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Thompson Sampling with Unrestricted Delays 具有无限制延迟的Thompson采样
Pub Date : 2022-02-24 DOI: 10.1145/3490486.3538376
Hang Wu, Stefan Wager
We investigate properties of Thompson Sampling in the stochastic multi-armed bandit problem with delayed feedback. In a setting with i.i.d delays, we establish to our knowledge the first regret bounds for Thompson Sampling with arbitrary delay distributions, including ones with unbounded expectation. Our bounds are qualitatively comparable to the best available bounds derived via ad-hoc algorithms, and only depend on delays via selected quantiles of the delay distributions. Furthermore, in extensive simulation experiments, we find that Thompson Sampling outperforms a number of alternative proposals, including methods specifically designed for settings with delayed feedback.
研究了具有延迟反馈的随机多臂盗匪问题的汤普森抽样性质。在具有i.i.d延迟的情况下,我们建立了具有任意延迟分布的汤普森采样的第一遗憾界,包括具有无界期望的汤普森采样。我们的边界在质量上可与通过ad-hoc算法导出的最佳可用边界相媲美,并且仅依赖于延迟分布的选定分位数的延迟。此外,在广泛的模拟实验中,我们发现汤普森采样优于许多替代方案,包括专门为延迟反馈设置设计的方法。
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引用次数: 4
The Challenge of Understanding What Users Want: Inconsistent Preferences and Engagement Optimization 理解用户需求的挑战:不一致的偏好和用户粘性优化
Pub Date : 2022-02-23 DOI: 10.1145/3490486.3538365
J. Kleinberg, S. Mullainathan, Manish Raghavan
Online platforms have a wealth of data, run countless experiments and use industrial-scale algorithms to optimize user experience. Despite this, many users seem to regret the time they spend on these platforms. One possible explanation is that incentives are misaligned: platforms are not optimizing for user happiness. We suggest the problem runs deeper, transcending the specific incentives of any particular platform, and instead stems from a mistaken foundational assumption. To understand what users want, platforms look at what users do. This is a kind of revealed-preference assumption that is ubiquitous in the way user models are built. Yet research has demonstrated, and personal experience affirms, that we often make choices in the moment that are inconsistent with what we actually want. The behavioral economics and psychology literatures suggest, for example, that we can choose mindlessly or that we can be too myopic in our choices, behaviors that feel entirely familiar on online platforms. In this work, we develop a model of media consumption where users have inconsistent preferences. We consider an altruistic platform which simply wants to maximize user utility, but only observes behavioral data in the form of the user's engagement. We show how our model of users' preference inconsistencies produces phenomena that are familiar from everyday experience, but difficult to capture in traditional user interaction models. These phenomena include users who have long sessions on a platform but derive very little utility from it, and platform changes that steadily raise user engagement before abruptly causing users to go "cold turkey'' and quit. A key ingredient in our model is a formulation for how platforms determine what to show users: they optimize over a large set of potential content (the content manifold) parametrized by underlying features of the content. Whether improving engagement improves user welfare depends on the direction of movement in the content manifold: for certain directions of change, increasing engagement makes users less happy, while in other directions on the same manifold, increasing engagement makes users happier. We provide a characterization of the structure of content manifolds for which increasing engagement fails to increase user utility. By linking these effects to abstractions of platform design choices, our model thus creates a theoretical framework and vocabulary in which to explore interactions between design, behavioral science, and social media. A full version of this paper can be found at https://arxiv.org/pdf/2202.11776.pdf.
在线平台拥有丰富的数据,运行无数的实验,并使用工业规模的算法来优化用户体验。尽管如此,许多用户似乎后悔花在这些平台上的时间。一种可能的解释是,动机不一致:平台没有针对用户幸福感进行优化。我们认为,问题的根源更深层,超越了任何特定平台的具体激励,而是源于一个错误的基本假设。为了了解用户想要什么,平台要看用户在做什么。这是一种显性偏好假设,在构建用户模型的方式中无处不在。然而,研究表明,个人经验也证实,我们经常在当下做出与我们实际想要的不一致的选择。例如,行为经济学和心理学文献表明,我们可以无意识地做出选择,或者我们的选择过于短视,这些行为在网络平台上感觉非常熟悉。在这项工作中,我们开发了一个用户偏好不一致的媒体消费模型。我们考虑一个利他的平台,它只是想最大化用户效用,但只观察用户参与形式的行为数据。我们展示了我们的用户偏好不一致性模型如何产生日常经验中熟悉的现象,但在传统的用户交互模型中难以捕获。这些现象包括用户在一个平台上停留了很长时间,但从中获得的效用很少,以及平台变化在突然导致用户“突然放弃”之前稳步提高用户粘性。我们模型中的一个关键要素是平台如何决定向用户展示什么内容的公式:它们通过内容的潜在特征参数化的大量潜在内容(内容歧管)进行优化。提高参与度是否会提高用户福利取决于内容流形中的运动方向:对于某些变化方向,增加参与度会让用户不那么快乐,而在同一流形的其他方向上,增加参与度会让用户更快乐。我们提供了内容流形结构的特征,其中增加粘性未能增加用户效用。通过将这些影响与平台设计选择的抽象联系起来,我们的模型因此创建了一个理论框架和词汇,用于探索设计,行为科学和社交媒体之间的相互作用。本文的完整版本可在https://arxiv.org/pdf/2202.11776.pdf上找到。
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引用次数: 22
Sequential Information Design: Markov Persuasion Process and Its Efficient Reinforcement Learning 序贯信息设计:马尔可夫说服过程及其有效强化学习
Pub Date : 2022-02-22 DOI: 10.1145/3490486.3538313
Jibang Wu, Zixuan Zhang, Zhe Feng, Zhaoran Wang, Zhuoran Yang, Michael I. Jordan, Haifeng Xu
In today's economy, it becomes important for Internet platforms to consider the sequential information design problem to align its long term interest with incentives of the gig service providers (e.g., drivers, hosts). This paper proposes a novel model of sequential information design, namely the Markov persuasion processes (MPPs), in which a sender, with informational advantage, seeks to persuade a stream of myopic receivers to take actions that maximize the sender's cumulative utilities in a finite horizon Markovian environment with varying prior and utility functions. Planning in MPPs thus faces the unique challenge in finding a signaling policy that is simultaneously persuasive to the myopic receivers and inducing the optimal long-term cumulative utilities of the sender. Nevertheless, in the population level where the model is known, it turns out that we can efficiently determine the optimal (resp. ε-optimal) policy with finite (resp. infinite) states and outcomes, through a modified formulation of the Bellman equation that additionally takes persuasiveness into consideration. Our main technical contribution is to study the MPP under the online reinforcement learning (RL) setting, where the goal is to learn the optimal signaling policy by interacting with with the underlying MPP, without the knowledge of the sender's utility functions, prior distributions, and the Markov transition kernels. For such a problem, we design a provably efficient no-regret learning algorithm, the Optimism-Pessimism Principle for Persuasion Process (OP4), which features a novel combination of both optimism and pessimism principles. In particular, we obtain optimistic estimates of the value functions to encourage exploration under the unknown environment, and additionally robustify the signaling policy with respect to the uncertainty of prior estimation to prevent receiver's detrimental equilibrium behavior. Our algorithm enjoys sample efficiency by achieving a sublinear √T-regret upper bound. Furthermore, both our algorithm and theory can be applied to MPPs with large space of outcomes and states via function approximation, and we showcase such a success under the linear setting.
在今天的经济中,互联网平台考虑顺序信息设计问题,使其长期利益与零工服务提供商(例如,司机,主机)的激励保持一致,这一点变得非常重要。本文提出了一种新的序列信息设计模型,即马尔可夫说服过程(MPPs),在该模型中,具有信息优势的发送者在具有不同先验函数和效用函数的有限视界马尔可夫环境中,试图说服一群短视的接收者采取行动,使发送者的累积效用最大化。因此,mpp的规划面临着一个独特的挑战,即寻找一种信号策略,既能说服短视的接收者,又能诱导发送者获得最佳的长期累积效用。然而,在已知模型的总体水平上,事实证明我们可以有效地确定最优(resp)。有限响应的ε-最优策略。无限)状态和结果,通过修改Bellman方程的公式,另外考虑了说服力。我们的主要技术贡献是研究在线强化学习(RL)设置下的MPP,其目标是通过与底层MPP交互来学习最佳信令策略,而不需要了解发送方的效用函数、先验分布和马尔可夫转换核。针对这一问题,我们设计了一种可证明高效的无遗憾学习算法——乐观-悲观说服过程原则(OP4),该算法将乐观原则和悲观原则结合在一起。特别是,我们获得了价值函数的乐观估计,以鼓励在未知环境下的探索,并且根据先验估计的不确定性对信号策略进行鲁棒化,以防止接收者的有害均衡行为。我们的算法通过实现次线性/ t -遗憾上界而享有样本效率。此外,我们的算法和理论都可以通过函数逼近应用于具有大结果和状态空间的mpp,并在线性设置下取得了成功。
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引用次数: 19
In This Apportionment Lottery, the House Always Wins 在分配彩票中,众议院总是赢家
Pub Date : 2022-02-22 DOI: 10.1145/3490486.3538299
Paul Golz, Dominik Peters, A. Procaccia
Apportionment is the problem of distributing h indivisible seats across states in proportion to the states' populations. In the context of the US House of Representatives, this problem has a rich history and is a prime example of interactions between mathematical analysis and political practice. Grimmett [2004] suggested to apportion seats in a randomized way such that each state receives exactly their proportional share qi of seats in expectation (ex ante proportionality) and receives either ↾qi↿ or ⇂qi⇃ many seats ex post (quota). However, there is a vast space of randomized apportionment methods satisfying these two axioms, and so we additionally consider prominent axioms from the apportionment literature. Our main result is a randomized method satisfying quota, ex ante proportionality and house monotonicity — a property that prevents paradoxes when the number of seats changes and which we require to hold ex post. This result is based on a generalization of dependent rounding on bipartite graphs, which we call cumulative rounding and which might be of independent interest, as we demonstrate via applications beyond apportionment. The full version of this paper is available at urlhttps://arxiv.org/pdf/2202.11061.pdf.
席位分配是指按照各州人口的比例在各州之间分配不可分割的席位。在美国众议院的背景下,这个问题有着丰富的历史,是数学分析和政治实践之间相互作用的一个主要例子。Grimmett[2004]建议以随机方式分配席位,使每个州在预期中正好获得其比例份额的席位qi(事前比例性),并在事后获得↾qi↿或⇂qi⇃多个席位(配额)。然而,满足这两个公理的随机分配方法有很大的空间,因此我们额外考虑了分配文献中突出的公理。我们的主要结果是一种随机方法,满足配额、事前比例性和房屋单调性——当席位数量发生变化时,我们需要保留席位,这种特性可以防止出现悖论。这个结果是基于对二部图的依赖四舍五入的推广,我们称之为累积四舍五入,它可能是独立的兴趣,正如我们通过分配以外的应用所证明的那样。本文的完整版本可在urlhttps://arxiv.org/pdf/2202.11061.pdf获得。
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引用次数: 1
Designing Menus of Contracts Efficiently: The Power of Randomization 有效设计合同菜单:随机化的力量
Pub Date : 2022-02-22 DOI: 10.1145/3490486.3538270
Matteo Castiglioni, A. Marchesi, N. Gatti
We study hidden-action principal-agent problems in which a principal commits to an outcome-dependent payment scheme (called contract) so as to incentivize the agent to take a costly, unobservable action leading to favorable outcomes. In particular, we focus on Bayesian settings where the agent has private information. This is collectively encoded by the agent's type, which is unknown to the principal, but randomly drawn according to a finitely-supported, commonly-known probability distribution. In our model, the agent's type determines both the probability distribution over outcomes and the cost associated with each agent's action. In Bayesian principal-agent problems, the principal may be better off by committing to a menu of contracts specifying a contract for each agent's type, rater than committing to a single contract. This induces a two-stage process that resembles interactions studied in classical mechanism design: after the principal has committed to a menu, the agent first reports a type to the principal, and, then, the latter puts in place the contract in the menu that corresponds to the reported type. Thus, the principal's computational problem boils down to designing a menu of contracts that incentivizes the agent to report their true type and maximizes expected utility. Previous works showed that, in Bayesian principal-agent problems, computing an optimal menu of contracts or an optimal (single) contract is APX-hard, which is in sharp contrast from what happens in non-Bayesian settings, where an optimal contract can be computed efficiently. Crucially, previous works focus on menus of deterministic contracts. Surprisingly, in this paper we show that, if one instead considers menus of randomized contracts defined as probability distributions over payment vectors, then an optimal menu can be computed in polynomial time. Besides this main result, we also close several gaps in the computational complexity analysis of the problem of computing menus of deterministic contracts. In particular, we prove that the problem cannot be approximated up to within any multiplicative factor and it does not admit an additive FPTAS unless P = NP, even in basic instances with a constant number of actions and only four outcomes. This considerably extends previously-known negative results. Then, we show that our hardness result is tight, by providing an additive PTAS that works in instances with a constant number of outcomes. We complete our analysis by showing that an optimal menu of deterministic contracts can be computed in polynomial time when either there are only two outcomes or there is a constant number of types.
我们研究了隐藏行为委托代理问题,其中委托人承诺一个结果依赖的支付方案(称为合同),以激励代理人采取代价高昂的,不可观察的行动,导致有利的结果。特别地,我们关注的是代理具有私有信息的贝叶斯设置。这是由代理的类型共同编码的,代理的类型对于主体来说是未知的,但是根据有限支持的,众所周知的概率分布随机绘制。在我们的模型中,代理的类型既决定了结果的概率分布,也决定了与每个代理的行为相关的成本。在贝叶斯委托代理问题中,委托人可能会通过签订一份为每个代理人的类型指定一份合同的合同菜单,而不是只签订一份合同而得到更好的结果。这导致了一个两阶段的过程,类似于在经典机制设计中研究的交互:在委托人提交了一个菜单之后,代理首先向委托人报告一个类型,然后,后者将合同放入与所报告的类型对应的菜单中。因此,委托人的计算问题归结为设计一个合约菜单,激励代理人报告其真实类型并最大化预期效用。先前的研究表明,在贝叶斯委托代理问题中,计算最优合同菜单或最优(单个)合同是apx困难的,这与非贝叶斯环境中发生的情况形成鲜明对比,在非贝叶斯环境中,最优合同可以有效地计算。至关重要的是,之前的工作关注的是确定性契约的菜单。令人惊讶的是,在本文中,我们表明,如果将随机合约菜单定义为支付向量上的概率分布,那么可以在多项式时间内计算出最优菜单。除了这一主要结果外,我们还弥补了确定性契约计算菜单问题的计算复杂性分析中的几个空白。特别是,我们证明了这个问题不能被近似到任何乘法因子之内,并且除非P = NP,否则它不承认可加性FPTAS,即使在具有恒定数量的行动和只有四个结果的基本实例中也是如此。这大大扩展了先前已知的负面结果。然后,我们通过提供在具有恒定数量结果的实例中工作的附加PTAS来证明我们的硬度结果是紧密的。我们通过表明,当只有两种结果或有常数种类型时,确定性契约的最优菜单可以在多项式时间内计算出来,从而完成了我们的分析。
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引用次数: 19
Delegated Pandora's Box 潘朵拉的盒子
Pub Date : 2022-02-21 DOI: 10.1145/3490486.3538267
Curtis Bechtel, S. Dughmi, Neel Patel
In delegation problems, a principal does not have the resources necessary to complete a particular task, so they delegate the task to an untrusted agent whose interests may differ from their own. Given any family of such problems and space of mechanisms for the principal to choose from, the delegation gap is the worst-case ratio of the principal's optimal utility when they delegate versus their optimal utility when solving the problem on their own. In this work, we consider the delegation gap of the generalized Pandora's box problem, a search problem in which searching for solutions incurs known costs and solutions are restricted by some downward-closed constraint. First, we show that there is a special case when all random variables have binary support for which there exist constant-factor delegation gaps for matroid constraints. However, there is no constant-factor delegation gap for even simple non-binary instances of the problem. Getting around this impossibility, we consider two variants: the free-agent model, in which the agent doesn't pay the cost of probing elements, and discounted-cost approximations, in which we discount all costs and aim for a bicriteria approximation of the discount factor and delegation gap. We show that there are constant-factor delegation gaps in the free-agent model with discounted-cost approximations for certain downward closed constraints and constant discount factors. However, constant delegation gaps can not be achieved under either variant alone. Finally, we consider another variant called the shared-cost model, in which the principal can choose how costs will be shared between them and the agent before delegating the search problem. We show that the shared-cost model exhibits a constant-factor delegation gap for certain downward closed constraints.
在委托问题中,委托人没有完成特定任务所需的资源,因此他们将任务委托给不受信任的代理,代理的利益可能与自己不同。给定这类问题的任意族和委托人可以选择的机制空间,委托缺口是委托人委托时的最优效用与自己解决问题时的最优效用的最坏情况之比。在本文中,我们考虑广义潘多拉盒子问题的委托缺口,这是一个搜索问题,其中搜索解决方案会产生已知的成本,并且解决方案受到某些向下封闭约束的限制。首先,我们证明了一种特殊情况,当所有随机变量都有二进制支持时,对于矩阵约束存在常因子委托间隙。然而,即使对于简单的非二进制问题实例,也不存在常量因子委托差距。为了避免这种不可能性,我们考虑了两种变体:自由代理模型,在这种模型中,代理不支付探测元素的成本;贴现成本近似,在这种模型中,我们贴现所有成本,并以贴现因子和委托差距的双标准近似为目标。我们证明了在具有一定向下封闭约束和恒定折扣因子的贴现成本近似的自由代理模型中存在恒定因素的委托缺口。然而,在任何一种变体下都不能实现恒定的委托间隙。最后,我们考虑了另一种称为共享成本模型的变体,在该模型中,委托人可以在委托搜索问题之前选择如何在他们和代理之间共享成本。我们证明,对于某些向下封闭的约束,共享成本模型表现出恒定因子的委托缺口。
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引用次数: 13
Is Selling Complete Information (Approximately) Optimal? 出售完整的信息(近似)是最优的吗?
Pub Date : 2022-02-18 DOI: 10.1145/3490486.3538304
D. Bergemann, Yang Cai, Grigoris Velegkas, Mingfei Zhao
We study the problem of selling information to a data-buyer who faces a decision problem under uncertainty. We consider the classic Bayesian decision-theoretic model pioneered by Blackwell. Initially, the data buyer has only partial information about the payoff-relevant state of the world. A data seller offers additional information about the state of the world. The information is revealed through signaling schemes, also referred to as experiments. In the single-agent setting, any mechanism can be represented as a menu of experiments. A recent paper by Bergemann et al.[8] present a complete characterization of the revenue-optimal mechanism in a binary state and binary action environment. By contrast, no characterization is known for the case with more actions. In this paper, we consider more general environments and study arguably the simplest mechanism, which only sells the fully informative experiment. In the environment with binary state and m≥3 actions, we provide an $O(m)$-approximation to the optimal revenue by selling only the fully informative experiment and show that the approximation ratio is tight up to an absolute constant factor. An important corollary of our lower bound is that the size of the optimal menu must grow at least linearly in the number of available actions, so no universal upper bound exists for the size of the optimal menu in the general single-dimensional setting. We also provide a sufficient condition under which selling only the fully informative experiment achieves the optimal revenue. For multi-dimensional environments, we prove that even in arguably the simplest matching utility environment with 3 states and 3 actions, the ratio between the optimal revenue and the revenue by selling only the fully informative experiment can grow immediately to a polynomial of the number of agent types. Nonetheless, if the distribution is uniform, we show that selling only the fully informative experiment is indeed the optimal mechanism.
研究了在不确定条件下向数据购买者出售信息的决策问题。我们考虑由Blackwell开创的经典贝叶斯决策理论模型。最初,数据购买者只有关于世界收益相关状态的部分信息。数据销售者提供关于世界状态的额外信息。这些信息是通过信号方案揭示出来的,也被称为实验。在单智能体设置中,任何机制都可以表示为实验菜单。Bergemann等人最近的一篇论文给出了二元状态和二元作用环境下收益最优机制的完整表征。相比之下,没有人知道有更多行动的情况的特征。在本文中,我们考虑更一般的环境和研究可以说是最简单的机制,它只出售充分的信息实验。在二元状态和m≥3个动作的环境下,我们通过只出售完全信息的实验,给出了最优收益的$O(m)$-近似,并证明了近似比紧到一个绝对常数因子。下界的一个重要推论是,最优菜单的大小必须至少与可用操作的数量线性增长,所以在一般的单维设置中,最优菜单的大小不存在普遍的上界。并给出了仅销售全信息实验获得最优收益的充分条件。对于多维环境,我们证明了即使在具有3个状态和3个动作的最简单匹配效用环境中,最优收益与仅销售完全信息实验的收益之比也可以立即增长到代理类型数量的多项式。然而,如果分布是均匀的,我们证明只出售完全信息的实验确实是最优机制。
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引用次数: 8
Bayesian and Randomized Clock Auctions 贝叶斯和随机时钟拍卖
Pub Date : 2022-02-18 DOI: 10.1145/3490486.3538247
M. Feldman, Vasilis Gkatzelis, N. Gravin, Daniel Schoepflin
In a single-parameter mechanism design problem, a provider is looking to sell some service to a group of potential buyers. Each buyer i has a private value vi for receiving this service, and some feasibility constraint restricts which subsets of buyers can be served simultaneously. Recent work in economics introduced (deferred-acceptance) clock auctions as a superior class of auctions for this problem, due to their transparency, simplicity, and very strong incentive guarantees. Subsequent work in computer science focused on evaluating these auctions with respect to their social welfare approximation guarantees, leading to strong impossibility results: in the absence of prior information regarding the buyers' values, no deterministic clock auction can achieve a bounded approximation, even for simple feasibility constraints with only two maximal feasible sets. We show that these negative results can be circumvented either by using access to prior information or by leveraging randomization. In particular, we provide clock auctions that give a O(log log k) approximation for general downward-closed feasibility constraints with k maximal feasible sets, for three different information models, ranging from full access to the value distributions to complete absence of information. The more information the seller has, the simpler and more practical these auctions are. Under full access, we use a particularly simple deterministic clock auction, called a single-price clock auction, which is only slightly more complex than posted price mechanisms. In this auction, each buyer is offered a single price, then a feasible set is selected among those who accept their offers. In the other extreme, where no prior information is available, this approximation guarantee is obtained using a complex randomized clock auction. In addition to our main results, we propose a parameterization that interpolates between single-price clock auctions and general clock auctions, paving the way for an exciting line of future research.
在单参数机制设计问题中,提供者希望向一组潜在买家出售某些服务。每个买家i都有一个私有值vi来接收该服务,并且存在一些可行性约束来限制哪些买家子集可以同时得到服务。最近的经济学研究将(延期接受)时钟拍卖作为解决这一问题的一种优越的拍卖方式,因为它具有透明度、简单性和非常强的激励保证。计算机科学的后续工作侧重于评估这些拍卖的社会福利近似保证,导致强烈的不可能结果:在缺乏关于买家价值的先验信息的情况下,没有确定性时钟拍卖可以实现有界近似,即使是只有两个最大可行集的简单可行性约束。我们表明,这些负面结果可以通过使用获取先验信息或利用随机化来规避。特别是,我们提供时钟拍卖,为具有k个最大可行集的一般向下封闭可行性约束提供O(log log k)近似,适用于三种不同的信息模型,范围从完全访问值分布到完全缺乏信息。卖家掌握的信息越多,拍卖就越简单、越实用。在完全访问下,我们使用一种特别简单的确定性时钟拍卖,称为单一价格时钟拍卖,它只比公布的价格机制稍微复杂一点。在这种拍卖中,每个买家都被提供一个价格,然后在接受出价的人中选择一个可行的组合。在另一种极端情况下,如果没有可用的先验信息,则使用复杂的随机时钟拍卖来获得这种近似保证。除了我们的主要结果之外,我们还提出了一种参数化方法,在单一价格的时钟拍卖和一般时钟拍卖之间进行插值,为未来令人兴奋的研究铺平了道路。
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引用次数: 5
An Algorithmic Solution to the Blotto Game using Multi-marginal Couplings 基于多边缘耦合的Blotto博弈算法求解
Pub Date : 2022-02-15 DOI: 10.1145/3490486.3538240
Vianney Perchet, P. Rigollet, Thibaut Le Gouic
A century ago, Emile Borel published his seminal paper on the theory of play and integral equations with skew-symmetric kernels[1]. Borel describes what is now called the Blotto game: a resource-allocation game in which two players compete for over n different battlefields by simultaneously allocating resources to each battlefield. The following two additional characteristics are perhaps the most salient features of the Blotto game: Winner-takes-all: For each battlefield, the player allocating the most resources to a given battlefield wins the battlefield. Fixed budget: each player is subject to a fixed---and deterministic---budget that mixed strategies should satisfy almost surely. Despite its century-long existence, Nash equilibria for the Blotto game are only known under various restrictions on the main parameters of the problem: the budget of each player and the value given to each battlefield. Moreover, previous solutions for two-player games have consisted in constructing explicit solutions. Because of the budget constraints, these strategies can be decomposed into two parts: marginal distributions that indicate which (random) strategy to play on each battlefield and a coupling that correlates the marginal strategies in such a way to ensure that the budget constraint is satisfied almost surely. The first part may be studied independently of the second by considering what is known as the (General) Lotto game. In this game, the budget constraint needs only be enforced in expectation with respect to the randomization of the mixed strategies. While this setup lacks a defining characteristic of the Blotto game (fixed budget), it has the advantage of lending itself to more amenable computations. Indeed, unlike the Blotto game, a complete solution to the Lotto game was recently proposed in [2] where the authors describe an explicit Nash equilibrium in the most general case: asymmetric budget, asymmetric and heterogeneous values. In light of this progress, a natural question is whether the marginal solutions discovered in [2] could be coupled in such a way that the budget constraint is satisfied almost surely. We provide a positive answer to this question by appealing to an existing result from the theory of joint mixability [5]. Mixability asks the following question: Can n random variables X1, ..., Xn with prescribed marginal distributions Xi ~ Pi, be coupled in such a way that var(X1+ ··· + Xn)=0. Joint mixability is precisely the step required to go from a Lotto solution to a Blotto one by coupling the marginals of the Lotto solution in such a way that the budget constraint is satisfied. In this paper, we exploit a simple connection between joint mixability and the theory of multi-marginal couplings. We propose an algorithmic solution to the Blotto problem by efficiently constructing a coupling that satisfies the budget constraint almost surely and can be easily sampled from. Our construction relies on three key steps: first, we reduce the prob
一个世纪前,埃米尔·博雷尔(Emile Borel)发表了他关于游戏理论和带有偏对称核b[1]的积分方程的开创性论文。Borel描述了现在所谓的Blotto游戏:一种资源分配游戏,两名玩家通过同时向每个战场分配资源来争夺超过n个不同的战场。以下两个额外特征可能是《Blotto》游戏最显著的特征:赢家通吃:对于每个战场,在给定战场上分配最多资源的玩家将赢得战场。固定预算:每个玩家都受制于一个固定的(且确定的)预算,混合策略几乎肯定能满足这个预算。尽管已经存在了一个世纪,但只有在对问题主要参数的各种限制下,才能知道Blotto游戏的纳什均衡:每个玩家的预算和每个战场的价值。此外,之前的双人博弈解决方案都是构建明确的解决方案。由于预算约束,这些策略可以分解为两部分:表明在每个战场上使用哪种(随机)策略的边际分布,以及以确保几乎肯定地满足预算约束的方式将边际策略关联起来的耦合。第一部分可以通过考虑所谓的(一般)乐透游戏而独立于第二部分进行研究。在这个博弈中,预算约束只需要根据混合策略的随机化来强制执行。虽然这种设置缺乏Blotto游戏的定义特征(固定预算),但它的优势在于可以进行更易于接受的计算。事实上,与Lotto游戏不同,Lotto游戏的完整解决方案最近在b[2]中提出,作者描述了最一般情况下的显式纳什均衡:不对称预算,不对称和异构值。鉴于这一进展,一个自然的问题是,b[2]中发现的边际解能否以一种几乎肯定能满足预算约束的方式结合在一起。我们利用节理可混性理论的现有结果,对这个问题给出了一个肯定的答案。可混性提出了以下问题:n个随机变量X1,…联合可混合性正是通过以满足预算约束的方式耦合Lotto解的边际来从Lotto解到Blotto解所需的步骤。在本文中,我们建立了接头可混性与多边缘耦合理论之间的简单联系。我们提出了一种解决Blotto问题的算法,通过有效地构造一个几乎肯定满足预算约束的耦合,并且可以很容易地从中采样。我们的构造依赖于三个关键步骤:首先,我们将问题简化为少量的边缘,以绕过多边缘问题固有的np -硬度;其次,我们将边缘离散化;最后,我们使用Sinkhorn算法的多边缘版本[3,4]来构造离散化边缘的耦合。这个过程输出一个具有连续边际的耦合,它接近于[2]的Lotto解所规定的边际,并且从中可以直接采样。此外,我们量化了离散误差和Sinkhorn算法对博弈值的综合影响,有效地导致了近似纳什均衡,甚至在对称值的情况下得到了近似最优解。对于对称战场值和非对称预算,Blotto博弈是常和的,因此存在最优解,并且我们的算法在时间Õ(n2 + ε-4)上从ε-最优解中采样,独立于预算和战场值。在不对称值的情况下,最优解不需要存在,但纳什均衡存在,我们的算法从具有相似复杂性的ε-纳什均衡中采样,但隐式常数依赖于博弈的各种参数,如战场值。全文可在https://arxiv.org/abs/2202.07318上找到。
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引用次数: 4
Artificial Intelligence and Auction Design 人工智能与拍卖设计
Pub Date : 2022-02-12 DOI: 10.1145/3490486.3538244
M. Banchio, Andrzej Skrzypacz
Motivated by online advertising auctions, we study auction design in repeated auctions played by simple Artificial Intelligence algorithms (Q-learning). We find that first-price auctions with no additional feedback lead to tacit-collusive outcomes (bids lower than values), while second-price auctions do not. We show that the difference is driven by the incentive in first-price auctions to outbid opponents by just one bid increment. This facilitates re-coordination on low bids after a phase of experimentation. We also show that providing information about the lowest bid to win, as introduced by Google at the time of the switch to first-price auctions, increases competitiveness of auctions.
受在线广告拍卖的激励,我们研究了简单的人工智能算法(Q-learning)在重复拍卖中的拍卖设计。我们发现,没有额外反馈的第一价格拍卖会导致隐性串通的结果(出价低于价值),而第二价格拍卖则不会。我们表明,这种差异是由首价拍卖中出价比对手高出一个出价增量的激励所驱动的。这有助于在实验阶段后对低出价进行重新协调。我们还表明,提供有关最低中标价格的信息,就像谷歌在转向首价拍卖时引入的那样,增加了拍卖的竞争力。
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引用次数: 13
期刊
Proceedings of the 23rd ACM Conference on Economics and Computation
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