Video summary
The hosts of the "Geek Nights" podcast explore the strategic depth of auction and bidding mechanics at PAX West 2025, arguing that despite common player complaints about the stress of haggling, these systems fundamentally allocate resources and elevate a game's skill floor. By adopting an analytical approach focused on numbers, winning conditions, and balance rather than emotional reactions, they highlight how auctions enable "autobalancing," where player decisions dynamically adjust resource values instead of relying solely on fixed designer prices. Using *Modern Art* as a primary case study, the discussion details four distinct auction formats: open auctions that favor sellers but risk buyer overpayment due to emotion; once-around auctions that disadvantage early players by forcing immediate hand revelation; fixed price auctions where buyers hold maximum leverage against a seller with limited agency; and sealed bid auctions, which are deemed the fairest method because they prevent information leakage during the bidding round.
The analysis further expands on double auctions, where two identical items are sold simultaneously to guarantee higher value and victory points for successful executors, noting that in games dominated by skilled players, these mechanics can become the sole determinant of success. To clarify the terminology, the hosts distinguish between "currency," which represents a stable bidding value like dollars, and "commodity," which possesses intrinsic properties beyond mere worth, such as specific game cards or gift cards with varying utility. They also differentiate auctions from trick-taking games by emphasizing that while bidding in the latter is a commitment to actions, auctions specifically involve trading currency for items within a finite duration that concludes with a definitive result.
Strategic play in these environments requires calculating one's willingness to pay beforehand and recognizing the "winner's curse," a phenomenon where winners often overpay due to emotional investment rather than rational assessment. Skilled players mitigate this by calibrating their offers against the second-highest bid, while shared information across rounds can reduce the differences between auction types because information itself becomes a valuable commodity, as seen in games like *Hanabi*. This dynamic is further illustrated by real-world applications such as FCC spectrum auctions, which are designed to prevent monopolies or collusion, demonstrating how game mechanics mirror complex economic principles.
Ultimately, the segment recommends specific titles like *Mule*, *Sumer*, and *Big Shot* for players wishing to practice dynamic auction mechanics and deepen their understanding of valuation under uncertainty. The discussion concludes by categorizing auctions into two main classes: those with shared information that test a player's understanding of value, and those with hidden information that challenge manipulation strategies when opponents' future moves are unknown. Whether dealing with identical items like green paintings that have a fixed true value or unique goods, the core lesson remains that uncertainty about opponent behavior keeps auctions strategically rich, ensuring that even with perfect knowledge, the interplay of information and emotion defines the outcome.
Read the full video transcript
I'm Rim.
>> I'm Scott.
>> We are the hosts of a podcast called
Geek Nights. And we are to here today at
PAX West 2025 to talk about auctions and
bidding in games. Now, many talks at
conventions will start with something
like this. This sort of 101 level, what
is a game mechanic? Since the dawn of
time, people have played games. I feel
like if you are at a panel that is about
auction and bidding mechanics and you
are at the Penny Arcade Expo, you
already know what a game mechanic is.
>> And if you don't, we've done several
other game mechanic titles. You can go
on YouTube and watch us explain what a
game mechanic is to some other audience.
>> But also, that kind of discussion is
usually not that valuable or important
because you're all here. You probably
play games. You know what a game
mechanic is. In your darkest heart of
hearts, you know what they are. Those
things are all game mechanics. Thus,
auctions and bidding are also game
mechanics. So, if you want to quibble
about a definition, I would just say, is
an auction like any of the other things
on that list and treat it the same way?
>> And if you want to be a pedant, don't
waste your time because that won't help
you get better at games.
>> Yep. Richard Garfield in one of his
books uh characteristics of games which
we cite a lot in our talks. You can just
read this book and skip like 90% of what
we're ever going to say. But he talked
about how you don't want to make
definitions too early in the process of
dissecting something. Don't be
prescriptive and try to make a formal
definition. Be descriptive. Describe
what you see. Describe what you find.
Describe what you're engaged with. And
the prescript prescriptive definitions
will come later, usually out of
academia.
You all know what an auction is.
>> You think you know what an auction is.
>> But one thing we found doing research
for this talk is that auctions unlike
most other mechanics we have talked
about or explored over the years are a
little bit controversial in that a lot
of people do not like auctions. Like
really do not like auctions. I found
multiple Reddit threads of people
complaining about games having auctions
in the first place. at PAX this PAX on
Friday in the Friday night frenzy
tournament I mentioned oh we're giving
this talk and someone at the table
unprompted says I hate power grid
auctions aren't fun
and this was a popular sentiment at the
table even if you consider just auctions
like in everyday life like real auctions
with real money for real things right
people have an anxiety about like
haggling right it's like you go to the
store and something has a price and you
buy it and it's like ah easy there's no
stress You go into a store, something
has no price and you have to haggle with
the proprietor about the price. That's
stressful and a lot of people don't like
that. They would rather like overpay
just to not have to deal with that.
>> So, if you play auctions, I'm curious.
How many of you like auctions when you
play them in games? Like that's why
you're here.
>> Okay.
>> Is anyone here cuz you want to get
better at auctions? Like you're bad at
them?
>> Yeah, we're going to help you. Maybe
>> we are going to help you. I think
>> hopefully.
>> So, what we first want to address is
what are auctions actually used for in
games? Before we talk about what an
auction really is, let's talk about how
they're used. What do they do in games?
Now, that is an auction from a game that
we are not going to talk about unless we
have
>> We're going to talk about this game
>> at the end. This is a game called 18
Chesapeake. There's a class of games
called 18xx games. You may have played a
train game before. Well, if you think
Ticket to Ride is a train game, you're
wrong. These are games where people who
wear suspenders that often have beards
are going to trade stock certificates
around and look at spreadsheets for four
or more hours. We usually play them
online on a website called 18X
>> that cuts it way under four hours. This
website helps a lot and it's free and
has no ads.
>> But these games may or may not include
auctions over the course of the game. We
will leave it as an exercise to the
listener as to whether or not those are
actually auctions, but they usually
start with an auction. And that starting
auction is so important that it will
often decide the entire course of the
rest of the 4-hour game that you play.
And they look like that. This auction is
weird. Even if there wasn't sunlight
coming in over the screen, you would not
understand what's going on in this
unless we explained it at length. This
is a complicated auction. It's ugly.
There's blobs of text, but we're bidding
on buying those things in a complicated
and arbitrary fashion. And the thing
about this auction is that we like this
specific auction and we play a game that
looks like that on purpose a lot.
>> Yeah, that's the game log on 18xx games.
So each one of those squares is a time
that we played and it probably goes off
the bottom.
>> Oh, it goes it goes a ways back and I
have won weirdly I was looking through
this a high percentage of those.
>> I won often enough.
>> So we're going to talk about something
we haven't talked about. You know this
is our 77th talk at a PAX but we usually
just come in and say our thing and then
we disappear but get a little more
reflexive as I get older. I want us to
talk a little bit about the lens through
which we are examining games because you
may find after you listen to us for the
next hour that you may not want to
perhaps play a game with a person like
me or a person like Scott.
>> I think a lot of people don't. Yeah, I
think a lot of people out there when
they look at games that some people have
a really simplistic view. They play the
game and they just examine how they felt
while they were playing it. That felt
fun. That didn't felt fun. I was
frustrated. I was stressed out. And then
that's how they evaluate a game. I like
this game or I don't like it based on
how the time they had playing it felt
emotionally. That is a valid way to
analyze a game. But that's not what we
do, right? There's also people who will
look at the theme of a game. They'll be
like, "Ah, yes, I love penguins and this
is a penguin game. I love this game so
much." Right? Even though who knows what
the rules of the game are. It has
nothing to do with that, right? They're
all about what the game looks like, the
story the game told, especially video
games, right? They might remember the
characters and all that stuff. We don't
do that either, right? We strip all that
away and we look at the numbers and we
care about winning, right? How can I win
this game? What decisions do I make? How
difficult is this game? What skills are
needed to win this game? What is it the
game asking of the player? Right? And
what decisions are the best? Does this
game have a lot of replay value or do we
have an answer to this game? Like, no,
this is the answer to this game. There
is no reason to play it anymore. And if
you do this, many games will not be fun
anymore.
>> Most games will not be fun anymore. We
played I won't name any of the names,
but at this pack, we played a bunch of
games we've never played before. And one
playthrough, we then spend more time
talking about the game than we spent
playing it. And then we decide, well, I
never need to play that game again
because now I understand exactly what it
is. It has no more secrets to reveal to
me.
>> Even though the game had these really
fun metal gears to spin,
>> those gears were really fun,
>> right? It was super fun. And I think a
lot of people would say, "Oh man, I love
spinning these metal gears. game is
great and we're like I love spinning
these metal gears. This game is one
plays worth the end.
>> So again, we're not I'm not centering us
as we are experts in this field. I'm
centering us as you're in a room
listening to us. So I want you to
understand where we're coming from, what
our priors are because if you disagree
with anything we talk about when we get
into the meat of this talk over the next
4550 minutes, I would love to hear your
priors. Where are you coming from? How
do you engage with games?
And one of the best ways to figure out
what a game is really like is to engage
with the memes that come out of the
people who play that game off on their
own in the dark corners of the world.
That is a quote from our friend group.
We say that a lot. As I get older, my
predilictions grow increasingly
esoteric.
>> Right? There's no way we went to 40
paxes and are still young somehow.
There's only a few a year. It took a
long time. But that word esoteric, I'm
going to show you an image that I made
on purpose and sent to some friends who
laughed at it in the context of one of
those train games. And this image is the
very definition of esoteric. I refuse to
explain this image, but the definition
of the word esoteric is that is intended
for a small number of people with
specialized knowledge or interest. This
doesn't just apply to train games, but
we're going to get into some train game
memes in a second. Think about people
who play League of Legends. When they
are talking to other people who play
League of Legends and they don't think
anyone who doesn't play League of
Legends is around, they just say words
that sound fake and then they laugh and
you don't understand why. But if you
look at the memes that come out of
dense, deep play of any game, you will
find what it is that is at the core of
why the hardest core community around
those games engages with them. and plays
with them. It sort of is a lighthouse
that will take you to what is at the
guey center. What are these people
orbiting around?
>> And then if you finally understand names
for yourself, then you can be like, "Oh
crap, I'm one of those people now."
>> Yep. Or this could be a warning. This
could in fact not be a place of honor.
>> So, uh, I sent that image to someone a
while ago because in 18x games you need
to float companies. You're playing a
whole realistic stock market. realistic
stock market. And it turns out that
certain things you can buy in the
auction may or may not be good, but most
players don't want to engage with them.
In these games, when you are floating a
stock, a company, you have your train
company, you're the president, you're
making decisions for it, you eventually
intend to commit financial crime and
loot that train company into your own
coffers. You are playing robber barons.
You are playing criminals. There is no
regulation. The best thing in the world
is having a train company, billing some
investors in from the board, and then
ruining that company and dumping all
your stock. The worst thing in the world
is if Scott buys some shares in my
freaking train company and thus devalues
the stock early in the second round of
IPOs and now I don't have enough capital
to loot it effectively.
Don't try to read that text. You do not
need to read that text. While we play
these games, our group of friends, we
are having this dense semi-mathematical
conversation the entire time. We are
like posting screenshots of the maps and
debating like, "Ah, well, you won't have
enough capital to do this." And the
thing about these games is that we're
playing them openly. We kind of don't
care who wins or loses. This is
something people to take away. We play
games through the lens of not caring who
wins. I want to win.
>> Yeah, Scott wants to win.
>> But winning and losing are equally fun.
I want to see what happens.
But an incident happened not that long
ago that I think illustrates the core of
the way we play games and what we're
about to talk about. This conversation
starts when we're playing this game.
We're a couple hours in and I notice
that something hinky has happened on the
board. I'm not going to explain all the
details. Something hinky has happened.
This has caused a catastrophe for some
of the train companies. And I've noticed
this. So, I pose the question, who
played that tile? Like, who made that
happen?
>> Me.
>> Scott was not sure if he is the one who
made it happen. We start debating. And I
think what Scott says, you can't read it
up there, is I remember putting at least
one evil tile in this game. But was it
me? Was that the evil tile or did he do
something somewhere else? And we are the
kinds of people and we were playing a
kind of game where our friend Tracy
checks the freaking logs to figure out
who laid that tile.
So that is the lens through which we are
going to talk about auctions and
bidding. We are people who will check
the logs and have a dense ongoing thick
conversation about the minutia of these
games.
>> And that's the kind of person you need
to be if you want to learn about
auctions. So again, if you approach
games differently, we would love to hear
from you about what you think about
auctions and bidding. Tell us where
we're wrong because I don't think we're
wrong about what auctions are.
>> I think some economist might tell us
we're wrong.
>> Well, we're going to talk about an
economist at the end of this talk.
>> That doesn't mean we're right.
>> But also, auctions are everywhere in
games, whether you realize it or not.
There's over 5,000 games listed on Board
GameGeek where auctions and bidding are
listed as primary mechanics included in
these games,
>> right? And people think about auctions
and you're thinking about probably Micro
Machine Guy, right? Like, you know, or
like fancy people buying art, right?
Like, oh, do I have $1, $1, $2. That's
one kind of auction that auction. There
are so many kinds of auction in every
kind of game that you can possibly
imagine. Sports, NFL draft, that's an
auction for meat, real live players.
It's a meat auction. It's a meat market,
right? Same as every other sport.
Whenever they have a draft, Magic the
Gathering, it's also a draft. You're
just going for cardboard instead of
meat. That's an auction, right? You
think about video games. You go to play
some MOA or something and it's like,
"All right, we're going to pick and ban
the characters at the start. That's an
auction, right? The auctions are
everywhere. You just might not recognize
them because you don't consider the fact
that there's other kinds of auctions
besides the micro machine guy hold up a
paddle style.
So before we go into definitions and go
deeper, we're going to talk about
Monopoly's auctions. Now I'm I'm
curious. Is anyone here unaware until
now that Monopoly has auctions? Are we
past that as a gaming culture? Okay,
everyone knows.
>> Has anyone played Monopoly correctly
according to the rules with the
auctions?
>> Okay, I haven't done that. I just Why
would I waste my time?
>> I have many times. So, the auctions in
Monopoly, I want to really think about
Monopoly for a second. Monopoly is a
pretty bad game. It's very random. It
takes between four and 40 hours to
finish. We've given a whole talk about
why Monopoly takes so long to end.
Monopoly sucks. People play it. It's a
big part of our culture, but people at a
penny arcade expo generally are of the
opinion that Monopoly is not worth
playing. And yet, if Monopoly sucks so
much, why does everyone in America who
is not at a PAX alter the rules of
Monopoly to remove the auction?
>> Well, because that's how they were
taught. But I think originally, where
did that come from? It came from people
not wanting to do the auctions and then
forgetting that they even existed.
>> So, I have an anecdote. When I was
young, we'd play Monopoly. Played a lot
of board games when I was very young as
a child. Uh, in the n in the late 1900s
is when I grew up. And Monopoly, I knew,
I read the rule book, I knew Monopoly
had auctions, and the adults in my life
explained to me that we're not going to
use the auctions because the younger
children will never win a game of
Monopoly.
>> That's correct.
>> Now, think about this for a minute.
Monopoly is random garbage. And yet, if
the auction is included, the skill
floor, not the skill ceiling, the skill
floor rises. If you are even slightly
good at auctions, your percent chance of
winning the random game of Monopoly
skyrockets. And if you are even slightly
below the line of basic proficiency in
auctions, you are just hosed. Yeah. The
skill floor is basically like you must
be this tall to ride, right? So
auctions, basically any kind of auction
in almost any kind of game raises the
skill floor and says you must be at
least this skilled, this knowledgeable,
this good at auctions or whatever that
auction in the game requires or you are
going to fail at this game miserably,
right? You would either end up with no
properties because you can't win any
auctions or you would overpay for a
whole bunch of properties and be hosed
that way. Right? If you're not at least
this good, your chances are hopeless. So
think about that. Think about how
powerful just adding a very simple
auction that only happens a few times to
the start of this game. How drastically
it changes how the game goes. That shows
the power of auctions.
>> And that's also why weirdos like us like
games with auctions cuz we want games
that are more difficult.
>> And even worse, Monopoly. If you play
with the auctions, the game still takes
too long. The game's still bad. Don't
get me wrong. Because if you're all
basically competent at basic math and
auctions, then yeah, then now the
auction doesn't matter anymore. But it
makes the game end like two or three
times faster.
>> Not fast enough, but
>> not fast enough, but significantly
faster.
>> It's like sprinkling a little bit of
salt on a meal that's already
disgusting.
>> So, let's really think about what are
auctions used for in games if they are
so powerful. And there are basically
three things an auction can do in a
game. They can either broadly they
allocate a resource of some kind. That's
like the thing they do. That's what an
auction is. But an auction can be used
specifically in allocating that resource
to balance a game that might be
difficult to balance for a bunch of
reasons we'll get into. But very
dangerously, auctions will often if they
are in a game, they will become the game
to the point that nothing else you do in
the game will matter.
>> Yeah. Depending on your game design, you
know, you might include auctions, which
is like, okay, you included them as part
of the game, but if you don't have
enough other game mechanics in there,
the auction could end up sort of
overtaking the rest of the game, and
that's all that matters.
>> So, allocating a resource. This is a
game called Alman Ray. I highly, highly,
highly recommend this game.
>> This game is so good. It's fast. It's
tight. And it is just a series of
auctions. You auction
>> real estate auction.
>> You auction off Baron Nike or Abu or
whatever. Then you auction off whether
or not you're getting favors from the
god. You're just doing auction after
auction after auction. And they're all
different kinds of auctions. This game
is so fun. But ultimately what it's
doing in the game is it's allocating
these resources. Who is going to get
Baron Nike? And how much money are they
going to pay for Baron Nike as opposed
to Abu or Dakla? Docless sucks unless
it's the third round.
So, it's allocating a resource. Part of
the game, you know, games have things
like tokens come out, dice get rolled,
stuff happens. That's the fundamental
thing the auction is doing. There is a
resource. The players may or may not
want that resource. And the players are
going to through some process pay for
that resource in a collective fashion.
Right? If you had to distribute the
resources with not an auction, what
would you do? You could shuffle them up
and deal them out randomly. You'd be
like, "Okay, you get Baron Nike. Woohoo.
I'm lucky." Right? That's what an easier
game would do. You could, I don't know,
make it some sort of arbitrary turn
order based thing, right? Where you take
turns picking like it's like I guess
that becomes an auction in a way
>> a bad auction. Arguably that's I would
distinguish auction from draft in that
while mathematically they are the same,
they feel different to gamers.
>> Sure, we'll get into that later.
>> Different kind of auctions feel very
different. They're just categorically
the same.
>> So here I'll give you an example. Baron
Nike in this game the way it works is
every turn you put one of those
chicklets on a bid,
>> the green chicklet. Yeah, the little
green thing. You stick it on one of
those numbers.
>> So, you can only pay the numbers. You
can only bid 0 1 3 6. I forget what's
under the 15. Is it a 10? Not 10.
>> 15 21.
>> It escalates if someone outbids you when
it comes back around.
>> So, I come in with my blue chicklet and
I put it on the 15. Obviously, I
couldn't put it on the six. That would
be under bidding. That's
>> Yep. It comes back around. I got to
decide if I'm going to jump over Scott
or
>> You can't do that without a special
card.
>> Without a special card or I got to go
somewhere else. So this auction becomes
a fun interactive mechanism to reveal
who is going to receive Baronike and how
much they're going to overpay for it.
Actually, right now on the board, Baron
is looking pretty good because of those
two pyramids.
>> Got a pyramid.
>> Yeah. But here's a different option.
>> Pyramid.
>> During the course of the game, the
waters of the Nile will rise and fall
based on how much people sacrifice to
the gods.
>> At the end of every round, you do a
sealed auction. Everyone decides in
their fist how much money are they going
to sacrifice to the gods of the temple.
And on three you all reveal. And if
collectively a lot is sacrificed, the
waters are high. If not a lot is
sacrificed, the waters are low. Instead
of bidding money, you can basically put
a card in your hand that says, "Screw
the gods. I steal from the temple."
That is an auction. And it is really
fun. All right. Balancing the game. So,
you know, a lot of games out there, the
one I think people think of the most are
like TCGs, right? Because when you play
a TCG, all the cards in the top corner
have like a written value, right? It's
like this is how much it costs to play
this card. Or sometimes different CCGs
for deck building cards will have values
and like your total value can only or
miniatures if you're doing a um a
miniatures game, it's like, oh yes, your
Warhammer army can only be so many
points, right? things have built-in
values and the game designers had to
write down in a book, these are the
values. And if they get those values
correct when they design the game, all
is well. But often times they will
accidentally put too low or too high a
value on something, right? They'll make
a Magic the Gathering card that costs
like six mana and it's like no one plays
it because that's way too much. It's not
worth paying six mana for that. Or
they'll print another Magic card that's
zero mana and it's like everyone puts
four copies in because for zero mana
that's a great deal. If you use an
auction instead, then what can happen is
you don't need to be a perfect game
designer. The players are it's up to
them to decide in the game, right? At
that exact moment that that card comes
into play, what is it worth, right? And
so in power grid, you do auctions for
power plants. They do have written
values on them, but those are just
minimums, right? You could end up paying
way more than those numbers.
>> If you're not paying those, if you're
paying the minimum, either your friends
are dumb or you're making a mistake,
>> right? And so situationally, based on
how the game is going, what turn it is,
how much money people have, all sorts of
factors, the true value of the power
plant is revealed, and you could still
overpay and ruin yourself or underpay
and win because your friends ruin
themselves. But now there's something
interesting going on. And it's the game
designer isn't at risk of, you know,
being like, "Ah crap, I printed an
unbalanced game and now I have to do
Arata because I put the wrong prices on
the power plants." Right? the prices are
always it's going to be safe for them.
They're not going to have to ban a
certain power plant because they put
made it too cheap, right? Autobalancing.
And the best thing about autobalancing
is that in certain games, I guess TCG is
another great example. There are
situational cards. So, you think about
something like I'm really old like
circle of protection green, right? in
Magic the Gathering, which protects you
really strongly from all green things,
and you put it in your deck, and your
opponent has no green cards, so it's
useless. It doesn't do anything for you.
And then it's like, okay, but if your
opponent was playing like all green
cards, suddenly that would be pretty
good to have. It wouldn't be useless.
And so the value of it might change
situationally. An auction mechanic could
allow the price to change according to
the situation so that it would be cheap
when no one needs it and really
expensive when it be someone does need
it rather than having a locked in price
from the game designer and thus always
either being too expensive or too cheap,
right? Cuz situational.
>> Yep. Now you said revealed, but I think
it's better to say that the price is
collectively decided because it is at
your table. If you're playing a game
where nobody really understands that one
specific power plant is extremely
overpowered, then that overpowered power
plant doesn't matter that much and
you're going to bid some amount. But if
one of your friends figures out that one
of those power plants is overpowered,
then they're going to always bid it up
and the p the value of that power plant
in your table, your friend group is now
going to autocorrect and balance as you
play power grid over and over again. So,
your own local table is going to
selfbalance. Forget the rest of the
world. We're just talking about the
people you're playing games with, which
is probably the people you care about. I
don't think many of you are professional
power grid players running the
international circuit.
>> There isn't one.
>> So, this is the problem. Now, this is a
game called QE,
>> quantitative easing.
>> This game is a great game. This game is
just an auction and you are a sovereign
bank. So, you have infinite money.
>> Literally infinite money. You can bid
any amount. You
>> bid for example an entire mouthful of C
cucumber ejecta
>> or 50 billion or a trillion or you can
write any number you want. You have
infinite money.
>> So in this game you are bidding any
amount. And the way the game works is at
the end of the whole game you're bidding
on things that give you victory points.
Whoever has spent the most money is
eliminated from the game and then
whoever has the most victory points
wins. So it's like, yeah, you could win
every auction by bidding a trillion, a
hajillion, whatever. And then at the end
of the game, it's like, well, you bid a
hajillion and everyone else is in
thousands, so you lose. Now, of course,
this game is just an auction. Therefore,
if you are good at auctions, you are
good at QE. However, there are other
games where an auction is just part of
it. Almond Ray that we talked about a
little while ago, that game is just a
series of auctions, but there are other
things you do. However, if you play this
game among people who are skilled at
auctions, the auctions are literally all
that matters. The things you do in Aman
Ray that are not auctions do not matter
at all because every player will play
them perfectly or they do not matter
compared to the power of the auction in
terms of the input of skill into the
game. This happens more often than you
would expect. Almost any game that has
anything other than a non-trivial
auction will be about the auction if
everyone at the table gets skilled
enough. And if one person at the table
is better at the auction, they will
dominate play forever until someone
catches up. Now, we talked about memes
earlier and this whole, you know, again,
I cannot stress enough, if you want to
understand the part of a game that
someone cares about, look at the parts
of the game that serious expert players
joke about, riff on, make memes about,
like, where are they strutting and
thinking and like doing funny stuff in
the middle of the game? And I note that
this image from Daniel Through is titled
>> how the gods,
>> how the gods bid.
So, we talked a lot. What therefore is
an auction?
There is actually a pretty good
definition we can come up with. Now,
that guy's hard to read. So, we're going
to go back to the other guy.
>> An auction is I tested this out at a
bunch of game designers and I got to the
point to where no one could critique it
further.
>> It's surprisingly hard to find like a
definition of an auction that isn't like
super academic or whatever.
>> Yeah. And we are not super academic. I
only have a bachelor's and it's not in
this.
>> Same. a collective decision, meaning
it's not just one player. The group is
doing this. Made by motivated players,
meaning if you're playing a game that
has an auction and you don't understand
the game, the auction doesn't matter
because you're not going to make
meaningful decisions, your input into
the auction will effectively be random.
>> Yeah. The people participating in the
auction have to care, right? Someone is
selling or giving away some resource,
even if it's just the game, which isn't
necessarily a player. And then there are
players who want the resource to some
extent. If people are just like I don't
care about that, it's like they're not
>> it's not meaningfully an auction at that
point.
>> Uh with arbitrary constraints, that's
the important part part for game design.
That is why auctions are so varied. You
can have some crazy auctions and we have
a bunch of specific examples we'll talk
about at the very end. Uh that results
in the allocation of resources, meaning
you get something in exchange for the
commitment of currency.
That is a really long way of saying
something simple. We are determining the
value of a thing. This is all you need
to think about. What is a scub worth to
me and to everyone else at the table?
>> Right? We don't know what the value of
the thing is. We're going to find out by
auctioning.
>> So, now we're going to go into a denser
example. Has anyone played Rainer
Kisia's game Modern Art?
>> All right. This is a great game. And the
thing about this game and why it's a
perfect example for this panel is
because it's nothing but auctions. It
has all kinds of different kinds of
auctions. You're basically constantly
doing different kinds of auctions for
different pieces of artwork. And so
perfect game for the auction panel.
>> And even better, the mechanic is we're
not going to teach you the whole game,
but basically the way it works,
everyone's going to have a hand of cards
that are paintings depending on and
every turn when you're the auctioneer,
you pick a painting and you put it up
for sale. And those symbols on the
corner tell you which kind of auction is
used for that painting.
>> There's a bunch of other mechanics that
happen, but the paintings that get sold
more are worth more victory points at
the end of the game in a moderately
complicated fashion that we don't need
to explain. So basically, the more a
painting of one color gets sold, the
more valuable it is. When you are
auctioning off a painting, other players
pay you money and you keep that money.
And at the end of the game, whoever has
the most money wins, and the money is
just the money you still have, plus the
final value of all the paintings that
you have at the end of every round.
That's basically the whole game.
This is in the library, so you can just
go play it right after this panel if you
get really inspired about auctions. I
love this game. Uh I think the art in
the new game is not nearly as fun as the
old terrible clip art from the original
printing. Uh, so basically what we're
going to do is walk you through the
different kinds of auctions that happen
in this game. And I want you to think
about something very specific while we
talk about these. The painting being
auctioned is worth the same amount.
>> No matter what kind of auction we use,
the actual material value of the
painting is effectively identical. The
only thing that is changing is the
manner in which we sell the painting.
And is that going to change the actual
final price that is set in the auction?
Right, let's find out.
>> I have watched people play this game and
literally bid more money than they could
possibly get back ever, no matter what,
>> right? Mathematically, the painting
could only ever be worth $30 or whatever
and someone in the auction bids like 35
and it's like, go ahead.
>> And that's important. Auctions are super
hard. valuation. Determining the value
of a thing is one of the hardest things
to do on earth. It is everyone's bad at
it. Like if you think you're bad at
auctions, yes, society is bad at
auctions. Homminid brains are bad at
auctions. Valuation is something you
could get a doctorate in and still have
no idea how to be better at auctions.
>> It is likely that the prevalence of
auctions in our society is a
contributing factor to income inequality
as wealthy people basically rip us all
off whenever there's an auction.
So, the first kind of auction, let's say
I'm auctioning off this red painting
here, this uh Christristen P, that is an
open auction.
>> That's the kind of auction that you
imagine at the art house with the
paddles and everything. Like, do I hear
one? Anybody?
>> Do I hear two? You know what? I'll buy
it for five. Anyone can out bid me five,
six. You're just going to keep you run
an auction and you gave it down at the
end. $55 for this Kristen P. Going once,
going twice, going three times. Sold to
Joey Jojo who's about to lose the game
because he overpaid. Congratulations.
Now, what does this do? This means it is
a collective decision where every player
has all of most of the available
information at the same time. As soon as
Scott bids a number, I now know Scott is
willing to pay at least that much for
that painting. Turn order doesn't matter
because anyone can overbid at any time.
So, I could hang back, watch everyone
else bid around, and then if I decide,
you know what, they don't understand how
valuable this is. Maybe I'm the last
player, and I got a bunch of red cards.
I am confident red paintings are going
to be worth a lot at the end of the
game, and no one else knows that. I
might just wait and see what the final
price is, and I put in one last bit at
the end.
>> Now, you might think the strategy in
this kind of auction is to just always
wait and see, which means everyone would
just sit there quietly. And that doesn't
happen. And the reason it doesn't happen
is because most of the time when you
have an open auction, you have a minimum
bid of either zero or a small enough
number that they know is less than the
real value. Right? If you were
auctioning off a real van go here for
you today and we said, "All right, do I
hear $5?" It's like someone eventually
is going to be like six, right? Come on.
Right? It's going to be in the millions
somewhere, right? It's like you it'll
get started and it'll go. You don't have
to, you know, worry about everyone
keeping quiet. So this kind of auction
to participate in the auction you must
reveal a piece of information that other
players did not have before the price of
entry to bid is revealing a number you
were willing to pay and that implies a
lot about what you were thinking about
the game. But it also involves a very
particular kind of trap. People uh one
of the reasons people are bad at
auctions is that they get a little
emotionally invested. They feel like if
they win the auction they win the game.
And you know what? If you win the
auction, you do not win the game. I
remember we used to play with these
people up in like Pikipsy a long time
ago, and Scott would do this thing to
this one guy. Any game we had where
there was an auction, this guy would sit
there and hem and haw for longer than
his
>> He was stressing out over the auction.
He's like,
>> and I'll role play this guy right now.
I'll bid
14.
>> 15.
>> Fast forward like two minutes. I'll bid
17. 18.
>> This guy, Scott could force this guy to
pay inordinate amounts of money for
anything in any game like clockwork,
>> right? And the reason that this worked
and I was able to do this without fear
of him just saying like, "No, I'm good."
is because before the auction, I had
already decided this is the amount I am
willing to pay. And I just decided that
and I held on to that. And it's like if
he says a number that's less than the
number I already decided 20 minutes ago,
then I'll just say one more dollar than
what he says. And if he says a number
higher than the number I thought of at
the beginning, then I'll just be like,
"Okay, you win." But rather than saying
that number first, he's saying the
lowest number possible to drive this
individual insane.
So open auctions are a really fun
dynamic thing, but they do at least
collectively and with the incremental
sharing of information determine the
final value of the painting. The
advantage of an open auction is that for
a buyer, right, if you know what it is
worth to you in advance, you could
potentially pay less than that if nobody
else is willing to pay as much as you,
right? The advantage for the seller is
that there might be some fool because no
one really knows what the price is and
they will pay a whole bunch and as a
seller you could get mega rich.
>> Yep. So, this is a good one for me to
use as the seller if I don't know the
value of the thing. I'm learning from
the other players what they all think
it's worth. And I can always jump in
with my own bid because this game lets
the auctioneer also buy paintings. All
right, so I get a very different kind of
auction. The once around the once
around, I'm the dealer. I put that
painting down and then in clockwise
order, every player just says a number
>> or passes or what? Yeah, a number or
passes once. You have one chance to say
what you're willing to pay. And after it
goes all the way around, as the
auctioneer, I get final dibs. I can bid
and guarantee it to myself. This is the
best auction for the person selling
because I get the most possible
information from all other players first
and then I make the final decision as to
whether or not I want it. This auction
sucks for the person to the left of the
auctioneer because they have to reveal
the most information and can be easily
outbid by anyone after them.
>> Right? You think about the open auction
I told you that I started before the
auction even began deciding in my mind
the most I'm willing to pay. I'm willing
to pay $20 for this. Right? If I'm to
the left of the person who starts this
auction, I what am I going to do? I have
to come out and just be like 20 right
out of the gate, right? I can't be get a
deal like 18 or 19. If I did, I'm
risking someone else paying 20, which is
still a good deal, at least in my mind.
And I don't want to let that happen. I
want to make sure that anyone who buys
it is going to be paying more than 20,
right? because 20 is good and 21 is bad
according to whatever math I did.
The fixed price auction. This auction is
arguably the worst one for the seller.
This auction as the auctioneer I name a
price. Then we go clockwise and everyone
either says yes or no. And if everybody
says no, I am obligated to buy the
painting at the price I stated. That is
it. This reveals the least information
of all the possible auctions. It gives
me as the seller the least agency and it
gives the other players the most agency
because once I put myself out there,
they get to decide, "Oh, Rim's an idiot.
$15. I'm absolutely buying that
painting." Or $50. Rim's a moron. He's
going to spend $50 and he's already out
of the game. I've won because of this.
>> Yeah. Think about how difficult it is to
be as the seller using this method to
just pick the one number. Even this
example, if I'm the seller, I don't even
have any green cards. I have no idea how
valuable green is going to be in the
game. I don't know the dynamics. If I
put this out there, all these other
players got a bunch of green. They're
going to rip me off. I'm going to lose.
And then the sealed auction,
>> my favorite kind.
>> This is the most fun one. Everybody puts
their bid in their hand and they reveal
simultaneously and whoever wins wins,
>> right? So this is kind of somewhat fair
and fun because the information part
nobody learns anything until after it's
a done deal, right? It's like afterwards
it's like, "Oh, now we see what people
have decided the value is." But you
don't know anything before you do it.
You only know from previous auctions
based on how long the game's been going
on. And it is the most fair to all the
players in this context because nobody
gets new information until the auction
happens and then everybody gets
information they can use for future
auctions but it doesn't impact the
current auction. This is the auction in
this game. This and the open auction
where turn order does not matter. In the
other two turn order matters a lot.
And then the final auction in this game
is a weird one. It's a double auction
and it is very noteworthy in this game.
The double auctions are extremely
powerful.
You sell two paintings at the same time
of the same color. Meaning, not only are
you selling two paintings, and not only
are you thus going to get as the seller
likely twice as much money as you get
during an auction of a single painting,
but you have practically guaranteed
those paintings are worth more victory
points at the end of the game because
two of them are going to be out. So
these you're basically saying these
paintings are extremely valuable and I'm
selling them together right now. And the
entire game, if you play modern art and
get good at it, hinges on who manages
the handful of double auctions they get
to run. Well,
>> it's basically like when GameStop forces
you to buy a new console in a bundle,
right? Same kind of deal.
>> So, what's really going on here? Because
notice the game the the each painting is
worth the same amount. I keep saying it
because people forget
>> green all the green paintings, no matter
what auction was used at the end of the
game, are worth the same as all the
other green paintings. All the yellows
are worth the same as all the other
yellows, but because of the different
auction types, people end up paying more
or less related to the true value.
>> But even worse, over the course of the
game, if everyone knew the same things,
if everyone had the same information
>> and everyone was smart,
>> then everyone would bid the same amounts
every time,
>> right? It's like everyone would know.
Well, it's already been determined at
ended at the end of the game. Green
paintings will be worth 15. So, I'm
willing to pay up to 14 for any green
painting. And now the auction type
doesn't matter because we all have all
the information.
>> But we don't get start with that
information. We find that information
out in the auctions and different
auctions reveal different amounts of
information as we go along. Now, there
is still a game here, however, because
there are many kinds of auctions where
every player has access to all
information and yet perfect professional
players will still bid different amounts
because other things could happen. The
usually the value of a thing is a little
bit of a probability cloud based on how
the rest of the game will go. And what
players are trying to predict and
determine during the course of valuation
is how much will this be worth in terms
of victory points at the end of the
game? And that might change based on
decisions other players make. Thus,
during the auction, if everyone can see
everyone's hands, I'm looking at
everyone's hands and thinking, what is
Scott going to try to do? If I auction
off this painting, what is Scott going
to try to do? And there is still a game
there, but it is a very different game.
And with if information is shared, the
differences between these auctions mean
a lot less. And that is because this is
not an auction game. But there is
information in many games is a currency.
Just like currencies are currencies. You
can have an information economy in a
game. Hannib is a great example of this.
If anyone's never played Hannib, it's a
cooperative game. You're setting off
fireworks. It's super cute. I highly
recommend you play it. Your goal is to
lay out cards in a correct order
collectively. And on your and you don't
get to see your hand. You're playing
with your hand facing everyone else. And
on your turn, you either take a card
from your hand and throw it away. And if
you threw away one you needed, well, you
lost. Or you take a card and you play it
blindly. You better not have effed up.
or you spend a shared resource to tell
one other player one thing about their
hand.
Information is now an action, a
currency, a commodity. It is a thing in
the game that matters and is material.
Auctions are information economies most
of the time. The reason auctions act the
way they do is that usually the people
involved in an auction have different
information that is informing their idea
of how valuable something is.
>> And the same thing plays out in the real
world, right? People who win at the
stock market have access to market data.
They have more information and they get
that information faster with faster
computers and faster networks before
other people and then they make stock
trades and take advantage of people who
have less information and are slower
with their computers. Right? There are
people who run casinos who have more
information about probability than the
fools who go into casinos and then they
steal all their money from them. Right?
Having more information allows you to
win at auctions. Oh, we're going to go
buy this house. This house is going up
for auction. I know something that's
going on in this town. There's going to
be a new development. There's going to
some something you know that other
people don't know. That means the house
is worth more or less than other people
think it's going to be worth. You either
get the house cheap. No. And or you
maybe you pay more for that. Something
can happen because you have more
information and games will replicate
this real world phenomenon by making
information a material thing in the game
that is limited in some way. And whether
you realize it or not in a lot of
auctions, like we talked about with the
open auction, every time you make a bid,
you are effectively spending a tiny
resource. You have told everyone else an
amount of money you're willing to spend
on that painting. That is an action you
took in the game even though you didn't
realize it until just now. Except one of
you who's been nodding along from the
beginning about all of that. So, two
broadly different kinds of auctions
exist. Auctions where all players have
the same information and auctions where
some players have different information
from other players. I would argue these
are fundamentally different classes of
auctions that operate very differently.
>> That's why you got the silent auctions
often. Yeah. cuz it's a little less
stressful for the silent auctions like
for charity and stuff.
>> So if you are playing in an auction,
you're playing a game that has an
auction where everyone has access to the
same information, the auction is a test
of whether or not you sufficiently
understand the real value of the thing
compared to everybody else. If it's if
there is hidden information, then the
game is testing how effectively do you
manipulate the information economy and
act in the face of uncertainty based on
the information you have to make good,
meaningful, and potentially manipulative
decisions about the auction. Two very
different ways to engage. So, we said
some terms here. I think we should
define a few terms. What is a currency?
Because we are very clear in an auction
you are bidding currency. A dollar in a
game like in modern art dollars are the
currency. They also happen to be the
victory points. But when you're thinking
about paintings, the paintings value,
you are going to determine that in
dollars. Think about here you're at PAX.
You go out and get some food down at
Pike Place. You are thinking about that
food in terms of how many dollars it
will cost you to be able to eat. You're
not thinking about how many bagels is
this pizza worth. You're thinking this
bagel is worth X dollars. That pizza is
worth X dollars. You're always
translating everything back to a
currency that has at least a relatively
stable value in relation to the other
commodities. The value of the currency
itself may slowly rise or fall over the
course of the game. In a lot of games,
money is worth a lot early on because it
lets you get goods and services, but
toward the end of the game, money is not
worth that much because you really want
victory points. If you ever play a game
called St. Petersburg. This is one of
the best demonstrations of that I've
ever seen.
>> Or Dominion.
>> Dominion.
So, what is a commodity?
There are some auctions where you are
bidding commodities as currencies, but
that gets really complicated.
Commodities have value, but they also do
something. What if no one will sell you
a peanut even though you have $20? But
you need the intrinsic properties of the
peanuts. coffee and sugar and things in
a board game that you might do something
with. Cards that have actions that
you're buying out of a market. Baron
Nike from the beginning. They have
intrinsic properties that engage with
the game mechanics. They are not just a
currency. Their value is a lot harder to
calculate. When people try to think
about have difficulty with this, what I
like to talk about is gift cards, right?
If I have a $20 gift card for Apple, pe
most pe I guess there's Apple haters,
but most people would find that some
value because Apple makes goods and
services that are desirable. If I had a
$20 gift card for Starbucks, okay,
probably similar value. People love
coffee. And if I got $20 gift card for a
crappy restaurant that has poison food
that no one wants to eat at, right? It's
still $20 gift card, but will you trade
it for the Apple gift card? Probably
not.
>> Yeah. $20 worth of Apple products or $20
worth of Taco Bell.
>> Some people like Taco Bell, but not me,
right? For me, I would not trade the
Apple gift card for the Taco Bell gift
card, but someone else might. And that's
the kind of thinking where similar,
right, where the dollars, oh, the value
is not what dollars are.
>> Yep. And thus games get really fun when
you are engaging with auctions where
you're not just thinking about the value
of a currency because there are games
where you will have money. You'll use
the money to bid on commodities. You use
the commodities to do a thing to get
victory points. Modern art's really
simple because it's the same thing as
the currency and the victory point. So
what is a victory point? This is the
advantage of games over real life. Games
aren't real. You can quit a game. You're
playing a game for fun. I hope so.
Victory points unlike anything in the
real world have objective material
intrinsic value.
We can always calculate the value of
something in terms of victory points.
And before you say, what about games
that don't have victory points?
>> Every game has victory points.
>> If you squint, you can turn any
competitive game, any ortho game into a
game that has victory points,
>> right? Sports obviously mostly have
victory points. It's like, well, what
about, I don't know, 100 meter dash.
It's like, well, there's time on the
clock. You can just say that less time.
You're you can say it's a golf score,
right? Lower score wins. Less is
>> I got less microsconds than you. I won.
>> Right. Exactly. Every game has victory
points,
>> but what about in the real world?
Because, you know, auctions happen in
the real world. Replace victory points
with something far more complex. The
intersection of need, desire, and
resources, opportunity cost, all those
things that make our lives miserable in
capitalist hell world. Those things all
bundle up together into a victory point,
>> right? How many victory points is a roof
over my head for two years? Right? It's
like, what is that worth? Now, that's
not a fun calculation to make. But how
many victory points is putting a roof
over my agricula family's heads? That's
a lot more fun to make that calculation.
So, if you're intersecting with
auctions, you're trying to determine the
values of currencies that may or may not
also be commodities. And the only
meaningful distinction in a game for
victory points other than the fact that
they have an intrinsic value is that
typically, but not always, victory
points are not usable as currencies or
commodities. Usually they pop out the
side of the game and they tally and that
determines who wins. But there are some
games where you bid victory points to
buy things where you can lose victory
points. You can spend victory points.
Victory points in very advanced games
are often also a currency or a
commodity.
So, we talked about auctions, but the
title of this panel was auctions and
bidding. And we haven't we just kept
using the word bid. We didn't talk about
bidding. There are games that have
bidding that are not auctions, right?
And usually trick- taking games are the
ones where you see the word bid used the
most, right? It's like, okay, we're
going to play trick- taking game. I'm
think I'm going to take five tricks. So,
I bid five. It's not an auction. You're
distributing resources. Nothing is for
sale. Currency isn't going to change
hands. What the bid is is simply a
commitment. I commit to making five
tricks. We use that word for auctions
because it's I commit to spending $5.
That is what makes auctions different
from other mechanisms of distributing
resources. You are trade making trading
interrogating commitments and then when
the auction concludes, you make good on
those commitments. One defining
characteristic of auctions that I didn't
mention in the beginning, they are not
continuous in that they will end at some
point and have a final result. Now, an
entire game might be one auction, but
more likely you will do an auction, it
ends, and then something else happens in
the game. You play the game and push the
cubes around and do whatever. So, the
commitment occurs during the auction and
only during the auction. You'll notice
most games have a rule. Almost any game
that has an auction will have a rule
that says you cannot bid more things
than you have.
Some games will absolutely let you bid
more than you have. And you know what
you can do? You can manipulate that
market. You can commit financial crimes
if games let you do that. But maybe you
get caught. There are games. We played a
game the other night. If you want to bid
more than you have,
>> take a loan.
>> Yeah, you can. Got to take a loan. Uh,
in the real world, if you bid more than
you have, you might end up in prison
depending on what kind of auction it
was.
So, how do you be good at auctions? One,
now this is one thing you're thinking
about is you're trying to figure out how
valuable is this thing? And then you're
trying to figure out based on everything
else going on in the game, how much am I
willing to sacrifice to have that thing?
Or how much am I willing to sacrifice to
have that thing in light of the fact
that it also denies it to someone else
who might value it more highly. Maybe
Scott needs more scub than I do. I need
sheep and he needs scub. So in that
case, we have different values for the
same thing, but I might want to deny him
scub,
>> right? I look at the thing for sale and
I say maybe it's really simple and I
know that if I have that thing at the
end of the game it'll be worth one
victory point for me and I look at the
currency and I have to know the
valuation of the currency too. I have to
value both things and I say well how
many currencies is it worth it for one
victory point? Okay, well that's the
simplest case but then I look and I say
wait a minute that's a six and this game
gives you points for getting a set of
sixes and Rim already has two sixes. If
he gets it, he'll get five points, which
means fi that's like me losing five
points. So if I just lose the auction,
I'm losing five. So if I win the
auction, that's sort of the same as
actually getting six. So how many is how
many currencies are six victory points
worth?
>> Now, we gave a talk at PAX a long time
ago. It's on YouTube. It's called play
dirty to win. We talk about how to like
how to basically make sure no one will
ever play games with you again. Not
cheating, just playing dirty. And in
auctions and in games in general,
something you should always think about.
Don't worry about everyone at the table.
You're probably not at a table where
everyone is super good at games. The
person who's probably not going to win,
don't worry about them. Figure out who
is likely to beat you. And you're not
just thinking about how much is Scub
worth to me. Can I deny that person Scub
and therefore win the game. Taking
points away from the person who is in
second place if you were in first place
are just as good as giving points to
yourself because you don't care about
the people in third place or fourth
place. If you do this in games, you
might have friends who will notice this
and get very angry at you. And we can't
play games with people like that
anymore.
But there's something else. There's, you
know, you go on Wikipedia, you can read
a lot of dense detail of auction theory
if you want to get crazy good. But this
is the one that I think is the most
interesting. The idea of the winner's
curse. By and large, one, people will
emotionally invest in auctions and bid
more than they needed to anyway. Humans
are just like that. Not everyone's going
to be a robot playing a game like we
are. But two, the way auctions work,
most auctions almost always whoever wins
the auction will have effectively
overpaid for the thing or they feel like
they overbid for the thing, right? It's
like I bid one, two, three, everyone's
raising paddle. I win. I win at 100,
right? It's like it's but the second I I
beat someone who bid like 98 or
something. It's like, "Dang, I could
have paid 99." Or it's like, no matter
what you pay when you win an auction,
you pay the most. You always feel like
you paid too much. Even if no, that's
what you had to pay if you wanted to
win.
>> So, as you're playing games, think when
you play any game with auctions in it
and you want to be good at them, to get
better at auctions. This is how I got
better. Anytime I win an auction and I
immediately feel bad, like I made a
mistake, I remember that. And I remember
that I definitely overpaid for that
compared to everybody else. The bigger
the gulf is between me and the second
bid under me, that is how I determine my
own skill in auctions and I calibrate
from there. The second thing I do that
Scott mentioned because he also does is
I try to calculate in advance how much
am I willing to pay and then I stick to
that. I don't get heated. I don't get
involved in the emotions of the auction.
And if everyone else is yelling at each
other and they're over my bid, no matter
how much I feel like I want to yell,
too, I'm just going to sit back and let
them make a mistake.
>> But turns out you might be able to
design auctions for good. Now, on our
website, we'll link to these slides if
it's hard for you to picture that QR
code. In 2020, one of the Nobel prizes
went to these two individuals who
advanced the field of auction theory
because what does Scott say at the
beginning of the talk? Auctions have
materially impacted human society
because auctions are one of the ways we
do one of the hardest things to do in
the world which is determine the value
of a thing in relation to other things.
And we live in capitalism. You've seen
the world outside. So I don't think we
need to dwell on that. But you know
what's going on. Uh better designed
auctions to allocate resources in the
real world could lead to better outcomes
in a general sense. They could
distribute victory points in the real
world more fairly. And the Nobel
committee gave them the prize because
they came up with some concepts that
literally design auctions that make the
world a better place.
>> Right? Basically, this the problem they
were trying to solve was the FCC in the
United States sells spectrum. There's
only so much, you know, electromagnetic
spectrum for frequencies for radio
communications. And they were worried if
they used any other kind of auction
system that either someone would come in
and buy all the spectrum and have a
monopoly or they would end up having to
give away spectrum for like zero dollars
due to, you know, collusion and other
factors and it would be a problem. So
they came up with a not too complicated
auction system, these very smart people
that prevents both of those things from
happening. So we're pretty much at the
end, but we do have two minutes and 30
seconds left. So you'll notice this was
the end slide, but I have a few bonus
slides. We're going to really quickly in
a couple minutes talk you through a few
specific auctions you should try out and
have some fun.
>> I think we'll use all two minutes on
Mule.
>> Mule is a game you should play and if
you can't find it, I mean, it's it's
findable. There's a more recent game you
can get on the Switch called Sumer that
has a very similar auction. It's a
real-time auction. You're dragging your
guy around and it's determining how much
you're going to bid.
>> Go back to the robots, right? So, you
literally if you're the robot on at the
start, you choose whether you're going
to be on top or bottom. If you're on
top, that means you're selling, in this
case, energy, right? Auction one energy.
If you're on the bottom, that means you
want to buy energy. You buy energy with
money. And so the robots walk like D.
Once the auction starts, if you're at
the top, you're going to walk down. And
if you're at the bottom, you're going to
walk up. And everyone who walks has a
little line. And if the lines touch each
other, if two robots are horizontally
synced, they will begin to exchange
goods at the price. If the if the line
is higher up when they meet, the price
will be higher. If they meet lower, the
price will be lower. You can see here
the maximum price is 45 and the minimum
price is 10. So if the top selling robot
comes all the way to the bottom and
starts bumping into it, he's basically
giving away energy for $10. And if a
robot at the bottom walks all the way to
the top, they're buying energy for $45
per unit. But you can keep moving. So
like you'll bump and like try to run
away, right?
>> The guy's chasing you. Sometimes two
people are running as hard as possible
because they need the thing as much as
possible.
>> And also, how many energies do you want
to buy? You might be willing to spend
$30 per energy, but you only want five.
So, you go up to the 30. You bump five
times and then you try to run away so
you don't buy anymore.
>> And Sumer does it even better because
you're basically deciding the auction.
You might have two people running as
hard as possible to spend as much as
possible and then one of them just backs
off at the last second or they both try
to back off at the last second because
they're both dumb.
18C. We do not have time to explain
this. If you want to play a train game,
you can see how these work. It's a
really complicated, weird one.
>> Big shot this quickly.
>> Yeah. So, the way this works is it's a
pretty simple same as power grid, right?
Where you're just going around and it's
like, yeah, I'll pay one for that set of
cubes. I'll pay two for that set of
cubes. And the whole game is just
auctioning off sets of four cubes. But
the value of the cubes changes based on
who wins them because whoever wins them
places them on the map. So, I might buy
Rim's cubes and put them on the map in
places where they're worthless. But if
Rim buys those cubes, they'll be much
more valuable because he'll put them in
places where they score victory points
and he'll put my cubes in places where
they don't. And it's pretty crazy. I
hope this was enjoy enjoyable on your
Monday of PAX. Yeah. Okay. You don't
have to clap. We have run out of time.
Uh enjoy the rest of your packs. I
recommend going to the Omegathon finale.
There is a concert for 30 minutes before
the Omegathon finale you should check
out in the schedule. Otherwise, I'm Rim.
That's Scott. We uh host the Geek Nights
podcast. Uh every episode we've done for
20 years is on you on the internet for
free. Uh if you go to our website, type
that word, grab one of our flyers.
You'll find all our other talks,
including this one. And uh yeah,
>> if you want a $1 sticker that you
promise not to vandalize anything with,
you can come and receive one
>> and email us and tell us about where
we're wrong and how you engage with
auctions.
>> Okay.
>> All right.
>> I got bad news.
>> Huh?
>> Record was not pressed.
>> Why did you not hit record on your
>> I don't know. I car I carried all this I
carried this.
>> There's a red light on the camera for a
reason. See the red light right there?
Red light. Red light. Red light. Right.
Well, they don't have red lights, but
there are professionals back there.
>> I carried all this all the way here for
nothing. I could have not checked the
bag and saved money.
>> Didn't need to have two DJ eyes on.
>> Didn't even need to have two of these on
here.