2.3ITSep 19, 2024
On the Regret of Coded Caching with Adversarial RequestsAnupam Nayak, Kota Srinivas Reddy, Nikhil Karamchandani
We study the well-known coded caching problem in an online learning framework, wherein requests arrive sequentially, and an online policy can update the cache contents based on the history of requests seen thus far. We introduce a caching policy based on the Follow-The-Perturbed-Leader principle and show that for any time horizon T and any request sequence, it achieves a sub-linear regret of \mathcal{O}(\sqrt(T) ) with respect to an oracle that knows the request sequence beforehand. Our study marks the first examination of adversarial regret in the coded caching setup. Furthermore, we also address the issue of switching cost by establishing an upper bound on the expected number of cache updates made by our algorithm under unrestricted switching and also provide an upper bound on the regret under restricted switching when cache updates can only happen in a pre-specified subset of timeslots. Finally, we validate our theoretical insights with numerical results using a real-world dataset
15.7LGOct 15, 2025
Achieving Logarithmic Regret in KL-Regularized Zero-Sum Markov GamesAnupam Nayak, Tong Yang, Osman Yagan et al.
Reverse Kullback-Leibler (KL) divergence-based regularization with respect to a fixed reference policy is widely used in modern reinforcement learning to preserve the desired traits of the reference policy and sometimes to promote exploration (using uniform reference policy, known as entropy regularization). Beyond serving as a mere anchor, the reference policy can also be interpreted as encoding prior knowledge about good actions in the environment. In the context of alignment, recent game-theoretic approaches have leveraged KL regularization with pretrained language models as reference policies, achieving notable empirical success in self-play methods. Despite these advances, the theoretical benefits of KL regularization in game-theoretic settings remain poorly understood. In this work, we develop and analyze algorithms that provably achieve improved sample efficiency under KL regularization. We study both two-player zero-sum Matrix games and Markov games: for Matrix games, we propose OMG, an algorithm based on best response sampling with optimistic bonuses, and extend this idea to Markov games through the algorithm SOMG, which also uses best response sampling and a novel concept of superoptimistic bonuses. Both algorithms achieve a logarithmic regret in $T$ that scales inversely with the KL regularization strength $β$ in addition to the standard $\widetilde{\mathcal{O}}(\sqrt{T})$ regret independent of $β$ which is attained in both regularized and unregularized settings