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1.
We study the relation between the fuzzy core and balancedness for fuzzy games. For regular games, this relation has been studied by Bondareva (Problemy Kibernet 10:119–139, 1963) and Shapley (Naval Res Logist Q 14: 453–460, 1967). First, we gain insight in this relation when we analyse situations where the fuzzy game is continuous. Our main result shows that any fuzzy game has a non-empty core if and only if it is balanced. We also consider deposit games to illustrate the use of the main result.  相似文献   

2.
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   

3.
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   

4.
We present a unifying framework for transferable utility coalitional games that are derived from a non-negative matrix in which every entry represents the value obtained by combining the corresponding row and column. We assume that every row and every column is associated with a player, and that every player is associated with at most one row and at most one column. The instances arising from this framework are called pairing games, and they encompass assignment games and permutation games as two polar cases. We show that the core of a pairing game is always non-empty by proving that the set of pairing games coincides with the set of permutation games. Then we exploit the wide range of situations comprised in our framework to investigate the relationship between pairing games that have different player sets, but are defined by the same underlying matrix. We show that the core and the set of extreme core allocations are immune to the merging of a row player with a column player. Moreover, the core is also immune to the reverse manipulation, i.e., to the splitting of a player into a row player and a column player. Other common solution concepts fail to be either merging-proof or splitting-proof in general.  相似文献   

5.
We analyze cooperative Cournot games with boundedly rational firms. Due to cognitive constraints, the members of a coalition cannot accurately predict the coalitional structure of the non-members. Thus, they compute their value using simple heuristics. In particular, they assign various non-equilibrium probability distributions over the outsiders’ set of partitions. We construct the characteristic function of a coalition in such an environment and we analyze the core of the corresponding games. We show that the core is non-empty provided the number of firms in the market is sufficiently large. Moreover, we show that if two distributions over the set of partitions are related via first-order dominance, then the core of the game under the dominated distribution is a subset of the core under the dominant distribution.  相似文献   

6.
A family of core extensions for cooperative TU-games is introduced. These solution concepts are non-empty when applied to non-balanced games yet coincide with the core whenever the core is non-empty. The extensions suggest how an exogenous regulator can sustain a stable and efficient outcome, financing a subsidy via individual taxes. Economic and geometric properties of the solution concepts are studied. When taxes are proportional, the proportional prenucleolus is proposed as a single-valued selection device. An application of these concepts to the decentralization of a public goods economy is discussed. We wish to thank the editor, a referee, an anonymous reviewer, Beth Allen, Marc Dudey, Yakar Kannai, Herve Moulin, Marcel Richter, Luis Sánchez-Mier, and the participants in the Microeconomic Theory Workshop at Rice University for their helpful comments.  相似文献   

7.
苏艺  孙康  张盛开 《经济数学》2006,23(1):69-73
在具有可转让效用的合作博弈中,T oen A rno ld和U lrich Schw a lbe提出了动态联盟形成及其吸收状态的模型:在联盟形成的动态过程中,当核心非空时,大联盟和核心是吸收状态.在此基础上,我们进一步推广了该模型:证明了Zhou L in谈判集是动态联盟形成过程的吸收状态之一,弥补了当核心是空集时,除了大联盟之外再无吸收状态的不足.该结果使得原模型更趋完善.  相似文献   

8.
This paper deals with cooperative games in which only certain coalitions are allowed to form. There have been previous models developed to confront the problem of unallowable coalitions. Games restricted by a communication graph were introduced by Myerson and Owen. In their model, the feasible coalitions are those that induce connected subgraphs. Another type of model is introduced in Gilles, Owen and van den Brink. In their model, the possibilities of coalition formation are determined by the positions of the players in a so-called permission structure. Faigle proposed a general model for cooperative games defined on lattice structures. In this paper, the restrictions to the cooperation are given by a combinatorial structure called augmenting system which generalizes antimatroid structure and the system of connected subgraphs of a graph. In this framework, the core and the Weber set of games on augmenting systems are introduced and it is proved that monotone convex games have a non-empty core. Moreover, we obtain a characterization of the convexity of these games in terms of the core of the game and the Weber set of the extended game.  相似文献   

9.
This paper introduces a new class of cooperative games arising from cooperative decision making problems in a stochastic environment. Various examples of decision making problems that fall within this new class of games are provided. For a class of games with stochastic payoffs where the preferences are of a specific type, a balancedness concept is introduced. A variant of Farkas' lemma is used to prove that the core of a game within this class is non-empty if and only if the game is balanced. Further, other types of preferences are discussed. In particular, the effects the preferences have on the core of these games are considered.  相似文献   

10.
For games with a non-empty core the Alexia value is introduced, a value which averages the lexicographic maxima of the core. It is seen that the Alexia value coincides with the Shapley value for convex games, and with the nucleolus for strongly compromise admissible games and big boss games. For simple flow games, clan games and compromise stable games an explicit expression and interpretation of the Alexia value is derived. Furthermore it is shown that the reverse Alexia value, defined by averaging the lexicographic minima of the core, coincides with the Alexia value for convex games and compromise stable games.  相似文献   

11.
David D. Yao 《Queueing Systems》1995,21(3-4):449-475
The notion ofS-modularity was developed by Glasserman and Yao [9] in the context of optimal control of queueing networks.S-modularity allows the objective function to be supermodular in some variables and submodular in others. It models both compatible and conflicting incentives, and hence conveniently accommodates a wide variety of applications. In this paper, we introduceS-modularity into the context ofn-player noncooperative games. This generalizes the well-known supermodular games of Topkis [22], where each player maximizes a supermodular payoff function (or equivalently, minimizes a submodular payoff function). We illustrate the theory through a variety of applications in queueing systems.Supported in part by NSF Grant MSS-92-16490, and by Columbia's Center for Telecommunications Research.  相似文献   

12.
In this note we use the Shapley value to define a valuation function. A valuation function associates with every non-empty coalition of players in a strategic game a vector of payoffs for the members of the coalition that provides these players’ valuations of cooperating in the coalition. The Shapley valuation function is defined using the lower-value based method to associate coalitional games with strategic games that was introduced in Carpente et al. (2005). We discuss axiomatic characterizations of the Shapley valuation function.  相似文献   

13.
This paper presents a computationally efficient method to find the steady-state distributions of actual queueing times of the first customer, as well as of a randomly selected customer, of an arrival group for the queueing systemGI X /M/1, and hence the queueing-time distribution of a customer for the systemGI/E X /1. The distribution of virtual queueing time is also obtained. Approximate analysis based on one or more roots is also discussed. Though the exact detailed as well as approximate computations for a variety of interarrival-time distributions such as generalized Erlang, mixed generalized Erlang, hyperexponential, generalized hyperexponential, and deterministic have been carried out, only representative results in the form of tables have been appended. The results obtained should prove useful to queueing theorists, practitioners, and others.  相似文献   

14.
We study a single removable server in an infinite and a finite queueing systems with Poisson arrivals and general distribution service times. The server may be turned on at arrival epochs or off at service completion epochs. We present a recursive method, using the supplementary variable technique and treating the supplementary variable as the remaining service time, to obtain the steady state probability distribution of the number of customers in a finite system. The method is illustrated analytically for three different service time distributions: exponential, 3-stage Erlang, and deterministic. Cost models for infinite and finite queueing systems are respectively developed to determine the optimal operating policy at minimum cost.  相似文献   

15.
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   

16.
田海燕  张刚 《运筹学学报》2015,19(4):97-106
提出了\pi-均衡多选择NTU对策的概念,证明了\pi-均衡多选择NTU对策的核心非空, 定义了多选择NTU对策的非水平性质和缩减对策,给出了相容性和逆相容性等概念. 用个体合理性、单人合理性、相容性和逆相容性对非水平多选择NTU对策的核心进行了公理化.  相似文献   

17.
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   

18.
This paper concerns the busy period of a single server queueing model with exponentially distributed repeated attempts. Several authors have analyzed the structure of the busy period in terms of the Laplace transform but, the information about the density function is limited to first and second order moments. We use the maximum entropy principle to find the least biased density function subject to several mean value constraints. We perform results for three different service time distributions: 3-stage Erlang, hyperexponential and exponential. Also a numerical comparative analysis between the exact Laplace transform and the corresponding maximum entropy density is presented. AMS subject classification: 90B05 90B22  相似文献   

19.
We analyze a Colonel Blotto game in which opposing parties have differing relative intensities. In other words, the game is non-zero sum because colonels have asymmetric and heterogeneous battlefield valuations. We characterize the colonels’ payoffs that sustain a pure strategy equilibrium and present an algorithm that reaches the equilibrium actions (when they exist). Finally we show that the set of games with a pure strategy equilibria is non-empty.  相似文献   

20.
A multi-choice game is a generalization of a cooperative game in which each player has several activity levels. Cooperative games form a subclass of the class of multi-choice games.This paper extends some solution concepts for cooperative games to multi-choice games. In particular, the notions of core, dominance core and Weber set are extended. Relations between cores and dominance cores and between cores and Weber sets are extensively studied. A class of flow games is introduced and relations with non-negative games with non-empty cores are investigated.  相似文献   

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