首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 31 毫秒
1.
Combinatorial optimization games deal with cooperative games for which the value of every subset of players is obtained by solving a combinatorial optimization problem on the resources collectively owned by this subset. A solution of the game is in the core if no subset of players is able to gain advantage by breaking away from this collective decision of all players. The game is totally balanced if and only if the core is non-empty for every induced subgame of it.?We study the total balancedness of several combinatorial optimization games in this paper. For a class of the partition game [5], we have a complete characterization for the total balancedness. For the packing and covering games [3], we completely clarify the relationship between the related primal/dual linear programs for the corresponding games to be totally balanced. Our work opens up the question of fully characterizing the combinatorial structures of totally balanced packing and covering games, for which we present some interesting examples: the totally balanced matching, vertex cover, and minimum coloring games. Received: November 5, 1998 / Accepted: September 8, 1999?Published online February 23, 2000  相似文献   

2.
The Shapley–Ichiishi result states that a game is convex if and only if the convex hull of marginal vectors equals the core. In this paper, we generalize this result by distinguishing equivalence classes of balanced games that share the same core structure. We then associate a system of linear inequalities with each equivalence class, and we show that the system defines the class. Application of this general theorem to the class of convex games yields an alternative proof of the Shapley–Ichiishi result. Other applications range from computation of stable sets in non-cooperative game theory to determination of classes of TU games on which the core correspondence is additive (even linear). For the case of convex games we prove that the theorem provides the minimal defining system of linear inequalities. An example shows that this is not necessarily true for other equivalence classes of balanced games.  相似文献   

3.
It is shown that for convex games the bargaining set? 1 (i) (for the grand coalition) coincides with the core. Moreover, it is proved that the kernel (for the grand coalition) of convex games consists of a unique point which coincides with the nucleolus of the game.  相似文献   

4.
We analyze the least increment function, a convex function of n variables associated to an n-person cooperative game. Another convex representation of cooperative games, the indirect function, has previously been studied. At every point the least increment function is greater than or equal to the indirect function, and both functions coincide in the case of convex games, but an example shows that they do not necessarily coincide if the game is totally balanced but not convex. We prove that the least increment function of a game contains all the information of the game if and only if the game is totally balanced. We also give necessary and sufficient conditions for a function to be the least increment function of a game as well as an expression for the core of a game in terms of its least increment function.  相似文献   

5.
In this paper, we analyze cost sharing problems arising from a general service by explicitly taking into account the generated revenues. To this cost-revenue sharing problem, we associate a cooperative game with transferable utility, called cost-revenue game. By considering cooperation among the agents using the general service, the value of a coalition is defined as the maximum net revenues that the coalition may obtain by means of cooperation. As a result, a coalition may profit from not allowing all its members to get the service that generates the revenues. We focus on the study of the core of cost-revenue games. Under the assumption that cooperation among the members of the grand coalition grants the use of the service under consideration to all its members, it is shown that a cost-revenue game has a nonempty core for any vector of revenues if, and only if, the dual game of the cost game has a large core. Using this result, we investigate minimum cost spanning tree games with revenues. We show that if every connection cost can take only two values (low or high cost), then, the corresponding minimum cost spanning tree game with revenues has a nonempty core. Furthermore, we provide an example of a minimum cost spanning tree game with revenues with an empty core where every connection cost can take only one of three values (low, medium, or high cost).  相似文献   

6.
This paper takes a game theoretical approach to sequencing situations with m parallel and identical machines. We show that in a cooperative environment cooperative m-sequencing games, which involve n players, give rise to m-machine games, which involve m players. Here, n corresponds to the number of jobs in an m-sequencing situation, and m corresponds to the number of machines in the same m-sequencing situation. We prove that an m-sequencing game is balanced if and only if the corresponding m-machine game is balanced. Furthermore, it is shown that m-sequencing games are balanced if m∈{1,2}. Finally, if m⩾3, balancedness is established for two special classes of m-sequencing games. Furthermore, we consider a special class of m-sequencing situations in a noncooperative setting and show that a transfer payments scheme exists that is both incentive compatible and budget balanced.  相似文献   

7.
It is well known that in three-person transferable-utility cooperative games the bargaining set ℳi 1 and the core coincide for any coalition structure, provided the latter solution is not empty. In contrast, five-person totally-balanced games are discussed in the literature in which the bargaining set ℳi 1 (for the grand coalition) is larger then the core. This paper answers the equivalence question in the remaining four-person case. We prove that in any four-person game and for arbitrary coalition structure, whenever the core is not empty, it coincides with the bargaining set ℳi 1. Our discussion employs a generalization of balancedness to games with coalition structures. Received: August 2001/Revised version: April 2002  相似文献   

8.
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   

9.
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   

10.
In a fuzzy cooperative game the players may choose to partially participate in a coalition. A fuzzy coalition consists of a group of participating players along with their participation level. The characteristic function of a fuzzy game specifies the worth of each such coalition. This paper introduces well-known properties of classical cooperative games to the theory of fuzzy games, and studies their interrelations. It deals with convex games, exact games, games with a large core, extendable games and games with a stable core.  相似文献   

11.
We study the relation between the fuzzy core and balancedness for fuzzy games. For regular games, this relation has been studied by Bondareva (Problemy Kibernet 10:119–139, 1963) and Shapley (Naval Res Logist Q 14: 453–460, 1967). First, we gain insight in this relation when we analyse situations where the fuzzy game is continuous. Our main result shows that any fuzzy game has a non-empty core if and only if it is balanced. We also consider deposit games to illustrate the use of the main result.  相似文献   

12.
This paper introduces a new class of cooperative games arising from cooperative decision making problems in a stochastic environment. Various examples of decision making problems that fall within this new class of games are provided. For a class of games with stochastic payoffs where the preferences are of a specific type, a balancedness concept is introduced. A variant of Farkas' lemma is used to prove that the core of a game within this class is non-empty if and only if the game is balanced. Further, other types of preferences are discussed. In particular, the effects the preferences have on the core of these games are considered.  相似文献   

13.
A communication situation consists of a game and a communication graph. By introducing two different types of corresponding communication games, point games and arc games, the Myerson value and the position value of a communication situation were introduced. This paper investigates relations between convexity of the underlying game and the two communication games. In particular, assuming the underlying game to be convex, necessary and sufficient conditions on the communication graph are provided such that the communication games are convex. Moreover, under the same conditions, it is shown that the Myerson value and the posi tion value are in the core of the point game. Some remarks are made on superadditivity and balancedness.  相似文献   

14.
We consider classes of cooperative games. We show that we can efficiently compute an allocation in the intersection of the prekernel and the least core of the game if we can efficiently compute the minimum excess for any given allocation. In the case where the prekernel of the game contains exactly one core vector, our algorithm computes the nucleolus of the game. This generalizes both a recent result by Kuipers on the computation of the nucleolus for convex games and a classical result by Megiddo on the nucleolus of standard tree games to classes of more general minimum cost spanning tree games. Our algorithm is based on the ellipsoid method and Maschler's scheme for approximating the prekernel. Received February 2000/Final version April 2001  相似文献   

15.
In a transshipment game, supply chain agents cooperate to transship surplus products. Although the game has been well studied in the OR literature, the fundamental question whether the agents can afford cooperation costs to set up and maintain the game in the first place has not been addressed thus far. This paper addresses this question for the cooperative transshipment games with identical agents having normally distributed independent demands. We provide characterization of equal allocations which are in the core of symmetric games, and prove that not all transshipment games are convex. In particular, we prove that though individual allocations grow with the coalition size, the growth diminishes according to two rules of diminishing individual allocations. These results are the basis for studying the games with cooperation costs. We model the cooperation costs by the cooperation network topology and the cooperation cost per network link. We consider two network topologies, the clique and the hub, and prove bounds for the cost per link that render coalitions stable. These bounds always limit coalition size for cliques. However, the opposite is shown for hubs, namely newsvendors can afford cooperation costs only if their coalition is sufficiently large.  相似文献   

16.
Two operators on the set ofn-person cooperative games are introduced, the minimarg operator and the maximarg operator. These operators can be seen as dual to each other. Some nice properties of these operators are given, and classes of games for which these operators yield convex (respectively, concave) games are considered. It is shown that, if these operators are applied iteratively on a game, in the limit one will yield a convex game and the other a concave game, and these two games will be dual to each other. Furthermore, it is proved that the convex games are precisely the fixed points of the minimarg operator and that the concave games are precisely the fixed points of the maximarg operator.  相似文献   

17.
In this paper, we address various types of two-person stochastic games—both zero-sum and nonzero-sum, discounted and undiscounted. In particular, we address different aspects of stochastic games, namely: (1) When is a two-person stochastic game completely mixed? (2) Can we identify classes of undiscounted zero-sum stochastic games that have stationary optimal strategies? (3) When does a two-person stochastic game possess symmetric optimal/equilibrium strategies? Firstly, we provide some necessary and some sufficient conditions under which certain classes of discounted and undiscounted stochastic games are completely mixed. In particular, we show that, if a discounted zero-sum switching control stochastic game with symmetric payoff matrices has a completely mixed stationary optimal strategy, then the stochastic game is completely mixed if and only if the matrix games restricted to states are all completely mixed. Secondly, we identify certain classes of undiscounted zero-sum stochastic games that have stationary optima under specific conditions for individual payoff matrices and transition probabilities. Thirdly, we provide sufficient conditions for discounted as well as certain classes of undiscounted stochastic games to have symmetric optimal/equilibrium strategies—namely, transitions are symmetric and the payoff matrices of one player are the transpose of those of the other. We also provide a sufficient condition for the stochastic game to have a symmetric pure strategy equilibrium. We also provide examples to show the sharpness of our results.  相似文献   

18.
A payoff vector in ann-person cooperative game is said to be acceptable if no coalition can improve upon it. The core of a game consists of all acceptable vectors which are feasible for the grand coalition. The core is said to be large if for every acceptable vectory there is a vectorx in the core withx?y. This paper examines the class of games with large cores.  相似文献   

19.
In this paper, linear production games are extended so that instead of assuming a linear production technology with fixed technological coefficients, the more general, non-parametric, DEA production technology is considered. Different organizations are assumed to possess their own technology and the cooperative game arises from the possibility of pooling their available inputs, collectively processing them and sharing the revenues. Two possibilities are considered: using a joint production technology that results from merging their respective technologies or each cooperating organization keeping its own technology. This gives rise to two different DEA production games, both of which are totally balanced and have a non-empty core. A simple way of computing a stable solution, using the optimal dual solution for the grand coalition, is presented. The full cooperation scenario clearly produces more benefits for the organizations involved although the implied technology sharing is not always possible. Examples of applications of the proposed approach are given.  相似文献   

20.
The traditional design of cooperative games implicitly assumes that preferences are continuous. However, if agents implement tie breaking procedures, preferences are effectively lexicographic and thus discontinuous. This rouses concern over whether classic core nonemptiness theorems apply in such settings. We show that balanced NTU games may have empty cores when agents have discontinuous preferences. Moreover, exchange economies may lack coalitionally rational trades when consumers implement tie breaking rules, even if these rules are themselves continuous and convex as are all first order preferences. Results are more positive when “utility” is transferable. We prove that balancedness is necessary and sufficient to ensure a nonempty core in lexicographic TU games.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号