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1.
Abstract We show that with symmetric agents, noncooperation is the only stable coalition structure in a fishery with more than two countries. In the case of asymmetric fishing nations, partial or full cooperation may be stable even if the number of countries exceeds two. These are important results for recent fisheries economics papers that have not allowed for coalition formation. As an example how of one can use the model, we study the problem of new entrants into Regional Fisheries Management Organizations (RFMOs). We show that depending on the economic structure of the fishery, new entrants may make cooperation more difficult or easier.  相似文献   

2.
This paper is concerned with the issue of optimal economic arrangements between coastal states and distant water fishing nations under Extended Jurisdiction. It is argued that the issue is appropriately examined within the framework of principal-agent analysis. The coastal state, having property rights to the relevent fishery resources, is seen as the principal; the distant water fishing nation (s) is (are) seen as the agent(s). Circumstances under which it will, and will not, be possible for the coastal state to establish incentive schemes that will allow it to achieve first best situations are analysed.  相似文献   

3.
ABSTRACT. After the extension of the Exclusive Economic Zone, in 1977, to 200 miles, most fish stocks came under jurisdiction of the adjacent coastal states. This development opened prospects of effective management of the open sea fisheries. Coastal states have the right to plan out the operation of so-called by Clarke and Munro “distant water fishing nations” from their Exclusive Economic Zone. Under some arrangements, a foreign fleet is allowed to harvest the resource in the Exclusive Economic Zone area. Clarke and Munro, in [1987] and [1991], focus on the issue of optimum terms and conditions of access and, in doing so, built a multiobjective model. The main goal of the present work is the development of a more general model including more variables and parameters related to the presence of a domestic fleet as well as a distant water fishing nation. The main difficulty resides in sharing the harvesting between the two fleets. The study responds to the realistic problemof coastal states who own enough resource stocks to allow harvesting by several kinds of fleets. Two optimal scenarios are developed, in each of them a solution is given.  相似文献   

4.
The Step out–Step in sequencing game is a particular example of a game from the sequencing game framework of Curiel, Perderzoli, and Tijs, where coalitions of players in a queue may reorder themselves to improve the their overall cost, under some restrictions. Musegaas, Borm and Quant proved, in two papers, that a simple greedy algorithm correctly computes the valuation of a coalition, and that the game is convex. These proofs entail rather involved case analyses; in this note, we give short proofs of both results.  相似文献   

5.
We study a bargaining procedure of coalition formation in the class of hedonic games, where players’ preferences depend solely on the coalition they belong to. We provide an example of nonexistence of a pure strategy stationary perfect equilibrium, and a necessary and sufficient condition for existence. We show that when the game is totally stable (the game and all its restrictions have a nonempty core), there always exists a no-delay equilibrium generating core outcomes. Other equilibria exhibiting delay or resulting in unstable outcomes can also exist. If the core of the hedonic game and its restrictions always consist of a single point, we show that the bargaining game admits a unique stationary perfect equilibrium, resulting in the immediate formation of the core coalition structure.  相似文献   

6.
A cooperative game engendered by a noncooperative n-person game (the master game) in which any subset of n players may form a coalition playing an antagonistic game against the residual players (the surrounding) that has a (Nash equilibrium) solution, is considered, along with another noncooperative game in which both a coalition and its surrounding try to maximize their gains that also possesses a Nash equilibrium solution. It is shown that if the master game is the one with constant sum, the sets of Nash equilibrium strategies in both above-mentioned noncooperative games (in which a coalition plays with (against) its surrounding) coincide.  相似文献   

7.
We provide two new characterizations of exact games. First, a game is exact if and only if it is exactly balanced; and second, a game is exact if and only if it is totally balanced and overbalanced. The condition of exact balancedness is identical to the one of balancedness, except that one of the balancing weights may be negative, while for overbalancedness one of the balancing weights is required to be non-positive and no weight is put on the grand coalition. Exact balancedness and overbalancedness are both easy to formulate conditions with a natural game-theoretic interpretation and are shown to be useful in applications. Using exact balancedness we show that exact games are convex for the grand coalition and we provide an alternative proof that the classes of convex and totally exact games coincide. We provide an example of a game that is totally balanced and convex for the grand coalition, but not exact. Finally we relate classes of balanced, totally balanced, convex for the grand coalition, exact, totally exact, and convex games to one another.  相似文献   

8.
In this paper, we analyze cost sharing problems arising from a general service by explicitly taking into account the generated revenues. To this cost-revenue sharing problem, we associate a cooperative game with transferable utility, called cost-revenue game. By considering cooperation among the agents using the general service, the value of a coalition is defined as the maximum net revenues that the coalition may obtain by means of cooperation. As a result, a coalition may profit from not allowing all its members to get the service that generates the revenues. We focus on the study of the core of cost-revenue games. Under the assumption that cooperation among the members of the grand coalition grants the use of the service under consideration to all its members, it is shown that a cost-revenue game has a nonempty core for any vector of revenues if, and only if, the dual game of the cost game has a large core. Using this result, we investigate minimum cost spanning tree games with revenues. We show that if every connection cost can take only two values (low or high cost), then, the corresponding minimum cost spanning tree game with revenues has a nonempty core. Furthermore, we provide an example of a minimum cost spanning tree game with revenues with an empty core where every connection cost can take only one of three values (low, medium, or high cost).  相似文献   

9.
Abstract In this paper, we use stock size, harvest quantity, and fishing effort as strategic variables. We model a two‐agent noncooperative fishery game, where the agents (nations) harvest a common fish stock. The planning horizon is infinite. The model is solved successively using one instrument at a time as the strategic variable in the game. The net present values of fishing and the escapement stock level from the three different models are compared to show how the choice of variables affects the results. The choice of strategic variable is not a trivial one, as the results are shown to be sensitive to the discounting, the stock's rate of growth, and the assumptions about the distribution of the fish in response to harvesting.  相似文献   

10.
If the excesses of the coalitions in a transferable utility game are weighted, then we show that the arising weighted modifications of the well-known (pre)nucleolus and (pre)kernel satisfy the equal treatment property if and only if the weight system is symmetric in the sense that the weight of a subcoalition of a grand coalition may only depend on the grand coalition and the size of the subcoalition. Hence, the symmetrically weighted versions of the (pre)nucleolus and the (pre)kernel are symmetric, i.e., invariant under symmetries of a game. They may, however, violate anonymity, i.e., they may depend on the names of the players. E.g., a symmetrically weighted nucleolus may assign the classical nucleolus to one game and the per capita nucleolus to another game.  相似文献   

11.
Abstract Marine protected areas (MPAs) are gaining momentum as tools within fisheries management. Although many studies have been conducted to their use and potential, only few authors have considered their use in the High Seas. In this paper, we investigate the effects of fish growth enhancing MPAs on the formation of regional fisheries management organisations (RFMOs) for highly migratory fish stocks. We argue that in absence of enforcement MPAs constitute a weakest‐link public good, which can only be realized if everyone agrees. We combine this notion with a game theoretic model of RFMO formation to derive potentially stable RFMOs with and without MPAs. We find that MPAs generally increase the parameter range over which RFMOs are stable, and that they increase stability in a number of cases as compared to the case without MPAs. They do not necessarily induce a fully cooperative solution among all fishing nations. In summary, results of this paper suggest a positive role for MPAs in the High Seas.  相似文献   

12.
首先,将经典合作博弈进行扩展,提出了一类模糊联盟合作博弈的通用形式,涵盖常见三种模糊联盟合作博弈,即多线性扩展博弈、比例模糊博弈与Choquet积分模糊博弈.比例模糊博弈、Choquet积分模糊博弈的Shapley值均可以作为一种特定形式下模糊联盟合作博弈的收益分配策略,但是对于多线性扩展博弈的Shapley值一直关注较少,因此利用经典Shapley值构造出多线性扩展博弈的Shapley值,以此作为一种收益分配策略.最后,通过实例分析了常见三类模糊联盟合作博弈的形式及其对应的分配策略,分析收益最大的模糊联盟合作对策形式及最优分配策略,为不确定情形下的合作问题提供了一定的收益分配依据.  相似文献   

13.
A nontransferable utility (NTU) game assigns a set of feasible pay-off vectors to each coalition. In this article, we study NTU games in situations in which there are restrictions on coalition formation. These restrictions will be modelled through interior structures, which extend some of the structures considered in the literature on transferable utility games for modelling restricted cooperation, such as permission structures or antimatroids. The Harsanyi value for NTU games is extended to the set of NTU games with interior structure.  相似文献   

14.
In a transshipment game, supply chain agents cooperate to transship surplus products. Although the game has been well studied in the OR literature, the fundamental question whether the agents can afford cooperation costs to set up and maintain the game in the first place has not been addressed thus far. This paper addresses this question for the cooperative transshipment games with identical agents having normally distributed independent demands. We provide characterization of equal allocations which are in the core of symmetric games, and prove that not all transshipment games are convex. In particular, we prove that though individual allocations grow with the coalition size, the growth diminishes according to two rules of diminishing individual allocations. These results are the basis for studying the games with cooperation costs. We model the cooperation costs by the cooperation network topology and the cooperation cost per network link. We consider two network topologies, the clique and the hub, and prove bounds for the cost per link that render coalitions stable. These bounds always limit coalition size for cliques. However, the opposite is shown for hubs, namely newsvendors can afford cooperation costs only if their coalition is sufficiently large.  相似文献   

15.
This paper aims to propose a new type of binary relations, called the viability relation, defined on the set of all coalitions in a simple game for a comparison of coalition influence, and to investigate its properties, especially its interrelationships to the desirability relation and the blockability relation. The viability relation is defined to compare coalitions based on their robustness over deviation of their members for complementing the inability of the desirability relation and the blockability relation to make a distinguishable comparison among winning coalitions. It is verified in this paper that the viability relation on a simple game is always transitive and is complete if and only if the simple game is S-unanimous for a coalition S. Examples show that there are no general inclusion relations among the desirability relation, the blockability relation and the viability relation. It is also verified that the viability relation and the blockability relation are complementary to each other. Specifically, the blockability relation between two coalitions is equivalent to the inversed viability relation between the complements of the two coalitions.  相似文献   

16.
This paper re-examines the formation of International Environmental Agreements (IEAs) modelled as a two-stage non-cooperative game when countries’ strategies to control pollution are complementary. This new assumption relying on empirical and theoretical evidences means that reinforcement effects do exist between countries’ strategies when polluting or abating. From a deliberately conventional model the results established analytically strongly contrast with those in the literature on IEAs. We find that the unique stable agreement can consist in half countries involved in the negotiation; we demonstrate that the environmental impact of such cooperation is almost total: it tends toward the one of the full cooperative solution. Even if the incentives to free-ride are less strong, we do not observe the formation of the “grand” coalition: not all the countries sign the agreement. We also explain why the level of cooperation is decreasing with the perception countries have of the seriousness of the problem.  相似文献   

17.
18.
An important open problem in the theory of TU-games is to determine whether a game has a stable core (Von Neumann-Morgenstern solution (1944)). This seems to be a rather difficult combinatorial problem. There are many sufficient conditions for core-stability. Convexity is probably the best known of these properties. Other properties implying stability of the core are subconvexity and largeness of the core (two properties introduced by Sharkey (1982)) and a property that we have baptized extendability and is introduced by Kikuta and Shapley (1986). These last three properties have a feature in common: if we start with an arbitrary TU-game and increase only the value of the grand coalition, these properties arise at some moment and are kept if we go on with increasing the value of the grand coalition. We call such properties prosperity properties. In this paper we investigate the relations between several prosperity properties and their relation with core-stability. By counter examples we show that all the prosperity properties we consider are different. Received: June 1998/Revised version: December 1998  相似文献   

19.
Abstract River pollution creates negative externalities to downstream water users. In this paper, we analyze how voluntary joint action of water users can improve pollution abatement when optimal treatment cannot be enforced. We model a transboundary pollution game with a unidirectional pollutant flow. Players are identical except for their location along the river. We find that, surprisingly, the location of coalition members has no impact on coalition stability. Location does, however, affect overall welfare. The more upstream the members of the coalition are, the higher is the overall welfare because the positive externalities of cleaning accrue to a larger number of downstream water users.  相似文献   

20.
In a standard TU-game it is assumed that every subset of the player set N can form a coalition and earn its worth. One of the first models where restrictions in cooperation are considered is the one of games with coalition structure of Aumann and Drèze (1974). They assumed that the player set is partitioned into unions and that players can only cooperate within their own union. Owen (1977) introduced a value for games with coalition structure under the assumption that also the unions can cooperate among them. Winter (1989) extended this value to games with levels structure of cooperation, which consists of a game and a finite sequence of partitions defined on the player set, each of them being coarser than the previous one.  相似文献   

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