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Sadie Zhao

Publications and source records attributed to Sadie Zhao.

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Contextual Procurement Auctions with Bandit Learning

We study repeated procurement auctions in which producers have private costs and the platform must learn the context-dependent value of selecting each producer. We evaluate performance by welfare regret: the cumulative loss in total surplus relative to the full-information efficient rule that knows the context-dependent values and true producer costs. The natural UCB allocation rule achieves $\widetilde O(\sqrt{ngT})$ welfare regret under truthful bids, but its adaptive, bid-dependent learning path does not by itself ensure truthfulness. To obtain exact incentives, we first design a bid-independent explore-then-commit mechanism with empirical threshold payments; it is dominant-strategy truthful and has $\widetilde O((ng)^{1/3}T^{2/3})$ regret. We then introduce frozen-payment UCB, which estimates payments from initial bid-independent exploration but continues allocation learning by UCB. Under a truthful-path margin condition, the frozen-payment UCB is approximately truthful with an average per-round deviation gain $\widetilde O(T^{-1/4})$ for fixed $n$, $g$. Under truthful bidding, it achieves $\widetilde O(\sqrt{ngT})$ welfare regret, matching the UCB rate. A lower bound shows that this regret-incentive tradeoff is tight within the frozen critical-payment class.

cs.GT

Modeling Coincident Peak Pricing in Electricity Markets: Challenges and Peak Shaving Effectiveness

Coincident Peak (CP) pricing is widely used in U.S. electricity markets to allocate capacity and transmission costs. This paper develops a behavioral game-theoretic framework for CP-driven load shifting that couples a nonlinear cost-allocation model with day-ahead (one-shot) and real-time (sequential-learning) decision processes. We examine two update rules, namely best-response dynamics (BRD) and fictitious-play dynamics (FPD), across continuous and finite action spaces to quantify how flexibility, action resolution, and participation influence peak outcomes. Using ERCOT peak-day data, we find that FPD reliably reduces system peaks, whereas BRD is more variable and can increase peaks under tight-capacity conditions. Finer action resolution improves peak shaving, while the number of participants is largely neutral when aggregate flexibility is fixed. Meanwhile, information-provider signals can induce herding, whereas response-aware or diverse signals improve peak shaving. These results highlight both the potential and limits of CP pricing: smoothing information and enabling granular control are as important as the amount of available flexibility. The framework offers practical guidance for system operators and consumers: For ISOs, broadcasting smoothed CP signals and setting minimum controllable-capacity thresholds enhance coordination. For consumers, greater flexibility and finer control resolution improve both cost savings and peak-shaving performance.

eess.SY

Learning to Persuade a Biased Receiver

We study a repeated information design setting in which the receiver, who is also the decision-maker, updates beliefs in a systematically biased way. More specifically, a distorted posterior in our model can be written as a convex combination of the prior and the Bayesian posterior, governed by a fixed but unknown parameter. Over repeated interactions, the sender chooses persuasive signaling schemes, observes only the receiver's realized actions, and seeks to minimize regret relative to a full-information oracle that knows the receiver's biased updating rule. We propose a safe exploration algorithm for learning the receiver's bias while maintaining high persuasion value. The algorithm exploits the asymmetric cost of probing: conservative probes incur only local loss, whereas overly aggressive probes may lose the persuasive opportunity entirely. For general finite state and action spaces and arbitrary bounded utilities, our method achieves $O(\log\log T)$ regret. A matching $\Omega(\log\log T)$ lower bound shows that this rate is optimal. We further discuss the influence on receiver welfare, as well as extensions to jointly unknown prior and bias, and contextual settings with time-varying priors and utilities.

cs.GT

Infinite Horizon Markov Economies

In this paper, we study a generalization of Markov games and pseudo-games that we call Markov pseudo-games, which, like the former, captures time and uncertainty, and like the latter, allows for the players' actions to determine the set of actions available to the other players. In the same vein as Arrow and Debreu, we intend for this model to be rich enough to encapsulate a broad mathematical framework for modeling economies. We then prove the existence of a game-theoretic equilibrium in our model, which in turn implies the existence of a general equilibrium in the corresponding economies. Finally, going beyond Arrow and Debreu, we introduce a solution method for Markov pseudo-games and prove its polynomial-time convergence. We then provide an application of Markov pseudo-games to infinite-horizon Markov exchange economies, a stochastic economic model that extends Radner's stochastic exchange economy and Magill and Quinzii's infinite-horizon incomplete markets model. We show that under suitable assumptions, the solutions of any infinite-horizon Markov exchange economy (i.e., recursive Radner equilibria -- RRE) can be formulated as the solution to a concave Markov pseudo-game, thus establishing the existence of RRE and providing first-order methods for approximating RRE. Finally, we demonstrate the effectiveness of our approach in practice by building the corresponding generative adversarial policy neural network and using it to compute RRE in a variety of infinite-horizon Markov exchange economies.

cs.GT

Efficient Inverse Multiagent Learning

In this paper, we study inverse game theory (resp. inverse multiagent learning) in which the goal is to find parameters of a game's payoff functions for which the expected (resp. sampled) behavior is an equilibrium. We formulate these problems as generative-adversarial (i.e., min-max) optimization problems, for which we develop polynomial-time algorithms to solve, the former of which relies on an exact first-order oracle, and the latter, a stochastic one. We extend our approach to solve inverse multiagent simulacral learning in polynomial time and number of samples. In these problems, we seek a simulacrum, meaning parameters and an associated equilibrium that replicate the given observations in expectation. We find that our approach outperforms the widely-used ARIMA method in predicting prices in Spanish electricity markets based on time-series data.

cs.GT

Social Environment Design

Artificial Intelligence (AI) holds promise as a technology that can be used to improve government and economic policy-making. This paper proposes a new research agenda towards this end by introducing Social Environment Design, a general framework for the use of AI for automated policy-making that connects with the Reinforcement Learning, EconCS, and Computational Social Choice communities. The framework seeks to capture general economic environments, includes voting on policy objectives, and gives a direction for the systematic analysis of government and economic policy through AI simulation. We highlight key open problems for future research in AI-based policy-making. By solving these challenges, we hope to achieve various social welfare objectives, thereby promoting more ethical and responsible decision making.

cs.AI