Batched multi-armed bandits update on a service's own schedule, and the usual implementation carries each arm's absolute reward rate from one update to the next. When the shared level moves between batches, that memory goes stale even though the comparisons between arms may not have. Odds-Ratio Thompson Sampling (OR-TS) instead carries the joint posterior over log-odds contrasts and fits the common level afresh in every batch, marginalizing it out. This paper specifies that update, places it inside a Bayesian bandit agent with two controls, decay for how much past evidence survives an update and aggressiveness for how sharply belief becomes allocation, and evaluates it against absolute-rate memory. Across 86 public A/B series the level varies about twenty-five times more than the contrast. In prespecified synthetic environments a moving level costs absolute-rate memory five times the regret and leaves the best arm below a majority of traffic in 7 of 20 runs, against none for OR-TS. In a policy simulation built from 71 real experiments, where the contrasts are too small to resolve, expected-click differences stay within 0.1% for 58 of them, yet contrast memory still ends on the better arm more than twice as often. Where the contrasts themselves move, the bet fails, and that case is reported too.
We study adversarial combinatorial bandits with m-set actions, where at each round the learner selects m out of d items and observes only the aggregate loss of the selected items. The resulting action set contains K=(md) elements and can therefore be exponentially large. Nevertheless, the loss of every action is determined by the same d-dimensional vector of item losses. We propose a computationally efficient algorithm that exploits this structure without explicitly enumerating the action set. Against adaptive non-anticipating adversaries, it guarantees, with probability at least 1−δ, regret against the best fixed action of
RT=O(dTlog(K/δ)).
This matches the high-probability regret bound of the finite-action EXP3-KW algorithm of Zimmert and Lattimore, whose direct implementation may require exponential space. Our algorithm instead represents each sampling distribution with d parameters and runs in polynomial time without enumerating the action set. Thus, it resolves the open problem posed by Maiti et al.
Francesco Bacchiocchi, Tommaso Cesari, Roberto Colomboni
We study nonnegative submodular maximization subject to a general matroid when the offline algorithm is given an arbitrary controlled value oracle. Our main result is an adversarial resilience theorem for the Spiteful Greedy Swap Poisson Process (SGS-Poisson): without modifying its Poisson intensity, single-element exchange rule, or spiteful drop step, the algorithm retains limiting approximation factors 1/e for non-monotone objectives and 1−1/e for monotone objectives. More precisely, under every controlled oracle f satisfying ∣f(S)−f(S)∣≤ξ for every set S, our implementation returns a feasible set with expected value at least (1/e−ε)\OPT−O(kξ) and (1−1/e−ε)\OPT−O(kξ), respectively, using O(nk2ε−2) oracle calls. As a consequence, the offline-to-online reduction yields full-bandit CMAB algorithms for general matroid-constrained submodular rewards with exact limiting approximation-regret factors 1/e and 1−1/e and O(n1/5k4/5T4/5) regret.
Long-horizon multi-part object disassembly requires robots to compute feasible sequences of collision-free removal motions, even in the presence of tight, narrow escape corridors. To efficiently solve such disassembly problems, we propose Parallel Extraction for Long-Horizon Disassembly (PEEL), an algorithm which efficiently computes disassembly motions for object assemblies and feeds them to a robot manipulator for execution. PEEL uses sampling-based motion planning to compute single-object motions through the use of a scale-invariant sampling scheme, where the object scale is estimated in a burn-in phase and a subsequent directional sampler exploits the scale. This sampling scheme is integrated into a multi-arm bandit rapidly-exploring random tree (MAB-RRT) planner, which switches between different samplers depending on the reward signal received. Using MAB-RRT, the PEEL algorithm runs a batch of planners in parallel to obtain an ordered graph specifying the sequence in which object parts have to be removed. We show that MAB-RRT can efficiently solve single-part disassemblies with 100 percent success rate on 76 assemblies, and that it is robust to its parameters. By integrating MAB-RRT into PEEL, we solve four long-horizon disassembly problems using the Fetch manipulator robot involving 10 to 17 individual object parts.
Servet B. Bayraktar, Andreas Orthey, Zachary Kingston +1
This paper studies generalized low-rank matrix bandits with multiple prioritized objectives. At each round, the learner selects a matrix-valued arm and observes a vector-valued reward, whose components correspond to multiple objectives with different priority levels. Each objective is governed by an objective-specific generalized low-rank matrix model, and the learner evaluates arms according to a lexicographic preference order, prioritizing higher-level objectives before lower-level ones. We propose \textsc{Lexi-LowGLM}, an efficient online algorithm that first estimates objective-specific low-rank subspaces and then performs lexicographic learning in the reduced feature spaces. Unlike existing single-objective algorithms that repeatedly solve a batch generalized linear estimator using all historical observations, \textsc{Lexi-LowGLM} updates each objective-specific estimator via an online Newton step, reducing the estimator-update complexity over T rounds from O(T2) to O(T). We establish a regret bound of O(Wilexm(d1+d2)rT) for each objective i∈[m], where r is an upper bound on the ranks of the objective-specific parameter matrices and Wilex characterizes the lexicographic trade-off effect. This bound depends on the effective low-rank dimension (d1+d2)r rather than the ambient dimension d1d2. Numerical experiments further validate the effectiveness and computational efficiency of the proposed method.
We study the problem of identifying the dominant arm in multi-armed bandits, where the objective is to find the action with the highest probability of exceeding the realized rewards of all other actions. Conventional mean-based and pairwise comparison-based algorithms often fail to identify the arm with the highest realized reward. To address this challenge, we introduce a novel dominant arm criterion and an efficient estimator with theoretical guarantees. Our approach relies on two key technical innovations: (i) a dominance score criterion that an arm beats the locally dominant over the partitioned reward space and (ii) a joint mixing and recycling mechanism coupled with a doubly robust estimator that guarantees simultaneous convergence of the empirical distribution functions for all arms. These key innovations pave a way to efficient computation of global arm dominance. Our proposed elimination algorithm identifies the best dominant arm with nearly optimal rate of sample complexity. Numerical experiments demonstrate that our algorithm consistently achieves exact recovery of the true dominant arm, outperforming existing baselines.
Large language model (LLM) agents can retrieve memory, call tools, ask clarifying questions, and vary response style, yet adapting these execution decisions to an individual user remains difficult. Fine-tuning a separate LLM is costly or impossible for proprietary systems, while prompts and memory primarily expose user information to the agent rather than adapt its execution decisions from feedback. We formulate personalization of a frozen agent as online learning of a per-user execution policy from scalar feedback observed only for the executed action. We propose FABLE (Factorized Adaptive Bandit Layer for Execution), a lightweight policy layer outside a potentially black-box host agent. FABLE factorizes memory, information-acquisition, and response decisions so feedback updates related choices; filters actions through an externally specified feasible set before exploration; and learns user-specific residual preferences relative to a fixed default-and-cost score via Bayesian contextual Thompson sampling. Under a linear residual-reward model, a calibrated variant inherits an expected-regret bound against the best feasible action. We also characterize preferences unidentifiable under persistent feasibility constraints and provide anytime-valid false-promotion control. Across personalized-reasoning, controlled-feedback, and executable tool-use evaluations, FABLE improves several preference-sensitive behaviors relative to rule-only control while remaining competitive on end-to-end task performance.
This paper studies the policy gradient update for a multi-arm bandit problem in diffusion environment that is described by a stochastic differential equation (SDE) under the continuous-time reinforcement learning framework by Wang et al. (2020), Jia and Zhou (2022b). With the logit parameterization for the stochastic policy, we show that it converges almost surely to the optimal arm under an arbitrary constant learning rate. Furthermore, we derive the non-asymptotic regret upper bound when the constant learning rate is below a time-invariant threshold; and the regret bound has order O(logT). We improve the analysis in Lattimore (2026a) for the same SDE by constructing a novel Lyapunov function and demonstrate the transparency of analyzing policy gradient using the tools in SDEs. In addition, the same Lyapunov function is also helpful in analyzing the discrete-time policy gradient algorithm.
We consider a stochastic multi-objective bandit problem where, at each round, the agent selects a slate of k arms and observes their d-dimensional reward vectors under semi-bandit feedback. We do not aim at identifying a single optimal arm; instead, we consider the problem of maintaining a small set of actions that jointly approximate the Pareto frontier. We formalize this objective through the dominated hypervolume induced by the selected subset of arms, and define an α-approximate hypervolume regret with respect to the best size-k subset achievable in hindsight, where α=1−1/e reflects the approximation guarantee of greedy maximization for monotone submodular functions. To address this problem, we introduce \textit{THV-UCB}, an optimistic algorithm that selects arms greedily based on optimistic estimates of their marginal hypervolume contributions. We establish a gap-free regret bound O~(dnkT) that holds on every instance, together with a gap-dependent bound O~(nk2.5/Δmin) that becomes polylogarithmic in T once the arms are sufficiently well separated. Our results provide theoretical support for using small subsets to approximate Pareto fronts in various multi-objective applications.
Nicolas Gutowski, Fabien Chhel, Alexandre Letard +1
We study a restless multi-armed bandit (RMAB) problem for a stochastic deadline scheduling application. RMAB problems are solved using the Whittle index policy. The goal in RMAB is to maximize the expected cumulative discounted reward maximization. The Whittle index policy maximizes reward, but is not fair among two classes. In this paper, we introduce fairness criteria and study an outcome-fair model for RMAB which allows fairness for jobs and users structurally disadvantaged demographic classes. We formulate an outcome fair stochastic deadline scheduling problem as RMAB, and we develop the outcome fair Whittle index policy. We define a virtual queue mechanism that dynamically enforces long-term completion rate guaranties across demographic groups. We analyze a standard Whittle index policy and the outcome-fair index policy. We demonstrate the performance of our algorithms with numerical examples. We compare policies---Whittle index policy (no fairness), input-fairness Whittle index policy, outcome fair Whittle index policy. We observe that the outcome-fair Whittle index policy provides better fairness among classes compared to other policies. We demonstrate a trade off between fairness and profit. This decreases as the server capacity increases.
The choice of Modulation and Coding (MCS) type for a particular channel condition is made through link adaptation (LA) algorithms that operate at the MAC layer. These algorithms rely on the ACK/NACK statistics and the channel quality index (CQI) feedback. Several existing works model LA as a multi-armed bandit (MAB) problem across cellular and Wi-Fi links. In the MAB formulation, each available MCS is a Bernoulli arm parameterized by its transmission success probability, and the goal is to design a selection strategy that accrues maximum reward. Several popular MAB algorithms, such as upper confidence bound (UCB) and Thompson Sampling (TS), have been proposed in the literature. Using the fact that MCS success probabilities are ordered, we propose the Joint-Thompson Sampling (Joint-TS) algorithm. Unlike classical TS, which assumes independent Beta distributions for each arm, Joint-TS utilizes a multivariate ordered Beta distribution as the prior to preserve the inherent monotonicity of success probabilities. Our simulation results show that while existing MAB algorithms fail in specific scenarios, Joint-TS delivers competitive throughput with robust, consistent performance in all scenarios.
We study contextual bandit problems with correlated arms and access to surrogate reward signals produced by a machine learning model, motivated by applications such as large language model (LLM) routing. Unlike classical contextual bandits that rely solely on bandit feedback and assume conditional independence across arms, our setting allows context-dependent inter-arm correlations and auxiliary reward information that may be noisy or misspecified. We propose algorithms that leverage such surrogate rewards through two complementary designs. A coupled reward-mixing approach pools true and surrogate rewards to accelerate learning when surrogate signals are reliable, while a decoupled prediction-mixing approach maintains separate estimators for bandit feedback and surrogate rewards and adaptively combines their predictions. This decoupling yields robustness to surrogate misspecification, recovering regret guarantees comparable to reward-only bandit methods in the worst case, while achieving improved regret when surrogate predictions are sufficiently informative. We provide theoretical regret analyses for both approaches and evaluate them on LLM routing benchmarks under varying accuracy versus cost trade-offs. The results demonstrate improved sample efficiency and consistently better accuracy-cost trade-offs compared to standard contextual bandit baselines and strong static routing methods.
We investigate the contextual slate bandit problem with generalized linear rewards under limited adaptivity. At each round, the learner is presented with N sets of items, where each item is represented by a d-dimensional feature vector. The learner then constructs a slate by selecting one item per set; the resulting slate yields a scalar reward sampled from a Generalized Linear Model (GLM). We propose algorithms under two limited-adaptivity settings: (a) Batched and (b) Rarely-Switching. For the batched setting, we introduce B-SlateGLinCB, which partitions the time horizon into O(loglogT) batches such that each batch's policy relies only on data from previous batches. For the rarely-switching setting, we propose RS-SlateGLinCB, which adaptively performs only O(NdlogT) parameter updates. Under a diversity assumption on the item sequences, we prove that B-SlateGLinCB and RS-SlateGLinCB achieve regret bounds of O(Nd3/2T) and O(NdT), respectively. Notably, both bounds are independent of the non-linearity parameter κ that is typically found to scale the regret of GLM bandit algorithms. Our algorithms are computationally efficient, requiring only poly(N) time per round despite 2Ω(N) possible slates. Simulations show our algorithms outperform existing baselines with limited adaptivity and remain competitive with Slate-GLM-OFU, a fully adaptive state-of-the-art algorithm. Notably, a slightly modified B-SlateGLinCB empirically matches this baseline. Finally, we demonstrate strong performance in a practical in-context example selection task for language models.
We address the problem of online multi-human multi-robot teaming through the lens of a linear matching bandit framework, where a learner assigns robots with unknown features from a fixed pool to distinct sets of human agents over multiple rounds. To solve this problem, we propose LinMatch, an online learning algorithm that updates the confidence intervals of the unknown features and makes the optimistic matching under uncertainty. The contributions and novelty of this work are twofold. First, we recast the optimistic matching problem in each round as a linear program of maximum weighted matching, efficiently solvable by the celebrated Hungarian algorithm. Second, we provide novel bounds for matching with linear feature problems, showing an upper bound of O~(dMKT) and a minimax lower bound of Ω(dMKT), establishing a tight optimal regret rate of Θ~(dMKT). This demonstrates that LinMatch achieves strictly optimal achievable regret with respect to the total number of rounds T, the feature dimension d, and the matching parameters M and K. The proposed algorithm and bounds apply to a wide range of matching problems with applications beyond human-robot matching, such as housing allocation, recommendation systems, and more.
Contextual bandits with graph-structured arms arise in recommendation, citation retrieval, and social advertising, where arms connected on a graph tend to share reward signal. Standard dimensionality reduction ignores this structure, inflating exploration cost by a factor of d/k. We propose GraphDR-LinUCB, which projects arm features onto the graph's low-frequency spectral subspace and runs linear UCB in the resulting k-dimensional space. We prove the first \wtO(kT) regret bound for spectral-projection-based contextual bandits, reducing dimension dependence from d to k; a perturbation argument extends this to noisy graphs, with an explicit penalty for reward-smoothness mismatch and graph-estimation error. Our central theoretical finding is that the high-frequency reward component need not incur a worst-case linear-in-T penalty: its actual cost depends on its realized impact along the played path, not on its total energy. A simple spectral comparison between subspaces (Γk) predicts which reducer wins on a given dataset, correctly calling five of six real-dataset outcomes without any fitted threshold. Across a synthetic benchmark and six real datasets (MovieLens, Amazon, LastFM, ogbn-arxiv, MIND), GraphDR-LinUCB reduces cumulative regret by 15× over full-dimensional LinUCB and outperforms competing graph-aware methods on five of six; the single failure is precisely where the graph's spectral subspace is misaligned with the reward.
Identifying high-utility candidates from massive discrete spaces under expensive evaluations is a recurring challenge across the sciences, with structure-based drug discovery as a prominent example. While surrogate-based optimization can increase sample efficiency by reducing the number of expensive evaluations, modern molecular libraries have reached billions to trillions of compounds, making full-library surrogate inference itself a major computational bottleneck. We introduce BOBa, a bandit-guided surrogate optimization framework that eliminates full-library inference by adaptively allocating computation across partitions of the action space. By treating partitions as arms in a multi-armed bandit, BOBa concentrates inference and evaluations on empirically promising partitions while maintaining principled exploration. Experiments on real-world synthesis-on-demand libraries demonstrate that optimism-under-uncertainty bandits, combined with meaningful action space partitioning, are essential for effective allocation of inference and evaluations. Our findings reveal a tunable tradeoff between screening performance and surrogate inference cost, which supports practical optimization over current libraries, and establishes a viable route to ultra-large library virtual screening.
Mohammad Haddadnia, Yuvan Chali, Abhilash Jayaraj +4
In many online learning and bandit problems, the actions we consider possess inherent similarities--for instance because they share latent traits, tags, or hierarchical structure. We study online learning with a similarity-structured action set, encoded by a rooted tree whose leaves are the actions and whose levels quantify how closely two actions are related. The loss sequence is assumed tree-compatible: losses of similar actions are constrained to be close. We establish an impossibility result showing that usual one-point bandit feedback cannot, in general, leverage range or tree-induced similarity, even under very strong similarity constraints. We then provide a unified set of algorithms which adapt to a wide range of richer feedback models, from semi-bandit feedback down to multi-point bandit protocols, including the minimal two-point feedback setting. We show these algorithms exhibit best-of-both-worlds guarantees and provably exploit action similarities by replacing the number of actions K by a similarity-aware effective number of actions Keff in the regret bounds. As an application, we show that under two-point feedback, it is possible to achieve T regret in Lipschitz bandits when d≤2.
Selective ensemble for modern machine learning systems requires choosing promising model candidates under limited evaluation budgets, while downstream tasks often specify only partial preferences over capabilities such as accuracy, robustness, and reasoning. This setting naturally gives rise to a sequential decision problem under partially specified linear preferences. We formalize it as preference-directed multi-objective bandits (PDMOB), where admissible trade-offs are represented by a polyhedral preference cone. Based on this formulation, we introduce Pareto C-optimality, which recovers standard Pareto optimality and single-weight scalarization as special cases. We then propose the preference-directed upper confidence bound (PrefUCB) algorithm, which maintains directional confidence intervals to guide exploration. We analyze both indicator-based and gap-weighted regret, and establish instance-dependent logarithmic bounds for both criteria, recovering the optimal logarithmic dependence on the horizon T in classical special cases. Experiments on large pre-trained model selective ensemble tasks and online asset allocation under institutional mandates validate the efficacy of our method.
Optimal Reinforcement Learning (RL) algorithms typically rely on carefully constructed count-based uncertainty estimates to drive exploration. Although theoretically sound, such estimates are hard to compute in practical settings and therefore offer limited insight for designing exploration heuristics. Meanwhile, ensembling has emerged as a practical approach, but remains without theoretical justification. Building on a recent ensemble-based method for Multi-Armed Bandits, we propose a quantile-based ensemble method for finite-horizon Markov Decision Processes (MDPs). Our simple count-free approach achieves optimal variance-dependent regret bounds, providing theoretical grounding for ensemble-based exploration in RL.
Large Language Models (LLMs) are increasingly deployed in edge-cloud inference systems to handle diverse user tasks with heterogeneous accuracy, latency, and cost profiles. Selecting the appropriate LLM for each incoming task is critical for ensuring service quality and efficient resource utilization. However, model heterogeneity, stochastic and unknown performance characteristics, and time-varying task demands make static selection strategies inadequate. Real-world deployments often impose hard resource budgets such as monetary expenditure limits, along with soft service-level requirements such as latency guarantees. These constraints introduce additional challenges for online decision-making. We formulate this problem as a constrained stochastic bandit learning task, where the learner sequentially selects models under both packing-type (hard) and covering-type (soft) constraints, while adapting to time-varying task demand. The learner operates without access to the underlying reward, cost, or latency distributions and must rely on partial feedback. We develop a novel online learning algorithm that leverages confidence-bound estimates and demand predictions to balance reward maximization with long-term constraint satisfaction. We provide theoretical guarantees showing sublinear regret and sublinear covering constraint violations compared to an offline benchmark with full information. Experimental results on synthetic workloads demonstrate the effectiveness and robustness of our approach in dynamic, resource-constrained environments.
Jailbreak attacks expose persistent safety weaknesses in large language models (LLMs), but existing stateless single-turn methods face a trade-off: hand-crafted prompts are expressive but static, while iterative prompt optimization can adapt but often relies on low-level mutations that require many target queries. We propose JailbreakOPT, a tool-assisted framework for improving iterative single-turn jailbreak prompt optimization. JailbreakOPT organizes diverse atomic jailbreak prompts into an attack tool library and composes them through a unified intra-episode optimization abstraction to generate stronger standalone attack prompts. To reuse experience across attack episodes, JailbreakOPT further frames tool selection as a contextual bandit problem and applies contextual Thompson sampling to guide exploration and exploitation based on past outcomes. Experiments across multiple target LLMs and attack goals show that JailbreakOPT improves attack success rate (ASR) while reducing the number of attacks until success (No.A) compared with atomic single-turn attacks and existing iterative optimization baselines. This paper may contain offensive or harmful content.
We study a stochastic multi-armed bandit problem in which the set of available arms expands over time. This setting arises in sequential experimentation when new actions or treatments become available during an ongoing study, making regret against a single best arm in hindsight inappropriate. We instead evaluate performance relative to the best arm currently available, leading to a dynamic-regret criterion for arriving-arm environments. To address the resulting challenges of arrival information discrepancy (AID) and a drifting benchmark (DB), we propose UCB for Arriving Arms (UCB-AA), an elimination-based procedure with an aiding preliminary screening step for newly arrived arms before full competition with incumbent arms. We show that UCB-AA attains regret bounds that depend explicitly on the arrival process, achieves sublinear dynamic regret under regularity conditions on gap evolution, and admits an online extension for unknown horizons. Simulation results show that UCB-AA reduces wasted pulls and maintains a smaller active arm set while preserving competitive regret performance.
Motivated by the recency effect in online learning, we study algorithms for single-pass sliding-window streaming multi-armed bandits (MABs) in this paper. In this setting, we are given n arms with unknown sub-Gaussian reward distributions and a parameter W. The arms arrive in a single-pass stream, and only the most recent W arms are considered valid. The algorithm is required to perform pure exploration and regret minimization with limited memory, defined as the number of stored arms. The model is a natural extension of the streaming multi-armed bandits model (without the sliding window) that has been extensively studied in recent years. We provide a comprehensive analysis of both the pure exploration and regret minimization problems with the model. For pure exploration, we prove that finding the best arm is hard with sublinear memory while finding an approximate best arm admits an efficient algorithm. For regret minimization, we explore a new notion of regret and give sharp memory-regret trade-offs for any single-pass algorithm. We complement our theoretical results with experiments, demonstrating the trade-offs between sample, regret, and memory.
We study fixed-confidence best-action identification (BAI) in stochastic minimax trees. This problem is increasingly relevant in modern AI planning, where deep minimax search and Monte Carlo Tree Search (MCTS) with language model long rollouts face a fundamental tradeoff: heuristic evaluations are cheap but biased, while accurate rollouts are reliable but prohibitively expensive. We propose 2FFS, a two-fidelity tree-search algorithm that brings multi-fidelity flat bandit ideas into trees. The algorithm combines minimax-style fast expansion with MCTS-style stochastic sampling, adaptively deciding when to exploit cheap biased evaluations and when to invoke expensive accurate evaluations for local certification. We prove fixed-confidence correctness, establish finite stopping for exact identification, and give a polynomial-depth cost upper bound for general-depth trees. Across numerical stochastic-tree experiments, 2FFS uses substantially fewer samples and computational operations comparing to existing BAI-MCTS baseline.
The Bayesian paradigm offers principled tools for sequential decision-making under uncertainty, but its reliance on a probabilistic model for all parameters can hinder the incorporation of complex structural constraints. We introduce a minimalist Bayesian framework that places a prior only on the location of the optimum, while eliminating nuisance parameters through profile likelihood. This yields a generalized posterior that naturally accommodates structural constraints. As a direct instantiation, we develop MINimalist Thompson Sampling (MINTS). For multi-armed bandits with mean constraints, we establish near-optimal non-asymptotic regret guarantees and sharp almost-sure asymptotic regret characterizations. In particular, MINTS attains the classical Lai--Robbins constant in the unstructured setting and automatically adapts to unimodal structure, achieving the sharp constant determined only by the immediate neighbors of the optimal arm.
Deep neural networks often contain redundant hidden units. Removing individual weights can reduce parameter count, but unstructured sparsity is not always easy to exploit in standard dense implementations. This paper develops a structured pruning framework in which complete neurons are removed using multi-armed bandit (MAB) algorithms. Each candidate neuron is treated as an arm; pulling an arm temporarily masks that neuron, measures the change in loss on a sampled mini-batch, restores the neuron, and updates an estimate of its safe-removal reward. The framework supports stochastic policies, including Epsilon-Greedy, Softmax, UCB1 and Thompson Sampling, and multiplicative-weight policies, including Hedge-style multiplicative weights and EXP3. We evaluate the method on tabular classification, tabular regression and deep neural-network benchmarks covering image, text and reasoning tasks. Statistical comparisons using the Friedman test followed by the Nemenyi post-hoc test show significant differences between methods. On tabular classification tasks, UCB1 obtains the highest mean rank among pruning policies and improves on the unpruned neural network. On regression tasks, UCB1 obtains the highest mean rank and is statistically competitive with, or superior to, several standard regression models according to R^2. On deep-learning tasks, UCB1 and Thompson Sampling obtain the strongest ranks, and several MAB policies significantly outperform the unpruned model, magnitude-based neuron pruning and greedy activation-variation pruning. The results show that MAB-based neuron pruning is an effective and computationally practical approach for structured model reduction.
We study the Lipschitz bandit problem, where a learner sequentially maximizes an unknown Lipschitz function f over a domain X⊂[0,1]d using noisy pointwise evaluations. Existing regret bounds are either worst-case, scaling as Θ~(Td+1/d+2), or adaptive via the zooming dimension dz, yielding Θ~(Tdz+1/dz+2). However, such zooming-based guarantees are only partially instance-dependent, as they depend solely on the asymptotic growth of near-optimal level sets and fail to capture finer structural properties of f. We provide an analysis and an algorithm that characterizes the regret through integrals of the suboptimality gap of f over its level sets. This yields regret bounds that adapt to the local growth of level sets, rather than only their asymptotic behavior. As a corollary, when the set of maximizers has dimension d⋆>0, we obtain improved adaptive rates of order O~(Tdz+1/max(dz,d⋆)+2) strictly improving over classical zooming bounds in this regime. Finally, we extend our analysis to the full-information setting (Lipschitz experts) and show how some of the regularity assumptions can be relaxed.
LLM-guided evolutionary search (Evolve systems) has reached state-of-the-art results on mathematical and combinatorial tasks, yet most existing systems report only the best of many runs and leave the run-to-run distribution undocumented. We ask how a fixed budget of LLM calls should be allocated, and how reliably a single run reaches the reported numbers. Sweeping the depth-breadth grid over five models and three tasks, we identify two empirical regularities: a fitness-compute envelope along which capability ordering largely collapses on effective FLOPs, and a bilinear depth-breadth fit with task-specific interaction; both are gated by model-task capability. Motivated by these regularities, we propose BaSE (Bandit-based Self-Evolving), a multi-armed bandit that allocates LLM calls across parallel trajectories. Without changing the model, prompt, or evaluator, BaSE improves mean fitness by 12.3% over the strongest island-protocol baseline across 8 (model, task) cells, with the largest gains on high-variance settings: a reliability gain from allocation alone.
In many multi-agent applications, tasks yield rewards only when executed by a coalition meeting an unknown size threshold; otherwise, feedback is fully censored. This censorship creates an identifiability problem: agents cannot distinguish stochastic failure from insufficient coordination. We formalize this setting as the Threshold-Activated Cooperative Multi-Armed Bandit (TAC-MAB) and analyze it under both centralized and decentralized coordination. We show that a centralized algorithm (C-TAC) achieves cumulative regret O(log T), decomposed into a structural-search term that captures the cost of resolving feasibility under censored feedback and a statistical-monitoring term for value estimation. We then introduce D-TAC, a decentralized event-triggered protocol in which agents synchronize only when their structural beliefs change. Empirically, D-TAC achieves a 23x reduction in communication relative to the centralized baseline while preserving feasibility alignment under conservative belief fusion. These results characterize the coordination cost of learning under censored feedback and show that near-centralized communication efficiency is achievable without continuous synchronization.
We study a stochastic multi-armed bandit problem where an agent is granted a free exploration budget before regret accumulates, a setting not captured by the classic regret minimization or pure exploration paradigms. The goal is to design an adaptive policy that strategically explores the bandit instance in the initial free exploration phase and minimizes the cumulative regret in the subsequent phase. We formalize this regret minimization with free exploration problem and identify an interesting regime where the free exploration budget scales logarithmically with the time horizon. To quantify the amount of regret saved with high probability as a result of the availability of the free exploration phase, we introduce a novel set of policies known as (α,β)-probably saving policies. We propose a two-phase, probably saving algorithm, UFE-KLUCB-H, which consists of a principled free exploration policy, UFE, and a history-aware regret minimization policy KLUCB-H. Instance-dependent upper bounds on UFE-KLUCB-H are derived, showing that UFE-KLUCB-H accumulates strictly less regret than policies that do not have access to a free exploration phase. Complementarily, we derive instance-dependent lower bounds based on novel multi-instance perturbation arguments tailored to the free-exploration setting, demonstrating the near-optimality of UFE-KLUCB-H for two-valued bandits. Our upper and lower bounds reveal sharp phase transitions in the accumulated regret depending on the amount of available free exploration. Simulations are conducted to demonstrate that forced exploration and adaptivity in the algorithm lead to greater regret savings.
We study the restless contextual multi-play multi-armed bandit (MP-MAB) problem for channel allocation in the opportunity spectrum access (OSA) scenario. Most existing MP-MAB methods are impractical for real-world OSA systems as they assume many ideal conditions, incur a heavy computational cost, and most importantly, ignore the impact of channel noise which is directly related to the quality of service. In this study, we embody this impact by modeling channel noise as a perturbation of the arm's reward function in MP-MAB. As there is an implicit correlation between channel state information and channel noise, we take the former as a context for MP-MAB to present the perturbation caused by the latter. We investigate two types of correlation between the context and the perturbation -- linear and nonlinear, and derive two index policies, respectively. These policies learn the correlations through a linear model and a neural network, and use estimated noise value to adjust the upper confidence bound. Numerical experiments demonstrate that the proposed policies can achieve lower regret and select sub-optimal arms in a more reasonable way.
The known stylistic biases in LLM judges, such as a preference for verbosity or specific sentence structures, present an underexplored security vulnerability. In this work, we introduce BITE (BIas exploraTion and Exploitation), a black-box adversarial framework that learns semantics-preserving edits to mislead an LLM judge and artificially inflate the scores it assigns. We cast the selection of stylistic edits as a contextual bandit problem and use a LinUCB policy to adaptively choose edits that maximize the judge's score without access to model parameters or gradients. Empirically, we test BITE across a diverse range of LLM judges and tasks, including both pointwise and pairwise comparisons on chatbot leaderboards and AI-reviewer benchmarks. BITE achieves an attack success rate exceeding 65% and raises scores by 1-2 points on a 9-point scale, all while preserving semantic equivalence. We further assess the attack's stealthiness, showing that BITE evades standard style-control methods and several detection baselines. Our findings expose a fundamental weakness in the LLM-as-a-judge paradigm and motivate robust, attack-aware evaluation. Our code is available at https://github.com/xianglinyang/llm-as-a-judge-attack.
We study a stochastic bandit algorithm motivated by retry-aware objectives that value the best outcome among multiple attempts, such as pass@k and max@k. Given a posterior over arm values, ReMax chooses a sampling distribution that maximizes the posterior expected maximum reward over M virtual draws. Although this objective was introduced in reinforcement learning as an exploration mechanism under uncertainty, its regret properties in bandit problems have remained unclear. For Gaussian rewards and the first nontrivial case M=2, we characterize the optimal ReMax distribution through an expected-improvement balance condition and prove the first sublinear regret bound for ReMax. Our analysis separates the usual saturation behavior of suboptimal arms from a ReMax-specific underestimation effect, in which the optimal arm may be sampled too rarely after an unfavorable estimate. This explains why ReMax can be more exploitative than Thompson sampling (TS) and why its regret analysis is technically delicate. Experiments support this picture: ReMax often outperforms KL-UCB and Thompson sampling under mild underestimation, while posterior-variance scaling empirically mitigates severe underestimation.
Scalarization is widely used in multi-objective optimization owing to its simplicity and scalability. In many applications, the goal is to generate solutions that represent diverse user preferences, ideally with uniform coverage of the Pareto front (PF). However, uniformly sampling scalarization weights usually induces non-uniform coverage of the PF. We explain this mismatch through a geometric analysis of the scalarization path. As the scalarization weight varies, the corresponding solutions trace the PF with a generally non-uniform traversal speed. This speed induces an arc-length cumulative distribution function (CDF); inverting this CDF map yields a principled rule for selecting weights that produce uniform PF coverage. Building on this insight, we propose SURF (Sampling Uniformly along the PaReto Front). For structured problems, including bi-objective bandits, we derive closed-form expressions for this CDF map and the resulting PF-aware weight sampling rule. For general problems, SURF alternates between CDF reconstruction and weight sampling. Theoretically, we show that under provable conditions, SURF converges linearly to an unavoidable finite-sampling floor. Empirically, experiments on bandits, multi-objective-gymnasium, and multi-objective LLM alignment demonstrate that SURF efficiently achieves more uniform PF coverage than baselines.
Smooth functions on graphs have wide applications in manifold and semi-supervised learning. In this paper, we study a bandit problem where the payoffs of arms are smooth on a graph. This framework is suitable for solving online learning problems that involve graphs, such as content-based recommendation. In this problem, each recommended item is a node and its expected rating is similar to its neighbors. The goal is to recommend items that have high expected ratings. We aim for the algorithms where the cumulative regret would not scale poorly with the number of nodes. In particular, we introduce the notion of an effective dimension, which is small in real-world graphs, and propose two algorithms for solving our problem that scale linearly in this dimension. Our experiments on real-world content recommendation problem show that a good estimator of user preferences for thousands of items can be learned from just tens nodes evaluations.
Adaptive decision-making in biological and artificial intelligence requires balancing the exploitation of known outcomes with the exploration of uncertain alternatives. Although prior work suggests that uncertainty generally promotes exploration, it has typically treated distinct sources of environmental uncertainty as equivalent. We consider environments with latent reward states that drift over time (volatility) and are observed through noisy outcomes (stochasticity). Both increase posterior uncertainty, yet we show they drive optimal exploration in opposite directions: volatility enhances it, stochasticity suppresses it. We establish this asymmetry formally by extending the Gittins index framework to Gaussian state-space bandits with latent dynamics. We further derive Cause-Aware Uncertainty-Sensitive Exploration (CAUSE), a closed-form exploration bonus obtained via control-as-inference that inherits the same monotonicities. CAUSE outperforms standard exploration strategies in environments with heterogeneous noise structure, and also improves on a Gittins-per-arm policy whose rested-bandit optimality does not transfer to restless settings. Learning and exploration are governed by the same noise-inference asymmetry, and the framework predicts that pathological noise inference produces \emph{reversed} rather than merely impaired exploration, with implications for computational accounts of psychiatric conditions.
Many bandit deployments (recommendation, clinical dosing, ad targeting) share two facts prior work handles only in isolation: rewards live on a low-dimensional latent subspace, and that subspace drifts. Stationary low-rank bandits exploit rank but break under subspace change; non-stationary linear bandits adapt to drift but pay ambient rate O(dT). We study piecewise-stationary low-rank linear contextual bandits with scalar feedback: θt=Bk⋆wt with rank-r factor Bk⋆∈Rd×r constant within each of K unknown segments and able to shift at boundaries. Our results are tight along three axes. (i) Identification boundary. With single-play scalar rewards, the moving subspace is recoverable through quadratic functionals of rewards iff three probe-side conditions hold: known noise variance, bounded state-noise coupling, and full-dimensional probe support. Each is necessary in the unrestricted-second-moment problem, and jointly they are sufficient, characterizing the boundary of the solvable region. (ii) Algorithm and dynamic regret. SPSC interleaves isotropic probes with windowed projected ridge-UCB exploitation inside the learned r-dimensional subspace; a CUSUM-style variant discovers segment boundaries online. The costed dynamic regret is O(rT)+O(T2/3)+O(WVin), replacing the ambient dT rate with the intrinsic rank. (iii) Empirics. On eleven benchmarks spanning synthetic, UCI/MovieLens, semi-synthetic clinical, and ZOZOTOWN production-log data, SPSC outperforms non-stationary and low-rank baselines whenever d−r≳T1/6, matching the analytical crossover. To our knowledge, this is the first work to characterize the identification boundary and attain the intrinsic-rank dynamic-regret rate in this setting.
We study the minimax sample complexity of ε-best arm identification in linear bandits. Given a compact action set X that spans Rd and an unknown reward vector θ∈Rd, the goal is to output an arm x∈X such that ⟨x,θ⟩≥maxx∈X⟨x,θ⟩−ε with probability at least 1−δ, using as few samples as possible. First, we present a non-adaptive fixed-design method with sample complexity O(ε2dlog(1/δ)+ε2w(X)2), where w(X) is a Gaussian width term dependent on X, and we prove a matching lower bound Ω(ε2dlog(1/δ)+ε2w(X)2) for all non-adaptive fixed-design methods. We then turn to adaptive sampling. We raise an important structural question: beyond the canonical basis, are there structured action sets for which adaptivity yields only logarithmic-factor improvements over the optimal non-adaptive rate? We answer in the affirmative for several natural action sets, namely the hypercube, the ℓ2 ball, m-sets, and multi-task multi-armed bandits. Finally, we provide the first construction of an action set X for which adaptivity yields a polynomial-factor improvement over every non-adaptive algorithm. A key ingredient behind this separation is an ℓ2-norm estimation subroutine: we design an adaptive algorithm that uses O(ε2dlog(1/δ)) samples from the unit ℓ2 ball in Rd and outputs an estimate r satisfying ∣r−∥θ∥2∣≤ε with probability at least 1−δ, where θ is the unknown reward vector.
We study collaborative learning in multi-agent Bayesian bandit problems, where strategic agents collectively solve the same bandit instance. While multiple agents can accelerate learning by sharing information, strategic agents might prefer to free-ride and avoid exploration. We consider a setting with persistent agents that participate in multiple time periods. This is in contrast to most previous works on incentives in multi-agent MAB, which assume short-lived agents, namely each agent has a single decision to make and optimizes their expected reward in that single decision. As in the multi-agent MAB model with incentives, our model does not have monetary transfers, and the only incentives are through information sharing. We propose \texttt{CAOS}, a mechanism that sustains collaboration as a Nash equilibrium while achieving strong regret guarantees. Our results demonstrate that collaborative exploration can be sustained purely through information sharing, achieving performance close to that of fully cooperative systems despite strategic behavior.
Selecting the best large language model (LLM) for a fixed benchmark is often expensive, since exhaustive evaluation requires running every model on every example. Multi-armed bandit (MAB) algorithms can reduce the number of LLM calls by sequentially selecting the next model-example pair to evaluate, thereby avoiding wasted evaluations on clearly underperforming models. Further savings can be achieved by predicting model scores from the partially observed model-example score matrix using low-rank factorization. However, such predictions are not ground truth: they can be biased and may therefore lead to incorrect identification of the best model. In this work, we propose a principled framework that combines MAB with cheap predicted scores without compromising statistical validity. Specifically, we derive doubly robust estimators of each model's performance that use the low-rank predictions to reduce variance. This enables the construction of valid finite-sample confidence intervals in our setting, where models are selected adaptively and examples are sampled without replacement. Empirical results on real-world benchmarks show that our approach reduces the number of required evaluations, yielding meaningful savings in compute and cost while accurately identifying the best-performing model.
We study the single-index bandit problem, where rewards depend on an unknown one-dimensional projection of high-dimensional contexts through an unknown reward function. This model extends linear and generalized linear bandits to a nonparametric setting, and is particularly relevant when the reward function is not known in advance. While optimal regret guarantees are known for monotone reward functions, the general non-monotone case remains poorly understood, with the best known bound being O~(T3/4) (under standard boundedness and Lipschitz assumptions on the reward function [Kang et al., 2025]). We close this gap by establishing the optimal regret for general single-index bandits. We propose a simple two-phase algorithm, namely, Zoomed Single Index Bandit with Upper Confidence Bound (ZoomSIB-UCB), that first estimates the projection direction via a normalized Stein estimator, and then reduces the problem to a one-dimensional bandit using discretization and finally use UCB. This approach achieves a regret of O~(T2/3), and improves significantly upon prior work without any additional assumptions. We also prove a matching minimax lower bound of Ω~(T2/3), showing that the upper bound is essentially tight. Our upper and lower bounds together provide a sharp characterization of the regret in single-index bandits. Moreover, the empirical results further demonstrate the effectiveness and robustness of our approach.
As an extension of the classical multi-armed bandit problem, multi-fidelity multi-armed bandits (MF-MAB) enable individual arms to be evaluated using diverse feedback sources that vary in both cost and accuracy. Prior stochastic models typically assume fixed low-to-high fidelity discrepancies, whereas modern proxy sources, such as learning-based simulators and Large Language Models (LLMs), can be improved using additional calibration. We investigate adaptive MF-MAB with improving proxy sources, and focus on the canonical two-fidelity case in which the low-fidelity source becomes more informative with repeated use. To capture this dynamic, we introduce a selected-average mismatch bound that converts dynamic low-fidelity observations into improvement-aware confidence bounds for the high-fidelity target. We propose the Threshold-Based Adaptive Continuation Companion (TACC), an optimistic algorithm that uses a bounded continuation rule to decide when low-fidelity sampling remains cost-effective and when to escalate. We prove an instance-dependent regret bound showing that, for detected intermediate arms, adaptive continuation replaces logarithmic high-fidelity confirmation with bounded low-fidelity continuation. Experiments on synthetic bandits and an LLM-as-a-judge policy-evaluation task examine when continuation improves cost-weighted regret.
We study \emph{multi-armed bandits} (MABs) augmented with \emph{best-action queries}, in which the learner may additionally query an oracle that reveals the best arm in the current round. This setting was recently characterized by Russo et al. [2024] in the \emph{full-feedback} model, where the learner observes the rewards of all arms after each round. They show that, in both \emph{stochastic} and \emph{adversarial} environments, k best-action queries reduce the optimal O(T) regret to O(min{T/k,T}). Whether this improvement extends to the more realistic \emph{bandit-feedback} model -- where the learner observes only the reward of the played arm -- was left as an open problem. We fully resolve this question. When rewards are stochastic but correlated among arms, we show that the full-feedback result does not carry over: any algorithm must incur regret at least Ω(T−k). This lower bound directly extends to adversarial environments. On the positive side, we show that O(min{T/k,T−k}) regret is still achievable when rewards are stochastic and i.i.d., and establish a matching lower bound, up to logarithmic factors. Together, these results provide a complete characterization of the benefits of \emph{best-action queries} in the \emph{bandit-feedback} model.
Francesco Bacchiocchi, Matteo Castiglioni, Alberto Marchesi +1
The classic multi-armed bandit (MAB) problem tackles the challenge of accruing maximum reward while making decisions under uncertainty. However, in applications, often the goal is to minimize cost subject to a constraint on the minimum permissible reward, an objective captured by multi-armed bandits with cost-subsidy (MAB-CS). Of interest to this paper is the setting where the quality (reward) constraint is specified relative to the unknown best reward and the cost of each arm is known. We characterize the expected sub-optimal samples required by any policy by proving instance-dependent lower bounds that offer new insight into the problem and are a strict generalization of prior bounds. Then, we propose an algorithm called Cost-Ordered Feasibility (COF) that leverages our insight and intelligently combine samples from all arms to gauge the feasibility of a cheap arm. Thereafter, we analyze COF to establish instance-dependent upper bounds on its expected cumulative cost and quality regret, i.e., relative to the cheapest feasible arm. Finally, we empirically validate the merits of COF, comparing it to baselines from the literature through extensive simulation experiments on the MovieLens and Goodreads datasets as well as representative synthetic instances. Not only does our paper develop qualitatively better theoretical regret upper bounds, but COF also convincingly demonstrates improved empirical performance.
We study the distribution of regret in stochastic multi-armed bandits and episodic reinforcement learning through a unified framework. We formalize a distributional regret bound as a probabilistic guarantee that holds uniformly over all confidence levels δ∈(0,1], thereby characterizing the regret distribution across the full range of δ. We present a simple UCBVI-style algorithm with exploration bonus min{c1,k/N,c2,k/N}, where N denotes the visit count and (c1,k,c2,k) are user-specified parameters. For arbitrary parameter sequences, we derive general gap-independent and gap-dependent distributional regret bounds, yielding a principled characterization of how the parameters control the trade-off between expected performance, tail risk, and instance-dependent behavior. In particular, our bounds achieve optimal trade-offs between expected and distributional regret in both minimax and instance-dependent regimes. As a special case, for multi-armed bandits with A arms and horizon T, we obtain a distributional regret bound of order O(ATlog(1/δ)), confirming the conjecture of Lattimore & Szepesvári (2020, Section 17.1) for the first time.
Multi Armed Bandit (MAB) algorithms are a cornerstone of reinforcement learning and have been studied both theoretically and numerically. One of the most commonly used implementation uses a softmax mapping to prescribe the optimal policy and served as the foundation for downstream algorithms, including REINFORCE. Distinct from vanilla approaches, we consider here the L2 regularized softmax policy gradient where a quadratic term is subtracted from the mean reward. Previous studies exploiting convexity failed to identify a suitable theoretical framework to analyze its convergence when the regularization parameter vanishes. We prove here theoretical convergence results and confirm empirically that this regime makes the L2 regularization numerically advantageous on standard benchmarks.
Kullback-Leibler (KL) regularization is widely used in offline decision-making and offers several benefits, motivating recent work on the sample complexity of offline learning with respect to KL-regularized performance metrics. Nevertheless, the exact sample complexity of KL-regularized offline learning remains largely from fully characterized. In this paper, we study this question in the setting of multi-armed bandits (MABs). We provide a sharp analysis of KL-PCB (Zhao et al., 2026), showing that it achieves a sample complexity of O~(ηSACπ∗/ε) under large regularization η=O~(ε−1), and a sample complexity of Ω~(SACπ∗/ε2) under small regularization η=Ω~(ε−1), where η is the regularization parameter, S is the number of contexts, A is the number of arms, Cπ∗ policy coverage coefficient at the optimal policy π∗, ε is the desired sub-optimality, and O~ and Ω~ hide all poly-logarithmic factors. We further provide a pair of sharper sample complexity lower bounds, which matches the upper bounds over the entire range of regularization strengths. Overall, our results provide a nearly complete characterization of offline multi-armed bandits with KL regularization.
We propose a new framework for meritocratic fairness in budgeted combinatorial multi-armed bandits with full-bandit feedback (BCMAB-FBF). Unlike semi-bandit feedback, the contribution of individual arms is not received in full-bandit feedback, making the setting significantly more challenging. To compute arm contributions in BCMAB-FBF, we first extend the Shapley value, a classical solution concept from cooperative game theory, to the K-Shapley value, which captures the marginal contribution of an agent restricted to a set of size at most K. We show that K-Shapley value is a unique solution concept that satisfies Symmetry, Linearity, Null player, and efficiency properties. We next propose K-SVFair-FBF, a fairness-aware bandit algorithm that adaptively estimates K-Shapley value with unknown valuation function. Unlike standard bandit literature on full bandit feedback, K-SVFair-FBF not only learns the valuation function under full feedback setting but also mitigates the noise arising from Monte Carlo approximations. Theoretically, we prove that K-SVFair-FBF achieves O(T3/4) regret bound on fairness regret. Through experiments on federated learning and social influence maximization datasets, we demonstrate that our approach achieves fairness and performs more effectively than existing baselines.
For a risk-averse finite-horizon Markov Decision Problem, we introduce a special class of Markov coherent risk measures, called mini-batch measures. We also define the class of multipattern risk-averse problems that generalizes the class of linear systems. We use both concepts in a feature-based Q-learning method with multipattern Q-factor approximation and we prove a high-probability regret bound of O(H2NHK), where H is the horizon, N is the mini-batch size, and K is the number of episodes. We also propose an economical version of the Q-learning method that streamlines the policy evaluation (backward) step. The theoretical results are illustrated on a stochastic assignment problem and a short-horizon multi-armed bandit problem.
Machine unlearning aims to unlearn data points from a learned model, offering a principled way to process data-deletion requests and mitigate privacy risks without full retraining. Prior work has mainly studied unsupervised / supervised machine unlearning, leaving unlearning for sequential decision-making systems far less understood. We initiate the first study of a foundational sequential decision-making problem: offline stochastic multi-armed bandits (MAB). We formalize the privacy constraint for offline MAB and measure utility by the post-unlearning decision quality. We conduct a systematic study of both single- and multi-source unlearning scenarios under two data-generation models, the fixed-sample model and the distribution model. For these settings, our algorithmic design is built on two canonical base algorithms: Gaussian mechanism and rollback, and we propose adaptive algorithms that switch between them according to the data regime and privacy constraint. We further introduce a mixing procedure that elucidates the rationale behind these baselines. We provide performance guarantees across the above settings and establish lower bounds under both dataset models. Experiments validate the predicted tradeoffs and demonstrate the effectiveness of the proposed methods.
In multi-armed bandits, the most-explored arms are the most informative, while reward maximization typically pulls only the best arm. We study the tradeoff between identifying arm means accurately and accumulating reward, and present an algorithm with regret guarantees that interpolates between the two objectives. We provide both upper and lower bounds and validate empirically.
Akram Erraqabi, Alessandro Lazaric, Michal Valko +2
Smooth functions on graphs have wide applications in manifold and semi-supervised learning. In this work, we study a bandit problem where the payoffs of arms are smooth on a graph. This framework is suitable for solving online learning problems that involve graphs, such as content-based recommendation. In this problem, each item we can recommend is a node of an undirected graph and its expected rating is similar to the one of its neighbors. The goal is to recommend items that have high expected ratings. We aim for the algorithms where the cumulative regret with respect to the optimal policy would not scale poorly with the number of nodes. In particular, we introduce the notion of an effective dimension, which is small in real-world graphs, and propose three algorithms for solving our problem that scale linearly and sublinearly in this dimension. Our experiments on content recommendation problem show that a good estimator of user preferences for thousands of items can be learned from just tens of node evaluations.
While diffusion models generate high-fidelity video clips, transforming them into coherent storytelling engines remains challenging. Current agentic pipelines automate this via chained modules but suffer from semantic drift and cascading failures due to independent, handcrafted prompting. We present Co-Director, a hierarchical multi-agent framework formalizing video storytelling as a global optimization problem. To ensure semantic coherence, we introduce hierarchical parameterization: a multi-armed bandit globally identifies promising creative directions, while a local multimodal self-refinement loop mitigates identity drift and ensures sequence-level consistency. This balances the exploration of novel narrative strategies with the exploitation of effective creative configurations. For evaluation, we introduce GenAD-Bench, a 400-scenario dataset of fictional products for personalized advertising. Experiments demonstrate that Co-Director significantly outperforms state-of-the-art baselines, offering a principled approach that seamlessly generalizes to broader cinematic narratives. Project Page: https://co-director-agent.github.io/
Edge computing environments impose strict constraints on energy consumption and latency, making the deployment of deep neural networks a significant challenge. Therefore, smart and adaptive inference strategies that dynamically balance computational cost or latency with predictive accuracy are critical in edge computing scenarios. In this work, we build on Adaptive Deep Neural Networks (ADNNs) that employ the Multi-Armed Bandit (MAB) framework. Current literature leverages the first version of the Upper Confidence Bound (UCB1) strategy to dynamically select the optimal confidence threshold, enabling efficient early exits without sacrificing accuracy. However, we introduce four additional Upper Confidence Bound strategies in ADNNs, namely UCB-V, UCB-Tuned, UCB-Bayes, and UCB-BwK, and perform, for the first time, a comparative study of these strategies with respect to trade-offs between accuracy, energy consumption, and latency. The proposed UCB strategies are employed on the ResNet and MobileViT neural networks, and are evaluated on the benchmark datasets of CIFAR-10, CIFAR-10.1, and CIFAR-100. Experimental results demonstrate that all strategies achieve sub-linear cumulative regret, with UCB-Bayes converging the fastest, followed by UCB-Tuned and UCB-V. Finally, UCB-V and UCB-Tuned dominate the Pareto Frontiers of accuracy-latency and accuracy-energy trade-offs. The implementation code is available here: https://github.com/gr3gor1/MAB_UCB
Grigorios Papanikolaou, Ioannis Kontopoulos, Konstantinos Tserpes
We study the K-armed logistic bandit problem, where at each round, the agent observes K feature vectors associated with K actions. Existing approaches that achieve a rate-optimal O~(dT) regret bound rely heavily on context diversity assumptions, such as strict positivity of the minimum eigenvalue of a context covariance matrix. These assumptions, however, impose strong restrictions on the context process, as they rule out the situation where the context vectors are concentrated in a low-dimensional subspace. In this paper, we propose SupSplitLog, which, to the best of our knowledge, is the first algorithm for logistic bandits that achieves O~(dT) regret without any context diversity assumption. The key idea is to split the collected samples into two disjoint subsets when constructing estimators; one is used to compute an initial-point estimator, while the other is used to apply a Newton-type one-step correction procedure. The splitting rule is carefully designed to balance the accuracy requirements of the initial-point estimator and the one-step correction procedure. Moreover, SupSplitLog strictly improves on the existing algorithms in terms of the dependence on dimension d in the regret upper bound. Furthermore, SupSplitLog can be adapted simply to deduce a regret bound that grows with a data-dependent complexity measure, avoiding a direct dependence on d, which is favorable when the context vectors are concentrated in a low-dimensional subspace. We also provide experimental results that demonstrate numerically the superiority of our algorithm, validating the theoretical results.
The IC3 algorithm represents the state-of-the-art (SOTA) hardware model checking technique, owing to its robust performance and scalability. A significant body of research has focused on enhancing the solving efficiency of the IC3 algorithm, with particular attention to the inductive generalization process: a critical phase wherein the algorithm seeks to generalize a counterexample to inductiveness (CTI), which typically is a state leading to a bad state, into a broader set of states. This inductive generalization is a primary source of clauses in IC3 and thus plays a pivotal role in determining the overall effectiveness of the algorithm. Despite its importance, existing approaches often rely on fixed inductive generalization strategies, overlooking the dynamic and context-sensitive nature of the verification environment in which spurious counterexamples arise. This rigidity can limit the quality of generated clauses and, consequently, the performance of IC3. To address this limitation, we propose a lightweight machine-learning-based framework that dynamically selects appropriate inductive generalization strategies in response to the evolving verification context. Specifically, we employ a multi-armed bandit (MAB) algorithm to adaptively choose inductive generalization strategies based on real-time feedback from the verification process. The agent is updated by evaluating the quality of generalization outcomes, thereby refining its strategy selection over time. Empirical evaluation on a benchmark suite comprising 914 instances, primarily drawn from the latest HWMCC collection, demonstrates the efficacy of our approach. When implemented on the state-of-the-art model checker rIC3, our method solves 26 to 50 more cases than the baselines and improves the PAR-2 score by 194.72 to 389.29.
Many approaches to LLM red-teaming leverage an attacker LLM to discover jailbreaks against a target. Several of them task the attacker with identifying effective strategies through trial and error, resulting in a semantically limited range of successes. Another approach discovers diverse attacks by combining crowdsourced harmful queries and tactics into instructions for the attacker, but does so at random, limiting effectiveness. This article introduces a novel framework, Adaptive Instruction Composition, that combines crowdsourced texts according to an adaptive mechanism trained to jointly optimize effectiveness with diversity. We use reinforcement learning to balance exploration with exploitation in a combinatorial space of instructions to guide the attacker toward diverse generations tailored to target vulnerabilities. We demonstrate that our approach substantially outperforms random combination on a set of effectiveness and diversity metrics, even under model transfer. Further, we show that it surpasses a host of recent adaptive approaches on Harmbench. We employ a lightweight neural contextual bandit that adapts to contrastive embedding inputs, and provide ablations suggesting that the contrastive pretraining enables the network to rapidly generalize and scale to the massive space as it learns.
Smooth functions on graphs have wide applications in manifold and semi-supervised learning. In this paper, we study a bandit problem where the payoffs of arms are smooth on a graph. This framework is suitable for solving online learning problems that involve graphs, such as content-based recommendation. In this problem, each item we can recommend is a node and its expected rating is similar to its neighbors. The goal is to recommend items that have high expected ratings. We aim for the algorithms where the cumulative regret with respect to the optimal policy would not scale poorly with the number of nodes. In particular, we introduce the notion of an effective dimension, which is small in real-world graphs, and propose two algorithms for solving our problem that scale linearly and sublinearly in this dimension. Our experiments on real-world content recommendation problem show that a good estimator of user preferences for thousands of items can be learned from just tens of nodes evaluations.
Rested and Restless Bandits are two well-known bandit settings that are useful to model real-world sequential decision-making problems in which the expected reward of an arm evolves over time due to the actions we perform or due to the nature. In this work, we propose Graph-Triggered Bandits (GTBs), a unifying framework to generalize and extend rested and restless bandits. In this setting, the evolution of the arms' expected rewards is governed by a graph defined over the arms. An edge connecting a pair of arms (i,j) represents the fact that a pull of arm i triggers the evolution of arm j, and vice versa. Interestingly, rested and restless bandits are both special cases of our model for some suitable (degenerated) graph. As relevant case studies for this setting, we focus on two specific types of monotonic bandits: rising, where the expected reward of an arm grows as the number of triggers increases, and rotting, where the opposite behavior occurs. For these cases, we study the optimal policies. We provide suitable algorithms for all scenarios and discuss their theoretical guarantees, highlighting the complexity of the learning problem concerning instance-dependent terms that encode specific properties of the underlying graph structure.
This paper considers a novel variant of the online fair division problem involving multiple agents in which a learner sequentially observes an indivisible item that must be irrevocably allocated to one of the agents to achieve a desired balance between fairness and efficiency. Existing algorithms assume a small number of items with a sufficiently large number of copies, which ensures a good utility estimation for all item-agent pairs from noisy observed utilities. However, this assumption may not hold in many real-life applications, e.g., an online platform with a large number of users (items) who use the platform's service providers (agents) only a few times (a few copies of items), making it difficult to accurately estimate utilities for all item-agent pairs. To address this limitation, we assume utility is an unknown function of item-agent features. We propose algorithms that model online fair division as a contextual bandit problem and achieve provable sublinear regret. Our experimental results further validate the effectiveness of the proposed algorithms.