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1.
通过定义联盟同质费用研究考察具有固定联盟剖分的单向流动态网络生成对策.局中人通过采取局部行动生成网络,行动的原则是最大化其所在联盟的整益.选择B&G函数作为局中人的基本支付函数,诱导产生联盟-局中人的B&G函数.在新的规则之下,分别给出了局部纳什网的存在性、结构特性及其动态生成进程的定理.  相似文献   

2.
We consider network formation games by Jackson and Wolinsky (J Econ Theory 71:44–74, 1996) and characterize the class of games that have a network potential. We show that there exists a network potential if and only if each player’s payoff function can be represented as the Shapley value of a special class of cooperative games indexed by the networks. We also show that a network potential coincides with a potential of the same class of cooperative games.  相似文献   

3.
Spanning network games, which are a generalization of minimum cost spanning tree games, were introduced by Granot and Maschler (1991), who showed that these games are always monotonic. In this paper a subclass of spanning network games is introduced, namely simplex games, and it is shown that every monotonic game is a simplex game. Hence, the class of spanning network games coincides with the class of monotonic games.  相似文献   

4.
Given their importance in determining the outcome of many economic interactions, different models have been proposed to determine how social networks form and which structures are stable. In Bala and Goyal (Econometrica 68, 1181–1229, 2000), the one-sided link formation model has been considered, which is based on a noncooperative game of network formation. They found that the empty networks, the wheel in the one-way flow of benefits case and the center-sponsored star in the two-way flow case play a fundamental role since they are strict Nash equilibria of the corresponding games for a certain class of payoff functions. In this paper, we first prove that all these network structures are in weakly dominated strategies whenever there are no strict Nash equilibria. Then, we exhibit a more accurate selection device between these network architectures by considering “altruistic behavior” refinements. Such refinements that we investigate here in the framework of finite strategy sets games have been introduced by the authors in previous papers.  相似文献   

5.
Weighted network congestion games are a natural model for interactions involving finitely many non-identical users of network resources, such as road segments or communication links. However, in spite of their special form, these games are not fundamentally special: every finite game can be represented as a weighted network congestion game. The same is true for the class of (unweighted) network congestion games with player-specific costs, in which the players differ in their cost functions rather than their weights. The intersection of the two classes consists of the unweighted network congestion games. These games are special: a finite game can be represented in this form if and only if it is an exact potential game.  相似文献   

6.
Pillage games (Jordan, 2006a) have two features that make them richer than cooperative games in either characteristic or partition function form: they allow power externalities between coalitions; they allow resources to contribute to coalitions’ power as well as to their utility. Extending von Neumann and Morgenstern’s analysis of three agent games in characteristic function form to anonymous pillage games, we characterise the core for any number of agents; for three agents, all anonymous pillage games with an empty core represent the same dominance relation. When a stable set exists, and the game also satisfies a continuity and a responsiveness axiom, it is unique and contains no more than 15 elements, a tight bound. By contrast, stable sets in three agent games in characteristic or partition function form may not be unique, and may contain continua. Finally, we provide an algorithm for computing the stable set, and can easily decide non-existence. Thus, in addition to offering attractive modelling possibilities, pillage games seem well behaved and analytically tractable, overcoming a difficulty that has long impeded use of cooperative game theory’s flexibility.  相似文献   

7.
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   

8.
在Jackson和Wolinsk71996年提出的经济网络的内生形成模型的基础上,进行模型的动态扩展研究.探讨在网络中随时间序列的变化,每个时间步内都有一个新节点增加的动态变化状态下,模型构成的变化情况.随着网络的动态变化,模型的稳定性和静态网络中的稳定性是不同的,因此也探讨了在动态模型中动态稳定性的含义,并给出了不同约束条件下,形成的动态稳定网络结构及其有效性的初步探讨.  相似文献   

9.
This paper analyzes network problems with congestion effects from a cooperative game theoretic perspective. It is shown that for network problems with convex congestion costs, the corresponding games have a non-empty core. If congestion costs are concave, then the corresponding game has not necessarily core elements, but it is derived that, contrary to the convex congestion situation, there always exist optimal tree networks. Extensions of these results to a class of relaxed network problems and associated games are derived.  相似文献   

10.
We study cooperative games that arise from the problem of finding shortest paths from a specified source to all other nodes in a network. Such networks model, among other things, efficient development of a commuter rail system for a growing metropolitan area. We motivate and define these games and provide reasonable conditions for the corresponding rail application. We show that the core of a shortest path game is nonempty and satisfies the given conditions, but that the Shapley value for these games may lie outside the core. However, we show that the shortest path game is convex for the special case of tree networks, and we provide a simple, polynomial time formula for the Shapley value in this case. In addition, we extend our tree results to the case where users of the network travel to nodes other than the source. Finally, we provide a necessary and sufficient condition for shortest paths to remain optimal in dynamic shortest path games, where nodes are added to the network sequentially over time.  相似文献   

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