Square-Root Regret for Adversarial Multiplayer Bandits without Collision Information or Shared Randomness
Organizations: Tsinghua University
Abstract
We study adversarial multiplayer bandits with arms and labeled players, without collision information, shared randomness, or an external communication channel. We design a constructive communication and synchronization protocol with a Monte Carlo public constructor. With probability at least over preprocessing, where , its fixed published output satisfies
simultaneously for every oblivious reward sequence chosen after preprocessing. Here is expected regret over the players' private execution randomness. Positive reward observations establish a common learning schedule and synchronize players before learning begins. The cost of delayed communication is charged to the support of positive rewards, ensuring that periods with little useful feedback incur only limited regret. A slow--fast learning procedure then maintains valid reward estimates while assignments and scores are exchanged.
Figures & tables
| Slot | Probability | Role |
|---|---|---|
| DATA | Play arms and possibly record one reward. | |
| DOWN | Send an assignment and confirm that its recipient decoded it. | |
| UP | Return a score, or certify that the coordinator received all assignment receipts. |
Appendix figures & tables2 assets
Supplementary material from the paper’s appendix.
Appendix
| Component | Stored data | Detailed construction |
|---|---|---|
| Masks | , with . | Algorithm 10 . |
| Code | , shared by all bootstrap columns. | Subsection B.3 and Lemma 28 . |
| Bootstrap arrays | For each player , block , and column , the published permutation ; for each position , the variables , , , , and , determining the arm maps and . | Subsections B.2 and B.3 ; Figure 2 . |
| Control rows | , with the finite coordinate and hash namespaces specified in Subsection B.4 . | Subsection B.4 . |