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1.
We show that obtainable equilibria of a multi-period nonatomic game can be used by players in its large finite counterparts to achieve near-equilibrium payoffs. Such equilibria in the form of random state-to-action rules are parsimonious in form and easy to execute, as they are both oblivious of past history and blind to other players’ present states. Our transient results can be extended to a stationary case, where the finite multi-period games are special discounted stochastic games. In both nonatomic and finite games, players’ states influence their payoffs along with actions they take; also, the random evolution of one particular player’s state is driven by all players’ states as well as actions. The finite games can model diverse situations such as dynamic price competition. But they are notoriously difficult to analyze. Our results thus suggest ways to tackle these problems approximately.  相似文献   

2.
Games under precedence constraints model situations, where players in a cooperative transferable utility game belong to some hierarchical structure, which is represented by an acyclic digraph (partial order). In this paper, we introduce the class of precedence power solutions for games under precedence constraints. These solutions are obtained by allocating the dividends in the game proportional to some power measure for acyclic digraphs. We show that all these solutions satisfy the desirable axiom of irrelevant player independence, which establishes that the payoffs assigned to relevant players are not affected by the presence of irrelevant players. We axiomatize these precedence power solutions using irrelevant player independence and an axiom that uses a digraph power measure. We give special attention to the hierarchical solution, which applies the hierarchical measure. We argue how this solution is related to the known precedence Shapley value, which does not satisfy irrelevant player independence, and thus is not a precedence power solution. We also axiomatize the hierarchical measure as a digraph power measure.  相似文献   

3.
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   

4.
5.
In games with a permission structure it is assumed that players in a cooperative transferable utility game are hierarchically ordered in the sense that there are players that need permission from other players before they are allowed to cooperate. We provide axiomatic characterizations of Banzhaf permission values being solutions that are obtained by applying the Banzhaf value to modified TU-games. In these characterizations we use power- and player split neutrality properties. These properties state that splitting a player’s authority and/or contribution over two players does not change the sum of their payoffs.  相似文献   

6.
In the field of cooperative games with restricted cooperation, various restrictions on coalition formation are studied. The most studied restrictions are those that arise from restricted communication and hierarchies. This survey discusses several models of hierarchy restrictions and their relation with communication restrictions. In the literature, there are results on game properties, Harsanyi dividends, core stability, and various solutions that generalize existing solutions for TU-games. In this survey, we mainly focus on axiomatizations of the Shapley value in different models of games with a hierarchically structured player set, and their applications. Not only do these axiomatizations provide insight in the Shapley value for these models, but also by considering the types of axioms that characterize the Shapley value, we learn more about different network structures. A central model of games with hierarchies is that of games with a permission structure where players in a cooperative transferable utility game are part of a permission structure in the sense that there are players that need permission from other players before they are allowed to cooperate. This permission structure is represented by a directed graph. Generalizations of this model are, for example, games on antimatroids, and games with a local permission structure. Besides discussing these generalizations, we briefly discuss some applications, in particular auction games and hierarchically structured firms.  相似文献   

7.
We investigate farsighted stable sets in a class of strategic games with dominant punishment strategies. In this class of games, each player has a strategy that uniformly minimizes the other players’ payoffs for any given strategies chosen by these other players. We particularly investigate a special class of farsighted stable sets, each of which consists of strategy profiles yielding a single payoff vector. We call such a farsighted stable set as a single-payoff farsighted stable set. We propose a concept called an inclusive set that completely characterizes single-payoff farsighted stable sets in strategic games with dominant punishment strategies. We also show that the set of payoff vectors yielded by single-payoff farsighted stable sets is closely related to the strict \(\alpha \)-core in a strategic game. Furthermore, we apply the results to strategic games where each player has two strategies and strategic games associated with some market models.  相似文献   

8.
We examine behavior of the core and value of certain classes of cooperative games in which a dynamic aspect is introduced. New players are added to the games while the underlying structure is held constant. This is done by considering games that satisfy properties like convexity, or games that are derived from optimization problems in which a player's addition can be defined naturally. For such games we give conditions regarding monotonicity of the core and value.  相似文献   

9.
In all past researches on dynamic Stackelberg games, the leader(s) and the followers are always assumed to be fixed. In practice, the roles of the players in a game may change from time to time. Some player in contract bridge, for example, acts as a leader at some stage but as a follower at the subsequent stage, which motivates the Stackelberg games with unfixed leaders. We aim to analyze the dynamic Stackelberg games with two players under such circumstances and call them dynamic Stackelberg games with alternating leaders. There are two goals in this paper. One goal is to establish models for a new type of games, dynamic Stackelberg games of alternating leaders with two players. The other goal is to extend dynamic programming algorithms to discrete time dynamic Stackelberg games with alternating leaders under feedback information structure.  相似文献   

10.
本文对无圈图博弈进行了研究,考虑了大联盟收益不小于各分支收益之和的情况。通过引入剩余公平分配性质,也就是任意两个分支联盟的平均支付变化相等,给出了一个基于平均树值的无圈图博弈有效解。同时,结合有效性和分支公平性对该有效解进行了刻画。特别地,若无圈图博弈满足超可加性时,证明了该有效解一定是核中的元素,说明此时的解是稳定的。最后,通过一案例分析了该有效解的特点,即越大的分支分得的剩余越多,并且关键参与者,也就是具有较大度的参与者可获得相对多的支付。  相似文献   

11.
In a standard TU-game it is assumed that every subset of the player set N can form a coalition and earn its worth. One of the first models where restrictions in cooperation are considered is the one of games with coalition structure of Aumann and Drèze (1974). They assumed that the player set is partitioned into unions and that players can only cooperate within their own union. Owen (1977) introduced a value for games with coalition structure under the assumption that also the unions can cooperate among them. Winter (1989) extended this value to games with levels structure of cooperation, which consists of a game and a finite sequence of partitions defined on the player set, each of them being coarser than the previous one.  相似文献   

12.
The ranking abilities of some traditional sport tournaments under a variety of initial conditions were analyzed using Monte Carlo procedures. A range of outcome measures were used since a tournament’s efficacy will likely depend upon both its objectives and the playing abilities of its contestants. The traditional knockout (KO) is a weak tournament in its ability to rank all players although it requires fewer games than the round robin (RR). The KO tournament’s efficacy is notably enhanced, however, in some cases beyond that of the RR tournament if double elimination procedures are used and the seeding is reasonably accurate. Under these conditions, we consider the KO structure to be the best available structure for most tournament purposes. A secondary recommendation of this study is that the fourth and fifth placings be reversed in the traditional KO structures for ranking all players in the eight player situation.  相似文献   

13.
We examine n-player stochastic games. These are dynamic games where a play evolves in stages along a finite set of states; at each stage players independently have to choose actions in the present state and these choices determine a stage payoff to each player as well as a transition to a new state where actions have to be chosen at the next stage. For each player the infinite sequence of his stage payoffs is evaluated by taking the limiting average. Normally stochastic games are examined under the condition of full monitoring, i.e. at any stage each player observes the present state and the actions chosen by all players. This paper is a first attempt towards understanding under what circumstances equilibria could exist in n-player stochastic games without full monitoring. We demonstrate the non-existence of -equilibria in n-player stochastic games, with respect to the average reward, when at each stage each player is able to observe the present state, his own action, his own payoff, and the payoffs of the other players, but is unable to observe the actions of them. For this purpose, we present and examine a counterexample with 3 players. If we further drop the assumption that the players can observe the payoffs of the others, then counterexamples already exist in games with only 2 players.  相似文献   

14.
Games with permission structures: The conjunctive approach   总被引:1,自引:0,他引:1  
This paper is devoted to the game theoretic analysis of decision situations, in which the players have veto power over the actions undertaken by certain other players. We give a full characterization of the dividends in these games with a permission structure. We find that the collection of these games forms a subspace of the vector space of all games with side payments on a specified player set.Two applications of these results are provided. The first one deals with the projection of additive games on a permission structure. It is shown that the Shapley value of these projected games can be interpreted as an index that measures the power of the players in the permission structure. The second application applies the derived results on games, where the organization structure can be analysed separately from the production capacities of the participating players.  相似文献   

15.
In stochastic games with finite state and action spaces, we examine existence of equilibria where player 1 uses the limiting average reward and player 2 a discounted reward for the evaluations of the respective payoff sequences. By the nature of these rewards, the far future determines player 1's reward, while player 2 is rather interested in the near future. This gives rise to a natural cooperation between the players along the course of the play. First we show the existence of stationary ε-equilibria, for all ε>0, in these games. However, besides these stationary ε-equilibria, there also exist ε-equilibria, in terms of only slightly more complex ultimately stationary strategies, which are rather in the spirit of these games because, after a large stage when the discounted game is not interesting any longer, the players cooperate to guarantee the highest feasible reward to player 1. Moreover, we analyze an interesting example demonstrating that 0-equilibria do not necessarily exist in these games, not even in terms of history dependent strategies. Finally, we examine special classes of stochastic games with specific conditions on the transition and payoff structures. Several examples are given to clarify all these issues.  相似文献   

16.
In the paper we examine the problem of exploitation of a common renewable resource. We use two kinds of models of this problem: games with finitely many players and games with a continuum of players. Equilibria in both cases are calculated and the payoffs are compared with payoffs in the situation in which each player behaves as a single owner of the resource. Various concepts of optimality are considered: optimality in the sense of property, Pareto optimality, maximization of a social welfare function of specific type and environmental sustainability. Another issue is the problem of enforcement of assumed profiles by so-called “linear” tax systems. Special attention is paid to the comparison of games with finitely many players and their continuum-of-players limit game.  相似文献   

17.
Games with restricted cooperation describe situations in which the players are not completely free in forming coalitions. The restrictions in coalition formation can be attributed to economic, hierarchical, political or ethical reasons. In order to manage these situations, the model includes a collection of coalitions which determines the feasible agreements among the agents. The purpose of this paper is to extend the characterization of the core of a cooperative game, made by Peleg [International Journal of Game Theory 15 (1986) 187–200; Handbook of Game Theory with Economic Applications, vol. I. Elsevier Science Publishers B.V., pp. 397–412] to the context of games with restricted cooperation. In order to make the approach as general as possible, we will consider classes of games with restricted cooperation in which the collection of feasible coalitions has a determined structure, and we will impose conditions on that structure to generalize the Peleg’s axiomatization.  相似文献   

18.
There are many interesting situations which can be described by anN-person general-sum differential game. Such games are characterized by the fact that the strategy of each player depends upon reasonable assumptions about the strategies of the remaining players; and, thus, these games cannot be considered asN uncoupled optimal control problems. In such cases, we say that the game is not strictly competitive, but involves a mutual interest which makes it possible for all of the players to reduce their costs by cooperating with one another, provided the resulting agreement can be enforced. When cooperation is allowed and there are more than two players, there is always the question of whether all possible subcoalitions will be formed with equal ease. This work considers the situation in which a particular subcoalition is preferred. A theory of general-sum games with preferred coalitions is presented, together with constructive examples of alternative approaches which are unsatisfactory.  相似文献   

19.
We introduce and compare several coalition values for multichoice games. Albizuri defined coalition structures and an extension of the Owen coalition value for multichoice games using the average marginal contribution of a player over a set of orderings of the player’s representatives. Following an approach used for cooperative games, we introduce a set of nested or two-step coalition values on multichoice games which measure the value of each coalition and then divide this among the players in the coalition using either a Shapley or Banzhaf value at each step. We show that when a Shapley value is used in both steps, the resulting coalition value coincides with that of Albizuri. We axiomatize the three new coalition values and show that each set of axioms, including that of Albizuri, is independent. Further we show how the multilinear extension can be used to compute the coalition values. We conclude with a brief discussion about the applicability of the different values.  相似文献   

20.
Bonanno (Logics and the foundations of game and decision theory, Amsterdam University Press, Amsterdam, 2008) provides an epistemic characterization for the solution concept of iterated deletion of inferior strategy profiles (IDIP) by embedding strategic-form games with ordinal payoffs in non-probabilistic epistemic models which are built on Kripke frames. In this paper, we will follow the event-based approach to epistemic game theory and supplement strategic games with type space models, where each type is associated with a preference relation on the state space. In such a framework, IDIP can be characterized by the conditions that at least one player has correct beliefs about the state of the world and that there is common belief that every player is rational, has correct beliefs about the state of the world and has strictly monotone preferences. Moreover, we shall compare the epistemic motivations for IDIP and its mixed strategy variant known as strong rationalizability (SR). Presuppose the above conditions. Whenever there is also common belief that players’ preferences are representable by some expected utility function IDIP still applies. But if there is common belief that players’ preferences are representable by some expected payoff function, then SR results.  相似文献   

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