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Bidding in Spades

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 Added by Gal Cohensius
 Publication date 2019
and research's language is English




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We present a Spades bidding algorithm that is superior to recreational human players and to publicly available bots. Like in Bridge, the game of Spades is composed of two independent phases, textit{bidding} and textit{playing}. This paper focuses on the bidding algorithm, since this phase holds a precise challenge: based on the input, choose the bid that maximizes the agents winning probability. Our emph{Bidding-in-Spades} (BIS) algorithm heuristically determines the bidding strategy by comparing the expected utility of each possible bid. A major challenge is how to estimate these expected utilities. To this end, we propose a set of domain-specific heuristics, and then correct them via machine learning using data from real-world players. The BIS algorithm we present can be attached to any playing algorithm. It beats rule-based bidding bots when all use the same playing component. When combined with a rule-based playing algorithm, it is superior to the average recreational human.

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A number of applications involve sequential arrival of users, and require showing each user an ordering of items. A prime example (which forms the focus of this paper) is the bidding process in conference peer review where reviewers enter the system sequentially, each reviewer needs to be shown the list of submitted papers, and the reviewer then bids to review some papers. The order of the papers shown has a significant impact on the bids due to primacy effects. In deciding on the ordering of papers to show, there are two competing goals: (i) obtaining sufficiently many bids for each paper, and (ii) satisfying reviewers by showing them relevant items. In this paper, we begin by developing a framework to study this problem in a principled manner. We present an algorithm called SUPER*, inspired by the A* algorithm, for this goal. Theoretically, we show a local optimality guarantee of our algorithm and prove that popular baselines are considerably suboptimal. Moreover, under a community model for the similarities, we prove that SUPER* is near-optimal whereas the popular baselines are considerably suboptimal. In experiments on real data from ICLR 2018 and synthetic data, we find that SUPER* considerably outperforms baselines deployed in existing systems, consistently reducing the number of papers with fewer than requisite bids by 50-75% or more, and is also robust to various real world complexities.
Online real-time bidding (RTB) is known as a complex auction game where ad platforms seek to consider various influential key performance indicators (KPIs), like revenue and return on investment (ROI). The trade-off among these competing goals needs to be balanced on a massive scale. To address the problem, we propose a multi-objective reinforcement learning algorithm, named MoTiAC, for the problem of bidding optimization with various goals. Specifically, in MoTiAC, instead of using a fixed and linear combination of multiple objectives, we compute adaptive weights overtime on the basis of how well the current state agrees with the agents prior. In addition, we provide interesting properties of model updating and further prove that Pareto optimality could be guaranteed. We demonstrate the effectiveness of our method on a real-world commercial dataset. Experiments show that the model outperforms all state-of-the-art baselines.
In real time electricity markets, the objective of generation companies while bidding is to maximize their profit. The strategies for learning optimal bidding have been formulated through game theoretical approaches and stochastic optimization problems. Similar studies in reactive power markets have not been reported so far because the network voltage operating conditions have an increased impact on reactive power markets than on active power markets. Contrary to active power markets, the bids of rivals are not directly related to fuel costs in reactive power markets. Hence, the assumption of a suitable probability distribution function is unrealistic, making the strategies adopted in active power markets unsuitable for learning optimal bids in reactive power market mechanisms. Therefore, a bidding strategy is to be learnt from market observations and experience in imperfect oligopolistic competition-based markets. In this paper, a pioneer work on learning optimal bidding strategies from observation and experience in a three-stage reactive power market is reported.
Bid optimization for online advertising from single advertisers perspective has been thoroughly investigated in both academic research and industrial practice. However, existing work typically assume competitors do not change their bids, i.e., the wining price is fixed, leading to poor performance of the derived solution. Although a few studies use multi-agent reinforcement learning to set up a cooperative game, they still suffer the following drawbacks: (1) They fail to avoid collusion solutions where all the advertisers involved in an auction collude to bid an extremely low price on purpose. (2) Previous works cannot well handle the underlying complex bidding environment, leading to poor model convergence. This problem could be amplified when handling multiple objectives of advertisers which are practical demands but not considered by previous work. In this paper, we propose a novel multi-objective cooperative bid optimization formulation called Multi-Agent Cooperative bidding Games (MACG). MACG sets up a carefully designed multi-objective optimization framework where different objectives of advertisers are incorporated. A global objective to maximize the overall profit of all advertisements is added in order to encourage better cooperation and also to protect self-bidding advertisers. To avoid collusion, we also introduce an extra platform revenue constraint. We analyze the optimal functional form of the bidding formula theoretically and design a policy network accordingly to generate auction-level bids. Then we design an efficient multi-agent evolutionary strategy for model optimization. Offline experiments and online A/B tests conducted on the Taobao platform indicate both single advertisers objective and global profit have been significantly improved compared to state-of-art methods.
We are interested in mechanisms that maximize social welfare. In [1] this problem was studied for multi-unit auctions with unit demand bidders and for the public project problem, and in each case social welfare undominated mechanisms in the class of feasible and incentive compatible mechanisms were identified. One way to improve upon these optimality results is by allowing the players to move sequentially. With this in mind, we study here sequentia

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