In a multi-unit market, a seller brings multiple units of a good and tries to sell them to a set of buyers equipped with monetary endowments. While a Walrasian equilibrium does not always exist in this model, natural relaxations of the concept that retain its desirable fairness properties do exist. We study the dynamics of (Walrasian) envy-free pricing algorithms in this environment, showing that for any such pricing algorithm, the best response dynamic process converges to a pure Nash equilibrium with small loss in revenue and welfare. Moreover, we generalize these bounds to capture all the Nash equilibria for a large class of (monotone) pricing algorithms.
We study a multi-unit auction with multiple bidders, each of whom has a private valuation and a budget. The truthful mechanisms of such an auction are characterized, in the sense that, under standard assumptions, we prove that it is impossible to design a non-trivial truthful auction which allocates all units, while we provide the design of an asymptotically revenue-maximizing truthful mechanism which may allocate only some of the units. Our asymptotic parameter is a budget dominance parameter which measures the size of the budget of a single agent relative to the maximum revenue. We discuss the relevance of these results for the design of Internet ad auctions.  We study a pricing problem that is motivated by the following examples. A cloud computing platform such as Amazon EC2 sells virtual machines to clients, each of who needs a different number of virtual machine hours. Similarly, cloud storage providers such as Dropbox have customers that require different amounts of storage. Software companies such as Microsoft sell software subscriptions that can have different levels of service. The levels could be the number of different documents you are allowed to create, or the number of hours you are allowed to use the software. Companies like Google and Microsoft sell API calls to artificial intelligence software such as face recognition, to other software developers. Video and mobile games are increasingly designed in such a way that one can pay for better access to certain features. Spotify and iTunes sell music subscription, and different people listen to different number of songs in a month. Cellphone service providers like AT&T and Verizon offer cellular phone call minutes and data. People have widely varying amounts of data consumption.  We study the dynamics of multiround position auctions, considering both the case of exogenous click-through rates and the case in which click-through rates are determined by an endogenous consumer search process. In both contexts, we demonstrate that dynamic position auctions converge to their associated static, envy-free equilibria. Furthermore, convergence is efficient, and the entry of low-quality advertisers does not slow convergence. Because our approach predominantly relies on assumptions common in the sponsored search literature, our results suggest that dynamic position auctions converge more generally.  We study the ability of decentralized, local dynamics in non-cooperative games to rapidly reach an approximate Nash equilibrium. For symmetric congestion games in which the edge delays satisfy a "bounded jump" condition, we show that convergence to an e-Nash equilibrium occurs within a number of steps that is polynomial in the number of players and e-1. This appears to be the first such result for a class of games that includes examples for which finding an exact Nash equilibrium is PLS-complete, and in which shortest paths to an exact equilibrium are exponentially long. We show moreover that rapid convergence holds even under only the apparently minimal assumption that no player is excluded from moving for arbitrarily many steps. We also prove that, in a generalized setting where players have different "tolerances" e i that specify their thresholds in the approximate Nash equilibrium, the number of moves made by a player before equilibrium is reached depends only on his associated e i , and not on those of the other players. Finally, we show that polynomial time convergence still holds even when a bounded number of edges are allowed to have arbitrary delay functions. In a combinatorial auction with item bidding, agents participate in multiple single-item second-price auctions at once. As some items might be substitutes, agents need to strategize in order to maximize their utilities. A number of results indicate that high welfare can be achieved this way, giving bounds on the welfare at equilibrium. Recently, however, criticism has been raised that equilibria are hard to compute and therefore unlikely to be attained. In this paper, we take a different perspective. We study simple best-response dynamics. That is, agents are activated one after the other and each activated agent updates his strategy myopically to a best response against the other agents' current strategies. Often these dynamics may take exponentially long before they converge or they may not converge at all. However, as we show, convergence is not even necessary for good welfare guarantees. Given that agents' bid updates are aggressive enough but not too aggressive, the game will remain in states of good welfare after each agent has updated his bid at least once. In more detail, we show that if agents have fractionally subadditive valuations, natural dynamics reach and remain in a state that provides a @math approximation to the optimal welfare after each agent has updated his bid at least once. For subadditive valuations, we can guarantee an @math approximation in case of @math items that applies after each agent has updated his bid at least once and at any point after that. The latter bound is complemented by a negative result, showing that no kind of best-response dynamics can guarantee more than an @math fraction of the optimal social welfare. This paper deals with multi-unit combinatorial auctions where there are n types of goods for sale, and for each good there is some fixed number of units. We focus on the case where each bidder desires a relatively small number of units of each good. In particular, this includes the case where each good has exactly k units, and each bidder desires no more than a single unit of each good. We provide incentive compatible mechanisms for combinatorial auctions for the general case where bidders are not limited to single minded valuations. The mechanisms we give have approximation ratios close to the best possible for both on-line and off-line scenarios. This is the first result where non-VCG mechanisms are derived for non-single minded bidders for a natural model of combinatorial auctions.  We study the speed of convergence of decentralized dynamics to approximately optimal solutions in potential games. We consider α-Nash dynamics in which a player makes a move if the improvement in his payoff is more than an α factor of his own payoff. Despite the known polynomial convergence of α-Nash dynamics to approximate Nash equilibria in symmetric congestion games [7], it has been shown that the convergence time to approximate Nash equilibria in asymmetric congestion games is exponential [25]. In contrast to this negative result, and as the main result of this paper, we show that for asymmetric congestion games with linear and polynomial delay functions, the convergence time of α-Nash dynamics to an approximate optimal solution is polynomial in the number of players, with approximation ratio that is arbitrarily close to the price of anarchy of the game. In particular, we show this polynomial convergence under the minimal liveness assumption that each player gets at least one chance to move in every T steps. We also prove that the same polynomial convergence result does not hold for (exact) best-response dynamics, showing the α-Nash dynamics is required. We extend these results for congestion games to other potential games including weighted congestion games with linear delay functions, cut games (also called party affiliation games) and market sharing games. How should players bid in keyword auctions such as those used by Google, Yahoo! and MSN? We model ad auctions as a dynamic game of incomplete information, so we can study the convergence and robustness properties of various strategies. In particular, we consider best-response bidding strategies for a repeated auction on a single keyword, where in each round, each player chooses some optimal bid for the next round, assuming that the other players merely repeat their previous bids. We focus on a strategy we call Balanced Bidding (bb). If all players use the bb strategy, we show that bids converge to a bid vector that obtains in a complete information static model proposed by Edelman, Ostrovsky and Schwarz (2007). We prove that convergence occurs with probability 1, and we compute the expected time until convergence.    We study environments with m homogenous items and two bidders, where the private information of each bidder consists of a monotone valuation (multi-unit auctions). We analyze ex-post implementable social choice functions where the dominant strategy of a bidder is to reveal his valuation. In this paper, we study the Nash dynamics of strategic interplays of n buyers in a matching market setup by a seller, the market maker. Taking the standard market equilibrium approach, upon receiving submitted bid vectors from the buyers, the market maker will decide on a price vector to clear the market in such a way that each buyer is allocated an item for which he desires the most (a.k.a., a market equilibrium solution). While such equilibrium outcomes are not unique, the market maker chooses one (maxeq) that optimizes its own objective --- revenue maximization. The buyers in turn change bids to their best interests in order to obtain higher utilities in the next round's market equilibrium solution. This is an (n+1)-person game where buyers place strategic bids to gain the most from the market maker's equilibrium mechanism. The incentives of buyers in deciding their bids and the market maker's choice of using the maxeq mechanism create a wave of Nash dynamics involved in the market. We characterize Nash equilibria in the dynamics in terms of the relationship between maxeq and mineq (i.e., minimum revenue equilibrium), and develop convergence results for Nash dynamics from the maxeq policy to a mineq solution, resulting an outcome equivalent to the truthful VCG mechanism. Our results imply revenue equivalence between maxeq and mineq, and address the question that why short-term revenue maximization is a poor long run strategy, in a deterministic and dynamic setting. The price of anarchy (POA) is a worst-case measure of the inefficiency of selfish behavior, defined as the ratio of the objective function value of a worst Nash equilibrium of a game and that of an optimal outcome. This measure implicitly assumes that players successfully reach some Nash equilibrium. This drawback motivates the search for inefficiency bounds that apply more generally to weaker notions of equilibria, such as mixed Nash and correlated equilibria; or to sequences of outcomes generated by natural experimentation strategies, such as successive best responses or simultaneous regret-minimization. We prove a general and fundamental connection between the price of anarchy and its seemingly stronger relatives in classes of games with a sum objective. First, we identify a "canonical sufficient condition" for an upper bound of the POA for pure Nash equilibria, which we call a smoothness argument. Second, we show that every bound derived via a smoothness argument extends automatically, with no quantitative degradation in the bound, to mixed Nash equilibria, correlated equilibria, and the average objective function value of regret-minimizing players (or "price of total anarchy"). Smoothness arguments also have automatic implications for the inefficiency of approximate and Bayesian-Nash equilibria and, under mild additional assumptions, for bicriteria bounds and for polynomial-length best-response sequences. We also identify classes of games --- most notably, congestion games with cost functions restricted to an arbitrary fixed set --- that are tight, in the sense that smoothness arguments are guaranteed to produce an optimal worst-case upper bound on the POA, even for the smallest set of interest (pure Nash equilibria). Byproducts of our proof of this result include the first tight bounds on the POA in congestion games with non-polynomial cost functions, and the first structural characterization of atomic congestion games that are universal worst-case examples for the POA.