text: We study a multiplayer stochastic multi-armed bandit problem in which players cannot communicate, and if two or more players pull the same arm, a collision occurs and the involved players receive zero reward. We consider the challenging heterogeneous setting, in which different arms may have different means for different players, and propose a new, efficient algorithm that combines the idea of leveraging forced collisions for implicit communication and that of performing matching eliminations. We give a finite-time analysis of our algorithm, bounding its regret by O((log T)^ 1+ ) for any fixed >0. If the optimal assignment of players to arms is unique, we further show that it attains the optimal O(log(T)) regret, solving an open question raised at NeurIPS 2018.
  @cite_19: We consider the problem of learning in single-player and multiplayer multiarmed bandit models. Bandit problems are classes of online learning problems that capture exploration versus exploitation tradeoffs. In a multiarmed bandit model, players can pick among many arms, and each play of an arm generates an i.i.d. reward from an unknown distribution. The objective is to design a policy that maximizes the expected reward over a time horizon for a single-player setting and the sum of expected rewards for the multiplayer setting. In the multiplayer setting, arms may give different rewards to different players. There is no separate channel for coordination among the players. Any attempt at communication is costly and adds to regret. We propose two decentralizable policies, @math ( @math - @math ) and @math - @math , that can be used in both single-player and multiplayer settings. These policies are shown to yield expected regret that grows, at most, as @math (and @math under some assumption). It is well known that @math is the lower bound on the rate of growth of regret even in a centralized case. The proposed algorithms improve on prior work where regret grew at @math . More fundamentally, these policies address the question of additional cost incurred in decentralized online learning, suggesting that there is, at most, an @math -factor cost in terms of the order of regret. This solves a problem of relevance in many domains and had been open for a while.
  @cite_15: We consider the problem of distributed online learning with multiple players in multiarmed bandit (MAB) models. Each player can pick among multiple arms. When a player picks an arm, it gets a reward. We consider both independent identically distributed (i.i.d.) reward model and Markovian reward model. In the i.i.d. model, each arm is modeled as an i.i.d. process with an unknown distribution with an unknown mean. In the Markovian model, each arm is modeled as a finite, irreducible, aperiodic and reversible Markov chain with an unknown probability transition matrix and stationary distribution. The arms give different rewards to different players. If two players pick the same arm, there is a collision, and neither of them get any reward. There is no dedicated control channel for coordination or communication among the players. Any other communication between the users is costly and will add to the regret. We propose an online index-based distributed learning policy called dUCB4 algorithm that trades off exploration versus exploitation in the right way, and achieves expected regret that grows at most as near- O(log2T). The motivation comes from opportunistic spectrum access by multiple secondary users in cognitive radio networks wherein they must pick among various wireless channels that look different to different users. This is the first distributed learning algorithm for multiplayer MABs with heterogeneous players (that have player-dependent rewards) to the best of our knowledge.
  @cite_12: 
  @cite_23: Inspired by cognitive radio networks, we consider a setting where multiple users share several channels modeled as a multi-user multi-armed bandit (MAB) problem. The characteristics of each channel are unknown and are different for each user. Each user can choose between the channels, but her success depends on the particular channel chosen as well as on the selections of other users: if two users select the same channel their messages collide and none of them manages to send any data. Our setting is fully distributed, so there is no central control. As in many communication systems, the users cannot set up a direct communication protocol, so information exchange must be limited to a minimum. We develop an algorithm for learning a stable configuration for the multi-user MAB problem. We further offer both convergence guarantees and experiments inspired by real communication networks, including comparison to state-of-the-art algorithms.
summary: Various semi-distributed settings of our problem in which some kind of communication is allowed between players have been studied by @cite_23 @cite_15 @cite_12 . In particular, @cite_19 present an algorithm with expected regret that is @math . Our algorithms are the first to reach a logarithmic regret in the fully-distributed setting. One can note however, that compared to the best centralized algorithm, the dependency in @math , @math and @math obtained in Theorems and are a bit worse, suggesting a price for decentralization.