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1.
For any natural numbersk andn, the subclass ofk-convexn-person games is introduced. In casek=n, the subclass consists of the convexn-person games. Ak-convexn-person game is characterized in several ways in terms of the core and certain marginal worth vectors. The marginal worth vectors of a game are described in terms of an upper bound for the core and the corresponding gap function. It is shown that thek-convexity of ann-person gamev is equivalent to
  1. all marginal worth vectors ofv belong to the core ofv; or
  2. the core ofv is the convex hull of the set consisting of all marginal worth vectors ofv; or
  3. the extreme points of the core ofv are exactly the marginal worth vectors ofv.
Examples ofk-convexn-person games are also treated.  相似文献   

2.
For any positive integersk andn, the subclass ofk-convexn-person games is considered. In casek=n, we are dealing with convexn-person games. Three characterizations ofk-convexn-person games, formulated in terms of the core and certain adapted marginal worth vectors, are given. Further it is shown that fork-convexn-person games the intersection of the (pre)kernel with the core consists of a unique point (namely the nucleolus), but that the (pre)kernel may contain points outside the core. For certain 1-convex and 2-convexn-person games the part of the bargaining set outside the core is even disconnected with the core. The Shapley value of ank-convexn-person game can be expressed in terms of the extreme points of the core and a correction-vector whenever the game satisfies a certain symmetric condition. Finally, theτ-value of ank-convexn-person game is given.  相似文献   

3.
In this paper we characterize convex games by means of Owen's multilinear extension and the marginal worth vectors associated with even or odd permutations. Therefore we have obtained a refinement of the classic theorem; Shapley (1971), Ichiishi (1981) in order to characterize the convexity of a game by its marginal worth vectors. We also give new expressions for the marginal worth vectors in relation to unanimity coordinates and the first partial derivatives of Owen's multilinear extension. A sufficient condition for the convexity is given and also one application to the integer part of a convex game.  相似文献   

4.
A mean value for games with communication structures   总被引:1,自引:0,他引:1  
The mean value is a new extension of the Shapley value for games with communication structure representable by a simple graph; only pairwise meetings can occur, although some of them might not be permitted. The new value is characterized by a set of axioms of which the one with the most far-reaching effect is an associated consistency property already used in various contexts. The mean value of an n-player unanimity game is the arithmetic average of the mean values of (n–1)-player unanimity games with connected support, which means games in which the deleted players are not articulation point of the considered graph.I wish to thank the anonymous referees for their helpful remarks. The usual disclaimer applies.Received: April 2002/Accepted: February 2004  相似文献   

5.
In this paper the class of homogeneousn-person games “without dummies and steps” is characterized by two algebraic axioms. Each of these games induces a natural vector of lengthn, called incidence vector of the game, and vice versa. A geometrical interpretation of incidence vectors allows to construct all of these games and to enumerate them recursively with respect to the number of persons. In addition an algorithm is defined, which maps each directed game to a minimal representation of a homogeneous game. Moreover both games coincide, if the initial game is homogeneous.  相似文献   

6.
This paper characterizes the stationary (subgame) perfect equilibria of an n-person noncooperative bargaining model with characteristic functions, and provides strategic foundations of some cooperative solution concepts such as the core, the bargaining set and the kernel. The contribution of this paper is twofold. First, we show that a linear programming formulation successfully characterizes the stationary (subgame) perfect equilibria of our bargaining game. We suggest a linear programming formulation as an algorithm for the stationary (subgame) perfect equilibria of a class of n-person noncooperative games. Second, utilizing the linear programming formulation, we show that stationary (subgame) perfect equilibria of n-person noncooperative games provide strategic foundations for the bargaining set and the kernel.  相似文献   

7.
In this paper we present an algorithm to compute all Nash equilibria for generic finite n-person games in normal form. The algorithm relies on decomposing the game by means of support-sets. For each support-set, the set of totally mixed equilibria of the support-restricted game can be characterized by a system of polynomial equations and inequalities. By finding all the solutions to those systems, all equilibria are found. The algorithm belongs to the class of homotopy-methods and can be easily implemented. Finally, several techniques to speed up computations are proposed.  相似文献   

8.
In this paper we prove existence and uniqueness of the so-called Shapley mapping, which is a solution concept for a class of n-person games with fuzzy coalitions whose elements are defined by the specific structure of their characteristic functions. The Shapley mapping, when it exists, associates to each fuzzy coalition in the game an allocation of the coalitional worth satisfying the efficiency, the symmetry, and the null-player conditions. It determines a “cumulative value” that is the “sum” of all coalitional allocations for whose computation we provide an explicit formula.  相似文献   

9.
Human beings have a prevailing drive to achieve their self-interest goals or equilibrium states, which may subsume their social interests. An ideal working environment or cooperative game situation would be one in which each participant or player maximizes his/her own interest while maximizing his/her contribution to the collective group interest. This paper addresses the feasibility, methods, and bounds for reframing a generaln-person game into an ideal game in which full cooperation or a targeted solution can be induced and maintained by the players' self-interest maximization. Criteria for good reframing are introduced. Monotonic games, self-interest cooperative and noncooperative games, and a decomposition theory of general games are also introduced to facilitate the study. It is shown that everyn-person game can be written as the sum of a self-interest cooperative game and a self-interest noncooperative game. Everyn-person game can be reframed so that full cooperation can be achieved by the players' self-interest maximization. Everyn-person game can be reframed so that a targeted solution can be obtained and maintained through the players' self-interest maximization.  相似文献   

10.
Johnston [Johnston, R.J., 1978. On the measurement of power: some reactions to Laver. Environment and Planning A 10, 907–914], Deegan and Packel [Deegan, J., Packel, E.W., 1979. A new index of power for simple n-person games. International Journal of Game Theory 7, 113–123], and Holler [Holler, M.J., 1982. Forming coalitions and measuring voting power. Political Studies 30, 262–271] proposed three power indices for simple games: Johnston index, Deegan–Packel index, and the Public Good Index. In this paper, methods to compute these indices by means of the multilinear extension of the game are presented. Furthermore, a new characterization of the Public Good Index is given. Our methods are applied to two real-world examples taken from the political field.  相似文献   

11.
A simple version of the Demand Commitment Game is shown to implement the Shapley value as the unique subgame perfect equilibrium outcome for any n-person characteristic function game. This improves upon previous models devoted to this implementation problem in terms of one or more of the following: a) the range of characteristic function games addressed, b) the simplicity of the underlying noncooperative game (it is a finite horizon game where individuals make demands and form coalitions rather than make comprehensive allocation proposals and c) the general acceptability of the noncooperative equilibrium concept. A complete characterization of an equilibrium strategy generating the Shapley value outcomes is provided. Furthermore, for 3 player games, it is shown that the Demand Commitment Game can implement the core for games which need not be convex but have cores with nonempty interiors. Received March 1995/Final version February 1997  相似文献   

12.
The notions of total power and potential, both defined for any semivalue, give rise to two endomorphisms of the vector space of cooperative games on any given player set where the semivalue is defined. Several properties of these linear mappings are stated and the role of unanimity games as eigenvectors is described. We also relate in both cases the multilinear extension of the image game to the multilinear extension of the original game. As a consequence, we derive a method to compute for any semivalue by means of multilinear extensions, in the original game and also in all its subgames, (a) the total power, (b) the potential, and (c) the allocation to each player given by the semivalue.  相似文献   

13.
In Driessen (1986) it is shown that for games satisfying a certain condition the core of the game is included in the convex hull of the set of certain marginal worth vectors of the game, while it is conjectured that the inclusion holds without any condition on the game. In this note it is proved that the inclusion holds for all games.
Zusammenfassung In Driessen (1986) wurde für Spiele, die eine gewisse Bedingung erfüllen, gezeigt, da\ der Kern des Spieles in der konvexen Hülle von gewissen Vektoren der Marginalwerte liegt. Es wurde vermutet, da\ diese Inklusion ohne weitere Bedingung an das Spiel gilt. In dieser Note wird nun gezeigt, da\ die Inklusion für alle Spiele gilt.
  相似文献   

14.
We are concerned with Nash equilibrium points forn-person games. It is proved that, given any real algebraic numberα, there exists a 3-person game with rational data which has a unique equilibrium point andα is the equilibrium payoff for some player. We also present a method which allows us to reduce an arbitraryn-person game to a 3-person one, so that a number of questions about generaln-person games can be reduced to consideration of the special 3-person case. Finally, a completely mixed game, where the equilibrium set is a manifold of dimension one, is constructed.  相似文献   

15.
This paper investigates special cases of abstract economies, i.e., n-person games with multiple payoff functions. Dominances with certain convex cones and interactive strategies are introduced in such game settings. Gradients of payoff functions are involved to establish certain Lagrange or Kuhn–Tucker conditions which may lead to some algorithms to actually compute an equilibrium. Sufficient and necessary conditions for such multiple payoff constrained n-person games are obtained.  相似文献   

16.
We present a brief review of the most important concepts and results concerning games in which the goal structure is formalized by binary relations called preference relations. The main part of the work is devoted to games with ordered outcomes, i.e., game-theoretic models in which preference relations of players are given by partial orders on the set of outcomes. We discuss both antagonistic games and n-person games with ordered outcomes. Optimal solutions in games with ordered outcomes are strategies of players, situations, or outcomes of the game. In the paper, we consider noncooperative and certain cooperative solutions. Special attention is paid to an extension of the order on the set of probabilistic measures since this question is substantial for constructing the mixed extension of the game with ordered outcomes. The review covers works published from 1953 until now.  相似文献   

17.
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   

18.
The usual properties of a characteristic function game were derived byvon Neumann andMorgenstern from the properties of a game in normal form. In this paper we give a linear programming principle for the calculation of the characteristic function. The principle is a direct application ofCharnes' linear programming method for the calculation of the optimal strategies and the value of a two-person zero-sum game. The linear programming principle gives another method for proving the standard properties of a characteristic function when it is derived from a game in normal form. Using an idea originated byCharnes for two person games, we develop the concept of a constrainedn-person game as a simple, practical extension of ann-person game. However the characteristic function for a constrainedn-person game may not satisfy properties, such as superadditivity, usually associated with a characteristic function.  相似文献   

19.
A payoff vector in ann-person cooperative game is said to be acceptable if no coalition can improve upon it. The core of a game consists of all acceptable vectors which are feasible for the grand coalition. The core is said to be large if for every acceptable vectory there is a vectorx in the core withx?y. This paper examines the class of games with large cores.  相似文献   

20.
The simplified modified nucleolus of a cooperative TU-game   总被引:1,自引:0,他引:1  
Svetlana Tarashnina 《TOP》2011,19(1):150-166
In the present paper, we introduce a new solution concept for TU-games, the simplified modified nucleolus or the SM-nucleolus. It is based on the idea of the modified nucleolus (the modiclus) and takes into account both the constructive power and the blocking power of a coalition. The SM-nucleolus inherits this convenient property from the modified nucleolus, but it avoids its high computational complexity. We prove that the SM-nucleolus of an arbitrary n-person TU-game coincides with the prenucleolus of a certain n-person constant-sum game, which is constructed as the average of the game and its dual. Some properties of the new solution are discussed. We show that the SM-nucleolus coincides with the Shapley value for three-person games. However, this does not hold for general n-person cooperative TU-games. To confirm this fact, a counter example is presented in the paper. On top of this, we give several examples that illustrate similarities and differences between the SM-nucleolus and well-known solution concepts for TU-games. Finally, the SM-nucleolus is applied to the weighted voting games.  相似文献   

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