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Herd Design 群设计
Pub Date : 2022-07-12 DOI: 10.1145/3490486.3538292
Itai Arieli, R. Gradwohl, Rann Smorodinsky
The classic herding model examines the asymptotic behavior of agents who observe their predecessors' actions as well as a private signal from an exogenous information structure. In this paper we introduce a self-interested sender into the model, and study the sender's problem of designing this information structure. If agents cannot observe each other the model reduces to Bayesian persuasion. However, when agents observe predecessors' actions, they may learn from each other, potentially harming the sender. We identify necessary and sufficient conditions under which the sender can nevertheless obtain the same utility as when the agents are unable to observe each other.
经典的羊群模型考察了个体的渐近行为,这些个体观察了其前辈的行为以及来自外生信息结构的私有信号。本文在模型中引入了自利益发送方,并研究了该信息结构的发送方设计问题。如果代理不能相互观察,模型就简化为贝叶斯说服。然而,当代理观察前辈的行为时,他们可能会相互学习,潜在地伤害发送者。我们确定了必要和充分条件,在这些条件下,发送方仍然可以获得与代理无法相互观察时相同的效用。
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引用次数: 2
Pair-efficient Reallocation of Indivisible Objects 不可分割对象的成对高效重分配
Pub Date : 2022-07-12 DOI: 10.1145/3490486.3538341
Özgün Ekici
We revisit the classical object reallocation problem under strict preferences. When attention is constrained to the set of Pareto-efficient rules, it is known that top trading cycles (TTC) is the only rule that is strategyproof and individually-rational. We relax this constraint and consider pair-efficiency. A rule is pair-efficient if it never induces an allocation at which a pair of agents gain from trading their assigned objects. Remarkably, even in the larger set of pair-efficient rules, we find that TTC is still the only rule that is strategyproof and individually-rational. Pair-efficiency is a minimal efficiency notion, ruling out gainful trades between only pairs of agents. Individual-rationality is a minimal voluntary participation constraint, assuring agents only that they never receive objects worse than their endowments. Therefore, our characterization result, by showing that TTC is the only strategyproof rule satisfying these two minimal conditions, gives strong support to the use of TTC in object reallocation problems. Our proof technique is based on a metric that measures the level of similarity of an arbitrary rule with TTC. We define our similarity metric by exploiting TTC's procedural nature. In future studies, we believe defining and working with similarity metrics, as done in our paper, can become functional when studying the properties of other procedural rules.
我们重新讨论了严格偏好下的经典对象再分配问题。当注意力被限制在帕累托有效规则集上时,我们知道,最高交易周期(TTC)是唯一的策略证明和个体理性的规则。我们放宽这个限制,考虑成对效率。如果一条规则永远不会导致一对代理从交易他们分配的对象中获益,那么它就是成对有效的。值得注意的是,即使在更大的配对效率规则集中,我们发现TTC仍然是唯一的策略证明和个体理性的规则。配对效率是一种最低效率的概念,它排除了仅在代理人对之间进行的有利可图的交易。个人理性是一种最低限度的自愿参与约束,只保证代理人永远不会收到比他们的禀赋差的物品。因此,我们的表征结果表明TTC是满足这两个最小条件的唯一策略证明规则,这为在对象再分配问题中使用TTC提供了强有力的支持。我们的证明技术基于度量任意规则与TTC的相似程度的度量。我们通过利用TTC的程序性质来定义相似性度量。在未来的研究中,我们相信定义和使用相似度量,就像我们在论文中所做的那样,可以在研究其他程序规则的属性时发挥作用。
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引用次数: 2
The Competition Complexity of Dynamic Pricing 动态定价的竞争复杂性
Pub Date : 2022-07-12 DOI: 10.1145/3490486.3538366
J. Brustle, J. Correa, Paul Dütting, Victor Verdugo
We study the competition complexity of dynamic pricing relative to the optimal auction in the fundamental single-item setting. In prophet inequality terminology, we compare the expected reward Am(F) achievable by the optimal online policy on m i.i.d. random variables drawn from F to the expected maximum Mn(F) of n i.i.d. draws from the same distribution. We ask how big does m have to be to ensure that (1+ε) Am(F) ≥ Mn(F) for all F. We resolve this question and exhibit a stark phase transition: When ε = 0 the competition complexity is unbounded. That is, for any n and any m there is a distribution F such that Am(F) > Mn(F). In contrast, for any ε < 0, it is sufficient and necessary to have $m = φ(ε)n where φ(ε) = Θ(log log 1/ε). Therefore, the competition complexity not only drops from being unbounded to being linear, it is actually linear with a very small constant. The technical core of our analysis is a loss-less reduction to an infinite dimensional and non-linear optimization problem that we solve optimally. A corollary of this reduction, which may be of independent interest, is a novel proof of the factor ~0.745 i.i.d. prophet inequality, which simultaneously establishes matching upper and lower bounds.
研究了基本单品条件下动态定价相对于最优拍卖的竞争复杂性。在先知不等式术语中,我们比较了从F中抽取的m i.i.d.随机变量的最优在线策略所能获得的期望奖励Am(F)与从相同分布中抽取的n i.i.d.的期望最大值Mn(F)。我们问m有多大才能保证所有F的(1+ε) Am(F)≥Mn(F)。我们解决了这个问题,并展示了一个明显的相变:当ε = 0时,竞争复杂性是无界的。也就是说,对于任意n和任意m存在一个分布F使得Am(F) > Mn(F)。相反,对于任何ε < 0,有$m = φ(ε)n,其中φ(ε) = Θ(log log 1/ε)是充分且必要的。因此,竞争复杂性不仅从无界下降到线性,而且实际上是线性的,具有很小的常数。我们分析的技术核心是对一个无限维和非线性优化问题的无损还原,我们可以最优地解决这个问题。这一化简的一个推论是对因子~0.745 i.i.d预言不等式的一个新的证明,它同时建立了匹配的上界和下界。
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引用次数: 1
Mechanism Design with a Common Dataset 基于公共数据集的机制设计
Pub Date : 2022-07-12 DOI: 10.1145/3490486.3538316
Modibo K. Camara
I propose a new approach to mechanism design: rather than assume a common prior belief, assume access to a common dataset. I restrict attention to incomplete information games where a designer commits to a policy and a single agent responds. I propose a penalized policy that performs well under weak assumptions on how the agent learns from data. Policies that are too complex, in a precise sense, are penalized because they lead to unpredictable responses by the agent. This approach leads to new insights in models of vaccine distribution, prescription drug approval, performance pay, and product bundling. The full paper is available at https://mkcamara.github.io/mdcd.pdf.
我提出了一种机制设计的新方法:与其假设一个共同的先验信念,不如假设访问一个共同的数据集。我将注意力限制在不完全信息游戏中,在这种游戏中,设计师承诺一项政策,而单个代理做出回应。我提出了一个惩罚策略,它在智能体如何从数据中学习的弱假设下表现良好。从确切意义上说,过于复杂的策略会受到惩罚,因为它们会导致代理做出不可预测的反应。这种方法为疫苗分发、处方药批准、绩效薪酬和产品捆绑等模式带来了新的见解。全文可在https://mkcamara.github.io/mdcd.pdf上找到。
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引用次数: 1
Algorithmic Pricing Facilitates Tacit Collusion: Evidence from E-Commerce 算法定价促进了隐性串通:来自电子商务的证据
Pub Date : 2022-07-12 DOI: 10.1145/3490486.3538239
Leon Musolff
As the economy digitizes, menu costs fall, and firms can more easily monitor prices. These trends have led to the rise of automatic pricing tools. We employ a novel e-commerce dataset to examine the potential implications of these developments on price competition. We provide evidence from an RDD that the immediate impact of automatic pricing is a significant decline in prices. However, repricers have developed strategies to avoid the stark competitive realities of Bertrand-Nash competition. By employing plausibly exogenous variation in the execution of repricing strategies, we find that 'resetting' strategies (which regularly raise prices, e.g., at night) effectively coax competitors to raise their prices. While the resulting patterns of cycling prices are reminiscent of Maskin-Tirole's Edgeworth cycles, a model of equilibrium in delegated strategies fits the data better. This model suggests that if the available repricing technology remains fixed, cycling will increase, and prices could rise significantly in the future.
随着经济的数字化,菜单成本下降,企业可以更容易地监控价格。这些趋势导致了自动定价工具的兴起。我们采用一个新的电子商务数据集来研究这些发展对价格竞争的潜在影响。我们从RDD中提供证据,证明自动定价的直接影响是价格的显著下降。然而,经销商已经制定了策略,以避免伯特兰-纳什竞争的严酷竞争现实。通过在重新定价策略的执行中采用看似合理的外生变化,我们发现“重置”策略(定期提高价格,例如在夜间)有效地诱使竞争对手提高价格。虽然由此得出的循环价格模式让人想起了马斯金-梯若尔的埃奇沃斯周期,但委托策略中的均衡模型更符合数据。该模型表明,如果现有的重新定价技术保持不变,骑行将会增加,未来价格可能会大幅上涨。
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引用次数: 17
Peer Effects from Friends and Strangers: Evidence from Random Matchmaking in an Online Game 来自朋友和陌生人的同伴效应:来自在线游戏随机配对的证据
Pub Date : 2022-07-12 DOI: 10.1145/3490486.3538343
Daniel Goetz, Weixu Lu
In this paper, we quantify the social interaction (peer) effect from friends' and strangers' product adoption decisions. While a large literature has separately documented the importance of the observed adoptions of friends [1,2,8,9] and strangers [3,4,6,7] for spurring further product adoption, by analyzing both together we are able to benchmark their relative magnitudes, evaluate how these two types of peer effects interact, and provide managerial guidance on how firms can jointly leverage both types of peer effects in product seeding campaigns. Our context is an online multiplayer gaming app, where product adoptions correspond to microtransactions for in-game cosmetic items. We observe a rich panel of players' in-app purchases, friendship networks, interactions with friends, and, unique to this setting, interactions with strangers. Correlated adoptions may represent correlated unobserved shocks and not peer effects; we leverage the game's quasi-random assignment of strangers onto players' teams during matchmaking to generate conditionally exogenous exposure to strangers' adoptions. For peer effects from friends, we use the panel structure of our data to account for homophily and the reflection problem [5], and conduct placebo tests to check causality. Our baseline result shows that observed adoptions by friends and strangers both have positive effects on focal consumers' purchasing, and that the marginal peer effect from friends is nearly twice as large as the effect from strangers. We show that peer effects from friends and strangers are substitutes. More encounters with strangers who have adopted the product diminish the marginal peer effect from friends who have adopted the product, and vice versa. The substitution is not symmetric: encounters with friends can completely substitute for encounters with strangers. We analyze the mechanism behind the transmission of peer effects, and find evidence that while encounters with friends and strangers both raise awareness of the product, encounters with friends also lead to a mere exposure effect. We rule out learning about unobserved quality as a primary mechanism, but find that visibility of the product is important. To analyze how peer effects inform counterfactual product seeding strategies, we estimate a model of product diffusion using the observed in-app social network. We evaluate two seeding strategies which are designed to leverage peer effects from strangers and friends respectively: the first strategy seeds products to individuals who are more active on the app and therefore interact with more strangers, and the second strategy seeds products to individuals who have more friends. While both strategies improve on simple random seeding, seeding to well-connected individuals substantially outperforms seeding to active individuals, confirming the value of collecting social network data for marketing campaigns. The full paper is available at: https://papers.ssrn.com/sol3/papers.cfm?abstract_i
在本文中,我们量化了来自朋友和陌生人的产品采用决策的社会互动(同伴)效应。虽然大量文献分别记录了观察到的朋友[1,2,8,9]和陌生人[3,4,6,7]的采用对于刺激进一步的产品采用的重要性,但通过对两者进行分析,我们能够对它们的相对大小进行基准测试,评估这两种类型的同伴效应如何相互作用,并为公司如何在产品推广活动中共同利用这两种类型的同伴效应提供管理指导。我们的背景是一款在线多人游戏应用,其中产品采用与游戏内化妆品的微交易相对应。我们观察到大量玩家的应用内购买、友谊网络、与好友的互动,以及与陌生人的互动。相关采用可能代表相关的未观察到的冲击,而不是对等效应;我们利用游戏在配对过程中将陌生人随机分配到玩家的团队中,从而产生对陌生人收养的有条件外生暴露。对于来自朋友的同伴效应,我们使用数据的面板结构来解释同质性和反射问题[5],并进行安慰剂检验来检验因果关系。我们的基线结果表明,观察到的朋友和陌生人的收养对焦点消费者的购买都有积极的影响,并且朋友的边际同伴效应几乎是陌生人效应的两倍。我们发现来自朋友和陌生人的同伴效应是替代的。与使用该产品的陌生人接触越多,使用该产品的朋友产生的边际同伴效应就越小,反之亦然。这种替代是不对称的:与朋友的相遇可以完全取代与陌生人的相遇。我们分析了同伴效应传播背后的机制,并发现有证据表明,虽然与朋友和陌生人相遇都会提高产品的认知度,但与朋友相遇也会导致单纯的曝光效应。我们排除了学习未观察到的质量作为主要机制,但发现产品的可见性是重要的。为了分析同伴效应如何影响反事实产品播种策略,我们使用观察到的应用内社交网络估计了产品扩散模型。我们评估了两种播种策略,这两种策略旨在分别利用陌生人和朋友的同伴效应:第一种策略将产品播种给在应用上更活跃、因此与更多陌生人互动的个人,第二种策略将产品播种给拥有更多朋友的个人。虽然这两种策略都在简单的随机播种上有所改进,但向人脉广泛的个人播种的效果明显优于向活跃的个人播种,这证实了收集社交网络数据用于营销活动的价值。全文可在https://papers.ssrn.com/sol3/papers.cfm?abstract_id=4116806上找到
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引用次数: 0
Approximately Strategyproof Tournament Rules with Multiple Prizes 近似策略证明比赛规则与多个奖品
Pub Date : 2022-07-12 DOI: 10.1145/3490486.3538242
Emily Dale, Jessica Fielding, Hari Ramakrishnan, Sacheth Sathyanarayanan, S. Weinberg
We consider the manipulability of tournament rules which take the results of (n2) pairwise matches and select a ranking over the teams. Prior work designs simple tournament rules such that no pair of teams can manipulate the outcome of their match to improve their probability of being ranked first by more than 1/3, and this is the best possible among any Condorcet-consistent tournament rule (which selects an undefeated team whenever one exists) [15,16]. We initiate the consideration of teams who may manipulate their match to improve their ranking (not necessarily to reach first). Specifically, teams compete for a monetary prize, and the ith ranked team takes home $p_i$ in prize money (pi ≥ pi+1 for all i). In this language, prior work designs tournament rules such that no pair of teams can manipulate the outcome of their match to improve their (collective) expected prize money by more than 1/3, when the price vector is ⃭1,0,..., 0›. We design a simple tournament rule (that we call Nested Randomized King of the Hill) such that: a) no pair of teams can improve their collective expected prize money by more than 1/3 for any prize vector in [0,1]n, and b) no set of any teams can gain any prize money for the uniform prize vector with pi:=(n-i)/(n-1).
我们考虑了锦标赛规则的可操控性,它采用(n2)成对比赛的结果,并在球队中选择一个排名。先前的工作设计了简单的比赛规则,使得没有一对球队可以操纵他们的比赛结果来提高他们排名第一的概率超过1/3,这是任何孔多塞一致的比赛规则(只要有不败的球队就选择一支)中最好的[15,16]。我们开始考虑那些可能操纵比赛来提高排名(不一定是第一名)的球队。具体来说,团队竞争货币奖励,排名第i的团队获得$p_i$的奖金(pi≥pi+1,所有i)。在这种语言中,先前的工作设计了锦标赛规则,使得没有对团队可以操纵他们的比赛结果来提高他们(集体)的预期奖金超过1/3,当价格向量为⃭1,0,…, 0;。我们设计了一个简单的竞赛规则(我们称之为“嵌套随机山丘之王”):a)对于[0,1]n中的任何奖励向量,没有一对团队可以将他们的集体预期奖金提高超过1/3;b)对于pi =(n-i)/(n-1)的统一奖励向量,没有任何一组团队可以获得任何奖金。
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引用次数: 1
Efficient Capacity Provisioning for Firms with Multiple Locations: The Case of the Public Cloud 多地点企业的高效容量配置:公共云的案例
Pub Date : 2022-07-12 DOI: 10.1145/3490486.3538281
Patrick Hummel, M. Schwarz
We analyze a model in which a firm with multiple locations chooses capacity and prices to maximize efficiency. We find that the firm provisions capacity in such a way that the expected fraction of demand that will be unfilled is lower in locations with greater expected demand. The firm also sets lower prices in larger locations. Finally, if a customer is indifferent between multiple locations, then it is more efficient to place this customer in a location with greater expected demand. These theoretical results are consistent with empirical evidence that we present from a major public cloud provider.
我们分析了一个具有多个地点的企业选择产能和价格以实现效率最大化的模型。我们发现,公司以这样一种方式提供产能,即在预期需求较大的地区,未满足的预期需求比例较低。该公司还在大型门店设定了较低的价格。最后,如果客户在多个位置之间是无关紧要的,那么将该客户放在预期需求较大的位置会更有效。这些理论结果与我们从一个主要的公共云提供商那里得到的经验证据是一致的。
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引用次数: 0
Embeddings and Distance-based Demand for Differentiated Products 差异化产品的嵌入与距离需求
Pub Date : 2022-07-12 DOI: 10.1145/3490486.3538282
Lorenzo Magnolfi, J. McClure, Alan T. Sorensen
We propose a simple method to estimate demand in markets for differentiated products. The method augments price and quantity data with triplets data (of the form "product A is closer to B than it is to C'') obtained from an online survey. Using a machine learning algorithm, the triplets data are used to estimate an embedding---i.e., a low-dimensional representation of the latent product space. Distances between pairs of products, computed from the embedding, discipline substitution patterns in a simple log-linear demand model. This approach solves the dimensionality problem of product-space demand models (too many cross-price elasticity parameters to estimate). We illustrate the performance of the method by estimating demand for ready-to-eat cereals and comparing our estimates to those obtained from the standard method of (BLP). We find that our elasticity estimates imply credible substitution patterns and compare favorably to the BLP estimates. Beyond our current implementation of the method, the embedding data can be incorporated in either characteristic-space demand approaches, or in more complex product-space models. Full paper available at https://papers.ssrn.com/ sol3/papers.cfm?abstract_id=4113399.
我们提出了一种简单的方法来估计市场对差异化产品的需求。该方法使用从在线调查中获得的三元组数据(形式为“产品A比产品C更接近B”)来增加价格和数量数据。使用机器学习算法,三胞胎数据用于估计嵌入-即。潜在积空间的低维表示。产品对之间的距离,从嵌入计算,纪律替代模式在一个简单的对数线性需求模型。该方法解决了产品空间需求模型的维数问题(交叉价格弹性参数太多难以估计)。我们通过估计即食谷物的需求来说明该方法的性能,并将我们的估计与从(BLP)的标准方法获得的估计进行比较。我们发现我们的弹性估计隐含可信的替代模式,并比较有利的BLP估计。除了我们目前的方法实现之外,嵌入数据可以合并到特征空间需求方法中,也可以合并到更复杂的产品空间模型中。全文可在https://papers.ssrn.com/ sol3/papers.cfm?abstract_id=4113399。
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引用次数: 1
Information Design in Concave Games 凹形游戏中的信息设计
Pub Date : 2022-07-12 DOI: 10.1145/3490486.3538303
Alex Smolin, Takuro Yamashita
We study information design in games with a continuum of actions such that the payoff of each player is concave in his action. A designer chooses an information structure--a joint distribution of a state and a private signal of each player. The information structure induces a Bayesian game and is evaluated according to the expected designer's payoff under the equilibrium play. We develop a method that allows to find an optimal information structure, one that cannot be outperformed by any other information structure, however complex. To do so, we exploit the property that each player's incentive is summarized by his marginal payoff. We show that an information structure is optimal whenever the induced strategies can be implemented by an incentive contract in a principal-agent problem that incorporates the players' marginal payoffs. We use this result to establish the optimality of Gaussian information structures in the settings with quadratic payoffs and a multivariate normally-distributed state. We analyze the details of optimal structures in a differentiated Bertrand competition and in a prediction game. The full paper is available at: https://arxiv.org/pdf/2202.10883.pdf
我们研究具有连续行动的游戏中的信息设计,即每个玩家的收益在其行动中是凹的。设计师选择一种信息结构——每个玩家的状态和私有信号的联合分布。信息结构推导出一个贝叶斯博弈,并根据设计者在均衡博弈下的预期收益进行评估。我们开发了一种方法,可以找到一个最优的信息结构,一个不能被任何其他信息结构超越的,无论多么复杂。为了做到这一点,我们利用了每个参与者的激励由其边际收益总结这一属性。我们证明了在包含参与者边际收益的委托代理问题中,当诱导策略可以通过激励契约来实现时,信息结构是最优的。我们使用这个结果来建立高斯信息结构在二次收益和多元正态分布状态下的最优性。我们分析了差异化Bertrand竞争和预测博弈中最优结构的细节。全文可在https://arxiv.org/pdf/2202.10883.pdf上找到
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引用次数: 4
期刊
Proceedings of the 23rd ACM Conference on Economics and Computation
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