1,190 research outputs found
Price-Based Combinatorial Auction: Connectedness and Representative Valuations
We investigate combinatorial auctions from a practical perspective. The auctioneer gathers information according to a dynamical protocol termed ask price procedure. We demonstrate a method for elucidating whether a procedure gathers sufficient information for deriving a VCG mechanism. We calculate representative valuation functions in a history-contingent manner, and show that it is necessary and sufficient to examine whether efficient allocations with and without any buyer associated with the profile of representative valuation functions were revealed. This method is tractable, and can be applied to general procedures with connectedness. The representative valuation functions could be the sufficient statistics for privacy preservation.
An Overview of Combinatorial Auctions
An auction is combinatorial when bidders can place bids on combinations of items, called “packages,” rather than just individual items. Computer scientists are interested in combinatorial auctions because they are concerned with the expressiveness of bidding languages, as well as the algorithmic aspects of the underlying combinatorial problem. The combinatorial problem has attracted attention from operations researchers, especially those working in combinatorial optimization and mathematical programming, who are fascinated by the idea of applying these tools to auctions. Auctions have been studied extensively by economists, of course. Thus, the newly emerging field of combinatorial auctions lies at the intersection of computer science, operations research, and economics. In this article, we present a brief introduction to combinatorial auctions, based on our book, Combinatorial Auctions (MIT Press, 2006), in which we look at combinatorial auctions from all three perspectives.Auctions
K-Implementation
This paper discusses an interested party who wishes to influence the behavior
of agents in a game (multi-agent interaction), which is not under his control.
The interested party cannot design a new game, cannot enforce agents' behavior,
cannot enforce payments by the agents, and cannot prohibit strategies available
to the agents. However, he can influence the outcome of the game by committing
to non-negative monetary transfers for the different strategy profiles that may
be selected by the agents. The interested party assumes that agents are
rational in the commonly agreed sense that they do not use dominated
strategies. Hence, a certain subset of outcomes is implemented in a given game
if by adding non-negative payments, rational players will necessarily produce
an outcome in this subset. Obviously, by making sufficiently big payments one
can implement any desirable outcome. The question is what is the cost of
implementation? In this paper we introduce the notion of k-implementation of a
desired set of strategy profiles, where k stands for the amount of payment that
need to be actually made in order to implement desirable outcomes. A major
point in k-implementation is that monetary offers need not necessarily
materialize when following desired behaviors. We define and study
k-implementation in the contexts of games with complete and incomplete
information. In the latter case we mainly focus on the VCG games. Our setting
is later extended to deal with mixed strategies using correlation devices.
Together, the paper introduces and studies the implementation of desirable
outcomes by a reliable party who cannot modify game rules (i.e. provide
protocols), complementing previous work in mechanism design, while making it
more applicable to many realistic CS settings
Tractable Optimization Problems through Hypergraph-Based Structural Restrictions
Several variants of the Constraint Satisfaction Problem have been proposed
and investigated in the literature for modelling those scenarios where
solutions are associated with some given costs. Within these frameworks
computing an optimal solution is an NP-hard problem in general; yet, when
restricted over classes of instances whose constraint interactions can be
modelled via (nearly-)acyclic graphs, this problem is known to be solvable in
polynomial time. In this paper, larger classes of tractable instances are
singled out, by discussing solution approaches based on exploiting hypergraph
acyclicity and, more generally, structural decomposition methods, such as
(hyper)tree decompositions
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