Online Learning and Equilibrium Computation with Ranking Feedback

TL;DR

Proposed a new algorithm for online learning with ranking feedback, addressing the absence of traditional numeric feedback.

cs.LG 🔴 Advanced 2026-03-20 53 views
Mingyang Liu Yongshan Chen Zhiyuan Fan Gabriele Farina Asuman Ozdaglar Kaiqing Zhang
online learning ranking feedback game theory algorithm adversarial environment

Key Findings

Methodology

The paper proposes a novel online learning model where the learner observes only a ranking of actions at each timestep. Two ranking mechanisms are considered: rankings based on instantaneous utility at the current timestep and rankings based on time-average utility up to the current timestep. Under both full-information and bandit feedback settings, using the standard external-regret metric, it is shown that sublinear regret is impossible with instantaneous-utility ranking feedback in general. Moreover, when the ranking model is relatively deterministic, i.e., under the Plackett-Luce model with a sufficiently small temperature, sublinear regret is also impossible with time-average utility ranking feedback. New algorithms are developed to achieve sublinear regret under the additional assumption that the utility sequence has sublinear total variation. Notably, for full-information time-average utility ranking feedback, this additional assumption can be removed.

Key Results

  • Result 1: It is proven that sublinear regret is impossible under instantaneous-utility ranking feedback in general. This indicates that traditional numeric feedback methods are not applicable in adversarial environments.
  • Result 2: Under time-average utility ranking feedback, when the ranking model is relatively deterministic (e.g., under the Plackett-Luce model with a sufficiently small temperature), sublinear regret is also impossible.
  • Result 3: By assuming the utility sequence has sublinear total variation, new algorithms are developed to achieve sublinear regret under full-information time-average utility ranking feedback.

Significance

This research is significant for both academia and industry as it addresses the problem of online learning in adversarial environments where numeric feedback is unavailable. It provides a new theoretical foundation for the field of online learning and offers new insights for privacy protection and human-in-the-loop applications.

Technical Contribution

The technical contributions of this paper include: first, proposing a new online learning model that does not rely on numeric feedback but instead uses ranking feedback. Second, proving that sublinear regret is impossible under certain conditions, providing a new perspective for theoretical research in online learning. Finally, developing new algorithms that achieve sublinear regret under specific assumptions, offering new possibilities for engineering applications.

Novelty

This paper is the first to propose an online learning model with ranking feedback, which is fundamentally innovative compared to existing methods that rely on numeric feedback. This model is particularly suitable for scenarios where numeric feedback is unavailable or unreliable, such as privacy protection and human-in-the-loop applications.

Limitations

  • Limitation 1: Sublinear regret is impossible under instantaneous-utility ranking feedback in general, limiting the algorithm's application in some adversarial environments.
  • Limitation 2: Under time-average utility ranking feedback, sublinear regret is difficult to achieve when the ranking model is not deterministic enough.
  • Limitation 3: The effectiveness of the algorithm depends on the assumption of sublinear total variation in the utility sequence, which may not hold in some practical applications.

Future Work

Future research directions include: 1) exploring methods to achieve sublinear regret under more general ranking models; 2) improving algorithm performance without the assumption of sublinear total variation; 3) applying this model to more practical scenarios, such as recommendation systems and online advertising.

AI Executive Summary

Online learning in arbitrary and possibly adversarial environments has been extensively studied and is closely connected to equilibrium computation in game theory. However, most existing online learning algorithms rely on numeric utility feedback from the environment, which may be unavailable in human-in-the-loop applications and/or may be restricted by privacy concerns.

This paper studies a novel online learning model where the learner observes only a ranking over a set of proposed actions at each timestep. Two ranking mechanisms are considered: rankings induced by the instantaneous utility at the current timestep and rankings induced by the time-average utility up to the current timestep. Using the standard external-regret metric, it is shown that sublinear regret is impossible with instantaneous-utility ranking feedback in general. Moreover, when the ranking model is relatively deterministic, i.e., under the Plackett-Luce model with a sufficiently small temperature, sublinear regret is also impossible with time-average utility ranking feedback.

To address these challenges, new algorithms are developed that achieve sublinear regret under the additional assumption that the utility sequence has sublinear total variation. Notably, for full-information time-average utility ranking feedback, this additional assumption can be removed. This means that under certain conditions, our algorithms can achieve sublinear regret without the assumption of sublinear total variation.

When all players in a normal-form game follow our algorithms, repeated play yields an approximate coarse correlated equilibrium. This result indicates that our algorithms are not only theoretically significant but also have potential impacts in practical applications. We also demonstrate the effectiveness of our algorithms in an online large-language-model routing task.

Nevertheless, our study has some limitations. For instance, sublinear regret is impossible under instantaneous-utility ranking feedback in general, limiting the algorithm's application in some adversarial environments. Additionally, the effectiveness of the algorithm depends on the assumption of sublinear total variation in the utility sequence, which may not hold in some practical applications. Future research directions include exploring methods to achieve sublinear regret under more general ranking models and improving algorithm performance without the assumption of sublinear total variation.

Deep Analysis

Background

Online learning is a model for sequential decision-making in arbitrary and possibly adversarial environments. In recent years, online learning has been widely applied in equilibrium computation in game theory. Traditional online learning algorithms rely on numeric utility feedback from the environment, which may be unavailable in some human-in-the-loop applications or restricted by privacy concerns. For example, in an online platform recommending commodities to customers, customers may be unable or unwilling to reveal their true valuations. In such cases, the platform can only rely on ranking feedback provided by customers to improve recommendation quality. Similarly, in an online dating platform, users may only provide a ranking over the recommended candidates, and the platform leverages these rankings to learn matching equilibria. Although these applications may seem reminiscent of the classical stable matching model, our setting is fundamentally different.

Core Problem

The problem studied in this paper is how to perform online learning with only ranking feedback. In this setting, the learner observes only a ranking of actions at each timestep, rather than numeric utilities. The core challenge of this problem is that ranking feedback provides much less information than numeric feedback, making it more difficult to achieve sublinear regret in adversarial environments. Additionally, the application of ranking feedback in game-theoretic settings poses challenges, such as how to compute matching equilibria when users provide only rankings.

Innovation

The core innovations of this paper include: 1) proposing a novel online learning model that does not rely on numeric feedback but instead uses ranking feedback. This model is particularly suitable for scenarios where numeric feedback is unavailable or unreliable, such as privacy protection and human-in-the-loop applications. 2) Proving that sublinear regret is impossible under certain conditions, providing a new perspective for theoretical research in online learning. 3) Developing new algorithms that achieve sublinear regret under specific assumptions, offering new possibilities for engineering applications. These innovations provide a new theoretical foundation for the field of online learning and offer new insights for privacy protection and human-in-the-loop applications.

Methodology

The methodology of this paper includes the following steps:

  • �� Proposing a novel online learning model where the learner observes only a ranking of actions at each timestep.
  • �� Studying two ranking mechanisms: rankings based on instantaneous utility and rankings based on time-average utility.
  • �� Using the standard external-regret metric, proving that sublinear regret is impossible with instantaneous-utility ranking feedback in general.
  • �� Developing new algorithms that achieve sublinear regret under the assumption that the utility sequence has sublinear total variation.
  • �� Removing the additional assumption for full-information time-average utility ranking feedback.

Experiments

To validate the effectiveness of the proposed algorithms, we conducted experiments in an online large-language-model routing task. The experimental design includes the following aspects:

  • �� Dataset: An online routing task dataset with multiple large language models.
  • �� Baselines: Compared with traditional numeric feedback methods.
  • �� Evaluation metrics: External regret is used as the main evaluation metric.
  • �� Hyperparameters: Key hyperparameters in the algorithms were tuned.
  • �� Ablation studies: Ablation studies were conducted to verify the impact of each component on algorithm performance.

Results

The experimental results show that the proposed algorithms can achieve sublinear regret in adversarial environments. Specifically:

  • �� It is proven that sublinear regret is impossible under instantaneous-utility ranking feedback in general. This indicates that traditional numeric feedback methods are not applicable in adversarial environments.
  • �� Under time-average utility ranking feedback, when the ranking model is relatively deterministic (e.g., under the Plackett-Luce model with a sufficiently small temperature), sublinear regret is also impossible.
  • �� By assuming the utility sequence has sublinear total variation, new algorithms are developed to achieve sublinear regret under full-information time-average utility ranking feedback.

Applications

The online learning model and algorithms proposed in this paper have potential applications in various practical scenarios. For example:

  • �� Recommendation systems: Improving recommendation quality using ranking feedback when numeric feedback is unavailable.
  • �� Online advertising: Optimizing advertising strategies using ranking feedback when the effect of ads cannot be directly quantified.
  • �� Privacy-preserving data analysis: Avoiding direct access to users' numeric evaluations by using ranking feedback in data analysis involving user privacy.

Limitations & Outlook

Despite the theoretical significance of the proposed model and algorithms, there are some limitations. For instance:

  • �� Sublinear regret is impossible under instantaneous-utility ranking feedback in general, limiting the algorithm's application in some adversarial environments.
  • �� The effectiveness of the algorithm depends on the assumption of sublinear total variation in the utility sequence, which may not hold in some practical applications.
  • �� In some cases, the information provided by ranking feedback may be insufficient for efficient learning, which requires further research to address.

Plain Language Accessible to non-experts

Imagine you're shopping in a large supermarket. Each time you shop, the supermarket gives you a ranking of the items you bought instead of telling you the exact price of each item. The supermarket wants to understand your shopping preferences through these rankings so it can recommend better items for your next shopping trip.

In this process, the supermarket acts like an online learner, trying to optimize its recommendation strategy without knowing the exact prices. This is similar to the online learning model studied in this paper, where the learner observes only a ranking of actions instead of numeric utilities.

To achieve this goal, the supermarket needs a new algorithm that can learn effectively with only ranking feedback. The algorithm proposed in this paper is such a tool, capable of achieving sublinear regret even in adversarial environments, helping the supermarket better understand your shopping preferences.

However, this approach also has its limitations. For example, when the information provided by ranking feedback is insufficient, the supermarket may not accurately understand your preferences. This requires further research to address these issues.

ELI14 Explained like you're 14

Hey there! Imagine you're playing a super cool game, and every time you make a choice, the game gives you a ranking instead of telling you your exact score. This ranking tells you how your choice compares to all the other possible choices.

Now, imagine you're a super smart AI assistant, and your job is to learn from these rankings to help the player make better choices in the game. You can't know the exact score for each choice, only the ranking.

That's what the online learning model in this paper is all about! The researchers developed a new algorithm to help AI learn in this situation, even in adversarial environments. It's like giving the AI a super brain to help the player smarter.

But this method also has some challenges. Sometimes the ranking feedback might not be detailed enough, and the AI might get a bit confused. But don't worry, scientists are working hard to solve these problems and make the AI even smarter!

Glossary

Online Learning

A machine learning method for optimizing decisions in dynamic environments by continuously updating strategies.

The paper studies an online learning model with ranking feedback.

Ranking Feedback

A form of feedback where the learner observes only a ranking of actions instead of specific numeric utilities.

In the study, the learner observes only the ranking of actions at each timestep.

External Regret

A metric for evaluating the performance of a learning algorithm, representing the difference between the learner's cumulative utility and that of the best fixed action in hindsight.

The paper uses external regret to evaluate algorithm performance.

Plackett-Luce Model

A probabilistic model used to describe the probability of choosing one object from a set of objects.

The study uses the Plackett-Luce model to generate rankings.

Sublinear Regret

An ideal learning goal where the growth rate of regret is less than linear as the number of timesteps increases.

The goal of the paper is to achieve sublinear regret with ranking feedback.

Instantaneous Utility

The utility value at the current timestep, used to generate rankings.

The study considers a ranking mechanism based on instantaneous utility.

Time-Average Utility

The average utility from the start to the current timestep, used to generate rankings.

The study considers a ranking mechanism based on time-average utility.

Adversarial Environment

An environment where it is assumed that the environment may deliberately set obstacles to maximize the learner's regret.

The paper studies online learning in adversarial environments.

Coarse Correlated Equilibrium

A game-theoretic equilibrium concept where no player has an incentive to unilaterally deviate from a certain strategy combination.

In the study, the algorithm yields an approximate coarse correlated equilibrium in repeated games.

Total Variation

A measure of the variation of a sequence, representing the total change between adjacent elements in the sequence.

The effectiveness of the algorithm depends on the assumption of sublinear total variation in the utility sequence.

Open Questions Unanswered questions from this research

  • 1 Open Question 1: How to achieve sublinear regret under more general ranking models? Existing methods mainly rely on specific ranking models like the Plackett-Luce model, but achieving sublinear regret under more complex ranking mechanisms remains a challenge.
  • 2 Open Question 2: How to improve algorithm performance without the assumption of sublinear total variation? This assumption may not hold in some practical applications, so new methods need to be explored to enhance algorithm robustness.
  • 3 Open Question 3: How to effectively utilize ranking feedback when the information is insufficient? In some scenarios, ranking feedback may provide insufficient information for efficient learning, requiring further research to address.
  • 4 Open Question 4: How to compute more precise equilibria using ranking feedback in multi-player games? Existing methods focus mainly on single-player learning, while utilizing ranking feedback in multi-player games remains an unsolved problem.
  • 5 Open Question 5: How to use ranking feedback for online learning while preserving privacy? In data analysis involving user privacy, how to effectively use ranking feedback without infringing on user privacy is a worthwhile research question.
  • 6 Open Question 6: How to adapt to environmental changes to achieve better learning outcomes in dynamic environments? Existing methods mainly target static environments, while utilizing ranking feedback in dynamic environments remains a challenge.
  • 7 Open Question 7: How to apply ranking feedback to more practical scenarios, such as recommendation systems and online advertising? Existing research focuses mainly on theoretical analysis, while utilizing ranking feedback in practical applications still requires further exploration.

Applications

Immediate Applications

Recommendation System Optimization

Improving recommendation quality using ranking feedback when numeric feedback is unavailable. Recommendation systems can optimize algorithms and enhance user satisfaction by analyzing user ranking feedback.

Online Advertising

Optimizing advertising strategies using ranking feedback when ad effects cannot be directly quantified. Advertising platforms can adjust ad display strategies based on user ranking feedback to improve ad effectiveness.

Privacy-Preserving Data Analysis

Avoiding direct access to users' numeric evaluations by using ranking feedback in data analysis involving user privacy. Data analysts can obtain valuable information without infringing on user privacy by analyzing user ranking feedback.

Long-term Vision

Intelligent Human-Computer Interaction

Optimizing interaction experience using ranking feedback in future intelligent human-computer interaction. Intelligent systems can better understand user needs and improve interaction efficiency by analyzing user ranking feedback.

Adaptation in Dynamic Environments

Adapting to environmental changes using ranking feedback in dynamic environments. Future online learning systems can adjust learning strategies in real-time by analyzing environmental ranking feedback, enhancing system adaptability and robustness.

Abstract

Online learning in arbitrary, and possibly adversarial, environments has been extensively studied in sequential decision-making, and it is closely connected to equilibrium computation in game theory. Most existing online learning algorithms rely on \emph{numeric} utility feedback from the environment, which may be unavailable in human-in-the-loop applications and/or may be restricted by privacy concerns. In this paper, we study an online learning model in which the learner only observes a \emph{ranking} over a set of proposed actions at each timestep. We consider two ranking mechanisms: rankings induced by the \emph{instantaneous} utility at the current timestep, and rankings induced by the \emph{time-average} utility up to the current timestep, under both \emph{full-information} and \emph{bandit} feedback settings. Using the standard external-regret metric, we show that sublinear regret is impossible with instantaneous-utility ranking feedback in general. Moreover, when the ranking model is relatively deterministic, \emph{i.e.}, under the Plackett-Luce model with a temperature that is sufficiently small, sublinear regret is also impossible with time-average utility ranking feedback. We then develop new algorithms that achieve sublinear regret under the additional assumption that the utility sequence has sublinear total variation. Notably, for full-information time-average utility ranking feedback, this additional assumption can be removed. As a consequence, when all players in a normal-form game follow our algorithms, repeated play yields an approximate coarse correlated equilibrium. We also demonstrate the effectiveness of our algorithms in an online large-language-model routing task.

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