134 research outputs found

    Simple, optimal and efficient auctions

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    Proceedings of the 7th International Workshop, WINE 2011, Singapore, December 11-14, 2011.We study the extent to which simple auctions can simultaneously achieve good revenue and efficiency guarantees in single-item settings. Motivated by the optimality of the second price auction with monopoly reserves when the bidders’ values are drawn i.i.d. from regular distributions [12], and its approximate optimality when they are drawn from independent regular distributions [11], we focus our attention to the second price auction with general (not necessarily monopoly) reserve prices, arguably one of the simplest and most intuitive auction formats. As our main result, we show that for a carefully chosen set of reserve prices this auction guarantees at least 20% of both the optimal welfare and the optimal revenue, when the bidders’ values are distributed according to independent, not necessarily identical, regular distributions. We also prove a similar guarantee, when the values are drawn i.i.d. from a—possibly irregular—distribution.National Science Foundation (U.S.) (award CCF-0953960)National Science Foundation (U.S.) (CCF-1101491

    Randomized Revenue Monotone Mechanisms for Online Advertising

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    Online advertising is the main source of revenue for many Internet firms. A central component of online advertising is the underlying mechanism that selects and prices the winning ads for a given ad slot. In this paper we study designing a mechanism for the Combinatorial Auction with Identical Items (CAII) in which we are interested in selling kk identical items to a group of bidders each demanding a certain number of items between 11 and kk. CAII generalizes important online advertising scenarios such as image-text and video-pod auctions [GK14]. In image-text auction we want to fill an advertising slot on a publisher's web page with either kk text-ads or a single image-ad and in video-pod auction we want to fill an advertising break of kk seconds with video-ads of possibly different durations. Our goal is to design truthful mechanisms that satisfy Revenue Monotonicity (RM). RM is a natural constraint which states that the revenue of a mechanism should not decrease if the number of participants increases or if a participant increases her bid. [GK14] showed that no deterministic RM mechanism can attain PoRM of less than ln⁥(k)\ln(k) for CAII, i.e., no deterministic mechanism can attain more than 1ln⁥(k)\frac{1}{\ln(k)} fraction of the maximum social welfare. [GK14] also design a mechanism with PoRM of O(ln⁥2(k))O(\ln^2(k)) for CAII. In this paper, we seek to overcome the impossibility result of [GK14] for deterministic mechanisms by using the power of randomization. We show that by using randomization, one can attain a constant PoRM. In particular, we design a randomized RM mechanism with PoRM of 33 for CAII

    Truthful Multi-unit Procurements with Budgets

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    We study procurement games where each seller supplies multiple units of his item, with a cost per unit known only to him. The buyer can purchase any number of units from each seller, values different combinations of the items differently, and has a budget for his total payment. For a special class of procurement games, the {\em bounded knapsack} problem, we show that no universally truthful budget-feasible mechanism can approximate the optimal value of the buyer within ln⁥n\ln n, where nn is the total number of units of all items available. We then construct a polynomial-time mechanism that gives a 4(1+ln⁥n)4(1+\ln n)-approximation for procurement games with {\em concave additive valuations}, which include bounded knapsack as a special case. Our mechanism is thus optimal up to a constant factor. Moreover, for the bounded knapsack problem, given the well-known FPTAS, our results imply there is a provable gap between the optimization domain and the mechanism design domain. Finally, for procurement games with {\em sub-additive valuations}, we construct a universally truthful budget-feasible mechanism that gives an O(log⁥2nlog⁥log⁥n)O(\frac{\log^2 n}{\log \log n})-approximation in polynomial time with a demand oracle.Comment: To appear at WINE 201

    Sequential pivotal mechanisms for public project problems

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    It is well-known that for several natural decision problems no budget balanced Groves mechanisms exist. This has motivated recent research on designing variants of feasible Groves mechanisms (termed as `redistribution of VCG (Vickrey-Clarke-Groves) payments') that generate reduced deficit. With this in mind, we study sequential mechanisms and consider optimal strategies that could reduce the deficit resulting under the simultaneous mechanism. We show that such strategies exist for the sequential pivotal mechanism of the well-known public project problem. We also exhibit an optimal strategy with the property that a maximal social welfare is generated when each player follows it. Finally, we show that these strategies can be achieved by an implementation in Nash equilibrium.Comment: 19 pages. The version without the appendix will appear in the Proc. 2nd International Symposium on Algorithmic Game Theory, 200

    Optimal Pricing Is Hard

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    We show that computing the revenue-optimal deterministic auction in unit-demand single-buyer Bayesian settings, i.e. the optimal item-pricing, is computationally hard even in single-item settings where the buyer’s value distribution is a sum of independently distributed attributes, or multi-item settings where the buyer’s values for the items are independent. We also show that it is intractable to optimally price the grand bundle of multiple items for an additive bidder whose values for the items are independent. These difficulties stem from implicit definitions of a value distribution. We provide three instances of how different properties of implicit distributions can lead to intractability: the first is a #P-hardness proof, while the remaining two are reductions from the SQRT-SUM problem of Garey, Graham, and Johnson [14]. While simple pricing schemes can oftentimes approximate the best scheme in revenue, they can have drastically different underlying structure. We argue therefore that either the specification of the input distribution must be highly restricted in format, or it is necessary for the goal to be mere approximation to the optimal scheme’s revenue instead of computing properties of the scheme itself.Microsoft Research (Fellowship)Alfred P. Sloan Foundation (Fellowship)National Science Foundation (U.S.) (CAREER Award CCF-0953960)National Science Foundation (U.S.) (Award CCF-1101491)Hertz Foundation (Daniel Stroock Fellowship

    A Comparison of the Notions of Optimality in Soft Constraints and Graphical Games

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    The notion of optimality naturally arises in many areas of applied mathematics and computer science concerned with decision making. Here we consider this notion in the context of two formalisms used for different purposes and in different research areas: graphical games and soft constraints. We relate the notion of optimality used in the area of soft constraint satisfaction problems (SCSPs) to that used in graphical games, showing that for a large class of SCSPs that includes weighted constraints every optimal solution corresponds to a Nash equilibrium that is also a Pareto efficient joint strategy

    Solving multi-criteria decision problems under possibilistic uncertainty using optimistic and pessimistic utilities

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    International audienceThis paper proposes a qualitative approach to solve multi-criteria decision making problems under possibilistic uncertainty. De-pending on the decision maker attitude with respect to uncertainty (i.e. optimistic or pessimistic) and on her attitude with respect to criteria (i.e. conjunctive or disjunctive), four ex-ante and four ex-post decision rules are dened and investigated. In particular, their coherence w.r.t. the principle of monotonicity, that allows Dynamic Programming is studied

    Axiomatizations of two types of Shapley values for games on union closed systems

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    A situation in which a finite set of players can obtain certain payoffs by cooperation can be described by a cooperative game with transferable utility, or simply a TU-game. A (single-valued) solution for TU-games assigns a payoff distribution to every TU-game. A well-known solution is the Shapley value. In the literature various models of games with restricted cooperation can be found. So, instead of allowing all subsets of the player set N to form, it is assumed that the set of feasible coalitions is a subset of the power set of N. In this paper, we consider such sets of feasible coalitions that are closed under union, i.e. for any two feasible coalitions also their union is feasible. We consider and axiomatize two solutions or rules for these games that generalize the Shapley value: one is obtained as the conjunctive permission value using a corresponding superior graph, the other is defined as the Shapley value of a modified game similar as the Myerson value for games with limited communication. © 2010 The Author(s)

    An Experimental Investigation of Colonel Blotto Games

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    "This article examines behavior in the two-player, constant-sum Colonel Blotto game with asymmetric resources in which players maximize the expected number of battlefields won. The experimental results support all major theoretical predictions. In the auction treatment, where winning a battlefield is deterministic, disadvantaged players use a 'guerilla warfare' strategy which stochastically allocates zero resources to a subset of battlefields. Advantaged players employ a 'stochastic complete coverage' strategy, allocating random, but positive, resource levels across the battlefields. In the lottery treatment, where winning a battlefield is probabilistic, both players divide their resources equally across all battlefields." (author's abstract)"Dieser Artikel untersucht das Verhalten von Individuen in einem 'constant-sum Colonel Blotto'-Spiel zwischen zwei Spielern, bei dem die Spieler mit unterschiedlichen Ressourcen ausgestattet sind und die erwartete Anzahl gewonnener Schlachtfelder maximieren. Die experimentellen Ergebnisse bestĂ€tigen alle wichtigen theoretischen Vorhersagen. Im Durchgang, in dem wie in einer Auktion der Sieg in einem Schlachtfeld deterministisch ist, wenden die Spieler, die sich im Nachteil befinden, eine 'Guerillataktik' an, und verteilen ihre Ressourcen stochastisch auf eine Teilmenge der Schlachtfelder. Spieler mit einem Vorteil verwenden eine Strategie der 'stochastischen vollstĂ€ndigen Abdeckung', indem sie zufĂ€llig eine positive Ressourcenmenge auf allen Schlachtfeldern positionieren. Im Durchgang, in dem sich der Gewinn eines Schlachtfeldes probabilistisch wie in einer Lotterie bestimmt, teilen beide Spieler ihre Ressourcen gleichmĂ€ĂŸig auf alle Schlachtfelder auf." (Autorenreferat
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