用图形触发技术连接静止和不静止的强盗:崛起与腐烂

Gianmarco Genalti, Marco Mussi, Nicola Gatti, Marcello Restelli, Matteo Castiglioni, Alberto Maria Metelli
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引用次数: 0

摘要

静止匪徒(Rested Bandits)和不安定匪徒(Restless Bandits)是两种著名的匪徒设置,它们可以用来模拟现实世界中的顺序决策问题,在这些问题中,手臂的预期奖励会随着我们所执行的行动或自然环境的变化而变化。在这项工作中,我们提出了图触发匪帮(Graph-Triggered Bandits,GTBs),这是一个统一的框架,用于概括和扩展静止匪帮和不安匪帮。在这种情况下,匪臂预期奖励的演变受匪臂上定义的图的支配。连接一对臂$(i,j)$的边表示臂$i$的拉动触发了臂$j$的演化,反之亦然。有趣的是,对于某些合适的(退化的)图,静止的匪徒和躁动的匪徒都是我们模型的特例。作为这种情况下的相关案例研究,我们将重点放在两种特定类型的单调匪徒身上:一种是 "上升 "匪徒,其手臂的预期奖励会随着触发次数的增加而增加;另一种是 "腐烂 "匪徒,其行为恰恰相反。针对这些情况,我们研究了最优策略。我们为所有情况提供了合适的算法,并讨论了这些算法的理论保证,强调了学习问题的复杂性,这些学习问题涉及与实例相关的术语,这些术语编码了底层图结构的特定属性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Bridging Rested and Restless Bandits with Graph-Triggering: Rising and Rotting
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.
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