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Optimal Mechanism in a Dynamic Stochastic Knapsack Environment
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Derives a revenue-maximizing dynamic mechanism for a stochastic knapsack with impatient buyers reporting value and quantity, with a quantity-overbidding penalty, and approximates the optimal policy via MC regression and DDPG.
Problem
Designing a revenue-maximizing, incentive-compatible dynamic mechanism for selling a divisible item to impatient buyers who privately report two-dimensional types (marginal value and demanded quantity) under random arrivals and a finite horizon.
Approach
Extends Myerson-style characterization to two-dimensional types with piecewise linear utility and a finite-horizon Bellman equation; adds a penalty for quantity overbidding to ensure incentive compatibility, and approximates the state value function via Chebyshev regression (Monte Carlo) or learns allocation with DDPG.
Key results
- MC regression with m=50 nodes achieves average test reward 163.40 at (T,Q)=(100,100), versus 91.24 for DDPG and 170.62 for full information.
- At (T,Q)=(10,10), MC (m=5 to 50) achieves about 21.8-21.9 reward, versus 13.40 for DDPG and 22.78 for full information.
- MC regression outperforms DDPG in all settings but requires much longer training time (714.4 min vs 5.1 min at largest size).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use MC regression instead of DDPG | approximation of the optimal policy · (T, Q̄) = (10, 10), (30, 30), and (100, 100) | average test rewards: 13.40 vs 21.77; 32.16 vs 56.71; 91.24 vs 115.88 | Helped |
| Increase MC node count from m=5 to m=10 (ablation) | MC regression · (T, Q̄) = (10, 10), (30, 30), and (100, 100) | average test rewards: 21.77 -> 21.80; 56.71 -> 62.84; 115.88 -> 132.62 | Helped |
| Increase MC node count from m=5 to m=20 (ablation) | MC regression · (T, Q̄) = (10, 10), (30, 30), and (100, 100) | average test rewards: 21.77 -> 21.88; 56.71 -> 63.48; 115.88 -> 146.75 | Helped |
| Increase MC node count from m=5 to m=50 (ablation) | MC regression · (T, Q̄) = (10, 10), (30, 30), and (100, 100) | average test rewards: 21.77 -> 21.88; 56.71 -> 63.74; 115.88 -> 163.40 | Helped |
| Increase MC node count from m=5 to m=50 (ablation) | MC regression · (T, Q̄) = (10, 10), (30, 30), and (100, 100) | training time (min): 0.9 -> 65.4; 2.7 -> 208.9; 9.1 -> 714.4 | Hurt |
| Use DDPG instead of MC regression | approximation of the optimal policy · (T, Q̄) = (10, 10), (30, 30), and (100, 100) | training time (min): 1.0 vs 0.9; 1.9 vs 2.7; 5.1 vs 9.1 | Helped |
Surprising findings
- DDPG allocates items early to arriving buyers, possibly due to value overestimation and insufficient late-stage state exploration.
Limitations
- Penalty scheme requires the seller to observe whether allocated quantity exceeds true demand at no cost (Assumption 1).
- Optimality relies on a regularity condition on the virtual valuation being non-decreasing in value and quantity.
- DDPG underperforms MC regression due to exploration issues in later periods.
Experimental setup
Datasets: synthetic buyer distributions: Poisson(10) arrivals, uniform(0,2) quantities, exponential values conditional on quantity
Benchmarks: simulated dynamic knapsack environments with (T, Q) = (10,10), (30,30), (100,100)
Metrics: average discounted test reward training time
Baselines: MC regression with varying nodes m DDPG full information virtual value maximization
Builds on: Myerson optimal auction dynamic stochastic knapsack problem DDPG
Closest papers by meaning
- Online Learning of Optimal Bidding Strategy in Repeated Multi-Commodity Auctions (NeurIPS 2017 · similarity 0.87)
- Robust Pricing in Dynamic Mechanism Design (ICML 2020 · similarity 0.86)
- Fair Allocation in Dynamic Mechanism Design (NeurIPS 2024 · similarity 0.86)
- Time Fairness in Online Knapsack Problems (ICLR 2024 · similarity 0.86)
- Mechanism Design via the Interim Relaxation (NeurIPS 2025 · similarity 0.86)
- Contextual Decision-Making with Knapsacks Beyond the Worst Case (NeurIPS 2024 · similarity 0.86)
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