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1.
If the players of ann-player differential game agree to cooperate, then the solutions to the game should be confined to undominated ones. A property of an undominated or Pareto-optimal solution is that, when compared locally with any other solution, at least one player must do worse or all do the same if they use a solution other than the Pareto-optimal one.Closely related to the concept of a Pareto-optimal solution is the concept of an absolutely cooperative solution. The absolutely cooperative solution is given the property that, when compared locally with any other solution, every player will do no better if a solution other than the absolutely cooperative one is used.A set of necessary and sufficient conditions for an absolutely cooperative solution is presented in this paper. The circumstance under which the control variables may take on interior values is also included.This research was supported in part by NASA Grant No. NGR-03-002-011.  相似文献   

2.
In ak-player, nonzero-sum differential game, there exists the possibility that a group of players will form a coalition and work together. If allk players form the coalition, the criterion usually chosen is Pareto optimality whereas, if the coalition consists of only one player, a minmax or Nash equilibrium solution is sought.In this paper, games with coalitions of more than one but less thank players are considered. Coalitive Pareto optimality is chosen as the criterion. Sufficient conditions are presented for coalitive Pareto-optimal solutions, and the results are illustrated with an example.  相似文献   

3.
One of the important properties characterizing cooperative game solutions is consistency. This notion establishes connections between the solution vectors of a cooperative game and those of its reduced game. The last one is obtained from the initial game by removing one or more players and by giving them the payoffs according to a specific principle (e.g. a proposed payoff vector). Consistency of a solution means that the restriction of a solution payoff vector of the initial game to any coalition belongs to the solution set of the corresponding reduced game. There are several definitions of the reduced games (cf., e.g., the survey of T. Driessen [2]) based on some intuitively acceptable characteristics. In the paper some natural properties of reduced games are formulated, and general forms of the reduced games possessing some of them are given. The efficient, anonymous, covariant TU cooperative game solutions satisfying the consistency property with respect to any reduced game are described.The research was supported by the NWO grant 047-008-010 which is gratefully acknowledgedReceived: October 2001  相似文献   

4.
We introduce a generalized linear production model whose attractive feature being that the resources held by any subset of producersS is not restricted to be the vector sum of the resources held by the members ofS. We provide sufficient conditions for the non-emptiness of the core of the associated generalized linear production game, and show that if the core of the game is not empty then a solution in it can be produced from a dual optimal solution to the associated linear programming problem. Our generalized linear production model is a proper generalization of the linear production model introduced by Owen, and it can be used to analyze cooperative games which cannot be studied in the ordinary linear production model framework. We use the generalized model to show that the cooperative game induced by a network optimization problem in which players are the nodes of the network has a non-empty core. We further employ our model to prove the non-emptiness of the core of two other classes of cooperative games, which were not previously studied in the literature, and we also use our generalized model to provide an alternative proof for the non-emptiness of the core of the class of minimum cost spanning tree games. Thus, it appears that the generalized linear production model is a unifying model which can be used to explain the non-emptiness of the core of cooperative games generated by various, seemingly different, optimization models.This research was partially done while the author was visiting the Graduate School of Business Administration at Tel-Aviv University. The research was partially supported by Natural Sciences and Engineering Research Council Canada Grant A4181 and by SSHRC leave fellowship 451-83-0030.Dedicated to George B. Dantzig.  相似文献   

5.
6.
Harsanyi power solutions for graph-restricted games   总被引:1,自引:0,他引:1  
We consider cooperative transferable utility games, or simply TU-games, with limited communication structure in which players can cooperate if and only if they are connected in the communication graph. Solutions for such graph games can be obtained by applying standard solutions to a modified or restricted game that takes account of the cooperation restrictions. We discuss Harsanyi solutions which distribute dividends such that the dividend shares of players in a coalition are based on power measures for nodes in corresponding communication graphs. We provide axiomatic characterizations of the Harsanyi power solutions on the class of cycle-free graph games and on the class of all graph games. Special attention is given to the Harsanyi degree solution which equals the Shapley value on the class of complete graph games and equals the position value on the class of cycle-free graph games. The Myerson value is the Harsanyi power solution that is based on the equal power measure. Finally, various applications are discussed.  相似文献   

7.
A solution f for cooperative games is a minimum norm solution, if the space of games has a norm such that f(v) minimizes the distance (induced by the norm) between the game v and the set of additive games. We show that each linear solution having the inessential game property is a minimum norm solution. Conversely, if the space of games has a norm, then the minimum norm solution w.r.t. this norm is linear and has the inessential game property. Both claims remain valid also if solutions are required to be efficient. A minimum norm solution, the least square solution, is given an axiomatic characterization.   相似文献   

8.
Nonzero-sum differential games   总被引:11,自引:0,他引:11  
The theory of differential games is extended to the situation where there areN players and where the game is nonzero-sum, i.e., the players wish to minimize different performance criteria. Dropping the usual zero-sum condition adds several interesting new features. It is no longer obvious what should be demanded of asolution, and three types of solutions are discussed:Nash equilibrium, minimax, andnoninferior set of strategies. For one special case, the linear-quadratic game, all three of these solutions can be obtained by solving sets of ordinary matrix differential equations. To illustrate the differences between zero-sum and nonzero-sum games, the results are applied to a nonzero-sum version of a simple pursuit-evasion problem first considered by Ho, Bryson, and Baron (Ref. 1).Negotiated solutions are found to exist which give better results forboth players than the usualsaddle-point solution. To illustrate that the theory may find interesting applications in economic analysis, a problem is outlined involving the dividend policies of firms operating in an imperfectly competitive market.This research was supported by Joint Services Electronics Contracts Nos. N00014-67-A-0298-0006, 0005, 0008 and by NASA Grant No. NGR 22-007-068.  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.
We introduce a new class of totally balanced cooperative TU games, namely p-additive games. It is inspired by the class of inventory games that arises from inventory situations with temporary discounts (Toledo Ph.D. thesis, Universidad Miguel Hernández de Elche, 2002) and contains the class of inventory cost games (Meca et al. Math. Methods Oper. Res. 57:481–493, 2003). It is shown that every p-additive game and its corresponding subgames have a nonempty core. We also focus on studying the character of concave or convex and monotone p-additive games. In addition, the modified SOC-rule is proposed as a solution for p-additive games. This solution is suitable for p-additive games, since it is a core-allocation which can be reached through a population monotonic allocation scheme. Moreover, two characterizations of the modified SOC-rule are provided. This work was partially supported by the Spanish Ministry of Education and Science and Generalitat Valenciana (grants MTM2005-09184-C02-02, ACOMP06/040, CSD2006-00032). Authors acknowledge valuable comments made by the Editor and the referee.  相似文献   

11.
Our main result for finite games in extensive form is that strict determinacy for a playeri in a completely inflated game structure implies almost complete information for playeri, even if we allow for certain type of overlapping for information sets.  相似文献   

12.
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   

13.
Let f be a single valued solution for cooperative TU games that satisfies inessential game property, efficiency, Hart Mas-Colell consistency and for two person games is strictly monotonic and individually unbounded. Then there exists a family of strictly increasing functions associated with players that completely determines f. For two person games, both players have equal differences between their functions at the solution point and at the values of characteristic function of their singletons. This solution for two person games is uniquely extended to n person games due to consistency and efficiency. The extension uses the potential with respect to the family of functions and generalizes potentials introduced by Hart and Mas Colell [6]. The weighted Shapley values, the proportional value described by Ortmann [11], and new values generated by power functions are among these solutions. The author is grateful to anonymous referee and Associate Editor for their comments and suggestions.  相似文献   

14.
合作博弈的经典合作解不满足时间一致性, 并缺乏策略稳定性. 本文研究无限阶段网络博弈合作解的策略稳定性理论. 首先建立时间一致的分配补偿程序实现合作解的动态分配, 然后建立针对联盟的惩罚策略, 给出合作解能够被强Nash均衡策略支撑的充分性条件, 最后证明了博弈中的惩罚策略局势是强Nash均衡, 从而保证了合作解的策略稳定性. 作为应用, 考察了重复囚徒困境网络博弈中Shapley值的策略稳定性.  相似文献   

15.
In cooperative dynamic games, a stringent condition—that of subgame consistency—is required for a dynamically stable cooperative solution. In particular, under a subgame-consistent cooperative solution an extension of the solution policy to a subgame starting at a later time with a state brought about by prior optimal behavior will remain optimal. This paper extends subgame-consistent solutions to dynamic (discrete-time) cooperative games with random horizon. In the analysis, new forms of the Bellman equation and the Isaacs–Bellman equation in discrete-time are derived. Subgame-consistent cooperative solutions are obtained for this class of dynamic games. Analytically tractable payoff distribution mechanisms, which lead to the realization of these solutions, are developed. This is the first time that subgame-consistent solutions for cooperative dynamic games with random horizon are presented.  相似文献   

16.
We propose two flexible game models to represent and analyze cases that cannot be modeled by current game models. One is called sharing creditability game (SCG) and the other is called bottomline game (BLG). The new models transform cooperative games into new games that incorporate auxiliary information (noncooperative in nature) usually neglected in previous theories. The new games will be solved only by traditional noncooperative game theory. When the new solutions are applied to the original games, the solutions can reflect the auxiliary information in addition to the original objectives of the decision makers or players. Generally, the new solutions are different from the cooperative and the noncooperative solutions of the original games. Existing transferable utility (TU) games and noncooperative games will coincide with special cases of the two new game models. Using SCG and BLG, the prisoner’s dilemma can be reformulated and a richer set of decisions can be considered for the players. The two new game models have potential applications in military and socioeconomic situations.This research was partly funded by the College Engineering, Ohio State University.  相似文献   

17.
The paper describes a solution concept forn-person noncooperative games, developed jointly by the author and Reinhard Selten. Its purpose is to select one specific perfect equilibrium points=s (G) as the solution of any given noncooperative gameG. The solution is constructed by an inductive procedure. In defining the solutions (G) of gameG, we use the solutionss (G *) of the component gamesG * (if any) ofG; and in defining the solutions (G*) of any such component gameG *, we use the solutionss (G **) of its own component gamesG ** (if any), etc. This inductive procedure is well-defined because it always comes to an end after a finite number of steps. At each level, the solution of a game (or of a component game) is defined in two steps. First, aprior subjectiveprobability distribution p i is assigned to the pure strategies of each playeri, meant to represent the other players' initial expectations about playeri's likely strategy choice. Then, a mathematical procedure, called thetracing procedure, is used to define the solution on the basis of these prior probability distributionsp i . The tracing procedure is meant to provide a mathematical representation for thesolution process by which rational players manage to coordinate their strategy plans and their expectations, and make them converge to one specific equilibrium point as solution for the game  相似文献   

18.
In this paper information markets with perfect patent protection and only one initial owner of the information are studied by means of cooperative game theory. To each information market of this type a cooperative game with sidepayments is constructed. These cooperative games are called information (market) games. The set of all information games with fixed player set is a cone in the set of all cooperative games with the same player set. Necessary and sufficient conditions are given in order that a cooperative game is an information game. The core of this kind of games is not empty and is also the minimal subsolution of the game. The core is the image of an (n-1)-dimensional hypercube under an affine transformation, (= hyperparallellopiped), the nucleolus and -value coincide with the center of the core. The Shapley value is computed and may lie inside or outside the core. The Shapley value coincides with the nucleolus and the -value if and only if the information game is convex. In this case the core is also a stable set.  相似文献   

19.
Every absolutely stable game has von Neumann-Morgenstern stable set solutions. (Simple games and [n, n?1]-games are included in the class of absolutely stable games.) The character of these solutions suggests that the distributive aspect of purely discriminatory solutions is of as much conceptual importance as the discriminatory aspect.  相似文献   

20.
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   

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