Arnab Maiti

dblp:279/6554 · DBLP profile ↗
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20ranked-venue papers
11as first author
20since 2021 · last 2026
0000-0002-9142-6255ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 13 · 7 first-author · 13 since 2021Theory of computation · 7 · 4 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2026 Adversarial Learning in Games with Bandit Feedback: Logarithmic Pure-Strategy Maximin Regret
abstract
Learning to play zero-sum games is a fundamental problem in game theory and machine learning. While significant progress has been made in minimizing external regret in the self-play settings or with full-information feedback, real-world applications often force learners to play against unknown, arbitrary opponents and restrict learners to bandit feedback where only the reward of the realized action is observable. In such challenging settings, it is well-known that $\Omega(\sqrt T)$ external regret is unavoidable (where $T$ is the number of rounds). To overcome this barrier, we investigate adversarial learning in zero-sum games under bandit feedback, aiming to minimize the deficit against the maximin pure strategy — a metric we term Pure-Strategy Maximin Regret. We analyze this problem under two bandit feedback models: \emph{uninformed} (only the realized reward is revealed) and \emph{informed} (both the reward and the opponent’s action are revealed). For uninformed bandit learning of normal-form games, we show that the Tsallis-INF algorithm achieves $\mathcal{O}(c \log T)$ instance-dependent regret with a game-dependent parameter $c$. Crucially, we prove an information-theoretic lower bound showing that the dependence on $c$ is necessary. To overcome this hardness, we turn to the informed setting and introduce Maximin-UCB, which obtains another regret bound of the form $\mathcal{O}(c’ \log T)$ for a different game-dependent parameter $c’$ that could potentially be much smaller than $c$. Finally, we generalize both results to bilinear games over an arbitrary, large action set, proposing Tsallis-FTRL-SPM and Maximin-LinUCB for the uninformed and informed settings respectively and establishing similar game-dependent logarithmic regret bounds.
Shinji Ito, Arnab Maiti, Taira Tsuchiya
COLT3
2026 On the Power of Adaptivity for ε-Best Arm Identification in Linear Bandits
Arnab Maiti, Yunbei Xu, Kevin Jamieson 0001
COLT1
2025 Open Problem: Optimal Instance-Dependent Sample Complexity for finding Nash Equilibrium in Two Player Zero-Sum Matrix games
abstract
Optimal instance-dependent sample complexity is a well-studied topic in the multi-armed bandit literature. However, the analogous question in the setting of two-player zero-sum matrix games, where the payoff matrix can only be accessed through noisy samples, remains largely unexplored despite being a natural generalization of the multi-armed bandit problem. In this write-up, we pose a simple open question: What is the optimal instance-dependent sample complexity to find an approximate Nash equilibrium in two-player zero-sum matrix games?
Arnab Maiti
COLT1
2025 Efficient Near-Optimal Algorithm for Online Shortest Paths in Directed Acyclic Graphs with Bandit Feedback Against Adaptive Adversaries
abstract
In this paper, we study the online shortest path problem in directed acyclic graphs (DAGs) under bandit feedback against an adaptive adversary. Given a DAG $G = (V, E)$ with a source node $v_{\mathsf{s}}$ and a sink node $v_{\mathsf{t}}$, let $\mathcal{X} \subseteq \{0,1\}^{|E|}$ denote the set of all paths from $v_{\mathsf{s}}$ to $v_{\mathsf{t}}$. At each round $t$, we select a path $\mathbf{x}_t \in \mathcal{X}$ and receive bandit feedback on our loss $⟨\mathbf{x}_t, \mathbf{y}_t ⟩\in [-1,1]$, where $\mathbf{y}_t$ is an adversarially chosen loss vector. Our goal is to minimize regret with respect to the best path in hindsight over $T$ rounds. We propose the first computationally efficient algorithm to achieve a near-minimax optimal regret bound of $\tilde{\mathcal{O}}(\sqrt{|E|T\log |\mathcal{X}|})$ with high probability against any adaptive adversary, where $\tilde{\mathcal{O}}(\cdot)$ hides logarithmic factors in the number of edges $|E|$. Our algorithm leverages a novel loss estimator and a centroid-based decomposition in a nontrivial manner to attain this regret bound. As an application, we show that our algorithm for DAGs provides state-of-the-art efficient algorithms for $m$-sets, extensive-form games, the Colonel Blotto game, shortest walks in directed graphs, hypercubes, and multi-task multi-armed bandits, achieving improved high-probability regret guarantees in all these settings.
Arnab Maiti, Zhiyuan Fan, Kevin Jamieson 0001, Lillian J. Ratliff, Gabriele Farina
COLT1
2025 Learning to Incentivize in Repeated Principal-Agent Problems with Adversarial Agent Arrivals
abstract
We initiate the study of a repeated principal-agent problem over a finite horizon $T$, where a principal sequentially interacts with $K\geq 2$ types of agents arriving in an adversarial order. At each round, the principal strategically chooses one of the $N$ arms to incentivize for an arriving agent of unknown type. The agent then chooses an arm based on its own utility and the provided incentive, and the principal receives a corresponding reward. The objective is to minimize regret against the best incentive in hindsight. Without prior knowledge of agent behavior, we show that the problem becomes intractable, leading to linear regret. We analyze two key settings where sublinear regret is achievable. In the first setting, the principal knows the arm each agent type would select greedily for any given incentive. Under this setting, we propose an algorithm that achieves a regret bound of $\mathcal{O}(\min(\sqrt{KT\log N},K\sqrt{T}))$ and provide a matching lower bound up to a $\log K$ factor. In the second setting, an agent’s response varies smoothly with the incentive and is governed by a Lipschitz constant $L$. Under this setting, we show that there is an algorithm with a regret bound of $\tilde{\mathcal{O}}((LN)^{1/3}T^{2/3})$ and establish a matching lower bound up to logarithmic factors. Finally, we extend our algorithmic results for both settings by allowing the principal to incentivize multiple arms simultaneously in each round.
Arnab Maiti, Artin Tajdini, Kevin Jamieson 0001, Lillian J. Ratliff
ICML2
2025 On the Universal Near Optimality of Hedge in Combinatorial Settings
abstract
In this paper, we study the classical Hedge algorithm in combinatorial settings. In each round, the learner selects a vector $\mathbf{x}_t$ from a set $\mathcal{X} \subseteq$ {$0,1$}$^d$, observes a full loss vector $\mathbf{y}_t \in \mathbb{R}^d$, and incurs a loss $\langle \mathbf{x}_t, \mathbf{y}_t \rangle \in [-1,1]$. This setting captures several important problems, including extensive-form games, resource allocation, $m$-sets, online multitask learning, and shortest-path problems on directed acyclic graphs (DAGs). It is well known that Hedge achieves a regret of $\mathcal{O}\big(\sqrt{T \log |\mathcal{X}|}\big)$ after $T$ rounds of interaction. In this paper, we ask whether Hedge is optimal across all combinatorial settings. To that end, we show that for any $\mathcal{X} \subseteq$ {$0,1$}$^d$, Hedge is near-optimal—specifically, up to a $\sqrt{\log d}$ factor—by establishing a lower bound of $\Omega\big(\sqrt{T \log(|\mathcal{X}|)/\log d}\big)$ that holds for any algorithm. We then identify a natural class of combinatorial sets—namely, $m$-sets with $\log d \leq m \leq \sqrt{d}$—for which this lower bound is tight, and for which Hedge is provably suboptimal by a factor of exactly $\sqrt{\log d}$. At the same time, we show that Hedge is optimal for online multitask learning, a generalization of the classical $K$-experts problem. Finally, we leverage the near-optimality of Hedge to establish the existence of a near-optimal regularizer for online shortest-path problems in DAGs—a setting that subsumes a broad range of combinatorial domains. Specifically, we show that the classical Online Mirror Descent (OMD) algorithm, when instantiated with the dilated entropy regularizer, is iterate-equivalent to Hedge, and therefore inherits its near-optimal regret guarantees for DAGs.
Zhiyuan Fan, Arnab Maiti, Lillian J. Ratliff, Kevin Jamieson 0001, Gabriele Farina
NeurIPS2
2025 Adapting to Stochastic and Adversarial Losses in Episodic MDPs with Aggregate Bandit Feedback
abstract
We study online learning in finite-horizon episodic Markov decision processes (MDPs) under the challenging \textit{aggregate bandit feedback} model, where the learner observes only the cumulative loss incurred in each episode, rather than individual losses at each state-action pair. While prior work in this setting has focused exclusively on worst-case analysis, we initiate the study of \textit{best-of-both-worlds} (BOBW) algorithms that achieve low regret in both stochastic and adversarial environments. We propose the first BOBW algorithms for episodic tabular MDPs with aggregate bandit feedback. In the case of known transitions, our algorithms achieve $O(\log T)$ regret in stochastic settings and ${O}(\sqrt{T})$ regret in adversarial ones. Importantly, we also establish matching lower bounds, showing the optimality of our algorithms in this setting. We further extend our approach to unknown-transition settings by incorporating confidence-based techniques. Our results rely on a combination of FTRL over occupancy measures, self-bounding techniques, and new loss estimators inspired by recent advances in online shortest path problems. Along the way, we also provide the first individual-gap-dependent lower bounds and demonstrate near-optimal BOBW algorithms for shortest path problems with bandit feedback.
Shinji Ito, Kevin Jamieson 0001, Arnab Maiti, Taira Tsuchiya
NeurIPS4
2025 On the Limitations and Possibilities of Nash Regret Minimization in Zero-Sum Matrix Games Under Noisy Feedback
Arnab Maiti, Kevin Jamieson 0001, Lillian J. Ratliff
SAGT1
2025 Tight Approximation Algorithms for 2D Guillotine Strip Packing
abstract
In the Strip Packing (SP) problem, we are given a vertical half-strip \([0,W]\times[0,\infty)\) and a set of \( n \) axis-aligned rectangles of width at most \( W \) . The goal is to find a non-overlapping packing of all rectangles into the strip such that the height of the packing is minimized. A well-studied and frequently used practical constraint is to allow only those packings that are guillotine separable, i.e., every rectangle in the packing can be obtained by recursively applying a sequence of edge-to-edge axis-parallel cuts (guillotine cuts) that do not intersect any item of the solution. In this article, we study approximation algorithms for the Guillotine Strip Packing (GSP) problem, i.e., the SP problem where we require additionally that the packing needs to be guillotine separable. This problem generalizes the classical Bin Packing problem and also makespan minimization on identical machines, and thus it is already strongly \(\mathsf{NP}\) -hard. Moreover, due to a reduction from the Partition problem, it is \(\mathsf{NP}\) -hard to obtain a polynomial-time \((3/2-\varepsilon)\) -approximation algorithm for GSP for any \(\varepsilon > 0\) (exactly as SP ). We provide a matching polynomial time \((3/2+\varepsilon)\) -approximation algorithm for GSP. Furthermore, we present a pseudo-polynomial time \((1+\varepsilon)\) -approximation algorithm for GSP. This is surprising as it is \(\mathsf{NP}\) -hard to obtain a \((5/4-\varepsilon)\) -approximation algorithm for (general) SP in pseudo-polynomial time. Thus, our results essentially settle the approximability of GSP for both the polynomial and the pseudo-polynomial settings.
Arindam Khan 0001, Aditya Lonkar, Arnab Maiti, Amatya Sharma, Andreas Wiese
ACM Trans. Algorithms3
2024 Near-Optimal Pure Exploration in Matrix Games: A Generalization of Stochastic Bandits & Dueling Bandits
abstract
We study the sample complexity of identifying the pure strategy Nash equilibrium (PSNE) in a two-player zero-sum matrix game with noise. Formally, we are given a stochastic model where any learner can sample an entry $(i,j)$ of the input matrix $A\in [-1,1]^{n\times m}$ and observe $A_{i,j}+\eta$ where $\eta$ is a zero-mean $1$-sub-Gaussian noise. The aim of the learner is to identify the PSNE of $A$, whenever it exists, with high probability while taking as few samples as possible. Zhou et al., (2017) presents an instance-dependent sample complexity lower bound that depends only on the entries in the row and column in which the PSNE lies. We design a near-optimal algorithm whose sample complexity matches the lower bound, up to log factors. The problem of identifying the PSNE also generalizes the problem of pure exploration in stochastic multi-armed bandits and dueling bandits, and our result matches the optimal bounds, up to log factors, in both the settings.
Arnab Maiti, Ross Boczar, Kevin Jamieson 0001, Lillian J. Ratliff
AISTATS1
2024 On Binary Networked Public Goods Game with Altruism
Arnab Maiti, Palash Dey
LATIN (2)1
2024 On Parameterized Complexity of Binary Networked Public Goods Game
Arnab Maiti, Palash Dey
Algorithmica1
2024 Query complexity of tournament solutions
Arnab Maiti, Palash Dey
Theor. Comput. Sci.1
2023 Fairness and Welfare Quantification for Regret in Multi-Armed Bandits
abstract
We extend the notion of regret with a welfarist perspective. Focussing on the classic multi-armed bandit (MAB) framework, the current work quantifies the performance of bandit algorithms by applying a fundamental welfare function, namely the Nash social welfare (NSW) function. This corresponds to equating algorithm's performance to the geometric mean of its expected rewards and leads us to the study of Nash regret, defined as the difference between the - a priori unknown - optimal mean (among the arms) and the algorithm's performance. Since NSW is known to satisfy fairness axioms, our approach complements the utilitarian considerations of average (cumulative) regret, wherein the algorithm is evaluated via the arithmetic mean of its expected rewards. This work develops an algorithm that, given the horizon of play T, achieves a Nash regret of O ( sqrt{(k log T)/T} ), here k denotes the number of arms in the MAB instance. Since, for any algorithm, the Nash regret is at least as much as its average regret (the AM-GM inequality), the known lower bound on average regret holds for Nash regret as well. Therefore, our Nash regret guarantee is essentially tight. In addition, we develop an anytime algorithm with a Nash regret guarantee of O( sqrt{(k log T)/T} log T ).
Siddharth Barman, Arindam Khan 0001, Arnab Maiti, Ayush Sawarni
AAAI3
2023 Instance-dependent Sample Complexity Bounds for Zero-sum Matrix Games
abstract
We study the sample complexity of identifying an approximate equilibrium for two-player zero-sum $n\times 2$ matrix games. That is, in a sequence of repeated game plays, how many rounds must the two players play before reaching an approximate equilibrium (e.g., Nash)? We derive instance-dependent bounds that define an ordering over game matrices that captures the intuition that the dynamics of some games converge faster than others. Specifically, we consider a stochastic observation model such that when the two players choose actions $i$ and $j$, respectively, they both observe each other’s played actions and a stochastic observation $X_{ij}$ such that $\mathbb{E}[X_{ij}] = A_{ij}$. To our knowledge, our work is the first case of instance-dependent lower bounds on the number of rounds the players must play before reaching an approximate equilibrium in the sense that the number of rounds depends on the specific properties of the game matrix $A$ as well as the desired accuracy. We also prove a converse statement: there exist player strategies that achieve this lower bound.
Arnab Maiti, Kevin Jamieson 0001, Lillian J. Ratliff
AISTATS1
2022 Universal and Tight Online Algorithms for Generalized-Mean Welfare
abstract
We study fair and efficient allocation of divisible goods, in an online manner, among n agents. The goods arrive online in a sequence of T time periods. The agents' values for a good are revealed only after its arrival, and the online algorithm needs to fractionally allocate the good, immediately and irrevocably, among the agents. Towards a unifying treatment of fairness and economic efficiency objectives, we develop an algorithmic framework for finding online allocations to maximize the generalized mean of the values received by the agents. In particular, working with the assumption that each agent's value for the grand bundle of goods is appropriately scaled, we address online maximization of p-mean welfare. Parameterized by an exponent term p in (-infty, 1], these means encapsulate a range of welfare functions, including social welfare (p=1), egalitarian welfare (p to -infty), and Nash social welfare (p to 0). We present a simple algorithmic template that takes a threshold as input and, with judicious choices for this threshold, leads to both universal and tailored competitive guarantees. First, we show that one can compute online a single allocation that O (sqrt(n) log n)-approximates the optimal p-mean welfare for all p
Siddharth Barman, Arindam Khan 0001, Arnab Maiti
AAAI3
2022 Tight Approximation Algorithms for Two-Dimensional Guillotine Strip Packing
Arindam Khan 0001, Aditya Lonkar, Arnab Maiti, Amatya Sharma, Andreas Wiese
ICALP3
2022 Parameterized Algorithms for Kidney Exchange
abstract
In kidney exchange programs, multiple patient-donor pairs each of whom are otherwise incompatible, exchange their donors to receive compatible kidneys. The Kidney Exchange problem is typically modelled as a directed graph where every vertex is either an altruistic donor or a pair of patient and donor; directed edges are added from a donor to its compatible patients. The computational task is to find if there exists a collection of disjoint cycles and paths starting from altruistic donor vertices of length at most l_c and l_p respectively that covers at least some specific number t of non-altruistic vertices (patients). We study parameterized algorithms for the kidney exchange problem in this paper. Specifically, we design FPT algorithms parameterized by each of the following parameters: (1) the number of patients who receive kidney, (2) treewidth of the input graph + max{l_p, l_c}, and (3) the number of vertex types in the input graph when l_p <= l_c. We also present interesting algorithmic and hardness results on the kernelization complexity of the problem. Finally, we present an approximation algorithm for an important special case of Kidney Exchange.
Arnab Maiti, Palash Dey
IJCAI1
2021 On Guillotine Separable Packings for the Two-Dimensional Geometric Knapsack Problem
abstract
In two-dimensional geometric knapsack problem, we are given a set of n axis-aligned rectangular items and an axis-aligned square-shaped knapsack. Each item has integral width, integral height and an associated integral profit. The goal is to find a (non-overlapping axis-aligned) packing of a maximum profit subset of rectangles into the knapsack. A well-studied and frequently used constraint in practice is to allow only packings that are guillotine separable, i.e., every rectangle in the packing can be obtained by recursively applying a sequence of edge-to-edge axis-parallel cuts that do not intersect any item of the solution. In this paper we study approximation algorithms for the geometric knapsack problem under guillotine cut constraints. We present polynomial time (1+ε)-approximation algorithms for the cases with and without allowing rotations by 90 degrees, assuming that all input numeric data are polynomially bounded in n. In comparison, the best-known approximation factor for this setting is 3+ε [Jansen-Zhang, SODA 2004], even in the cardinality case where all items have the same profit. Our main technical contribution is a structural lemma which shows that any guillotine packing can be converted into another structured guillotine packing with almost the same profit. In this packing, each item is completely contained in one of a constant number of boxes and 𝖫-shaped regions, inside which the items are placed by a simple greedy routine. In particular, we provide a clean sufficient condition when such a packing obeys the guillotine cut constraints which might be useful for other settings where these constraints are imposed.
Arindam Khan 0001, Arnab Maiti, Amatya Sharma, Andreas Wiese
SoCG2
2021 Multi-Armed Bandits with Bounded Arm-Memory: Near-Optimal Guarantees for Best-Arm Identification and Regret Minimization
abstract
We study the Stochastic Multi-armed Bandit problem under bounded arm-memory. In this setting, the arms arrive in a stream, and the number of arms that can be stored in the memory at any time, is bounded. The decision-maker can only pull arms that are present in the memory. We address the problem from the perspective of two standard objectives: 1) regret minimization, and 2) best-arm identification. For regret minimization, we settle an important open question by showing an almost tight guarantee. We show $\Omega(T^{2/3})$ cumulative regret in expectation for single-pass algorithms for arm-memory size of $(n-1)$, where $n$ is the number of arms. For best-arm identification, we provide an $(\varepsilon, \delta)$-PAC algorithm with arm memory size of $O(\log^*n)$ and $O(\frac{n}{\varepsilon^2}\cdot \log(\frac{1}{\delta}))$ optimal sample complexity.
Arnab Maiti, Vishakha Patil, Arindam Khan 0001
NeurIPS1