EcoTRADE is a multi player network game of a virtual biodiversity credit market. Each player controls the land use of a certain amount of parcels on a virtual landscape. The biodiversity credits of a particular parcel depend on neighboring parcels, which may be owned by other players. The game can be used to study the strategies of players in experiments or classroom games and also as a communication tool for stakeholders participating in credit markets that include spatially interdependent credits.
Designing an incentive compatible auction that maximizes expected revenue is a central problem in Auction Design. While theoretical approaches to the problem have hit some limits, a recent research direction initiated by Duetting et al. (2019) consists in building neural network architectures to find optimal auctions. We propose two conceptual deviations from their approach which result in enhanced performance. First, we use recent results in theoretical auction design (Rubinstein and Weinberg, 2018) to introduce a time-independent Lagrangian. This not only circumvents the need for an expensive hyper-parameter search (as in prior work), but also provides a principled metric to compare the performance of two auctions (absent from prior work). Second, the optimization procedure in previous work uses an inner maximization loop to compute optimal misreports. We amortize this process through the introduction of an additional neural network. We demonstrate the effectiveness of our approach by learning competitive or strictly improved auctions compared to prior work. Both results together further imply a novel formulation of Auction Design as a two-player game with stationary utility functions.
This paper presents iNNK, a multiplayer drawing game where human players team up against an NN. The players need to successfully communicate a secret code word to each other through drawings, without being deciphered by the NN. With this game, we aim to foster a playful environment where players can, in a small way, go from passive consumers of NN applications to creative thinkers and critical challengers.
This study investigates the efficiency and effectiveness of an area-based tradable credit scheme (TCS) using the trip-based Macroscopic Fundamental Diagram model for the morning commute problem. In the proposed TCS, the regulator distributes initial credits to all travelers and designs a time-varying and trip length specific credit tariff. Credits are traded between travelers and the regulator via a credit market, and the credit price is determined by the demand and supply of credits. The heterogeneity of travelers is considered in terms of desired arrival time, trip length and departure-time choice preferences. The TCS is incorporated into a day-to-day modelling framework to examine the travelers learning process, the evolution of network, and the properties of the credit market. The existence of an equilibrium solution and the uniqueness of the credit price at the equilibrium state are established analytically. Furthermore, an open-source simulation framework is developed to validate the analytical properties of the proposed TCS and compare it with alternative control strategies in terms of mobility, network performance, and social welfare. Bayesian optimization is then adopted to optimize the credit toll scheme. The numerical results demonstrate that the proposed TCS outperforms the no-control case and matches the performance of the time-of-day pricing strategy, while maintaining revenue-neutral nature.
We study the game of go from a complex network perspective. We construct a directed network using a suitable definition of tactical moves including local patterns, and study this network for different datasets of professional tournaments and amateur games. The move distribution follows Zipfs law and the network is scale free, with statistical peculiarities different from other real directed networks, such as e. g. the World Wide Web. These specificities reflect in the outcome of ranking algorithms applied to it. The fine study of the eigenvalues and eigenvectors of matrices used by the ranking algorithms singles out certain strategic situations. Our results should pave the way to a better modelization of board games and other types of human strategic scheming.
We study the mechanism design problem of scheduling unrelated machines and we completely characterize the decisive truthful mechanisms for two players when the domain contains both positive and negative values. We show that the class of truthful mechanisms is very limited: A decisive truthful mechanism partitions the tasks into groups so that the tasks in each group are allocated independently of the other groups. Tasks in a group of size at least two are allocated by an affine minimizer and tasks in singleton groups by a task-independent mechanism. This characterization is about all truthful mechanisms, including those with unbounded approximation ratio. A direct consequence of this approach is that the approximation ratio of mechanisms for two players is 2, even for two tasks. In fact, it follows that for two players, VCG is the unique algorithm with optimal approximation 2. This characterization provides some support that any decisive truthful mechanism (for 3 or more players) partitions the tasks into groups some of which are allocated by affine minimizers, while the rest are allocated by a threshold mechanism (in which a task is allocated to a player when it is below a threshold value which depends only on the values of the other players). We also show here that the class of threshold mechanisms is identical to the class of additive mechanisms.
Florian Hartig
,Martin Horn
,Martin Drechsler
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(2010)
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"EcoTRADE - a multi player network game of a tradable permit market for biodiversity credits"
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Florian Hartig
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