TY - GEN
T1 - Combinatorial partial monitoring game with linear feedback and its applications
AU - Lin, Tian
AU - Abrahao, Bruno
AU - Kleinberg, Robert
AU - Lui, John C.S.
AU - Chen, Wei
PY - 2014
Y1 - 2014
N2 - In online learning, a player chooses actions to play and receives reward and feedback from the environment with the goal of maximizing her reward over time. In this paper, we propose the model of combinatorial partial monitoring games with linear feedback, a model which simultane-ously addresses limited feedback, infinite outcome space of the environment and exponentially large action space of the player. We present the Global Confidence Bound (GCB) algorithm, which integrates ideas from both combinatorial multi-armed bandits and finite partial monitoring games to handle all the above issues. GCB only requires feedback on a small set of actions and achieves 0(T2/3 log T) distribution-independent regret and C(log T) distribution-dependent regret (the latter assuming unique optimal action), where T is the total time steps played. Moreover, the regret bounds only depend linearly on log \X\ rather than \X\, where X is the action space. GCB isolates offline optimization tasks from online learning and avoids explicit enumeration of all actions in the online learning part. We demonstrate that our model and algorithm can be applied to a crowdsourcing application leading to both an efficient learning algorithm and low regret, and argue that they can be applied to a wide range of combinatorial applications constrained with limited feedback.
AB - In online learning, a player chooses actions to play and receives reward and feedback from the environment with the goal of maximizing her reward over time. In this paper, we propose the model of combinatorial partial monitoring games with linear feedback, a model which simultane-ously addresses limited feedback, infinite outcome space of the environment and exponentially large action space of the player. We present the Global Confidence Bound (GCB) algorithm, which integrates ideas from both combinatorial multi-armed bandits and finite partial monitoring games to handle all the above issues. GCB only requires feedback on a small set of actions and achieves 0(T2/3 log T) distribution-independent regret and C(log T) distribution-dependent regret (the latter assuming unique optimal action), where T is the total time steps played. Moreover, the regret bounds only depend linearly on log \X\ rather than \X\, where X is the action space. GCB isolates offline optimization tasks from online learning and avoids explicit enumeration of all actions in the online learning part. We demonstrate that our model and algorithm can be applied to a crowdsourcing application leading to both an efficient learning algorithm and low regret, and argue that they can be applied to a wide range of combinatorial applications constrained with limited feedback.
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M3 - Conference contribution
AN - SCOPUS:84919902752
T3 - 31st International Conference on Machine Learning, ICML 2014
SP - 2512
EP - 2537
BT - 31st International Conference on Machine Learning, ICML 2014
PB - International Machine Learning Society (IMLS)
T2 - 31st International Conference on Machine Learning, ICML 2014
Y2 - 21 June 2014 through 26 June 2014
ER -