# On No-Sensing Adversarial Multi-player Multi-armed Bandits with Collision Communications

arXiv: https://arxiv.org/abs/2011.01090 · HTML: https://mlsanity.com/paper/2011.01090/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 2 Nov 2020.

## Built on by (most cited first, 5 of 5)

- [Federated Multi-Armed Bandits](https://mlsanity.com/paper/2101.12204/) (2021)
- [A survey on multi-player bandits](https://mlsanity.com/paper/2211.16275/) (2022)
- [Heterogeneous Multi-player Multi-armed Bandits: Closing the Gap and Generalization](https://mlsanity.com/paper/2110.14622/) (2021)
- [Multi-player Multi-armed Bandits with Collision-Dependent Reward Distributions](https://mlsanity.com/paper/2106.13669/) (2021)
- [Reward Teaching for Federated Multi-armed Bandits](https://mlsanity.com/paper/2305.02441/) (2023)

## Abstract (arXiv)

We study the notoriously difficult no-sensing adversarial multi-player multi-armed bandits (MP-MAB) problem from a new perspective. Instead of focusing on the hardness of multiple players, we introduce a new dimension of hardness, called attackability. All adversaries can be categorized based on the attackability and we introduce Adversary-Adaptive Collision-Communication (A2C2), a family of algorithms with forced-collision communication among players. Both attackability-aware and unaware settings are studied, and information-theoretic tools of the Z-channel model and error-correction coding are utilized to address the challenge of implicit communication without collision information in an adversarial environment. For the more challenging attackability-unaware problem, we propose a simple method to estimate the attackability enabled by a novel error-detection repetition code and randomized communication for synchronization. Theoretical analysis proves that asymptotic attackability-dependent sublinear regret can be achieved, with or without knowing the attackability. In particular, the asymptotic regret does not have an exponential dependence on the number of players, revealing a fundamental tradeoff between the two dimensions of hardness in this problem.
