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This research addresses a critical bottleneck in contextual dueling bandits where preference feedback becomes weakly informative due to model saturation under the Bradley-Terry-Luce framework. The proposed SI-CDB algorithm introduces a novel arm selection heuristic that eliminates unfavorable inverse-derivative factors, achieving near-optimal sample complexity for linear reward classes via a localized Eluder dimension analysis. For practitioners in reinforcement learning and decision-making systems, this work offers a theoretically grounded method to maintain robust learning performance even when confidence gaps widen significantly.
Saturation-Insensitive Dueling Bandits with General Function Approximation
arXiv:2609.33011v1 Announce Type: new Abstract: We study contextual dueling bandits with general function approximation under the Bradley-Terry-Luce (BTL) preference model. A key challenge in this setting is the saturation of the preference model: when the current reward model can already distinguish two actions with high confidence, the resulting preference feedback becomes weakly informative, making it difficult to further improve reward estimation. Consequently, existing sample-complexity analyses often depend on the inverse-derivative factor $1 / \sigma'[\Delta_{r^\ast}]$ which can be prohibitively large when the link function $\sigma$ saturates for large reward gaps $\Delta_{r^\ast}$. To address this issue, we introduce `SI-CDB`, an algorithm that selects opponent arms using a carefully designed heuristic for arm selection. This design enables saturation-insensitive reward learning and recovers the near-optimal dependence for linear reward classes, eliminating the unfavorable $1/\sigma'(\cdot)$ factor. The core of our analysis is a localized Eluder dimension framework tailored to dueling bandits with general function approximation. Our theoretical results also explain why two-arm regret analysis is crucial for improving single-arm performance in dueling bandits.
Abstract:We study contextual dueling bandits with general function approximation under the Bradley-Terry-Luce (BTL) preference model. A key challenge in this setting is the saturation of the preference model: when the current reward model can already distinguish two actions with high confidence, the resulting preference feedback becomes weakly informative, making it difficult to further improve reward estimation. Consequently, existing sample-complexity analyses often depend on the inverse-derivative factor $1 / \sigma'[\Delta_{r^\ast}]$ which can be prohibitively large when the link function $\sigma$ saturates for large reward gaps $\Delta_{r^\ast}$. To address this issue, we introduce `SI-CDB`, an algorithm that selects opponent arms using a carefully designed heuristic for arm selection. This design enables saturation-insensitive reward learning and recovers the near-optimal dependence for linear reward classes, eliminating the unfavorable $1/\sigma'(\cdot)$ factor. The core of our analysis is a localized Eluder dimension framework tailored to dueling bandits with general function approximation. Our theoretical results also explain why two-arm regret analysis is crucial for improving single-arm performance in dueling bandits.
Machine Learning (cs.LG)
arXiv:2609.33011 [cs.LG]
(or arXiv:2609.33011v1 [cs.LG] for this version)
https://doi.org/10.48550/arXiv.2609.33011 Focus to learn more arXiv-issued DOI via DataCite (pending registration)
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