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Two classes of one machine sequencing situations are considered in which each job corresponds to exactly one player but a player may have more than one job to be processed, so called RP(repeated player) sequencing situations. In max-RP sequencing situations it is assumed that each player’s cost function is linear with respect to the maximum completion time of his jobs, whereas in min-RP sequencing situations the cost functions are linear with respect to the minimum completion times. For both classes, following explicit procedures to go from the initial processing order to an optimal order for the coalition of all players, equal gain splitting rules are defined. It is shown that these rules lead to core elements of the associated RP sequencing games. Moreover, it is seen that min-RP sequencing games are convex. We thank two referees for their valuable suggestions for improvement. Financial support for P. Calleja has been given by the Ministerio de Educación y Ciencia and FEDER under grant SEJ2005-02443/ECON, and by the Generalitat de Catalunya through a BE grant from AGAUR and grant 2005SGR00984.  相似文献   

3.
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   

4.
Journal of Global Optimization - In this paper a new approach to construct cooperative behavior in dynamic multicriteria games with asymmetric players is presented. To obtain noncooperative and...  相似文献   

5.
This paper formally introduces and studies a non-cooperative multi-agent game under uncertainty. The well-known Nash equilibrium is employed as the solution concept of the game. While there are several formulations of a stochastic Nash equilibrium problem, we focus mainly on a two-stage setting of the game wherein each agent is risk-averse and solves a rival-parameterized stochastic program with quadratic recourse. In such a game, each agent takes deterministic actions in the first stage and recourse decisions in the second stage after the uncertainty is realized. Each agent’s overall objective consists of a deterministic first-stage component plus a second-stage mean-risk component defined by a coherent risk measure describing the agent’s risk aversion. We direct our analysis towards a broad class of quantile-based risk measures and linear-quadratic recourse functions. For this class of non-cooperative games under uncertainty, the agents’ objective functions can be shown to be convex in their own decision variables, provided that the deterministic component of these functions have the same convexity property. Nevertheless, due to the non-differentiability of the recourse functions, the agents’ objective functions are at best directionally differentiable. Such non-differentiability creates multiple challenges for the analysis and solution of the game, two principal ones being: (1) a stochastic multi-valued variational inequality is needed to characterize a Nash equilibrium, provided that the players’ optimization problems are convex; (2) one needs to be careful in the design of algorithms that require differentiability of the objectives. Moreover, the resulting (multi-valued) variational formulation cannot be expected to be of the monotone type in general. The main contributions of this paper are as follows: (a) Prior to addressing the main problem of the paper, we summarize several approaches that have existed in the literature to deal with uncertainty in a non-cooperative game. (b) We introduce a unified formulation of the two-stage SNEP with risk-averse players and convex quadratic recourse functions and highlight the technical challenges in dealing with this game. (c) To handle the lack of smoothness, we propose smoothing schemes and regularization that lead to differentiable approximations. (d) To deal with non-monotonicity, we impose a generalized diagonal dominance condition on the players’ smoothed objective functions that facilitates the application and ensures the convergence of an iterative best-response scheme. (e) To handle the expectation operator, we rely on known methods in stochastic programming that include sampling and approximation. (f) We provide convergence results for various versions of the best-response scheme, particularly for the case of private recourse functions. Overall, this paper lays the foundation for future research into the class of SNEPs that provides a constructive paradigm for modeling and solving competitive decision making problems with risk-averse players facing uncertainty; this paradigm is very much at an infancy stage of research and requires extensive treatment in order to meet its broad applications in many engineering and economics domains.  相似文献   

6.
Assignment problems where both sets of agents that have to be matched are countably infinite, the so-called infinite assignment problems, are studied as well as the related cooperative assignment games. Further, several solution concepts for these assignment games are studied. The first one is the utopia payoff for games with an infinite value. In this solution each player receives the maximal amount he can think of with respect to the underlying assignment problem. This solution is contained in the core of the game. Second, we study two solutions for assignment games with a finite value. Our main result is the existence of core-elements of these games, although they are hard to calculate. Therefore another solution, the f-strong ε-core is studied. This particular solution takes into account that due to organisational limitations it seems reasonable that only finite groups of agents will eventually protest against unfair proposals of profit distributions. The f-strong ε-core is shown to be nonempty. These authors’ research is partially supported by the Generalitat Valenciana (Grant number GV-CTIDIA-2002-32) and by the Government of Spain (through a joint research grant Universidad Miguel Hernández — Università degli Studi di Genova HI2002-0032).  相似文献   

7.
Inferior players in simple games   总被引:2,自引:0,他引:2  
Power indices like those of Shapley and Shubik (1954) or Banzhaf (1965) measure the distribution of power in simple games. This paper points at a deficiency shared by all established indices: players who are inferior in the sense of having to accept (almost) no share of the spoils in return for being part of a winning coalition are assigned substantial amounts of power. A strengthened version of the dummy axiom based on a formalized notion of inferior players is a possible remedy. The axiom is illustrated first in a deterministic and then a probabilistic setting. With three axioms from the Banzhaf index, it uniquely characterizes the Strict Power Index (SPI). The SPI is shown to be a special instance of a more general family of power indices based on the inferior player axiom. Received: December 1999/Final version: June 2001  相似文献   

8.
A player, in a proper and monotonic simple game, is dominant if he holds a “strict majority” within a winning coalition. A (non-dictatorial) simple game is dominated if it contains exactly one dominant player. We investigate several possibilities of coalition formation in dominated simple games, under the assumption that the dominant player is given a mandate to form a coalition. The relationship between the various hypotheses on coalition formation in dominated games is investigated in the first seven sections. In the last section we classify real-life data on European parliaments and town councils in Israel.  相似文献   

9.
Let G m,n be the class of strategic games with n players, where each player has m≥2 pure strategies. We are interested in the structure of the set of correlated equilibria of games in G m,n when n→∞. As the number of equilibrium constraints grows slower than the number of pure strategy profiles, it might be conjectured that the set of correlated equilibria becomes large. In this paper, we show that (1) the average relative measure of the set of correlated equilibria is smaller than 2−n; and (2) for each 1<c<m, the solution set contains c n correlated equilibria having disjoint supports with a probability going to 1 as n grows large. The proof of the second result hinges on the following inequality: Let c 1, …, c l be independent and symmetric random vectors in R k, lk. Then the probability that the convex hull of c 1, …, c l intersects R k + is greater than or equal to . Received: December 1998/Final version: March 2000  相似文献   

10.
In this paper axioms for values of games with denumerably many players are introduced and, on a certain space of games, a value is defined as a limit of values of finite games. Further, some relationships between the value that the topology on the space of games of bounded variation are investigated. It is also shown and the regular weighted majority games are members of the space on which the value is defined.  相似文献   

11.
In this paper the notion ofm-quota game with a continuum of players is defined and the theory of bargaining sets is generalized to this new class of games. We discuss only the bargaining setM 0 and our results are similar to those obtained in the finite case. Our main result is that for maximal coalition structures the stable payoff functions are exactly those in which almost every non-weak player receives no more than his quota and the weak players receive zero.  相似文献   

12.
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   

13.
In this paper, we considern-person weighted majority games with major and minor players. We prove under certain conditions that if the minor players split into equal “mini-minor” players the nucleolus' components which correspond to the major players do not change.  相似文献   

14.
Values of games with a continuum of players   总被引:1,自引:0,他引:1  
A definition of the “Shapley value” of games with a continuum of players and a formula for this value are given for a certain class of games, regarding them as limits of games with a finite number of players. The research described in this paper was partially supported by the U.S. Office of Naval Research, Logistics and Mathematical Statistics Branch, under Contract Number N 62558-3586.  相似文献   

15.
A complete mathematical theory of NIM type games have been developed byBouton [1902],Sprague [1935/36] andGrundy [1939]. The NIM type games are a special class of combinatorial games, called the impartial games. “Impartial” means that, at any stage, the set of legal moves is independent of whose turn it is to move. The outcome of an impartial game is that the first player either wins or loses. The results ofBouton, Sprague andGrundy are now generalized to a wider class of games which allow tie-positions. This wider class of games are defined on digraphs. It is proved that the games defined on a given digraph are all impartial games (without tie-positions) iff the birthday function (also called the terminal distance function) exists on this digraph.  相似文献   

16.
A transferable utility (TU) game with n players specifies a vector of \(2^n-1\) real numbers, i.e. a number for each non-empty coalition, and this can be difficult to handle for large n. Therefore, several models from the literature focus on interaction situations which are characterized by a compact representation of a TU-game, and such that the worth of each coalition can be easily computed. Sometimes, the worth of each coalition is computed from the values of single players by means of a mechanism describing how the individual abilities interact within groups of players. In this paper we introduce the class of Generalized additive games (GAGs), where the worth of a coalition \(S { \subseteq } N\) is evaluated by means of an interaction filter, that is a map \(\mathcal {M}\) which returns the valuable players involved in the cooperation among players in S. Moreover, we investigate the subclass of basic GAGs, where the filter \(\mathcal {M}\) selects, for each coalition S, those players that have friends but not enemies in S. We show that well-known classes of TU-games can be represented in terms of such basic GAGs, and we investigate the problem of computing the core and the semivalues for specific families of GAGs.  相似文献   

17.
We demonstrate that, if there are sufficiently many players, any Bayesian equilibrium of an incomplete information game can be “ε-purified” . That is, close to any Bayesian equilibrium there is an approximate Bayesian equilibrium in pure strategies. Our main contribution is obtaining this result for games with a countable set of pure strategies. In order to do so we derive a mathematical result, in the spirit of the Shapley–Folkman Theorem, permitting countable strategy sets. Our main assumption is a “large game property,” dictating that the actions of relatively small subsets of players cannot have large affects on the payoffs of other players. E. Cartwright and M. Wooders are indebted to Phillip Reny, Frank Page and two anonymous referees for helpful comments.  相似文献   

18.
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   

19.
We study a class of collusive equilibria in differential games with asymmetric players discounting the future at different rates. For such equilibria, at each moment, weights of players can depend on the state of the system. To fix them, we propose using a bargaining procedure according to which players can bargain again at every future moment. By choosing as threat point the feedback noncooperative outcome, the corresponding solution, if it exists, is agreeable. An exhaustible resource game illustrates the results.  相似文献   

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