1 / 39

Online Ascending Auctions for Gradually Expiring Items

Online Ascending Auctions for Gradually Expiring Items. Ron Lavi and Noam Nisan SISL/IST, Caltech Hebrew University. The Model (I). M identical items that “expire” at different times.

craig
Télécharger la présentation

Online Ascending Auctions for Gradually Expiring Items

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Online Ascending Auctions for Gradually Expiring Items Ron Lavi and Noam NisanSISL/IST, Caltech Hebrew University

  2. The Model (I) • M identical items that “expire” at different times. • Players arrive over time, and desire one item between their arrival time and their deadline. . . . Items: Expiration times: 1 2 3 4 Time 1 Player 1 arrival time deadline Player 2 Time 2 Player 3

  3. The Model (II) • Player i has value vi for receiving a desired item. • Players are selfish: • All information (arrival time, deadline, value) is private, known only to the player. • Each player acts in order to maximize his own utility: value - price. • Our goal is to maximize the sum of (true) values of players that receive an item (the “social welfare”). • Applications: • In economic settings e.g. transportation tickets • In computational settings e.g. bandwidth allocation

  4. Algorithmic Status • Well studied - equivalent to scheduling of unit jobs. • Offline optimal allocation is poly-time computable(has a matroid structure). • Lower bound of 1.618 for online approximation.[Hajek] • Online greedy is a 2 - approximation:greedy: at time t, allocate item t to the player with highest value. • This assumes obedient players that simply reveal theirprivate information.

  5. Truthfulness and its difficulties • A popular approach: truthful auctions. • Motivating the player to reveal his true parameters. • Strong argument of dominant strategy: no matter what others do, the truth will maximize “my” utility. • Many recent positive examples for truthful auctions. • Unfortunately, we show that: Theorem: Any deterministic truthful auction for our allocation problem cannot obtain an approximation ratio better than M. • A simple truthful M - approximation exists.

  6. How to approach this difficulty? • Relax the equilibrium notion to Bayesian - Nash: • Not a worst-case analysis. Requires strong distributional assumptions. • Add assumptions about player types. E.g. assume values in [vmin , vmax]. Then a randomized truthful 2 log(vmax - vmin) approximation exists (a special case of [BSZ]). • vs. a deterministic 2 - approximation without any assumptions when truthfulness is dropped. • Our approach: • New, relaxed, notion of equilibrium. • Worst - case analysis. No distributional assumptions. • No additional assumptions about player types.

  7. Outline for rest of the talk • Describe two ascending auctions: • Their algorithmic properties • Intuition to an equilibrium notion that fits well • Describe a new notion of equilibrium • discuss its properties • Main theorem • Intuition for the proof

  8. The Online Iterative Auction • Maintain temporary prices and owners for each item (initialized to 0). • At each time unit t=1,2… : • Repeat:Some player that doesn’t currently own an item temporarily takes an item, and increases the price by .Until no losing player wishes to make a new bid. • Allocate item t to its current owner for the listed price - . Keep prices and temporary owners for next time unit. • This is an adaptation of the Iterative Auction of [DGS].

  9. Example Temp. price 0 0 =1 Temp. winner -- -- 1 2 Item Player I: v=3, d=2 Player II: v=5, d=2 Player III: v=2, d=1

  10. Example Temp. price 1 0 =1 (phase 1) Temp. winner I -- 1 2 Item Player I: v=3, d=2 Player II: v=5, d=2 Player III: v=2, d=1

  11. Example Temp. price 1 1 =1 (phase 2) Temp. winner I II 1 2 Item Player I: v=3, d=2 Player II: v=5, d=2 Player III: v=2, d=1

  12. Example Temp. price 2 1 =1 (phase 3) Temp. winner III II 1 2 Item Player I: v=3, d=2 Player II: v=5, d=2 Player III: v=2, d=1

  13. Example Temp. price 3 1 =1 (phase 4) Temp. winner I II 1 2 Item Player I: v=3, d=2 Player II: v=5, d=2 Player III: v=2, d=1

  14. Example Temp. price 3 1 =1 (phase 4) Temp. winner I II 1 2 Item Player I: v=3, d=2 Player I did not bid for the item with lowest price. Player II: v=5, d=2 Player III: v=2, d=1

  15. Example Temp. price 3 1 =1 Temp. winner I II 1 2 Item Result: Player I wins item 1 and pays 2. If no new player will arrive, player II will win item 2 for a price of 0. But, player II might not win at all if a new high valued player will now arrive. Player I: v=3, d=2 Player II: v=5, d=2 Player III: v=2, d=1

  16. Players’ behaviors (the offline case) DFN([DGS]): A player is myopic if he always bids on the item with lowest price among those he desires. THM([DGS],[GS]): Assume all players arrive at time 1: • When all players are myopic then the online iterative auction finds the optimal allocation*. • When all other players are myopic, player i will maximize* his utility by behaving myopically.* up to a difference of about .

  17. Basic structure of allocations S = the optimal allocation • A tight block B  S: |B|=d and jB d(j) < d. • Tight blocks must be prefixes of S, thus contained one in the other. • Special focus in the minimal tight block f. j’ j j’’ 1 2 . . . d M

  18. Basic structure of allocations f S = the optimal allocation • A tight block B  S: |B|=d and jB d(j) < d. • Tight blocks must be prefixes of S, thus contained one in the other. • Special focus in the minimal tight block f. • Every j in f can be located first. • Therefore, its “social cost” is the value of the highest unallocated player. j’ j j’’ 1 2 . . . d M i* Highest un-allocated player determines VCG price of all players in f

  19. The offline iterative auction with myopic players finds the optimal allocation f S = the optimal allocation • All prices in f are equal (because of the structure of swaps): • p(j’) < p(j’’) since j’ is myopic • p(j’’) < p(j’) since j’’ is myopic and has far-enough deadline. • Prices will continue to go up exactly until v(i*). j’ j j’’ 1 2 . . . d M i* Highest un-allocated player determines VCG price of all players in f

  20. Players’ behaviors (the online case) • In the online case, non myopic behaviors might perform better. • E.g. bidding more aggressively for the current item makes sense if one anticipates that many competitive players will arrive later on. DFN: A player is semi - myopic if he bids on some item with price lower than his value. THM: If all players are semi - myopic then the online iterative auction obtains a 3 - approximation.

  21. The Sequential Japanese Auction • Item t is sold at time t using a classic Japanese auction: • The auctioneer starts raising a price. • Each player decides whether to drop or to stay as the price ascends. • We allow to observe how many players remain at each moment. • The price halts when only one player remains. This player wins and pays the price that was reached(up to some tie breaking adjustment rule).

  22. Example Player I: v=3, d=2 What if players I and II decide not to participate at all in the auction for item 1? Player II: v=5, d=2 Player III: v=2, d=1 Player III will win item 1. Player I will certainly not win anything. Player II might win item 2, but for a price of 3.

  23. Example continued Player I: v=3, d=2 Suppose players I and II decide to stay until the price reaches their value, or until there remain two players in the auction (including themselves): Player II: v=5, d=2 Player III: v=2, d=1 At price=2, player III will drop. Immediately afterwards, both I and II drops. So either I or II wins and pays 2. 2 Price

  24. Players’ behaviors (the offline case) Surprisingly, a notion of myopic behavior leads to the optimal allocation here as well: DFN: A player is myopic if, at any time t, he drops exactly: • when the price reaches his value, or • when d - t other players remain (where d is his deadline). THM: If all players arrive at time 1, and are all myopic, then the Sequential Japanese Auction finds the optimal allocation.

  25. Proof • p*=value of highest unallocated player i*, |f|=d • Price < p* implies that no one from f drops: • At least d+1 players still remain (all f + i*) • Price is still low. • At price = p* all remaining unallocated players drop, and after them all remaining players of S. • Players of f startto drop only after all others have dropped. •  winner of item 1 = optimal item 1 winner. • Continue inductively. p* Price

  26. Players’ behaviors (the online case) • In the online case, again, bidding more aggressively for the current item makes sense if one anticipates that many competitive players will arrive later on. DFN: A player is semi - myopic if, at any time t, he drops: • not earlier than d-t other players remain, and • not later than when the price reaches his value. THM: If all players are semi - myopic then the Sequential Japanese Auction obtains a 3 - approximation.

  27. Summary of auctions Myopic behavior Semi-myopic behavior OnlineIterative bid for the item with the lowest price bid for some item with price < value Drop when(i) price reaches value or(ii) Exactly d-t other players remain Drop in between (i) price reaches value and(ii)d-t other players remain SequentialJapanese

  28. Proving the approximation Semi - Myopic Algorithms Lemma: Any semi - myopic algorithm obtainsa 3 - approximation. Lemma: When players are semi - myopic then both our auctions are semi - myopic algorithms. Greedy Myopic Allocate to bidder with highest value Allocate according to current best allocation Semi - myopic Allocate to someone with value > value of the winner of item t in a current best allocation ( = an optimal allocation of items t,…,M among the active players at time t ).

  29. Set - Nash Equilibrium • The above intuition implies that we do not expect a player to follow a specific strategy. Instead, we define a set of “recommended strategies” Ri for player i. DFN: The strategy sets R1 … Rnare in Set – Nash equilibrium if a best response to every s-i R-i exists in Ri • Comment 1: If | Ri |=1, then equivalent to regular Nash. • Comment 2: Best response to mixed strategies might be outside Ri– stronger definitions can require that too. • Comment 3: Only interesting if you can say something about the outcome when everyone plays in Ri • Comment 4: Naturally generalizes to games with incomplete information without a Bayesian prior: Ri(ti)

  30. Stronger set notions Strategies of other players R-i Player i’s strategies Ri Set domination: > (coordinate-wise)

  31. Stronger set notions Strategies of other players R-i Player i’s strategies Ri Set mixed Nash: Eπ( ) > Eπ( )

  32. Stronger set notions Strategies of other players R-i Player i’s strategies Ri MAX Set-Nash: MAX( )  Ri

  33. Main Theorem: The Online Iterative Auction and the Sequential Japanese Auction Set - Nash implementa 3 - approximation of the welfare.I.e., both auctions have Set - Nash equilibrium that are all semi - myopic, hence guarantee a 3 - approximation. • All the recommended strategies are not dominated. • The recommended strategies contain best responses even if the strategies of the others are from a much larger set. • The recommended strategies do not necessarily contain b.r. to mixed recommended strategies -- We think this is an interesting open problem.

  34. Proof structure Semi Myopic Mechanism Basic building block: Recommended Strategies thatare in Set - Nash Sequential Japanese: Online Iterative: Semi Myopic Mechanism Semi Myopic Mechanism “Ignorable extension” “Ignorable extension”

  35. Reminder: basic structure of allocations ft St = the optimal allocation Reminder: with myopic players, the ascending auctions compute ft and VCG prices j j’ t t+1 . . . d M i* Highest un-allocated player determines VCG price of all players in ft

  36. Semi Myopic Mechanisms Strategy space.Extended direct revelation:{ arrival time, value, “false” deadline, “true” deadline } (Similar in spirit to “2nd chance mechanisms” [NR]) Allocation rule.Compute St according to “pretend deadlines”: • Allocate item t to some player in ft . Payment Rule. • For any player i, let ct(i) be his VCG price for entering St . • Set temporary prices • The winner i pays maxt’<t pt’(i) “false” deadline If this has not passed.“true” deadline Otherwise. “pretend deadline” = ct(i)If ift.[0, ct(i) ] If i St - ft .0 Otherwise pt(i) =

  37. Set - Nash in Semi Myopic Mechanisms Recommended strategies: declare true arrival time, value, and true “true deadline”, and any “false deadline” < true deadline. Lemma 1: When all players play recommended strategies then the allocation rule of a semi myopic mechanism is a semi myopic algorithm. Lemma 2: These recommended strategies form a Set -Nash Equilibrium.

  38. Semi Myopic Mechanism Ascending Auctions Recommended strategies for the Online Iterative Auction:play myopically with a fake deadline until it has passed, and myopically with the real deadline afterwards. Lemma: The Semi Myopic Mechanism is embedded in the Online Iterative Auction. Proof sketch: need to show that the requirements of the semi-myopic mechanism hold: • winners belong to ft • prices are VCG Already know these from the offline analysis

  39. Summary • We study an online setting with “gradually expiring items”. • We first saw that truthful auctions cannot perform well. • We then explored a new approach to this difficulty. • Worst case, no additional assumptions on players. • Analyzed two adaptations to classical ascending auctions. • Both obtain a 3 - approximation under a large family of selfish behaviors. • Introduced the notion of “Set - Nash equilibrium”. • Both our auctions have Set - Nash equilibrium that guarantees a 3 - approximation of the social welfare.

More Related