Replicable algorithms improve dueling bandit decision consistency

Replicable Dueling Bandits

Machine LearningArtificial Intelligence

Summary

Sometimes computers try to learn preferences by comparing items, but the order of comparisons can change each time the learning runs, causing inconsistent results. The authors focus on making these comparison processes reliable, so two runs with the same starting setup pick very similar comparisons every time. They created new methods that keep this consistency while still learning efficiently, meaning the system quickly finds good choices with fewer mistakes. Their work includes math proofs and testing in simulations and with language models.

What this means in practice

  • For online recommendation teams: Ensure consistent item comparisons across repeated runs to produce reliable recommendation rankings in user preference learning.
  • For machine learning engineers: Design preference learning systems that maintain consistent decision-making despite noisy feedback by using replicable dueling bandit algorithms.

Authors

Rohan Deb, Aadirupa Saha, Udaya Ghai, Karan Singh, Arindam Banerjee

Abstract

Dueling bandits choose each comparison based on earlier noisy outcomes, so two runs on the same preferences can compare different pairs. We study replicable dueling bandits, where two executions with shared internal randomness and independent comparison outcomes must select the same ordered pair in every round with probability at least $1-ρ$. Building on Beat-the-Mean, whose scores change as arms are eliminated and need not rank the best arm highest, we design the first such algorithms with sublinear regret. Under relaxed stochastic transitivity with parameter $γ\ge 1$ and the stochastic triangle inequality, we design an algorithm that achieves expected regret $\widetilde{O}(γ^8 K^4 H_{\mathrm{p}}/ρ^2)$, where $H_{\mathrm{p}}=\sum_{i=2}^{K}(P_{1i}-1/2)^{-1}$. Under strong stochastic transitivity, we design an algorithm based on simultaneous elimination that improves the dependence on $K$ and achieves $\widetilde{O}(K^2 H_{\mathrm{p}}/ρ^2)$ regret. For linear dueling bandits, we design an algorithm that achieves regret $\widetilde{O}(d^3\sqrt{T}/(c_μρ))$. Experiments on synthetic and language-model preferences show replicability, with sublinear regret.