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1.
Subjective games of incomplete information are formulated where some of the key assumptions of Bayesian games of incomplete information are relaxed. The issues arising because of the new formulation are studied in the context of a class of nonzero-sum, two-person games, where each player has a different model of the game. The static game is investigated in this note. It is shown that the properties of the static subjective game are different from those of the corresponding Bayesian game. Counterintuitive outcomes of the game can occur because of the different beliefs of the players. These outcomes may lead the players to realize the differences in their models.This work was sponsored by the Office of Naval Research under Contract No. N00014-84-C-0485.  相似文献   

2.
Uncertainty is a daily presence in the real world. It affects our decision-making and may have influence on cooperation. On many occasions, uncertainty is so severe that we can only predict some upper and lower bounds for the outcome of our actions, i.e. payoffs lie in some intervals. A suitable game theoretic model to support decision-making in collaborative situations with interval data is that of cooperative interval games. Solution concepts that associate with each cooperative interval game sets of interval allocations with appealing properties provide a natural way to capture the uncertainty of coalition values into the players’ payoffs. In this paper, the relations between some set-valued solution concepts using interval payoffs, namely the interval core, the interval dominance core, the square interval dominance core and the interval stable sets for cooperative interval games, are studied. It is shown that the interval core is the unique stable set on the class of convex interval games.  相似文献   

3.

This paper deals with a real-life scheduling problem of a non-professional indoor football league. The goal is to develop a schedule for a time-relaxed, double round-robin tournament which avoids close successions of games involving the same team in a limited period of time. This scheduling problem is interesting, because games are not planned in rounds. Instead, each team provides time slots in which they can play a home game, and time slots in which they cannot play at all. We present an integer programming formulation and a heuristic based on tabu search. The core component of this algorithm consists of solving a transportation problem, which schedules (or reschedules) all home games of a team. Our heuristic generates schedules with a quality comparable to those found with IP solvers, however with considerably less computational effort. These schedules were approved by the league organizers, and used in practice for the seasons 2009–2010 till 2016–2017.

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4.
Uncertainty is a daily presence in the real world. It affects our decision making and may have influence on cooperation. Often uncertainty is so severe that we can only predict some upper and lower bounds for the outcome of our actions, i.e., payoffs lie in some intervals. A suitable game theoretic model to support decision making in collaborative situations with interval data is that of cooperative interval games. Solution concepts that associate with each cooperative interval game sets of interval allocations with appealing properties provide a natural way to capture the uncertainty of coalition values into the players’ payoffs. This paper extends interval-type core solutions for cooperative interval games by discussing the set of undominated core solutions which consists of the interval nondominated core, the square interval dominance core, and the interval dominance core. The interval nondominated core is introduced and it is shown that it coincides with the interval core. A straightforward consequence of this result is the convexity of the interval nondominated core of any cooperative interval game. A necessary and sufficient condition for the convexity of the square interval dominance core of a cooperative interval game is also provided.  相似文献   

5.
6.
Various models of 2-player stopping games have been considered which assume that players simultaneously observe a sequence of objects. Nash equilibria for such games can be found by first solving the optimal stopping problems arising when one player remains and then defining by recursion the normal form of the game played at each stage when both players are still searching (a 2 × 2 matrix game). The model considered here assumes that Player 1 always observes an object before Player 2. If Player 1 accepts the object, then Player 2 does not see that object. If Player 1 rejects an object, then Player 2 observes it and may choose to accept or reject it. It is shown that such a game can be solved using recursion by solving appropriately defined subgames, which are played at each moment when both players are still searching. In these subgames Player 1 chooses a threshold, such that an object is accepted iff its value is above this threshold. The strategy of Player 2 in this subgame is a stopping rule to be used when Player 1 accepts this object, together with a threshold to be used when Player 1 rejects the object. Whenever the payoff of Player 1 does not depend on the value of the object taken by Player 2, such a game can be treated as two optimisation problems. Two examples are given to illustrate these approaches.  相似文献   

7.
This paper examines the stochastic processes generated by sequential games that involve repeated play of a specific game. Such sequential games are viewed as adaptive decision-making processes over time wherein each player updates his “state” after every play. This revision may involve one's strategy or one's prior distribution on the competitor's strategies. It is shown that results from the theory of discrete time Markov processes can be applied to gain insight into the asymptotic behavior of the game. This is illustrated with a duopoly game in economics.  相似文献   

8.
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   

9.
This paper argues that the level of detail at which the effects or experiences of a game are supposed to be interpreted is a useful classificatory criterion, and is a valuable component of a classification scheme for games according to their purpose. Research, teaching and learning games intended to be interpreted at fine levels and coarse levels of detail are discussed and compared. It is noted that coarse-level educational games may have unintentional fine-level effects, and some methods of preventing such effects are suggested. It is also noted that fine-level games require greater accuracy of game models and more realistic player behaviour than coarse-level games. The implications of this for game design are discussed.  相似文献   

10.
随着认知领域的不断扩大,人们所面临的评价对象日益复杂,综合评价问题得到广泛应用.针对高职类学生知识结构特点,主要介绍层次分析法及模糊综合评价法在建模培训中的应用.在实践中,通过抓住确定影响因素指标体系及确定各指标权重这两个关键环节,把握各种具体的综合评价方法的主体思想.针对08年全国大学生数学建模竞赛D题(NBA赛程分析与评价),介绍赛程评价方法及赛程安排的0-1规划模型.  相似文献   

11.
In this paper we study the endogenous formation of cooperation structures or communication graphs between players in a superadditive TU game. For each cooperation structure that is formed, the payoffs to the players are determined by an exogenously given solution. We model the process of cooperation structure formation as a game in strategic form. It is shown that several equilibrium refinements predict the formation of the complete cooperation structure or some structure which is payoff-equivalent to the complete structure. These results are obtained for a large class of solutions for cooperative games with cooperation structures. Received September 1995/Revised version I October 1996/Revised version II April 1997/Final version September 1997  相似文献   

12.
In this paper, a Network DEA approach to assess the efficiency of NBA teams is proposed and compared with a black-box (i.e. single-process) DEA approach. Both approaches use a Slack-Based Measure of efficiency (SBM) to evaluate the potential reduction of inputs consumed (team budget) and outputs produced (games won by the team). The study considers the distribution of the budget between first-team players and the rest of the payroll. The proposed network DEA approach consists of five stages, which evaluate the performance of first-team and bench-team players, the offensive and defensive systems and the ability for transforming the points made by itself and by the opponents into wins. It has been applied to the 30 NBA teams for the regular season 2009–2010. The results show that network DEA has more discriminating power and provides more insight than the conventional DEA approach.  相似文献   

13.
This paper focuses on new characterizations of convex multi-choice games using the notions of exactness and superadditivity. Furthermore, level-increase monotonic allocation schemes (limas) on the class of convex multi-choice games are introduced and studied. It turns out that each element of the Weber set of such a game is extendable to a limas, and the (total) Shapley value for multi-choice games generates a limas for each convex multi-choice game.  相似文献   

14.
This contribution is a survey about potential games and their applications. In a potential game the information that is sufficient to determine Nash equilibria can be summarized in a single function on the strategy space: the potential function. We show that the potential function enable the application of optimization theory to the study of equilibria. Potential games and their generalizations are presented. Two special classes of games, namely team games and separable games, turn out to be potential games. Several properties satisfied by potential games are discussed and examples from concrete situations as congestion games, global emission games and facility location games are illustrated.  相似文献   

15.
Abstract

This article deals with two “antagonistic random processes” that are intended to model classes of completely noncooperative games occurring in economics, engineering, natural sciences, and warfare. In terms of game theory, these processes can represent two players with opposite interests. The actions of the players are manifested by a series of strikes of random magnitudes imposed onto the opposite side and rendered at random times. Each of the assaults is aimed to inflict damage to vital areas. In contrast with some strictly antagonistic games where a game ends with one single successful hit, in the current setting, each side (player) can endure multiple strikes before perishing. Each player has a fixed cumulative threshold of tolerance which represents how much damage he can endure before succumbing. Each player will try to defeat the adversary at his earliest opportunity, and the time when one of them collapses is referred to as the “ruin time”. We predict the ruin time of each player, and the cumulative status of all related components for each player at ruin time. The actions of each player are formalized by a marked point process representing (an economic) status of each opponent at any given moment of time. Their marks are assumed to be weakly monotone, which means that each opposite side accumulates damages, but does not have the ability to recover. We render a time-sensitive analysis of a bivariate continuous time parameter process representing the status of each player at any given time and at the ruin time and obtain explicit formulas for related functionals.  相似文献   

16.
In a deposit game coalitions are formed by players combining their capital. The proceeds of their investments then have to be divided among those players. The current model extends earlier work on capital deposits by allowing reinvestment of returns. Two specific subclasses of deposit games are introduced. These subclasses provide insight in two extreme cases. It is seen that each term dependent deposit game possesses a core element. Capital dependent deposit games are also shown to have a core element and even a population monotonic allocation scheme if the revenue function exhibits increasing returns to scale. Furthermore, it is shown that all superadditive games are deposit games if one allows for debt.  相似文献   

17.
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   

18.
It is well-known that the prekernel on the class of TU games is uniquely determined by non-emptiness, Pareto efficiency (EFF), covariance under strategic equivalence (COV), the equal treatment property, the reduced game property (RGP), and its converse. We show that the prekernel on the class of TU games restricted to the connected coalitions with respect to communication structures may be axiomatized by suitably generalized axioms. Moreover, it is shown that the prenucleolus, the unique solution concept on the class of TU games that satisfies singlevaluedness, COV, anonymity, and RGP, may be characterized by suitably generalized versions of these axioms together with a property that is called “independence of irrelevant connections”. This property requires that any element of the solution to a game with communication structure is an element of the solution to the game that allows unrestricted cooperation in all connected components, provided that each newly connected coalition is sufficiently charged, i.e., receives a sufficiently small worth. Both characterization results may be extended to games with conference structures.  相似文献   

19.
On the core of information graph games   总被引:1,自引:0,他引:1  
This paper considers a subclass of minimum cost spanning tree games, called information graph games. It is proved that the core of these games can be described by a set of at most 2n — 1 linear constraints, wheren is the number of players. Furthermore, it is proved that each information graph game has an associated concave information graph game, which has the same core as the original game. Consequently, the set of extreme core allocations of an information graph game is characterized as the set of marginal allocation vectors of its associated concave game. Finally, it is proved that all extreme core allocations of an information graph game are marginal allocation vectors of the game itself, though not all marginal allocation vectors need to be core allocations.  相似文献   

20.
On weighted Shapley values   总被引:1,自引:0,他引:1  
Nonsymmetric Shapley values for coalitional form games with transferable utility are studied. The nonsymmetries are modeled through nonsymmetric weight systems defined on the players of the games. It is shown axiomatically that two families of solutions of this type are possible. These families are strongly related to each other through the duality relationship on games. While the first family lends itself to applications of nonsymmetric revenue sharing problems the second family is suitable for applications of cost allocation problems. The intersection of these two families consists essentially of the symmetric Shapley value. These families are also characterized by a probabilistic arrival time to the game approach. It is also demonstrated that lack of symmetries may arise naturally when players in a game represent nonequal size constituencies.  相似文献   

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