Incentive Compatibility in Two-Stage Repeated Stochastic Games
We address the problem of mechanism design for two-stage repeated stochastic games -- a novel setting using which many emerging problems in next-generation electricity markets can be readily modeled. Repeated playing affords the players a large class of strategies that adapt a player's actions to all past observations and inferences obtained therefrom. In other settings such as iterative auctions or dynamic games where a large strategy space of this sort manifests, it typically has an important implication for mechanism design: It may be impossible to obtain truth-telling as a dominant strategy equilibrium. Consequently, in such scenarios, it is common to settle for mechanisms that render truth-telling only a Nash equilibrium, or variants thereof, even though Nash equilibria are known to be poor models of real-world behavior. This is owing to each player having to make overly specific assumptions about the behaviors of the other players to employ their Nash equilibrium strategy, which they may not make. In general, the lesser the burden of speculation in an equilibrium, the more plausible it is that it models real-world behavior. Guided by this maxim, we introduce a new notion of equilibrium called Dominant Strategy Non-Bankrupting Equilibrium (DNBE) which requires the players to make very little assumptions about the behavior of the other players to employ their equilibrium strategy. Consequently, a mechanism that renders truth-telling a DNBE as opposed to only a Nash equilibrium could be quite effective in molding real-world behavior along truthful lines. We present a mechanism for two-stage repeated stochastic games that renders truth-telling a Dominant Strategy Non-Bankrupting Equilibrium. The mechanism also guarantees individual rationality and maximizes social welfare. Finally, we describe an application of the mechanism to design demand response markets.
Code (0)
등록된 구현이 없습니다.
Tasks
Vocal Bursts Valence PredictionSimilar Papers 제목 키워드 기반
Logit-Q Dynamics for Efficient Learning in Stochastic Teams
We present a new family of logit-Q dynamics for efficient learning in stochastic games by combining the log-linear learning (also known as logit dynamics) for the repeated play of normal-form games with Q-learning for un…
Q-LearningDynamic Online Recommendation for Two-Sided Market with Bayesian Incentive Compatibility
Recommender systems play a crucial role in internet economies by connecting users with relevant products or services. However, designing effective recommender systems faces two key challenges: (1) the exploration-exploit…
Recommendation SystemsDistributed Learning with Strategic Users: A Repeated Game Approach
We consider a distributed learning setting where strategic users are incentivized, by a cost-sensitive fusion center, to train a learning model based on local data. The users are not obliged to provide their true gradien…
Action ClassificationCycles and collusion in congestion games under Q-learning
We investigate the dynamics of Q-learning in a class of generalized Braess paradox games. These games represent an important class of network routing games where the associated stage-game Nash equilibria do not constitut…
Q-LearningA Game-Theoretic Analysis of the Empirical Revenue Maximization Algorithm with Endogenous Sampling
The Empirical Revenue Maximization (ERM) is one of the most important price learning algorithms in auction design: as the literature shows it can learn approximately optimal reserve prices for revenue-maximizing auctione…