SearcharxivSearch

arXiv · 2603.20972

A Solicit-Then-Suggest Model of Agentic Purchasing

Abstract

E-commerce is shifting from search-based shopping to agentic purchasing. Rather than relying on keywords, AI shopping agents learn customer preferences through targeted multi-round conversations and then recommend a tailored set of products. We develop a solicit-then-suggest framework to study this setting. In a d-dimensional preference space, an agent conducts m rounds of solicitation to refine its belief about the customer's ideal product, then recommends k products from which the customer chooses. Our analysis identifies the key economic tradeoff. Under a Gaussian prior, we establish an uncertainty decomposition: solicitation depth and assortment breadth are substitutes, with total prior uncertainty split between what solicitation resolves and what assortment breadth hedges. The two instruments improve match quality at very different rates. Expected loss decreases on the order of 1/m with solicitation depth, but only on the order of k^(-2/d) with assortment breadth, reflecting a curse of dimensionality. Thus, a few well-designed questions can achieve what would otherwise require far more recommendations. We also characterize the optimal policy. The optimal assortment forms a Voronoi partition, assigning each product to the posterior region it best serves. With a single recommended product, the optimal solicitation follows a water-filling rule that equalizes posterior uncertainty across dimensions. With multiple products, the optimum may allocate less precision to dimensions that the assortment can hedge. This single-product water-filling rule also yields a general approximation guarantee for larger assortments, and the gap vanishes as dimension grows. Beyond the Gaussian case, the uncertainty decomposition and substitutability between solicitation depth and assortment breadth continue to hold for non-Gaussian priors.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Shengyu Cao, Ming Hu. 2026-03-21. A Solicit-Then-Suggest Model of Agentic Purchasing. https://arxiv.org/abs/2603.20972

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

MMS Allocation for Chores with Online Agent Arrivals

We study the fair allocation of $m$ indivisible chores to $n$ agents with subadditive cost functions arriving online in an arbitrary order. Upon an agent's arrival, we are informed of her cost function and must irrevocably assign her a set of chores. We focus on the Maximin Share (MMS) fairness notion and aim to compute an allocation in which all items are assigned, and no agent incurs a cost more than $\alpha$ times her MMS. Without any prior information about the instance (other than $n$ and $m$), we design an algorithm with a competitive ratio of $O(\min\{n, k\log^{1+\epsilon}k, \log m\})$ for any constant $\epsilon > 0$, where $k$ denotes the number of cost function types. Our bound matches the best known offline approximation guarantees for MMS under subadditive costs and is nearly optimal with respect to all three parameters: we show that even for binary additive cost functions, no online algorithm can achieve a competitive ratio of $o(\min\{n, k\log k, \log m\})$. We then consider the setting in which the $k$ cost function types are known in advance (though the realized types of arriving agents are not). For additive cost functions, we provide an algorithm with a competitive ratio of $O(\min\{\log k, \log(kn)/\log\log(kn)\})$, and show that constant-competitive algorithms do not exist for general $k$, even for the binary additive setting. For binary additive functions when $k \le n$, we propose a $3$-competitive algorithm and establish a lower bound of $2$.

cs.GT

Truncated Noisy Best-Response Algorithms: Toward Game Theoretic Learning with Safety Guarantees

We consider a game theoretic approach to solve multi-agent coordination problems with submodular maximization objectives. It is known for such problems that the Nash equilibria for the corresponding game are always within 50% of the optimal, but that the equilibria which achieve this worst-case bound are not stable. To exploit this instability, we propose a family of algorithms which we call Truncated Noisy Best-Response (TNBR) Algorithms. These algorithms are flexibly characterized by agents asynchronously and stochastically selecting actions from a neighbourhood of their best response payoffs. We compute bounds on the recurrent classes of TNBR algorithms' associated Markov chains. Our bounds fall into two categories: first, "Performance" bounds ensure that TNBR algorithms always have a high-value recurrent state; second, "Safety" bounds ensure that TNBR algorithms never have arbitrarily-bad recurrent states. Furthermore, these two types of bounds are linked by a waterbed-like effect: every game with a poor Safety guarantee necessarily has a favorable Performance guarantee.

cs.GT

Existence of the Core in Approval-Based Committee Elections

We settle the main open question in the theory of approval-based multi-winner elections: we show that there always exists a committee in the core. The core is a stability and group fairness concept. The proof introduces a new voting rule that optimizes an entropy-like objective function over committees and payment systems. All local optima of this objective function lie in the core, which implies that a core committee can be found in polynomial time.

cs.GT