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Christian Kroer

Publications and source records attributed to Christian Kroer.

At least 19 recordsLinked to original sources

Ex-Post Equilibria: Structure and Computation

This paper studies ex-post equilibria (EPEs) in simultaneous-move games with parameter uncertainty. We first compare EPEs with existing notions of robust equilibrium and provide a general foundation for EPEs as a solution concept for games with parameter uncertainty, and we show that EPEs are fully characterized by two game-theoretic properties (monotonicity and set-consistency). Since ex-post equilibria may fail to exist, we introduce the notion of an optimal approximate ex-post equilibrium, in which players adopt approximate best responses while minimizing the degree of suboptimality. We study the problem of computing EPEs and optimal approximate EPEs, focusing on two important classes of games: zero-sum games and concave potential games. We provide several hardness results, as well as a general class of computational approaches based on auxiliary minimax formulations.

cs.GT

Fully Distributed T\^atonnement for Chores Markets

We study price-adjustment dynamics for computing competitive equilibria (CE) in Fisher markets with chores. Unlike in classical goods markets, prices in chores markets are payments for taking on undesirable tasks, and natural excess-demand dynamics can fail; even the na\"ive analogue of Walrasian t\^atonnement may diverge. Recent work of Chaudhury et al. [2025] overcomes this obstacle via relative t\^atonnement, which subtracts the average excess-demand signal from the excess demand vector. This recovers convergence, but at the cost of coupling the price updates across all chores. This leaves open whether such global coupling is inherent, or whether convergent t\^atonnement can be recovered through a genuinely local update in which each chore reacts only to its own excess demand. We answer this question affirmatively through multiplicative t\^atonnement, a fully distributed dynamics in which each chore price is updated using only its current price and its own excess-demand signal. Although the update contains no explicit normalization term, Walras' law and the multiplicative form of the update implicitly preserve the relevant aggregate price geometry. We prove that multiplicative t\^atonnement converges to a CE in any chores Fisher market with continuous, convex, and $1$-homogeneous (CCH) disutilities. For convex CES disutilities, we further prove an approximate-CE convergence rate with the same $O(1/\varepsilon^2)$ dependence as relative t\^atonnement, but with improved dependence on problem constants. Experiments on real-world and simulated instances show that multiplicative t\^atonnement is substantially faster in practice, often by an order of magnitude.

cs.GT

Competitive Equilibrium in Labor Economies through the Lens of Goods and Chores Fisher Markets

In this paper, we study a two-sided labor market that couples the classical Fisher market with goods and the Fisher market with bads into a single unified framework. In our model, users demand tasks in order to derive utility, while workers supply labor to perform these tasks in exchange for earnings. Each task thus plays a dual role: it is a good for the user side of the market and a chore for the worker side. Given prices for tasks, users choose utility-maximizing bundles subject to budgets, while workers choose disutility-minimizing task bundles subject to earning requirements; the resulting choices induce demand and supply endogenously for each task, and a CE corresponds to prices at which these coincide. We show that such markets are guaranteed to admit a CE in a very general setting, and the first and second welfare theorems hold for our labor market model. We next study the computation of equilibria under linear preferences. We show that, similar to the chores setting, equilibria correspond to KKT points of an Eisenberg-Gale-like non-convex program. Despite the non-convex characterization, we go on to show a set of surprisingly positive results. First, we show that there exists a polynomial-time combinatorial algorithm for computing CE, which relies on a natural Walrasian scheme for updating prices. In the "CEEI-like" case, this yields a strongly polynomial-time algorithm. We next show that our market admits a natural dual program, and this non-convex labor-market program admits a change of variables that transforms it into a linear program (albeit with irrational coefficients). Finally, leveraging this LP, we give yet another polynomial-time algorithm while deriving an approach for addressing the irrational coefficients in an efficient manner. We note that, even for goods-only linear Fisher markets, obtaining such an LP formulation remains open.

cs.GT

Efficient Exploration for Iterative Nash Preference Optimization

Preference alignment is central to improving large language models, but standard reward-based formulations can be restrictive when human preferences are cyclic, non-transitive, or otherwise not representable by a scalar reward. Nash Learning from Human Feedback (NLHF) addresses this limitation by modeling alignment as a preference game and targeting a Nash equilibrium rather than a reward maximizer. However, the learning-theoretic foundations of scalable NLHF remain limited. Existing regret guarantees rely on oracle-based methods that estimate a general preference model and solve KL-regularized minimax problems, while iterative NLHF methods directly optimize policy-level preference losses and are easier to implement but lack regret guarantees. We study online iterative NLHF under general preference models and identify exploration as the key obstacle. First, we show that standard iterative NLHF can suffer an exponential dependence on the KL-regularization parameter, revealing that implicit exploration through policy updates is insufficient for controlling regret. Second, we propose an explicitly exploratory iterative NLHF algorithm that combines SFT-based regularization with adversarial policy exploration. The resulting method retains the direct policy optimization structure of iterative NLHF, avoids explicit preference model estimation, and achieves an $O(\sqrt{T})$ regret bound without an exponential dependence on the KL-regularization parameter. We show that the regret can be improved to $O(\log(T))$ with access to a minimax oracle, clarifying the computational-statistical tradeoff in learning general preference games. Finally, we instantiate our method for LLM fine-tuning and evaluate it on \texttt{Llama-3-8B-Instruct} across multiple benchmarks, where explicit exploration yields consistent improvements over existing NLHF baselines.

cs.LG

Online Generalized-mean Welfare Maximization: Achieving Near-Optimal Regret from Samples

We study online fair allocation of $T$ sequentially arriving items among $n$ agents with heterogeneous preferences, with the objective of maximizing generalized-mean welfare, defined as the $p$-mean of agents' time-averaged utilities, with $p\in (-\infty, 1)$. We first consider the i.i.d. arrival model and show that the pure greedy algorithm -- which myopically chooses the welfare-maximizing integral allocation -- achieves $\widetilde{O}(1/T)$ average regret. Importantly, in contrast to prior work, our algorithm does not require distributional knowledge and achieves the optimal regret rate using only the online samples. We then go beyond i.i.d. arrivals and investigate a nonstationary model with time-varying independent distributions. In the absence of additional data about the distributions, it is known that every online algorithm must suffer $\Omega(1)$ average regret. We show that only a single historical sample from each distribution is sufficient to recover the optimal $\widetilde{O}(1/T)$ average regret rate, even in the face of arbitrary non-stationarity. Our algorithms are based on the re-solving paradigm: they assume that the remaining items will be the ones seen historically in those periods and solve the resulting welfare-maximization problem to determine the decision in every period. Finally, we also account for distribution shifts that may distort the fidelity of historical samples and show that the performance of our re-solving algorithms is robust to such shifts.

cs.GT

A Direct Second-Order Method for Solving Two-Player Zero-Sum Games

We introduce, to our knowledge, the first direct second-order method for computing Nash equilibria in two-player zero-sum games. To do so, we construct a Douglas-Rachford-style splitting formulation, which we then solve with a semi-smooth Newton (SSN) method. We show that our algorithm enjoys local superlinear convergence. In order to augment the fast local behavior of our SSN method with global efficiency guarantees, we develop a hybrid method that combines our SSN method with the state-of-the-art first-order method for game solving, Predictive Regret Matching$^+$ (PRM$^+$). Our hybrid algorithm leverages the global progress provided by PRM$^+$, while achieving a local superlinear convergence rate once it switches to SSN near a Nash equilibrium. Numerical experiments on matrix games demonstrate order-of-magnitude speedups over PRM$^+$ for high-precision solutions.

cs.GT

T\^atonnement Dynamics for Fisher Markets with Chores

In this paper, we initiate the study of t\^atonnement dynamics in markets with chores. T\^atonnement is a fundamental market dynamics, capturing 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 utilities, no analogous results are known for chore markets. Analyzing t\^atonnement in the chores market presents new challenges. Several elegant structural properties that facilitate convergence in goods markets-such as convexity of the equilibrium price set and monotonicity of excess demand under the t\^atonnement price updates-fail to hold in the chore setting. Consistent with these difficulties, we first show that na\"ive t\^atonnement diverges. To overcome this, we propose a modified process called relative t\^atonnement, where prices are updated according to normalized excess demand. We prove its convergence to a CE under suitable step-size choices for a broad class of disutility functions, namely continuous, convex, and 1-homogeneous (CCH) disutilities. This class includes many standard forms such as linear and convex CES disutilities. Our proof proceeds by introducing a nonsmooth, nonconvex yet regular objective function-a generalization of the objective in the Eisenberg-Gale-type dual program introduced by [CKMN24]. For convex CES disutilities, where disutility is the weighted $p$-norm of the individual chore disutilities for $p \in (1, \infty)$, we show that relative t\^atonnement converges to an $\varepsilon$-CE in $O(1/\varepsilon^2)$ iterations. This quadratic convergence rate is established by leveraging the polar gauge (or gauge dual) of the disutility function. Finally, following the framework of [AH58], we analyze the stability of CE and provide a complete characterization of local stability.

cs.GT

Colonel Blotto with Battlefield Games

We 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.

cs.GT

The Bias-Variance Tradeoff in Data-Driven Optimization: A Local Misspecification Perspective

Data-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.

stat.ML

On the $O(1/T)$ Convergence of Alternating Gradient Descent-Ascent in Bilinear Games

We study the alternating gradient descent-ascent (AltGDA) algorithm in two-player zero-sum games. Alternating methods, where players take turns to update their strategies, have long been recognized as simple and practical approaches for learning in games, exhibiting much better numerical performance than their simultaneous counterparts. However, our theoretical understanding of alternating algorithms remains limited, and results are mostly restricted to the unconstrained setting. We show that for two-player zero-sum games that admit an interior Nash equilibrium, AltGDA converges at an $O(1/T)$ ergodic convergence rate when employing a small constant stepsize. This is the first result showing that alternation improves over the simultaneous counterpart of GDA in the constrained setting. For games without an interior equilibrium, we show an $O(1/T)$ local convergence rate with a constant stepsize that is independent of any game-specific constants. In a more general setting, we develop a performance estimation programming (PEP) framework to jointly optimize the AltGDA stepsize along with its worst-case convergence rate. The PEP results indicate that AltGDA may achieve an $O(1/T)$ convergence rate for a finite horizon $T$, whereas its simultaneous counterpart appears limited to an $O(1/\sqrt{T})$ rate.

cs.GT

Contested Route Planning

We consider the problem of routing for logistics purposes, in a contested environment where an adversary attempts to disrupt the vehicle along the chosen route. We construct a game-theoretic model that captures the problem of optimal routing in such an environment. While basic robust deterministic routing plans are already challenging to devise, they tend to be predictable, which can limit their effectiveness. By introducing calculated randomness via modeling the route planning process as a two-player zero-sum game, we compute immediately deployable plans that are diversified and harder to anticipate. Although solving the game exactly is intractable in theory, our use of the double-oracle framework enables us to achieve computation times on the order of seconds, making the approach operationally viable. In particular, the framework is modular enough to accommodate specialized routing algorithms as oracles. We evaluate our method on real-world scenarios, showing that it scales effectively to realistic problem sizes and significantly benefits from explicitly modeling the adversary's capabilities, as demonstrated through ablation studies and comparisons with baseline approaches.

cs.GT

Spatial Branch-and-Bound for Computing Multiplayer Nash Equilibrium

Equilibria 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-sum normal-form games with two 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 formulation of the Nash equilibrium computation problem as a polynomial complementarity problem and develop a complete and sound spatial branch-and-bound algorithm based on this formulation. We provide a qualitative analysis arguing why one should expect our approach to perform well, and show the relationship between approximate solutions to our formulation and that of computing an approximate Nash equilibrium. Empirical evaluations demonstrate that our algorithm substantially outperforms existing complete methods.

cs.GT

No-Regret Learning Under Adversarial Resource Constraints: A Spending Plan Is All You Need!

We 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 reward 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.

cs.LG

GUARD: Constructing Realistic Two-Player Matrix and Security Games for Benchmarking Game-Theoretic Algorithms

Game-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.

cs.GT

Strongly Convex Maximization via the Frank-Wolfe Algorithm with the Kurdyka-{\L}ojasiewicz Inequality

We study the convergence properties of the 'greedy' Frank-Wolfe algorithm with a unit step size, for a convex maximization problem over a compact set. We assume the function satisfies smoothness and strong convexity. These assumptions together with the Kurdyka-{\L}ojasiewicz (KL) property, allow us to derive global asymptotic convergence for the sequence generated by the algorithm. Furthermore, we also derive a convergence rate that depends on the geometric properties of the problem. To illustrate the implications of the convergence result obtained, we prove a new convergence result for a sparse principal component analysis algorithm, propose a convergent reweighted $\ell_1$ minimization algorithm for compressed sensing, and design a new algorithm for the semidefinite relaxation of the Max-Cut problem.

math.OC

Computing Lindahl Equilibrium for Public Goods with and without Funding Caps

Lindahl equilibrium is a solution concept for allocating a fixed budget across several divisible public goods. It always lies in the weak 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. In the uncapped setting, each of the public goods can absorb any amount of funding. In this case, it is known that Lindahl equilibrium is equivalent to maximizing Nash social welfare, and this allocation can be computed by a public-goods variant of the proportional response dynamics. We introduce a new convex programming formulation for computing this solution and show that it is related to Nash welfare maximization through double duality and reformulation. We then show that the proportional response dynamics is equivalent to running mirror descent on our new formulation. Our new formulation has similarities to Shmyrev's convex program for Fisher market equilibrium. In the capped setting, each public good has an upper bound on the amount of funding it can receive, which is a type of constraint that appears in fractional committee selection and participatory budgeting. In this setting, existence of Lindahl equilibrium was only known via fixed-point arguments. The existence of an efficient algorithm computing one has been a long-standing open question. We prove that our new convex program continues to work when the cap constraints are added, and its optimal solutions are Lindahl equilibria. Thus, we establish that approximate Lindahl equilibrium can be efficiently computed. Our result also implies that approximately core-stable allocations can be efficiently computed for the class of separable piecewise-linear concave (SPLC) utilities.

cs.GT

On Separation Between Best-Iterate, Random-Iterate, and Last-Iterate Convergence of Learning in Games

Non-ergodic convergence of learning dynamics in games is widely studied recently because of its importance in both theory and practice. Recent work (Cai et al., 2024) showed that a broad class of learning dynamics, including Optimistic Multiplicative Weights Update (OMWU), can exhibit arbitrarily slow last-iterate convergence even in simple $2 \times 2$ matrix games, despite many of these dynamics being known to converge asymptotically in the last iterate. It remains unclear, however, whether these algorithms achieve fast non-ergodic convergence under weaker criteria, such as best-iterate convergence. We show that for $2\times 2$ matrix games, OMWU achieves an $O(T^{-1/6})$ best-iterate convergence rate, in stark contrast to its slow last-iterate convergence in the same class of games. Furthermore, we establish a lower bound showing that OMWU does not achieve any polynomial random-iterate convergence rate, measured by the expected duality gaps across all iterates. This result challenges the conventional wisdom that random-iterate convergence is essentially equivalent to best-iterate convergence, with the former often used as a proxy for establishing the latter. Our analysis uncovers a new connection to dynamic regret and presents a novel two-phase approach to best-iterate convergence, which could be of independent interest.

cs.LG

Commitment to Sparse Strategies in Two-Player Games

While 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.

cs.GT