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Andrew Gilpin

Researcher at Carnegie Mellon University

Publications -  31
Citations -  2022

Andrew Gilpin is an academic researcher from Carnegie Mellon University. The author has contributed to research in topics: Normal-form game & Sequential game. The author has an hindex of 21, co-authored 31 publications receiving 1934 citations.

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Proceedings ArticleDOI

Winner determination in combinatorial auction generalizations

TL;DR: A wider range of combinatorial market designs are studied: auctions, reverse auctions, and exchanges, with one or multiple units of each item, with and without free disposal, and the complexity of finding a feasible, approximate, or optimal solution is modeled.
Proceedings Article

CABOB: a fast optimal algorithm for combinatorial auctions

TL;DR: CABOB, a sophisticated search algorithm forCombinatorial auctions where bidders can bid on bundles of items can lead to more economical allocations, but determining the winners is NP-complete and inapproximable.
Journal ArticleDOI

CABOB: A Fast Optimal Algorithm for Winner Determination in Combinatorial Auctions

TL;DR: CABOB is a sophisticated optimal search algorithm that attempts to capture structure in any instance without making assumptions about the instance distribution, and it uses decomposition techniques, upper and lower bounding, elaborate and dynamically chosen bid-ordering heuristics, and a host of structural observations to do this.
Proceedings Article

Mixed-integer programming methods for finding Nash equilibria

TL;DR: The first mixed integer program (MIP) formulations for finding Nash equilibria in games (specifically, two-player normal form games) are presented and different design dimensions of search algorithms that are based on those formulations are studied.
Journal ArticleDOI

Smoothing Techniques for Computing Nash Equilibria of Sequential Games

TL;DR: This work develops first-order smoothing techniques for saddle-point problems that arise in finding a Nash equilibrium of sequential games and introduces heuristics that significantly speed up the algorithm, and decomposed game representations that reduce the memory requirements, enabling the application of the techniques to drastically larger games.