Search arXivSearch

arXiv · 2511.09808

Constrained Best Arm Identification with Tests for Feasibility

Abstract

Best arm identification (BAI) aims to identify the highest-performance arm among a set of $K$ arms by collecting stochastic samples from each arm. In real-world problems, the best arm needs to satisfy additional feasibility constraints. While there is limited prior work on BAI with feasibility constraints, they typically assume the performance and constraints are observed simultaneously on each pull of an arm. However, this assumption does not reflect most practical use cases, e.g., in drug discovery, we wish to find the most potent drug whose toxicity and solubility are below certain safety thresholds. These safety experiments can be conducted separately from the potency measurement. Thus, this requires designing BAI algorithms that not only decide which arm to pull but also decide whether to test for the arm's performance or feasibility. In this work, we study feasible BAI which allows a decision-maker to choose a tuple $(i,\ell)$, where $i\in [K]$ denotes an arm and $\ell$ denotes whether she wishes to test for its performance ($\ell=0$) or any of its $N$ feasibility constraints ($\ell\in[N]$). We focus on the fixed confidence setting, which is to identify the feasible arm with the highest performance, with a probability of at least $1-δ$. We propose an efficient algorithm and upper-bound its sample complexity, showing our algorithm can naturally adapt to the problem's difficulty and eliminate arms by worse performance or infeasibility, whichever is easier. We complement this upper bound with a lower bound showing that our algorithm is \textit{asymptotically ($δ\rightarrow 0$) optimal}. Finally, we empirically show that our algorithm outperforms other state-of-the-art BAI algorithms in both synthetic and real-world datasets.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Ting Cai, Kirthevasan Kandasamy. 2026-01-23. Constrained Best Arm Identification with Tests for Feasibility. https://arxiv.org/abs/2511.09808

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Analysis of Regularized Learning in Banach Spaces for Linear-functional Data

This article delves into the study of the theory of regularized learning in Banach spaces for linear-functional data. It encompasses discussions on representer theorems, pseudo-approximation theorems, and convergence theorems. Regularized learning is designed to minimize regularized empirical risks over a Banach space. The empirical risks are calculated by utilizing training data and multi-loss functions. The input training data are composed of linear functionals in a predual space of the Banach space to capture discrete local information from multimodal data and multiscale models. Through the regularized learning, approximations of the exact solution to an unidentified or uncertain original problem are globally achieved. In the convergence theorems, the convergence of the approximate solutions to the exact solution is established through the utilization of the weak* topology of the Banach space. The theorems of regularized learning are utilized in the interpretation of classical machine learning, such as support vector machines and artificial neural networks.

cs.LG

On Minimal Depth in Neural Networks

Understanding the relationship between the depth of a neural network and its representational capacity is a central problem in deep learning theory. In this work, we develop a geometric framework to analyze the expressivity of ReLU networks with the notion of depth complexity for convex polytopes. The depth of a polytope recursively quantifies the number of alternating convex hull and Minkowski sum operations required to construct it. This geometric perspective serves as a rigorous tool for deriving depth lower bounds and understanding the structural limits of deep neural architectures. We establish lower and upper bounds on the depth of polytopes, as well as tight bounds for classical families. These results yield two main consequences. First, we provide a purely geometric proof of the expressivity bound by Arora et al. (2018), confirming that $\lceil \log_2(n+1)\rceil$ hidden layers suffice to represent any continuous piecewise linear (CPWL) function. Second, we prove that, unlike general ReLU networks, convex polytopes do not admit a universal depth bound. Specifically, the depth of cyclic polytopes in dimensions $n \geq 4$ grows unboundedly with the number of vertices. This result implies that Input Convex Neural Networks (ICNNs) cannot represent all convex CPWL functions with a fixed depth, revealing a sharp separation in expressivity between ICNNs and standard ReLU networks.

cs.LG

ELEMENT: Episodic and Lifelong Exploration via Maximum Entropy

Reinforcement learning agents depend on reward signals whose density is rarely under the designer's control, and when such signals are absent, an agent must generate its own drive to explore. State entropy maximization offers a principled objective for this, but existing methods break down at scale in two ways: the intrinsic reward vanishes once a state has been visited, discouraging revisits to the very gateways that lead onward, and estimating entropy over millions of accumulated observations becomes computationally prohibitive. We address both with Episodic and Lifelong Exploration via Maximum Entropy (ELEMENT), a multiscale intrinsically motivated framework for reward-free exploration that transfers to downstream tasks. ELEMENT couples lifelong entropy maximization with a complementary episodic term acting on a faster timescale. For the episodic term, we derive average episodic state entropy, an intrinsic reward that is the exact minimizer of a tractable upper bound on the reward-decomposition objective; for the lifelong term, we propose a $k$NN graph-based estimator that keeps entropy tractable without forgetting. ELEMENT consistently outperforms state-of-the-art intrinsic reward baselines on state coverage and unsupervised pre-training. Videos, code, and supplementary material: https://sites.google.com/view/element-rl.

cs.LG