Dueling Bandits
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14 papers3 papers in the last four weeks, with none the four weeks before. 0.0% of all new papers.
Effective test-time personalization requires LLM agents to adapt to query-dependent user preferences from lightweight interaction. We study persona selection with binary comparisons between candidate responses as the online signal. We present ID-TAP, a scalable, IDS-inspired neural dueling-bandit framework for large discrete persona spaces. ID-TAP combines a query-conditioned neural utility model with a lightweight Bradley-Terry explorer, and transfers comparison evidence across related queries through similarity-weighted warm starts. The neural model shares statistical strength across queries while preserving query-specific scores, and efficient BT updates score hypothetical challengers. Across seven user-conditioned generation benchmarks under reference- and model-based preference simulators, ID-TAP achieves the strongest aggregate performance among the evaluated baselines within a fixed ten-round comparison budget. These results support information-directed challenger selection as an effective design for test-time persona adaptation.
Replicable Dueling Bandits
Dueling bandits choose each comparison based on earlier noisy outcomes, so two runs on the same preferences can compare different pairs. We study replicable dueling bandits, where two executions with shared internal randomness and independent comparison outcomes must select the same ordered pair in every round with probability at least . Building on Beat-the-Mean, whose scores change as arms are eliminated and need not rank the best arm highest, we design the first such algorithms with sublinear regret. Under relaxed stochastic transitivity with parameter and the stochastic triangle inequality, we design an algorithm that achieves expected regret , where . Under strong stochastic transitivity, we design an algorithm based on simultaneous elimination that improves the dependence on and achieves regret. For linear dueling bandits, we design an algorithm that achieves regret . Experiments on synthetic and language-model preferences show replicability, with sublinear regret.
Cost-Aware Best-LLM Identification using Dueling Feedback
Inspired by the problem of identifying the best model from a collection of large language models (LLMs) with heterogeneous querying costs, we formulate and analyse a variant of the multi-armed bandit (MAB) with (i) dueling feedback, where pairwise comparisons between model responses provide robust preference signals, and (ii) heterogeneous sampling costs, reflecting the differing costs of querying different LLMs. Assuming the existence of a Condorcet winner, a condition we empirically validate across multiple real-world datasets, we propose a Track-and-Stop style algorithm for best-arm identification with prescribed confidence. We prove that the algorithm almost surely achieves the asymptotically optimal cost as the error tends to zero. Finally, we extensively evaluate our approach on both synthetic and real-world instances, demonstrating consistent improvements over classical cost-unaware algorithms and their cost-aware extensions.
Optimal Top- Identification from Pairwise Comparisons
We study the active learning problem of fixed-confidence top- identification from noisy pairwise comparisons. In this problem, an algorithm sequentially chooses pairs of items to compare, observes the outcomes, and stops when it can return the set of top- items with error probability at most . The objective is to design such a -correct procedure that minimizes the expected number of comparisons (the sample complexity). This problem falls within the broader literature on fixed-confidence pure exploration in bandit models, where a common target is asymptotic optimality: the algorithm's expected sample complexity matches the information theoretic lower bound as . Asymptotically optimal procedures have been developed for a range of fixed-confidence pure-exploration problems, however to the best of our knowledge, for top-, or more generally top- identification from pairwise comparisons under latent utility models an asymptotically optimal algorithm has not been established. In this setting, we develop such an algorithm. We characterize the structure of the lower bound and formulate it as a saddle-point problem. This structure enables a computationally efficient primal-dual procedure that learns the asymptotically optimal comparison allocation online. We then construct an adaptive comparison-allocation algorithm that tracks the allocation learned by the primal-dual procedure and prove it is asymptotically optimal.
Tree-Guided Identify-Then-Exploit: A Unified Framework of Best Arm Identification and Regret Minimization for Dueling Bandits
We study -armed stochastic dueling bandits under the Condorcet-winner assumption, where three widely adopted objectives are considered: best-arm identification (BAI), weak regret, and strong regret. We propose Tree-Guided Identify-Then-Exploit (TG-ITE), the first unified framework to tackle all these objectives to our knowledge. Without requiring stronger assumptions, we propose a shared tree-guided identification approach to find a high-confidence incumbent within comparisons. We further propose varied exploitation strategies to utilize this warm-start stage to optimize the specific objectives at hand. This methodology enables our approach to (1) achieve sample complexity in BAI without commonly adopted stronger assumptions; (2) build the first winner-stays-style algorithm to achieve weak regret; (3) enjoy the same guarantee as specialized strong-regret approaches; (4) realize the joint optimization of BAI and weak regret with guarantees for both, eliminating the sub-optimal gap of in the existing approach. Our results provide evidence that the trade-off between BAI and regret minimization is relatively benign in dueling bandits.
CUPID in the Model Zoo: Online Matchmaking for Selecting Your Dream LLM
Users increasingly face the challenge of selecting an appropriate LLM for a given task from a rapidly growing pool of LLMs, each with distinct but often opaque latent properties. Compounding this challenge, users may lack the vocabulary or awareness to explicitly articulate the characteristics they value in an LLM's responses or deployment. We propose an interaction-efficient active learning framework in which a dueling bandit algorithm iteratively selects pairs of LLMs, collects user feedback about their responses, and updates its belief about the user's latent preferences. We introduce a novel belief-aware upper confidence bound strategy that balances exploration of the model pool with exploitation of inferred preferences, enabling efficient alignment between user needs and LLM capabilities under user-specified cost and time budgets. Through diverse experiments on LLMs and human studies, we experimentally verify that our model can efficiently match well-aligned LLMs to users at a lower cost.
Near-Optimal Last-Iterate Convergence for Zero-Sum Games with Bandit Feedback and Opponent Actions
Last-iterate convergence of learning dynamics in games has attracted significant recent attention. In two-player zero-sum games with bandit feedback, where only the loss of the selected action pair is observed, Fiegel et al. (2025) show a separation between average-iterate and last-iterate convergence in duality gap: while the optimal t^(-1/2) rate after t rounds is achievable for the former via standard no-regret algorithms, the latter cannot converge faster than t^(-1/3) in expectation or t^(-1/4) with high probability. However, in many practical settings, such as preference learning, the players observe not only their loss but also the opponent's action. This raises a natural question: can such additional information enable faster last-iterate convergence? We answer this question affirmatively, showing that t^(-1/2) last-iterate convergence is achievable with high probability in this setting, via an efficient algorithm that updates its strategy infrequently by solving an estimated log-barrier-regularized game. We identify fundamental obstacles preventing standard analysis for multi-armed bandits, the single-player case, from generalizing to games, and develop a novel analysis to overcome them. Experiments confirm that our algorithm indeed converges faster than naive baselines and prior methods that do not exploit opponent-action feedback. Finally, we note that our results also improve those for dueling bandits, a special case with skew-symmetric game matrices.
Best Arm Identification in Generalized Linear Bandits via Hybrid Feedback
We study fixed-confidence best arm identification in generalized linear bandits under a hybrid feedback model: at each round, the learner may query either (i) absolute reward feedback from a single arm or (ii) relative (dueling) feedback from an arm pair, both governed by generalized linear models. We introduce a likelihood-ratio--based confidence sequence that unifies heterogeneous generalized linear observations and yields an explicit ellipsoidal confidence set under a self-concordance assumption. Building on this confidence set, we propose a hybrid Track-and-Stop algorithm that adaptively allocates queries by tracking a minimax-optimal design over a joint action space of arms and pairs. We establish -correctness and provide high-probability upper bounds on the stopping time. We further extend the framework to a cost-aware setting that accounts for heterogeneous acquisition costs across feedback modalities. Empirical experiments demonstrate that the proposed algorithms significantly improve sample efficiency over baseline methods.
Multi-User Dueling Bandits: A Fair Approach using Nash Social Welfare
Learning from human preference data is becoming a useful tool, from fine-tuning large language models to training reinforcement learning agents. However, in most scenarios, the model is trained on the average preference of all human evaluators, which, under large variations of preferences, can be unfair to minority groups. In this work, we consider fairness in dueling bandits, a standard framework for online learning from preference data. We assume that each user has a (potentially distinct) Condorcet winner, which is an arm preferred to every other arm. Using these user-specific Condorcet winners as reference points, we evaluate and score arms according to their performance relative to the corresponding winner. To promote fairness across heterogeneous users, we adopt the well-established Nash Social Welfare objective, which maximizes the product of user utilities, thereby inherently penalizing inequality and preventing the marginalization of any single user. Within this framework, we construct a hard instance to establish a regret lower bound of for a time horizon , arms, and users, which, to the best of our knowledge, is the first result quantifying the cost of fairness in dueling bandits with heterogeneous preferences. We then present the Fair-Explore-Then-Commit and Fair--Greedy algorithms with a Condorcet winner identification phase. We further derive their regret upper bounds that match the lower-bound dependence on up to logarithmic factors.
Analysis of Search Heuristics in the Multi-Armed Bandit Setting
We consider the classic Multi-Armed Bandit setting to understand the exploration/exploitation tradeoffs made by different search heuristics. Since many search heuristics work by comparing different options (in evolutionary algorithms called "individuals"; in the Bandit literature called "arms"), we work with the "Dueling Bandits" setting. In each iteration, a comparison between different arms can be made; in the binary stochastic setting, each arm has a fixed winning probability against any other arm. A Condorcet winner is any arm that beats every other arm with a probability strictly higher than . We show that evolutionary algorithms are rather bad at identifying the Condorcet winner: Even if the Condorcet winner beats every other arm with a probability , the (1+1) EA, in its stationary distribution, chooses the Condorcet winner only with constant probability if . By contrast, we show that a simple EDA (based on the Max-Min Ant System with iteration-best update) will choose the Condorcet winner in its maintained distribution with probability . As a remedy for the (1+1) EA, we show how repeated duels can significantly boost the probability of the Condorcet winner in the stationary distribution.
Lipschitz Dueling Bandits over Continuous Action Spaces
We study for the first time, stochastic dueling bandits over continuous action spaces with Lipschitz structure, where feedback is purely comparative. While dueling bandits and Lipschitz bandits have been studied separately, their combination has remained unexplored. We propose the first algorithm for Lipschitz dueling bandits, using round-based exploration and recursive region elimination guided by an adaptive reference arm. We develop new analytical tools for relative feedback and prove a regret bound of , where is the zooming dimension of the near-optimal region. Further, our algorithm takes only logarithmic space in terms of the total time horizon, best achievable by any bandit algorithm over a continuous action space.
Best-of-Both-Worlds Multi-Dueling Bandits: Unified Algorithms for Stochastic and Adversarial Preferences under Condorcet and Borda Objectives
Multi-dueling bandits, where a learner selects arms per round and observes only the winner, arise naturally in many applications including ranking and recommendation systems, yet a fundamental question has remained open: can a single algorithm perform optimally in both stochastic and adversarial environments, without knowing which regime it faces? We answer this affirmatively, providing the first best-of-both-worlds algorithms for multi-dueling bandits under both Condorcet and Borda objectives. For the Condorcet setting, we propose , a black-box reduction that converts any dueling bandit algorithm into a multi-dueling bandit algorithm by transforming multi-way winner feedback into an unbiased pairwise signal. Instantiating our reduction with yields the first best-of-both-worlds algorithm for multi-dueling bandits: it achieves pseudo-regret against adversarial preferences and the instance-optimal pseudo-regret under stochastic preferences, both simultaneously and without prior knowledge of the regime. For the Borda setting, we propose , a stochastic-and-adversarial algorithm that achieves regret in stochastic environments and regret against adversaries, again without prior knowledge of the regime. We complement our upper bounds with matching lower bounds for the Condorcet setting. For the Borda setting, our upper bounds are near-optimal with respect to the lower bounds (within a factor of ) and match the best-known results in the literature.
The Sampling Complexity of Condorcet Winner Identification in Dueling Bandits
We study best-arm identification in stochastic dueling bandits under the sole assumption that a Condorcet winner exists, i.e., an arm that wins each noisy pairwise comparison with probability at least . We introduce a new identification procedure that exploits the full gap matrix (where is the probability that arm beats arm ), rather than only the gaps between the Condorcet winner and the other arms. We derive high-probability, instance-dependent sample-complexity guarantees that (up to logarithmic factors) improve the best known ones by leveraging informative comparisons beyond those involving the winner. We complement these results with new lower bounds which, to our knowledge, are the first for Condorcet-winner identification in stochastic dueling bandits. Our lower-bound analysis isolates the intrinsic cost of locating informative entries in the gap matrix and estimating them to the required confidence, establishing the optimality of our non-asymptotic bounds. Overall, our results reveal new regimes and trade-offs in the sample complexity that are not captured by asymptotic analyses based only on the expected budget.
PARWiS: Winner determination under shoestring budgets using active pairwise comparisons
Determining a winner among a set of items using active pairwise comparisons under a limited budget is a challenging problem in preference-based learning. The goal of this study is to implement and evaluate the PARWiS algorithm, which shows spectral ranking and disruptive pair selection to identify the best item under shoestring budgets. This work have extended the PARWiS with a contextual variant (Contextual PARWiS) and a reinforcement learning-based variant (RL PARWiS), comparing them against baselines, including Double Thompson Sampling and a random selection strategy. This evaluation spans synthetic and real-world datasets (Jester and MovieLens), using budgets of 40, 60, and 80 comparisons for 20 items. The performance is measured through recovery fraction, true rank of reported winner, reported rank of true winner, and cumulative regret, alongside the separation metric . Results show that PARWiS and RL PARWiS outperform baselines across all datasets, particularly in the Jester dataset with a higher , while performance gaps narrow in the more challenging MovieLens dataset with a smaller . Contextual PARWiS shows comparable performance to PARWiS, indicating that contextual features may require further tuning to provide significant benefits.