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1.
针对具有区间支付的限制结盟合作博弈,考虑现实局中人的不同偏好信息,通过引入风险偏好均值,提出了具有风险偏好的区间支付交流结构合作博弈及其平均树解.通过公理化体系对此解的存在性进行了证明,并将此分配方法应用到供应链纵向研发合作企业收益分配的实例中,表明该方法的有效性和可行性.此研究同时考虑了合作结盟的限制约束性和局中人的风险态度差异性,不仅能有效刻画现实结盟情境,且利于分配收益函数的求解.  相似文献   

2.
基于具有交流结构的合作对策,即图对策,对平均树解拓展形式的特征进行刻画,提出此解满足可加性公理。进一步地,分析了对于无圈图对策此解是分支有效的。并且当连通分支中两个局中人相关联的边删掉后,此连通分支的收益变化情况可用平均树解表示。这一性质是Shapley值和Myerson值所不具有的。最后,我们给出了模糊联盟图对策中模糊平均树解的可加性和分支有效性。  相似文献   

3.
为了解事件故障状态量子博弈过程中参与者收益随各影响因素的变化情况,提出在空间故障树(Space Fault Tree, SFT)框架内,以事件故障状态为对象,对参与者收益进行研究。事件故障状态使用量子态表示,管理者和操作者的不同行为对事件故障状态的作用使用博弈表示。考虑因素包括安全产出价值、安全收益分配系数、安全措施成本。研究了事件故障状态与量子博弈的关系;纠缠与非纠缠态下的参与者收益;参与者收益受到各因素影响的特征等。研究得到了管理者和操作者考虑纠缠和非纠缠态的收益函数。结合SFT理论方法,提出了针对收益的因素重要度、因素联合重要度、收益风险区和安全区、因素区域重要度。理论上SFT可用于量子博弈参与者收益的分析。也论述了使用因素空间理论解决该问题的可能性。  相似文献   

4.
《模糊系统与数学》2021,35(4):93-101
在经典合作博弈中,参与者联盟信息是完全确定的(即1表示完全参加而0表示完全不参加)。然而,由于实际情况下联盟信息具有不确定性,联盟信息具有模糊性。本文利用直觉模糊集理论方法,对合作博弈进行直觉模糊拓展,提出基于直觉模糊联盟合作博弈团结值。然后,研究了该类合作博弈解简化算法和满足有效性、可加性、平均贡献等价性等重要性质和唯一性。最后,通过算例说明该团结值求解方法的合理性和适用性。  相似文献   

5.
李理  单而芳 《运筹学学报》2018,22(4):99-107
1977年, Myerson建立了以图作为合作结构的可转移效用博弈模型(也称图博弈), 并提出了一个分配规则, 也即"Myerson 值", 它推广了著名的Shapley值. 该模型假定每个连通集合(通过边直接或间接内部相连的参与者集合)才能形成可行的合作联盟而取得相应的收益, 而不考虑连通集合的具体结构. 引入图的局部边密度来度量每个连通集合中各成员之间联系的紧密程度, 即以该连通集合的导出子图的边密度来作为他们的收益系数, 并由此定义了具有边密度的Myerson值, 证明了具有边密度的Myerson值可以由"边密度分支有效性"和"公平性"来唯一确定.  相似文献   

6.
针对具有区间支付的限制结盟合作博弈,考虑现实局中人的不同偏好信息,通过引入风险偏好均值,提出了具有风险偏好的区间支付交流结构合作博弈及其平均树解.通过公理化体系对此解的存在性进行了证明,并将此分配方法应用到供应链纵向研发合作企业收益分配的实例中,表明该方法的有效性和可行性.此研究同时考虑了合作结盟的限制约束性和局中人的风险态度差异性,不仅能有效刻画现实结盟情境,且利于分配收益函数的求解.  相似文献   

7.
在合作博弈中,Shapley单点解按照参与者对联盟的边际贡献率对联盟的收益进行分配.联盟收益具有不确定性,往往不能用精确数值表示,更多学者关注特征函数取值为有限区间的合作博弈(区间合作博弈)的收益分配.文章利用矩阵半张量积,研究区间合作博弈中含有折扣因子的Shapley区间值的矩阵计算.首先利用矩阵的半张量积将合作博弈的特征函数表示为矩阵形式,得到特征函数区间矩阵.然后通过构造区间合作博弈Shapley矩阵,将区间合作博弈的Shapley值(区间)计算转化为矩阵形式.最后利用区间合作博弈Shapley值矩阵公式计算分析航空公司供应链联盟收益的Shapley值.文章给出的区间合作博弈Shapley值的矩阵计算公式形式简洁,为区间合作博弈的研究提供了新的思路.  相似文献   

8.
知识共享是促进产业技术联盟绩效增长的重要途径。考虑产业技术联盟成员风险偏好的差异性,引入成员风险因子与知识共享收益因素,构建基于风险因子和知识共享收益非线性关系的演化博弈支付矩阵,并求得博弈的均衡解。通过TD产业联盟的案例分析,仿真模拟风险因子、收益分配系数等因素对知识共享意愿的影响。研究结果表明:联盟成员的共享意愿对收益分配系数的变化非常敏感;风险因子和知识共享程度对联盟成员的共享意愿影响较大。  相似文献   

9.
结合图对策和具有区间支付的模糊合作对策理论,引入区间支付图对策,提出区间平均树解,此解可以看做是经典图对策中平均树解的推广,并通过算例说明区间平均树解的应用性.分析了区间平均树解的相对分支有效性.当区间支付图对策满足严格超可加性时,每个局中人参加联盟得到的收益不小于其单干所得支付.最后,讨论了经典平均树解与区间平均树解之间的关系.  相似文献   

10.
任杰  何平  龚本刚 《运筹与管理》2016,25(6):258-265
在低碳经济的背景下,研究了政府补贴策略对政企博弈关系及企业决策行为的影响。通过引入两阶段动态博弈的方法,深入分析了不同政府补贴模式对需求量、产品价格、制造商的收益、消费者剩余以及社会福利所产生的影响。研究表明,价格对需求的影响系数以及政府补贴消费者对需求的影响系数等因素会影响政府补贴策略的选择,并得出了不同政府补贴策略下消费者剩余、制造商收益以及社会福利与单位产品补贴额的关系,本文为政府科学制定补贴政策以及在政府补贴背景下制造商和消费者应采取何种应对策略提供一定的决策支持。  相似文献   

11.
We consider an alternative expression of the Shapley value that reveals a system of compensations: each player receives an equal share of the worth of each coalition he belongs to, and has to compensate an equal share of the worth of any coalition he does not belong to. We give a representation in terms of formation of the grand coalition according to an ordering of the players and define the corresponding compensation vector. Then, we generalize this idea to cooperative games with a communication graph in order to construct new allocation rules called the compensation solutions. Firstly, we consider cooperative games with arbitrary graphs and construct rooted spanning trees (see Demange, J Political Econ 112:754–778, 2004) instead of orderings of the players by using the classical algorithms DFS and BFS. If the graph is complete, we show that the compensation solutions associated with DFS and BFS coincide with the Shapley value and the equal surplus division respectively. Secondly, we consider cooperative games with a forest (cycle-free graph) and all its rooted spanning trees. The compensation solution is characterized by component efficiency and relative fairness. The latter axiom takes into account the relative position of a player with respect to his component in the communication graph.  相似文献   

12.
We study cooperative transferable utility games with a communication structure represented by an undirected graph, i.e., a group of players can cooperate only if they are connected on the graph. This type of games is called graph games and the best-known solution for them is the Myerson value, which is characterized by the component efficiency axiom and the fairness axiom. Recently the average tree solution has been proposed on cycle-free graph games, and shown to be characterized by the component efficiency axiom and the component fairness axiom. We propose e{\epsilon} -parameterized fairness axiom on cycle-free graph games that incorporates the preceding fairness axioms, and show the existence and the uniqueness of the solution. We then discuss a relationship between the existing and our proposed solutions by a numerical example.  相似文献   

13.
On the class of cycle-free directed graph games with transferable utility solution concepts, called web values, are introduced axiomatically, each one with respect to a chosen coalition of players that is assumed to be an anti-chain in the directed graph and is considered as a management team. We provide their explicit formula representation and simple recursive algorithms to calculate them. Additionally the efficiency and stability of web values are studied. Web values may be considered as natural extensions of the tree and sink values as has been defined correspondingly for rooted and sink forest graph games. In case the management team consists of all sources (sinks) in the graph a kind of tree (sink) value is obtained. In general, at a web value each player receives the worth of this player together with his subordinates minus the total worths of these subordinates. It implies that every coalition of players consisting of a player with all his subordinates receives precisely its worth. We also define the average web value as the average of web values over all management teams in the graph. As application the water distribution problem of a river with multiple sources, a delta and possibly islands is considered.  相似文献   

14.
给出图对策中平均树解的拓展形式, 证明其是满足分支有效性和分支公平性的唯一解. 针对具有模糊联盟的图对策, 提出了一种模糊分配, 即模糊平均树解. 当模糊联盟图对策为完全图对策时, 模糊平均树解等于模糊Shapley值. 最后, 讨论了模糊平均树解与模糊联盟核心之间的关系, 并进行了实例论证.  相似文献   

15.
In the context of cooperative TU-games, we introduce a recursive procedure to distribute the surplus of cooperation when there is an exogenous ordering among the set of players N. In each step of the process, using a given notion of reduced games, an upper and a lower bound for the payoff to the player at issue are required. Sequentially compatible payoffs are defined as those allocation vectors that meet these recursive bounds. For a family of reduction operations, the behavior of this new solution concept is analyzed. For any ordering of N, the core of the game turns out to be the set of sequentially compatible payoffs when the Davis–Maschler reduced games are used. Finally, we study which reduction operations give an advantage to the first player in the ordering.  相似文献   

16.
Harsanyi power solutions for graph-restricted games   总被引:1,自引:0,他引:1  
We consider cooperative transferable utility games, or simply TU-games, with limited communication structure in which players can cooperate if and only if they are connected in the communication graph. Solutions for such graph games can be obtained by applying standard solutions to a modified or restricted game that takes account of the cooperation restrictions. We discuss Harsanyi solutions which distribute dividends such that the dividend shares of players in a coalition are based on power measures for nodes in corresponding communication graphs. We provide axiomatic characterizations of the Harsanyi power solutions on the class of cycle-free graph games and on the class of all graph games. Special attention is given to the Harsanyi degree solution which equals the Shapley value on the class of complete graph games and equals the position value on the class of cycle-free graph games. The Myerson value is the Harsanyi power solution that is based on the equal power measure. Finally, various applications are discussed.  相似文献   

17.
The Nash equilibrium in pure strategies represents an important solution concept in nonzero sum matrix games. Existence of Nash equilibria in games with known and with randomly selected payoff entries have been studied extensively. In many real games, however, a player may know his own payoff entries but not the payoff entries of the other player. In this paper, we consider nonzero sum matrix games where the payoff entries of one player are known, but the payoff entries of the other player are assumed to be randomly selected. We are interested in determining the probabilities of existence of pure Nash equilibria in such games. We characterize these probabilities by first determining the finite space of ordinal matrix games that corresponds to the infinite space of matrix games with random entries for only one player. We then partition this space into mutually exclusive spaces that correspond to games with no Nash equilibria and with r Nash equilibria. In order to effectively compute the sizes of these spaces, we introduce the concept of top-rated preferences minimal ordinal games. We then present a theorem which provides a mechanism for computing the number of games in each of these mutually exclusive spaces, which then can be used to determine the probabilities. Finally, we summarize the results by deriving the probabilities of existence of unique, nonunique, and no Nash equilibria, and we present an illustrative example.  相似文献   

18.
We define a general game which forms a basis for modelling situations of static search and concealment over regions with spatial structure. The game involves two players, the searching player and the concealing player, and is played over a metric space. Each player simultaneously chooses to deploy at a point in the space; the searching player receiving a payoff of 1 if his opponent lies within a predetermined radius r of his position, the concealing player receiving a payoff of 1 otherwise. The concepts of dominance and equivalence of strategies are examined in the context of this game, before focusing on the more specific case of the game played over a graph. Methods are presented to simplify the analysis of such games, both by means of the iterated elimination of dominated strategies and through consideration of automorphisms of the graph. Lower and upper bounds on the value of the game are presented and optimal mixed strategies are calculated for games played over a particular family of graphs.  相似文献   

19.
We prove the existence of a subgame-perfect ε-equilibrium, for every ε > 0, in a class of multi-player games with perfect information, which we call free transition games. The novelty is that a non-trivial class of perfect information games is solved for subgame-perfection, with multiple non-terminating actions, in which the payoff structure is generally not (upper or lower) semi-continuous. Due to the lack of semi-continuity, there is no general rule of comparison between the payoffs that a player can obtain by deviating a large but finite number of times or, respectively, infinitely many times. We introduce new techniques to overcome this difficulty.  相似文献   

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