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Minimax Games with Bandits

Can minimax strategies for repeated games be learned efficiently when players only observe bandit feedback?

Status reported by the supplied archiveAs of 2026-09-05Source & evidence ↓

The research question

Can minimax strategies for repeated games be learned efficiently when players only observe bandit feedback?

Read the original paper for precise definitions, assumptions, and numbered questions. The dated archive notes below describe reported progress and the remaining questions.

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Minimax Games with Bandits

Jacob Abernethy* Division of Computer Science, UC Berkeley jake@cs.berkeley.edu

Manfred K. Warmuth† Department of Computer Science, UC Santa Cruz manfred@cse.ucsc.edu

* Supported by a Yahoo! PhD Fellowship, DARPA grant FA8750-05-2-0249, and NSF grant DMS-0707060.

† Supported by NSF grant IIS 0325363.

One of the earliest online learning games, now commonly known as the hedge setting [Freund and Schapire, 1997], goes as follows. On round tt, a Learner chooses a distribution wt\mathbf{w}_t over a set of nn actions, an Adversary reveals ℓt∈[0,1]n\boldsymbol{\ell}_t \in [0,1]^n, a vector of losses for each action, and the Learner suffers wt⋅ℓt=∑i=1nwt,iℓt,i\mathbf{w}_t \cdot \boldsymbol{\ell}_t = \sum_{i=1}^{n} w_{t,i}\ell_{t,i}. Freund and Schapire [1997] showed that a very simple strategy of exponentially weighting the actions according to their cumulative losses provides a near-optimal guarantee. That is, by setting

wt,i∝exp⁡(−η∑s=1t−1ℓs,i)(1)w_{t,i} \propto \exp\left(-\eta\sum_{s=1}^{t-1}\ell_{s,i}\right) \tag{1}

and using an analysis of the related Weighted Majority algorithm [Littlestone and Warmuth, 1994]), it can be shown that with an appropriately chosen "learning rate" η\eta, the loss of the Learner is at most

LossAlg=∑t=1Twt⋅ℓt≤k+2kln⁡n+ln⁡n.(2)\text{Loss}_{\text{Alg}} = \sum_{t=1}^{T} \mathbf{w}_t\cdot\boldsymbol{\ell}_t \leq k + \sqrt{2k\ln n} + \ln n. \tag{2}

Here kk is a bound on the loss of the best expert, which is assumed to be known in advance to the Learner for tuning η\eta. In other words, the performance of the Learner will be not much worse than the performance of the best action.

More recently, the same repeated game was analyzed from a minimax perspective by [Abernethy et al., 2008b] with the slight restriction that the losses must be binary. Somewhat surprisingly, the optimal strategy for the Learner as well as its worst cast loss both have a natural and elegant interpretation and can be efficiently estimated by a randomized algorithm. Working with the same repeated game, define the state to be the vector s∈Nn\mathbf{s}\in\mathbb{N}^n, where sis_i is the number of losses of expert ii. Given the assumption that the best expert suffers at most kk losses, we simply define any state s\mathbf{s} with si>ks_i > k for all ii to be a "terminal node" of the game.

We can describe the optimal behavior of this game as follows. Imagine a randomized adversary that on each round simply assigns a loss of 1 to a single expert, chosen uniformly at random, and let this random sequence of experts be i1,i2,i3,…∈[n]i_1, i_2, i_3, \ldots \in [n]. If our current state were s\mathbf{s}, this random process would take us along a random sequence of states, S0=s,S1=S0+ei1,S2=S1+ei2S_0 = \mathbf{s}, S_1 = S_0 + \mathbf{e}_{i_1}, S_2 = S_1 + \mathbf{e}_{i_2}, etc. Somewhat surprisingly, this seemingly arbitrary adversarial strategy can be used to describe the optimal learner's strategy. Indeed, the minimax-optimal weight the player assigns to expert jj at state s\mathbf{s} is exactly the probability that jj is the last "surviving expert" when losses are assigned according to the random process described above. That is, the optimal weight for expert jj is

wj∗(s)=Pr(∃t s.t. St,i>k ∀ i≠j and St,j=k).w_j^*(\mathbf{s}) = Pr(\exists t \text{ s.t. } S_{t,i} > k \ \forall\, i \neq j \text{ and } S_{t,j} = k).

In addition, we can express the worst case loss L(s)L(\mathbf{s}) that the optimal Learner will suffer starting from s\mathbf{s} as 1n\frac{1}{n} times the expected number of rounds required to have all experts cross the kk threshold. That is,

L(s)=1n E(min⁡{t : St,i>k ∀ i}).L(\mathbf{s}) = \frac{1}{n}\,\mathbb{E}(\min\{t\ :\ S_{t,i} > k\ \forall\, i\}).

Note that since the bound (2) is close to optimal [Freund and Schapire, 1997, Vovk, 98], the exponential weights (1) (when η\eta is tuned based on kk) must somehow approximate the above optimal weights.

This minimax characterization of the prediction game is useful, but unfortunately only applies in the full-information setting discussed so far. There is a second core problem, the so-called bandit setting, that is the focus of our proposed open problem. In this setting the Learner plays at round tt an action ii with probability wt,iw_{t,i} and then is only revealed the loss ℓt,i\ell_{t,i} of action ii (The losses of the other actions at round tt remain hidden). This problem, which was thoroughly studied in the seminal work of Auer et al. [2002], can be solved as well using an exponential weighting scheme. Of course, since only a small part of the vector ℓt\boldsymbol{\ell}_t is revealed, the weights are computed using an estimate of the vector ℓt\boldsymbol{\ell}_t, with a cost for the resulting variance. The resulting bound is of the form

LossAlg=k+O(knlog⁡n).\text{Loss}_{\text{Alg}} = k + O(\sqrt{kn\log n}).

In addition, information-theoretic techniques are used to give a lower bound of the form LossAlg−k=Ω(kn)\text{Loss}_{\text{Alg}} - k = \Omega(\sqrt{kn}), and hence the algorithm is essentially tight.

This brings us to the proposed open problem. Despite the typical hardness of optimally solving general multi-round games, many such online decision games [Takimoto and Warmuth, 2000, Abernethy et al., 2008a,b, 2007] have been analyzed completely, with efficient solutions in each case. Yet, to our knowledge, no such minimax solution has been given for any decision game in the bandit setting. This would be particularly enlightening, as many bandit learning problems remain somewhat elusive. Several currently known bounds, for example, are not known to be tight.

Ideally, the proposed game would have a simple characterization as given in Abernethy et al. [2008b] for the hedge setting. We conclude by highlighting a number of important questions that must be addressed:

  • What is a natural "sufficient statistic" of the state of the game? In the full-information setting, the vector s\mathbf{s} recorded all relevant information, yet in the bandit setting our observations are more complex; indeed, they even depend on the previous choices we made.

  • What is a natural "stopping criterion" for the game? In the hedge setting we used a bound kk on the loss of the best action, and it may be reasonable to keep this restriction. Yet perhaps a bound on the time of the game would give an easier analysis.

  • In the hedge setting game, the optimal strategy can be characterized using the notion of a "random playout", where we imagine an adversary uniformly assigning losses to the experts. Does the minimax strategy in the bandit setting admit a similar characterization?

References

J. Abernethy, J. Langford, and M. K. Warmuth. Continuous experts and the Binning algorithm. In Proceedings of the 19th Annual Conference on Learning Theory (COLT06), pages 544–558. Springer, June 2007.

J. Abernethy, P. Bartlett, A. Rakhlin, and A. Tewari. Optimal strategies and minimax lower bounds for online convex games. In Proceedings of the Nineteenth Annual Conference on Computational Learning Theory, 2008a.

J. Abernethy, M. K. Warmuth, and J. Yellin. When random play is optimal against an adversary. In Proceedings of the 21st Annual Conference on Learning Theory (COLT 08), pages 437–445, July 2008b.

P. Auer, N. Cesa-Bianchi, Y. Freund, and R. E. Schapire. The nonstochastic multiarmed bandit problem. SIAM Journal on Computing, 32(1):48–77, 2002.

Y. Freund and R. Schapire. A decision theoretic generalization of on-line learning and an application to boosting. J Comput Syst Sci, 55:119–139, 1997.

N. Littlestone and M. K. Warmuth. The Weighted Majority algorithm. Inform. Comput., 108(2):212–261, 1994. Preliminary version in FOCS 89.

E. Takimoto and M. Warmuth. The minimax strategy for gaussian density estimation. In Proc. 13th Annu. Conference on Comput. Learning Theory, pages 100–106. Morgan Kaufmann, San Francisco, 2000.

V. Vovk. A game of prediction with expert advice. J. Computer System Sci., 56(2):153–173, April 98.

Questions & status notes Supplied archive · 2026-09-05

These notes reproduce the supplied archive’s summaries, some of which are abbreviated or truncated. Use the original paper for a complete mathematical statement. Reported resolutions may rely on unrefereed work.

P0 [partially_resolved] Main open problem: give a minimax solution (the minimax-optimal Learner strategy and its worst-case loss) for a decision game in the bandit setting (n actions, Learner sees only the loss of the action it plays), ideally with a simple characterization like Abernethy–Warmuth–Yellin [2008b] for the hedge setting (binary losses, bound k on the loss of the best action). 'To our knowledge, no such minim | remains open: Give the exact minimax-optimal Learner strategy and worst-case loss for the n-action bandit game with binary (or [0,1]) losses under a best-action loss budget k ≥ 1 or a fixed horizon T with unconstrained losses; the only exactly solved bandit game is the noise-free game (best arm(s) suffer zero los Q1 [open] What is a natural 'sufficient statistic' of the state of the game? In the full-information setting, the vector s recorded all relevant information, yet in the bandit setting our observations are more complex; indeed, they even depend on the previous choices we made. Q2 [open] What is a natural 'stopping criterion' for the game? In the hedge setting we used a bound k on the loss of the best action, and it may be reasonable to keep this restriction. Yet perhaps a bound on the time of the game would give an easier analysis. Q3 [open] In the hedge setting game, the optimal strategy can be characterized using the notion of a 'random playout', where we imagine an adversary uniformly assigning losses to the experts. Does the minimax strategy in the bandit setting admit a similar characterization?

Progress & source assessment

Read the archive’s progress assessment
Status notes from the supplied COLT archive (2026-09-05; later corrections retained where present). Preprint claims are not independent proof verification. EXACT SOLUTIONS: none for the bandit game actually posed (n>=2 actions, binary losses, best action's loss bounded by k>=1 or fixed horizon T with unconstrained losses). The only exact minimax bandit result is the degenerate noise-free case k=0 (Nakamura-Helmbold-Warmuth 2016/2019): against an adaptive adversary that must leave alpha arms lossless, minimax expected mistakes = K - alpha - Theta(1/T), exactly 1-(K-1)/(T+K-1) when alpha=K-1 (two arms: 1-1/(T+1)); exactly (K-alpha)/(alpha+1) against an oblivious adversary (T>=K-alpha); exactly sum_{i=alpha+1}^K 1/i in full information. Gap of Theta(1/T) for K>2 still open there. RATES/CONSTANTS (fixed horizon T, n arms): minimax regret Theta(sqrt(nT)) (Audibert-Bubeck 2009; Auer et al. 2002 lower bound (1/20)sqrt(nT), refinements by Gerchinovitz-Lattimore 2016); best upper leading constant 2*sqrt(nT) (+ lower-order terms; Tsallis-INF, Zimmert-Seldin 2021; 2*sqrt(2)*sqrt(nT) fixed-horizon, Zimmert-Lattimore 2019); exact asymptotic constant lim R*_T/sqrt(nT) unknown (upper/lower constants differ by a factor ~10-15), in contrast with the full-information experts problem where sqrt((T/2) ln n) is exact asymptotically. FIRST-ORDER (loss-bound-k version): upper O(sqrt(k n log n)) (Allenberg et al. 2006; Neu 2015; Wei-Luo 2018) and first-order bounds for a modified INF (Pogodin-Lattimore 2019); lower Omega(sqrt(kn)). SMALL CASES (computed here by sequence-form LP, n=2 binary losses, oblivious adversary, expected regret): V_T = 0.5, 0.5,
References
  1. [1]Minimax Games with Bandits. COLT 2009. link
  2. [2]Original published PDF link
  3. [3]Mistake bounds on the noise-free multi-armed bandit game (journal version of 'Noise Free Multi-armed Bandit Game', LATA 2016) (2019) linkEvidence cited by the supplied archive; not independently re-reviewed in this import.
  4. [4]A Drifting-Games Analysis for Online Learning and Applications to Boosting (2014) linkEvidence cited by the supplied archive; not independently re-reviewed in this import.
  5. [5]Regret bounds and minimax policies under partial monitoring / Minimax policies for adversarial and stochastic bandits (2010) linkEvidence cited by the supplied archive; not independently re-reviewed in this import.
  6. [6]Tsallis-INF: An Optimal Algorithm for Stochastic and Adversarial Bandits (JMLR) (2021) linkEvidence cited by the supplied archive; not independently re-reviewed in this import.
  7. [7]On First-Order Bounds, Variance and Gap-Dependent Bounds for Adversarial Bandits (UAI 2019) (2019) linkEvidence cited by the supplied archive; not independently re-reviewed in this import.
  8. [8]Semantic Scholar citation records for 'Minimax Games with Bandits' (1 citer) and 'When Random Play is Optimal Against an Adversary' (16 citers) (2026) linkEvidence cited by the supplied archive; not independently re-reviewed in this import.

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