Search in Co-Wiki

Sequential auction

game-theory 1964 tokens 9 outbound links

Sequential auction

A sequential auction is an auction in which several items are sold, one after the other, to the same group of potential buyers. In a sequential first-price auction (SAFP), each individual item is sold using a first price auction, while in a sequential second-price auction (SASP), each individual item is sold using a second price auction.

A sequential auction differs from a combinatorial-auction, in which many items are auctioned simultaneously and the agents can bid on bundles of items. A sequential auction is much simpler to implement and more common in practice. However, the bidders in each auction know that there are going to be future auctions, and this may affect their strategic considerations. Here are some examples.

Example 1. There are two items for sale and two potential buyers: Alice and Bob, with the following valuations: Alice values each item as 5, and both items as 10 (i.e., her valuation is additive). Bob values each item as 4, and both items as 4 (i.e., his valuation is unit demand). In a SASP, each item is put to a second-price-auction. Usually, such auction is a truthful mechanism, so if each item is sold in isolation, Alice wins both items and pays 4 for each item, her total payment is 4+4=8 and her net utility is 5 + 5 − 8 = 2. But, if Alice knows Bob's valuations, she has a better strategy: she can let Bob win the first item (e.g. by bidding 0). Then, Bob will not participate in the second auction at all, so Alice will win the second item and pay 0, and her net utility will be 5 − 0 = 5.

A similar outcome happens in a SAFP. If each item is sold in isolation, there is a nash-equilibrium in which Alice bids slightly above 4 and wins, and her net utility is slightly below 2. But, if Alice knows Bob's valuations, she can deviate to a strategy that lets Bob win in the first round so that in the second round she can win for a price slightly above 0.

Nash equilibrium A sequential auction is a special case of a sequential-game. A natural question to ask for such a game is when there exists a subgame-perfect-equilibrium in pure strategies (SPEPS). When the players have full information (i.e., they know the sequence of auctions in advance), and a single item is sold in each round, a SAFP always has a SPEPS, regardless of the players' valuations. The proof is by backward-induction: so her net gain is $1. Therefore, her total value for winning the first round is <math>v_\text{Alice}[\text{Alice}] = 5+1 = 6</math>. ** If Bob wins the first round, then the equilibrium outcome in the second round is that Alice buys an item worth $5 for $0, so her net gain is $5. Therefore, her total value for letting Bob win is <math>v_\text{Alice}[\text{Bob}] = 0+5 = 5</math>. * Each first-price auction with externalities has a pure-strategy Nash equilibrium.

Social welfare <div id="poa"></div> Once we know that a subgame-perfect-equilibrium exists, the next natural question is how efficient it is – does it obtain the maximum social welfare? This is quantified by the price-of-anarchy (PoA) – the ratio of the maximum attainable social welfare to the social welfare in the worst equilibrium. In the introductory Example 1, the maximum attainable social welfare is 10 (when Alice wins both items), but the welfare in equilibrium is 9 (Bob wins the first item and Alice wins the second), so the PoA is 10/9. In general, the PoA of sequential auctions depends on the utility functions of the bidders.

The first five results apply to agents with complete-information (all agents know the valuations of all other agents):

Revenue maximization An important practical question for sellers selling several items is how to design an auction that maximizes their revenue. There are several questions:

Suppose there are two items and there is a group of bidders who are subject to budget constraints. The objects have common values to all bidders but need not be identical, and may be either complement goods or substitute goods. In a game with complete-information: suggest a general framework for efficient mechanism design with guaranteed good properties even when players participate in multiple mechanisms simultaneously or sequentially. The class of smooth mechanisms – mechanisms that generate approximately market clearing prices – result in high-quality outcome both in equilibrium and in learning outcomes in the full information setting, as well as in Bayesian equilibrium with uncertainty about participants. Smooth mechanisms compose well: smoothness locally at each mechanism implies global efficiency. For mechanisms where good performance requires that bidders do not bid above their value, weakly smooth mechanisms can be used, such as the Vickrey auction. They are approximately efficient under the no-overbidding assumption, and the weak smoothness property is also maintained by composition. Some of the results are valid also when participants have budget constraints.

References