Lying to a Bayesian: Optimal Randomisation in Repeated Pricing

Reinforcement Learning has succeeded at a wide range of games ( Chess, Go, Atari ). Here we apply RL methods to a game-theoretic problem in economics : a repeated pricing game between a Bayesian-updating producer and a consumer with private willingness-to-pay. We established existence of the mixed strategy Nash equilibrium for the continuous-action extension through Reny (1999), which we then approximate computationally via three RL methods. We have used three different approaches (Monte Carlo, Q-learning, Deep Q-Network) to simulate the benefits of randomisation for consumer’s behaviour. All three approaches show a consistent result that $\epsilon^{*}<1$, supporting randomisation as an obfuscation strategy. Tabular Q-learning shows no clear monotonic trend in $\epsilon^{*}(\beta)$, while DQN recovers the monotone decrease predicted by Monte Carlo, reconciling the previously-observed discrepancy. We empirically validate the Karp-Kleinberg lower bound on posterior variance, confirming that mixed strategies prevent posterior collapse.

Authors

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2026-06-27
DOI
https://doi.org/10.5281/zenodo.20965588
Primary Topic
Game Theory and Applications
Type
preprint
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preprint

Lying to a Bayesian: Optimal Randomisation in Repeated Pricing

Yuil Ahn
Zenodo (CERN European Organization for Nuclear Research)
Game Theory and Applications
preprint

Lying to a Bayesian: Optimal Randomisation in Repeated Pricing

Yuil Ahn
preprint en

Abstract

Reinforcement Learning has succeeded at a wide range of games ( Chess, Go, Atari ). Here we apply RL methods to a game-theoretic problem in economics : a repeated pricing game between a Bayesian-updating producer and a consumer with private willingness-to-pay. We established existence of the mixed strategy Nash equilibrium for the continuous-action extension through Reny (1999), which we then approximate computationally via three RL methods. We have used three different approaches (Monte Carlo, Q-learning, Deep Q-Network) to simulate the benefits of randomisation for consumer’s behaviour. All three approaches show a consistent result that $\epsilon^{*}<1$, supporting randomisation as an obfuscation strategy. Tabular Q-learning shows no clear monotonic trend in $\epsilon^{*}(\beta)$, while DQN recovers the monotone decrease predicted by Monte Carlo, reconciling the previously-observed discrepancy. We empirically validate the Karp-Kleinberg lower bound on posterior variance, confirming that mixed strategies prevent posterior collapse.

Zenodo (CERN European Organization for Nuclear Research)
Game Theory and Applications
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