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1.
We study the approximation of the least core value and the least core of supermodular cost cooperative games. We provide a framework for approximation based on oracles that approximately determine maximally violated constraints. This framework yields a 3-approximation algorithm for computing the least core value of supermodular cost cooperative games, and a polynomial-time algorithm for computing a cost allocation in the 2-approximate least core of these games. This approximation framework extends naturally to submodular profit cooperative games. For scheduling games, a special class of supermodular cost cooperative games, we give a fully polynomial-time approximation scheme for computing the least core value. For matroid profit games, a special class of submodular profit cooperative games, we give exact polynomial-time algorithms for computing the least core value as well as a least core cost allocation.  相似文献   

2.
Combinatorial optimization games form an important subclass of cooperative games. In recent years, increased attention has been given to the issue of finding good cost shares for such games. In this paper, we define a very general class of games, called integer minimization games, which includes the combinatorial optimization games in the literature as special cases. We then present new techniques, based on row and column generation, for computing good cost shares for these games. To illustrate the power of these techniques, we apply them to traveling salesman and vehicle routing games. Our results generalize and unify several results in the literature. The main underlying idea is that suitable valid inequalities for the associated combinatorial optimization problems can be used to derive improved cost shares.  相似文献   

3.
2002年,Kar利用有效性、无交叉补贴性、群独立性和等处理性四个公理对最小成本生成树对策上的Shapley值进行了刻画。本文提出了“群有效性”这一公理,利用这一公理和“等处理性”两个公理,给出了最小成本生成树对策上Shapley值的一种新的公理化刻画。最后,运用最小成本生成树对策的Shapley值,对网络服务的费用分摊问题进行了分析。  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.
Granot and Huberman (1982) showed that minimum cost spanning tree (MCST) games are permutationally convex (PC). Recently, Rosenthal (1987) gave an extension of MCST games to minimum cost spanning forest (MCSF) games and showed these games have nonempty cores. In this note we show any MCSF game is a PC game.  相似文献   

6.
We examine strategic cost sharing games with so-called arbitrary sharing based on various combinatorial optimization problems. These games have recently been popular in computer science to study cost sharing in the context of the Internet. We concentrate on the existence and computational complexity of strong equilibria (SE), in which no coalition can improve the cost of each of its members. Our main result reveals a connection to the core in coalitional cost sharing games studied in operations research. For set cover and facility location games this results in a tight characterization of the existence of SE using the integrality gap of suitable linear programming formulations. Furthermore, it allows to derive all existing results for SE in network design cost sharing games with arbitrary sharing via a unified approach. In addition, we show that in general there is no efficiency loss, i.e., the strong price of anarchy is always 1. Finally, we indicate how the LP-approach is useful for the computation of near-optimal and near-stable approximate SE.  相似文献   

7.
In this paper, we consider constrained noncooperative N-person stochastic games with discounted cost criteria. The state space is assumed to be countable and the action sets are compact metric spaces. We present three main results. The first concerns the sensitivity or approximation of constrained games. The second shows the existence of Nash equilibria for constrained games with a finite state space (and compact actions space), and, finally, in the third one we extend that existence result to a class of constrained games which can be “approximated” by constrained games with finitely many states and compact action spaces. Our results are illustrated with two examples on queueing systems, which clearly show some important differences between constrained and unconstrained games.Mathematics Subject Classification (2000): Primary: 91A15. 91A10; Secondary: 90C40  相似文献   

8.
Julián Costa 《Optimization》2016,65(4):797-809
The class of maintenance cost games was introduced in 2000 to deal with a cost allocation problem arising in the reorganization of the railway system in Europe. The main application of maintenance cost games regards the allocation of the maintenance costs of a facility among the agents using it. To that aim it was first proposed to utilize the Shapley value, whose computation for maintenance cost games can be made in polynomial time. In this paper, we propose to model this cost allocation problem as a maintenance cost game with a priori unions and to use the Owen value as a cost allocation rule. Although the computation of the Owen value has exponential complexity in general, we provide an expression for the Owen value of a maintenance cost game with cubic polynomial complexity. We finish the paper with an illustrative example using data taken from the literature of railways management.  相似文献   

9.
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   

10.
In this paper we present a procedure for calculating the nucleolus for airport profit games which are a generalization of the airport cost games.  相似文献   

11.
A core-allocation family for generalized holding cost games   总被引:2,自引:0,他引:2  
Inventory situations, introduced in Meca et al. (Eur J Oper Res 156: 127–139, 2004), study how a collective of firms can minimize its joint inventory cost by means of co-operation. Depending on the information revealed by the individual firms, they analyze two related cooperative TU games: inventory cost games and holding cost games, and focus on proportional division mechanisms to share the joint cost. In this paper we introduce a new class of inventory games: generalized holding cost games, which extends the class of holding cost games. It turns out that generalized holding cost games are totally balanced.We then focus on the study of a core-allocation family which is called N-rational solution family.It is proved that a particular relation of inclusion exists between the former and the core. In addition, an N-rational solution called minimum square proportional ruleis studied. This work was partially supported by the Spanish Ministry of Education and Science, and the Generalitat Valenciana (grants MTM2005-09184-C02-02, CSD2006-00032, ACOMP06/040). The author thanks Javier Toledo, Josefa Cá novas, and two anonymous referees for helpful comments.  相似文献   

12.
In this paper we introduce and analyze new classes of cooperative games related to facility location models. The players are the customers (demand points) in the location problem and the characteristic value of a coalition is the cost of serving its members. Specifically, the cost in our games is the service diameter of the coalition.We study the existence of core allocations for these games, focusing on network spaces, i.e., finite metric spaces induced by undirected graphs and positive edge lengths.  相似文献   

13.
14.
The objective of this paper is to provide a general view of the literature of applications of transferable utility cooperative games to cost allocation problems. This literature is so large that we concentrate on some relevant contributions in three specific areas: transportation, natural resources and power industry. We stress those applications dealing with costs and with problems arisen outside the academic world.  相似文献   

15.
We introduce directed acyclic graph (DAG) games, a generalization of standard tree games, to study cost sharing on networks. This structure has not been previously analyzed from a cooperative game theoretic perspective. Every monotonic and subadditive cost game—including monotonic minimum cost spanning tree games—can be modeled as a DAG-game. We provide an efficiently verifiable condition satisfied by a large class of directed acyclic graphs that is sufficient for the balancedness of the associated DAG-game. We introduce a network canonization process and prove various structural results for the core of canonized DAG-games. In particular, we characterize classes of coalitions that have a constant payoff in the core. In addition, we identify a subset of the coalitions that is sufficient to determine the core. This result also guarantees that the nucleolus can be found in polynomial time for a large class of DAG-games.  相似文献   

16.
陈泽融  肖汉 《运筹学学报》2022,26(2):101-110
群体单调分配方案(Population Monotonic Allocation Scheme, 后简称PMAS)是合作博弈的一类分配机制。在合作博弈中, PMAS为每一个子博弈提供一个满足群体单调性的核中的分配方案, 从而保证大联盟的动态稳定性。本文主要贡献为利用线性规划与对偶理论构造与求解一类基于最短路问题的合作博弈(最短路博弈)的PMAS。我们首先借助对偶理论, 利用组合方法为最短路博弈构造了一个基于平均分摊思想的PMAS。然后借鉴计算核仁的Maschler方案, 将PMAS的存在性问题转化为一个指数规模的线性规划的求解问题, 并通过巧妙的求解得到了与之前组合方法相同的最短路博弈的PMAS。  相似文献   

17.
陈泽融  肖汉 《运筹学学报》2021,26(2):101-110
群体单调分配方案(Population Monotonic Allocation Scheme, 后简称PMAS)是合作博弈的一类分配机制。在合作博弈中, PMAS为每一个子博弈提供一个满足群体单调性的核中的分配方案, 从而保证大联盟的动态稳定性。本文主要贡献为利用线性规划与对偶理论构造与求解一类基于最短路问题的合作博弈(最短路博弈)的PMAS。我们首先借助对偶理论, 利用组合方法为最短路博弈构造了一个基于平均分摊思想的PMAS。然后借鉴计算核仁的Maschler方案, 将PMAS的存在性问题转化为一个指数规模的线性规划的求解问题, 并通过巧妙的求解得到了与之前组合方法相同的最短路博弈的PMAS。  相似文献   

18.
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   

19.
In this paper, we consider scalar linear stochastic differential games with average cost criterions. We solve the dynamic programming equations for these games and give the synthesis of saddle-point and Nash equilibrium solutions.The authors wish to thank A. Ichikawa for providing the initial impetus and helpful advice.  相似文献   

20.
We study Nash and strong equilibria in weighted and unweighted bottleneck games. In such a game every (weighted) player chooses a subset of a given set of resources as her strategy. The cost of a resource depends on the total weight of players choosing it and the personal cost every player tries to minimize is the cost of the most expensive resource in her strategy, the bottleneck value. To derive efficient algorithms for finding equilibria in unweighted games, we generalize a transformation of a bottleneck game into a congestion game with exponential cost functions introduced by Caragiannis et al. (2005). For weighted routing games we show that Greedy methods give Nash equilibria in extension-parallel and series-parallel graphs. Furthermore, we show that the strong Price of Anarchy can be arbitrarily high for special cases and give tight bounds depending on the topology of the graph, the number and weights of the users and the degree of the polynomial latency functions. Additionally we investigate the existence of equilibria in generalized bottleneck games, where players aim to minimize not only the bottleneck value, but also the second most expensive resource in their strategy and so on.  相似文献   

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