skip to main content
department
Free Access

Designing the perfect auction

Published:01 August 2008Publication History
Skip Abstract Section

Abstract

Distributed algorithmic mechanism design is a field at the intersection of computer science and economics.

Index Terms

  1. Designing the perfect auction

                Recommendations

                Reviews

                Bruce E. Litow

                This short article does three rather interesting things. First, it presents the concept of algorithmic mechanism theory as an inverse of game theory. Game theory, growing out of pioneering work by von Neumann in the 1940s, is a mathematical treatment of the outcomes of games played according to rules. In mechanism theory, a set of outcomes is proposed and one seeks to define a game (rules) such that the outcomes are achieved. Varian presents this concept through a very interesting and important instance: Web-based auctions. Second, the article provides definitions for several types of auctions, and points out that certain reducibilities are obtained among some of them (one type can be reduced to another type). Third, the article discusses mechanism theory applied to auctions in terms of reducing or eliminating "bad behaviors" on the part of participants. These considerations have partly to do with combinatorial, computational, economic, and psychological issues. As an example of this fascinating mix of disciplines, Varian notes that multiparty auctions rarely have stable optimum outcomes; something like Pareto optimal positions from economic equilibrium theory, where all players are indifferent to varying their individual states, is an appropriate substitute for stability. Online Computing Reviews Service

                Access critical reviews of Computing literature here

                Become a reviewer for Computing Reviews.

                Comments

                Login options

                Check if you have access through your login credentials or your institution to get full access on this article.

                Sign in

                Full Access

                • Published in

                  cover image Communications of the ACM
                  Communications of the ACM  Volume 51, Issue 8
                  Designing games with a purpose
                  August 2008
                  92 pages
                  ISSN:0001-0782
                  EISSN:1557-7317
                  DOI:10.1145/1378704
                  Issue’s Table of Contents

                  Copyright © 2008 ACM

                  Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

                  Publisher

                  Association for Computing Machinery

                  New York, NY, United States

                  Publication History

                  • Published: 1 August 2008

                  Permissions

                  Request permissions about this article.

                  Request Permissions

                  Check for updates

                  Qualifiers

                  • department
                  • Popular
                  • Un-reviewed

                PDF Format

                View or Download as a PDF file.

                PDF

                eReader

                View online with eReader.

                eReader

                HTML Format

                View this article in HTML Format .

                View HTML Format