1. Foundations of Electronic Marketplaces
Organizer:
Dr. Tuomas Sandholm
Department of Computer Science
Washington University
St. Louis, MO, 63130
Email: sandholm@cs.wustl.edu
Description of tutorial for the brochure/site:
In multiagent systems - e.g. for agent-mediated
electronic commerce - computational agents find contracts on behalf of the real
world parties that they represent. This automation saves human negotiation time,
and computational agents are often better at finding beneficial deals in combinatorially
and strategically complex settings. Applications include electronic trading, manufacturing
planning and scheduling among companies, electricity markets, allocating and pricing
bandwidth in multi-provider multi-consumer computer networks, digital libraries,
vehicle routing among dispatch centers, and resource allocation in distributed
operating systems, to name just a few.
A key research goal is to design open
distributed systems in a principled way that leads to globally desirable outcomes
even though every participating agent only considers its own good and may act
insincerely. The tutorial covers relevant topics in AI, game theory, market mechanisms,
voting, auctions (also multi-unit and multi-item auctions), coalition formation,
and contract nets. Emphasis is given to rigorous results and algorithms - both
classic ones from microeconomics and recent ones from the distributed AI community
- that have direct applications to computational multiagent systems. Effects of
computational limitations (agents' bounded rationality) are discussed as a key
feature that has not received adequate attention. Implementation experiences will
be shared, and real world applications presented.
About the instructor:
Tuomas Sandholm is Assistant Professor
of computer science at Washington University. He received the Ph.D. and M.S. degrees
in computer science from the University of Massachusetts at Amherst in 1996 and
1994. He earned an M.S. (B.S. included) with distinction in Industrial Engineering
and Management Science from the Helsinki University of Technology, Finland, in
1991. He has nine years of experience building multiagent systems. He has also
co-developed two fielded AI systems, and is Chief Scientist of an electronic commerce
startup company. He has published over 110 technical papers, and received over
twenty academic awards including the NSF CAREER award.
Intended audience:
The tutorial is targeted to the builder
of (open) ecommerce systems that consist of multiple self-interested parties.
It also serves to make newcomers and executive level participants familiar with
the issues. The tutorial reviews work from microeconomics that has been found
most relevant to computational agents. It also presents recent results from the
multiagent systems (DAI) research community. Emphasis is given to results that
have direct applications to computational multiagent systems. Applications themselves
will be discussed. No specific background is required in economics or multiagent
systems. A general familiarity with computer science is helpful, but even a layperson
will be able to appreciate the basic issues raised and answered in this tutorial.
The target audience includes:
- Builders of electronic market places
(auction and exchange servers, bots, automated negotiation software, electronic
stock trading protocols and monitoring daemons, etc.).
- Builders of open multiagent systems.
- Researchers in ecommerce who know
some microeconomic theory, but do not know the big picture of it well.
- Researchers in ecommerce that do
not know game theory, but would like to get a thorough and broad overview of how
it can be used in ecommerce.
- Executive/management level participants
that want to know what the key issues are, and what technologies they can use
in their applications.
- Electronic commerce people who are
interested in how agents can beneficially mediate electronic commerce.
- Press who want to cover the topic.
Handouts: 160 pages can be reduced 2/1
to 80 pages
Detailed description of tutorial:
A. Introduction to multiagent systems
consisting of self-interested agents
1. What are multiagent systems and automated
negotiation systems?
2. Why do we need/want them?
3. Autonomous, distributed agents
4. Open systems, no centralized designer
5. Self-interested vs. cooperative agents
6. Normative vs. non-normative methods in
MAS
7. Designing interaction protocols
8. Growing importance
-
Technology push:
x
Internet, WWW, EDI, KQML, Java, Telescript, Concordia, Odyssey, Voyager,
Aglets, ...
x
Collaboration technology
-
Application pull:
x
Electronic commerce of goods, info, bandwidth, processing, and storage
x
Virtual enterprises and agile manufacturing
x
Coordination of distributed operations
x
Other trends contributing to application pull
9. Relationships to other disciplines
10. Example applications
-
Multienterprise agile manufacturing planning & scheduling
-
Internet commerce, e.g. auctionbots
-
Electricity markets (Cases: California, New England, Finland, Sweden)
-
Heating markets for building environments
-
Multiagent information gathering on the web
-
Collective article rating on the web
-
Computer networks
x
Bandwidth allocation
x
Video on demand
x
Mirror site allocation
x
Dynamic pricing
x
Provider (and/or user) collusion
-
OS & mobile agents: allocation of storage & computation
-
Vehicle routing among independent dispatch centers
-
Treatment scheduling across hospitals
-
Electronic trading (Case: NASDAQ)
-
Multicontractor software engineering
-
Multirobot systems...
11. Agenthood
-
Utility theory
-
Full vs. bounded rationality
12. Distributed vs. centralized
-
Naturality
-
Reliability
-
Adaptability
-
Development & management
-
Efficiency (a critical inquiry)
-
Bandwidth bottleneck (a critical inquiry)
13. Evaluation criteria for multiagent systems
1. Computational efficiency
2. Distribution of computation
3. Communication efficiency
4. Social welfare
5. Pareto efficiency
6. Individual rationality
7. Stability
8. Symmetry
9. Others B.
Game theoretic analysis tools
1. Terminology
2. Solution concepts
- Dominant
strategy equilibrium (Case: Prisoner's Dilemma game)
- Nash
equilibrium (Case: Battle of the Sexes Game)
x
Criticisms of Nash equilibrium (nonexistence, nonuniqueness, computability)
x
Existence theorems
- Refinements
of Nash equilibrium
3. The Revelation Principle and why
it does not hold among computational agents
C. Voting
1. Voting setting
2. Truthful voting
- Undesirable
properties of common voting protocols
x
Agenda paradox
x
Pareto dominated winner paradox
x
Inverted order paradox
x
Majority winner paradox
- Arrow's impossibility
theorem
3. Strategic voting
- Gibbard-Satterthwaite
impossibility theorem
- Ways to get
around the impossibility
x
Restricted domains (Case: Clarke tax mechanism for truth extraction in quasilinear
environments; Applications in multiagent planning)
x
Randomization (Case1: Hat protocol Case2: Random pair protocol)
x
Complexity
D. Auctions
1. Auction settings
- Private value auctions
- Common value auctions
- Hybrids
2. Auction protocols and their properties
- All-pay auctions
- Ascending (English) auction
- First-price sealed-bid
auction
- Descending (Dutch)
auction
- Second-price sealed-bid
(Vickrey) auction
3. Results for private value auctions
- Optimal strategies
- Allocation efficiency
- Revenue Equivalence
Theorem
- Revenue nonequivalence
with risk averse bidders/auctioneer
4. Results for non-private value auctions
- Optimal strategies
- Allocation efficiency
- Winner's curse
- Revenue nonequivalence
- Settings with asymmetric
information among agents
5. Collusion in auctions (Case: Self-enforcing
collusive agreements)
6. Vulnerability to shills
7. Vulnerability to a lying auctioneer (Case:
Third party auctionbots)
8. Auctioneer's other possibilities - Bidding
- Minimum prices - Refusing to sell
9. Undesirable private information revelation
10. Untruthful bidding with local uncertainty in the Vickrey
auction
11. Wasteful counterspeculation even in the Vickrey auction
- Costly computation
actions
- Costly information
gathering actions
12. Sequential interrelated auctions
- Complexity and local
optima (Case 1: FCC bandwidth auctions; Case 2: Dynamic pricing
in computer networks)
- Inefficient allocation
under truthful myopic bidding
- Lying in interrelated
auctions
13. Multi-unit auctions
- Flat rate protocol
- Discriminatory protocol
- Demand reduction lie
14. Combinatorial auctions
- Computational complexities
at the bidders' side
- Computational complexity
of winner determination x NP
-completeness
x
Exhaustive dynamic programming
x
Efficiency of optimized constructive search
x
Inapproximability results
x
Approximate algorithms for the general case
x
Approximate algorithms for special cases
x
Polynomial winner determination via restricted bundles
15. Continuous double auction protocol (Case: New York
Stock Exchange)
16. Existing auction-based CS applications
- Network bandwidth allocation
- Computation allocation
E. General equilibrium based market mechanisms
1. Example CS applications
- Power load management
(Case: Swedish electricity market)
- Distributed design
- Mirror site allocation
- Network flow routing
2. General equilibrium market setting
- Consumers and their choice
sets
- Producers and their choice
sets
- Commodities and assumptions
regarding them
- Prices
3.
Definition of a general equilibrium
4. Properties of a general equilibrium
- Pareto efficiency: First
Fundamental Theorem of Welfare Economics
- Second Fundamental Theorem
of Welfare Economics
- Existence conditions for
a general equilibrium
- Uniqueness conditions
for a general equilibrium
5. Limitations of the basic general equilibrium
model
- Price taking (competitive)
assumption
x
Sandholm&Ygge speculation scheme and its convergence
- Divisible vs. discrete
goods
- Convex production possibilities
sets
- Externalities
- Universal prices
- No transfers before convergence
- Single-shot
6. Algorithms for reaching a general equilibrium
- Price tatonnement
x
Convergence conditions
x
Conceptual problems
- Variable step (Newtonian)
price tatonnement
x
Convergence conditions
- WALRAS [Wellman et al]
x
Convergence conditions
- Quantity tatonnement
x
Convergence conditions
x
Anytime property
7. Pros of general equilibrium methods
8. Cons of general equilibrium methods
F. Coalition formation
1. Coalition formation as
- Desirable (Case: Vehicle
routing among independent dispatch centers)
- Undesirable (Case: Auctions)
2. Activities of coalition formation
- Coalition structure generation
- Optimization
- Payoff division
3. Approach of classic game theory
4. High-level classification of coalition games
- Domain classification
for rational agents
- Domain classification
for bounded rational agents
5. Solution concepts
- Core (Case: Coalition
formation among ATM network providers)
- Shapley value
- Coalition-proof Nash equilibrium
- Strong Nash equilibrium
6. Core and Walrasian equilibrium
7. Research on reducing complexity of coalition
formation
- In the coalition structure
generation activity
(Case
1: Shehory&Kraus algorithm;
Case
2: Ketchpel algorithm)
- In the optimization activity
(Case:
Sandholm&Lesser method)
- In the payoff division
activity
(Case
1: Transfer schemes (example runs are presented));
Case
2: Zlotkin&Rosenschein cryptographic algorithm)
G. Contract nets
1. The contract net concept for task allocation
2. Desirability among computationally limited agents
3. Scaling up (Case: Vehicle routing among independent
dispatch centers)
4. Marginal costs in automated contracting
5. Bidding and awarding while old bids are pending
6. Modern combinatorial contract types
- Cluster contracts
- Swap contracts
- Multiagent contracts
- OCSM contracts
- Results
x
Necessity for optimal task allocation
x
Sufficiency for optimal task allocation
x
Anytime property
7. Leveled commitment contracts
- Definition
- Motivation
- Uses
- Comparison to contingency
contracts
- Insincere decommitting
- Example using noncooperative
equilibrium analysis
x
Contract enabling theorem
x
Efficiency improvement theorem
- Contract parameter optimization
- Revenue analysis
- Biased information
8. Hybrid multiagent search algorithms
9. Message congestion and agent saturation
(Case:
TRACONET experience of avoiding these problems in an asynchronous distributed
implementation)
10. Tradeoffs resulting from limited computation

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