Aadirupa Saha

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44ranked-venue papers
27as first author
30since 2021 · last 2025
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Artificial intelligence and machine learning · 43 · 27 first-author · 30 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1
YearPublicationVenuePosition
2025 Finally Rank-Breaking Conquers MNL Bandits: Optimal and Efficient Algorithms for MNL Assortment
abstract
We address the problem of active online assortment optimization problem with preference feedback, which is a framework for modeling user choices and subsetwise utility maximization. The framework is useful in various real-world applications including ad placement, online retail, recommender systems, and fine-tuning language models, amongst many others. The problem, although has been studied in the past, lacks an intuitive and practical solution approach with simultaneously efficient algorithm and optimal regret guarantee. E.g., popularly used assortment selection algorithms often require the presence of a ``strong reference" which is always included in the choice sets, further they are also designed to offer the same assortments repeatedly until the reference item gets selected---all such requirements are quite unrealistic for practical applications. In this paper, we designed efficient algorithms for the problem of regret minimization in assortment selection with \emph{Plackett Luce} (PL) based user choices. We designed a novel concentration guarantee for estimating the score parameters of the PL model using `\emph{Pairwise Rank-Breaking}', which builds the foundation of our proposed algorithms. Moreover, our methods are practical, provably optimal, and devoid of the aforementioned limitations of the existing methods.
Aadirupa Saha, Pierre Gaillard
ICLR1
2025 Tracking The Best Expert Privately
abstract
We design differentially private algorithms for the problem of prediction with expert advice under dynamic regret, also known as tracking the best expert. Our work addresses three natural types of adversaries, stochastic with shifting distributions, oblivious, and adaptive, and designs algorithms with sub-linear regret for all three cases. In particular, under a shifting stochastic adversary where the distribution may shift $S$ times, we provide an $\epsilon$-differentially private algorithm whose expected dynamic regret is at most $O\left( \sqrt{S T \log (NT)} + \frac{S \log (NT)}{\epsilon}\right)$, where $T$ and $N$ are the time horizon and number of experts, respectively. For oblivious adversaries, we give a reduction from dynamic regret minimization to static regret minimization, resulting in an upper bound of $O\left(\sqrt{S T \log(NT)} + \frac{S T^{1/3}\log(T/\delta) \log(NT)}{\epsilon ^{2/3}}\right)$ on the expected dynamic regret, where $S$ now denotes the allowable number of switches of the best expert. Finally, similar to static regret, we establish a fundamental separation between oblivious and adaptive adversaries for the dynamic setting: while our algorithms show that sub-linear regret is achievable for oblivious adversaries in the high-privacy regime $\epsilon \le \sqrt{S/T}$, we show that any $(\epsilon, \delta)$-differentially private algorithm must suffer linear dynamic regret under adaptive adversaries for $\epsilon \le \sqrt{S/T}$. Finally, to complement this lower bound, we give an $\epsilon $-differentially private algorithm that attains sub-linear dynamic regret under adaptive adversaries whenever $\epsilon \gg \sqrt{S/T}$.
Hilal Asi, Vinod Raman, Aadirupa Saha
ICML3
2025 Dueling Convex Optimization with General Preferences
abstract
We address the problem of convex optimization with dueling feedback, where the goal is to minimize a convex function given a weaker form of dueling feedback. Each query consists of two points and the dueling feedback returns a (noisy) single-bit binary comparison of the function values of the two queried points. The translation of the function values to the single comparison bit is through a transfer function. This problem has been addressed previously for some restricted classes of transfer functions, but here we consider a very general transfer function class which includes all functions that admit a series expansion about the origin. Our main contribution is an efficient algorithm with convergence rate of $O(\epsilon^{-4p})$ for smooth convex functions, and an optimal rate of $\widetilde O(\epsilon^{-2p})$ when the objective is both smooth and strongly convex, where $p$ is the minimal degree (with a non-zero coefficient) in the transfer’s series expansion about the origin.
Aadirupa Saha, Tomer Koren, Yishay Mansour
ICML1
2025 Imitation Beyond Expectation Using Pluralistic Stochastic Dominance
abstract
Imitation learning seeks policies reflecting the values of demonstrated behaviors. Prevalent approaches learn to match or exceed the demonstrator's performance in expectation without knowing the demonstrator’s reward function. Unfortunately, this does not induce pluralistic imitators that learn to support qualitatively distinct demonstrations. We reformulate imitation learning using stochastic dominance over the demonstrations' reward distribution across a range of reward functions as our foundational aim. Our approach matches imitator policy samples (or support) with demonstrations using optimal transport theory to define an imitation learning objective over trajectory pairs. We demonstrate the benefits of pluralistic stochastic dominance (PSD) for imitation in both theory and practice.
Ali Farajzadeh, Danyal Saeed, Syed M. Abbas, Rushit N. Shah, Aadirupa Saha, Brian D. Ziebart
NeurIPS5
2025 Efficient and Near-Optimal Algorithm for Contextual Dueling Bandits with Offline Regression Oracles
abstract
The problem of contextual dueling bandits is central to reinforcement learning with human feedback (RLHF), a widely used approach in AI alignment for incorporating human preferences into learning systems. Despite its importance, existing methods are constrained either by strong preference modeling assumptions or by applicability only to finite action spaces. Moreover, prior algorithms typically rely on online optimization oracles, which are computationally infeasible for complex function classes, limiting their practical effectiveness. In this work, we present the first fundamental theoretical study of general contextual dueling bandits over continuous action spaces. Our key contribution is a novel algorithm based on a regularized min-max optimization framework that achieves a regret bound of $\tilde{O}(\sqrt{dT})$—the first such guarantee for this general setting. By leveraging offline oracles instead of online ones, our method further improves computational efficiency. Empirical evaluations validate our theoretical findings, with our approach significantly outperforming existing baselines in terms of regret.
Aadirupa Saha, Robert E. Schapire
NeurIPS1
2024 On the Vulnerability of Fairness Constrained Learning to Malicious Noise
abstract
We consider the vulnerability of fairness-constrained learning to small amounts of malicious noise in the training data. [Konstantinov and Lampert, 2021] initiated the study of this question and presented negative results showing there exist data distributions where for several fairness constraints, any proper learner will exhibit high vulnerability when group sizes are imbalanced. Here, we present a more optimistic view, showing that if we allow randomized classifiers, then the landscape is much more nuanced. For example, for Demographic Parity we show we can incur only a $\Theta(\alpha)$ loss in accuracy, where $\alpha$ is the malicious noise rate, matching the best possible even without fairness constraints. For Equal Opportunity, we show we can incur an $O(\sqrt{\alpha})$ loss, and give a matching $\Omega(\sqrt{\alpha})$ lower bound. In contrast, [Konstantinov and Lampert, 2021] showed for proper learners the loss in accuracy for both notions is $\Omega(1)$. The key technical novelty of our work is how randomization can bypass simple "tricks" an adversary can use to amplify his power. We also consider additional fairness notions including Equalized Odds and Calibration. For these fairness notions, the excess accuracy clusters into three natural regimes $O(\alpha)$, $O(\sqrt{\alpha})$, and $O(1)$. These results provide a more fine-grained view of the sensitivity of fairness-constrained learning to adversarial noise in training data.
Avrim Blum, Princewill Okoroafor, Aadirupa Saha, Kevin Stangl
AISTATS3
2024 Think Before You Duel: Understanding Complexities of Preference Learning under Constrained Resources
abstract
We consider the problem of reward maximization in the dueling bandit setup along with constraints on resource consumption. As in the classic dueling bandits, at each round the learner has to choose a pair of items from a set of $K$ items and observe a relative feedback for the current pair. Additionally, for both items, the learner also observes a vector of resource consumptions. The objective of the learner is to maximize the cumulative reward, while ensuring that the total consumption of any resource is within the allocated budget. We show that due to the relative nature of the feedback, the problem is more difficult than its bandit counterpart and that without further assumptions the problem is not learnable from a regret minimization perspective. Thereafter, by exploiting assumptions on the available budget, we provide an EXP3 based dueling algorithm that also considers the associated consumptions and show that it achieves an $\tilde{\mathcal{O}}\left(\big({\frac{OPT^{(b)}}{B}}+1\big)K^{1/3}T^{2/3}\right)$ regret, where $OPT^{(b)}$ is the optimal value and $B$ is the available budget. Finally, we provide numerical simulations to demonstrate the efficacy of our proposed method.
Rohan Deb, Aadirupa Saha, Arindam Banerjee 0001
AISTATS2
2024 Faster Convergence with MultiWay Preferences
abstract
We address the problem of convex optimization with preference feedback, where the goal is to minimize a convex function given a weaker form of comparison queries. Each query consists of two points and the dueling feedback returns a (noisy) single-bit binary comparison of the function values of the two queried points. Here we consider the sign-function-based comparison feedback model and analyze the convergence rates with batched and multiway (argmin of a set queried points) comparisons. Our main goal is to understand the improved convergence rates owing to parallelization in sign-feedback-based optimization problems. Our work is the first to study the problem of convex optimization with multiway preferences and analyze the optimal convergence rates. Our first contribution lies in designing efficient algorithms with a convergence rate of $\smash{\widetilde O}(\frac{d}{\min\{m,d\} \epsilon})$ for $m$-batched preference feedback where the learner can query $m$-pairs in parallel. We next study a $m$-multiway comparison (‘battling’) feedback, where the learner can get to see the argmin feedback of $m$-subset of queried points and show a convergence rate of $\smash{\widetilde O}(\frac{d}{ \min\{\log m,d\}\epsilon })$. We show further improved convergence rates with an additional assumption of strong convexity. Finally, we also study the convergence lower bounds for batched preferences and multiway feedback optimization showing the optimality of our convergence rates w.r.t. $m$.
Aadirupa Saha, Vitaly Feldman, Yishay Mansour, Tomer Koren
AISTATS1
2024 Dueling Optimization with a Monotone Adversary
abstract
We introduce and study the problem of \textit{dueling optimization with a monotone adversary}, which is a generalization of (noiseless) dueling convex optimization. The goal is to design an online algorithm to find a minimizer $\bm{x}^{\star}$ for a function $f\colon \mathcal{X} \to \mathbb{R}$, where $\mathcal{X} \subseteq \mathbb{R}^d$. In each round, the algorithm submits a pair of guesses, i.e., $\bm{x}^{(1)}$ and $\bm{x}^{(2)}$, and the adversary responds with \textit{any} point in the space that is at least as good as both guesses. The cost of each query is the suboptimality of the worse of the two guesses; i.e., ${\max} \left( f(\bm{x}^{(1)}), f(\bm{x}^{(2)}) \right) - f(\bm{x}^{\star})$. The goal is to minimize the number of iterations required to find an $\eps$-optimal point and to minimize the total cost (regret) of the guesses over many rounds. Our main result is an efficient randomized algorithm for several natural choices of the function $f$ and set $\mathcal{X}$ that incurs cost $O(d)$ and iteration complexity $O(d\log(1/\varepsilon)^2)$. Moreover, our dependence on $d$ is asymptotically optimal, as we show examples in which any randomized algorithm for this problem must incur $\Omega(d)$ cost and iteration complexity.
Avrim Blum, Meghal Gupta, Gene Li, Naren Manoj, Aadirupa Saha
ALT5
2024 Bandits Meet Mechanism Design to Combat Clickbait in Online Recommendation
abstract
We study a strategic variant of the multi-armed bandit problem, which we coin the strategic click-bandit. This model is motivated by applications in online recommendation where the choice of recommended items depends on both the click-through rates and the post-click rewards. Like in classical bandits, rewards follow a fixed unknown distribution. However, we assume that the click-rate of each arm is chosen strategically by the arm (e.g., a host on Airbnb) in order to maximize the number of times it gets clicked. The algorithm designer does not know the post-click rewards nor the arms' actions (i.e., strategically chosen click-rates) in advance, and must learn both values over time. To solve this problem, we design an incentive-aware learning algorithm, UCB-S, which achieves two goals simultaneously: (a) incentivizing desirable arm behavior under uncertainty; (b) minimizing regret by learning unknown parameters. We approximately characterize all Nash equilibria of the arms under UCB-S and show a $\tilde{\mathcal{O}} (\sqrt{KT})$ regret bound uniformly in every equilibrium. We also show that incentive-unaware algorithms generally fail to achieve low regret in the strategic click-bandit. Finally, we support our theoretical results by simulations of strategic arm behavior which confirm the effectiveness and robustness of our proposed incentive design.
Thomas Kleine Buening, Aadirupa Saha, Christos Dimitrakakis
ICLR2
2024 Only Pay for What Is Uncertain: Variance-Adaptive Thompson Sampling
abstract
Most bandit algorithms assume that the reward variances or their upper bounds are known, and that they are the same for all arms. This naturally leads to suboptimal performance and higher regret due to variance overestimation. On the other hand, underestimated reward variances may lead to linear regret due to committing early to a suboptimal arm. This motivated prior works on variance-adaptive frequentist algorithms, which have strong instance-dependent regret bounds but cannot incorporate prior knowledge on reward variances. We lay foundations for the Bayesian setting, which incorporates prior knowledge. This results in lower regret in practice, since the prior is used in the algorithm design, and also improved regret guarantees. Specifically, we study Gaussian bandits with \emph{unknown heterogeneous reward variances} and develop a Thompson sampling algorithm with prior-dependent Bayes regret bounds. We achieve lower regret with lower reward variances and more informative priors on them, which is precisely why we pay only for what is uncertain. This is the first such result in the bandit literature. Finally, we corroborate our theory with experiments, which demonstrate the benefit of our variance-adaptive Bayesian algorithm over prior frequentist works. We also show that our approach is robust to model misspecification and can be applied with estimated priors.
Aadirupa Saha, Branislav Kveton
ICLR1
2024 Strategic Linear Contextual Bandits
abstract
Motivated by the phenomenon of strategic agents gaming a recommender system to maximize the number of times they are recommended to users, we study a strategic variant of the linear contextual bandit problem, where the arms can strategically misreport privately observed contexts to the learner. We treat the algorithm design problem as one of *mechanism design* under uncertainty and propose the Optimistic Grim Trigger Mechanism (OptGTM) that incentivizes the agents (i.e., arms) to report their contexts truthfully while simultaneously minimizing regret. We also show that failing to account for the strategic nature of the agents results in linear regret. However, a trade-off between mechanism design and regret minimization appears to be unavoidable. More broadly, this work aims to provide insight into the intersection of online learning and mechanism design.
Thomas Kleine Buening, Aadirupa Saha, Christos Dimitrakakis
NeurIPS2
2024 A Graph Theoretic Approach for Preference Learning with Feature Information
abstract
We consider the problem of ranking a set of $n$ items given a sample of their pairwise preferences. It is well known from the classical results of sorting literature that without any further assumption, one requires a sample size of $\Omega(n \log n)$ with active selection of pairs whereas, for a random set pairwise preferences the bound could be as bad as $\Omega(n^2)$. However, what if the learner is exposed to additional knowledge of the items features and their pairwise preferences are known to be modelled in terms of their feature similarities – can these bounds be improved? In particular, we introduce a new probabilistic preference model, called feature-Bradley-Terry-Luce (f-BTL) for the purpose, and present a new least squares based algorithm, fBTL-LS, which requires a sample complexity much lesser than $O(n\log n)$ random pairs to obtain a ‘good’ ranking. The sample complexity of our proposed algorithms depends on the degree of feature correlation of the items that makes use of tools from classical graph matching theory, shedding light on the true complexity of the problem – this was not possible before with existing matrix completion based tools. We also prove tightness of our results showing a matching information theoretic lower bound for the problem. Our theoretical results are corroborated with extensive experimental evaluations on varying datasets.
Aadirupa Saha, Arun Rajkumar
UAI1
2023 ANACONDA: An Improved Dynamic Regret Algorithm for Adaptive Non-Stationary Dueling Bandits
abstract
We study the problem of non-stationary dueling bandits and provide the first adaptive dynamic regret algorithm for this problem. The only two existing attempts in this line of work fall short across multiple dimensions, including pessimistic measures of non-stationary complexity and non-adaptive parameter tuning that requires knowledge of the number of preference changes. We develop an elimination-based rescheduling algorithm to overcome these shortcomings and show a near-optimal $\tilde O(\sqrt{S^{CW} T})$ dynamic regret bound, where $\S^{CW}$ is the number of times the Condorcet winner changes in $T$ rounds. This yields the first near-optimal dynamic regret bound for unknown $S^{CW}$. We further study other related notions of non-stationarity for which we also prove near-optimal dynamic regret guarantees under additional assumptions on the preference model.
Thomas Kleine Buening, Aadirupa Saha
AISTATS2
2023 One Arrow, Two Kills: A Unified Framework for Achieving Optimal Regret Guarantees in Sleeping Bandits
abstract
We address the problem of Internal Regret in adversarial Sleeping Bandits and the relationship between different notions of sleeping regrets in multi-armed bandits. We propose a new concept called Internal Regret for sleeping multi-armed bandits (MAB) and present an algorithm that achieves sublinear Internal Regret, even when losses and availabilities are both adversarial. We demonstrate that a low internal regret leads to both low external regret and low policy regret for i.i.d. losses. Our contribution is unifying existing notions of regret in sleeping bandits and exploring their implications for each other. In addition, we extend our results to Dueling Bandits (DB), a preference feedback version of multi-armed bandits, and design a low-regret algorithm for sleeping dueling bandits with stochastic preferences and adversarial availabilities. We validate the effectiveness of our algorithms through empirical evaluations.
Pierre Gaillard, Aadirupa Saha, Soham Dan
AISTATS2
2023 Dueling RL: Reinforcement Learning with Trajectory Preferences
abstract
We consider the problem of preference-based reinforcement learning (PbRL), where, unlike traditional reinforcement learning (RL), an agent receives feedback only in terms of 1 bit (0/1) preferences over a trajectory pair instead of absolute rewards for it. The success of the traditional reward-based RL framework crucially depends on how accurately a system designer can express an appropriate reward function, which is often a non-trivial task. The main novelty of the our framework is the ability to learn from preference-based trajectory feedback that eliminates the need to hand-craft numeric reward models. This paper sets up a formal framework for the PbRL problem with non-markovian rewards, where the trajectory preferences are encoded by a generalized linear model of dimension $d$. Assuming the transition model is known, we propose an algorithm with a regret guarantee of $\tilde {\mathcal{O}}\left( SH d \log (T / \delta) \sqrt{T} \right)$. We further extend the above algorithm to the case of unknown transition dynamics and provide an algorithm with regret $\widetilde{\mathcal{O}}((\sqrt{d} + H^2 + |\mathcal{S}|)\sqrt{dT} +\sqrt{|\mathcal{S}||\mathcal{A}|TH} )$. To the best of our knowledge, our work is one of the first to give tight regret guarantees for preference-based RL problem with trajectory preferences.
Aadirupa Saha, Aldo Pacchiano, Jonathan Lee 0002
AISTATS1
2023 Federated Online and Bandit Convex Optimization
abstract
We study the problems of *distributed online and bandit convex optimization* against an adaptive adversary. We aim to minimize the average regret on $M$ machines working in parallel over $T$ rounds with $R$ intermittent communications. Assuming the underlying cost functions are convex and can be generated adaptively, our results show that *collaboration is not beneficial when the machines have access to the first-order gradient information at the queried points*. This is in contrast to the case for stochastic functions, where each machine samples the cost functions from a fixed distribution. Furthermore, we delve into the more challenging setting of *federated online optimization with bandit (zeroth-order) feedback*, where the machines can only access values of the cost functions at the queried points. The key finding here is *identifying the high-dimensional regime where collaboration is beneficial and may even lead to a linear speedup in the number of machines*. We further illustrate our findings through federated adversarial linear bandits by developing novel distributed single and two-point feedback algorithms. Our work is the first attempt towards a systematic understanding of federated online optimization with limited feedback, and it attains tight regret bounds in the intermittent communication setting for both first and zeroth-order feedback. Our results thus bridge the gap between stochastic and adaptive settings in federated online optimization.
Kumar Kshitij Patel, Aadirupa Saha, Nathan Srebro
ICML3
2023 Eliciting User Preferences for Personalized Multi-Objective Decision Making through Comparative Feedback
abstract
In this work, we propose a multi-objective decision making framework that accommodates different user preferences over objectives, where preferences are learned via policy comparisons. Our model consists of a known Markov decision process with a vector-valued reward function, with each user having an unknown preference vector that expresses the relative importance of each objective. The goal is to efficiently compute a near-optimal policy for a given user. We consider two user feedback models. We first address the case where a user is provided with two policies and returns their preferred policy as feedback. We then move to a different user feedback model, where a user is instead provided with two small weighted sets of representative trajectories and selects the preferred one. In both cases, we suggest an algorithm that finds a nearly optimal policy for the user using a number of comparison queries that scales quasilinearly in the number of objectives.
Han Shao 0001, Lee Cohen 0001, Avrim Blum, Yishay Mansour, Aadirupa Saha, Matthew R. Walter
NeurIPS5
2022 Exploiting Correlation to Achieve Faster Learning Rates in Low-Rank Preference Bandits
abstract
We introduce the Correlated Preference Bandits problem with random utility-based choice models (RUMs), where the goal is to identify the best item from a given pool of $n$ items through online subsetwise preference feedback. We investigate whether models with a simple correlation structure, e.g. low rank, can result in faster learning rates. While we show that the problem can be impossible to solve for the general ‘low rank’ choice models, faster learning rates can be attained assuming more structured item correlations. In particular, we introduce a new class of Block-Rank based RUM model, where the best item is shown to be $(\epsilon,\delta)$-PAC learnable with only $O(r \epsilon^{-2} \log(n/\delta))$ samples. This improves on the standard sample complexity bound of $\tilde{O}(n\epsilon^{-2} \log(1/\delta))$ known for the usual learning algorithms which might not exploit the item-correlations ($r \ll n$). We complement the above sample complexity with a matching lower bound (up to logarithmic factors), justifying the tightness of our analysis. Further, we extend the results to a more general noisy Block-Rank model, which ensures robustness of our techniques. Overall, our results justify the advantage of playing subsetwise queries over pairwise preferences $(k=2)$, we show the latter provably fails to exploit correlation.
Aadirupa Saha, Suprovat Ghoshal
AISTATS1
2022 Efficient and Optimal Algorithms for Contextual Dueling Bandits under Realizability
abstract
We study the $K$-armed contextual dueling bandit problem, a sequential decision making setting in which the learner uses contextual information to make two decisions, but only observes \emph{preference-based feedback} suggesting that one decision was better than the other. We focus on the regret minimization problem under realizability, where the feedback is generated by a pairwise preference matrix that is well-specified by a given function class $\mathcal F$. We provide a new algorithm that achieves the optimal regret rate for a new notion of best response regret, which is a strictly stronger performance measure than those considered in prior works. The algorithm is also computationally efficient, running in polynomial time assuming access to an online oracle for square loss regression over $\mathcal F$. This resolves an open problem of Dudik et al. (2015) on oracle efficient, regret-optimal algorithms for contextual dueling bandits.
Aadirupa Saha, Akshay Krishnamurthy
ALT1
2022 Stochastic Contextual Dueling Bandits under Linear Stochastic Transitivity Models
abstract
We consider the regret minimization task in a dueling bandits problem with context information. In every round of the sequential decision problem, the learner makes a context-dependent selection of two choice alternatives (arms) to be compared with each other and receives feedback in the form of noisy preference information. We assume that the feedback process is determined by a linear stochastic transitivity model with contextualized utilities (CoLST), and the learner’s task is to include the best arm (with highest latent context-dependent utility) in the duel. We propose a computationally efficient algorithm, \Algo{CoLSTIM}, which makes its choice based on imitating the feedback process using perturbed context-dependent utility estimates of the underlying CoLST model. If each arm is associated with a $d$-dimensional feature vector, we show that \Algo{CoLSTIM} achieves a regret of order $\tilde O( \sqrt{dT})$ after $T$ learning rounds. Additionally, we also establish the optimality of \Algo{CoLSTIM} by showing a lower bound for the weak regret that refines the existing average regret analysis. Our experiments demonstrate its superiority over state-of-art algorithms for special cases of CoLST models.
Viktor Bengs, Aadirupa Saha, Eyke Hüllermeier
ICML2
2022 Versatile Dueling Bandits: Best-of-both World Analyses for Learning from Relative Preferences
abstract
We study the problem of $K$-armed dueling bandit for both stochastic and adversarial environments, where the goal of the learner is to aggregate information through relative preferences of pair of decision points queried in an online sequential manner. We first propose a novel reduction from any (general) dueling bandits to multi-armed bandits which allows us to improve many existing results in dueling bandits. In particular, we give the first best-of-both world result for the dueling bandits regret minimization problem—a unified framework that is guaranteed to perform optimally for both stochastic and adversarial preferences simultaneously. Moreover, our algorithm is also the first to achieve an optimal $O(\sum_{i = 1}^K \frac{\log T}{\Delta_i})$ regret bound against the Condorcet-winner benchmark, which scales optimally both in terms of the arm-size $K$ and the instance-specific suboptimality gaps $\{\Delta_i\}_{i = 1}^K$. This resolves the long standing problem of designing an instancewise gap-dependent order optimal regret algorithm for dueling bandits (with matching lower bounds up to small constant factors). We further justify the robustness of our proposed algorithm by proving its optimal regret rate under adversarially corrupted preferences—this outperforms the existing state-of-the-art corrupted dueling results by a large margin. In summary, we believe our reduction idea will find a broader scope in solving a diverse class of dueling bandits setting, which are otherwise studied separately from multi-armed bandits with often more complex solutions and worse guarantees. The efficacy of our proposed algorithms are empirically corroborated against state-of-the art dueling bandit methods.
Aadirupa Saha, Pierre Gaillard
ICML1
2022 Optimal and Efficient Dynamic Regret Algorithms for Non-Stationary Dueling Bandits
abstract
We study the problem of dynamic regret minimization in $K$-armed Dueling Bandits under non-stationary or time-varying preferences. This is an online learning setup where the agent chooses a pair of items at each round and observes only a relative binary ‘win-loss’ feedback for this pair sampled from an underlying preference matrix at that round. We first study the problem of static-regret minimization for adversarial preference sequences and design an efficient algorithm with $O(\sqrt{KT})$ regret bound. We next use similar algorithmic ideas to propose an efficient and provably optimal algorithm for dynamic-regret minimization under two notions of non-stationarities. In particular, we show $\tO(\sqrt{SKT})$ and $\tO({V_T^{1/3}K^{1/3}T^{2/3}})$ dynamic-regret guarantees, respectively, with $S$ being the total number of ‘effective-switches’ in the underlying preference relations and $V_T$ being a measure of ‘continuous-variation’ non-stationarity. These rates are provably optimal as justified with matching lower bound guarantees. Moreover, our proposed algorithms are flexible as they can be easily ‘blackboxed’ to yield dynamic regret guarantees for other notions of dueling bandits regret, including condorcet regret, best-response bounds, and Borda regret. The complexity of these problems have not been studied prior to this work despite the practicality of non-stationary environments. Our results are corroborated with extensive simulations.
Aadirupa Saha
ICML1
2021 Confidence-Budget Matching for Sequential Budgeted Learning
abstract
A core element in decision-making under uncertainty is the feedback on the quality of the performed actions. However, in many applications, such feedback is restricted. For example, in recommendation systems, repeatedly asking the user to provide feedback on the quality of recommendations will annoy them. In this work, we formalize decision-making problems with querying budget, where there is a (possibly time-dependent) hard limit on the number of reward queries allowed. Specifically, we focus on multi-armed bandits, linear contextual bandits, and reinforcement learning problems. We start by analyzing the performance of ‘greedy’ algorithms that query a reward whenever they can. We show that in fully stochastic settings, doing so performs surprisingly well, but in the presence of any adversity, this might lead to linear regret. To overcome this issue, we propose the Confidence-Budget Matching (CBM) principle that queries rewards when the confidence intervals are wider than the inverse square root of the available budget. We analyze the performance of CBM based algorithms in different settings and show that it performs well in the presence of adversity in the contexts, initial states, and budgets.
Yonathan Efroni, Nadav Merlis, Aadirupa Saha, Shie Mannor
ICML3
2021 Adversarial Dueling Bandits
abstract
We introduce the problem of regret minimization in Adversarial Dueling Bandits. As in classic Dueling Bandits, the learner has to repeatedly choose a pair of items and observe only a relative binary ‘win-loss’ feedback for this pair, but here this feedback is generated from an arbitrary preference matrix, possibly chosen adversarially. Our main result is an algorithm whose $T$-round regret compared to the \emph{Borda-winner} from a set of $K$ items is $\tilde{O}(K^{1/3}T^{2/3})$, as well as a matching $\Omega(K^{1/3}T^{2/3})$ lower bound. We also prove a similar high probability regret bound. We further consider a simpler \emph{fixed-gap} adversarial setup, which bridges between two extreme preference feedback models for dueling bandits: stationary preferences and an arbitrary sequence of preferences. For the fixed-gap adversarial setup we give an $\smash{ \tilde{O}((K/\Delta^2)\log{T}) }$ regret algorithm, where $\Delta$ is the gap in Borda scores between the best item and all other items, and show a lower bound of $\Omega(K/\Delta^2)$ indicating that our dependence on the main problem parameters $K$ and $\Delta$ is tight (up to logarithmic factors). Finally, we corroborate the theoretical results with empirical evaluations.
Aadirupa Saha, Tomer Koren, Yishay Mansour
ICML1
2021 Dueling Convex Optimization
abstract
We address the problem of convex optimization with preference (dueling) feedback. Like the traditional optimization objective, the goal is to find the optimal point with the least possible query complexity, however, without the luxury of even a zeroth order feedback. Instead, the learner can only observe a single noisy bit which is win-loss feedback for a pair of queried points based on their function values. % The problem is certainly of great practical relevance as in many real-world scenarios, such as recommender systems or learning from customer preferences, where the system feedback is often restricted to just one binary-bit preference information. % We consider the problem of online convex optimization (OCO) solely by actively querying $\{0,1\}$ noisy-comparison feedback of decision point pairs, with the objective of finding a near-optimal point (function minimizer) with the least possible number of queries. %a very general class of monotonic, non-decreasing transfer functions, and analyze the problem for any $d$-dimensional smooth convex function. % For the non-stationary OCO setup, where the underlying convex function may change over time, we prove an impossibility result towards achieving the above objective. We next focus only on the stationary OCO problem, and our main contribution lies in designing a normalized gradient descent based algorithm towards finding a $\epsilon$-best optimal point. Towards this, our algorithm is shown to yield a convergence rate of $\tilde O(\nicefrac{d\beta}{\epsilon \nu^2})$ ($\nu$ being the noise parameter) when the underlying function is $\beta$-smooth. Further we show an improved convergence rate of just $\tilde O(\nicefrac{d\beta}{\alpha \nu^2} \log \frac{1}{\epsilon})$ when the function is additionally also $\alpha$-strongly convex.
Aadirupa Saha, Tomer Koren, Yishay Mansour
ICML1
2021 Optimal regret algorithm for Pseudo-1d Bandit Convex Optimization
abstract
We study online learning with bandit feedback (i.e. learner has access to only zeroth-order oracle) where cost/reward functions $\f_t$ admit a "pseudo-1d" structure, i.e. $\f_t(\w) = \loss_t(\pred_t(\w))$ where the output of $\pred_t$ is one-dimensional. At each round, the learner observes context $\x_t$, plays prediction $\pred_t(\w_t; \x_t)$ (e.g. $\pred_t(\cdot)=⟨\x_t, \cdot⟩$) for some $\w_t \in \mathbb{R}^d$ and observes loss $\loss_t(\pred_t(\w_t))$ where $\loss_t$ is a convex Lipschitz-continuous function. The goal is to minimize the standard regret metric. This pseudo-1d bandit convex optimization problem (\SBCO) arises frequently in domains such as online decision-making or parameter-tuning in large systems. For this problem, we first show a regret lower bound of $\min(\sqrt{dT}, T^{3/4})$ for any algorithm, where $T$ is the number of rounds. We propose a new algorithm \sbcalg that combines randomized online gradient descent with a kernelized exponential weights method to exploit the pseudo-1d structure effectively, guaranteeing the {\em optimal} regret bound mentioned above, up to additional logarithmic factors. In contrast, applying state-of-the-art online convex optimization methods leads to $\tilde{O}\left(\min\left(d^{9.5}\sqrt{T},\sqrt{d}T^{3/4}\right)\right)$ regret, that is significantly suboptimal in terms of $d$.
Aadirupa Saha, Nagarajan Natarajan, Praneeth Netrapalli, Prateek Jain 0002
ICML1
2021 Optimal Algorithms for Stochastic Contextual Preference Bandits
abstract
We consider the problem of preference bandits in the contextual setting. At each round, the learner is presented with a context set of $K$ items, chosen randomly from a potentially infinite set of arms $\mathcal D \subseteq \mathbf R^d$. However, unlike classical contextual bandits, our framework only allows the learner to receive feedback in terms of item preferences: At each round, the learner is allowed to play a subset of size $q$ (any $q \in \{2,\ldots,K\}$) upon which only a (noisy) winner of the subset is revealed. Yet, same as the classical setup, the goal is still to compete against the best context arm at each round. The problem is relevant in various online decision-making scenarios, including recommender systems, information retrieval, tournament ranking--typically any application where it's easier to elicit the items' relative strength instead of their absolute scores. To the best of our knowledge, this work is the first to consider preference-based stochastic contextual bandits for potentially infinite decision spaces. We start with presenting two algorithms for the special case of pairwise preferences $(q=2)$: The first algorithm is simple and easy to implement with an $\tilde O(d\sqrt{T})$ regret guarantee, while the second algorithm is shown to achieve the optimal $\tilde O(\sqrt{dT})$ regret, as follows from our $\Omega(\sqrt {dT})$ matching lower bound analysis. We then proceed to analyze the problem for any general $q$-subsetwise preferences ($q \ge 2$), where surprisingly, our lower bound proves the fundamental performance limit to be $\Omega(\sqrt{d T})$ yet again, independent of the subsetsize $q$. Following this, we propose a matching upper bound algorithm justifying the tightness of our results. This implies having access to subsetwise preferences does not help in faster information aggregation for our feedback model. All the results are corroborated empirically against existing baselines.
Aadirupa Saha
NeurIPS1
2021 Dueling Bandits with Adversarial Sleeping
abstract
We introduce the problem of sleeping dueling bandits with stochastic preferences and adversarial availabilities (DB-SPAA). In almost all dueling bandit applications, the decision space often changes over time; eg, retail store management, online shopping, restaurant recommendation, search engine optimization, etc. Surprisingly, this `sleeping aspect' of dueling bandits has never been studied in the literature. Like dueling bandits, the goal is to compete with the best arm by sequentially querying the preference feedback of item pairs. The non-triviality however results due to the non-stationary item spaces that allow any arbitrary subsets items to go unavailable every round. The goal is to find an optimal `no-regret policy that can identify the best available item at each round, as opposed to the standard `fixed best-arm regret objective' of dueling bandits. We first derive an instance-specific lower bound for DB-SPAA $\Omega( \sum_{i =1}^{K-1}\sum_{j=i+1}^K \frac{\log T}{\Delta(i,j)})$, where $K$ is the number of items and $\Delta(i,j)$ is the gap between items $i$ and $j$. This indicates that the sleeping problem with preference feedback is inherently more difficult than that for classical multi-armed bandits (MAB). We then propose two algorithms, with near optimal regret guarantees. Our results are corroborated empirically.
Aadirupa Saha, Pierre Gaillard
NeurIPS1
2021 Strategically efficient exploration in competitive multi-agent reinforcement learning
abstract
High sample complexity remains a barrier to the application of reinforcement learning (RL), particularly in multi-agent systems. A large body of work has demonstrated that exploration mechanisms based on the principle of optimism under uncertainty can significantly improve the sample efficiency of RL in single agent tasks. This work seeks to understand the role of optimistic exploration in non-cooperative multi-agent settings. We will show that, in zero-sum games, optimistic exploration can cause the learner to waste time sampling parts of the state space that are irrelevant to strategic play, as they can only be reached through cooperation between both players. To address this issue, we introduce a formal notion of strategically efficient exploration in Markov games, and use this to develop two strategically efficient learning algorithms for finite Markov games. We demonstrate that these methods can be significantly more sample efficient than their optimistic counterparts.
Robert Tyler Loftin, Aadirupa Saha, Sam Devlin, Katja Hofmann
UAI2
2020 Polytime Decomposition of Generalized Submodular Base Polytopes with Efficient Sampling
abstract
We consider the problem of efficient decomposition of a given point $x$ in an $n$-dimensional convex polytope into convex combination of its extreme points. Besides the widespread scopes of the problem in theory of convex polytopes in mathematics, the problem also has applications in online combinatorial optimization problems. Towards this we first propose a general class of convex polytopes–Generalized Submodular Base Polytopes (GSBPs)–that includes several well known convex polytopes as its special case including permutahedron, $k$-forest, spanning tree, combinatorial subset choice polytopes. We next propose a general decomposition algorithm for above class of GSBPs that uses the novel idea of first decomposing the given point into at most $n$ \emph{face centers}, and further decomposing each face center into \emph{extreme points} of their corresponding faces. In addition, we discover a few special class of \emph{partition-respecting} and \emph{symmetric} GSBPs for which the above two steps could be performed in respectively $O(n^2 + nT(f))$ and $O(n^2T(f))$ time. We also give a complete characterization of the underlying submodular function $f$, for which the associated GSBP satisfies the above properties. One interesting fact is we show that the support of the resulting decomposition with our proposed algorithm is only $poly(n)$ in the number of extreme points which respects \emph{efficient sampling} from the resulting distribution. Finally we corroborate our theoretical results with empirical evaluations.
Aadirupa Saha
ACML1
2020 Best-item Learning in Random Utility Models with Subset Choices
abstract
We consider the problem of PAC learning the most valuable item from a pool of $n$ items using sequential, adaptively chosen plays of subsets of $k$ items, when, upon playing a subset, the learner receives relative feedback sampled according to a general Random Utility Model (RUM) with independent noise perturbations to the latent item utilities. We identify a new property of such a RUM, termed the minimum advantage, that helps in characterizing the complexity of separating pairs of items based on their relative win/loss empirical counts, and can be bounded as a function of the noise distribution alone. We give a learning algorithm for general RUMs, based on pairwise relative counts of items and hierarchical elimination, along with a new PAC sample complexity guarantee of $O(\frac{n}{c^2\epsilon^2} \log \frac{k}{\delta})$ rounds to identify an $\epsilon$-optimal item with confidence $1-\delta$, when the worst case pairwise advantage in the RUM has sensitivity at least $c$ to the parameter gaps of items. Fundamental lower bounds on PAC sample complexity show that this is near-optimal in terms of its dependence on $n,k$ and $c$.
Aadirupa Saha, Aditya Gopalan
AISTATS1
2020 From PAC to Instance-Optimal Sample Complexity in the Plackett-Luce Model
abstract
We consider PAC learning a good item from $k$-subsetwise feedback sampled from a Plackett-Luce probability model, with instance-dependent sample complexity performance. In the setting where subsets of a fixed size can be tested and top-ranked feedback is made available to the learner, we give an optimal instance-dependent algorithm with a sample complexity bound for PAC best arm identification algorithm of $O\bigg(\frac{\Theta_{[k]}}{k}\sum_{i = 2}^n\max\Big(1,\frac{1}{\Delta_i^2}\Big) \ln\frac{k}{\delta}\Big(\ln \frac{1}{\Delta_i}\Big)\bigg)$, $\Delta_i$ being the Plackett-Luce parameter gap between the best and the $i^{th}$ best item, and $\Theta_{[k]}$ is the sum of the Plackett-Luce parameters for top-$k$ items. The algorithm is based on a wrapper around a PAC winner-finding algorithm with weaker performance guarantees to adapt to the hardness of the input instance. The sample complexity is also shown to be multiplicatively better depending on the length of rank-ordered feedback available in each subset-wise play. We show optimality of our algorithms with matching sample complexity lower bounds. We next address the winner-finding problem in Plackett-Luce models in the fixed-budget setting with instance dependent upper and lower bounds on the misidentification probability, of $\Omega\left(\exp(-2 \tilde \Delta Q) \right)$ for a given budget $Q$, where $\tilde \Delta$ is an explicit instance-dependent problem complexity parameter. Numerical performance results are also reported for the algorithms.
Aadirupa Saha, Aditya Gopalan
ICML1
2020 Improved Sleeping Bandits with Stochastic Action Sets and Adversarial Rewards
abstract
In this paper, we consider the problem of sleeping bandits with stochastic action sets and adversarial rewards. In this setting, in contrast to most work in bandits, the actions may not be available at all times. For instance, some products might be out of stock in item recommendation. The best existing efficient (i.e., polynomial-time) algorithms for this problem only guarantee an $O(T^{2/3})$ upper-bound on the regret. Yet, inefficient algorithms based on EXP4 can achieve $O(\sqrt{T})$. In this paper, we provide a new computationally efficient algorithm inspired by EXP3 satisfying a regret of order $O(\sqrt{T})$ when the availabilities of each action $i \in \cA$ are independent. We then study the most general version of the problem where at each round available sets are generated from some unknown arbitrary distribution (i.e., without the independence assumption) and propose an efficient algorithm with $O(\sqrt {2^K T})$ regret guarantee. Our theoretical results are corroborated with experimental evaluations.
Aadirupa Saha, Pierre Gaillard, Michal Valko
ICML1
2019 How Many Pairwise Preferences Do We Need to Rank a Graph Consistently?
Aadirupa Saha, Rakesh Shivanna, Chiranjib Bhattacharyya
AAAI1
2019 Active Ranking with Subset-wise Preferences
abstract
We consider the problem of probably approximately correct (PAC) ranking $n$ items by adaptively eliciting subset-wise preference feedback. At each round, the learner chooses a subset of $k$ items and observes stochastic feedback indicating preference information of the winner (most preferred) item of the chosen subset drawn according to a Plackett-Luce (PL) subset choice model unknown a priori. The objective is to identify an $\epsilon$-optimal ranking of the $n$ items with probability at least $1 - \delta$. When the feedback in each subset round is a single Plackett-Luce-sampled item, we show $(\epsilon, \delta)$-PAC algorithms with a sample complexity of $O\left(\frac{n}{\epsilon^2} \ln \frac{n}{\delta} \right)$ rounds, which we establish as being order-optimal by exhibiting a matching sample complexity lower bound of $\Omega\left(\frac{n}{\epsilon^2} \ln \frac{n}{\delta} \right)$—this shows that there is essentially no improvement possible from the pairwise comparisons setting ($k = 2$). When, however, it is possible to elicit top-$m$ ($\leq k$) ranking feedback according to the PL model from each adaptively chosen subset of size $k$, we show that an $(\epsilon, \delta)$-PAC ranking sample complexity of $O\left(\frac{n}{m \epsilon^2} \ln \frac{n}{\delta} \right)$ is achievable with explicit algorithms, which represents an $m$-wise reduction in sample complexity compared to the pairwise case. This again turns out to be order-wise unimprovable across the class of symmetric ranking algorithms. Our algorithms rely on a novel {pivot trick} to maintain only $n$ itemwise score estimates, unlike $O(n^2)$ pairwise score estimates that has been used in prior work. We report results of numerical experiments that corroborate our findings.
Aadirupa Saha, Aditya Gopalan
AISTATS1
2019 PAC Battling Bandits in the Plackett-Luce Model
abstract
We introduce the probably approximately correct (PAC) \emph{Battling-Bandit} problem with the Plackett-Luce (PL) subset choice model–an online learning framework where at each trial the learner chooses a subset of $k$ arms from a fixed set of $n$ arms, and subsequently observes a stochastic feedback indicating preference information of the items in the chosen subset, e.g., the most preferred item or ranking of the top $m$ most preferred items etc. The objective is to identify a near-best item in the underlying PL model with high confidence. This generalizes the well-studied PAC \emph{Dueling-Bandit} problem over $n$ arms, which aims to recover the \emph{best-arm} from pairwise preference information, and is known to require $O(\frac{n}{\epsilon^2} \ln \frac{1}{\delta})$ sample complexity. We study the sample complexity of this problem under various feedback models: (1) Winner of the subset (WI), and (2) Ranking of top-$m$ items (TR) for $2\le m \le k$. We show, surprisingly, that with winner information (WI) feedback over subsets of size $2 \leq k \leq n$, the best achievable sample complexity is still $O\left( \frac{n}{\epsilon^2} \ln \frac{1}{\delta}\right)$, independent of $k$, and the same as that in the Dueling Bandit setting ($k=2$). For the more general top-$m$ ranking (TR) feedback model, we show a significantly smaller lower bound on sample complexity of $\Omega\bigg( \frac{n}{m\epsilon^2} \ln \frac{1}{\delta}\bigg)$, which suggests a multiplicative reduction by a factor ${m}$ owing to the additional information revealed from preferences among $m$ items instead of just $1$. We also propose two algorithms for the PAC problem with the TR feedback model with optimal (upto logarithmic factors) sample complexity guarantees, establishing the increase in statistical efficiency from exploiting rank-ordered feedback.
Aadirupa Saha, Aditya Gopalan
ALT1
2019 Combinatorial Bandits with Relative Feedback
abstract
We consider combinatorial online learning with subset choices when only relative feedback information from subsets is available, instead of bandit or semi-bandit feedback which is absolute. Specifically, we study two regret minimisation problems over subsets of a finite ground set $[n]$, with subset-wise relative preference information feedback according to the Multinomial logit choice model. In the first setting, the learner can play subsets of size bounded by a maximum size and receives top-$m$ rank-ordered feedback, while in the second setting the learner can play subsets of a fixed size $k$ with a full subset ranking observed as feedback. For both settings, we devise instance-dependent and order-optimal regret algorithms with regret $O(\frac{n}{m} \ln T)$ and $O(\frac{n}{k} \ln T)$, respectively. We derive fundamental limits on the regret performance of online learning with subset-wise preferences, proving the tightness of our regret guarantees. Our results also show the value of eliciting more general top-$m$ rank-ordered feedback over single winner feedback ($m=1$). Our theoretical results are corroborated with empirical evaluations.
Aadirupa Saha, Aditya Gopalan
NeurIPS1
2019 Be Greedy: How Chromatic Number meets Regret Minimization in Graph Bandits
Aadirupa Saha, Shreyas Sheshadri, Chiranjib Bhattacharyya
UAI1
2018 Online Learning for Structured Loss Spaces
abstract
We consider prediction with expert advice when the loss vectors are assumed to lie in a set described by the sum of atomic norm balls. We derive a regret bound for a general version of the online mirror descent (OMD) algorithm that uses a combination of regularizers, each adapted to the constituent atomic norms. The general result recovers standard OMD regret bounds, and yields regret bounds for new structured settings where the loss vectors are (i) noisy versions of vectors from a low-dimensional subspace, (ii) sparse vectors corrupted with noise, and (iii) sparse perturbations of low-rank vectors. For the problem of online learning with structured losses, we also show lower bounds on regret in terms of rank and sparsity of the loss vectors, which implies lower bounds for the above additive loss settings as well.
Siddharth Barman, Aditya Gopalan, Aadirupa Saha
AAAI3
2018 Battle of Bandits
Aadirupa Saha, Aditya Gopalan
UAI1
2015 Consistent Multiclass Algorithms for Complex Performance Measures
abstract
This paper presents new consistent algorithms for multiclass learning with complex performance measures, defined by arbitrary functions of the confusion matrix. This setting includes as a special case all loss-based performance measures, which are simply linear functions of the confusion matrix, but also includes more complex performance measures such as the multiclass G-mean and micro F_1 measures. We give a general framework for designing consistent algorithms for such performance measures by viewing the learning problem as an optimization problem over the set of feasible confusion matrices, and give two specific instantiations based on the Frank-Wolfe method for concave performance measures and on the bisection method for ratio-of-linear performance measures. The resulting algorithms are provably consistent and outperform a multiclass version of the state-of-the-art SVMperf method in experiments; for large multiclass problems, the algorithms are also orders of magnitude faster than SVMperf.
Harikrishna Narasimhan, Harish G. Ramaswamy, Aadirupa Saha, Shivani Agarwal 0001
ICML3
2014 Learning Score Systems for Patient Mortality Prediction in Intensive Care Units via Orthogonal Matching Pursuit
abstract
The problem of predicting outcome of patients in intensive care units (ICUs) is of great importance in critical care medicine, and has wide implications for quality control in ICUs. A dominant approach to this problem has been to use an ICU score system such as, for example, the Acute Physiology and Chronic Health Evaluation (APACHE) system, and the Simplified Acute Physiology Score (SAPS) system, to compute a certain severity score for a patient from a set of clinical observations, and apply a logistic regression model on this score to obtain an estimate of the probability of mortality for the patient, owing to their simplicity, these methods are widely used by clinicians. However, existing ICU score systems are built from a fixed set of patient data, and often perform poorly when applied to a patient population with different characteristics, also, with changes in patient characteristics, a score system built from a given patient data set becomes suboptimal over time. Moreover, most of these score systems are built using semi-automated procedures that require some amount of manual intervention, making it difficult to adapt them to a new patient population. Thus there is a huge need for adaptive methods that can automatically learn predictive models from a given set of patient data, tailored to perform well on similar patient populations. Indeed, there has been much work in recent years on applying various machine learning methods to this problem, however these methods learn different representations from the score systems preferred by clinicians. In this work, we develop a machine learning method based on orthogonal matching pursuit that automatically learns a score system type model, which enjoys the benefits of both worlds: like other machine learning methods, it is adaptive, like standard score systems, it uses a representation that is easy for clinicians to understand. Experiments on real-world patient data sets show that our method outperforms standard ICU score systems, and performs at least as well as other machine learning methods that employ more complex representations. As an added advantage of using the OMP approach, one can use a group-sparse variant of OMP which allows learning models with similar performance using a smaller number of clinical observations, we include experiments with this as well.
Aadirupa Saha, Chandrahas Dewangan, Harikrishna Narasimhan, Sriram Sampath, Shivani Agarwal 0001
ICMLA1
2011 Energy-Balancing and Lifetime Enhancement of Wireless Sensor Network with Archimedes Spiral
Subir Halder, Amrita Ghosal, Aadirupa Saha, Sipra Das Bit
UIC3