用人工回放技术降低多臂赌博机算法对比实验成本
Design Experiments to Compare Multi-armed Bandit Algorithms
- 记录一个策略轨迹,另一策略复用历史奖励以减少真实交互
- 实验只需约T次用户交互,接近传统方法的一半,且方差增长更慢
- 适合需要高效评估推荐、广告等在线决策算法的研究者
在线平台常需比较多臂赌博机算法(如UCB、Thompson Sampling)以选择最优策略。由于每个算法运行依赖全部历史交互,每次实验仅产生一条轨迹,可靠推断需多次独立重启,导致实验成本高、决策延迟。本文提出人工回放(AR)实验设计:先运行一个策略并记录其轨迹;执行第二个策略时,若其选择的动作曾被第一个策略采用,则复用记录的奖励,否则才向真实环境查询。我们建立了新分析框架,证明该估计器无偏,所需用户交互仅需T + o(T),远低于传统双倍实验的2T,尤其在子线性后悔率条件下近似减半成本;且其方差随时间亚线性增长,而朴素设计的方差呈线性增长。基于UCB、Thompson Sampling和ε-贪婪策略的数值实验验证了理论优势。
原文摘要 · Abstract (English)
Online platforms routinely compare multi-armed bandit algorithms, such as UCB and Thompson Sampling, to select the best-performing policy. Unlike standard A/B tests for static treatments, each run of a bandit algorithm over $T$ users produces only one trajectory, because the algorithm's decisions depend on all past interactions. Reliable inference therefore demands many independent restarts of the algorithm, making experimentation costly and delaying deployment decisions. We propose Artificial Replay (AR) as a new experimental design for this problem. AR first runs one policy and records its trajectory. When the second policy is executed, it reuses a recorded reward whenever it selects an action the first policy already took, and queries the real environment only otherwise. We develop a new analytical framework for this design and prove three key properties of the resulting estimator: it is unbiased; it requires only $T + o(T)$ user interactions instead of $2T$ for a run of the treatment and control policies, nearly halving the experimental cost when both policies have sub-linear regret; and its variance grows sub-linearly in $T$, whereas the estimator from a naïve design has a linearly-growing variance. Numerical experiments with UCB, Thompson Sampling, and $ε$-greedy policies confirm these theoretical gains.
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