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arXiv:2610.05688 · v2

Square-Root Regret for Adversarial Multiplayer Bandits without Collision Information or Shared Randomness

首次提交 2026-10-05 10:03
版本更新 2026-11-02 13:49
雷达观测 2026-11-04 23:42
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摘要

We study cooperative multiplayer bandits with adversarial rewards and no collision information. In each of $T$ rounds, each of $m$ labeled players picks one of $K>m$ arms. A player alone on its arm receives that arm's reward in $[0,1]$; players who share an arm receive $0$. Each player observes only its own reward, so it cannot distinguish a collision from an arm with zero reward, and there is neither shared randomness nor a communication channel. Bubeck, Li, Peres and Sellke (2020) obtained regret $\widetilde O(KT^{3/4})$ for two players and $\widetilde O(mK^{3/2}T^{1-1/(2m)})$ for $m$ players, and conjectured that regret $Ω(T^{2/3})$ is unavoidable already for two players. We refute this conjecture. We give a strategy whose expected regret against every oblivious adversary is $O(m^{3/2}\sqrt{KT}\log^2(KmT))$, which is optimal in $K$ and $T$ up to logarithmic factors. Three ideas make this possible. (i) Bits are sent through deliberate collisions as random parity checks, and the regret spent while a message is delayed is charged to the number of arms with positive reward rather than to elapsed time: an adversary that jams the channel with zero rewards forfeits the regret it could inflict. (ii) An exponential-weights learner over sets of arms combines a frequently resampled coordinator arm with a follower assignment that changes only $O(\sqrt{mT/K})$ times in expectation; delayed updates are reconstructed exactly. (iii) We teach the followers a privately chosen row index in a fixed public table using reward observations alone, allowing them to coordinate without shared randomness. The bound holds simultaneously for all reward matrices, even ones chosen with knowledge of the table, and a random table works with probability $1-O(1/(KmT))$.

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v2 · 2026-11-02 13:49 · 最新观测版本

Square-Root Regret for Adversarial Multiplayer Bandits without Collision Information or Shared Randomness

We study cooperative multiplayer bandits with adversarial rewards and no collision information. In each of $T$ rounds, each of $m$ labeled players picks one of $K>m$ arms. A player alone on its arm receives that arm's reward in $[0,1]$; players who share an arm receive $0$. Each player observes only its own reward, so it cannot distinguish a collision from an arm with zero reward, and there is neither shared randomness nor a communication channel. Bubeck, Li, Peres and Sellke (2020) obtained regret $\widetilde O(KT^{3/4})$ for two players and $\widetilde O(mK^{3/2}T^{1-1/(2m)})$ for $m$ players, and conjectured that regret $Ω(T^{2/3})$ is unavoidable already for two players. We refute this conjecture. We give a strategy whose expected regret against every oblivious adversary is $O(m^{3/2}\sqrt{KT}\log^2(KmT))$, which is optimal in $K$ and $T$ up to logarithmic factors. Three ideas make this possible. (i) Bits are sent through deliberate collisions as random parity checks, and the regret spent while a message is delayed is charged to the number of arms with positive reward rather than to elapsed time: an adversary that jams the channel with zero rewards forfeits the regret it could inflict. (ii) An exponential-weights learner over sets of arms combines a frequently resampled coordinator arm with a follower assignment that changes only $O(\sqrt{mT/K})$ times in expectation; delayed updates are reconstructed exactly. (iii) We teach the followers a privately chosen row index in a fixed public table using reward observations alone, allowing them to coordinate without shared randomness. The bound holds simultaneously for all reward matrices, even ones chosen with knowledge of the table, and a random table works with probability $1-O(1/(KmT))$.

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