Contribution

It completes the classification of finite partial-monitoring games by minimax regret. Earlier work had settled the gaps between 0 and √T (Antos et al.) and between T^{2/3} and T (Piccolboni and Schindelhauer). This paper closes the gap between √T and T^{2/3}: a game that is not locally observable has regret Ω(T^{2/3}) (Theorem 4), and every locally observable game can be played with Õ(√T) regret, by CBP against stochastic opponents and by NeighborhoodWatch against adversarial ones when the game is non-degenerate. It also gives individual, logarithmic regret bounds for stochastic opponents.

Key insight

What makes a game hard is not how much the learner sees but whether the comparisons that matter can be estimated from the actions that are worth playing near the decision boundary. Each action’s feedback is a signal matrix S_k, and observing it gives S_k p, the distribution of symbols under the outcome distribution p. The expected loss difference of actions i and j is estimable from the actions in a set D exactly when ℓ_i − ℓ_j lies in ⊕_{k∈D} Im S_kᵀ. Global observability allows every action into D. Local observability allows only the actions whose cells contain the boundary between i and j. When the information exists only in actions that are bad near that boundary, the learner pays for it at rate T

Assumptions

  • Finite game: N actions, M outcomes, a loss matrix L ∈ ℝ^{N×M} with entries in [0, 1], and a feedback matrix H ∈ Σ^{N×M}. Both are known to the learner before play. The loss is never revealed, only H_{I_t, J_t}.
  • Two opponent models. An oblivious adversary fixes the outcome sequence in advance. A stochastic opponent draws outcomes i.i.d. from some p ∈ Δ_M, and regret is then measured against the action with the least expected loss under p.
  • Regret is against the best fixed action of the given game. A learner is free to play any action of the game.
  • Theorem 2, the adversarial classification, needs the game to be non-degenerate: no degenerate actions (a non-dominated action whose cell is strictly contained in another’s) and no duplicate actions (equal loss rows).
  • Õ and Θ̃ hide polylogarithmic factors, and the constants depend on the game.

Key results

  • Definitions 1–3. The cell C_i is the set of outcome distributions under which action i is optimal. An action is dominated if its cell is empty, degenerate if its cell is strictly inside another’s, and Pareto-optimal otherwise. Pareto-optimal i and j are neighbours if C_i ∩ C_j has dimension M − 2. The neighbourhood action set N⁺_{i,j} = {k : C_i ∩ C_j ⊆ C_k}.
  • Definition 4. The signal matrix S_i ∈ {0,1}^{s_i×M} is the incidence matrix of the symbols in row i of H, so S_i p is the distribution of symbols when action i is played under p.
  • Definitions 5–6. The game is globally observable if ℓ_i − ℓ_j ∈ ⊕{k∈N} Im S_kᵀ for every pair of actions. A pair of neighbours is locally observable if ℓ_i − ℓ_j ∈ ⊕{k∈N⁺_{i,j}} Im S_kᵀ, and the game is locally observable if every pair of neighbours is. Local observability implies global.
  • Theorem 1 (stochastic). With K the number of non-dominated actions, the minimax expected regret is 0 if K = 1; Θ̃(√T) if K > 1 and the game is locally observable; Θ(T^{2/3}) if it is globally but not locally observable; and Θ(T) if it is not globally observable.
  • Theorem 2 (adversarial). The same four classes, with Θ(√T) in the second, for non-degenerate games.
  • Theorem 4 (lower bound). If some pair of neighbours is not locally observable, there is c(G) > 0 such that every algorithm suffers E[R_T] ≥ c(G)T^{2/3} against some opponent strategy. The proof takes v in Ker S_1 ∩ Ker S_2 (the minor error Lattimore and Szepesvári correct: v must be in the kernel of every S_k, k ∈ N⁺{1,2}; THEORY-961) with (ℓ_2 − ℓ_1)ᵀv = 1, sets p{1,2} = p_0 ± εv about a point of the shared boundary, and chooses ε = c₃T^{−1/3}. Only actions outside the neighbourhood set can tell p₁ from p₂, and each such play costs at least β.
  • Theorem 3, Corollaries 1–3 (CBP). CBP keeps, for each pair of neighbours, an unbiased estimate of the loss difference built from observer vectors, with confidence widths, and plays the candidate action that most reduces the remaining uncertainty. A decaying exploration rule caps how often a purely information-seeking action is played. For locally observable games the expected regret is O(Σ_k W_k² d_k² α log T / δ_k), logarithmic in T for a fixed p (Corollary 1), and O(√(T log T)) uniformly (Corollary 3). For globally observable games it is O(T^{2/3} log^{1/3} T) (Corollary 2).
  • Theorem 5. In a globally observable game, if the opponent’s distribution stays away from every boundary between neighbours that are not locally observable, CBP attains Õ(√T) without knowing that it does. Corollary 4 applies this to dynamic pricing under “sufficiently hilly” demand.
  • Theorem 6 and Corollary 5 (NeighborhoodWatch). One local algorithm per action runs exponential weights over its neighbourhood, with importance-weighted estimates of loss differences and a uniform mixing γ over the neighbourhood. A fixed point p = Qp combines them. The local internal regret is at most 4N v̄ √(6(log N)T); by Lemma 6 the internal regret is at most K times that, and external regret is at most internal regret.
  • §6.3 (random signals). With signal distributions H_{i,j} ∈ Δ(Σ), the same argument goes through with Ξ_i (whose columns are the signal laws) in place of S_i. The condition is ℓ_i − ℓ_j ∈ Im Ξ_{(i,j)}ᵀ.
  • Examples (§2.1). Full-information and bandit games are locally observable. Dynamic pricing is globally but not locally observable: only consecutive prices are locally observable pairs.

Claims

idclaimstrengthsupport
C1The minimax regret of every finite partial-monitoring game against stochastic opponents is 0, Θ̃(√T), Θ(T^{2/3}) or Θ(T), decided by K, local and global observabilitystrongTheorem 1, from Theorem 4, Corollaries 2–3 and cited lower bounds (Piccolboni–Schindelhauer, Antos et al.)
C2The same holds against adversarial opponents for non-degenerate gamesstrong as stated; the adversarial analysis was later correctedTheorem 2 via NeighborhoodWatch, Corollary 5. Lattimore and Szepesvári (2019, LIT-1524, read in NOTE-1162) “correct errors in previous analyses” and extend the classification to all games
C3A game that is not locally observable has regret Ω(T^{2/3})strongTheorem 4 with proof; its first step is re-derived in THEORY-962
C4Against stochastic opponents, locally observable games have logarithmic individual regretstrongCorollary 1
C5A globally observable game behaves as an easy one against opponents kept away from the unobservable boundaries, and CBP adapts without being toldstrongTheorem 5, Corollary 4
C6The algorithms are computationally efficientmoderateCBP solves N + N² linear programs up front and up to N² per round; the authors call more efficient algorithms an open need

Concepts

  • Cell decomposition: the partition of the simplex Δ_M by which action is optimal.
  • Neighbours: Pareto-optimal actions whose cells share a facet of dimension M − 2.
  • Signal matrix S_i: the 0/1 incidence matrix of symbols against outcomes for action i.
  • Global and local observability: as in Definitions 5–6.
  • Observer set and observer vectors: a set V_{i,j} of actions and vectors v_{i,j,k} with ℓ_i − ℓ_j = Σ_{k∈V_{i,j}} S_kᵀ v_{i,j,k}. The estimate is the weighted average of the observed signal frequencies.
  • Trivial, easy, hard and hopeless games: regret 0, Θ̃(√T), Θ(T^{2/3}) and Θ(T).
  • Local internal regret: regret against departure functions that swap an action for one of its neighbours.

Connections

It builds on Piccolboni and Schindelhauer (2001) for global observability and the linear lower bound, Cesa-Bianchi, Lugosi and Stoltz (2006) for the T^{2/3} rate and the revealing-action game, and Antos et al. (2012) for the √T lower bound, and it merges Bartók, Pál and Szepesvári (2011), Bartók, Zolghadr and Szepesvári (2012) and Foster and Rakhlin (2012). The two-level construction of NeighborhoodWatch follows Foster and Vohra (1997) and Blum and Mansour (2007) on turning external into internal regret through a stationary distribution. §6.3 points to Rustichini (1999), Lugosi, Mannor and Stoltz (2008) and Perchet (2011), the line that Kwon and Perchet (LIT-1526) continues for approachability. Lattimore and Szepesvári, “Cleaning up the neighborhood” (LIT-1524, read in NOTE-1162), completes the adversarial classification for degenerate games and, in its abstract’s words, corrects “errors in previous analyses”.

Bearing on the record

  • CLAIM-446’s note of 2026-10-25, checked. The toy has outcomes (dangerous, safe), losses ℓ_avoid = (0, c) and ℓ_approach = (H, 0), and S_avoid = [1 1], S_approach = I₂, all as the note says. With p the probability of danger, avoid is optimal for p ≥ c/(H + c) and approach below, so both cells are segments and meet at one point. The two actions are neighbours, both are Pareto-optimal, there is no degenerate or duplicate action, and N⁺ = {avoid, approach}. The loss difference lies in Im S_avoidᵀ + Im S_approachᵀ = ℝ², so the game is locally observable, and under Theorems 1 and 2 its minimax regret is Θ̃(√T) against stochastic opponents and Θ(√T) against adversarial ones. The residuals were recomputed: 4.24 for avoid alone, 0 with approach. The classification is stated correctly. Three precisions follow.
    • Removing approach is not “the avoid-only game”. A game with only avoid has K = 1 and zero minimax regret: regret is measured against the actions the learner has. The cost the claim is about is regret in the full game for a policy that never plays approach. Against a safe enough environment (p < c/(H + c)) that cost is T(c(1 − p) − Hp), linear in T. The classification bounds the best policy in a game, not a policy constrained not to sample. So the note’s conclusion, access and not observability, is the paper’s framing, stated more exactly.
    • Approach with its feedback suppressed is hopeless. If approach remains available but yields one symbol whatever happens, as when exposure is done under safety behaviours that keep the outcome from being credited, then neither signal matrix separates the outcomes, the game is not globally observable, and regret is Θ(T). This was checked when the note was filed: the residual stays 4.24.
    • Checking is a third class. Add a check action with loss k under both outcomes that reveals the outcome, and make approach uninformative. If k > Hc/(H + c), check is dominated, its cell is empty and it is outside N⁺. The game is then globally but not locally observable, Θ(T^{2/3}): the revealing-action structure of Cesa-Bianchi et al. If k < Hc/(H + c), check takes a cell between the other two (p ∈ [k/H, 1 − k/c]), the neighbours are avoid–check and check–approach, and the game is locally observable again. This gives the claim’s hypervigilance clause (“checking … that never acquire[s] the information that would discriminate”) a formal counterpart: information sought only through an action that is never worth taking for itself is paid for at the hard rate. It is the record’s construction, not the paper’s.
  • The exploration floor. CBP has no fixed floor. In the easy class it plays a suboptimal action O(log T/δ_k²) times (Corollary 1), and its decaying exploration rule exists to stop futile information seeking. NeighborhoodWatch does mix in γ/|N_i| over each neighbourhood. So “a floor of probability on approach” is one sufficient device. What the theorems require is that the observer actions be sampled often enough, and in the stochastic easy case that means logarithmically often. This bears on QUESTION-271.
  • THEORY-932, THEORY-925. Those entries’ frequency factor is the 1/Σ 1{I_s = k} in CBP’s estimate and its confidence width.
  • QUESTION-031. Observability is a separation condition of exactly the kind that question asks for, for one decision family: the comparisons ℓ_i − ℓ_j, restricted to neighbours. It is checkable before any data are seen.

Its subject, online learning under partial feedback, is learning theory read for itself. It carries no instruction for ML practice. The anthology-candidate flag on the LIT stands for the anthology to judge.

Limitations

  • Finite games only, with L and H known in advance. Nothing is said about learning the feedback structure, or about a structure that changes during play.
  • Adversarial classification for non-degenerate games only; the degenerate case is posed as the open problem (§8). Lattimore and Szepesvári later closed it and corrected the earlier analyses. The correction is read in NOTE-1162 (LIT-1524).
  • Constants are game-dependent and can be large (W_k, d_k, the K of Lemma 6). The rate classes say nothing about any finite horizon.
  • Oblivious adversaries only in the adversarial case. An adaptive opponent, or a learner whose own play changes L or H, is outside it.
  • Preprint copy. It was not compared with the journal text.

Open questions

  • What is the regret class when the set of actions available at each round is chosen by another process, as a function of the learner’s past estimates? That is CLAIM-446’s setting. The classification assumes a fixed action set.
  • In the random-signal case of §6.3, how do noisy signals change the constants, as opposed to the rate class? This is the case closest to imperfect evidence.