Christian Kroer

GT
Semantic Scholar Profile
h-index28
42papers
894citations
Novelty59%
AI Score56

42 Papers

GTApr 25, 2022
Uncoupled Learning Dynamics with $O(\log T)$ Swap Regret in Multiplayer Games

Ioannis Anagnostides, Gabriele Farina, Christian Kroer et al.

In 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).

GTJun 17, 2022
Near-Optimal No-Regret Learning Dynamics for General Convex Games

Gabriele Farina, Ioannis Anagnostides, Haipeng Luo et al.

A recent line of work has established uncoupled learning dynamics such that, when employed by all players in a game, each player's \emph{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 $O(\text{polylog} T)$ regret bounds can be obtained for general convex and compact strategy sets -- which occur 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 \emph{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 \emph{lifted} space using a \emph{self-concordant regularizer} that is, peculiarly, not a barrier for the feasible region. Further, 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 \emph{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.

LGMay 31
Efficient Exploration for Iterative Nash Preference Optimization

Tianlong Nan, Xiaopeng Li, Christian Kroer et al.

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.

LGJun 12, 2022
A Unified Approach to Reinforcement Learning, Quantal Response Equilibria, and Two-Player Zero-Sum Games

Samuel Sokota, Ryan D'Orazio, J. Zico Kolter et al.

This work studies an algorithm, which we call magnetic mirror descent, that is inspired by mirror descent and the non-Euclidean proximal gradient algorithm. Our contribution is demonstrating the virtues of magnetic mirror descent as both an equilibrium solver and as an approach to reinforcement learning in two-player zero-sum games. These virtues include: 1) Being the first quantal response equilibria solver to achieve linear convergence for extensive-form games with first order feedback; 2) Being the first standard reinforcement learning algorithm to achieve empirically competitive results with CFR in tabular settings; 3) Achieving favorable performance in 3x3 Dark Hex and Phantom Tic-Tac-Toe as a self-play deep reinforcement learning algorithm.

DSJun 27, 2022
Online Resource Allocation under Horizon Uncertainty

Santiago Balseiro, Christian Kroer, Rachitesh Kumar

We study stochastic online resource allocation: a decision maker needs to allocate limited resources to stochastically-generated sequentially-arriving requests in order to maximize reward. At each time step, requests are drawn independently from a distribution that is unknown to the decision maker. Online resource allocation and its special cases have been studied extensively in the past, but prior results crucially and universally rely on the strong assumption that the total number of requests (the horizon) is known to the decision maker in advance. In many applications, such as revenue management and online advertising, the number of requests can vary widely because of fluctuations in demand or user traffic intensity. In this work, we develop online algorithms that are robust to horizon uncertainty. In sharp contrast to the known-horizon setting, no algorithm can achieve even a constant asymptotic competitive ratio that is independent of the horizon uncertainty. We introduce a novel generalization of dual mirror descent which allows the decision maker to specify a schedule of time-varying target consumption rates, and prove corresponding performance guarantees. We go on to give a fast algorithm for computing a schedule of target consumption rates that leads to near-optimal performance in the unknown-horizon setting. In particular, our competitive ratio attains the optimal rate of growth (up to logarithmic factors) as the horizon uncertainty grows large. Finally, we also provide a way to incorporate machine-learned predictions about the horizon which interpolates between the known and unknown horizon settings.

GTFeb 2, 2023
Online Learning under Budget and ROI Constraints via Weak Adaptivity

Matteo Castiglioni, Andrea Celli, Christian Kroer

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.

GTNov 1, 2023
Last-Iterate Convergence Properties of Regret-Matching Algorithms in Games

Yang Cai, Gabriele Farina, Julien Grand-Clément et al.

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.

GTSep 25, 2022
Optimal Efficiency-Envy Trade-Off via Optimal Transport

Steven Yin, Christian Kroer

We consider the problem of allocating a distribution of items to $n$ recipients where each recipient has to be allocated a fixed, prespecified 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.

GTSep 15, 2022
Computing the optimal distributionally-robust strategy to commit to

Sai Mali Ananthanarayanan, Christian Kroer

The Stackelberg game model, where a leader commits to a strategy and the follower best responds, has found widespread application, particularly to security problems. In the security setting, the goal is for the leader to compute an optimal strategy to commit to, in order to protect some asset. In many of these applications, the parameters of the follower utility model are not known with certainty. Distributionally-robust optimization addresses this issue by allowing a distribution over possible model parameters, where this distribution comes from a set of possible distributions. The goal is to maximize the expected utility with respect to the worst-case distribution. We initiate the study of distributionally-robust models for computing the optimal strategy to commit to. We consider the case of normal-form games with uncertainty about the follower utility model. Our main theoretical result is to show that a distributionally-robust Stackelberg equilibrium always exists across a wide array of uncertainty models. For the case of a finite set of possible follower utility functions we present two algorithms to compute a distributionally-robust strong Stackelberg equilibrium (DRSSE) using mathematical programs. Next, in the general case where there is an infinite number of possible follower utility functions and the uncertainty is represented by a Wasserstein ball around a finitely-supported nominal distribution, we give an incremental mixed-integer-programming-based algorithm for computing the optimal distributionally-robust strategy. Experiments substantiate the tractability of our algorithm on a classical Stackelberg game, showing that our approach scales to medium-sized games.

GTFeb 11
Online Generalized-mean Welfare Maximization: Achieving Near-Optimal Regret from Samples

Zongjun Yang, Rachitesh Kumar, Christian Kroer

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 $Ω(1)$ 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.

LGOct 30, 2024
On the Optimality of Dilated Entropy and Lower Bounds for Online Learning in Extensive-Form Games

Zhiyuan Fan, Christian Kroer, Gabriele Farina

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.

LGJun 16, 2025
No-Regret Learning Under Adversarial Resource Constraints: A Spending Plan Is All You Need!

Francesco Emanuele Stradi, Matteo Castiglioni, Alberto Marchesi et al.

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.

LGMar 4, 2025
On Separation Between Best-Iterate, Random-Iterate, and Last-Iterate Convergence of Learning in Games

Yang Cai, Gabriele Farina, Julien Grand-Clément et al.

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.

MLOct 21, 2025
The Bias-Variance Tradeoff in Data-Driven Optimization: A Local Misspecification Perspective

Haixiang Lan, Luofeng Liao, Adam N. Elmachtoub et al.

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.

GTJun 15, 2024
Fast Last-Iterate Convergence of Learning in Games Requires Forgetful Algorithms

Yang Cai, Gabriele Farina, Julien Grand-Clément et al.

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.

GTMay 24, 2023
Regret Matching+: (In)Stability and Fast Convergence in Games

Gabriele Farina, Julien Grand-Clément, Christian Kroer et al.

Regret 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.

LGFeb 28, 2022
Best of Many Worlds Guarantees for Online Learning with Knapsacks

Andrea Celli, Matteo Castiglioni, Christian Kroer

We 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-many-worlds type framework for this setting, with no-regret guarantees under stochastic, adversarial, and non-stationary 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 best known upper bound bound of $O(\log m \log T)$. 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. In doing so, we show that it can be employed to implement budget-pacing mechanisms in repeated first-price auctions.

OCFeb 24, 2022
Solving optimization problems with Blackwell approachability

Julien Grand-Clément, Christian Kroer

We introduce the Conic Blackwell Algorithm$^+$ (CBA$^+$) regret minimizer, a new parameter- and scale-free regret minimizer for general convex sets. CBA$^+$ is based on Blackwell approachability and attains $O(\sqrt{T})$ regret. We show how to efficiently instantiate CBA$^+$ for many decision sets of interest, including the simplex, $\ell_{p}$ norm balls, and ellipsoidal confidence regions in the simplex. Based on CBA$^+$, we introduce SP-CBA$^+$, a new parameter-free algorithm for solving convex-concave saddle-point problems, which achieves a $O(1/\sqrt{T})$ ergodic rate of convergence. In our simulations, we demonstrate the wide applicability of SP-CBA$^+$ on several standard saddle-point problems, including matrix games, extensive-form games, distributionally robust logistic regression, and Markov decision processes. In each setting, SP-CBA$^+$ achieves state-of-the-art numerical performance, and outperforms classical methods, without the need for any choice of step sizes or other algorithmic parameters.

GTFeb 18, 2022
Single-Leg Revenue Management with Advice

Santiago Balseiro, Christian Kroer, Rachitesh Kumar

Single-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 characterize the Pareto frontier that captures the tradeoff between consistency (performance when advice is accurate) and competitiveness (performance when advice is inaccurate) for every advice. Moreover, we provide an online algorithm that always achieves performance on this Pareto frontier. We also study the class of protection level policies, which is the most widely-deployed technique for single-leg revenue management: we provide an algorithm to incorporate advice into protection levels that optimally trades off consistency and competitiveness. Moreover, we empirically evaluate the performance of these algorithms on synthetic data. We find that our algorithm for protection level policies performs remarkably well on most instances, even if it is not guaranteed to be on the Pareto frontier in theory. 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.

GTFeb 1, 2022
Kernelized Multiplicative Weights for 0/1-Polyhedral Games: Bridging the Gap Between Learning in Extensive-Form and Normal-Form Games

Gabriele Farina, Chung-Wei Lee, Haipeng Luo et al.

While 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 (e.g., 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 $\tilde{\mathcal{O}}(1)$ regret when followed by all players.

AIAug 10, 2021
Matching Algorithms for Blood Donation

Duncan C McElfresh, Christian Kroer, Sergey Pupyrev et al.

Global demand for donated blood far exceeds supply, and unmet need is greatest in low- and middle-income countries; experts suggest that large-scale coordination is necessary to alleviate demand. Using the Facebook Blood Donation tool, we conduct the first large-scale algorithmic matching of blood donors with donation opportunities. While measuring actual donation rates remains a challenge, we measure donor action (e.g., making a donation appointment) as a proxy for actual donation. We develop automated policies for matching donors with donation opportunities, based on an online matching model. We provide theoretical guarantees for these policies, both regarding the number of expected donations and the equitable treatment of blood recipients. In simulations, a simple matching strategy increases the number of donations by 5-10%; a pilot experiment with real donors shows a 5% relative increase in donor action rate (from 3.7% to 3.9%). When scaled to the global Blood Donation tool user base, this corresponds to an increase of around one hundred thousand users 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.

LGJun 27, 2021
Last-iterate Convergence in Extensive-Form Games

Chung-Wei Lee, Christian Kroer, Haipeng Luo

Regret-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.

LGMay 27, 2021
Conic Blackwell Algorithm: Parameter-Free Convex-Concave Saddle-Point Solving

Julien Grand-Clément, Christian Kroer

We 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.

GTMay 27, 2021
Better Regularization for Sequential Decision Spaces: Fast Convergence Rates for Nash, Correlated, and Team Equilibria

Gabriele Farina, Christian Kroer, Tuomas Sandholm

We 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. We then generalize our new entropy distance function, as well as general dilated distance functions, to the scaled extension operator. The scaled extension operator is a way to recursively construct convex sets, which generalizes the decision polytope of extensive-form games, as well as the convex polytopes corresponding to correlated and team equilibria. By instantiating first-order methods with our regularizers, we develop the first accelerated first-order methods for computing correlated equilibra and ex-ante coordinated team equilibria. Our methods have a guaranteed $1/T$ rate of convergence, along with linear-time proximal updates.

GTJul 28, 2020
Faster Game Solving via Predictive Blackwell Approachability: Connecting Regret Matching and Mirror Descent

Gabriele Farina, Christian Kroer, Tuomas Sandholm

Blackwell 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.

LGJun 16, 2020
Evaluating and Rewarding Teamwork Using Cooperative Game Abstractions

Tom Yan, Christian Kroer, Alexander Peysakhovich

Can 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 (CF) and solution concepts like the Shapley Value (SV). There are two major difficulties in applying these techniques to real world problems: first, the CF is rarely given to us and needs to be learned from data. Second, the SV is combinatorial in nature. We introduce a parametric model called cooperative game abstractions (CGAs) for estimating CFs from data. CGAs are easy to learn, readily interpretable, and crucially allow linear-time computation of the SV. We provide identification results and sample complexity bounds for CGA models as well as error bounds in the estimation of the SV using CGAs. We apply our methods to study teams of artificial RL agents as well as real world teams from professional sports.

OCMay 11, 2020
Scalable First-Order Methods for Robust MDPs

Julien Grand-Clément, Christian Kroer

Robust 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 of $O \left( A^{2} S^{3}\log(S)\log(ε^{-1}) ε^{-1} \right)$ for the best choice of parameters on ellipsoidal and Kullback-Leibler $s$-rectangular uncertainty sets, where $S$ and $A$ is the number of states and actions, respectively. Our dependence on the number of states and actions is significantly better (by a factor of $O(A^{1.5}S^{1.5})$) than that of pure Value Iteration algorithms. 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.

GTFeb 19, 2020
Stochastic Regret Minimization in Extensive-Form Games

Gabriele Farina, Christian Kroer, Tuomas Sandholm

Monte-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 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 three games, where some variants of our methods outperform MCCFR.

GTOct 24, 2019
Optimistic Regret Minimization for Extensive-Form Games via Dilated Distance-Generating Functions

Gabriele Farina, Christian Kroer, Tuomas Sandholm

We 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.

GTJun 6, 2019
Fair Division Without Disparate Impact

Alexander Peysakhovich, Christian Kroer

We consider the problem of dividing items between individuals in a way that is fair both in the sense of distributional fairness and in the sense of not having disparate impact across protected classes. An important existing mechanism for distributionally fair division is competitive equilibrium from equal incomes (CEEI). Unfortunately, CEEI will not, in general, respect disparate impact constraints. We consider two types of disparate impact measures: requiring that allocations be similar across protected classes and requiring that average utility levels be similar across protected classes. We modify the standard CEEI algorithm in two ways: equitable equilibrium from equal incomes, which removes disparate impact in allocations, and competitive equilibrium from equitable incomes which removes disparate impact in attained utility levels. We show analytically that removing disparate impact in outcomes breaks several of CEEI's desirable properties such as envy, regret, Pareto optimality, and incentive compatibility. By contrast, we can remove disparate impact in attained utility levels without affecting these properties. Finally, we experimentally evaluate the tradeoffs between efficiency, equity, and disparate impact in a recommender-system based market.

GTApr 3, 2019
Robust Multi-agent Counterfactual Prediction

Alexander Peysakhovich, Christian Kroer, Adam Lerer

We 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) make counterfactual predictions by constructing a model of the game, adding the assumption that agents' behavior comes from optimizing given some goals, and then inverting observed actions to learn agent's underlying utility function (a.k.a. type). Once the agent types are known, making counterfactual predictions amounts to solving for the equilibrium of the counterfactual environment. This approach imposes heavy assumptions such as rationality of the agents being observed, correctness of the analyst's model of the environment/parametric form of the agents' utility functions, and various other conditions to make point identification possible. We propose a method for analyzing the sensitivity of counterfactual conclusions to violations of these assumptions. We refer to this method as robust multi-agent counterfactual prediction (RMAC). We apply our technique to investigating the robustness of counterfactual claims for classic environments in market design: auctions, school choice, and social choice. Importantly, we show RMAC can be used in regimes where point identification is impossible (e.g. those which have multiple equilibria or non-injective maps from type distributions to outcomes).

LGMar 26, 2019
Increasing Iterate Averaging for Solving Saddle-Point Problems

Yuan Gao, Christian Kroer, Donald Goldfarb

Many 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.

GTFeb 17, 2019
Limited Lookahead in Imperfect-Information Games

Christian Kroer, Tuomas Sandholm

Limited lookahead has been studied for decades in perfect-information games. We initiate a new direction via two simultaneous deviation points: generalization to imperfect-information games and a game-theoretic approach. We study how one should act when facing an opponent whose lookahead is limited. We study this for opponents that differ based on their lookahead depth, based on whether they, too, have imperfect information, and based on how they break ties. We characterize the hardness of finding a Nash equilibrium or an optimal commitment strategy for either player, showing that in some of these variations the problem can be solved in polynomial time while in others it is PPAD-hard, NP-hard, or inapproximable. We proceed to design algorithms for computing optimal commitment strategies---for when the opponent breaks ties favorably, according to a fixed rule, or adversarially. We then experimentally investigate the impact of limited lookahead. The limited-lookahead player often obtains the value of the game if she knows the expected values of nodes in the game tree for some equilibrium---but we prove this is not sufficient in general. Finally, we study the impact of noise in those estimates and different lookahead depths.

GTFeb 13, 2019
Stable-Predictive Optimistic Counterfactual Regret Minimization

Gabriele Farina, Christian Kroer, Noam Brown et al.

The 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.

GTJan 18, 2019
Computing large market equilibria using abstractions

Christian Kroer, Alexander Peysakhovich, Eric Sodomka et al.

Computing market equilibria is an important practical problem for market design, for example in fair division of items. However, computing equilibria requires large amounts of information (typically the valuation of every buyer for every item) and computing power. We consider ameliorating these issues by applying a method used for solving complex games: constructing a coarsened abstraction of a given market, solving for the equilibrium in the abstraction, and lifting the prices and allocations back to the original market. We show how to bound important quantities such as regret, envy, Nash social welfare, Pareto optimality, and maximin share/proportionality when the abstracted prices and allocations are used in place of the real equilibrium. We then study two abstraction methods of interest for practitioners: (1) filling in unknown valuations using techniques from matrix completion, (2) reducing the problem size by aggregating groups of buyers/items into smaller numbers of representative buyers/items and solving for equilibrium in this coarsened market. We find that in real data allocations/prices that are relatively close to equilibria can be computed from even very coarse abstractions.

LGNov 6, 2018
Regret Circuits: Composability of Regret Minimizers

Gabriele Farina, Christian Kroer, Tuomas Sandholm

Regret 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 enables the construction of CFR generalization for extensive-form games with general convex strategy constraints that can cut across decision points.

GTOct 7, 2018
Solving Large Sequential Games with the Excessive Gap Technique

Christian Kroer, Gabriele Farina, Tuomas Sandholm

There 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.

GTSep 10, 2018
Online Convex Optimization for Sequential Decision Processes and Extensive-Form Games

Gabriele Farina, Christian Kroer, Tuomas Sandholm

Regret 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 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. Finally we show that our framework enables a new kind of scalable opponent exploitation approach.

GTNov 21, 2017
Robust Stackelberg Equilibria in Extensive-Form Games and Extension to Limited Lookahead

Christian Kroer, Gabriele Farina, Tuomas Sandholm

Stackelberg 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.

GTNov 9, 2017
Regret Minimization in Behaviorally-Constrained Zero-Sum Games

Gabriele Farina, Christian Kroer, Tuomas Sandholm

No-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.

GTFeb 16, 2017
Theoretical and Practical Advances on Smoothing for Extensive-Form Games

Christian Kroer, Kevin Waugh, Fatma Kilinc-Karzan et al.

Sparse 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 has no dependence on the branching factor of the player. This result improves the convergence rate of several first-order methods by a factor of $Ω(b^dd)$, where $b$ is the branching factor of the player, and $d$ is the depth of the game tree. Thus far, counterfactual regret minimization methods have been faster in practice, and more popular, than first-order methods despite their theoretically inferior convergence rates. Using our new weighting scheme and practical tuning we show that, for the first time, the excessive gap technique can be made faster than the fastest counterfactual regret minimization algorithm, CFR+, in practice.

GTJun 9, 2016
Arbitrage-Free Combinatorial Market Making via Integer Programming

Christian Kroer, Miroslav Dudík, Sébastien Lahaie et al.

We 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.