This work identifies a process-agnostic structural condition, based on sliding-window mixing, that ensures the graph's intrinsic walk remains stable for both exploration and navigation and establishes sublinear expected regret.
Abstract
We study stochastic multi-armed bandits on dynamic graphs, where arms correspond to the vertices of a network with time-varying edges. In this setting, the learner is restricted to local movement, selecting only its current node or an immediate neighbor at each round. This constraint decouples best-arm identification from exploitation: even after the optimal arm is identified, the learner may remain unable to reach it through the evolving topology. We identify a process-agnostic structural condition, based on sliding-window mixing, that ensures the graph's intrinsic walk remains stable for both exploration and navigation. Under this regime, we analyze a family of local explore-then-commit algorithms and establish sublinear expected regret. Our framework includes a reward-aware strategy, for which we prove a worst-case safety theorem and a separate performance gain theorem.
Dynamic matching markets require decisions about whom to match and when: matching now yields value but removes participants who may create better future opportunities. We develop a value-based reinforcement-learning framework for this problem on finite, evolving weighted graphs. We study an infinite-horizon continuous-time model with stochastic arrivals, node-type transitions, edge realizations, and exogenous exits. We prove an event-time reduction: without loss of optimality, the planner acts immediately after each exogenous event and then waits for the next one. We further show that the optimal edge-wise $Q$-function is characterized by a single continuation-value function on post-decision residual graphs, reducing the learned object from state-action values to graph values. Exact action selection still requires combinatorial matching optimization; we approximate the value with a graph neural network, train it by temporal-difference learning, and use it in a forward-greedy matching heuristic. In a binary-type benchmark, the learned policy substantially outperforms immediate and threshold-greedy rules by preserving common nodes for rare arrivals of valuable matches while forming lower-value matches only in thick pools. In a kidney paired donation benchmark, it performs similarly to immediate greedy when exits are unpredictable, recovers the logic of patient matching when warnings are reliable, and outperforms the better of Immediate Greedy and Patient Greedy across intermediate warning probabilities. These results show that residual-graph value learning yields state-dependent dynamic matching policies that adapt to realized connectivity and exit information.
In this work, we extend the Dependent Click Model (DCM) Bandits to a multiplayer information-asymmetric setting, where multiple agents interact with a shared ranked list and may observe multiple clicks per session, introducing new challenges for selection strategies. We study asymmetry in (1) actions and (2) rewards, providing sublinear regret guarantees for three settings where at least one asymmetry is present. Establishing matching information-theoretic lower bounds for these settings is left as an open problem. We further show that for small termination probabilities, the termination ranking need not be known, improving on prior single-agent results. Experiments confirm that our algorithms perform well across asymmetric environments and highlight the critical role of feedback structure, specifically the distinction between full versus first-click feedback, in coordinating exploration and minimizing regret.
Andy Wang, Charlton Shih, William Chang· 0 citations
The small-world phenomenon was given an algorithmic foundation by Kleinberg, who showed that in an augmented $k$-dimensional lattice a decentralized greedy algorithm delivers a message in $O(\log^2 n)$ expected steps. We study predicted-greedy routing, in which a mobile agent forwarding the message moves at each step to the neighbor minimizing a noisy $(\varepsilon,\delta)$-prediction of its distance to the target, redrawn at every step from an oracle conditioned on the full routing history. Two cases arise from what this agent can observe. An agent with the coordinate awareness can still compute lattice distance exactly, but not graph distance in the shortcut-augmented network, since that depends on the shortcuts of nodes it has not yet visited; given an $(\varepsilon,\delta)$-prediction of graph distance, information the classical model never supplies, it achieves expected delivery time $O(\log n/(1-4k\varepsilon\delta))$, an asymptotic improvement over $\Theta(\log^2 n)$. An agent with no coordinate awareness at all, the natural model for a privacy-preserving network whose nodes never disclose their coordinates, cannot compute even lattice distance; given an $(\varepsilon,\delta)$-prediction of lattice distance instead, it still reaches the target in $O(n/(1-4k\varepsilon\delta))$ expected steps. Together these results show that a modest amount of predicted information, of the right kind, is enough to accelerate decentralized routing well below Kleinberg's classical bound, and that even when nodes reveal no coordinates at all, reliable delivery remains achievable.
Ladan Kian, M. Tan, Dariusz R. Kowalski· 0 citations
We study global games in which agents coordinate locally, with their social network neighbors, contingent on a favorable state. Before acting, agents learn the private signals of all agents within network distance $r$. As $r$ grows, every agent learns the state, but efficient coordination depends on higher-order beliefs, which are shaped by the geometry of the network. We introduce network common learning, a network analogue of common learning, and show that it is attained when neighboring agents'observations differ by many signals, as on the two-dimensional grid, but fails on networks with informational bottlenecks, such as the line, where only the safe action survives in equilibrium.
Olga Rospuskova, Omer Tamuz, Jake Zhang· 0 citations
Distributed adaptation and learning over directed, unbalanced graphs poses unique challenges due to asymmetric communication and heterogeneous data across nodes. In this work, we introduce a novel class of first-order primal–dual stochastic gradient algorithms for such graphs. Our flagship algorithm, called primal-dual pull diffusion stochastic gradient, is designed to update both the decision variables (primal) and the associated multipliers (dual) using two left-stochastic combination matrices. This design maintains data privacy while ensuring that the estimates remain accurate and unbiased. Building on this, we develop pull-based exact diffusion and pull–push variants that reduce communication costs or eliminate the need for prior knowledge of Perron vector. We also provide a mean-square stability analysis for the primal-dual pull diffusion method, demonstrating the steady-state error proportional to the step-size. Finally, simulation results on randomly generated directed graphs validate the efficiency of the proposed algorithms and show faster convergence or lower steady-state error compared to existing gradient-tracking-type methods.
Sheng Zhang, Hong-Yu Han, Hongyang Chen et al.· IEEE Transactions on Signal...· 0 citations
We examine the interplay between ordinal, preference-based solution concepts in games and the long-run behavior of game dynamics, asking in particular to what extent the combinatorial data of a game -- its preference graph -- determine the outcomes of no-regret learning dynamics -- such as follow-the-regularized-leader (FTRL). In one direction, we show that the skeleton of every dynamically stable set (i.e. the set of pure profiles it contains) must also be preferentially stable, that is, it must be closed under profitable deviations. We then ask the converse question: when do preferences determine the long-run behavior of the players'learning dynamics? We begin by showing that preferences characterize asymptotic stability in the case of subgames -- i.e. subsets of pure profiles obtained by restricting players'action sets. Beyond this case however, the equivalence between dynamic and preferential stability collapses: concretely, we construct a three-player game with a preferentially stable set whose span is dynamically unstable, showing in this way that preferences do not suffice as a criterion of dynamic stability. We then bridge this gap via the notion of resilience under aggregate deviations, an easy-to-check payoff-based condition that guarantees asymptotic stability of arbitrary spans of pure strategies.
Omar Abbadi, R. Laraki, P. Mertikopoulos· 1 citation
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