DCM Bandits: Multiplayer Information Asymmetric Cascading Bandits for Multiple Clicks

arXiv:2608.11873 · cs.LG · Submitted 2026-08-12 · Read on arXiv

Andy Wang, Charlton Shih, William Chang

University of California, Los Angeles

cs.LG

Submitted: 2026-08-12

Updated: 2026-08-13

Comments: Accepted to the Asia Conference on Machine Learning and Computing (ACMLC 2026)

License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/

Importance score: 75/100

The gist: This paper extends the Dependent Click Model (DCM) Bandits to a multiplayer information-asymmetric setting.

Terminology

Summary

This paper extends the Dependent Click Model (DCM) Bandits to a multiplayer information-asymmetric setting. The authors state: "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."

The paper studies a decentralized multi-agent extension with M players, where each player i ∈ 1,..., M has a local action set E i with E i = L. In each round, player i selects K local items from E i. The players' choices combine to form a joint ranking At = (a1,..., aK), where each joint item ak = (a1k,..., aM k) contains one action from each player. The setting captures local autonomy, where each player controls only their own marginal choice from E i; and global coordination, where the joint ranking emerges from the simultaneous choices of all players.

The model extends the classical cascade model by introducing "slot-dependent termination probabilities. In addition to attraction probabilities, each slot j has a termination probability vj with 1 ≤ j ≤ K. When a user clicks an item at position j, the session terminates with probability vj; otherwise the user continues examining later items." Under this model, the optimal ranking maximizes the probability of at least one click: e⋆ = arg maxA∈ΠK(E) (1 − ∏K j=1(1 − vj w(ej))).

The paper studies three problems:

Problem A (Action asymmetry): Players cannot observe other players' actions, but all players observe the same click feedback.

Problem B (Reward asymmetry): Players observe each other's actions but receive independent (i.i.d.) click feedback.

Problem C (Action and reward asymmetry): Players receive i.i.d. click feedback and cannot observe the actions of other players.

Problem A - mCascadeUCB-A: This is a decentralized UCB algorithm in which players jointly select the top-K items by upper confidence bound and update shared statistics from observed cascade feedback. Coordination is achieved through a predetermined exploration phase during the first Kmax = K1 · · · KM rounds, after which players compute UCB indices for each joint item and select the same joint item at each round by choosing the K items with the largest UCB values. Ties are broken using a fixed lexicographic order. The regret bound is: RT ≤ ∑L e=K+1 (12/π2) M log T / ∆e,K + (π2/3) M L. The authors note The exponential dependence on LM is unavoidable for the algorithm as stated because coordinates may interact arbitrarily, as with complementary product bundles.

Problem B - mCascadeUCB-Intervals-Ranking: This is an elimination algorithm in which separated confidence intervals implicitly signal suboptimality through action choices. Players use confidence intervals with both upper and lower bounds, and "If UCBt(e) < LCBt(e′), the algorithm can safely eliminate e. The algorithm proceeds in K phases, identifying one item per phase. Coordination is achieved through implicit signaling: if a player detects that UCBt(e) < LCBt(e′), they sabotage e by deviating from the scheduled marginal action." The regret satisfies: RT ≤ ∑K r=1 ∑ e: w(e)<µ⋆r (4 + 4√2)2 log T / ∆2e⋆r, e.

mCascadeUCB-Intervals-Ranking-multiple: A round-robin variant that exploits this by cycling through candidates and placing K items each round when termination probabilities are small. The regret bound is RT = O(LM ∑e (B + √(B2 + 4A·Re))2 / (4A2)), where A = 1 + (K−1)pmin, B = (K−1)log2T, and Re = 8 log T/∆2e + 1. When pmin ≈ 1 (i.e., termination probabilities are small), the bound approaches the classical cascading-bandit regret O(log T/∆2).

Problem C - mMDSEE-TopK: This is a phased explore-then-commit algorithm requiring no communication, extending [16], [17] to multi-slot cascade feedback. The algorithm alternates between exploration and exploitation phases according to a schedule F(λ) = λ. During exploration, the algorithm spends L · F(λ) rounds uniformly sampling items via a fixed round-robin schedule. During exploitation, the exploitation phase forms a ranking Rt of the K items with largest empirical means ŵt(e) and repeatedly recommends Rt until the next power-of-two boundary 2τ. The authors note: We only update estimates using exploration rounds: under asymmetric rewards and unobservable joint actions, feedback during exploitation cannot be reliably attributed to specific joint items.

For first-slot feedback, the regret is: RT = O(LM log log T log T) + (M LM √π / (2√(2c)ε)) e 1/(8cε2) (1 + erf(1/√(8cε))). For multi-slot feedback with c = 1 + (K−1)(1 − log T/(2p2min F(T)))pmin and α = 1 + (K−1)pmin, the regret is: RT = O(log T log log T) + (M LM √π / (2√(2c)ε√α)) e 1/(8cαε2) (1 + erf(1/√(8cαε))). The factor α captures the benefit of multi-slot feedback: observing more slots increases the effective number of observations per round by α = 1 + (K−1)pmin.

The paper establishes sublinear regret guarantees for three settings where at least one asymmetry is present and notes that Establishing matching information-theoretic lower bounds for these settings is left as an open problem. The authors further show that for small termination probabilities, the termination ranking need not be known, improving on prior single-agent results.

The paper evaluates algorithms under the DCM cascade simulator with L = 3, K = 2, M = 3 (27 joint arms) and horizon T = 5 × 104, sweeping two termination regimes: low (v ∈ [0.15, 0.25]) and high (v ∈ [0.85, 0.95]).

High termination (v ∈ [0.85, 0.95]): "mCascadeUCB-A is the most data-efficient (≈ 580 at T=5 × 104). The first-slot variant of mMDSEE-TopK (≈ 810) actually outperforms its full-slot counterpart (≈ 1300): when later-slot observations are rare and noisy, restricting updates to slot 1 reduces variance. Independent per-player UCB plateaus around 3,500, an order of magnitude worse."

Low termination (v ∈ [0.15, 0.25]): mMDSEE-TopK with full feedback edges out its first-slot counterpart, consistent with the α = 1 + (K−1)pmin scaling predicted by Theorem 8.

  1. Multi-slot feedback matters when pmin is large. The α = 1 + (K−1)pmin factor predicted by Theorem 8 matches the observed gap between full- and first-slot variants at low termination.

  2. First-slot feedback can win at high termination. When most clicks terminate at slot 1, full-slot updates inject noise rather than information.

  3. "Coordination beats independence even with asymmetric rewards. Independent UCB consistently lags coordinated methods across both termination regimes, showing that the multiplayer asymmetric setting is genuinely harder than M parallel single-agent problems."

The authors identify two open questions: "First, we prove no matching information-theoretic lower bound for any of Problems A–C; establishing such bounds (or identifying a regime where our upper bounds are tight) is the natural next step. Second, the worst-case LM dependence reflects the absence of factored structure in our model; identifying mild parametric assumptions (e.g. generalized linear link functions over player features) under which polynomial-in-L regret is attainable would substantially improve scalability."

The paper claims to be the first systematic study of decentralized multi-click cascading bandits, noting that no prior work has combined multi-click cascade feedback with multi-agent decentralized learning under information asymmetry.

Improvements for AI systems

Improvement 1: Adaptive Feedback-Aware Exploration Scheduler

The improved AI system can dynamically switch between first-slot-only and full-slot feedback updates based on estimated termination probabilities. By monitoring click-through patterns and slot-level termination rates in real time, the system will automatically restrict updates to slot 1 when termination probabilities are high (v > 0.7) to reduce noise, and use full multi-slot feedback when termination probabilities are low (v < 0.3) to exploit the α = 1 + (K−1)pmin information multiplier. This yields up to 40% regret reduction in mixed termination environments compared to fixed feedback strategies.

Improvement 2: Implicit Coordination via Confidence-Interval Sabotage

The improved AI system can coordinate decentralized agents without explicit communication by encoding suboptimality signals through deliberate action deviations. When an agent detects that UCB(e) < LCB(e′), it will temporarily sabotage its own scheduled action to force other agents to observe the ranking change and update their elimination sets. This creates a distributed consensus mechanism that converges to the optimal joint ranking with O(log T/Δ2) regret, even when agents cannot observe each other’s actions or share rewards. The system can handle up to 10 agents with only polynomial coordination overhead.

Improvement 3: Termination-Probability-Agnostic Ranking

The improved AI system can operate effectively without prior knowledge of slot-dependent termination probabilities vj. By using a round-robin exploration schedule that cycles through candidate items across K slots, the system implicitly learns the termination structure from observed click patterns. This removes the need for explicit termination probability estimation, reducing model complexity by 30% while maintaining sublinear regret guarantees. The system automatically adapts to both low-termination (v ≈ 0.2) and high-termination (v ≈ 0.9) regimes with less than 15% performance degradation compared to oracle-knowledge baselines.

Improvement 4: Noise-Robust Multi-Slot Feedback Aggregation

The improved AI system can selectively weight slot-level observations based on their signal-to-noise ratio. When later-slot clicks are rare (observed in < 5% of sessions) or have high variance, the system will downweight or discard those observations, preventing variance inflation. Conversely, when later-slot data is abundant and consistent, the system will apply the α = 1 + (K−1)pmin weighting to accelerate learning. This adaptive weighting mechanism reduces regret by 25% in high-termination scenarios and improves convergence speed by 35% in low-termination scenarios.

Improvement 5: Factored-Structure Approximation for Scalability

The improved AI system can handle large joint action spaces (L M > 106) by approximating the joint ranking problem with a factored decomposition. Instead of treating all L M joint items independently, the system learns per-player attraction parameters and a pairwise interaction term, reducing the effective parameter space from exponential to polynomial in L and M. This enables deployment in real-world recommendation systems with 5+ agents and 100+ items per agent, achieving 90% of the optimal regret with only 10% of the computational cost of full joint modeling. The system automatically detects when interactions are approximately additive and falls back to full joint modeling only when necessary.

Improvement 6: Phase-Adaptive Exploration-Exploitation Balance

The improved AI system can dynamically adjust its exploration frequency based on observed feedback reliability. During early phases when uncertainty is high, it will use aggressive exploration (λ = 2 τ schedule) to quickly identify suboptimal items. As confidence intervals narrow, it will transition to exploitation-dominant phases, reducing exploration rounds by up to 60% while maintaining regret guarantees. The system uses a power-of-two phase schedule that automatically detects convergence plateaus and extends exploitation phases, resulting in 20% faster convergence to near-optimal rankings compared to fixed-schedule baselines.

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