Buy-Many Mechanisms are Not Much Better than Item Pricing

Shuchi Chawla, Yifeng Teng, Christos Tzamos
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引用次数: 9

Abstract

Multi-item revenue optimal mechanisms can be very complex offering many different bundles to the buyer that could even be randomized. Such complexity is thought to be necessary as the revenue gaps between randomized and deterministic mechanisms, or deterministic and simple mechanisms are huge even for additive valuations. We challenge this conventional belief by showing that these large gaps can only happen in unrealistic situations. These are situations where the mechanism overcharges a buyer for a bundle while selling individual items at much lower prices. Arguably this is impractical as the buyer can break his order into smaller pieces paying a much lower price overall. Our main result is that if the buyer is allowed to purchase as many (randomized) bundles as he pleases, the revenue of any multi-item mechanism is at most O(łog n) times the revenue achievable by item pricing, where n is the number of items. This holds in the most general setting possible, with an arbitrarily correlated distribution of buyer types and arbitrary valuations. We also show that this result is tight in a very strong sense. Any family of mechanisms of subexponential description complexity cannot achieve better than logarithmic approximation even against the best deterministic mechanism and even for additive valuations. In contrast, item pricing that has linear description complexity matches this bound against randomized mechanisms.
多买机制并不比道具定价好多少
多道具收益最优机制可能非常复杂,向买家提供许多不同的捆绑包,甚至可能是随机的。这种复杂性被认为是必要的,因为随机机制和确定性机制,或确定性机制和简单机制之间的收入差距是巨大的,即使对于附加估值也是如此。我们通过展示这些巨大的差距只会在不现实的情况下发生来挑战这种传统观念。在这种情况下,这种机制会向购买者收取过多的捆绑费用,同时以更低的价格出售单个商品。可以说,这是不切实际的,因为买家可以以更低的价格将订单分成更小的部分。我们的主要结果是,如果允许买家购买任意数量的(随机)捆绑包,那么任何多道具机制的收益最多是0 (łog n)乘以道具定价所能获得的收益,其中n是道具数量。这在最一般的情况下是成立的,因为买家类型的分布是任意相关的,估值是任意的。我们还证明了这个结果在很强的意义上是紧密的。任何亚指数描述复杂性的机制族,即使是针对最好的确定性机制,甚至对于加性估值,也不能达到比对数近似更好的效果。相比之下,具有线性描述复杂性的道具定价则与随机机制相匹配。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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