No Arabic abstract
In this paper, we consider a form of multi-issue negotiation where a shop negotiates both the contents and the price of bundles of goods with his customers. We present some key insights about, as well as a procedure for, locating mutually beneficial alternatives to the bundle currently under negotiation. The essence of our approach lies in combining aggregate (anonymous) knowledge of customer preferences with current data about the ongoing negotiation process. The developed procedure either works with already obtained aggregate knowledge or, in the absence of such knowledge, learns the relevant information online. We conduct computer experiments with simulated customers that have_nonlinear_ preferences. We show how, for various types of customers, with distinct negotiation heuristics, our procedure (with and without the necessary aggregate knowledge) increases the speed with which deals are reached, as well as the number and the Pareto efficiency of the deals reached compared to a benchmark.
Combining two or more items and selling them as one good, a practice called bundling, can be a very effective strategy for reducing the costs of producing, marketing, and selling goods. In this paper, we consider a form of multi-issue negotiation where a shop negotiates both the contents and the price of bundles of goods with his customers. We present some key insights about, as well as a technique for, locating mutually beneficial alternatives to the bundle currently under negotiation. The essence of our approach lies in combining historical sales data, condensed into aggregate knowledge, with current data about the ongoing negotiation process, to exploit these insights. In particular, when negotiating a given bundle of goods with a customer, the shop analyzes the sequence of the customers offers to determine the progress in the negotiation process. In addition, it uses aggregate knowledge concerning customers valuations of goods in general. We show how the shop can use these two sources of data to locate promising alternatives to the current bundle. When the current negotiations progress slows down, the shop may suggest the most promising of those alternatives and, depending on the customers response, continue negotiating about the alternative bundle, or propose another alternative. Extensive computer simulation experiments show that our approach increases the speed with which deals are reached, as well as the number and quality of the deals reached, as compared to a benchmark. In addition, we show that the performance of our system is robust to a variety of changes in the negotiation strategies employed by the customers.
We study revenue-optimal pricing and driver compensation in ridesharing platforms when drivers have heterogeneous preferences over locations. If a platform ignores drivers location preferences, it may make inefficient trip dispatches; moreover, drivers may strategize so as to route towards their preferred locations. In a model with stationary and continuous demand and supply, we present a mechanism that incentivizes drivers to both (i) report their location preferences truthfully and (ii) always provide service. In settings with unconstrained driver supply or symmetric demand patterns, our mechanism achieves (full-information) first-best revenue. Under supply constraints and unbalanced demand, we show via simulation that our mechanism improves over existing mechanisms and has performance close to the first-best.
We study online resource allocation in a cloud computing platform, through a posted pricing mechanism: The cloud provider publishes a unit price for each resource type, which may vary over time; upon arrival at the cloud system, a cloud user either takes the current prices, renting resources to execute its job, or refuses the prices without running its job there. We design pricing functions based on the current resource utilization ratios, in a wide array of demand-supply relationships and resource occupation durations, and prove worst-case competitive ratios of the pricing functions in terms of social welfare. In the basic case of a single-type, non-recycled resource (i.e., allocated resources are not later released for reuse), we prove that our pricing function design is optimal, in that any other pricing function can only lead to a worse competitive ratio. Insights obtained from the basic cases are then used to generalize the pricing functions to more realistic cloud systems with multiple types of resources, where a job occupies allocated resources for a number of time slots till completion, upon which time the resources are returned back to the cloud resource pool.
The use of hypothetical instead of real decision-making incentives remains under debate after decades of economic experiments. Standard incentivized experiments involve substantial monetary costs due to participants earnings and often logistic costs as well. In time preferences experiments, which involve future payments, real payments are particularly problematic. Since immediate rewards frequently have lower transaction costs than delayed rewards in experimental tasks, among other issues, (quasi)hyperbolic functional forms cannot be accurately estimated. What if hypothetical payments provide accurate data which, moreover, avoid transaction cost problems? In this paper, we test whether the use of hypothetical - versus real - payments affects the elicitation of short-term and long-term discounting in a standard multiple price list task. One-out-of-ten participants probabilistic payment schemes are also considered. We analyze data from three studies: a lab experiment in Spain, a well-powered field experiment in Nigeria, and an online extension focused on probabilistic payments. Our results indicate that paid and hypothetical time preferences are mostly the same and, therefore, that hypothetical rewards are a good alternative to real rewards. However, our data suggest that probabilistic payments are not.
Recent research on reinforcement learning in pure-conflict and pure-common interest games has emphasized the importance of population heterogeneity. In contrast, studies of reinforcement learning in mixed-motive games have primarily leveraged homogeneous approaches. Given the defining characteristic of mixed-motive games--the imperfect correlation of incentives between group members--we study the effect of population heterogeneity on mixed-motive reinforcement learning. We draw on interdependence theory from social psychology and imbue reinforcement learning agents with Social Value Orientation (SVO), a flexible formalization of preferences over group outcome distributions. We subsequently explore the effects of diversity in SVO on populations of reinforcement learning agents in two mixed-motive Markov games. We demonstrate that heterogeneity in SVO generates meaningful and complex behavioral variation among agents similar to that suggested by interdependence theory. Empirical results in these mixed-motive dilemmas suggest agents trained in heterogeneous populations develop particularly generalized, high-performing policies relative to those trained in homogeneous populations.