Louis Abraham, Tuan-Anh Nguyen, Nicolas Devatinecs.LG cs.AI
Many production systems can assess a configuration only by using it on live requests and observing noisy feedback. Modern agentic systems are a prominent example, with inference-time choices such as model selection, retrieval depth, prompting strategy, and decoding temperature, yet often with no representative validation data. We formalize this setting as Online Hyperparameter Optimization (OHPO) and cast it as an infinitely many-armed bandit over mixed and conditional search spaces. We introduce IMABO, a general framework that combines any bandit policy for choosing among already sampled configurations with any oracle for proposing new ones. We instantiate it with IMOSS, a restart-free anytime policy whose active set grows as $t^β$, and prove an expected cumulative quantile-regret bound of $O(p_ρ^{-1/β} + T^{(1+β)/2})$, where $β\in(0,1)$ controls active-set growth and $p_ρ$ lower-bounds the probability that a proposed configuration falls in the top-$ρ$ fraction of the search space. We combine IMOSS with three practical oracles: a Tree-structured Parzen Estimator, an incumbent-mutation oracle driven by a per-coordinate bandit, and a pretrained tabular foundation model, all three improving over the uniform random oracle baseline. IMABO obtains the lowest cumulative regret across diverse OHPO settings, from tuning classical machine-learning models to configuring LLM-based agents.
Group-relative reinforcement learning waits for sibling rollouts of the same prompt, which is costly for long and variable tool-use trajectories. Single-stream Policy Optimization (SPO) removes this dependency with a persistent prompt-level value estimate, but its recipe whitens one advantage per trajectory before optimizing a token-mean actor loss. We show that trajectory centering generally does not center the token-weighted quantity consumed by the actor, and fix the mismatch by standardizing terminal-outcome advantages under the action-token measure. We additionally organize prompt evidence by the policy event that generated it rather than learner receipt order. Across matched runs on ALFWorld at two model scales and on Math-TIR, SPO++ improves online learning efficiency over SPO. A paired ablation identifies action-token-measure normalization as the strongest tested component.
Online decision making often requires navigating a landscape shaped by both dynamic contexts and strategic interactions. In competitive pricing, for example, hotels must account for both dynamic contextual factors and rivals' strategic responses. Existing approaches address only part of this challenge: contextual bandits optimize single-agent decisions using observable features but ignore multi-player interactions, while online matrix games capture strategic behavior through Nash equilibrium but assume fixed payoffs, ignoring contextual information. How should agents act then when strategic payoffs evolve with contextual signals? We introduce \emph{online contextual matrix games} to integrate contextual information into multi-player online games. We further propose \emph{OnGameLearn}, an online learning algorithm that efficiently balances exploration and exploitation across both player actions and contexts. This approach comes with statistical guarantees: tail bounds for the estimated payoff matrix, the convergence of the estimated Nash equilibrium, the asymptotic normality of the parameter estimators, and the sublinear regret bound. We also develop the notion of \emph{policy value} in matrix games and develop a doubly robust, $\sqrt{T}$-consistent estimator for it. Across simulated studies and a real-world hotel pricing application, we find that OnGameLearn effectively navigates the intertwined challenges of strategic and contextual decision-making.
We introduce Multinomial Subset Routing (MSR), a new online routing framework over $K$ experts in which the learner keeps a multinomial routing policy instead of a deterministic subset of experts. At each round, the learner samples $M$ experts i.i.d. from the multinomial policy, and the resulting set of distinct sampled experts forms the routed subset. The reward depends only on the best-performing expert(s) in the routed subset. This reward structure arises naturally in routing across specialized models but is not captured by standard combinatorial bandits or subset-selection methods, which optimize deterministic subsets and typically assume additive rewards. We require the selection to satisfy several long-term, two-sided operational constraints under bandit feedback, observing only the winner's reward each round. We propose OMD-Approachability, combining online mirror descent with Blackwell's Approachability, and prove it achieves $O(1/\sqrt{T})$ regret in both reward and constraint violation. We ground the framework in practical application domains and validate it empirically on a real-world crowdsourcing dataset.
The one-warehouse multi-store (OWMS) system is a fundamental inventory network in which a nonreplenishable warehouse allocates shared stock across multiple stores over time. Existing OWMS learning policies are built around a fixed target calibrated to the initial average resource rate, but such a fixed-target architecture cannot re-center after realized sales change the remaining resource available per future period. We develop Resource-Adaptive Primal-Dual Learning, a new learning framework that tracks the primal-dual resolving path with censored demand as the remaining-resource state evolves. In each period, the current resource rate indexes the target store allocations and dual variable, while censored sales provide gradient estimates for updating both. The analysis combines expected-sales geometry with a moving-target argument to yield logarithmic expected regret, improving on the state-of-the-art square-root-order guarantees of existing OWMS learning policies. The underlying design and analytical ideas may inform other online learning problems with depleting shared resources. Numerical experiments further demonstrate good finite-horizon performance of a practical variant across different horizon lengths and inventory regimes.
Francesco Bacchiocchi, Tommaso Cesari, Roberto Colombonics.LG
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 $K=\binom{d}{m}$ 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 \[ R_T = O\left(\sqrt{dT\log(K/δ)}\right). \] 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.
Stephen Pasteris, Rahul Savani, Theodore Turocycs.LG
We consider the extensive-form bandit problem where on each trial the learner plays an extensive-form game against an oblivious adversary. We focus on the notion of switching regret, which measures the expected performance of the learner against that of any switching sequence of mixed strategies in retrospect. Our algorithm takes a parameter $ρ>0$ and achieves a switching regret of $\tilde{\mathcal{O}}((1/ρ+ρK)\sqrt{H A T})$ where $K$ is the number of switches in the comparator sequence, $H$ is the maximum number of the learner's information sets that can be traversed during a play of the game and $A$ is the number of actions that the learner can possibly take. Our algorithm is extremely efficient, taking a per trial time of only $\mathcal{O}(H B)$ where $B$ is the maximum number of actions available to the learner at any of its information sets.
Learning from correct demonstrations is harder than supervised learning when many answers are correct: after predicting, the learner sees one valid answer but not whether its own answer was valid, nor any reward. Existing reward-hedging guarantees consequently assume a finite reward class. We give the first horizon-free guarantee for continuous classes. The key is to hedge in one shared vote over tolerant optimality tests at every accuracy scale. A target reward has one surviving proxy per scale, and a prediction with gap above that scale doubles the proxy. This yields the simultaneous tail bound $|\{t:\ell_t>2^{-j}\}|\leq \log_2\mathcal N(\mathcal G,2^{-j-1})+j$, where $\mathcal G$ is the class of optimality-gap functions. Integrating the tails gives cumulative hidden gap bounded by a metric-entropy integral, independently of the number of rounds. Polynomial entropy $(A/ε)^d$ gives $O(d\log A)$ total gap and a fast $O(d/m)$ statistical rate. For bounded linear contextual recommendation, the result is $O(d)$ regret for arbitrary compact menus. This is the first polynomial finite bound without structural restrictions on the menus, at the price of improper prediction. Although the general vote can be expensive, it is exactly polynomial-time for one-dimensional Lipschitz parameter curves. Fixed-radius rank-two recommendation takes $O(KT^2)$ time for menus of size $K$. We also prove an $Ω(d)$ lower bound, low-rank and bounded ReLU-network corollaries, and a robust theorem that adds only the demonstrator's cumulative suboptimality. A reproducible adaptive stress test illustrates the predicted scale adaptation. After factorization, an exact MovieLens audit runs in 1.7 CPU seconds across ten users and improves mean latent gap over both a demonstrated-rating policy and a proper online baseline. The learner uses only action demonstrations and never observes a reward or a loss.
We study online cooperative control of a multi-agent system under Byzantine attacks. Namely, an unknown, fixed subset of agents are Byzantine comprised and can stealthily overwrite its own coordinates of the team's planned joint action after observing that plan. The learner observes planned actions, public rewards, and public states, but neither the overwrite nor the executed joint action. Our objective is security: to optimize the team performance against the worst overwrites and achieve the optimal security value. We first show that the attacker's information determines the geometry. An attacker that observes the planned action induces an exact $(s,a)$-rectangular robust Markov decision process (MDP) whose rows are convex hulls of overwrite-induced public-outcome laws, whereas a blind attacker induces an $s$-rectangular model. We then identify the information-theoretic limit of security learning, showing that the security regret decomposes exactly into return regret against the response generating the data and a cumulative response gap $D_K$. Two indistinguishable horizon-one instances force $Ω(K)$ expected security regret while return regret is zero, showing that dependence on $D_K$ is unavoidable. Finally, we develop a stage-tied robust estimation-to-decisions learner and prove a regret bound of $\widetilde{\mathcal O}\!\left(H^2S\sqrt{AK}\right)+\mathbb E[D_K]$. Our studies thus provide comprehensive theoretical and algorithmic foundations of reliable multi-agent systems under Byzantine attacks.
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 $O(T^2)$ to $O(T)$. We establish a regret bound of $\widetilde O\left(W_i^{\rm lex}\sqrt{m}\,(d_1+d_2)r\sqrt{T}\right)$ for each objective $i\in[m]$, where $r$ is an upper bound on the ranks of the objective-specific parameter matrices and $W_i^{\rm lex}$ characterizes the lexicographic trade-off effect. This bound depends on the effective low-rank dimension $(d_1+d_2)r$ rather than the ambient dimension $d_1d_2$. Numerical experiments further validate the effectiveness and computational efficiency of the proposed method.
Swap regret governs the rate at which uncoupled learning dynamics converge to correlated equilibria in multiplayer general-sum games. Under full-information feedback, the best previous guarantee when every player follows the same dynamics grows logarithmically in the horizon $T$. We construct uncoupled dynamics under which every player incurs only $O(nm^2\sqrt{\log m\log T})$ swap regret, where $n$ is the number of players and $m$ bounds the number of actions per player. To our knowledge, this is the first sublogarithmic individual guarantee in this setting, and it implies that the time-averaged product distribution of play is an $O(nm^2\sqrt{\log m\log T}/T)$-approximate correlated equilibrium. The key algorithmic choice is to combine the Blum--Mansour reduction with optimistic follow-the-regularized-leader using a hybrid regularizer that separately weights negative Shannon entropy and the log-barrier: the entropy controls the optimistic prediction error, whereas the log-barrier controls the transition-matrix movement through its Bregman divergence. A new sensitivity theorem for stationary distributions of Markov chains, which involves neither mixing parameters nor the smallest transition probability, transfers this control to the played strategies and yields a simpler analysis without local-norm or self-concordance arguments. The guarantee is preserved by an adversarially robust variant that additionally ensures $O(nm^2\sqrt{\log m\log T}+\sqrt{mT\log m})$ swap regret against arbitrary utility sequences, and by a horizon-free variant that requires no prior knowledge of $T$.
Matteo Castiglioni, Anna Lunghi, Alberto Marchesics.LG
We study regret minimization for learning CDF-related objectives of the form \[ g(x)\cdot\mathbb{P}_{X\sim\mathcal{D}}(X\le x), \] over $[0,1]^2$, where $g$ is a known Lipschitz function and $\mathcal{D}$ is an unknown distribution. At each round $t$, the learner selects a point $x_t$ and observes the binary feedback $\mathbb{I}(X_t\le x_t)$, where $X_t\sim\mathcal{D}$. We design an algorithm achieving regret $\widetilde{\mathcal{O}}(T^{7/10})$, improving over the previous best-known bound of $\widetilde{\mathcal{O}}(T^{3/4})$ and showing that the curse of dimensionality can be at least partially lifted for this class of objectives, though a gap remains with the $Ω(T^{2/3})$ lower bound. As an application, our techniques yield the same $\widetilde{\mathcal{O}}(T^{7/10})$ regret bound for profit maximization in repeated bilateral trade with fixed prices.
Nivasini Ananthakrishnan, Mark Bedaywi, Michael I. Jordan +2cs.LG cs.AI cs.GT
This paper studies an online variant of the assistance games framework, where an informed agent and an uninformed agent repeatedly interact over $T$ timesteps to optimize a common reward function. While the informed agent (the human) observes a latent state of the world, the uninformed agent (the assistant) observes only the human's actions. We provide the first provably efficient learning algorithms for repeated assistance games. We introduce the notion of assistance regret: the gap between the cumulative utility of interactions and that of the optimal joint policies in hindsight, which map latent states to action pairs. We present decentralized algorithms for both the human and the assistant that achieve a $(1-1/e)$-approximate assistance regret rate of $\widetilde{O}(T^{3/4})$, with runtime polynomial in the size of the action and state spaces. These algorithms are general; in particular, they accommodate any no-regret algorithm for the assistant. We prove that achieving a regret approximation factor better than $(1-1/e)$ is computationally intractable. Furthermore, we demonstrate how these generic no-regret algorithms can be tailored to a pseudo-decentralized setting -- using a shared random string -- to achieve a rate of $\widetilde{O}(T^{1/2})$, optimal up to logarithmic factors.
Agents acting on our behalf in the real world (e.g. placing phone calls) must learn online from costly, often irreversible interactions rather than cheap simulator steps. Two things follow. First, deployability depends on the path, not only the outcome. An agent must respect outcome-neutral constraints such as not repeatedly calling an unresponsive user, respecting business hours, or completing required authentication constraints that outcome-based rewards cannot express, since violating them frequently improves apparent success. Second, because each interaction is expensive, the agent must learn efficiently from very few examples. Reinforcement learning from verifiable rewards (RLVR) is blind to both challenges: it optimizes solely on the outcome and wastes expensive rollouts on all-fail groups where group-relative advantage collapses to zero. Attempts to densify supervision by rewarding progress target the hard-to-verify direction. In contrast, real agentic environments can cheaply detect bad moves. Since group-relative advantage is equivalent to within-group variance, a dense signal helps only when it supplies variance the outcome lacks. A verifiable penalty on the path meets this condition reliably, while a progress potential helps only where partial progress is reachable. The resulting recipe "penalize the path, reward the outcome" achieves high task success with near-zero violations, where outcome-only training violates constraints on nearly every episode. We provide four design rules for effective penalties, including avoidance of the inaction trap that arises when a penalty is used in isolation.
Giovanni Montanari, Marco Scarsini, Vianney Perchetcs.LG math.OC
We study a human-AI service system in which tasks arrive sequentially and are processed through a two-stage architecture: an automated chatbot followed, when necessary, by a human agent. We consider $T$ sequentially arriving tasks, each belonging to one of $K$ heterogeneous types. For each task the decision maker chooses how many resources to allocate to the chatbot, whose type-dependent success probabilities are initially unknown. Tasks not resolved by the chatbot enter type-dependent human-service queues, where they are processed by a human agent with unknown service rates. This model captures a central tradeoff in hybrid service systems: relying more on automation reduces human congestion but increases chatbot costs, while insufficient automation may overload the human agent. We propose the UCB-DPP policy, which combines Upper Confidence Bounds with Drift-Plus-Penalty control to learn the unknown parameters of the system while making queue-aware decisions. We prove that UCB-DPP achieves regret $\widetilde{\mathcal{O}}(K\sqrt{T})$ and guarantees mean-rate stability of the human-service queues. Simulations on synthetic instances show that the proposed policy outperforms natural baselines.
Many online decision-making problems involve both round-specific feasible actions and drifting reward models: eligible ad impressions, feasible prices, and available treatments can change over time, while user preferences, demand curves, and patient responses may evolve. Motivated by these applications, we study non-stationary linear bandits with round-specific feasible decision sets. Existing methods that obtain the optimal \(\widetilde O(T^{2/3}P_T^{1/3})\) dependence, where \(P_T\) is the path length of the reward-parameter sequence, impose an orthogonal-structure assumption on round-specific decision sets, which can be restrictive in contextual applications. We address this gap through a unified misspecification-reduction viewpoint: after partitioning the horizon into blocks, we relate each block's dynamic regret to regret against a fixed-parameter linear bandit benchmark, with the within-block parameter drift entering as bounded misspecification. Restarting algorithms with misspecification-dependent regret guarantees then yields the optimal \(T^{2/3}P_T^{1/3}\) dynamic-regret dependence for both linear bandits with general compact decision sets and \(K\)-armed contextual linear bandits.
Safe online reinforcement learning requires policies to respect safety constraints while maintaining smooth optimization dynamics. Existing approaches typically rely on either strict safety enforcement via action interventions, which introduce discontinuities in system interaction and learning, or soft safety constraint formulations, which preserve smooth learning but provide limited safety assurance. We propose AutoSafe, a safety-aware policy architecture that integrates structured safety monitoring and intervention directly into the action generation process. This design enables smooth, risk-dependent transitions between performance-driven and safety-preserving behaviors, resulting in continuous online interaction and learning dynamics. Empirical results across a suite of continuous-control benchmarks demonstrate strong safety enforcement without sacrificing learning smoothness. We further validate AutoSafe on a physical cart-pole system, highlighting its practical effectiveness for safe online learning in the real world.
We study repeated bidding in multi-unit discriminatory (pay-as-bid) auctions for a single bidder with per-round utility equal to value minus $α$ times payment, where $α\in[0,1]$ is a cost-of-capital parameter. The bidder aims to maximize cumulative utility over $T$ rounds subject to a total budget $B$. The problem is challenging even without budgets: the action space is exponential in $M$, the maximum demand of the bidder and the valuation vector (context) varies over time. Exploiting a decomposition of utility across units, we develop polynomial-time learning algorithms based on shortest paths in a directed acyclic graph, obtaining sublinear regret under both full-information and bandit feedback. In the bandit setting, the regret is independent of the number of contexts due to complete cross-learning: observing the utility of the chosen action under the realized context reveals the utility for the same action under all counterfactual contexts. With budget constraints, when the average normalized per-round budget $ρ=\frac{B}{MT}<1$, we design a coupled primal-dual algorithm in which the DAG-based procedure uses dual-adjusted edge weights for primal updates, while online gradient descent updates the dual variable, yielding $ρ$-approximate sublinear regret. Finally, we give implementations whose per-round time and space are independent of the number of contexts, enabling scalability to large or even infinite context spaces.
Tina Dongxu Li, Mouhacine Benosman, Ken Meszaros +1cs.LG eess.SY
Efficient sorter diversion control of automated material handling systems (MHS) is critical for optimizing operational efficiency in large-scale warehouse environments. In this study, we use an inbound receiving sorter at a high-volume e-commerce warehouse as our primary use case, where the sorter diversion system relies on cost functions with static weight configurations that fail to adapt to highly dynamic system contexts, such as volume mode, congestion level, equipment physical status, and upstream/downstream dependencies. To address this real-time sorter diversion optimization challenge, we conducted a comparative study of three candidate hybrid machine learning frameworks: Linear Regression with Gradient Descent Optimization (LR+GDO), XGBoost with Bayesian Optimization (XGB+BO), and Bayesian Contextual Bandits (BCB). Model training and evaluation were enabled by leveraging a high-fidelity physics-aware emulator to overcome the cold-start problem and allow a safe transition from offline to online learning. We performed comprehensive evaluations including reward model predictive accuracy, contextual sensitivity, action distribution, and projected reward uplift. Our results demonstrate that while tree-based reward models offer slightly better predictive power, the BCB framework achieved overall higher performance with 2.03% reward uplift over the heuristic baseline. Furthermore, BCB exhibits several superior characteristics, such as its decisive time-optimal policy backed by Bang-Bang control theory, continuous online learning capability, strategic balance between exploration and exploitation, and significantly shorter inference latency. These results demonstrate the potential of the BCB framework for real-time control optimization in large-scale warehouse environments, motivating further investigation toward operational deployment.
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 $K_{\mathrm{eff}}$ in the regret bounds. As an application, we show that under two-point feedback, it is possible to achieve $\sqrt{T}$ regret in Lipschitz bandits when $d \leq 2$.
NeuroEvolution of Augmenting Topologies (NEAT) is a widely used neuroevolution algorithm for learning neural network architectures and weights for control tasks. However, standard offline optimisation searches for connection strengths directly, which can scale poorly in high-dimensional weight spaces and more difficult continuous control problems. Hybrid methods that combine neuroevolution with online learning can address this challenge, but their theoretical properties remain underexplored. This paper gives the first regret analysis for a general NeuroEvolutionary Online Learning (NEOL) framework, which decouples learning into two timescales: an outer loop for architecture search and an inner loop for online weight adaptation via rewardmodulated plasticity. Under mild conditions, we prove that NEOL achieves sublinear regret. Empirically, under fixed interaction budgets on four standard control benchmarks, a NEAT-based NEOL implementation achieves higher final fitness and lower variance than pure NEAT, and is competitive with strong reinforcement learning (RL) baselines on several tasks. The results are supported byWilcoxon rank-sum tests and ablation studies. Overall, the findings show that online plasticity can improve the sample efficiency and robustness of two-timescale neuroevolution. Code is available at https://github.com/boobaa2001/NeuroEvolution Online Learning NEOL.
We study online reward-punishment learning when the environment provides no scalar reward or evaluative label. At each step the agent receives only a fixed-channel perceptual packet, and quantities such as pain, energy, contact, damage, or cognitive error are treated as perceptual dimensions whose valence must be inferred from transition consequences. OHIRL separates four roles: M_psi learns next-packet prediction, D_omega models residual dynamics, C_eta is a fixed internal post-transition trajectory evaluator, and B_xi learns to use the resulting value evidence for later policy updates and action scoring. C_eta uses a recovery-positive and persistence/growth-negative residual-regulation orientation; a coefficient-origin audit shows that equal-unit, raw-equal, and random monotone variants preserve more than 92% of the released top-action rankings, while sign inversion preserves 0%. The reward-free protocol exposes observation transitions while withholding environment rewards, delayed external evaluators, success labels, and action-goodness labels. A conditional error decomposition separates B_xi evidence-estimation error from residual policy-optimization error. In a 2x2-XOR packet task, medicine and chili acquire opposite value under visual XOR contexts, and the same pain or spice increase can be positive or negative depending on consequence structure; B_xi reaches 0.952 balanced reward-sign accuracy. In a full online-interleaved audit, M_psi reaches holdout R2=0.907, B_xi reaches 0.940 sign accuracy, and the policy reaches 0.979 optimal-action accuracy, while immediate packet scores, prediction-error rewards, shuffled targets, zero reward, and error-reduction controls collapse. Hidden-reward CartPole and Taxi controls, public-context no-leakage audits, and module-role ablations further test information boundaries and component necessity.
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.
Linzhe He, Yu-Jie Zhang, Sifan Yang +1cs.LG stat.ML
This paper studies efficient online algorithms for multinomial logistic bandits (MLogB), where the feedback distribution over $K+1$ outcomes follows a multinomial logistic model of $d$-dimensional action vectors. A representative UCB-type algorithm, OFUL-MLogB, achieves a regret bound of $\tilde{\mathcal{O}}(Kd\sqrt{T})$, but still requires $\mathcal{O}(K^3d^3)$ time and $\mathcal{O}(K^2d^2)$ space per round due to parameter estimation and optimistic reward construction, which is prohibitive in high-dimensional settings. To address this limitation, we propose EOFD-MLogB, which integrates frequent directions matrix sketching into OFUL-MLogB. By maintaining a low-rank SVD sketch of the accumulated Hessian, constrained online Newton updates in parameter estimation and $Kd \times K$ spectral-norm computations in the reward bonus are reduced to one-dimensional root-finding tasks and $K \times K$ eigenvalue computations, respectively. This yields dominant per-round time complexity $\mathcal{O}(Kd(m+K)^2)$ and space complexity $\mathcal{O}(Kd(m+K))$, where $m \ll d$ is the sketch size. We further prove a regret bound of $\tilde{\mathcal{O}}(Δ_T(Kd\lnΔ_T+m)\sqrt{T})$, where the sketching error factor $Δ_T$ is controlled by the $m$-truncated spectral tail of the Hessian. Thus, when the Hessian is approximately low-rank, the regret is close to that of OFUL-MLogB. Experiments validate the computational efficiency and competitive performance.
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.
In this paper, we study regret minimization in repeated games with \emph{adaptive} opponents who can respond based on histories of play. The standard metric of \emph{external regret} in online learning is known to fail to capture such adaptivity. To account for players' counterfactual reasoning, we introduce {\tt Repeated Policy Regret (RP-Regret)}, a game-theoretic metric that measures the difference between the \emph{realized} and the \emph{best-in-hindsight} accumulated utility when all players can \emph{respond} to the history of play. Compared to existing regret notions in this setting, ours is native to repeated game playing, enabling stronger comparators and opponents with fewer constraints, while maintaining the possibility of finding better equilibria when all players minimize it. We first identify necessary conditions for obtaining {\tt RP-Regret} sublinear in time, on the variation of the player's comparator strategies in the regret definition and on the memories of both the comparator and opponents' strategies. We then study additional conditions and provable algorithms to minimize {\tt RP-Regret}, which is by definition \emph{non-convex} in the strategy space. To address this challenge, we propose three algorithms: (i) one based on an optimization oracle, as assumed in some prior work in online non-convex learning; (ii) one that minimizes a convex and \emph{linearized} surrogate of {\tt RP-Regret} at each iteration; (iii) one that directly minimizes {\tt RP-Regret} when opponents change strategies slowly. Furthermore, when all players can run algorithms to minimize the {\tt RP-Regret} (or its linearized variant), certain subgame perfect equilibria of the repeated game can be learned. We also provide experiments showing that minimizing our regret notions can lead to more cooperative solutions with higher utility in games such as Stag-Hunt.
Jongyeong Lee, Junya Honda, Shinji Ito +1stat.ML cs.LG
Follow-the-regularized-leader framework has shown effectiveness and flexibility in online learning problems, where the choice of learning rates are known to be crucial. Recently, adaptive learning rates defined in terms of the arm-selection probabilities, obtained by solving convex optimization, have achieved improved best-of-both-worlds (BOBW) guarantees in various bandit problems. In contrast, BOBW guarantees for its computationally efficient alternative, follow-the-perturbed-leader (FTPL), remain relatively limited since its optimization-free nature ironically makes the design of adaptive, probability-dependent learning rates non-trivial. To address this challenge, we propose an adaptive learning rate for FTPL by introducing surrogate probability functions that can be computed only from the available quantities, without requiring the exact probabilities. Based on these learning rates with surrogate functions, we provide the BOBW guarantee for FTPL with Pareto perturbations for any shape parameter $α>1$, generalizing prior results restricted to specific choices of $α=2$. We further show the BOBW guarantees for FTPL with adaptive learning rates in the bandit problem with expert advices. Our approach preserves the computational simplicity of FTPL while enabling probability-dependent adaptivity, and the surrogate-based methodology may be of independent interest in other algorithmic frameworks beyond FTPL and learning rate designs.
Mean-based algorithms are a class of online learning algorithms that assign low probability to actions with low average rewards. Recent work indicates these algorithms converge favorably to serially undominated actions, which approximate Nash equilibria in economic games. However, empirical studies also show slower convergence compared to established algorithms in bandit-feedback scenarios. We study mean-based algorithms when the time horizon is unknown and only bandit feedback is available. In this setting, we provide the first lower bound on the algorithm-defining sequence $γ_t$ that formally establishes a limit on how fast these algorithms can learn. Additionally, we propose two mean-based algorithms: one generalizes $ε$-greedy, and the other extends the mean-based Exp3 to unknown horizons. Our experiments show that mean-based algorithms, although slightly slower, can perform competitively with other bandit-feedback algorithms. We further analyze the relationship to no-regret algorithms. Depending on the choice of $γ_t$, the intersection with no-regret algorithms is non-trivial, and we show that algorithms exist that are both mean-based and no-regret. This adds context to the "exploitability" of this class of algorithms that previous contributions suggest.
We study the two-action apple-tasting problem with switching costs against an oblivious adversary. In an equivalent normalized formulation, at each round the learner chooses between a revealing action and a blind action: the revealing action gives reward $0$ and reveals the hidden value $x_t\in[-1,1]$ of the blind action; the blind action gives reward $x_t$ but reveals nothing. The learner pays one unit whenever they switches actions, and regret is measured against the best fixed action in hindsight. General feedback-graph algorithms with switching costs give $\widetilde O(T^{2/3})$ regret guarantees for this problem. The two-action apple-tasting graph was the natural candidate for the missing $Ω(T^{2/3})$ obstruction in the switching-cost classification: such a lower bound would have transferred to a large family of still-unclassified feedback graphs. We prove that this obstruction is not there: the oblivious minimax expected regret for this problem satisfies \[ \frac{1}{2\sqrt3}\cdot\sqrt T \le R_T^\star \le 2\sqrt{3}\cdot \sqrt{T}. \]
Luigi Foscari, Matilde Tullii, Vianney Perchetstat.ML cs.GT cs.LG
Shilling is the use of artificial bids to make competition appear stronger and push prices upward. We study repeated first-price auctions in which shilling affects feedback but not allocation: the learner wins or loses against the real competing bid, but after a loss observes the maximum of the real bid and an independent shill bid. Thus the manipulation changes what the learner observes and hence how it learns to bid, without changing the outcome of the current auction. We analyze regret with respect to the best bid benchmark, assuming that the shill-bid distribution is known. Even then, shilling can mask the real bid, while useful side information appears only through intermittent low-shill events. Our algorithm combines a robust interval-elimination branch, which ignores the shilled report and achieves the dynamic-pricing rate $\tilde{\mathcal{O}}(T^{2/3})$, with an optimistic branch that debiases losing-side reports and exploits the resulting suffix information when it is reliable and achieves the first-price auctions rate $\tilde{\mathcal{O}}(\sqrt{T})$. A validation and racing procedure lets the algorithm use these optimistic updates without knowing the right scale or feedback geometry in advance. We complement the upper bounds with a matching lower bound, up to logarithmic factors, in the single-active-region case. Overall, the results show that even feedback-only shilling can sharply alter the statistical difficulty of repeated bidding.