Define arms and rewards
Specify the number of arms and a reward-generation process; in simulation these are true reward rates per arm.
Implement an epsilon-greedy bandit. Compare chosen arms over time.
A multi-armed bandit balances exploration and exploitation when selecting among alternatives that yield stochastic rewards. Common issues include selecting an appropriate exploration schedule, measuring regret, dealing with non-stationary reward rates and safely testing policies online.
Learning concept · Not a validated service
A multi-armed bandit balances exploration and exploitation when selecting among alternatives that yield stochastic rewards. Common issues include selecting an appropriate exploration schedule, measuring regret, dealing with non-stationary reward rates and safely testing policies online.
A proposed application is adaptive A/B testing for online content or ad positions, where the system gradually allocates more traffic to better-performing variants while limiting exposure to poor options. The supplied starter only simulates the basic learning loop and does not include online integration or safety controls.
Specify the number of arms and a reward-generation process; in simulation these are true reward rates per arm.
Start with an epsilon-greedy or softmax policy to collect data and compute incremental estimates per arm.
Track cumulative reward, per-arm selection counts and regret curves across seeds to compare policies reliably.
Add safety constraints, telemetry, A/B integration and monitoring for non-stationarity before any live rollout.
The supplied starter simulates a 4-armed bandit with fixed true reward rates and runs an epsilon-greedy policy for 2000 steps. It keeps per-arm estimated values and counts, updates estimates with an incremental mean, and prints action counts, estimated rates and total accumulated reward.
for step in range(1, 2001):
if rng.random() < epsilon:
action = rng.integers(len(true_reward_rates))
else:
action = int(np.argmax(estimated_values))
reward = 1 if rng.random() < true_reward_rates[action] else 0
action_counts[action] += 1
total_reward += reward
estimated_values[action] += (reward - estimated_values[action]) / action_counts[action]This is a minimal simulation: it uses fixed Bernoulli reward rates and a single epsilon-greedy policy with one random seed. It does not compute regret curves, compare multiple algorithms, provide repeated trials for variance estimates, or include environment wrappers, logging, experiment tracking or deployment hooks.
Proposed extension: run batched simulations comparing epsilon-greedy, UCB and Thompson Sampling; plot cumulative reward and regret across multiple random seeds, then add an API layer to serve allocation decisions for a controlled live experiment.
This is a potential application pathway, not a delivered product. The supplied starter does not implement this service or validate it with real users.
Networkers Home runs this topic inside its AI Engineer Course, with placement support and hands-on labs.