# Distributed Algorithms for Multi-Agent Multi-Armed Bandits with Collision

arXiv: https://arxiv.org/abs/2510.06683 · HTML: https://mlsanity.com/paper/2510.06683/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 10 of its 24 references that are in the map.
- First posted on arXiv 8 Oct 2025.

## Builds on (most cited first, 10 of 10)

- [Distributed Cooperative Decision-Making in Multiarmed Bandits: Frequentist and Bayesian Algorithms](https://mlsanity.com/paper/1606.00911/) (2016)
- [The Gossiping Insert-Eliminate Algorithm for Multi-Agent Bandits](https://mlsanity.com/paper/2001.05452/) (2020)
- [Collaborative Learning of Stochastic Bandits over a Social Network](https://mlsanity.com/paper/1602.08886/) (2016)
- [On Regret-Optimal Learning in Decentralized Multi-player Multi-armed Bandits](https://mlsanity.com/paper/1505.00553/) (2015)
- [Heterogeneous Multi-player Multi-armed Bandits: Closing the Gap and Generalization](https://mlsanity.com/paper/2110.14622/) (2021)
- [Multi-Armed Bandit Learning in IoT Networks: Learning helps even in non-stationary settings](https://mlsanity.com/paper/1807.00491/) (2018)
- [Game of Thrones: Fully Distributed Learning for Multi-Player Bandits](https://mlsanity.com/paper/1810.11162/) (2018)
- [On-Demand Communication for Asynchronous Multi-Agent Bandits](https://mlsanity.com/paper/2302.07446/) (2023)
- [Decentralized Exploration in Multi-Armed Bandits -- Extended version](https://mlsanity.com/paper/1811.07763/) (2018)
- [Cooperative Multi-agent Bandits: Distributed Algorithms with Optimal Individual Regret and Constant Communication Costs](https://mlsanity.com/paper/2308.04314/) (2023)

## Abstract (arXiv)

We study the stochastic Multiplayer Multi-Armed Bandit (MMAB) problem, where multiple players select arms to maximize their cumulative rewards. Collisions occur when two or more players select the same arm, resulting in no reward, and are observed by the players involved. We consider a distributed setting without central coordination, where each player can only observe their own actions and collision feedback. We propose a distributed algorithm with an adaptive, efficient communication protocol. The algorithm achieves near-optimal group and individual regret, with a communication cost of only O(loglog T). Our experiments demonstrate significant performance improvements over existing baselines. Compared to state-of-the-art (SOTA) methods, our approach achieves a notable reduction in individual regret. Finally, we extend our approach to a periodic asynchronous setting, proving the lower bound for this problem and presenting an algorithm that achieves logarithmic regret.
