Best of both worlds: Stochastic & adversarial best-arm identification
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Introduction to the show: ident: AI Radio. Generated commentary on the latest Artificial Intelligence papers.
Tom: We're looking at the paper: "Best of both worlds".
Jane: The gist The learner designs an algorithm that performs optimally in both stochastic and adversarial best-arm identification problems without knowing the nature of the rewards,
Tom: First, who's behind it and why it matters.
Title and authors: Tom: Let's look at the title and who wrote this. "Best of both worlds: Stochastic and adversarial best-arm identification." It sets up a very clear goal for what they are trying to achieve, which is performing optimally in both the random stochastic setting and the potentially tricky adversarial one.
Jane: The authors are Yasin Abbasiya, Peter Bartlett, Victor Gabillon, and Michal Valko from places like Adobe Research and MIT. They're bringing together different areas of machine learning theory to tackle this identification problem >
Lu: The motivation they lay out is that learning in the presence of adversarial data implies robustness because real-world scenarios often have hidden correlations or adversaries trying to obscure the results >
Meng: From a deployment standpoint, if you can't even guarantee performance in one setting without knowing the reward nature, then it’s not something we can just throw into production blindly >
Lalam: The paper shows that while a simple random uniform learner gets the best error rate against an adversary, that same strategy isn't good when rewards are sampled randomly stochastically >
The paper's summary: Tom: So, what’s the main takeaway from the summary of "Best of both worlds: Stochastic and adversarial best-arm identification"? They show that a learner that is robust to adversarial rewards isn't automatically optimal when rewards are random draws >
Jane: Right, and they set up two error measures. For the stochastic case, it's called eSTO(n), which is about not finding the best arm if rewards are sampled independently and identically distributed >
Lu: And for the adversarial case, they use eADV(g)(n), which is the probability of not identifying the best arm given a specific adversarial reward design g >
Meng: I see they define gaps in hindsight too, like Delta g k,j which is used to characterize how hard it is to tell two arms apart over time >
Lalam: They then introduce complexity measures like HSR, HUNIF, and HBOB to group problems with similar gap structures and complexities together >
The paper's improvements: Tom: Now let's talk about what they actually improved. They designed a new simple parameter-free learner called ProbabilityONE, or P1, which is their main contribution here >
Jane: P1 selects arm It with a specific probability pk,t which is defined as one divided by the rank of that arm after sorting by its cumulative gain Gek,t-one multiplied by log K > <ref:2604.14860#pg1>
Lu: This selection method is inspired by something called Successive Rejects but it's different because it doesn't divide the game into fixed sampling phases >
Meng: The complexity they associate with P1, which they call HP1, matches the complexity HBOB up to some log factors, specifically HP1 is O(HBOB log2 K) >
Lalam: Theorem six gives them performance guarantees: for the stochastic case, eSTO(n) is bounded by two to the k cubed times n exp minus n one hundred twenty-eight times HP1 > <ref:2604.14860#pg2>
Conclusion: Tom: So, to wrap up, the main point is that while a learner unaware of the reward process can't guarantee optimal error rates in both settings at the same time, P1 achieves what they call the best that can be wished for in both worlds up to log factors >
Jane: It means they managed to bridge that gap by designing an algorithm whose complexity HP1 matches the lower bounds of both problems simultaneously up to those log factors >
Lu: This suggests that by carefully choosing comparison rounds, the learner can minimize the final probability of error, and they show this holds across different gap regimes like flat or square-root gaps >
Meng: For me, what matters is that P1 is parameter-free; it's not some complicated setup that requires you to know too much about the underlying reward structure to use it >
Lalam: And the real implication is that this algorithm, ProbabilityONE, gives us a practical tool for stochastic and adversarial best-arm identification without needing prior knowledge of the reward nature >
Adobe Research · University of California, Berkeley · Queensland University of Technology - ACEMS, Australia · Massachusetts Institute of Technology
stat.ML, cs.LG
Submitted: 2026-04-16
Updated: 2026-10-19
Comments: 44 pages. Corrected version of the COLT 2018 paper, with Lean formalizations of the principal theoretical results: https://github.com/victorgabillon/best-of-both-worlds-bandits
Code: https://github.com/victorgabillon/best-of-both-worlds-bandits
License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
Importance score: 74/100
The gist: The gist The learner designs an algorithm that performs optimally in both stochastic and adversarial best-arm identification problems without knowing the nature of the rewards, though this is shown
Key concepts
- Stochastic Case Error (eSTO(n))
- This measures the probability that the learner incorrectly identifies the best arm when rewards are drawn randomly from known distributions. The ProbabilityONE algorithm guarantees this error is bounded by a term involving n, K, and complexity measures like HP1.
- Adversarial Case Error (eADV(g)(n))
- This measures the probability of failure when an adversary actively designs rewards to mislead the learner. P1 achieves a bound on this error that depends on the complexity measure HUNIF, indicating robustness against deliberate manipulation.
- ProbabilityONE Algorithm (P1)
- A simple, parameter-free learner that selects an arm based on its estimated rank after considering cumulative gains. It uses a probability inversely proportional to the arm's rank, aiming to balance performance in both random and adversarial settings.
- Complexity Measures (HUNIF, HBOB)
- These measures categorize the difficulty of identification problems. HUNIF relates to stochastic/adversarial gaps, while HBOB relates to the best-of-both-worlds challenge. P1's complexity HP1 is shown to match HBOB up to log factors, signifying its optimal performance capability.
Summary
The gist The learner designs an algorithm that performs optimally in both stochastic and adversarial best-arm identification problems without knowing the nature of the rewards, though this is shown to be impossible in general.
Motivation
The study investigates best-arm identification under arbitrary and potentially adversarial rewards, where a simple random uniform learner obtains the optimal rate of error in the adversarial scenario but is suboptimal when rewards are sampled stochastically. The core question addressed is whether a learner can perform optimally in both settings without awareness of the reward nature. Learning in the presence of adversarial data implies robustness, as real-world scenarios may involve correlations or adversaries trying to obscure results. An efficient learner needs to employ internal randomization and pull each arm with a positive probability pk,t.
Problem Formulation
The general game protocol involves the learner choosing an arm It and the adversary picking a gain vector gt simultaneously at each round t, while the learner only observes gIt,t. In the adversarial case, the performance is measured by eADV(g)(n), the probability of not identifying the best arm given a fixed adversarial reward design g. In the stochastic case, where rewards are sampled i.i.d. from distributions νk, the error is eSTO(n), defined as P(Jn!= k⋆STO). The gaps in hindsight are defined to characterize the difficulty of discriminating between arms, such as ∆g k = 1/n Σ t (g k,t - g j,t).
Lower Bounds and Complexity
The paper establishes lower bounds that characterize the optimal rates of error in both settings. For the adversarial problem, Theorem 2 provides a lower bound showing that for any class problem ∆3 with associated complexity HUNIF, there exist g 1 and g 2 such that max e g(n) ≥ min 1/128 exp-32n HUNIF. Similarly, the lower bound for the best of both worlds challenge is given by Theorem 4, which shows that for any class problem ∆4 with complexity HBOB, there exists a stochastic problem STO such that if eSTO(n) ≤ 1/64 exp-2048n HBOB then there exists an adversarial problem g such that eADV(g)(n) ≥ 1/16. The complexity measures HSR, HUNIF, and HBOB are introduced to group problems with similar gap structures and complexities.
The ProbabilityONE Algorithm
A new simple parameter-free learner called ProbabilityONE (P1) is designed to bridge the gap between the two worlds. P1 selects arm It with probability pk,t ≜ 1/⟨fk⟩ t logK for all k ∈ [K], where ⟨fk⟩ t is the rank of arm k after sorting by cumulative gain Gek,t-1. This approach is inspired by Successive Rejects (SR) but differs by not dividing the game into fixed sampling phases. The complexity associated with P1 is defined as HP1, which matches the complexity HBOB up to log factors, i.e., HP1 = O(HBOB log2 K).
Performance Guarantees
Theorem 6 provides upper bounds for P1 in both environments simultaneously. For the stochastic case, eSTO(n) ≤ 2K 3n exp-n 128HP1 and for the adversarial case, eADV(g)(n) ≤ K exp-3n 40log(K)HUNIF(g). Corollary 7 demonstrates that P1 achieves the best that can be wished for in both worlds, up to log factors, by showing HP1 = O(HBOB log2 K).
Conclusion
The paper concludes that while a learner unaware of the reward process cannot guarantee optimal error rates simultaneously in both settings, the P1 algorithm achieves the best possible performance, matching the lower bounds up to log factors. The simplicity and adaptability of P1 make it a versatile tool for stochastic and adversarial best-arm identification.
How it works
The ProbabilityONE (P1) algorithm operates by sorting arms based on their estimated cumulative gains Gek,t-1 to determine the probability pk,t for selecting arm k at round t. This selection probability is inversely proportional to the rank of the arm, specifically pk,t ≜ 1/⟨fk⟩ t logK. The algorithm then recommends Jn as the arm with the highest estimated cumulative gain Gek,n.
Key Findings and Results
-
The learner can guarantee that its probability of error eSTO(n) ≤ 2K 3n exp-n 128HP1 in the stochastic setting.
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The learner can guarantee that its probability of error eADV(g)(n) ≤ K exp-3n 40log(K)HUNIF(g) in the adversarial setting.
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The complexity of P1, HP1, matches the complexity HBOB from the lower bound of Theorem 4 up to log factors, i.e., HP1 = O(HBOB log2 K).
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The algorithm's performance is shown to be robust and adaptive, allowing it to handle different gap regimes in stochastic problems.
Implications for the Field
The existence of P1 suggests that a learner can achieve the best that can be wished for in both worlds, up to log factors. The analysis shows that by carefully choosing comparison rounds, the learner can minimize the final probability of error. This provides a practical, parameter-free algorithm for complex identification tasks.
Future Directions
The research suggests extensions such as using Freedman Races based on P1 to design fixed-confidence learners or adapting P1 for active anomaly detection in adversarial settings. This indicates potential applications in areas like online hyperparameter optimization and robust anomaly detection.
Summary of Key Concepts
The paper introduces three complexity measures: HSR, HUNIF, and HBOB, which relate to the stochastic (HSR), adversarial/stochastic (HUNIF), and best-of-both-worlds (HBOB) settings. The ProbabilityONE learner is shown to achieve a complexity HP1 that is bounded by HBOB log2 K. This demonstrates that P1 achieves the best that can be wished for in the two worlds, up to log factors. The analysis covers various gap regimes, including flat and square-root gaps.
Relation between Complexities
The paper proves that in general, HP1 = O(HBOB log2 K). This demonstrates that P1 achieves the best that can be wished for in the two worlds, up to log factors. The extra log K from the log2 K is not always present and is discussed in Remark 5. The relationship between HP1, HSR, and HBOB for different gap regimes is detailed in Appendix G.
Improvements for AI systems
-
Improved learner for both stochastic and adversarial rewards: The ProbabilityONE (P1) algorithm can be implemented to select an arm with probability proportional to its estimated rank, specifically selecting arm 1 with probability 1/logK, which
does not prevent from pulling all the arms almost uniformly and more precisely with probability at least 1/(KlogK).
-
Robust performance guarantee: The P1 learner can achieve simultaneous upper bounds on misidentification error for both environments:
eSTO(n) ≤ 2K3n exp − n 128HP1
andeADV(g)(n) ≤ K exp − 3n 40log(K)HUNIF(g).
-
Adaptive complexity measure: The learner can utilize the new complexity measure HP1, defined as
min a∈A HP1(a),
which is designed to minimize the worst-case error across different comparison round proportions, effectively characterizing thebest that can be wished for in the two worlds, up to log factors.
-
Fixed-confidence stopping rule: A Freedman Race based on P1 can be designed where the learner stops when confidence intervals separate:
it would stop when the confidence interval for the empirically best arm is separated from the confidence intervals for all the other arms.
This allows for a guarantee of stopping with complexity ofOe (HBOB log(1/δ)), up to log factors
in stochastic settings. -
Anomaly detection capability: P1 can be adapted into a
robust anomaly detector
that monitors streams of rewards and canpotentially detect an anomaly if one of the streams outputs a reward signal that is on average larger than a given threshold during a time window period W.
Sources
- Best Arm Identification for Contaminated Bandits
- An algorithm with nearly optimal pseudo-regret for both stochastic and adversarial bandits
- Hyperband: A Novel Bandit-Based Approach to Hyperparameter Optimization
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