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1.
The core-center is an allocation rule introduced in González-Díaz and Sánchez-Rodríguez (González-Díaz, J., Sánchez-Rodríguez, E., 2007. A natural selection from the core of a TU game: The core-center. International Journal of Game Theory 36, 27–46. doi: 10.1007/s00182-007-0074-5) for the class of games with a non-empty core. In this paper we present a weighted additivity axiom, which we call trade-off property, and use it to obtain two characterizations of the core-center.  相似文献   

2.
A game with precedence constraints is a TU game with restricted cooperation, where the set of feasible coalitions is a distributive lattice, hence generated by a partial order on the set of players. Its core may be unbounded, and the bounded core, which is the union of all bounded faces of the core, proves to be a useful solution concept in the framework of games with precedence constraints. Replacing the inequalities that define the core by equations for a collection of coalitions results in a face of the core. A collection of coalitions is called normal if its resulting face is bounded. The bounded core is the union of all faces corresponding to minimal normal collections. We show that two faces corresponding to distinct normal collections may be distinct. Moreover, we prove that for superadditive games and convex games only intersecting and nested minimal collection, respectively, are necessary. Finally, it is shown that the faces corresponding to pairwise distinct nested normal collections may be pairwise distinct, and we provide a means to generate all such collections.  相似文献   

3.
本文研究了多选择情形下NTU结构对策及其社会稳定核心的理论和应用。定义了多选择NTU结构对策的转移率规则和支付依赖平衡性质,给出了K-K-M-S定理在多选择NTU结构对策下的一个扩展形式,并用扩展后的K-K-M-S定理证明了如果转移率规则包含某些力量函数值,且多选择NTU结构对策关于转移率规则是支付依赖平衡的,则多选择NTU结构对策的社会稳定核心是非空的。  相似文献   

4.
In this paper we study the class of infrastructure cost games. A game in this class models the infrastructure costs (both building and maintenance) produced when a set of users of different types makes use of a certain infrastructure, which may consist of several facilities. Special attention is paid to one facility infrastructure cost games. Such games are modeled as the sum of an airport game and a maintenance cost game. It turns out that the core and nucleolus of these games are very closely related to the core and nucleolus of an associated generalized airport game. Furthermore we provide necessary and sufficient conditions under which an infrastructure cost game is balanced.  相似文献   

5.
There are many situations where allocation of costs among the users of a minimum spanning tree network is a problem of concern. In [1], formulation of this problem as a game theoretic model, spanning tree games, has been considered. It is well known that st games have nonempty cores. Many researchers have studied other solutions related to st games. In this paper, we study three-person st games. Various properties connected to the convexity or no-convexity, and τ-value is studied. A characterization of the core and geometric interpretation is given. In special cases, the nucleolus of the game is given.  相似文献   

6.
We prove that both the nucleolus and the core-center, i.e., the mass center of the core, of an m-sided Böhm-Bawerk assignment market can be respectively computed from the nucleolus and the core-center of a convex game defined on the set of m sectors. What is more, in the calculus of the nucleolus of this latter game only singletons and coalitions containing all agents but one need to be taken into account. All these results simplify the computation of the nucleolus and the core-center of a multi-sided Böhm-Bawerk assignment market with a large number of agents. As a consequence we can show that, contrary to the bilateral case, for multi-sided Böhm-Bawerk assignment markets the nucleolus and the core-center do not coincide in general.  相似文献   

7.
We consider the problem of cost allocation among users of a minimum cost spanning tree network. It is formulated as a cooperative game in characteristic function form, referred to as a minimum cost spanning tree (m.c.s.t.) game. We show that the core of a m.c.s.t. game is never empty. In fact, a point in the core can be read directly from any minimum cost spanning tree graph associated with the problem. For m.c.s.t. games with efficient coalition structures we define and construct m.c.s.t. games on the components of the structure. We show that the core and the nucleolus of the original game are the cartesian products of the cores and the nucleoli, respectively, of the induced games on the components of the efficient coalition structure.This paper is a revision of [4].  相似文献   

8.
A multi-choice game is a generalization of a cooperative game in which each player has several activity levels. Cooperative games form a subclass of the class of multi-choice games.This paper extends some solution concepts for cooperative games to multi-choice games. In particular, the notions of core, dominance core and Weber set are extended. Relations between cores and dominance cores and between cores and Weber sets are extensively studied. A class of flow games is introduced and relations with non-negative games with non-empty cores are investigated.  相似文献   

9.
Traveling salesman games   总被引:1,自引:0,他引:1  
In this paper we discuss the problem of how to divide the total cost of a round trip along several institutes among the institutes visited. We introduce two types of cooperative games—fixed-route traveling salesman games and traveling salesman games—as a tool to attack this problem. Under very mild conditions we prove that fixed-route traveling salesman games have non-empty cores if the fixed route is a solution of the classical traveling salesman problem. Core elements provide us with fair cost allocations. A traveling salesman game may have an empty core, even if the cost matrix satisfies the triangle inequality. In this paper we introduce a class of matrices defining TS-games with non-empty cores.  相似文献   

10.
Connection problems in mountains and monotonic allocation schemes   总被引:1,自引:0,他引:1  
Directed minimum cost spanning tree problems of a special kind are studied, namely those which show up in considering the problem of connecting units (houses) in mountains with a purifier. For such problems an easy method is described to obtain a minimum cost spanning tree. The related cost sharing problem is tackled by considering the corresponding cooperative cost game with the units as players and also the related connection games, for each unit one. The cores of the connection games have a simple structure and each core element can be extended to a population monotonic allocation scheme (pmas) and also to a bi-monotonic allocation scheme. These pmas-es for the connection games result in pmas-es for the cost game.  相似文献   

11.
In this work we study the sets of two-party correlations generated from a Bell scenario involving two spatially separated systems with respect to various physical models. We show that the sets of classical, quantum, no-signaling and unrestricted correlations can be expressed as projections of affine sections of appropriate convex cones. As a by-product, we identify a spectrahedral outer approximation to the set of quantum correlations which is contained in the first level of the Navascués, Pironio and Acín (NPA) hierarchy and also a sufficient condition for the set of quantum correlations to be closed. Furthermore, by our conic formulations, the value of a nonlocal game over the sets of classical, quantum, no-signaling and unrestricted correlations can be cast as a linear conic program. This allows us to show that a semidefinite programming upper bound to the classical value of a nonlocal game introduced by Feige and Lovász is in fact an upper bound to the quantum value of the game and moreover, it is at least as strong as optimizing over the first level of the NPA hierarchy. Lastly, we show that deciding the existence of a perfect quantum (resp. classical) strategy is equivalent to deciding the feasibility of a linear conic program over the cone of completely positive semidefinite matrices (resp. completely positive matrices). By specializing the results to synchronous nonlocal games, we recover the conic formulations for various quantum and classical graph parameters that were recently derived in the literature.  相似文献   

12.
S. Miquel  M. Núñez 《TOP》2011,19(1):189-212
In the framework of two-sided assignment markets, we first consider that, with several markets available, the players may choose where to trade. It is shown that the corresponding game, represented by the maximum of a finite set of assignment games, may not be balanced. Some conditions for balancedness are provided and, in that case, properties of the core are analyzed. Secondly, we consider that players may trade simultaneously in more than one market and then add up the profits. The corresponding game, represented by the sum of a finite set of assignment games, is balanced. Moreover, under some conditions, the sum of the cores of two assignment games coincides with the core of the sum game.  相似文献   

13.
A simple version of the Demand Commitment Game is shown to implement the Shapley value as the unique subgame perfect equilibrium outcome for any n-person characteristic function game. This improves upon previous models devoted to this implementation problem in terms of one or more of the following: a) the range of characteristic function games addressed, b) the simplicity of the underlying noncooperative game (it is a finite horizon game where individuals make demands and form coalitions rather than make comprehensive allocation proposals and c) the general acceptability of the noncooperative equilibrium concept. A complete characterization of an equilibrium strategy generating the Shapley value outcomes is provided. Furthermore, for 3 player games, it is shown that the Demand Commitment Game can implement the core for games which need not be convex but have cores with nonempty interiors. Received March 1995/Final version February 1997  相似文献   

14.
In this paper, we define the notion of binary game in constitutional form. For this game, we define a core and give a necessary and sufficient condition for a game to be stable.We define a representation of a collective choice rule by a binary game in constitutional form and characterize those collective choice rules which are representable.We finally introduce the notion of c-social decision function and characterize, as an application of our theorem on stability of binary constitutional games, the collective choice rules which are c-social decision functions.Our representation of a collective choice rule by a binary game in constitutional form is an obvious improvement of the classical representation by a simple game.  相似文献   

15.
In this paper we derive a multi-choice TU game from r-replica of exchange economy with continuous, concave and monetary utility functions, and prove that the cores of the games converge to a subset of the set of Edgeworth equilibria of exchange economy as r approaches to infinity. We prove that the dominance core of each balanced multi-choice TU game, where each player has identical activity level r, coincides with the dominance core of its corresponding r-replica of exchange economy. We also give an extension of the concept of the cover of the game proposed by Shapley and Shubik (J Econ Theory 1: 9-25, 1969) to multi-choice TU games and derive some sufficient conditions for the nonemptyness of the core of multi-choice TU game by using the relationship among replica economies, multi-choice TU games and their covers.  相似文献   

16.
In this paper, we present a generalization of the concept of balanced game for finite games. Balanced games are those having a nonempty core, and this core is usually considered as the solution of the game. Based on the concept of k-additivity, we define the so-called k-balanced games and the corresponding generalization of core, the k-additive core, whose elements are not directly imputations but k-additive games. We show that any game is k-balanced for a suitable choice of k, so that the corresponding k-additive core is not empty. For the games in the k-additive core, we propose a sharing procedure to get an imputation and a representative value for the expectations of the players based on the pessimistic criterion. Moreover, we look for necessary and sufficient conditions for a game to be k-balanced. For the general case, it is shown that any game is either balanced or 2-balanced. Finally, we treat the special case of capacities.  相似文献   

17.
In this paper, we consider a non-cooperative two-person zero-sum matrix game, called dice game. In an (n,σ) dice game, two players can independently choose a dice from a collection of hypothetical dice having n faces and with a total of σ eyes distributed over these faces. They independently roll their dice and the player showing the highest number of eyes wins (in case of a tie, none of the players wins). The problem at hand in this paper is the characterization of all optimal strategies for these games. More precisely, we determine the (n,σ) dice games for which optimal strategies exist and derive for these games the number of optimal strategies as well as their explicit form.  相似文献   

18.
Existing risk capital allocation methods, such as the Euler rule, work under the explicit assumption that portfolios are formed as linear combinations of random loss/profit variables, with the firm being able to choose the portfolio weights. This assumption is unrealistic in an insurance context, where arbitrary scaling of risks is generally not possible. Here, we model risks as being partially generated by Lévy processes, capturing the non-linear aggregation of risk. The model leads to non-homogeneous fuzzy games, for which the Euler rule is not applicable. For such games, we seek capital allocations that are in the core, that is, do not provide incentives for splitting portfolios. We show that the Euler rule of an auxiliary linearised fuzzy game (non-uniquely) satisfies the core property and, thus, provides a plausible and easily implemented capital allocation. In contrast, the Aumann–Shapley allocation does not generally belong to the core. For the non-homogeneous fuzzy games studied, Tasche’s (1999) criterion of suitability for performance measurement is adapted and it is shown that the proposed allocation method gives appropriate signals for improving the portfolio underwriting profit.  相似文献   

19.
A matching game is a cooperative game (N, v) defined on a graph G = (N, E) with an edge weighting w: E? \mathbb R+{w: E\to {\mathbb R}_+}. The player set is N and the value of a coalition S í N{S \subseteq N} is defined as the maximum weight of a matching in the subgraph induced by S. First we present an O(nm + n 2 log n) algorithm that tests if the core of a matching game defined on a weighted graph with n vertices and m edges is nonempty and that computes a core member if the core is nonempty. This algorithm improves previous work based on the ellipsoid method and can also be used to compute stable solutions for instances of the stable roommates problem with payments. Second we show that the nucleolus of an n-player matching game with a nonempty core can be computed in O(n 4) time. This generalizes the corresponding result of Solymosi and Raghavan for assignment games. Third we prove that is NP-hard to determine an imputation with minimum number of blocking pairs, even for matching games with unit edge weights, whereas the problem of determining an imputation with minimum total blocking value is shown to be polynomial-time solvable for general matching games.  相似文献   

20.
Recently, applications of cooperative game theory to economic allocation problems have gained popularity. In many such allocation problems there is some hierarchical ordering of the players. In this paper we consider a class of games with a permission structure describing situations in which players in a cooperative TU-game are hierarchically ordered in the sense that there are players that need permission from other players before they are allowed to cooperate. The corresponding restricted game takes account of the limited cooperation possibilities by assigning to every coalition the worth of its largest feasible subset. In this paper we provide a polynomial time algorithm for computing the nucleolus of the restricted games corresponding to a class of games with a permission structure which economic applications include auction games, dual airport games, dual polluted river games and information market games.  相似文献   

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