literature always assumes a zero reward for involved players if collision happens, but for applications such as cognitive radio, the more realistic scenario is that collision reduces the mean reward but not necessarily to zero. We focus on the more practical no-sensing setting where players do not perceive collisions directly, and propose the Error-Correction Collision Communication (EC3) algorithm that models implicit communication as a reliable communication over noisy channel problem, for which random coding error exponent is used to establish the optimal regret that no communication protocol can beat. Finally, optimizing the tradeoff between code length and decoding error rate leads to a regret that approaches the centralized MP-MAB regret, which represents a natural lower bound. Experiments with practical error-correction codes on both synthetic and real-world datasets demonstrate the superiority of EC3. In particular, the results show that the choice of coding schemes has a profound impact on the regret performance.

LGFeb 25, 2021
Federated Multi-armed Bandits with Personalization

Chengshuai Shi, Cong Shen, Jing Yang

A general framework of personalized federated multi-armed bandits (PF-MAB) is proposed, which is a new bandit paradigm analogous to the federated learning (FL) framework in supervised learning and enjoys the features of FL with personalization. Under the PF-MAB framework, a mixed bandit learning problem that flexibly balances generalization and personalization is studied. A lower bound analysis for the mixed model is presented. We then propose the Personalized Federated Upper Confidence Bound (PF-UCB) algorithm, where the exploration length is chosen carefully to achieve the desired balance of learning the local model and supplying global information for the mixed learning objective. Theoretical analysis proves that PF-UCB achieves an $O(\log(T))$ regret regardless of the degree of personalization, and has a similar instance dependency as the lower bound. Experiments using both synthetic and real-world datasets corroborate the theoretical analysis and demonstrate the effectiveness of the proposed algorithm.

LGJan 28, 2021
Federated Multi-Armed Bandits

Chengshuai Shi, Cong Shen

Federated multi-armed bandits (FMAB) is a new bandit paradigm that parallels the federated learning (FL) framework in supervised learning. It is inspired by practical applications in cognitive radio and recommender systems, and enjoys features that are analogous to FL. This paper proposes a general framework of FMAB and then studies two specific federated bandit models. We first study the approximate model where the heterogeneous local models are random realizations of the global model from an unknown distribution. This model introduces a new uncertainty of client sampling, as the global model may not be reliably learned even if the finite local models are perfectly known. Furthermore, this uncertainty cannot be quantified a priori without knowledge of the suboptimality gap. We solve the approximate model by proposing Federated Double UCB (Fed2-UCB), which constructs a novel "double UCB" principle accounting for uncertainties from both arm and client sampling. We show that gradually admitting new clients is critical in achieving an O(log(T)) regret while explicitly considering the communication cost. The exact model, where the global bandit model is the exact average of heterogeneous local models, is then studied as a special case. We show that, somewhat surprisingly, the order-optimal regret can be achieved independent of the number of clients with a careful choice of the update periodicity. Experiments using both synthetic and real-world datasets corroborate the theoretical analysis and demonstrate the effectiveness and efficiency of the proposed algorithms.

ITNov 2, 2020
On No-Sensing Adversarial Multi-player Multi-armed Bandits with Collision Communications

Chengshuai Shi, Cong Shen

We study the notoriously difficult no-sensing adversarial multi-player multi-armed bandits (MP-MAB) problem from a new perspective. Instead of focusing on the hardness of multiple players, we introduce a new dimension of hardness, called attackability. All adversaries can be categorized based on the attackability and we introduce Adversary-Adaptive Collision-Communication (A2C2), a family of algorithms with forced-collision communication among players. Both attackability-aware and unaware settings are studied, and information-theoretic tools of the Z-channel model and error-correction coding are utilized to address the challenge of implicit communication without collision information in an adversarial environment. For the more challenging attackability-unaware problem, we propose a simple method to estimate the attackability enabled by a novel error-detection repetition code and randomized communication for synchronization. Theoretical analysis proves that asymptotic attackability-dependent sublinear regret can be achieved, with or without knowing the attackability. In particular, the asymptotic regret does not have an exponential dependence on the number of players, revealing a fundamental tradeoff between the two dimensions of hardness in this problem.

LGFeb 29, 2020
Decentralized Multi-player Multi-armed Bandits with No Collision Information

Chengshuai Shi, Wei Xiong, Cong Shen et al.

The decentralized stochastic multi-player multi-armed bandit (MP-MAB) problem, where the collision information is not available to the players, is studied in this paper. Building on the seminal work of Boursier and Perchet (2019), we propose error correction synchronization involving communication (EC-SIC), whose regret is shown to approach that of the centralized stochastic MP-MAB with collision information. By recognizing that the communication phase without collision information corresponds to the Z-channel model in information theory, the proposed EC-SIC algorithm applies optimal error correction coding for the communication of reward statistics. A fixed message length, as opposed to the logarithmically growing one in Boursier and Perchet (2019), also plays a crucial role in controlling the communication loss. Experiments with practical Z-channel codes, such as repetition code, flip code and modified Hamming code, demonstrate the superiority of EC-SIC in both synthetic and real-world datasets.