VLDB 2026 Research / reviewers in the wild / expert
Christian Kroer
dblp:64/10660
· DBLP profile ↗
81ranked-venue papers
15as first author
51since 2021 · last 2026
0000-0002-9009-8683ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 76 · 15 first-author · 48 since 2021Graphics, computer vision, multimedia, augmented reality and games · 24 · 4 first-author · 15 since 2021Theory of computation · 14 · 6 first-author · 8 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 2 since 2021Databases, data management, data science and information retrieval · 2 · 2 since 2021Security and privacy · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Colonel Blotto with Battlefield GamesabstractWe study a class of two-player zero-sum Colonel Blotto games in which, after allocating soldiers across battlefields, players engage in (possibly distinct) normal-form games on each battlefield. Per-battlefield payoffs are parameterized by the soldier allocations. This generalizes the classical Blotto setting, where outcomes depend only on relative soldier allocations. We consider both discrete and continuous allocation models and examine two types of aggregate objectives: linear aggregation and worst-case battlefield value. For each setting, we analyze the existence and computability of Nash equilibrium. The general problem is not convex-concave, which limits the applicability of standard convex optimization techniques. However, we show that in several settings it is possible to reformulate the strategy space in a way where convex-concave structure is recovered. We evaluate the proposed methods on synthetic and real-world instances inspired by security applications, suggesting that our approaches scale well in practice. Salam Afiouni, Jakub Cerný, Chun Kai Ling, Christian Kroer |
AAAI | 4 |
| 2026 | Spatial Branch-and-Bound for Computing Multiplayer Nash EquilibriumabstractEquilibria of realistic multiplayer games constitute a key solution concept both in practical applications, such as online advertising auctions and electricity markets, and in analytical frameworks used to study strategic voting in elections or assess policy impacts in integrated assessment models. However, efficiently computing these equilibria requires games to have a carefully designed structure and satisfy numerous restrictions; otherwise, the computational complexity becomes prohibitive. In particular, finding even approximate Nash equilibria in general normal-form games with three or more players is known to be PPAD-complete. Current state-of-the-art algorithms for computing Nash equilibria in multiplayer normal-form games either suffer from poor scalability due to their reliance on non-convex optimization solvers, or lack guarantees of convergence to a true equilibrium. In this paper, we propose a novel reformulation of the Nash equilibrium computation problem and develop a complete and sound spatial branch-and-bound algorithm based on this reformulation. We provide a qualitative analysis arguing why one should expect our approach to perform better than conventional formulation, and show the relationship between approximate solution to our reformulation and that of computing an approximate Nash equilibrium. Empirical evaluations demonstrate that our algorithm substantially outperforms existing complete methods. Jakub Cerný, Shuvomoy Das Gupta, Christian Kroer |
AAAI | 3 |
| 2026 | Security Games with Layered Defenses: Adaptive Adversaries and Gittins IndicesabstractReal-world security applications (e.g., cybersecurity) often involve multiple attack paths, each with layers of defenses that an attacker needs to sequentially overcome before a successful attack on the entire system. Each defensive resource changes dynamically in efficacy as the attack unfolds. In this paper, we study the case where attackers are adaptive, potentially switching paths over time in response to these changes with the goal to minimize the expected time until a successful attack. We formalize this as a min-max game and give examples where adaptive attackers are more powerful than non-adaptive ones. We show that defenses that do not account for adaptivity can perform arbitrarily worse. A connection between the attacker's optimal strategy with the classical theory of multi-armed bandits and the Gittins index is made, yielding a simple gradient based algorithm to solve our proposed min-max game. Experiments on synthetic settings validate our approach. Chun Kai Ling, Jakub Cerný, Chin Hui Han, Garud Iyengar, Christian Kroer |
AAAI | 5 |
| 2026 | Tâtonnement Dynamics for Fisher Markets with ChoresabstractIn this paper, we initiate the study of tâtonnement dynamics in markets with chores. Tâtonnement is a fundamental market dynamics, that captures how prices evolve when they are adjusted in proportion of their excess demand. While its convergence to a competitive equilibrium (CE) is well understood in goods markets for broad classes of utility functions, no analogous results are known for chore markets. Bhaskar Ray Chaudhury, Christian Kroer, Ruta Mehta, Tianlong Nan |
STOC | 2 |
| 2025 | Commitment to Sparse Strategies in Two-Player GamesabstractWhile Nash equilibria are guaranteed to exist, they may exhibit dense support, making them difficult to understand and execute in some applications. In this paper, we study k-sparse commitments in games where one player is restricted to mixed strategies with support size at most k. Finding k-sparse commitments is known to be computationally hard. We start by showing several structural properties of k-sparse solutions, including that the optimal support may vary dramatically as k increases. These results suggest that naive greedy or double-oracle-based approaches are unlikely to yield practical algorithms. We then develop a simple approach based on mixed integer linear programs (MILPs) for zero-sum games, general-sum Stackelberg games, and various forms of structured sparsity. We also propose practical algorithms for cases where one or both players have large (i.e., practically innumerable) action sets, utilizing a combination of MILPs and incremental strategy generation. We evaluate our methods on synthetic and real-world scenarios based on security applications. In both settings, we observe that even for small support sizes, we can obtain more than 90% of the true Nash value while maintaining a reasonable runtime, demonstrating the significance of our formulation and algorithms. Salam Afiouni, Jakub Cerný, Chun Kai Ling, Christian Kroer |
AAAI | 4 |
| 2025 | On the Convergence of Tâtonnement for Linear Fisher MarketsabstractTâtonnement is a simple, intuitive market process where prices are iteratively adjusted based on the difference between demand and supply. Many variants under different market assumptions have been studied and shown to converge to a market equilibrium, in some cases at a fast rate. However, the classical case of linear Fisher markets have long eluded the analyses, and it remains unclear whether tâtonnement converges in this case. We show that, for a sufficiently small stepsize, the prices given by the tâtonnement process are guaranteed to converge to equilibrium prices, up to a small approximation radius that depends on the stepsize. To achieve this, we consider the dual Eisenberg-Gale convex program in the price space, view tâtonnement as subgradient descent on this convex program, and utilize novel last-iterate convergence results for subgradient descent under error bound conditions. In doing so, we show that the convex program satisfies a particular error bound condition, the quadratic growth condition, and that the price sequence generated by tâtonnement is bounded above and away from zero. We also show that a similar convergence result holds for tâtonnement in quasi-linear Fisher markets. Numerical experiments are conducted to demonstrate that the theoretical linear convergence aligns with empirical observations. Tianlong Nan, Christian Kroer |
AAAI | 3 |
| 2025 | Last-Iterate Convergence Properties of Regret-Matching Algorithms in GamesabstractWe study last-iterate convergence properties of algorithms for solving two-player zero-sum games based on Regret Matching$^+$ (RM$^+$). Despite their widespread use for solving real games, virtually nothing is known about their last-iterate convergence. A major obstacle to analyzing RM-type dynamics is that their regret operators lack Lipschitzness and (pseudo)monotonicity.
We start by showing numerically that several variants used in practice, such as RM$^+$, predictive RM$^+$ and alternating RM$^+$, all lack last-iterate convergence guarantees even on a simple $3\times 3$ matrix game.
We then prove that recent variants of these algorithms based on a smoothing technique, extragradient RM$^{+}$ and smooth Predictive RM$^+$, enjoy asymptotic last-iterate convergence (without a rate), $1/\sqrt{t}$ best-iterate convergence, and when combined with restarting, linear-rate last-iterate convergence. Our analysis builds on a new characterization of the geometric structure of the limit points of our algorithms, marking a significant departure from most of the literature on last-iterate convergence. We believe that our analysis may be of independent interest and offers a fresh perspective for studying last-iterate convergence in algorithms based on non-monotone operators. Yang Cai 0001, Gabriele Farina, Julien Grand-Clément, Christian Kroer, Chung-wei Lee, Weiqiang Zheng |
ICLR | 4 |
| 2025 | Interference Among First-Price Pacing Equilibria: A Bias and Variance AnalysisabstractA/B testing is widely used in the internet industry. For online marketplaces (such as advertising markets), standard approaches to A/B testing may lead to biased results when buyers have budget constraints, as budget consumption in one arm of the experiment impacts performance of the other arm.
This is often addressed using a budget-split design. Yet such splitting may degrade statistical performance as budgets become too small in each arm.
We propose a parallel budget-controlled A/B testing design where we use market segmentation to identify submarkets in the larger market, and we run parallel budget-split experiments in each submarket.
We demonstrate the effectiveness of this approach on real experiments on advertising markets at Meta.
Then, we formally study interference that derives from such experimental designs, using the first-price pacing equilibrium framework as our model of market equilibration.
We propose a debiased surrogate that eliminates the first-order bias of FPPE, and derive a plug-in estimator for the surrogate and establish its asymptotic normality. We then provide an estimation procedure for submarket parallel budget-controlled A/B tests. Finally, we present numerical examples on semi-synthetic data, confirming that the debiasing technique achieves the desired coverage properties. Luofeng Liao, Christian Kroer, Sergei Leonenkov, Okke Schrijvers, Nicolás E. Stier Moses, Congshan Zhang |
ICLR | 2 |
| 2025 | GUARD: Constructing Realistic Two-Player Matrix and Security Games for Benchmarking Game-Theoretic AlgorithmsabstractGame-theoretic algorithms are commonly benchmarked on recreational games, classical constructs from economic theory such as congestion and dispersion games, or entirely random game instances. While the past two decades have seen the rise of security games -- grounded in real-world scenarios like patrolling and infrastructure protection -- their practical evaluation has been hindered by limited access to the datasets used to generate them. In particular, although the structural components of these games (e.g., patrol paths derived from maps) can be replicated, the critical data defining target values -- central to utility modeling -- remain inaccessible. In this paper, we introduce a flexible framework that leverages open-access datasets to generate realistic matrix and security game instances. These include animal movement data for modeling anti-poaching scenarios and demographic and infrastructure data for infrastructure protection. Our framework allows users to customize utility functions and game parameters, while also offering a suite of preconfigured instances. We provide theoretical results highlighting the degeneracy and limitations of benchmarking on random games, and empirically compare our generated games against random baselines across a variety of standard algorithms for computing Nash and Stackelberg equilibria, including linear programming, incremental strategy generation, and self-play with no-regret learners. Noah Krever, Jakub Cerný, Moïse Blanchard, Christian Kroer |
NeurIPS | 4 |
| 2025 | The Bias-Variance Tradeoff in Data-Driven Optimization: A Local Misspecification PerspectiveabstractData-driven stochastic optimization is ubiquitous in machine learning and operational decision-making problems. Sample average approximation (SAA) and model-based approaches such as estimate-then-optimize (ETO) or integrated estimation-optimization (IEO) are all popular, with model-based approaches being able to circumvent some of the issues with SAA in complex context-dependent problems. Yet the relative performance of these methods is poorly understood, with most results confined to the dichotomous cases of the model-based approach being either well-specified or misspecified. We develop the first results that allow for a more granular analysis of the relative performance of these methods under a local misspecification setting, which models the scenario where the model-based approach is nearly well-specified. By leveraging tools from contiguity theory in statistics, we show that there is a bias-variance tradeoff between SAA, IEO, and ETO under local misspecification, and that the relative importance of the bias and the variance depends on the degree of local misspecification. Moreover, we derive explicit expressions for the decision bias, which allows us to characterize (un)impactful misspecification directions, and provide further geometric understanding of the variance. Haixiang Lan, Luofeng Liao, Adam N. Elmachtoub, Christian Kroer, Henry Lam, Haofeng Zhang 0002 |
NeurIPS | 4 |
| 2025 | No-Regret Learning Under Adversarial Resource Constraints: A Spending Plan Is All You Need!abstractWe study online decision making problems under resource constraints, where both reward and cost functions are drawn from distributions that may change adversarially over time. We focus on two canonical settings: $(i)$ online resource allocation where rewards and costs are observed before action selection, and $(ii)$ online learning with resource constraints where they are observed after action selection, under full feedback or bandit feedback. It is well known that achieving sublinear regret in these settings is impossible when the rewards and cost distributions may change arbitrarily over time. To address this challenge, we analyze a framework in which the learner is guided by a spending plan—a sequence prescribing expected resource usage across rounds. We design general (primal-)dual methods that achieve sublinear regret with respect to baselines that follow the spending plan. Crucially, the performance of our algorithms improves when the spending plan ensures a well-balanced distribution of the budget across rounds. We additionally provide a robust variant of our methods to handle worst-case scenarios where the spending plan is highly imbalanced. To conclude, we study the regret of our algorithms when competing against benchmarks that deviate from the prescribed spending plan. Francesco Emanuele Stradi, Matteo Castiglioni, Alberto Marchesi 0001, Nicola Gatti 0001, Christian Kroer |
NeurIPS | 5 |
| 2025 | Computing Lindahl Equilibrium for Public Goods with and without Funding CapsabstractLindahl equilibrium is a solution concept for allocating a fixed budget across several divisible public goods. It always lies in the core, meaning that the equilibrium allocation satisfies desirable stability and proportional fairness properties. We consider a model where agents have separable linear utility functions over the public goods, and the output assigns to each good an amount of spending, summing to at most the available budget. Christian Kroer, Dominik Peters |
EC | 1 |
| 2024 | Efficient Learning in Polyhedral Games via Best-Response OraclesabstractWe study online learning and equilibrium computation in games with polyhedral decision sets, a property shared by normal-form games (NFGs) and extensive-form games (EFGs), when the learning agent is restricted to utilizing a best-response oracle. We show how to achieve constant regret in zero-sum games and O(T^0.25) regret in general-sum games while using only O(log t) best-response queries at a given iteration t, thus improving over the best prior result, which required O(T) queries per iteration. Moreover, our framework yields the first last-iterate convergence guarantees for self-play with best-response oracles in zero-sum games. This convergence occurs at a linear rate, though with a condition-number dependence. We go on to show a O(T^(-0.5)) best-iterate convergence rate without such a dependence. Our results build on linear-rate convergence results for variants of the Frank-Wolfe (FW) algorithm for strongly convex and smooth minimization problems over polyhedral domains. These FW results depend on a condition number of the polytope, known as facial distance. In order to enable application to settings such as EFGs, we show two broad new results: 1) the facial distance for polytopes in standard form is at least γ/k where γ is the minimum value of a nonzero coordinate of a vertex of the polytope and k≤n is the number of tight inequality constraints in the optimal face, and 2) the facial distance for polytopes of the form Ax=b, Cx≤d, x≥0 where x∈R^n, C≥0 is a nonzero integral matrix, and d≥0, is at least 1/(c√n), where c is the infinity norm of C. This yields the first such results for several problems such as sequence-form polytopes, flow polytopes, and matching polytopes. Darshan Chakrabarti, Gabriele Farina, Christian Kroer |
AAAI | 3 |
| 2024 | Automated Design of Affine Maximizer Mechanisms in Dynamic SettingsabstractDynamic mechanism design is a challenging extension to ordinary mechanism design in which the mechanism designer must make a sequence of decisions over time in the face of possibly untruthful reports of participating agents. Optimizing dynamic mechanisms for welfare is relatively well understood. However, there has been less work on optimizing for other goals (e.g., revenue), and without restrictive assumptions on valuations, it is remarkably challenging to characterize good mechanisms. Instead, we turn to automated mechanism design to find mechanisms with good performance in specific problem instances. We extend the class of affine maximizer mechanisms to MDPs where agents may untruthfully report their rewards. This extension results in a challenging bilevel optimization problem in which the upper problem involves choosing optimal mechanism parameters, and the lower problem involves solving the resulting MDP. Our approach can find truthful dynamic mechanisms that achieve strong performance on goals other than welfare, and can be applied to essentially any problem setting---without restrictions on valuations---for which RL can learn optimal policies. Michael J. Curry, Vinzenz Thoma, Darshan Chakrabarti, Stephen McAleer, Christian Kroer, Tuomas Sandholm, Niao He, Sven Seuken |
AAAI | 5 |
| 2024 | Greedy-Based Online Fair Allocation with Adversarial Input: Enabling Best-of-Many-Worlds GuaranteesabstractWe study an online allocation problem with sequentially arriving items and adversarially chosen agent values, with the goal of balancing fairness and efficiency. Our goal is to study the performance of algorithms that achieve strong guarantees under other input models such as stochastic inputs, in order to achieve robust guarantees against a variety of inputs. To that end, we study the PACE (Pacing According to Current Estimated utility) algorithm, an existing algorithm designed for stochastic input. We show that in the equal-budgets case, PACE is equivalent to an integral greedy algorithm. We go on to show that with natural restrictions on the adversarial input model, both the greedy allocation and PACE have asymptotically bounded multiplicative envy as well as competitive ratio for Nash welfare, with the multiplicative factors either constant or with optimal order dependence on the number of agents. This completes a "best-of-many-worlds" guarantee for PACE, since past work showed that PACE achieves guarantees for stationary and stochastic-but-non-stationary input models. Zongjun Yang, Luofeng Liao, Christian Kroer |
AAAI | 3 |
| 2024 | Online Learning under Budget and ROI Constraints via Weak AdaptivityabstractWe study online learning problems in which a decision maker has to make a sequence of costly decisions, with the goal of maximizing their expected reward while adhering to budget and return-on-investment (ROI) constraints. Existing primal-dual algorithms designed for constrained online learning problems under adversarial inputs rely on two fundamental assumptions. First, the decision maker must know beforehand the value of parameters related to the degree of strict feasibility of the problem (i.e. Slater parameters). Second, a strictly feasible solution to the offline optimization problem must exist at each round. Both requirements are unrealistic for practical applications such as bidding in online ad auctions. In this paper, we show how such assumptions can be circumvented by endowing standard primal-dual templates with weakly adaptive regret minimizers. This results in a “dual-balancing” framework which ensures that dual variables stay sufficiently small, even in the absence of knowledge about Slater’s parameter. We prove the first best-of-both-worlds no-regret guarantees which hold in absence of the two aforementioned assumptions, under stochastic and adversarial inputs. Finally, we show how to instantiate the framework to optimally bid in various mechanisms of practical relevance, such as first- and second-price auctions. Matteo Castiglioni, Andrea Celli, Christian Kroer |
ICML | 3 |
| 2024 | Bootstrapping Fisher Market Equilibrium and First-Price Pacing EquilibriumabstractLinear Fisher market (LFM) is an equilibrium model for fair and efficient resource allocation, and first-price pacing equilibrium (FPPE) is a model for budget-management in first-price auctions. One thing they have in common is that both have a corresponding Eisenberg-Gale convex program characterization. In this paper, we introduce and devise several statistically valid bootstrap inference procedures for LFM and FPPE. The most challenging part is to bootstrap general FPPE, which reduces to bootstrapping constrained M-estimators, a largely unexplored problem. We are able to devise a bootstrap procedure for FPPE with structures by using the powerful tool of epi-convergence theory. Experiments with synthetic and semi-real data verify our theory. Luofeng Liao, Christian Kroer |
ICML | 2 |
| 2024 | Layered Graph Security Games
Jakub Cerný, Chun Kai Ling, Christian Kroer, Garud Iyengar |
IJCAI | 3 |
| 2024 | Fast Last-Iterate Convergence of Learning in Games Requires Forgetful AlgorithmsabstractSelf play via online learning is one of the premier ways to solve large-scale zero-sum games, both in theory and practice. Particularly popular algorithms include optimistic multiplicative weights update (OMWU) and optimistic gradient-descent-ascent (OGDA). While both algorithms enjoy $O(1/T)$ ergodic convergence to Nash equilibrium in two-player zero-sum games, OMWU offers several advantages, including logarithmic dependence on the size of the payoff matrix and $\tilde{O}(1/T)$ convergence to coarse correlated equilibria even in general-sum games. However, in terms of last-iterate convergence in two-player zero-sum games, an increasingly popular topic in this area, OGDA guarantees that the duality gap shrinks at a rate of $(1/\sqrt{T})$, while the best existing last-iterate convergence for OMWU depends on some game-dependent constant that could be arbitrarily large. This begs the question: is this potentially slow last-iterate convergence an inherent disadvantage of OMWU, or is the current analysis too loose? Somewhat surprisingly, we show that the former is true. More generally, we prove that a broad class of algorithms that do not forget the past quickly all suffer the same issue: for any arbitrarily small $\delta>0$, there exists a $2\times 2$ matrix game such that the algorithm admits a constant duality gap even after $1/\delta$ rounds. This class of algorithms includes OMWU and other standard optimistic follow-the-regularized-leader algorithms. Yang Cai 0001, Gabriele Farina, Julien Grand-Clément, Christian Kroer, Chung-wei Lee, Weiqiang Zheng |
NeurIPS | 4 |
| 2024 | Extensive-Form Game Solving via Blackwell Approachability on TreeplexesabstractWe introduce the first algorithmic framework for Blackwell approachability on the sequence-form polytope, the class of convex polytopes capturing the strategies of players in extensive-form games (EFGs).
This leads to a new class of regret-minimization algorithms that are stepsize-invariant, in the same sense as the Regret Matching and Regret Matching$^+$ algorithms for the simplex.
Our modular framework can be combined with any existing regret minimizer over cones to compute a Nash equilibrium in two-player zero-sum EFGs with perfect recall, through the self-play framework. Leveraging predictive online mirror descent, we introduce *Predictive Treeplex Blackwell$^+$* (PTB$^+$), and show a $O(1/\sqrt{T})$ convergence rate to Nash equilibrium in self-play. We then show how to stabilize PTB$^+$ with a stepsize, resulting in an algorithm with a state-of-the-art $O(1/T)$ convergence rate.
We provide an extensive set of experiments to compare our framework with several algorithmic benchmarks, including CFR$^+$ and its predictive variant, and we highlight interesting connections between practical performance and the stepsize-dependence or stepsize-invariance properties of classical algorithms. Darshan Chakrabarti, Julien Grand-Clément, Christian Kroer |
NeurIPS | 3 |
| 2024 | On the Optimality of Dilated Entropy and Lower Bounds for Online Learning in Extensive-Form GamesabstractFirst-order methods (FOMs) are arguably the most scalable algorithms for equilibrium computation in large extensive-form games. To operationalize these methods, a distance-generating function, acting as a regularizer for the strategy space, must be chosen.
The ratio between the strong convexity modulus and the diameter of the regularizer is a key parameter in the analysis of FOMs.
A natural question is then: what is the optimal distance-generating function for extensive-form decision spaces? In this paper, we make a number of contributions, ultimately establishing that the weight-one dilated entropy (DilEnt) distance-generating function is optimal up to logarithmic factors.
The DilEnt regularizer is notable due to its iterate-equivalence with Kernelized OMWU (KOMWU)---the algorithm with state-of-the-art dependence on the game tree size in extensive-form games---when used in conjunction with the online mirror descent (OMD) algorithm. However, the standard analysis for OMD is unable to establish such a result; the only current analysis is by appealing to the iterate equivalence to KOMWU.
We close this gap by introducing a pair of primal-dual treeplex norms, which we contend form the natural analytic viewpoint for studying the strong convexity of DilEnt.
Using these norm pairs, we recover the diameter-to-strong-convexity ratio that predicts the same performance as KOMWU. Along with a new regret lower bound for online learning in sequence-form strategy spaces, we show that this ratio is nearly optimal.
Finally, we showcase our analytic techniques by refining the analysis of Clairvoyant OMD when paired with DilEnt, establishing an $\mathcal{O}(n \log |\mathcal{V}| \log T/T)$ approximation rate to coarse correlated equilibrium in $n$-player games, where $|\mathcal{V}|$ is the number of reduced normal-form strategies of the players, establishing the new state of the art. Zhiyuan Fan, Christian Kroer, Gabriele Farina |
NeurIPS | 2 |
| 2024 | Competitive Equilibrium for Chores: from Dual Eisenberg-Gale to a Fast, Greedy, LP-based AlgorithmabstractWe study the computation of competitive equilibrium for Fisher markets with n agents and m divisible chores. Prior work showed that competitive equilibria correspond to the nonzero KKT points of the Nash welfare minimization program, which is a non-convex analogue of the Eisenberg-Gale convex program. We introduce an analogue of the Eisenberg-Gale dual for chores: we show that all KKT points of this dual correspond to competitive equilibria, and while it is not a dual of the non-convex primal program in a formal sense, the objectives touch at all KKT points. Similar to the primal program, the dual has problems from an optimization perspective: there are many feasible directions where the objective tends to positive infinity, and these attract iterative optimization methods. We then derive a new constraint for the dual, which restricts optimization to a hyperplane that avoids all these directions. We show that restriction to this hyperplane retains all KKT points, and surprisingly, does not introduce any new ones. This allows, for the first time ever, application of iterative optimization methods over a convex region for computing competitive equilibria for chores. Bhaskar Ray Chaudhury, Christian Kroer, Ruta Mehta, Tianlong Nan |
EC | 2 |
| 2023 | Fast and Interpretable Dynamics for Fisher Markets via Block-Coordinate UpdatesabstractWe consider the problem of large-scale Fisher market equilibrium computation through scalable first-order optimization methods. It is well-known that market equilibria can be captured using structured convex programs such as the Eisenberg-Gale and Shmyrev convex programs. Highly performant deterministic full-gradient first-order methods have been developed for these programs. In this paper, we develop new block-coordinate first-order methods for computing Fisher market equilibria, and show that these methods have interpretations as tâtonnement-style or proportional response-style dynamics where either buyers or items show up one at a time. We reformulate these convex programs and solve them using proximal block coordinate descent methods, a class of methods that update only a small number of coordinates of the decision variable in each iteration. Leveraging recent advances in the convergence analysis of these methods and structures of the equilibrium-capturing convex programs, we establish fast convergence rates of these methods. Tianlong Nan, Christian Kroer |
AAAI | 3 |
| 2023 | Statistical Inference for Fisher Market Equilibrium
Luofeng Liao, Christian Kroer |
ICLR | 3 |
| 2023 | A Unified Approach to Reinforcement Learning, Quantal Response Equilibria, and Two-Player Zero-Sum Games
Samuel Sokota, Ryan D'Orazio, J. Zico Kolter, Nicolas Loizou, Marc Lanctot, Ioannis Mitliagkas, Noam Brown, Christian Kroer |
ICLR | 8 |
| 2023 | Statistical Inference and A/B Testing for First-Price Pacing EquilibriaabstractWe initiate the study of statistical inference and A/B testing for first-price pacing equilibria (FPPE). The FPPE model captures the dynamics resulting from large-scale first-price auction markets where buyers use pacing-based budget management. Such markets arise in the context of internet advertising, where budgets are prevalent. We propose a statistical framework for the FPPE model, in which a limit FPPE with a continuum of items models the long-run steady-state behavior of the auction platform, and an observable FPPE consisting of a finite number of items provides the data to estimate primitives of the limit FPPE, such as revenue, Nash social welfare (a fair metric of efficiency), and other parameters of interest. We develop central limit theorems and asymptotically valid confidence intervals. Furthermore, we establish the asymptotic local minimax optimality of our estimators. We then show that the theory can be used for conducting statistically valid A/B testing on auction platforms. Numerical simulations verify our central limit theorems, and empirical coverage rates for our confidence intervals agree with our theory. Luofeng Liao, Christian Kroer |
ICML | 2 |
| 2023 | Fair Allocation Over Time, with Applications to Content ModerationabstractIn today's digital world, interaction with online platforms is ubiquitous, and thus content moderation is important for protecting users from content that do not comply with pre-established community guidelines. Given the vast volume of content generated online daily, having an efficient content moderation system throughout every stage of planning is particularly important. We study the short-term planning problem of allocating human content reviewers to different harmful content categories. We use tools from fair division and study the application of competitive equilibrium and leximin allocation rules for addressing this problem. On top of the traditional Fisher market setup, we additionally incorporate novel aspects that are of practical importance. The first aspect is the forecasted workload of different content categories, which puts constraints on the allocation chosen by the planner. We show how a formulation that is inspired by the celebrated Eisenberg-Gale program allows us to find an allocation that not only satisfies the forecasted workload, but also fairly allocates the remaining working hours from the content reviewers among all content categories. A fair allocation of oversupply provides a guardrail in cases where the actual workload deviates from the predicted workload. The second practical consideration is time dependent allocation that is motivated by the fact that partners need scheduling guidance for the reviewers across days to achieve efficiency. To address the time component, we introduce new extensions of the various fair allocation approaches for the single-time period setting, and we show that many properties extend in essence, albeit with some modifications. Lastly, related to the time component, we additionally investigate how to satisfy markets' desire for smooth allocation (i.e, an allocation that does not vary much from time to time) so that the switch in staffing is minimized. We demonstrate the performance of our proposed approaches through real-world data obtained from Meta. Amine Allouah, Christian Kroer, Vashist Avadhanula, Nona Bohanon, Anil Dania, Caner Gocmen, Sergey Pupyrev, Parikshit Shah, Nicolás E. Stier Moses, Ken Rodríguez Taarup |
KDD | 2 |
| 2023 | Block-Coordinate Methods and Restarting for Solving Extensive-Form GamesabstractCoordinate descent methods are popular in machine learning and optimization for their simple sparse updates and excellent practical performance.
In the context of large-scale sequential game solving, these same properties would be attractive, but until now no such methods were known, because the strategy spaces do not satisfy the typical separable block structure exploited by such methods.
We present the first cyclic coordinate-descent-like method for the polytope of sequence-form strategies, which form the strategy spaces for the players in an extensive-form game (EFG).
Our method exploits the recursive structure of the proximal update induced by what are known as dilated regularizers, in order to allow for a pseudo block-wise update.
We show that our method enjoys a O(1/T) convergence rate to a two-player zero-sum Nash equilibrium, while avoiding the worst-case polynomial scaling with the number of blocks common to cyclic methods. We empirically show that our algorithm usually performs better than other state-of-the-art first-order methods (i.e., mirror prox), and occasionally can even beat CFR$^+$, a state-of-the-art algorithm for numerical equilibrium computation in zero-sum EFGs.
We then introduce a restarting heuristic for EFG solving. We show empirically that restarting can lead to speedups, sometimes huge, both for our cyclic method, as well as for existing methods such as mirror prox and predictive CFR$^+$. Darshan Chakrabarti, Jelena Diakonikolas, Christian Kroer |
NeurIPS | 3 |
| 2023 | Regret Matching+: (In)Stability and Fast Convergence in GamesabstractRegret Matching$^+$ (RM$^+$) and its variants are important algorithms for solving large-scale games.
However, a theoretical understanding of their success in practice is still a mystery.
Moreover, recent advances on fast convergence in games are limited to no-regret algorithms such as online mirror descent, which satisfy stability.
In this paper, we first give counterexamples showing that RM+ and its predictive version can be unstable, which might cause other players to suffer large regret.
We then provide two fixes: restarting and chopping off the positive orthant that RM$^+$ works in.
We show that these fixes are sufficient to get $O(T^{1/4})$ individual regret and $O(1)$ social regret in normal-form games via RM$^+$ with predictions.
We also apply our stabilizing techniques to clairvoyant updates in the uncoupled learning setting for RM$^+$ and prove desirable results akin to recent works for Clairvoyant online mirror descent.
Our experiments show the advantages of our algorithms over vanilla RM$^+$-based algorithms in matrix and extensive-form games. Gabriele Farina, Julien Grand-Clément, Christian Kroer, Chung-wei Lee |
NeurIPS | 3 |
| 2023 | Single-Leg Revenue Management with AdviceabstractSingle-leg revenue management is a foundational problem of revenue management that has been particularly impactful in the airline and hotel industry: Given n units of a resource, e.g. flight seats, and a stream of sequentially-arriving customers segmented by fares, what is the optimal online policy for allocating the resource. Previous work focused on designing algorithms when forecasts are available, which are not robust to inaccuracies in the forecast, or online algorithms with worst-case performance guarantees, which can be too conservative in practice. In this work, we look at the single-leg revenue management problem through the lens of the algorithms-with-advice framework, which attempts to harness the increasing prediction accuracy of machine learning methods by optimally incorporating advice about the future into online algorithms. In particular, we develop online algorithms which optimally trade-off consistency (performance when advice is accurate) and competitiveness (performance when advice is inaccurate) for every advice. Our results extend to other unit-cost online allocations problems such as the display advertising and the multiple secretary problem together with more general variable-cost problems such as the online knapsack problem. Santiago R. Balseiro, Christian Kroer, Rachitesh Kumar |
EC | 2 |
| 2022 | Online Learning with Knapsacks: the Best of Both WorldsabstractWe study online learning problems in which a decision maker wants to maximize their expected reward without violating a finite set of $m$ resource constraints. By casting the learning process over a suitably defined space of strategy mixtures, we recover strong duality on a Lagrangian relaxation of the underlying optimization problem, even for general settings with non-convex reward and resource-consumption functions. Then, we provide the first best-of-both-worlds type framework for this setting, with no-regret guarantees both under stochastic and adversarial inputs. Our framework yields the same regret guarantees of prior work in the stochastic case. On the other hand, when budgets grow at least linearly in the time horizon, it allows us to provide a constant competitive ratio in the adversarial case, which improves over the $O(m \log T)$ competitive ratio of Immorlica et al. [FOCS’19]. Moreover, our framework allows the decision maker to handle non-convex reward and cost functions. We provide two game-theoretic applications of our framework to give further evidence of its flexibility. Matteo Castiglioni, Andrea Celli, Christian Kroer |
ICML | 3 |
| 2022 | Kernelized Multiplicative Weights for 0/1-Polyhedral Games: Bridging the Gap Between Learning in Extensive-Form and Normal-Form GamesabstractWhile extensive-form games (EFGs) can be converted into normal-form games (NFGs), doing so comes at the cost of an exponential blowup of the strategy space. So, progress on NFGs and EFGs has historically followed separate tracks, with the EFG community often having to catch up with advances (\eg last-iterate convergence and predictive regret bounds) from the larger NFG community. In this paper we show that the Optimistic Multiplicative Weights Update (OMWU) algorithm—the premier learning algorithm for NFGs—can be simulated on the normal-form equivalent of an EFG in linear time per iteration in the game tree size using a kernel trick. The resulting algorithm, Kernelized OMWU (KOMWU), applies more broadly to all convex games whose strategy space is a polytope with 0/1 integral vertices, as long as the kernel can be evaluated efficiently. In the particular case of EFGs, KOMWU closes several standing gaps between NFG and EFG learning, by enabling direct, black-box transfer to EFGs of desirable properties of learning dynamics that were so far known to be achievable only in NFGs. Specifically, KOMWU gives the first algorithm that guarantees at the same time last-iterate convergence, lower dependence on the size of the game tree than all prior algorithms, and $\tilde{\bigOh}(1)$ regret when followed by all players. Gabriele Farina, Chung-wei Lee, Christian Kroer |
ICML | 4 |
| 2022 | Uncoupled Learning Dynamics with O(log T) Swap Regret in Multiplayer GamesabstractIn this paper we establish efficient and \emph{uncoupled} learning dynamics so that, when employed by all players in a general-sum multiplayer game, the \emph{swap regret} of each player after $T$ repetitions of the game is bounded by $O(\log T)$, improving over the prior best bounds of $O(\log^4 (T))$. At the same time, we guarantee optimal $O(\sqrt{T})$ swap regret in the adversarial regime as well. To obtain these results, our primary contribution is to show that when all players follow our dynamics with a \emph{time-invariant} learning rate, the \emph{second-order path lengths} of the dynamics up to time $T$ are bounded by $O(\log T)$, a fundamental property which could have further implications beyond near-optimally bounding the (swap) regret. Our proposed learning dynamics combine in a novel way \emph{optimistic} regularized learning with the use of \emph{self-concordant barriers}. Further, our analysis is remarkably simple, bypassing the cumbersome framework of higher-order smoothness recently developed by Daskalakis, Fishelson, and Golowich (NeurIPS'21). Ioannis Anagnostides, Gabriele Farina, Christian Kroer, Chung-wei Lee, Tuomas Sandholm |
NeurIPS | 3 |
| 2022 | Near-Optimal No-Regret Learning Dynamics for General Convex GamesabstractA recent line of work has established uncoupled learning dynamics such that, when employed by all players in a game, each player's regret after $T$ repetitions grows polylogarithmically in $T$, an exponential improvement over the traditional guarantees within the no-regret framework. However, so far these results have only been limited to certain classes of games with structured strategy spaces---such as normal-form and extensive-form games. The question as to whether $O(\mathrm{polylog} T)$ regret bounds can be obtained for general convex and compact strategy sets---as is the case in many fundamental models in economics and multiagent systems---while retaining efficient strategy updates is an important question. In this paper, we answer this in the positive by establishing the first uncoupled learning algorithm with $O(\log T)$ per-player regret in general convex games, that is, games with concave utility functions supported on arbitrary convex and compact strategy sets. Our learning dynamics are based on an instantiation of optimistic follow-the-regularized-leader over an appropriately lifted space using a self-concordant regularizer that is peculiarly not a barrier for the feasible region. Our learning dynamics are efficiently implementable given access to a proximal oracle for the convex strategy set, leading to $O(\log\log T)$ per-iteration complexity; we also give extensions when access to only a linear optimization oracle is assumed. Finally, we adapt our dynamics to guarantee $O(\sqrt{T})$ regret in the adversarial regime. Even in those special cases where prior results apply, our algorithm improves over the state-of-the-art regret bounds either in terms of the dependence on the number of iterations or on the dimension of the strategy sets. Gabriele Farina, Ioannis Anagnostides, Chung-wei Lee, Christian Kroer, Tuomas Sandholm |
NeurIPS | 5 |
| 2022 | Nonstationary Dual Averaging and Online Fair AllocationabstractWe consider the problem of fairly allocating sequentially arriving items to a set of individuals. For this problem, the recently-introduced PACE algorithm leverages the dual averaging algorithm to approximate competitive equilibria and thus generate online fair allocations. PACE is simple, distributed, and parameter-free, making it appealing for practical use in large-scale systems. However, current performance guarantees for PACE require i.i.d. item arrivals. Since real-world data is rarely i.i.d., or even stationary, we study the performance of PACE on nonstationary data. We start by developing new convergence results for the general dual averaging algorithm under three nonstationary input models: adversarially-corrupted stochastic input, ergodic input, and block-independent (including periodic) input. Our results show convergence of dual averaging up to errors caused by nonstationarity of the data, and recover the classical bounds when the input data is i.i.d. Using these results, we show that the PACE algorithm for online fair allocation simultaneously achieves ``best of many worlds'' guarantees against any of these nonstationary input models as well as against i.i.d. input. Finally, numerical experiments show strong empirical performance of PACE against nonstationary inputs. Luofeng Liao, Christian Kroer |
NeurIPS | 3 |
| 2022 | Optimal Efficiency-Envy Trade-Off via Optimal TransportabstractWe consider the problem of allocating a distribution of items to $n$ recipients where each recipient has to be allocated a fixed, pre-specified fraction of all items, while ensuring that each recipient does not experience too much envy. We show that this problem can be formulated as a variant of the semi-discrete optimal transport (OT) problem, whose solution structure in this case has a concise representation and a simple geometric interpretation. Unlike existing literature that treats envy-freeness as a hard constraint, our formulation allows us to \emph{optimally} trade off efficiency and envy continuously. Additionally, we study the statistical properties of the space of our OT based allocation policies by showing a polynomial bound on the number of samples needed to approximate the optimal solution from samples. Our approach is suitable for large-scale fair allocation problems such as the blood donation matching problem, and we show numerically that it performs well on a prior realistic data simulator. Steven Yin, Christian Kroer |
NeurIPS | 2 |
| 2022 | Faster No-Regret Learning Dynamics for Extensive-Form Correlated and Coarse Correlated EquilibriaabstractA recent emerging trend in the literature on learning in games has been concerned with providing faster learning dynamics for correlated and coarse correlated equilibria in normal-form games. Much less is known about the significantly more challenging setting of extensive-form games, which can capture both sequential and simultaneous moves, as well as imperfect information. In this paper we establish faster no-regret learning dynamics forextensive-form correlated equilibria (EFCE) in multiplayer general-sum imperfect-information extensive-form games. When all players follow our accelerated dynamics, the correlated distribution of play is an O(T-3/4)-approximate EFCE, where the O(·) notation suppresses parameters polynomial in the description of the game. This significantly improves over the best prior rate of O(T-1/2 ). To achieve this, we develop a framework for performing accelerated Phi-regret minimization via predictions. One of our key technical contributions---that enables us to employ our generic template---is to characterize the stability of fixed points associated with trigger deviation functions through a refined perturbation analysis of a structured Markov chain. Furthermore, for the simpler solution concept of extensive-form coarse correlated equilibrium (EFCCE) we give a new succinct closed-form characterization of the associated fixed points, bypassing the expensive computation of stationary distributions required for EFCE. Our results place EFCCE closer to normal-form coarse correlated equilibria in terms of the per-iteration complexity, although the former prescribes a much more compelling notion of correlation. Finally, experiments conducted on standard benchmarks corroborate our theoretical findings. Ioannis Anagnostides, Gabriele Farina, Christian Kroer, Andrea Celli, Tuomas Sandholm |
EC | 3 |
| 2022 | Contextual Standard Auctions with Budgets: Revenue Equivalence and Efficiency GuaranteesabstractThe internet advertising market is a multi-billion dollar industry, in which advertisers buy thousands of ad placements every day by repeatedly participating in auctions. In recent years, the industry has shifted to first-price auctions as the preferred paradigm for selling advertising slots. Another important and ubiquitous feature of these auctions is the presence of campaign budgets, which specify the maximum amount the advertisers are willing to pay over a specified time period. In this paper, we present a new model to study the equilibrium bidding strategies in standard auctions, a large class of auctions that includes first- and second-price auctions, for advertisers who satisfy budget constraints on average. Our model dispenses with the common, yet unrealistic assumption that advertisers' values are independent and instead assumes a contextual model in which advertisers determine their values using a common feature vector. We show the existence of a natural value-pacing-based Bayes-Nash equilibrium under very mild assumptions. Furthermore, we prove a revenue equivalence showing that all standard auctions yield the same revenue even in the presence of budget constraints. Leveraging this equivalence, we prove Price of Anarchy bounds for liquid welfare and structural properties of pacing-based equilibria that hold for all standard auctions. Our work takes an important step toward understanding the implications of the shift to first-price auctions in internet advertising markets. Santiago R. Balseiro, Christian Kroer, Rachitesh Kumar |
EC | 2 |
| 2022 | The Parity Ray Regularizer for Pacing in Auction MarketsabstractBudget-management systems are one of the key components of modern auction markets. Internet advertising platforms typically offer advertisers the possibility to pace the rate at which their budget is depleted, through budget-pacing mechanisms. We focus on multiplicative pacing mechanisms in an online setting in which a bidder is repeatedly confronted with a series of advertising opportunities. After collecting bids, each item is then allocated through a single-item, second-price auction. If there were no budgetary constraints, bidding truthfully would be an optimal choice for the advertiser. However, since their budget is limited, the advertiser may want to shade their bid downwards in order to preserve their budget for future opportunities, and to spread expenditures evenly over time. The literature on online pacing problems mostly focuses on the setting in which the bidder optimizes an additive separable objective, such as the total click-through rate or the revenue of the allocation. In many settings, however, bidders may also care about other objectives which oftentimes are non-separable. We study the frequent case in which the utility of a (proxy) bidder depends on the rewards obtained from items they are allocated, and on the distance of the realized distribution of impressions from a target distribution. We introduce a novel regularizer which can describe those distributional preferences, while keeping the problem tractable. We show that this regularizer can be integrated into an existing online mirror descent scheme with minor modifications, attaining the optimal order of sub-linear regret compared to the optimal allocation in hindsight when inputs are drawn independently, from an unknown distribution. Moreover, we show that our approach can easily be incorporated in standard existing pacing systems that are not usually built for this objective. The effectiveness of our algorithm in internet advertising applications is confirmed by numerical experiments on real-world data. Andrea Celli, Riccardo Colini-Baldeschi, Christian Kroer, Eric Sodomka |
WWW | 3 |
| 2021 | Faster Game Solving via Predictive Blackwell Approachability: Connecting Regret Matching and Mirror DescentabstractBlackwell approachability is a framework for reasoning about repeated games with vector-valued payoffs. We introduce predictive Blackwell approachability, where an estimate of the next payoff vector is given, and the decision maker tries to achieve better performance based on the accuracy of that estimator. In order to derive algorithms that achieve predictive Blackwell approachability, we start by showing a powerful connection between four well-known algorithms. Follow-the-regularized-leader (FTRL) and online mirror descent (OMD) are the most prevalent regret minimizers in online convex optimization. In spite of this prevalence, the regret matching (RM) and regret matching+ (RM+) algorithms have been preferred in the practice of solving large-scale games (as the local regret minimizers within the counterfactual regret minimization framework). We show that RM and RM+ are the algorithms that result from running FTRL and OMD, respectively, to select the halfspace to force at all times in the underlying Blackwell approachability game. By applying the predictive variants of FTRL or OMD to this connection, we obtain predictive Blackwell approachability algorithms, as well as predictive variants of RM and RM+. In experiments across 18 common zero-sum extensive-form benchmark games, we show that predictive RM+ coupled with counterfactual regret minimization converges vastly faster than the fastest prior algorithms (CFR+, DCFR, LCFR) across all games but two of the poker games, sometimes by two or more orders of magnitude. Gabriele Farina, Christian Kroer, Tuomas Sandholm |
AAAI | 2 |
| 2021 | Infinite-Dimensional Fisher Markets: Equilibrium, Duality and OptimizationabstractThis paper considers a linear Fisher market with n buyers and a continuum of items. In order to compute market equilibria, we introduce (infinite-dimensional) convex programs over Banach spaces, thereby generalizing the Eisenberg-Gale convex program and its dual. Regarding the new convex programs, we establish existence of optimal solutions, KKT conditions, as well as strong duality. All these properties are established via non-standard arguments, which circumvent the limitations of duality theory in optimization over infinite-dimensional vector spaces. Furthermore, we show that there exists a pure equilibrium allocation, i.e., a division of the item space. Similar to the finite-dimensional case, a market equilibrium under the infinite-dimensional Fisher market is Pareto optimal, envy-free and proportional. We also show how to obtain the (a.e. unique) equilibrium prices and a pure equilibrium allocation from the (unique) equilibrium utility prices. When the item space is the unit interval [0,1] and buyers have piecewise linear utilities, we show that approximate equilibrium prices can be computed in polynomial time. This is achieved by solving a finite-dimensional convex program using the ellipsoid method. To this end, we give nontrivial and efficient subgradient and separation oracles. For general buyer valuations, we propose computing market equilibrium using stochastic dual averaging, which finds approximate equilibrium prices with high probability. Christian Kroer |
AAAI | 2 |
| 2021 | Increasing Iterate Averaging for Solving Saddle-Point ProblemsabstractMany problems in machine learning and game theory can be formulated as saddle-point problems, for which various first-order methods have been developed and proven efficient in practice. Under the general convex-concave assumption, most first-order methods only guarantee an ergodic convergence rate, that is, the uniform averages of the iterates converge at a O(1/T) rate in terms of the saddle-point residual. However, numerically, the iterates themselves can often converge much faster than the uniform averages. This observation motivates increasing averaging schemes that put more weight on later iterates, in contrast to the usual uniform averaging. We show that such increasing averaging schemes, applied to various first-order methods, are able to preserve the O(1/T) convergence rate with no additional assumptions or computational overhead. Extensive numerical experiments on zero-sum game solving, market equilibrium computation and image denoising demonstrate the effectiveness of the proposed schemes. In particular, the increasing averages consistently outperform the uniform averages in all test problems by orders of magnitude. When solving matrix and extensive-form games, increasing averages consistently outperform the last iterates as well. For matrix games, a first-order method equipped with increasing averaging outperforms the highly competitive CFR+ algorithm. Christian Kroer, Donald Goldfarb |
AAAI | 2 |
| 2021 | Scalable First-Order Methods for Robust MDPsabstractRobust Markov Decision Processes (MDPs) are a powerful framework for modeling sequential decision making problems with model uncertainty. This paper proposes the first first-order framework for solving robust MDPs. Our algorithm interleaves primal-dual first-order updates with approximate Value Iteration updates. By carefully controlling the tradeoff between the accuracy and cost of Value Iteration updates, we achieve an ergodic convergence rate that is significantly better than classical Value Iteration algorithms in terms of the number of states S and the number of actions A on ellipsoidal and Kullback-Leibler s-rectangular uncertainty sets. In numerical experiments on ellipsoidal uncertainty sets we show that our algorithm is significantly more scalable than state-of-the-art approaches. Our framework is also the first one to solve robust MDPs with s-rectangular KL uncertainty sets. Julien Grand-Clément, Christian Kroer |
AAAI | 2 |
| 2021 | First-Order Methods for Wasserstein Distributionally Robust MDPabstractMarkov decision processes (MDPs) are known to be sensitive to parameter specification. Distributionally robust MDPs alleviate this issue by allowing for \textit{ambiguity sets} which give a set of possible distributions over parameter sets. The goal is to find an optimal policy with respect to the worst-case parameter distribution. We propose a framework for solving Distributionally robust MDPs via first-order methods, and instantiate it for several types of Wasserstein ambiguity sets. By developing efficient proximal updates, our algorithms achieve a convergence rate of $O\left(NA^{2.5}S^{3.5}\log(S)\log(\epsilon^{-1})\epsilon^{-1.5} \right)$ for the number of kernels $N$ in the support of the nominal distribution, states $S$, and actions $A$; this rate varies slightly based on the Wasserstein setup. Our dependence on $N,A$ and $S$ is significantly better than existing methods, which have a complexity of $O\left(N^{3.5}A^{3.5}S^{4.5}\log^{2}(\epsilon^{-1}) \right)$. Numerical experiments show that our algorithm is significantly more scalable than state-of-the-art approaches across several domains. Julien Grand-Clément, Christian Kroer |
ICML | 2 |
| 2021 | Dominant Resource Fairness with Meta-TypesabstractInspired by the recent COVID-19 pandemic, we study a generalization of the multi-resource allocation problem with heterogeneous demands and Leontief utilities. Unlike existing settings, we allow each agent to specify requirements to only accept allocations from a subset of the total supply for each resource. These requirements can take form in location constraints (e.g. A hospital can only accept volunteers who live nearby due to commute limitations). This can also model a type of substitution effect where some agents need 1 unit of resource A \emph{or} B, both belonging to the same meta-type. But some agents specifically want A, and others specifically want B. We propose a new mechanism called Dominant Resource Fairness with Meta Types which determines the allocations by solving a small number of linear programs. The proposed method satisfies Pareto optimality, envy-freeness, strategy-proofness, and a notion of sharing incentive for our setting. To the best of our knowledge, we are the first to study this problem formulation, which improved upon existing work by capturing more constraints that often arise in real life situations. Finally, we show numerically that our method scales better to large problems than alternative approaches. Steven Yin, Shatian Wang, Lingyi Zhang, Christian Kroer |
IJCAI | 4 |
| 2021 | Online Market Equilibrium with Application to Fair DivisionabstractComputing market equilibria is a problem of both theoretical and applied interest. Much research to date focuses on the case of static Fisher markets with full information on buyers' utility functions and item supplies. Motivated by real-world markets, we consider an online setting: individuals have linear, additive utility functions; items arrive sequentially and must be allocated and priced irrevocably. We define the notion of an online market equilibrium in such a market as time-indexed allocations and prices which guarantee buyer optimality and market clearance in hindsight. We propose a simple, scalable and interpretable allocation and pricing dynamics termed as PACE. When items are drawn i.i.d. from an unknown distribution (with a possibly continuous support), we show that PACE leads to an online market equilibrium asymptotically. In particular, PACE ensures that buyers' time-averaged utilities converge to the equilibrium utilities w.r.t. a static market with item supplies being the unknown distribution and that buyers' time-averaged expenditures converge to their per-period budget. Hence, many desirable properties of market equilibrium-based fair division such as envy-freeness, Pareto optimality, and the proportional-share guarantee are also attained asymptotically in the online setting. Next, we extend the dynamics to handle quasilinear buyer utilities, which gives the first online algorithm for computing first-price pacing equilibria. Finally, numerical experiments on real and synthetic datasets show that the dynamics converges quickly under various metrics. Alexander Peysakhovich, Christian Kroer |
NeurIPS | 3 |
| 2021 | Conic Blackwell Algorithm: Parameter-Free Convex-Concave Saddle-Point SolvingabstractWe develop new parameter-free and scale-free algorithms for solving convex-concave saddle-point problems. Our results are based on a new simple regret minimizer, the Conic Blackwell Algorithm$^+$ (CBA$^+$), which attains $O(1/\sqrt{T})$ average regret. Intuitively, our approach generalizes to other decision sets of interest ideas from the Counterfactual Regret minimization (CFR$^+$) algorithm, which has very strong practical performance for solving sequential games on simplexes.We show how to implement CBA$^+$ for the simplex, $\ell_{p}$ norm balls, and ellipsoidal confidence regions in the simplex, and we present numerical experiments for solving matrix games and distributionally robust optimization problems.Our empirical results show that CBA$^+$ is a simple algorithm that outperforms state-of-the-art methods on synthetic data and real data instances, without the need for any choice of step sizes or other algorithmic parameters. Julien Grand-Clément, Christian Kroer |
NeurIPS | 2 |
| 2021 | Last-iterate Convergence in Extensive-Form GamesabstractRegret-based algorithms are highly efficient at finding approximate Nash equilibria in sequential games such as poker games. However, most regret-based algorithms, including counterfactual regret minimization (CFR) and its variants, rely on iterate averaging to achieve convergence. Inspired by recent advances on last-iterate convergence of optimistic algorithms in zero-sum normal-form games, we study this phenomenon in sequential games, and provide a comprehensive study of last-iterate convergence for zero-sum extensive-form games with perfect recall (EFGs), using various optimistic regret-minimization algorithms over treeplexes. This includes algorithms using the vanilla entropy or squared Euclidean norm regularizers, as well as their dilated versions which admit more efficient implementation. In contrast to CFR, we show that all of these algorithms enjoy last-iterate convergence, with some of them even converging exponentially fast. We also provide experiments to further support our theoretical results. Chung-wei Lee, Christian Kroer |
NeurIPS | 2 |
| 2021 | The Complexity of Pacing for Second-Price AuctionsabstractBudget constraints are ubiquitous in online advertisement auctions. To manage these constraints and smooth out the expenditure across auctions, the bidders (or the platform on behalf of them) often employ pacing: each bidder is assigned a multiplier between 0 and 1, and her bid on each item is multiplicatively scaled down by the multiplier. This naturally gives rise to a game in which each bidder strategically selects a multiplier. The appropriate notion of equilibrium in this game is the pacing equilibrium. Xi Chen 0001, Christian Kroer, Rachitesh Kumar |
EC | 2 |
| 2021 | Better Regularization for Sequential Decision Spaces: Fast Convergence Rates for Nash, Correlated, and Team EquilibriaabstractWe study the application of iterative first-order methods to the problem of computing equilibria of large-scale two-player extensive-form games. First-order methods must typically be instantiated with a regularizer that serves as a distance-generating function for the decision sets of the players. For the case of two-player zero-sum games, the state-of-the-art theoretical convergence rate for Nash equilibrium is achieved by using the dilated entropy function. In this paper, we introduce a new entropy-based distance-generating function for two-player zero-sum games, and show that this function achieves significantly better strong convexity properties than the dilated entropy, while maintaining the same easily-implemented closed-form proximal mapping. Extensive numerical simulations show that these superior theoretical properties translate into better numerical performance as well. Gabriele Farina, Christian Kroer, Tuomas Sandholm |
EC | 2 |
| 2021 | Throttling Equilibria in Auction Markets
Xi Chen 0001, Christian Kroer, Rachitesh Kumar |
WINE | 2 |
| 2020 | Robust Market Equilibria with Uncertain PreferencesabstractThe problem of allocating scarce items to individuals is an important practical question in market design. An increasingly popular set of mechanisms for this task uses the concept of market equilibrium: individuals report their preferences, have a budget of real or fake currency, and a set of prices for items and allocations is computed that sets demand equal to supply. An important real world issue with such mechanisms is that individual valuations are often only imperfectly known. In this paper, we show how concepts from classical market equilibrium can be extended to reflect such uncertainty. We show that in linear, divisible Fisher markets a robust market equilibrium (RME) always exists; this also holds in settings where buyers may retain unspent money. We provide theoretical analysis of the allocative properties of RME in terms of envy and regret. Though RME are hard to compute for general uncertainty sets, we consider some natural and tractable uncertainty sets which lead to well behaved formulations of the problem that can be solved via modern convex programming methods. Finally, we show that very mild uncertainty about valuations can cause RME allocations to outperform those which take estimates as having no underlying uncertainty. Riley Murray, Christian Kroer, Alexander Peysakhovich, Parikshit Shah |
AAAI | 2 |
| 2020 | Stochastic Regret Minimization in Extensive-Form GamesabstractMonte-Carlo counterfactual regret minimization (MCCFR) is the state-of-the-art algorithm for solving sequential games that are too large for full tree traversals. It works by using gradient estimates that can be computed via sampling. However, stochastic methods for sequential games have not been investigated extensively beyond MCCFR. In this paper we develop a new framework for developing stochastic regret minimization methods. This framework allows us to use any regret-minimization algorithm, coupled with any gradient estimator. The MCCFR algorithm can be analyzed as a special case of our framework, and this analysis leads to significantly stronger theoretical guarantees on convergence, while simultaneously yielding a simplified proof. Our framework allows us to instantiate several new stochastic methods for solving sequential games. We show extensive experiments on five games, where some variants of our methods outperform MCCFR. Gabriele Farina, Christian Kroer, Tuomas Sandholm |
ICML | 2 |
| 2020 | First-Order Methods for Large-Scale Market Equilibrium ComputationabstractMarket equilibrium is a solution concept with many applications such as digital ad markets, fair division, and resource sharing. For many classes of utility functions, equilibria can be captured by convex programs. We develop simple first-order methods suitable for solving these programs for large-scale markets. We focus on three practically-relevant utility classes: linear, quasilinear, and Leontief utilities. Using structural properties of market equilibria under each utility class, we show that the corresponding convex programs can be reformulated as optimization of a structured smooth convex function over a polyhedral set, for which projected gradient achieves linear convergence. To do so, we utilize recent linear convergence results under weakened strong-convexity conditions, and further refine the relevant constants in existing convergence results. Then, we show that proximal gradient (a generalization of projected gradient) with a practical linesearch scheme achieves linear convergence under the Proximal-PL condition, a recently developed error bound condition for convex composite problems. For quasilinear utilities, we show that Mirror Descent applied to a new convex program achieves sublinear last-iterate convergence and yields a form of Proportional Response dynamics, an elegant, interpretable algorithm for computing market equilibria originally developed for linear utilities. Numerical experiments show that Proportional Response is highly efficient for computing approximate market equilibria, while projected gradient with linesearch can be much faster when higher-accuracy solutions are needed. Christian Kroer |
NeurIPS | 2 |
| 2020 | Evaluating and Rewarding Teamwork Using Cooperative Game AbstractionsabstractCan we predict how well a team of individuals will perform together? How should individuals be rewarded for their contributions to the team performance? Cooperative game theory gives us a powerful set of tools for answering these questions: the characteristic function and solution concepts like the Shapley Value. There are two major difficulties in applying these techniques to real world problems: first, the characteristic function is rarely given to us and needs to be learned from data. Second, the Shapley Value is combinatorial in nature. We introduce a parametric model called cooperative game abstractions (CGAs) for estimating characteristic functions from data. CGAs are easy to learn, readily interpretable, and crucially allows linear-time computation of the Shapley Value. We provide identification results and sample complexity bounds for CGA models as well as error bounds in the estimation of the Shapley Value using CGAs. We apply our methods to study teams of artificial RL agents as well as real world teams from professional sports. Tom Yan, Christian Kroer, Alexander Peysakhovich |
NeurIPS | 2 |
| 2020 | Matching Algorithms for Blood DonationabstractManaging perishable inventory, such as blood stock awaiting use by patients in need, has been a topic of research for decades. This has been investigated across several disciplines: medical and social scientists have investigated who donates blood, how frequently, and why; management science researchers have long studied the blood supply chain from a logistical perspective. Yet global demand for blood still far exceeds supply, and unmet need is greatest in low- and middle-income countries. Both academics and policy experts suggest that large-scale coordination is necessary to alleviate demand for donor blood. Using the recently-deployed Facebook Blood Donation tool, we conduct the first large-scale algorithmic matching of blood donors with donation opportunities. In both simulations and real experiments we match potential donors with opportunities, guided by a machine learning model trained on prior observations of donor behavior. While measuring actual donation rates remains a challenge, we measure donor action (i.e., calling a blood bank or making an appointment) as a proxy for actual donation. Simulations suggest that even a simple matching strategy can increase donor action rate by 10-15%; a pilot experiment with real donors finds a slightly smaller increase of roughly 5%. While overall action rates remain low, even this modest increase among donors in a global network corresponds to many thousands of more potential donors taking action toward donation. Further, observing donor action on a social network can shed light onto donor behavior and response to incentives. Our initial findings align with several observations made in the medical and social science literature regarding donor behavior. Duncan C. McElfresh, Christian Kroer, Sergey Pupyrev, Eric Sodomka, Karthik Abinav Sankararaman, Zack Chauvin, Neil Dexter, John Dickerson 0001 |
EC | 2 |
| 2020 | Limited lookahead in imperfect-information games
Christian Kroer, Tuomas Sandholm |
Artif. Intell. | 1 |
| 2019 | Online Convex Optimization for Sequential Decision Processes and Extensive-Form GamesabstractRegret minimization is a powerful tool for solving large-scale extensive-form games. State-of-the-art methods rely on minimizing regret locally at each decision point. In this work we derive a new framework for regret minimization on sequential decision problems and extensive-form games with general compact convex sets at each decision point and general convex losses, as opposed to prior work which has been for simplex decision points and linear losses. We call our framework laminar regret decomposition. It generalizes the CFR algorithm to this more general setting. Furthermore, our framework enables a new proof of CFR even in the known setting, which is derived from a perspective of decomposing polytope regret, thereby leading to an arguably simpler interpretation of the algorithm. Our generalization to convex compact sets and convex losses allows us to develop new algorithms for several problems: regularized sequential decision making, regularized Nash equilibria in zero-sum extensive-form games, and computing approximate extensive-form perfect equilibria. Our generalization also leads to the first regret-minimization algorithm for computing reduced-normal-form quantal response equilibria based on minimizing local regrets. Experiments show that our framework leads to algorithms that scale at a rate comparable to the fastest variants of counterfactual regret minimization for computing Nash equilibrium, and therefore our approach leads to the first algorithm for computing quantal response equilibria in extremely large games. Our algorithms for (quadratically) regularized equilibrium finding are orders of magnitude faster than the fastest algorithms for Nash equilibrium finding; this suggests regret-minimization algorithms based on decreasing regularization for Nash equilibrium finding as future work. Finally we show that our framework enables a new kind of scalable opponent exploitation approach. Gabriele Farina, Christian Kroer, Tuomas Sandholm |
AAAI | 2 |
| 2019 | Quasi-Perfect Stackelberg EquilibriumabstractEquilibrium refinements are important in extensive-form (i.e., tree-form) games, where they amend weaknesses of the Nash equilibrium concept by requiring sequential rationality and other beneficial properties. One of the most attractive refinement concepts is quasi-perfect equilibrium. While quasiperfection has been studied in extensive-form games, it is poorly understood in Stackelberg settings—that is, settings where a leader can commit to a strategy—which are important for modeling, for example, security games. In this paper, we introduce the axiomatic definition of quasi-perfect Stackelberg equilibrium. We develop a broad class of game perturbation schemes that lead to them in the limit. Our class of perturbation schemes strictly generalizes prior perturbation schemes introduced for the computation of (non-Stackelberg) quasi-perfect equilibria. Based on our perturbation schemes, we develop a branch-and-bound algorithm for computing a quasi-perfect Stackelberg equilibrium. It leverages a perturbed variant of the linear program for computing a Stackelberg extensive-form correlated equilibrium. Experiments show that our algorithm can be used to find an approximate quasi-perfect Stackelberg equilibrium in games with thousands of nodes. Alberto Marchesi 0001, Gabriele Farina, Christian Kroer, Nicola Gatti 0001, Tuomas Sandholm |
AAAI | 3 |
| 2019 | Stable-Predictive Optimistic Counterfactual Regret MinimizationabstractThe CFR framework has been a powerful tool for solving large-scale extensive-form games in practice. However, the theoretical rate at which past CFR-based algorithms converge to the Nash equilibrium is on the order of $O(T^{-1/2})$, where $T$ is the number of iterations. In contrast, first-order methods can be used to achieve a $O(T^{-1})$ dependence on iterations, yet these methods have been less successful in practice. In this work we present the first CFR variant that breaks the square-root dependence on iterations. By combining and extending recent advances on predictive and stable regret minimizers for the matrix-game setting we show that it is possible to leverage “optimistic” regret minimizers to achieve a $O(T^{-3/4})$ convergence rate within CFR. This is achieved by introducing a new notion of stable-predictivity, and by setting the stability of each counterfactual regret minimizer relative to its location in the decision tree. Experiments show that this method is faster than the original CFR algorithm, although not as fast as newer variants, in spite of their worst-case $O(T^{-1/2})$ dependence on iterations. Gabriele Farina, Christian Kroer, Noam Brown, Tuomas Sandholm |
ICML | 2 |
| 2019 | Regret Circuits: Composability of Regret MinimizersabstractRegret minimization is a powerful tool for solving large-scale problems; it was recently used in breakthrough results for large-scale extensive-form game solving. This was achieved by composing simplex regret minimizers into an overall regret-minimization framework for extensive-form game strategy spaces. In this paper we study the general composability of regret minimizers. We derive a calculus for constructing regret minimizers for composite convex sets that are obtained from convexity-preserving operations on simpler convex sets. We show that local regret minimizers for the simpler sets can be combined with additional regret minimizers into an aggregate regret minimizer for the composite set. As one application, we show that the CFR framework can be constructed easily from our framework. We also show ways to include curtailing (constraining) operations into our framework. For one, they enable the construction of CFR generalization for extensive-form games with general convex strategy constraints that can cut across decision points. Gabriele Farina, Christian Kroer, Tuomas Sandholm |
ICML | 2 |
| 2019 | Optimistic Regret Minimization for Extensive-Form Games via Dilated Distance-Generating FunctionsabstractWe study the performance of optimistic regret-minimization algorithms for both minimizing regret in, and computing Nash equilibria of, zero-sum extensive-form games. In order to apply these algorithms to extensive-form games, a distance-generating function is needed. We study the use of the dilated entropy and dilated Euclidean distance functions. For the dilated Euclidean distance function we prove the first explicit bounds on the strong-convexity parameter for general treeplexes. Furthermore, we show that the use of dilated distance-generating functions enable us to decompose the mirror descent algorithm, and its optimistic variant, into local mirror descent algorithms at each information set. This decomposition mirrors the structure of the counterfactual regret minimization framework, and enables important techniques in practice, such as distributed updates and pruning of cold parts of the game tree. Our algorithms provably converge at a rate of $T^{-1}$, which is superior to prior counterfactual regret minimization algorithms. We experimentally compare to the popular algorithm CFR+, which has a theoretical convergence rate of $T^{-0.5}$ in theory, but is known to often converge at a rate of $T^{-1}$, or better, in practice. We give an example matrix game where CFR+ experimentally converges at a relatively slow rate of $T^{-0.74}$, whereas our optimistic methods converge faster than $T^{-1}$. We go on to show that our fast rate also holds in the Kuhn poker game, which is an extensive-form game. For games with deeper game trees however, we find that CFR+ is still faster. Finally we show that when the goal is minimizing regret, rather than computing a Nash equilibrium, our optimistic methods can outperform CFR+, even in deep game trees. Gabriele Farina, Christian Kroer, Tuomas Sandholm |
NeurIPS | 2 |
| 2019 | Robust Multi-agent Counterfactual PredictionabstractWe consider the problem of using logged data to make predictions about what would happen if we changed the `rules of the game' in a multi-agent system. This task is difficult because in many cases we observe actions individuals take but not their private information or their full reward functions. In addition, agents are strategic, so when the rules change, they will also change their actions. Existing methods (e.g. structural estimation, inverse reinforcement learning) assume that agents' behavior comes from optimizing some utility or that the system is in equilibrium. They make counterfactual predictions by using observed actions to learn the underlying utility function (a.k.a. type) and then solving for the equilibrium of the counterfactual environment. This approach imposes heavy assumptions such as the rationality of the agents being observed and a correct model of the environment and agents' utility functions. We propose a method for analyzing the sensitivity of counterfactual conclusions to violations of these assumptions, which we call robust multi-agent counterfactual prediction (RMAC). We provide a first-order method for computing RMAC bounds. We apply RMAC to classic environments in market design: auctions, school choice, and social choice. Alexander Peysakhovich, Christian Kroer, Adam Lerer |
NeurIPS | 2 |
| 2018 | Robust Stackelberg Equilibria in Extensive-Form Games and Extension to Limited LookaheadabstractStackelberg equilibria have become increasingly important as a solution concept in computational game theory, largely inspired by practical problems such as security settings. In practice, however, there is typically uncertainty regarding the model about the opponent. This paper is, to our knowledge, the first to investigate Stackelberg equilibria under uncertainty in extensive-form games, one of the broadest classes of game. We introduce robust Stackelberg equilibria, where the uncertainty is about the opponent’s payoffs, as well as ones where the opponent has limited lookahead and the uncertainty is about the opponent’s node evaluation function. We develop a new mixed-integer program for the deterministic limited-lookahead setting. We then extend the program to the robust setting for Stackelberg equilibrium under unlimited and under limited lookahead by the opponent. We show that for the specific case of interval uncertainty about the opponent’s payoffs (or about the opponent’s node evaluations in the case of limited lookahead), robust Stackelberg equilibria can be computed with a mixed-integer program that is of the same asymptotic size as that for the deterministic setting. Christian Kroer, Gabriele Farina, Tuomas Sandholm |
AAAI | 1 |
| 2018 | Trembling-Hand Perfection in Extensive-Form Games with CommitmentabstractWe initiate the study of equilibrium refinements based on trembling-hand perfection in extensive-form games with commitment strategies, that is, where one player commits to a strategy first. We show that the standard strong (and weak) Stackelberg equilibria are not suitable for trembling-hand perfection, because the limit of a sequence of such strong (weak) Stackelberg commitment strategies of a perturbed game may not be a strong (weak) Stackelberg equilibrium itself. However, we show that the universal set of all Stackelberg equilibria (i.e., those that are optimal for at least some follower response function) is natural for trembling- hand perfection: it does not suffer from the problem above. We also prove that determining the existence of a Stackelberg equilibrium--refined or not--that gives the leader expected value at least v is NP-hard. This significantly extends prior complexity results that were specific to strong Stackelberg equilibrium. Gabriele Farina, Alberto Marchesi 0001, Christian Kroer, Nicola Gatti 0001, Tuomas Sandholm |
IJCAI | 3 |
| 2018 | Solving Large Sequential Games with the Excessive Gap TechniqueabstractThere has been tremendous recent progress on equilibrium-finding algorithms for zero-sum imperfect-information extensive-form games, but there has been a puzzling gap between theory and practice. First-order methods have significantly better theoretical convergence rates than any counterfactual-regret minimization (CFR) variant. Despite this, CFR variants have been favored in practice. Experiments with first-order methods have only been conducted on small- and medium-sized games because those methods are complicated to implement in this setting, and because CFR variants have been enhanced extensively for over a decade they perform well in practice. In this paper we show that a particular first-order method, a state-of-the-art variant of the excessive gap technique---instantiated with the dilated entropy distance function---can efficiently solve large real-world problems competitively with CFR and its variants. We show this on large endgames encountered by the Libratus poker AI, which recently beat top human poker specialist professionals at no-limit Texas hold'em. We show experimental results on our variant of the excessive gap technique as well as a prior version. We introduce a numerically friendly implementation of the smoothed best response computation associated with first-order methods for extensive-form game solving. We present, to our knowledge, the first GPU implementation of a first-order method for extensive-form games. We present comparisons of several excessive gap technique and CFR variants. Christian Kroer, Gabriele Farina, Tuomas Sandholm |
NeurIPS | 1 |
| 2018 | A Unified Framework for Extensive-Form Game Abstraction with BoundsabstractAbstraction has long been a key component in the practical solving of large-scale extensive-form games. Despite this, abstraction remains poorly understood. There have been some recent theoretical results but they have been confined to specific assumptions on abstraction structure and are specific to various disjoint types of abstraction, and specific solution concepts, for example, exact Nash equilibria or strategies with bounded immediate regret. In this paper we present a unified framework for analyzing abstractions that can express all types of abstractions and solution concepts used in prior papers with performance guarantees---while maintaining comparable bounds on abstraction quality. Moreover, our framework gives an exact decomposition of abstraction error in a much broader class of games, albeit only in an ex-post sense, as our results depend on the specific strategy chosen. Nonetheless, we use this ex-post decomposition along with slightly weaker assumptions than prior work to derive generalizations of prior bounds on abstraction quality. We also show, via counterexample, that such assumptions are necessary for some games. Finally, we prove the first bounds for how $\epsilon$-Nash equilibria computed in abstractions perform in the original game. This is important because often one cannot afford to compute an exact Nash equilibrium in the abstraction. All our results apply to general-sum n-player games. Christian Kroer, Tuomas Sandholm |
NeurIPS | 1 |
| 2018 | Multiplicative Pacing Equilibria in Auction Markets
Vincent Conitzer, Christian Kroer, Eric Sodomka, Nicolás E. Stier Moses |
WINE | 2 |
| 2017 | Dynamic Thresholding and Pruning for Regret MinimizationabstractRegret minimization is widely used in determining strategies for imperfect-information games and in online learning. In large games, computing the regrets associated with a single iteration can be slow. For this reason, pruning — in which parts of the decision tree are not traversed in every iteration — has emerged as an essential method for speeding up iterations in large games. The ability to prune is a primary reason why the Counterfactual Regret Minimization (CFR) algorithm using regret matching has emerged as the most popular iterative algorithm for imperfect-information games, despite its relatively poor convergence bound. In this paper, we introduce dynamic thresholding, in which a threshold is set at every iteration such that any action in the decision tree with probability below the threshold is set to zero probability. This enables pruning for the first time in a wide range of algorithms. We prove that dynamic thresholding can be applied to Hedge while increasing its convergence bound by only a constant factor in terms of number of iterations. Experiments demonstrate a substantial improvement in performance for Hedge as well as the excessive gap technique. Noam Brown, Christian Kroer, Tuomas Sandholm |
AAAI | 2 |
| 2017 | Regret Minimization in Behaviorally-Constrained Zero-Sum GamesabstractNo-regret learning has emerged as a powerful tool for solving extensive-form games. This was facilitated by the counterfactual-regret minimization (CFR) framework, which relies on the instantiation of regret minimizers for simplexes at each information set of the game. We use an instantiation of the CFR framework to develop algorithms for solving behaviorally-constrained (and, as a special case, perturbed in the Selten sense) extensive-form games, which allows us to compute approximate Nash equilibrium refinements. Nash equilibrium refinements are motivated by a major deficiency in Nash equilibrium: it provides virtually no guarantees on how it will play in parts of the game tree that are reached with zero probability. Refinements can mend this issue, but have not been adopted in practice, mostly due to a lack of scalable algorithms. We show that, compared to standard algorithms, our method finds solutions that have substantially better refinement properties, while enjoying a convergence rate that is comparable to that of state-of-the-art algorithms for Nash equilibrium computation both in theory and practice. Gabriele Farina, Christian Kroer, Tuomas Sandholm |
ICML | 2 |
| 2017 | Smoothing Method for Approximate Extensive-Form Perfect EquilibriumabstractNash equilibrium is a popular solution concept for solving imperfect-information games in practice. However, it has a major drawback: it does not preclude suboptimal play in branches of the game tree that are not reached in equilibrium. Equilibrium refinements can mend this issue, but have experienced little practical adoption. This is largely due to a lack of scalable algorithms.Sparse iterative methods, in particular first-order methods, are known to be among the most effective algorithms for computing Nash equilibria in large-scale two-player zero-sum extensive-form games. In this paper, we provide, to our knowledge, the first extension of these methods to equilibrium refinements. We develop a smoothing approach for behavioral perturbations of the convex polytope that encompasses the strategy spaces of players in an extensive-form game. This enables one to compute an approximate variant of extensive-form perfect equilibria. Experiments show that our smoothing approach leads to solutions with dramatically stronger strategies at information sets that are reached with low probability in approximate Nash equilibria, while retaining the overall convergence rate associated with fast algorithms for Nash equilibrium. This has benefits both in approximate equilibrium finding (such approximation is necessary in practice in large games) where some probabilities are low while possibly heading toward zero in the limit, and exact equilibrium computation where the low probabilities are actually zero. Christian Kroer, Gabriele Farina, Tuomas Sandholm |
IJCAI | 1 |
| 2017 | Theoretical and Practical Advances on Smoothing for Extensive-Form GamesabstractSparse iterative methods, in particular first-order methods, are known to be among the most effective in solving large-scale two-player zero-sum extensive-form games. The convergence rates of these methods depend heavily on the properties of the distance-generating function that they are based on. We investigate the acceleration of first-order methods for solving extensive-form games through better design of the dilated entropy function---a class of distance-generating functions related to the domains associated with the extensive-form games. By introducing a new weighting scheme for the dilated entropy function, we develop the first distance-generating function for the strategy spaces of sequential games that only a logarithmic dependence on the branching factor of the player. This result improves the convergence rate of several first-order methods by a factor of Ω(bdd), where b is the branching factor of the player, and d is the depth of the game tree. Christian Kroer, Kevin Waugh, Fatma Kilinç-Karzan, Tuomas Sandholm |
EC | 1 |
| 2016 | Sequential Planning for Steering Immune System Adaptation
Christian Kroer, Tuomas Sandholm |
IJCAI | 1 |
| 2016 | Arbitrage-Free Combinatorial Market Making via Integer ProgrammingabstractWe present a new combinatorial market maker that operates arbitrage-free combinatorial prediction markets specified by integer programs. Although the problem of arbitrage-free pricing, while maintaining a bound on the subsidy provided by the market maker, is #P-hard in the worst case, we posit that the typical case might be amenable to modern integer programming (IP) solvers. At the crux of our method is the Frank-Wolfe (conditional gradient) algorithm which is used to implement a Bregman projection aligned with the market maker's cost function, using an IP solver as an oracle. We demonstrate the tractability and improved accuracy of our approach on real-world prediction market data from combinatorial bets placed on the 2010 NCAA Men's Division I Basketball Tournament, where the outcome space is of size $2^{63}$. To our knowledge, this is the first implementation and empirical evaluation of an arbitrage-free combinatorial prediction market on this scale. Christian Kroer, Miroslav Dudík, Sébastien Lahaie, Sivaraman Balakrishnan |
EC | 1 |
| 2016 | Imperfect-Recall Abstractions with Bounds in GamesabstractImperfect-recall abstraction has emerged as the leading paradigm for practical large-scale equilibrium computation in imperfect-information games. However, imperfect-recall abstractions are poorly understood, and only weak algorithm-specific guarantees on solution quality are known. We develop the first general, algorithm-agnostic, solution quality guarantees for Nash equilibria and approximate self-trembling equilibria computed in imperfect-recall abstractions, when implemented in the original (perfect-recall) game. Our results are for a class of games that generalizes the only previously known class of imperfect-recall abstractions for which any such results have been obtained. Further, our analysis is tighter in two ways, each of which can lead to an exponential reduction in the solution quality error bound. Christian Kroer, Tuomas Sandholm |
EC | 1 |
| 2016 | Symbolic Configuration for Interactive Container Ship Stowage PlanningabstractLow‐cost containerized shipping requires high‐quality stowage plans. Scalable stowage planning optimization algorithms have been developed recently. All of these algorithms, however, produce monolithic solutions that are hard for stowage coordinators to modify, which is necessary in practice owing to exceptions and operational disruptions. This article introduces an approach for modifying a stowage plan interactively without breaking its constraints. We focus on rearranging the containers in a single‐bay section and show two approaches for providing complete and backtrack‐free decision support using symbolic configuration techniques, one based on binary decision diagrams and one based on DPLL solvers. We show that binary decision diagrams can be used to solve real‐world sized instances of a single bay, and that search‐based solvers can be used to solve simplified instances going beyond a single bay. Christian Kroer, Martin Kjær Svendsen, Rune Møller Jensen, Joseph Kiniry, Eilif Leknes |
Comput. Intell. | 1 |
| 2015 | Limited Lookahead in Imperfect-Information Games
Christian Kroer, Tuomas Sandholm |
IJCAI | 1 |
| 2015 | Faster First-Order Methods for Extensive-Form Game SolvingabstractWe study the problem of computing a Nash equilibrium in large-scale two-player zero-sum extensive-form games. While this problem can be solved in polynomial time, first-order or regret-based methods are usually preferred for large games. Regret-based methods have largely been favored in practice, in spite of their theoretically inferior convergence rates. In this paper we investigate the acceleration of first-order methods both theoretically and experimentally. An important component of many first-order methods is a distance-generating function. Motivated by this, we investigate a specific distance-generating function, namely the dilated entropy function, over treeplexes, which are convex polytopes that encompass the strategy spaces of perfect-recall extensive-form games. We develop significantly stronger bounds on the associated strong convexity parameter. In terms of extensive-form game solving, this improves the convergence rate of several first-order methods by a factor of O((#information sets ⋅ depth ⋅ M)/(2depth)) where M is the maximum value of the l1 norm over the treeplex encoding the strategy spaces. Experimentally, we investigate the performance of three first-order methods (the excessive gap technique, mirror prox, and stochastic mirror prox) and compare their performance to the regret-based algorithms. In order to instantiate stochastic mirror prox, we develop a class of gradient sampling schemes for game trees. Equipped with our distance-generating function and sampling scheme, we find that mirror prox and the excessive gap technique outperform the prior regret-based methods for finding medium accuracy solutions Christian Kroer, Kevin Waugh, Fatma Kilinç-Karzan, Tuomas Sandholm |
EC | 1 |
| 2014 | Extensive-form game abstraction with boundsabstractAbstraction has emerged as a key component in solving extensive-form games of incomplete information. However, lossless abstractions are typically too large to solve, so lossy abstraction is needed. All prior lossy abstraction algorithms for extensive-form games either 1) had no bounds on solution quality or 2) depended on specific equilibrium computation approaches, limited forms of abstraction, and only decreased the number of information sets rather than nodes in the game tree. We introduce a theoretical framework that can be used to give bounds on solution quality for any perfect-recall extensive-form game. The framework uses a new notion for mapping abstract strategies to the original game, and it leverages a new equilibrium refinement for analysis. Using this framework, we develop the first general lossy extensive-form game abstraction method with bounds. Experiments show that it finds a lossless abstraction when one is available and lossy abstractions when smaller abstractions are desired. While our framework can be used for lossy abstraction, it is also a powerful tool for lossless abstraction if we set the bound to zero. Prior abstraction algorithms typically operate level by level in the game tree. We introduce the extensive-form game tree isomorphism and action subset selection problems, both important problems for computing abstractions on a level-by-level basis. We show that the former is graph isomorphism complete, and the latter NP-complete. We also prove that level-by-level abstraction can be too myopic and thus fail to find even obvious lossless abstractions. Christian Kroer, Tuomas Sandholm |
EC | 1 |
| 2014 | Power napping with loud neighbors: optimal energy-constrained jamming and anti-jammingabstractThe openness of wireless communication and the recent development of software-defined radio technology, respectively, provide a low barrier and a wide range of capabilities for misbehavior, attacks, and defenses against attacks. In this work we present finite-energy jamming games, a game model that allows a jammer and sender to choose (1) whether to transmit or sleep, (2) a power level to transmit with, and (3) what channel to transmit on. We also allow the jammer to choose on how many channels it simultaneously attacks. A major addition in finite-energy jamming games is that the jammer and sender both have a limited amount of energy which is drained according to the actions a player takes. Bruce DeBruhl, Christian Kroer, Anupam Datta, Tuomas Sandholm, Patrick Tague |
WISEC | 2 |
| 2011 | Feature Filtering for Instance-Specific Algorithm ConfigurationabstractInstance-Specific Algorithm Configuration (ISAC) is a novel general technique for automatically generating and tuning algorithm portfolios. The approach has been very successful in practice, but up to now it has been committed to using all the features it was provided. However, traditional feature filtering techniques are not applicable, requiring multiple computationally expensive tuning steps during the evaluation stage. To this end, we show three new evaluation functions that use precomputed runtimes of a collection of untuned solvers to quickly evaluate subsets of features. One of our proposed functions even shows how to generate such an effective collection of solvers when only one highly parameterized solver is available. Using these new functions, we show that the number of features used by ISAC can be reduced to less than a quarter of the original number while often providing significant performance gains. We present numerical results on both SAT and CP domains. Christian Kroer, Yuri Malitsky |
ICTAI | 1 |