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The problem of market clearing is to set a price for an item such that quantity demanded equals quantity supplied. In this work, we cast the problem of predicting clearing prices into a learning framework and use the resulting models to perform revenue optimization in auctions and markets with contextual information. The economic intuition behind market clearing allows us to obtain fine-grained control over the aggressiveness of the resulting pricing policy, grounded in theory. To evaluate our approach, we fit a model of clearing prices over a massive dataset of bids in display ad auctions from a major ad exchange. The learned prices outperform other modeling techniques in the literature in terms of revenue and efficiency trade-offs. Because of the convex nature of the clearing loss function, the convergence rate of our method is as fast as linear regression.
The challenge of developing powerful and general Reinforcement Learning (RL) agents has received increasing attention in recent years. Much of this effort has focused on the single-agent setting, in which an agent maximizes a predefined extrinsic reward function. However, a long-term question inevitably arises: how will such independent agents cooperate when they are continually learning and acting in a shared multi-agent environment? Observing that humans often provide incentives to influence others behavior, we propose to equip each RL agent in a multi-agent environment with the ability to give rewards directly to other agents, using a learned incentive function. Each agent learns its own incentive function by explicitly accounting for its impact on the learning of recipients and, through them, the impact on its own extrinsic objective. We demonstrate in experiments that such agents significantly outperform standard RL and opponent-shaping agents in challenging general-sum Markov games, often by finding a near-optimal division of labor. Our work points toward more opportunities and challenges along the path to ensure the common good in a multi-agent future.
In this paper, we investigate the problem about how to bid in repeated contextual first price auctions. We consider a single bidder (learner) who repeatedly bids in the first price auctions: at each time $t$, the learner observes a context $x_tin mathbb{R}^d$ and decides the bid based on historical information and $x_t$. We assume a structured linear model of the maximum bid of all the others $m_t = alpha_0cdot x_t + z_t$, where $alpha_0in mathbb{R}^d$ is unknown to the learner and $z_t$ is randomly sampled from a noise distribution $mathcal{F}$ with log-concave density function $f$. We consider both emph{binary feedback} (the learner can only observe whether she wins or not) and emph{full information feedback} (the learner can observe $m_t$) at the end of each time $t$. For binary feedback, when the noise distribution $mathcal{F}$ is known, we propose a bidding algorithm, by using maximum likelihood estimation (MLE) method to achieve at most $widetilde{O}(sqrt{log(d) T})$ regret. Moreover, we generalize this algorithm to the setting with binary feedback and the noise distribution is unknown but belongs to a parametrized family of distributions. For the full information feedback with emph{unknown} noise distribution, we provide an algorithm that achieves regret at most $widetilde{O}(sqrt{dT})$. Our approach combines an estimator for log-concave density functions and then MLE method to learn the noise distribution $mathcal{F}$ and linear weight $alpha_0$ simultaneously. We also provide a lower bound result such that any bidding policy in a broad class must achieve regret at least $Omega(sqrt{T})$, even when the learner receives the full information feedback and $mathcal{F}$ is known.
We introduce DREAM, a deep reinforcement learning algorithm that finds optimal strategies in imperfect-information games with multiple agents. Formally, DREAM converges to a Nash Equilibrium in two-player zero-sum games and to an extensive-form coarse correlated equilibrium in all other games. Our primary innovation is an effective algorithm that, in contrast to other regret-based deep learning algorithms, does not require access to a perfect simulator of the game to achieve good performance. We show that DREAM empirically achieves state-of-the-art performance among model-free algorithms in popular benchmark games, and is even competitive with algorithms that do use a perfect simulator.
We consider a network of prosumers involved in peer-to-peer energy exchanges, with differentiation price preferences on the trades with their neighbors, and we analyze two market designs: (i) a centralized market, used as a benchmark, where a global market operator optimizes the flows (trades) between the nodes, local demand and flexibility activation to maximize the system overall social welfare; (ii) a distributed peer-to-peer market design where prosumers in local energy communities optimize selfishly their trades, demand, and flexibility activation. We first characterizethe solution of the peer-to-peer market as a Variational Equilibrium and prove that the set of Variational Equilibria coincides with the set of social welfare optimal solutions of market design (i). We give several results that help understanding the structure of the trades at an equilibriumor at the optimum. We characterize the impact of preferences on the network line congestion and renewable energy waste under both designs. We provide a reduced example for which we give the set of all possible generalized equilibria, which enables to give an approximation of the price ofanarchy. We provide a more realistic example which relies on the IEEE 14-bus network, for which we can simulate the trades under different preference prices. Our analysis shows in particular that the preferences have a large impact on the structure of the trades, but that one equilibrium(variational) is optimal.
The theoretical analysis of deep neural networks (DNN) is arguably among the most challenging research directions in machine learning (ML) right now, as it requires from scientists to lay novel statistical learning foundations to explain their behaviour in practice. While some success has been achieved recently in this endeavour, the question on whether DNNs can be analyzed using the tools from other scientific fields outside the ML community has not received the attention it may well have deserved. In this paper, we explore the interplay between DNNs and game theory (GT), and show how one can benefit from the classic readily available results from the latter when analyzing the former. In particular, we consider the widely studied class of congestion games, and illustrate their intrinsic relatedness to both linear and non-linear DNNs and to the properties of their loss surface. Beyond retrieving the state-of-the-art results from the literature, we argue that our work provides a very promising novel tool for analyzing the DNNs and support this claim by proposing concrete open problems that can advance significantly our understanding of DNNs when solved.