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We consider a contextual bandit problem with a combinatorial action set and time-varying base arm availability. At the beginning of each round, the agent observes the set of available base arms and their contexts and then selects an action that is a feasible subset of the set of available base arms to maximize its cumulative reward in the long run. We assume that the mean outcomes of base arms are samples from a Gaussian Process indexed by the context set ${\cal X}$, and the expected reward is Lipschitz continuous in expected base arm outcomes. For this setup, we propose an algorithm called Optimistic Combinatorial Learning and Optimization with Kernel Upper Confidence Bounds (O'CLOK-UCB) and prove that it incurs $\tilde{O}(K\sqrt{T\overline{\gamma}_{T}} )$ regret with high probability, where $\overline{\gamma}_{T}$ is the maximum information gain associated with the set of base arm contexts that appeared in the first $T$ rounds and $K$ is the maximum cardinality of any feasible action over all rounds. To dramatically speed up the algorithm, we also propose a variant of O'CLOK-UCB that uses sparse GPs. Finally, we experimentally show that both algorithms exploit inter-base arm outcome correlation and vastly outperform the previous state-of-the-art UCB-based algorithms in realistic setups.

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We present $\mathcal{CL}_1$-$\mathcal{GP}$, a control framework that enables safe simultaneous learning and control for systems subject to uncertainties. The two main constituents are contraction theory-based $\mathcal{L}_1$ ($\mathcal{CL}_1$) control and Bayesian learning in the form of Gaussian process (GP) regression. The $\mathcal{CL}_1$ controller ensures that control objectives are met while providing safety certificates. Furthermore, $\mathcal{CL}_1$-$\mathcal{GP}$ incorporates any available data into a GP model of uncertainties, which improves performance and enables the motion planner to achieve optimality safely. This way, the safe operation of the system is always guaranteed, even during the learning transients. We provide a few illustrative examples for the safe learning and control of planar quadrotor systems in a variety of environments.

The modeling and simulation of dynamical systems is a necessary step for many control approaches. Using classical, parameter-based techniques for modeling of modern systems, e.g., soft robotics or human-robot interaction, is often challenging or even infeasible due to the complexity of the system dynamics. In contrast, data-driven approaches need only a minimum of prior knowledge and scale with the complexity of the system. In particular, Gaussian process dynamical models (GPDMs) provide very promising results for the modeling of complex dynamics. However, the control properties of these GP models are just sparsely researched, which leads to a "blackbox" treatment in modeling and control scenarios. In addition, the sampling of GPDMs for prediction purpose respecting their non-parametric nature results in non-Markovian dynamics making the theoretical analysis challenging. In this article, we present approximated GPDMs which are Markov and analyze their control theoretical properties. Among others, the approximated error is analyzed and conditions for boundedness of the trajectories are provided. The outcomes are illustrated with numerical examples that show the power of the approximated models while the the computational time is significantly reduced.

The ternary relation $B(x,y,z)$ of betweenness states that an element $y$ is between the elements $x$ and $z$, in some sense depending on the considered structure. In a partially ordered set $(N,\leq)$, $B(x,y,z):\Longleftrightarrow x<y<z\vee z<y<x$. The corresponding betweenness structure is $(N,B)$. The class of betweenness structures of linear orders is first-order definable. That of partial orders is monadic second-order definable. An order-theoretic tree is a partial order such that the set of elements larger that any element is linearly ordered and any two elements have an upper-bound. Finite or infinite rooted trees ordered by the ancestor relation are order-theoretic trees. In an order-theoretic tree, we define $B(x,y,z)$ to mean that $x<y<z$ or $z<y<x$ or $x<y\leq x\sqcup z$ or $z<y\leq x\sqcup z$ provided the least upper-bound $x\sqcup z$ of $x$ and $z$ is defined when $x$ and $z$ are incomparable. In a previous article, we established that the corresponding class of betweenness structures is monadic second-order definable.We prove here that the induced substructures of the betweenness structures of the countable order-theoretic trees form a monadic second-order definable class, denoted by IBO. The proof uses a variant of cographs, the partitioned probe cographs, and their known six finite minimal excluded induced subgraphs called the bounds of the class. This proof links two apparently unrelated topics: cographs and order-theoretic trees.However, the class IBO has finitely many bounds, i.e., minimal excluded finite induced substructures. Hence it is first-order definable. The proof of finiteness uses well-quasi-orders and does not provide the finite list of bounds. Hence, the associated first-order defining sentence is not known.

In many real-world applications of combinatorial bandits such as content caching, rewards must be maximized while satisfying minimum service requirements. In addition, base arm availabilities vary over time, and actions need to be adapted to the situation to maximize the rewards. We propose a new bandit model called Contextual Combinatorial Volatile Bandits with Group Thresholds to address these challenges. Our model subsumes combinatorial bandits by considering super arms to be subsets of groups of base arms. We seek to maximize super arm rewards while satisfying thresholds of all base arm groups that constitute a super arm. To this end, we define a new notion of regret that merges super arm reward maximization with group reward satisfaction. To facilitate learning, we assume that the mean outcomes of base arms are samples from a Gaussian Process indexed by the context set ${\cal X}$, and the expected reward is Lipschitz continuous in expected base arm outcomes. We propose an algorithm, called Thresholded Combinatorial Gaussian Process Upper Confidence Bounds (TCGP-UCB), that balances between maximizing cumulative reward and satisfying group reward thresholds and prove that it incurs $\tilde{O}(K\sqrt{T\overline{\gamma}_{T}} )$ regret with high probability, where $\overline{\gamma}_{T}$ is the maximum information gain associated with the set of base arm contexts that appeared in the first $T$ rounds and $K$ is the maximum super arm cardinality of any feasible action over all rounds. We show in experiments that our algorithm accumulates a reward comparable with that of the state-of-the-art combinatorial bandit algorithm while picking actions whose groups satisfy their thresholds.

Contextual multi-armed bandits are classical models in reinforcement learning for sequential decision-making associated with individual information. A widely-used policy for bandits is Thompson Sampling, where samples from a data-driven probabilistic belief about unknown parameters are used to select the control actions. For this computationally fast algorithm, performance analyses are available under full context-observations. However, little is known for problems that contexts are not fully observed. We propose a Thompson Sampling algorithm for partially observable contextual multi-armed bandits, and establish theoretical performance guarantees. Technically, we show that the regret of the presented policy scales logarithmically with time and the number of arms, and linearly with the dimension. Further, we establish rates of learning unknown parameters, and provide illustrative numerical analyses.

Offline policy learning (OPL) leverages existing data collected a priori for policy optimization without any active exploration. Despite the prevalence and recent interest in this problem, its theoretical and algorithmic foundations in function approximation settings remain under-developed. In this paper, we consider this problem on the axes of distributional shift, optimization, and generalization in offline contextual bandits with neural networks. In particular, we propose a provably efficient offline contextual bandit with neural network function approximation that does not require any functional assumption on the reward. We show that our method provably generalizes over unseen contexts under a milder condition for distributional shift than the existing OPL works. Notably, unlike any other OPL method, our method learns from the offline data in an online manner using stochastic gradient descent, allowing us to leverage the benefits of online learning into an offline setting. Moreover, we show that our method is more computationally efficient and has a better dependence on the effective dimension of the neural network than an online counterpart. Finally, we demonstrate the empirical effectiveness of our method in a range of synthetic and real-world OPL problems.

The fidelity bandits problem is a variant of the $K$-armed bandit problem in which the reward of each arm is augmented by a fidelity reward that provides the player with an additional payoff depending on how 'loyal' the player has been to that arm in the past. We propose two models for fidelity. In the loyalty-points model the amount of extra reward depends on the number of times the arm has previously been played. In the subscription model the additional reward depends on the current number of consecutive draws of the arm. We consider both stochastic and adversarial problems. Since single-arm strategies are not always optimal in stochastic problems, the notion of regret in the adversarial setting needs careful adjustment. We introduce three possible notions of regret and investigate which can be bounded sublinearly. We study in detail the special cases of increasing, decreasing and coupon (where the player gets an additional reward after every $m$ plays of an arm) fidelity rewards. For the models which do not necessarily enjoy sublinear regret, we provide a worst case lower bound. For those models which exhibit sublinear regret, we provide algorithms and bound their regret.

We study the problem of learning in the stochastic shortest path (SSP) setting, where an agent seeks to minimize the expected cost accumulated before reaching a goal state. We design a novel model-based algorithm EB-SSP that carefully skews the empirical transitions and perturbs the empirical costs with an exploration bonus to guarantee both optimism and convergence of the associated value iteration scheme. We prove that EB-SSP achieves the minimax regret rate $\widetilde{O}(B_{\star} \sqrt{S A K})$, where $K$ is the number of episodes, $S$ is the number of states, $A$ is the number of actions and $B_{\star}$ bounds the expected cumulative cost of the optimal policy from any state, thus closing the gap with the lower bound. Interestingly, EB-SSP obtains this result while being parameter-free, i.e., it does not require any prior knowledge of $B_{\star}$, nor of $T_{\star}$ which bounds the expected time-to-goal of the optimal policy from any state. Furthermore, we illustrate various cases (e.g., positive costs, or general costs when an order-accurate estimate of $T_{\star}$ is available) where the regret only contains a logarithmic dependence on $T_{\star}$, thus yielding the first horizon-free regret bound beyond the finite-horizon MDP setting.

Contextual multi-armed bandit (MAB) achieves cutting-edge performance on a variety of problems. When it comes to real-world scenarios such as recommendation system and online advertising, however, it is essential to consider the resource consumption of exploration. In practice, there is typically non-zero cost associated with executing a recommendation (arm) in the environment, and hence, the policy should be learned with a fixed exploration cost constraint. It is challenging to learn a global optimal policy directly, since it is a NP-hard problem and significantly complicates the exploration and exploitation trade-off of bandit algorithms. Existing approaches focus on solving the problems by adopting the greedy policy which estimates the expected rewards and costs and uses a greedy selection based on each arm's expected reward/cost ratio using historical observation until the exploration resource is exhausted. However, existing methods are hard to extend to infinite time horizon, since the learning process will be terminated when there is no more resource. In this paper, we propose a hierarchical adaptive contextual bandit method (HATCH) to conduct the policy learning of contextual bandits with a budget constraint. HATCH adopts an adaptive method to allocate the exploration resource based on the remaining resource/time and the estimation of reward distribution among different user contexts. In addition, we utilize full of contextual feature information to find the best personalized recommendation. Finally, in order to prove the theoretical guarantee, we present a regret bound analysis and prove that HATCH achieves a regret bound as low as $O(\sqrt{T})$. The experimental results demonstrate the effectiveness and efficiency of the proposed method on both synthetic data sets and the real-world applications.

This paper proposes a Reinforcement Learning (RL) algorithm to synthesize policies for a Markov Decision Process (MDP), such that a linear time property is satisfied. We convert the property into a Limit Deterministic Buchi Automaton (LDBA), then construct a product MDP between the automaton and the original MDP. A reward function is then assigned to the states of the product automaton, according to accepting conditions of the LDBA. With this reward function, our algorithm synthesizes a policy that satisfies the linear time property: as such, the policy synthesis procedure is "constrained" by the given specification. Additionally, we show that the RL procedure sets up an online value iteration method to calculate the maximum probability of satisfying the given property, at any given state of the MDP - a convergence proof for the procedure is provided. Finally, the performance of the algorithm is evaluated via a set of numerical examples. We observe an improvement of one order of magnitude in the number of iterations required for the synthesis compared to existing approaches.

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