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Brendan Lucier

Publications and source records attributed to Brendan Lucier.

At least 19 recordsLinked to original sources

The Evolution of Digital Search: From Blue Links to Delegated Decision-Making

Digital search is undergoing a fundamental transformation from a human-driven process of discovery to an agent-mediated system of delegated decision-making. In the traditional model of digital search, users translate intent into keyword-based queries, evaluate ranked lists of links, and execute decisions outside the search interface. In an AI-native world, users express goals in natural language, agents interpret these intentions, and outcomes are returned as recommendations or executed decisions. This shift moves search from a link-based user interface to an embedded system component, with implications for transparency, competition, and monetization. The resulting system design problem raises key questions about information quality and access, trust, incentive alignment, and market structure. Early evidence from experimental agent-mediated marketplaces and economic theory suggests that small design choices, such as how stakeholders access information, how options are surfaced, and how actions are executed, have first-order effects on efficiency, competition, and the welfare of consumers and firms. We propose that the future of search will be determined not by incremental improvements in ranking algorithms and natural-language interfaces, but by the design of open, transparent, and competitive agentic systems that govern how decisions are made and how markets operate, highlighting a set of grand challenges at the intersection of AI, economics, and system design.

econ.GN

Chaining Tasks, Redefining Work: A Theory of AI Automation

Production is a sequence of steps that can be executed (1) manually, (2) augmented with AI, or (3) fully automated within contiguous AI-executed steps called ''chains.'' Firms optimally bundle steps into tasks and then jobs, trading off specialization gains against coordination costs. We characterize the optimal assignment of humans and AI to steps and the firm's resulting job structure, showing that comparative advantage logic can fail with AI chaining. The model implies non-linear productivity gains from AI quality improvements and admits a CES representation at the macro level. Empirical evidence supports the model's key predictions that (1) AI-executed steps co-occur in chains, (2) dispersion of AI-exposed steps lowers AI execution at the job level, and (3) adjacency to AI-executed steps increases the likelihood that a step is AI-executed.

econ.GN

From Augmentation to Reconstruction: Guiding the AI Disruption to the Good Place

Artificial intelligence feels omnipresent, yet the disruption many expect has not fully arrived. The main reason is not model capability, nor even the tools built to harness those models. Rather, most organizations are still using AI to accelerate workflows designed for a pre-AI world. We offer a three-stage lens: Augmentation, Automation, and Reconstruction, and argue that the most consequential disruption resides in the third stage where workflows and markets are rebuilt around delegation, machine-to-machine interaction, continuous monitoring, and auditable constraints. Achieving this system-level transformation takes time: it requires trust and accountability infrastructure, machine-legible and interoperable data and interfaces, the design and adoption of these new workflows, and economic incentives that favor reconstruction rather than local optimization: the complementary investments that produce the familiar "productivity J-curve" of general-purpose technologies. We illustrate this transition through examples in consumer markets, education, news, and coding. Finally, we emphasize a normative point: the agentic future is not predetermined. Leaders must both skate to where the puck is going and actively steer it toward a good place, ensuring innovation delivers welfare gains felt by businesses and consumers around the world.

econ.GN

Subsidizing Sequential Search

We study markets where firms compete for consumer attention by subsidizing costly product inspection. These subsidies do not change product quality, but they alter the order in which consumers search by lowering inspection costs. We establish a subsidy-sorting principle: in any equilibrium, higher-quality firms provide weakly larger subsidies, leading consumers to search in descending subsidy order. A unique equilibrium survives forward-induction reasoning in the spirit of the Intuitive Criterion: low-quality firms are never inspected, intermediate-quality firms separate with strictly increasing subsidies, and high-quality firms pool at the full subsidy. This equilibrium maximizes information revelation among all possible outcomes and ensures efficient inspection. We then extend the analysis to AI-mediated platforms that can create and price inspection tokens. The platform's optimal linear pricing leads to excessive inspection relative to the social optimum. While this distortion does not reduce consumer welfare, it reallocates surplus from sellers to the platform and consumers.

econ.TH

Agentic Markets: Equilibrium Effects of Improving Consumer Search

Motivated by agentic markets -- two-sided markets in which consumers and businesses are assisted by AI tools that facilitate consumers' search -- we study the impact of improved search technology on learning and welfare in markets. We put forth a model where consumers engage in costly search to acquire signals of product fit prior to purchase. The market tracks indications of fit for searched products and indications of quality for chosen products, thereby guiding searches. We characterize the long-run steady-state of the resulting dynamics as well as the impact of improving search technology. We find cheaper search improves learning and consumer surplus, whereas more informative search can degrade both unless the market learns as much as consumers about the products by, for example, ``reading the transcripts'' of agentic conversations. Finally, we consider the impact of search improvements on how businesses set prices. At equilibrium prices in symmetric markets, consumer surplus is improved by cheaper search but may be decreased by more informative search, due to weakened inter-business competition.

cs.GT

Optimal Selection Using Algorithmic Rankings with Side Information

Motivated by online platforms such as job markets, we study an agent choosing from a list of candidates, each with a hidden quality that determines match value. The agent observes only a noisy ranking of the candidates plus a binary signal that indicates whether each candidate is "free" or "busy". Being busy is positively correlated with higher quality, but can also reduce value due to decreased availability. We study the agent's optimal selection problem in the presence of ranking noise and free-busy signals and ask how the accuracy of the ranking tool impacts outcomes. In a setting with one high-valued candidate and an arbitrary number of low-valued candidates, we show that increased accuracy of the ranking tool can result in suboptimal social outcomes. For example, increased accuracy may mean that agents may be more likely to make offers to busy candidates, and (counter-intuitively) may be more likely to select lower-ranked candidates. We further discuss conditions under which these results extend to more general settings.

cs.GT

Magentic Marketplace: An Open-Source Environment for Studying Agentic Markets

As LLM agents advance, they are increasingly mediating economic decisions, ranging from product discovery to transactions, on behalf of users. Such applications promise benefits but also raise many questions about agent accountability and value for users. Addressing these questions requires understanding how agents behave in realistic market conditions. However, previous research has largely evaluated agents in constrained settings, such as single-task marketplaces (e.g., negotiation) or structured two-agent interactions. Real-world markets are fundamentally different: they require agents to handle diverse economic activities and coordinate within large, dynamic ecosystems where multiple agents with opaque behaviors may engage in open-ended dialogues. To bridge this gap, we investigate two-sided agentic marketplaces where Assistant agents represent consumers and Service agents represent competing businesses. To study these interactions safely, we develop Magentic-Marketplace -- a simulated environment where Assistants and Services can operate. This environment enables us to study key market dynamics: the utility agents achieve, behavioral biases, vulnerability to manipulation, and how search mechanisms shape market outcomes. Our experiments show that frontier models can approach optimal welfare -- but only under ideal search conditions. Performance degrades sharply with scale, and all models exhibit severe first-proposal bias, creating 10-30x advantages for response speed over quality. These findings reveal how behaviors emerge across market conditions, informing the design of fair and efficient agentic marketplaces.

cs.MA

Approximately Optimal Mechanism Design for Competing Sellers

Two sellers compete to sell identical products to a single buyer. Each seller chooses an arbitrary mechanism, possibly involving lotteries, to sell their product. The utility-maximizing buyer can choose to participate in one or both mechanisms, resolving them in either order. Given a common prior over buyer values, how should the sellers design their mechanisms to maximize their respective revenues? We first consider a Stackelberg setting where one seller (Alice) commits to her mechanism and the other seller (Bob) best-responds. We show how to construct a simple and approximately-optimal single-lottery mechanism for Alice that guarantees her a quarter of the optimal monopolist's revenue, for any regular distribution. Along the way we prove a structural result: for any single-lottery mechanism of Alice, there will always be a best response mechanism for Bob consisting of a single take-it-or-leave-it price. We also show that no mechanism (single-lottery or otherwise) can guarantee Alice more than a 1/e fraction of the monopolist revenue. Finally, we show that our approximation result does not extend to Nash equilibrium: there exist instances in which a monopolist could extract full surplus, but neither competing seller obtains positive revenue at any equilibrium choice of mechanisms.

cs.GT

Eliciting Informed Preferences

In many settings -- like market research and social choice -- people may be presented with unfamiliar options. Classical mechanisms may perform poorly because they fail to incentivize people to learn about these options, or worse, encourage counterproductive information acquisition. We formalize this problem in a model of robust mechanism design where agents find it costly to learn about their values for a product or policy. We identify sharp limits on the designer's ability to elicit, or learn about, these values. Where these limits do not bind, we propose two-stage mechanisms that are detail-free and robust: the second stage is a classical mechanism and the first stage asks participants to predict the results of the second stage.

econ.TH

The Agentic Economy

Generative AI has transformed human-computer interaction by enabling natural language interfaces and the emergence of autonomous agents capable of acting on users' behalf. While early applications have improved individual productivity, these gains have largely been confined to predefined tasks within existing workflows. We argue that the more profound economic impact lies in reducing communication frictions between consumers and businesses. This shift could reorganize markets, redistribute power, and catalyze the creation of new products and services. We explore the implications of an agentic economy, where assistant agents act on behalf of consumers and service agents represent businesses, interacting programmatically to facilitate transactions. A key distinction we draw is between unscripted interactions -- enabled by technical advances in natural language and protocol design -- and unrestricted interactions, which depend on market structures and governance. We examine the current limitations of siloed and end-to-end agents, and explore future scenarios shaped by technical standards and market dynamics. These include the potential tension between agentic walled gardens and an open web of agents, implications for advertising and discovery, the evolution of micro-transactions, and the unbundling and rebundling of digital goods. Ultimately, we argue that the architecture of agentic communication will determine the extent to which generative AI democratizes access to economic opportunity.

cs.CY

Flattening Supply Chains: When do Technology Improvements lead to Disintermediation?

In the digital economy, technological innovations make it cheaper to produce high-quality content. For example, generative AI tools reduce costs for creators who develop content to be distributed online, but can also reduce production costs for the users who consume that content. These innovations can thus lead to disintermediation, since consumers may choose to use these technologies directly, bypassing intermediaries. To investigate when technological improvements lead to disintermediation, we study a game with an intermediary, suppliers of a production technology, and consumers. First, we show disintermediation occurs whenever production costs are too high or too low. We then investigate the consequences of disintermediation for welfare and content quality at equilibrium. While the intermediary is welfare-improving, the intermediary extracts all gains to social welfare and its presence can raise or lower content quality. We further analyze how disintermediation is affected by the level of competition between suppliers and the intermediary's fee structure. More broadly, our results take a step towards assessing how production technology innovations affect the survival of intermediaries and impact the digital economy.

cs.GT

Online Combinatorial Allocations and Auctions with Few Samples

In online combinatorial allocations/auctions, n bidders sequentially arrive, each with a combinatorial valuation (such as submodular/XOS) over subsets of m indivisible items. The aim is to immediately allocate a subset of the remaining items to maximize the total welfare, defined as the sum of bidder valuations. A long line of work has studied this problem when the bidder valuations come from known independent distributions. In particular, for submodular/XOS valuations, we know 2-competitive algorithms/mechanisms that set a fixed price for each item and the arriving bidders take their favorite subset of the remaining items given these prices. However, these algorithms traditionally presume the availability of the underlying distributions as part of the input to the algorithm. Contrary to this assumption, practical scenarios often require the learning of distributions, a task complicated by limited sample availability. This paper investigates the feasibility of achieving O(1)-competitive algorithms under the realistic constraint of having access to only a limited number of samples from the underlying bidder distributions. Our first main contribution shows that a mere single sample from each bidder distribution is sufficient to yield an O(1)-competitive algorithm for submodular/XOS valuations. This result leverages a novel extension of the secretary-style analysis, employing the sample to have the algorithm compete against itself. Although online, this first approach does not provide an online truthful mechanism. Our second main contribution shows that a polynomial number of samples suffices to yield a $(2+\epsilon)$-competitive online truthful mechanism for submodular/XOS valuations and any constant $\epsilon>0$. This result is based on a generalization of the median-based algorithm for the single-item prophet inequality problem to combinatorial settings with multiple items.

cs.GT

Bundling in Oligopoly: Revenue Maximization with Single-Item Competitors

We consider a principal seller with $m$ heterogeneous products to sell to an additive buyer over independent items. The principal can offer an arbitrary menu of product bundles, but faces competition from smaller and more agile single-item sellers. The single-item sellers choose their prices after the principal commits to a menu, potentially under-cutting the principal's offerings. We explore to what extent the principal can leverage the ability to bundle product together to extract revenue. Any choice of menu by the principal induces an oligopoly pricing game between the single-item sellers, which may have multiple equilibria. When there is only a single item this model reduces to Bertrand competition, for which the principal's revenue is $0$ at any equilibrium, so we assume that no single item's value is too dominant. We establish an upper bound on the principal's optimal revenue at every equilibrium: the expected welfare after truncating each item's value to its revenue-maximizing price. Under a technical condition on the value distributions -- that the monopolist's revenue is sufficiently sensitive to price -- we show that the principal seller can simply price the grand-bundle and ensure (in any equilibrium) a constant approximation to this bound (and hence to the optimal revenue). We also show that for some value distributions violating our conditions, grand-bundle pricing does not yield a constant approximation to the optimal revenue in any equilibrium.

cs.GT

Generative AI as Economic Agents

Traditionally, AI has been modeled within economics as a technology that impacts payoffs by reducing costs or refining information for human agents. Our position is that, in light of recent advances in generative AI, it is increasingly useful to model AI itself as an economic agent. In our framework, each user is augmented with an AI agent and can consult the AI prior to taking actions in a game. The AI agent and the user have potentially different information and preferences over the communication, which can result in equilibria that are qualitatively different than in settings without AI.

econ.TH

Maximal Procurement under a Budget

We study the problem of a principal who wants to influence an agent's observable action, subject to an ex-post budget. The agent has a private type determining their cost function. This paper endogenizes the value of the resource driving incentives, which holds no inherent value but is restricted by finite availability. We characterize the optimal mechanism, showing the emergence of a pooling region where the budget constraint binds for low-cost types. We then introduce a linear value for the transferable resource; as the principal's value increases, the mechanism demands more from agents with binding budget constraint but less from others.

econ.TH

Online Algorithms with Limited Data Retention

We introduce a model of online algorithms subject to strict constraints on data retention. An online learning algorithm encounters a stream of data points, one per round, generated by some stationary process. Crucially, each data point can request that it be removed from memory $m$ rounds after it arrives. To model the impact of removal, we do not allow the algorithm to store any information or calculations between rounds other than a subset of the data points (subject to the retention constraints). At the conclusion of the stream, the algorithm answers a statistical query about the full dataset. We ask: what level of performance can be guaranteed as a function of $m$? We illustrate this framework for multidimensional mean estimation and linear regression problems. We show it is possible to obtain an exponential improvement over a baseline algorithm that retains all data as long as possible. Specifically, we show that $m = \textsc{Poly}(d, \log(1/ε))$ retention suffices to achieve mean squared error $ε$ after observing $O(1/ε)$ $d$-dimensional data points. This matches the error bound of the optimal, yet infeasible, algorithm that retains all data forever. We also show a nearly matching lower bound on the retention required to guarantee error $ε$. One implication of our results is that data retention laws are insufficient to guarantee the right to be forgotten even in a non-adversarial world in which firms merely strive to (approximately) optimize the performance of their algorithms. Our approach makes use of recent developments in the multidimensional random subset sum problem to simulate the progression of stochastic gradient descent under a model of adversarial noise, which may be of independent interest.

cs.LG

Impact of Decentralized Learning on Player Utilities in Stackelberg Games

When deployed in the world, a learning agent such as a recommender system or a chatbot often repeatedly interacts with another learning agent (such as a user) over time. In many such two-agent systems, each agent learns separately and the rewards of the two agents are not perfectly aligned. To better understand such cases, we examine the learning dynamics of the two-agent system and the implications for each agent's objective. We model these systems as Stackelberg games with decentralized learning and show that standard regret benchmarks (such as Stackelberg equilibrium payoffs) result in worst-case linear regret for at least one player. To better capture these systems, we construct a relaxed regret benchmark that is tolerant to small learning errors by agents. We show that standard learning algorithms fail to provide sublinear regret, and we develop algorithms to achieve near-optimal $O(T^{2/3})$ regret for both players with respect to these benchmarks. We further design relaxed environments under which faster learning ($O(\sqrt{T})$) is possible. Altogether, our results take a step towards assessing how two-agent interactions in sequential and decentralized learning environments affect the utility of both agents.

cs.LG

Clickbait vs. Quality: How Engagement-Based Optimization Shapes the Content Landscape in Online Platforms

Online content platforms commonly use engagement-based optimization when making recommendations. This encourages content creators to invest in quality, but also rewards gaming tricks such as clickbait. To understand the total impact on the content landscape, we study a game between content creators competing on the basis of engagement metrics and analyze the equilibrium decisions about investment in quality and gaming. First, we show the content created at equilibrium exhibits a positive correlation between quality and gaming, and we empirically validate this finding on a Twitter dataset. Using the equilibrium structure of the content landscape, we then examine the downstream performance of engagement-based optimization along several axes. Perhaps counterintuitively, the average quality of content consumed by users can decrease at equilibrium as gaming tricks become more costly for content creators to employ. Moreover, engagement-based optimization can perform worse in terms of user utility than a baseline with random recommendations, and engagement-based optimization is also suboptimal in terms of realized engagement relative to quality-based optimization. Altogether, our results highlight the need to consider content creator incentives when evaluating a platform's choice of optimization metric.

cs.GT