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1.
In this paper, we present a generalization of the concept of balanced game for finite games. Balanced games are those having a nonempty core, and this core is usually considered as the solution of the game. Based on the concept of k-additivity, we define the so-called k-balanced games and the corresponding generalization of core, the k-additive core, whose elements are not directly imputations but k-additive games. We show that any game is k-balanced for a suitable choice of k, so that the corresponding k-additive core is not empty. For the games in the k-additive core, we propose a sharing procedure to get an imputation and a representative value for the expectations of the players based on the pessimistic criterion. Moreover, we look for necessary and sufficient conditions for a game to be k-balanced. For the general case, it is shown that any game is either balanced or 2-balanced. Finally, we treat the special case of capacities.  相似文献   

2.
In this paper we develop a new model of a cooperative game with a continuum of players. In our model, only finite coalitions - ones containing only finite numbers of players - are permitted to form. Outcomes of cooperative behavior are attainable by partitions of the players into finite coalitions: this is appropriate in view of our restrictions on coalition formation. Once feasible outcomes are properly defined, the core concept is standard - no permissible coalition can improve upon its outcome. We provide a sufficient condition for the nonemptiness of the core in the case where the players can be divided into a finite number of types. This result is applied to a market game and the nonemptiness of the core of the market game is stated under considerably weak conditions (but with finite types). In addition, it is illustrated that the framework applies to assignment games with a continuum of players.  相似文献   

3.
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   

4.
Oriol Tejada 《TOP》2013,21(1):189-205
We introduce the class of multisided Böhm-Bawerk assignment games which generalizes the well-known two-sided Böhm-Bawerk assignment games to markets with an arbitrary number of sectors. We reach the core and the corresponding extreme allocations of any multisided Böhm-Bawerk assignment game by means of an associated convex game defined on the set of sectors instead of the set of sellers and buyers. We also study when the core of a multisided Böhm-Bawerk assignment game is stable in the sense of von Neumann–Morgenstern.  相似文献   

5.
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   

6.
We prove the nonemptiness of the core of a continuum game without side payments where only small coalitions — ones bounded in absolute size of finite cardinality — are permitted. This result covers assignment games with a continuum of players and includes combinations of several assignment games, such as housing and automobile markets.The authors thank two anonymous referees for many helpful comments. The second author is indebted primarily to the Natural Sciences and Engineering Research Council of Canada for financial support and also the Social Sciences and Humanities Research Council of Canada.  相似文献   

7.
Assignment games with stable core   总被引:1,自引:0,他引:1  
We prove that the core of an assignment game (a two-sided matching game with transferable utility as introduced by Shapley and Shubik, 1972) is stable (i.e., it is the unique von Neumann-Morgenstern solution) if and only if there is a matching between the two types of players such that the corresponding entries in the underlying matrix are all row and column maximums. We identify other easily verifiable matrix properties and show their equivalence to various known sufficient conditions for core-stability. By these matrix characterizations we found that on the class of assignment games, largeness of the core, extendability and exactness of the game are all equivalent conditions, and strictly imply the stability of the core. In turn, convexity and subconvexity are equivalent, and strictly imply all aformentioned conditions. Final version: April 1, 2001  相似文献   

8.
We prove that the core on the set of all transferable utility games with players contained in a universe of at least five members can be axiomatized by the zero inessential game property, covariance under strategic equivalence, anonymity, boundedness, the weak reduced game property, the converse reduced game property, and the reconfirmation property. These properties also characterize the core on certain subsets of games, e.g., on the set of totally balanced games, on the set of balanced games, and on the set of superadditive games. Suitable extensions of these properties yield an axiomatization of the core on sets of nontransferable utility games. Received September 1999/Final version December 2000  相似文献   

9.
This paper analyzes processing problems and related cooperative games. In a processing problem there is a finite set of jobs, each requiring a specific amount of effort to be completed, whose costs depend linearly on their completion times. The main feature of the model is a capacity restriction, i.e., there is a maximum amount of effort per time unit available for handling jobs. There are no other restrictions whatsoever on the processing schedule.Assigning to each job a player and letting each player have an individual capacity for handling jobs, each coalition of cooperating players in fact faces a processing problem with the coalitional capacity being the sum of the individual capacities of the members. The corresponding processing game summarizes the minimal joint costs for every coalition. It turns out that processing games are totally balanced. The proof of this statement is constructive and provides a core element in polynomial time.  相似文献   

10.
We consider transferable utility cooperative games with infinitely many players and the core understood in the space of bounded additive set functions. We show that, if a game is bounded below, then its core is non-empty if and only if the game is balanced. This finding generalizes Schmeidler (1967) “On Balanced Games with Infinitely Many Players”, where the game is assumed to be non-negative. We also generalize Schmeidler's (1967) result to the case of restricted cooperation too.  相似文献   

11.
A game with precedence constraints is a TU game with restricted cooperation, where the set of feasible coalitions is a distributive lattice, hence generated by a partial order on the set of players. Its core may be unbounded, and the bounded core, which is the union of all bounded faces of the core, proves to be a useful solution concept in the framework of games with precedence constraints. Replacing the inequalities that define the core by equations for a collection of coalitions results in a face of the core. A collection of coalitions is called normal if its resulting face is bounded. The bounded core is the union of all faces corresponding to minimal normal collections. We show that two faces corresponding to distinct normal collections may be distinct. Moreover, we prove that for superadditive games and convex games only intersecting and nested minimal collection, respectively, are necessary. Finally, it is shown that the faces corresponding to pairwise distinct nested normal collections may be pairwise distinct, and we provide a means to generate all such collections.  相似文献   

12.
Greenberg (1990) and Ray (1989) showed that in coalitional games with a finite set of players the core consists of those and only those payoffs that cannot be dominated using payoffs in the core of a subgame. We extend the definition of the dominance relation to coalitional games with an infinite set of players and show that this result may not hold in games with a countable set of players (even in convex games). But if a coalitional game with a countable set of players satisfies a mild continuity property, its core consists of those and only those payoff vectors which cannot be dominated using payoffs in the core of a subgame.  相似文献   

13.
In this paper we consider cooperative games in which the possibilities for cooperation between the players are restricted because communication between the players is restricted. The bilateral communication possibilities are modeled by means of a (communication) graph. We are interested in how the communication restrictions influence the game. In particular, we investigate what conditions on the communication graph guarantee that certain appealing properties of the original game are inherited by the graph-restricted game, the game that arises once the communication restrictions are taken into account. We study inheritance of the following properties: average convexity, inclusion of the Shapley value in the core, inclusion of the Shapley values of a game and all its subgames in the corresponding cores, existence of a population monotonic allocation scheme, and the property that the extended Shapley value is a population monotonic allocation scheme. Received May 1998/Revised version January 2000  相似文献   

14.
Motivated by situations in which independent agents wish to cooperate in some uncertain endeavor over time, we study dynamic linear programming games, which generalize classical linear production games to multi-period settings under uncertainty. We specifically consider that players may have risk-averse attitudes towards uncertainty, and model this risk aversion using coherent conditional risk measures. For this setting, we study the strong sequential core, a natural extension of the core to dynamic settings. We characterize the strong sequential core as the set of allocations that satisfy a particular finite set of inequalities that depend on an auxiliary optimization model, and then leverage this characterization to establish sufficient conditions for emptiness and non-emptiness. Qualitatively, whereas the strong sequential core is always non-empty when players are risk-neutral, our results indicate that cooperation in the presence of risk aversion is much more difficult. We illustrate this with an application to cooperative newsvendor games, where we find that cooperation is possible when it least benefits players, and may be impossible when it offers more benefit.  相似文献   

15.
单调集对策及合成对策的边缘值   总被引:4,自引:0,他引:4  
本文给出了单调集对策及其合成对策的边缘值,它类似于我们所熟知的TU—对策的Shapley值及文献[6].集对策的边缘值的意义在于允许局中人共享项目.这使得不能分割的项目在局中人之间的分配成为可能.我们给出了这种边缘值的一些性质,并讨论了合成集对策的核及其子对策的核之间的关系.  相似文献   

16.
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   

17.
李理  单而芳 《运筹学学报》2018,22(4):99-107
1977年, Myerson建立了以图作为合作结构的可转移效用博弈模型(也称图博弈), 并提出了一个分配规则, 也即"Myerson 值", 它推广了著名的Shapley值. 该模型假定每个连通集合(通过边直接或间接内部相连的参与者集合)才能形成可行的合作联盟而取得相应的收益, 而不考虑连通集合的具体结构. 引入图的局部边密度来度量每个连通集合中各成员之间联系的紧密程度, 即以该连通集合的导出子图的边密度来作为他们的收益系数, 并由此定义了具有边密度的Myerson值, 证明了具有边密度的Myerson值可以由"边密度分支有效性"和"公平性"来唯一确定.  相似文献   

18.
We consider NTU assignment games, which are generalizations of two-sided markets. Matched pairs bargain over feasible allocations; the disagreement outcome is endogenuously determined, taking in account outside options which are based on the current payoff of other players. An allocation is in equilibrium if and only if each pair is in equilibrium (no player wishes to rebargain). The set of equilibria is not empty and it naturally generalizes the intersection of the core and prekernel of TU assignment games. A set with similar properties does not exist for general NTU games. The main source of technical difficulties is the relatively complicated structure of the core in NTU games. We make a strong use of reduced games and consistency requirements. We generalize also the results obtained by Rochford (1984) for TU assignment games.This is a part of my M.Sc. Thesis written at the Hebrew University, Jerusalem and at the University of Heidelberg. I am deeply indebted to my advisor, Prof. Bezalel Peleg. I wish also to thank Professors Michael Maschler, Avraham Neyman and Terje Lensberg for some helpful discussions, and to Prof. Werner Böge for his hospitality in Heidelberg. Finally, the comments of two anonymous referees greatly improved a preliminary version of this paper.  相似文献   

19.
We consider noncooperative games where each player minimizes the sum of a smooth function, which depends on the player, and of a possibly nonsmooth function that is the same for all players. For this class of games we consider two approaches: one based on an augmented game that is applicable only to a minmax game and another one derived by a smoothing procedure that is applicable more broadly. In both cases, centralized and, most importantly, distributed algorithms for the computation of Nash equilibria can be derived.  相似文献   

20.
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   

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