Simone Drago

dblp:383/9682 · DBLP profile ↗
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4ranked-venue papers
2as first author
4since 2021 · last 2025
0009-0005-3309-4079ORCID · reported

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

Artificial intelligence and machine learning · 4 · 2 first-author · 4 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
4 papers
Reinforcement learning · 100%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 100%

Topics — the 9 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
regret minimization
2.532025
Factored-reward bandits with intermediate observations: Regret minimization and best arm identification · Artif. Intell. 2025
Sleeping Reinforcement Learning · ICML 2025
Factored-Reward Bandits with Intermediate Observations · ICML 2024
Machine learning › Reinforcement learning
bandit
1.622025
Factored-reward bandits with intermediate observations: Regret minimization and best arm identification · Artif. Intell. 2025
Factored-Reward Bandits with Intermediate Observations · ICML 2024
Machine learning › Reinforcement learning › multi-armed bandit › pure exploration
best arm identification
0.912025
Factored-reward bandits with intermediate observations: Regret minimization and best arm identification · Artif. Intell. 2025
Machine learning › Reinforcement learning › exploration
exploration-exploitation tradeoff
0.912025
Sleeping Reinforcement Learning · ICML 2025
Machine learning › Reinforcement learning › exploration
optimistic algorithms
0.912025
Sleeping Reinforcement Learning · ICML 2025
Machine learning › Reinforcement learning › reinforcement learning from human feedback
preference-based reinforcement learning
0.912025
Towards Theoretical Understanding of Sequential Decision Making with Preference Feedback · ICML 2025
Machine learning › Reinforcement learning
preference feedback
0.912025
Towards Theoretical Understanding of Sequential Decision Making with Preference Feedback · ICML 2025
Machine learning › Reinforcement learning
reinforcement learning from human feedback
0.912025
Towards Theoretical Understanding of Sequential Decision Making with Preference Feedback · ICML 2025
Algorithmic game theory and mechanism design › decision theory
utility theory
0.912025
Towards Theoretical Understanding of Sequential Decision Making with Preference Feedback · ICML 2025

Methods — techniques the papers use, named apart from their topics

policy dominance · 1.7multi-objective utility · 1.7minimax lower bound · 0.9UCBVI · 0.9upper confidence bound · 0.8bound tracking · 0.8
YearPublicationVenuePosition
2025 Towards Theoretical Understanding of Sequential Decision Making with Preference Feedback
abstract
The success of sequential decision-making approaches, such as reinforcement learning (RL), is closely tied to the availability of a reward feedback. However, designing a reward function that encodes the desired objective is a challenging task. In this work, we address a more realistic scenario: sequential decision making with preference feedback provided, for instance, by a human expert. We aim to build a theoretical basis linking preferences, (non-Markovian) utilities, and (Markovian) rewards, and we study the connections between them. First, we model preference feedback using a partial (pre)order over trajectories, enabling the presence of incomparabilities that are common when preferences are provided by humans but are surprisingly overlooked in existing works. Second, to provide a theoretical justification for a common practice, we investigate how a preference relation can be approximated by a multi-objective utility. We introduce a notion of preference-utility compatibility and analyze the computational complexity of this transformation, showing that constructing the minimum-dimensional utility is NP-hard. Third, we propose a novel concept of preference-based policy dominance that does not rely on utilities or rewards and discuss the computational complexity of assessing it. Fourth, we develop a computationally efficient algorithm to approximate a utility using (Markovian) rewards and quantify the error in terms of the suboptimality of the optimal policy induced by the approximating reward. This work aims to lay the foundation for a principled approach to sequential decision making from preference feedback, with promising potential applications in RL from human feedback.
Simone Drago, Marco Mussi, Alberto Maria Metelli
ICML1
2025 Sleeping Reinforcement Learning
abstract
In the standard Reinforcement Learning (RL) paradigm, the action space is assumed to be fixed and immutable throughout the learning process. However, in many real-world scenarios, not all actions are available at every decision stage. The available action set may depend on the current environment state, domain-specific constraints, or other (potentially stochastic) factors outside the agent’s control. To address these realistic scenarios, we introduce a novel paradigm called Sleeping Reinforcement Learning, where the available action set varies during the interaction with the environment. We start with the simpler scenario in which the available action sets are revealed at the beginning of each episode. We show that a modification of UCBVI achieves regret of order $\widetilde{\mathcal{O}}(H\sqrt{SAT})$, where $H$ is the horizon, $S$ and $A$ are the cardinalities of the state and action spaces, respectively, and $T$ is the learning horizon. Next, we address the more challenging and realistic scenario in which the available actions are disclosed only at each decision stage. By leveraging a novel construction, we establish a minimax lower bound of order $\Omega(\sqrt{T 2^{A/2}})$ when the availability of actions is governed by a Markovian process, establishing a statistical barrier of the problem. Focusing on the statistically tractable case where action availability depends only on the current state and stage, we propose a new optimistic algorithm that achieves regret guarantees of order $\widetilde{\mathcal{O}}(H\sqrt{SAT})$, showing that the problem shares the same complexity of standard RL.
Simone Drago, Marco Mussi, Alberto Maria Metelli
ICML1
2025 Factored-reward bandits with intermediate observations: Regret minimization and best arm identification
abstract
In several real-world sequential decision problems, at every step, the learner is required to select different actions. Every action affects a specific part of the system and generates an observable intermediate effect. In this paper, we introduce the Factored-Reward Bandits (FRBs), a novel setting able to effectively capture and exploit the structure of this class of scenarios, where the reward is computed as the product of the action intermediate observations. We characterize the statistical complexity of the learning problem in the FRBs, by deriving worst-case and asymptotic instance-dependent regret lower bounds. Then, we devise and analyze two regret minimization algorithms. The former, F-UCB, is an anytime optimistic approach matching the worst-case lower bound (up to logarithmic factors) but fails to perform optimally from the instance-dependent perspective. The latter, F-Track, is a bound-tracking approach, that enjoys optimal asymptotic instance-dependent regret guarantees. Finally, we study the problem of performing best arm identification in this setting. We derive an error probability lower bound, and we develop F-SR, a nearly optimal rejection-based algorithm for identifying the best action vector, given a time budget.2
Marco Mussi, Simone Drago, Marcello Restelli, Alberto Maria Metelli
Artif. Intell.2
2024 Factored-Reward Bandits with Intermediate Observations
abstract
In several real-world sequential decision problems, at every step, the learner is required to select different actions. Every action affects a specific part of the system and generates an observable intermediate effect. In this paper, we introduce the Factored-Reward Bandits (FRBs), a novel setting able to effectively capture and exploit the structure of this class of scenarios, where the reward is computed as the product of the action intermediate observations. We characterize the statistical complexity of the learning problem in the FRBs, by deriving worst-case and asymptotic instance-dependent regret lower bounds. Then, we devise and analyze two regret minimization algorithms. The former, F-UCB, is an anytime optimistic approach matching the worst-case lower bound (up to logarithmic factors) but fails to perform optimally from the instance-dependent perspective. The latter, F-Track, is a bound-tracking approach, that enjoys optimal asymptotic instance-dependent regret guarantees.
Marco Mussi, Simone Drago, Marcello Restelli, Alberto Maria Metelli
ICML2