Understanding the Gaps in Satisficing Bandits
Abstract
Lay Summary
In this work, we consider a multiarmed bandit problem, which is a problem where a learner has to repeatedly choose an action in a list and play it. Then, the learner incurs a reward that is associated with the played action, but importantly, it doesn't know the rewards of the unplayed actions. This framework can be used for recommendation systems: for a movie-streaming platform, the "action" consists in choosing which movie should be displayed on the front page, and for a drug trial, the action selection would be among the drugs being tested. In either case, the learner can only get feedback on the action they selected, but we don't know the outcome that selecting a different action would have. We focus on a setting where the learner is given a threshold and is satisfied with playing any action that has an expected reward higher than this threshold. The threshold might have been set arbitrarily, and we don't know if any actions even satisfy this prerogative. This leads to a duality in the problem: if it is clear that an action is sufficiently good, the learner should continue playing it without wasting time trying others, but if it appears that none of the actions are sufficient, then the learner should try to find and play the best-performing action in the list. In this work, we specifically consider problems where it is difficult to identify whether any action is satisficing. We derive lower bounds that show that learning is harder when actions are close to the threshold, even if these actions should be easy to distinguish. We also propose a new algorithm and show that it adapts almost optimally to this challenging setting.