No Arabic abstract
We consider the classic principal-agent model of contract theory, in which a principal designs an outcome-dependent compensation scheme to incentivize an agent to take a costly and unobservable action. When all of the model parameters---including the full distribution over principal rewards resulting from each agent action---are known to the designer, an optimal contract can in principle be computed by linear programming. In addition to their demanding informational requirements, such optimal contracts are often complex and unintuitive, and do not resemble contracts used in practice. This paper examines contract theory through the theoretical computer science lens, with the goal of developing novel theory to explain and justify the prevalence of relatively simple contracts, such as linear (pure commission) contracts. First, we consider the case where the principal knows only the first moment of each actions reward distribution, and we prove that linear contracts are guaranteed to be worst-case optimal, ranging over all reward distributions consistent with the given moments. Second, we study linear contracts from a worst-case approximation perspective, and prove several tight parameterized approximation bounds.
We study principal-agent problems in which a principal commits to an outcome-dependent payment scheme (a.k.a. contract) so as to induce an agent to take a costly, unobservable action. We relax the assumption that the principal perfectly knows the agent by considering a Bayesian setting where the agents type is unknown and randomly selected according to a given probability distribution, which is known to the principal. Each agents type is characterized by her own action costs and action-outcome distributions. In the literature on non-Bayesian principal-agent problems, considerable attention has been devoted to linear contracts, which are simple, pure-commission payment schemes that still provide nice approximation guarantees with respect to principal-optimal (possibly non-linear) contracts. While in non-Bayesian settings an optimal contract can be computed efficiently, this is no longer the case for our Bayesian principal-agent problems. This further motivates our focus on linear contracts, which can be optimized efficiently given their single-parameter nature. Our goal is to analyze the properties of linear contracts in Bayesian settings, in terms of approximation guarantees with respect to optimal contracts and general tractable contracts (i.e., efficiently-computable ones). First, we study the approximation guarantees of linear contracts with respect to optimal ones, showing that the former suffer from a multiplicative loss linear in the number of agents types. Nevertheless, we prove that linear contracts can still provide a constant multiplicative approximation $rho$ of the optimal principals expected utility, though at the expense of an exponentially-small additive loss $2^{-Omega(rho)}$. Then, we switch to tractable contracts, showing that, surprisingly, linear contracts perform well among them.
Simple stochastic games are turn-based 2.5-player zero-sum graph games with a reachability objective. The problem is to compute the winning probability as well as the optimal strategies of both players. In this paper, we compare the three known classes of algorithms -- value iteration, strategy iteration and quadratic programming -- both theoretically and practically. Further, we suggest several improvements for all algorithms, including the first approach based on quadratic programming that avoids transforming the stochastic game to a stopping one. Our extensive experiments show that these improvements can lead to significant speed-ups. We implemented all algorithms in PRISM-games 3.0, thereby providing the first implementation of quadratic programming for solving simple stochastic games.
We identify the first static credible mechanism for multi-item additive auctions that achieves a constant factor of the optimal revenue. This is one instance of a more general framework for designing two-part tariff auctions, adapting the duality framework of Cai et al [CDW16]. Given a (not necessarily incentive compatible) auction format $A$ satisfying certain technical conditions, our framework augments the auction with a personalized entry fee for each bidder, which must be paid before the auction can be accessed. These entry fees depend only on the prior distribution of bidder types, and in particular are independent of realized bids. Our framework can be used with many common auction formats, such as simultaneous first-price, simultaneous second-price, and simultaneous all-pay auctions. If all-pay auctions are used, we prove that the resulting mechanism is credible in the sense that the auctioneer cannot benefit by deviating from the stated mechanism after observing agent bids. If second-price auctions are used, we obtain a truthful $O(1)$-approximate mechanism with fixed entry fees that are amenable to tuning via online learning techniques. Our results for first price and all-pay are the first revenue guarantees of non-truthful mechanisms in multi-dimensional environments; an open question in the literature [RST17].
Algorithms for exchange of kidneys is one of the key successful applications in market design, artificial intelligence, and operations research. Potent immunosuppressant drugs suppress the bodys ability to reject a transplanted organ up to the point that a transplant across blood- or tissue-type incompatibility becomes possible. In contrast to the standard kidney exchange problem, we consider a setting that also involves the decision about which recipients receive from the limited supply of immunosuppressants that make them compatible with originally incompatible kidneys. We firstly present a general computational framework to model this problem. Our main contribution is a range of efficient algorithms that provide flexibility in terms of meeting meaningful objectives. Motivated by the current reality of kidney exchanges using sophisticated mathematical-programming-based clearing algorithms, we then present a general but scalable approach to optimal clearing with immunosuppression; we validate our approach on realistic data from a large fielded exchange.
Simple stochastic games are turn-based 2.5-player zero-sum graph games with a reachability objective. The problem is to compute the winning probability as well as the optimal strategies of both players. In this paper, we compare the three known classes of algorithms -- value iteration, strategy iteration and quadratic programming -- both theoretically and practically. Further, we suggest several improvements for all algorithms, including the first approach based on quadratic programming that avoids transforming the stochastic game to a stopping one. Our extensive experiments show that these improvements can lead to significant speed-ups. We implemented all algorithms in PRISM-games 3.0, thereby providing the first implementation of quadratic programming for solving simple stochastic games.