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Christian Kroer

Publications and source records attributed to Christian Kroer.

At least 37 records · Page 2Linked to original sources

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-Łojasiewicz 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-Łojasiewicz (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↗

Bootstrapping Fisher Market Equilibrium and First-Price Pacing Equilibrium

The linear Fisher market (LFM) is a basic equilibrium model from economics, which also has applications in fair and efficient resource allocation. First-price pacing equilibrium (FPPE) is a model capturing budget-management mechanisms in first-price auctions. In certain practical settings such as advertising auctions, there is an interest in performing statistical inference over these models. A popular methodology for general statistical inference is the bootstrap procedure. Yet, for LFM and FPPE there is no existing theory for the valid application of bootstrap procedures. 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 devise a bootstrap procedure for FPPE under mild degeneracy conditions by using the powerful tool of epi-convergence theory. Experiments with synthetic and semi-real data verify our theory.

math.ST↗

Statistical Inference and A/B Testing in Fisher Markets and Paced Auctions

We initiate the study of statistical inference and A/B testing for two market equilibrium models: linear Fisher market (LFM) equilibrium and first-price pacing equilibrium (FPPE). LFM arises from fair resource allocation systems such as allocation of food to food banks and notification opportunities to different types of notifications. For LFM, we assume that the data observed is captured by the classical finite-dimensional Fisher market equilibrium, and its steady-state behavior is modeled by a continuous limit Fisher market. The second type of equilibrium we study, FPPE, arises from internet advertising where advertisers are constrained by budgets and advertising opportunities are sold via first-price auctions. For platforms that use pacing-based methods to smooth out the spending of advertisers, FPPE provides a hindsight-optimal configuration of the pacing method. We propose a statistical framework for the FPPE model, in which a continuous limit FPPE models the steady-state behavior of the auction platform, and a finite FPPE provides the data to estimate primitives of the limit FPPE. Both LFM and FPPE have an Eisenberg-Gale convex program characterization, the pillar upon which we derive our statistical theory. We start by deriving basic convergence results for the finite market to the limit market. We then derive asymptotic distributions, and construct confidence intervals. Furthermore, we establish the asymptotic local minimax optimality of estimation based on finite markets. We then show that the theory can be used for conducting statistically valid A/B testing on auction platforms. Synthetic and semi-synthetic experiments verify the validity and practicality of our theory.

cs.GT↗

Last-Iterate Convergence Properties of Regret-Matching Algorithms in Games

We 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.

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↗

Statistical Inference for Fisher Market Equilibrium

Statistical inference under market equilibrium effects has attracted increasing attention recently. In this paper we focus on the specific case of linear Fisher markets. They have been widely use in fair resource allocation of food/blood donations and budget management in large-scale Internet ad auctions. In resource allocation, it is crucial to quantify the variability of the resource received by the agents (such as blood banks and food banks) in addition to fairness and efficiency properties of the systems. For ad auction markets, it is important to establish statistical properties of the platform's revenues in addition to their expected values. To this end, we propose a statistical framework based on the concept of infinite-dimensional Fisher markets. In our framework, we observe a market formed by a finite number of items sampled from an underlying distribution (the "observed market") and aim to infer several important equilibrium quantities of the underlying long-run market. These equilibrium quantities include individual utilities, social welfare, and pacing multipliers. Through the lens of sample average approximation (SSA), we derive a collection of statistical results and show that the observed market provides useful statistical information of the long-run market. In other words, the equilibrium quantities of the observed market converge to the true ones of the long-run market with strong statistical guarantees. These include consistency, finite sample bounds, asymptotics, and confidence. As an extension, we discuss revenue inference in quasilinear Fisher markets.

econ.EM↗

Automated Design of Affine Maximizer Mechanisms in Dynamic Settings

Dynamic 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. In fact, the situation is similar even in static mechanism design. However, in the static case, optimization/machine learning-based automated mechanism design techniques have been successful in finding high-revenue mechanisms in cases beyond the reach of analytical results. 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.

cs.GT↗

On the Convergence of Tâtonnement for Linear Fisher Markets

Tâtonnement 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 step size, 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 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.

cs.GT↗

Interference Among First-Price Pacing Equilibria: A Bias and Variance Analysis

Online A/B testing is widely used in the internet industry to inform decisions on new feature roll-outs. For online marketplaces (such as advertising markets), standard approaches to A/B testing may lead to biased results when buyers operate under a budget constraint, as budget consumption in one arm of the experiment impacts performance of the other arm. To counteract this interference, one can use a budget-split design where the budget constraint operates on a per-arm basis and each arm receives an equal fraction of the budget, leading to ``budget-controlled A/B testing.'' Despite clear advantages of budget-controlled A/B testing, performance degrades when budget are split too small, limiting the overall throughput of such systems. In this paper, 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 experiments on each submarket. Our contributions are as follows: First, we introduce and demonstrate the effectiveness of the parallel budget-controlled A/B test design with submarkets in a large online marketplace environment. Second, we formally define market interference in first-price auction markets using the first price pacing equilibrium (FPPE) framework. Third, we propose a debiased surrogate that eliminates the first-order bias of FPPE, drawing upon the principles of sensitivity analysis in mathematical programs. Fourth, we derive a plug-in estimator for the surrogate and establish its asymptotic normality. Fifth, we 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.

math.ST↗

Fast Last-Iterate Convergence of Learning in Games Requires Forgetful Algorithms

Self-play via online learning is one of the premier ways to solve large-scale two-player 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 $\widetilde{O}(1/T)$ 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 $O(1/\sqrt{T})$, 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 $δ>0$, there exists a $2\times 2$ matrix game such that the algorithm admits a constant duality gap even after $1/δ$ rounds. This class of algorithms includes OMWU and other standard optimistic follow-the-regularized-leader algorithms.

cs.GT↗

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↗

Competitive Equilibrium for Chores: from Dual Eisenberg-Gale to a Fast, Greedy, LP-based Algorithm

We study the computation of competitive equilibrium for Fisher markets with $n$ agents and $m$ divisible chores. Competitive equilibria for chores are known to correspond to the nonzero KKT points of a program that minimizes the product of agent disutilities, which is a non-convex program whose zero points foil iterative optimization methods. We introduce a dual-like analogue of this program, and show that a simple modification to our "dual" program avoids such zero points, while retaining the correspondence between KKT points and competitive equilibria. This allows, for the first time ever, application of iterative optimization methods over a convex region for computing competitive equilibria for chores. We next introduce a greedy Frank-Wolfe algorithm for optimization over our program and show a new state-of-the-art convergence rate to competitive equilibrium. Moreover, our method is significantly simpler than prior methods: each iteration of our method only requires solving a simple linear program. We show through numerical experiments that our method is extremely practical: it easily solves every instance we tried, including instances with hundreds of agents and up to 1000 chores, usually in 10-30 iterations, is simple to implement, and has no numerical issues.

cs.GT↗

On the Optimality of Dilated Entropy and Lower Bounds for Online Learning in Extensive-Form Games

First-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.

cs.LG↗

Contested Logistics: A Game-Theoretic Approach

We introduce Contested Logistics Games, a variant of logistics problems that account for the presence of an adversary that can disrupt the movement of goods in selected areas. We model this as a large two-player zero-sum one-shot game played on a graph representation of the physical world, with the optimal logistics plans described by the (possibly randomized) Nash equilibria of this game. Our logistics model is fairly sophisticated, and is able to handle multiple modes of transport and goods, accounting for possible storage of goods in warehouses, as well as Leontief utilities based on demand satisfied. We prove computational hardness results related to equilibrium finding and propose a practical double-oracle solver based on solving a series of best-response mixed-integer linear programs. We experiment on both synthetic and real-world maps, demonstrating that our proposed method scales to reasonably large games. We also demonstrate the importance of explicitly modeling the capabilities of the adversary via ablation studies and comparisons with a naive logistics plan based on heuristics.

cs.GT↗

Layered Graph Security Games

Security games model strategic interactions in adversarial real-world applications. Such applications often involve extremely large but highly structured strategy sets (e.g., selecting a distribution over all patrol routes in a given graph). In this paper, we represent each player's strategy space using a layered graph whose paths represent an exponentially large strategy space. Our formulation entails not only classic pursuit-evasion games, but also other security games, such as those modeling anti-terrorism and logistical interdiction. We study two-player zero-sum games under two distinct utility models: linear and binary utilities. We show that under linear utilities, Nash equilibrium can be computed in polynomial time, while binary utilities may lead to situations where even computing a best-response is computationally intractable. To this end, we propose a practical algorithm based on incremental strategy generation and mixed integer linear programs. We show through extensive experiments that our algorithm efficiently computes $ε$-equilibrium for many games of interest. We find that target values and graph structure often have a larger influence on running times as compared to the size of the graph per se.

cs.GT↗

Extensive-Form Game Solving via Blackwell Approachability on Treeplexes

In this paper, we 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.

cs.GT↗

Online Learning under Budget and ROI Constraints via Weak Adaptivity

We 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.

cs.GT↗