首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 31 毫秒
1.
In this paper, we consider a non-cooperative two-person zero-sum matrix game, called dice game. In an (n,σ) dice game, two players can independently choose a dice from a collection of hypothetical dice having n faces and with a total of σ eyes distributed over these faces. They independently roll their dice and the player showing the highest number of eyes wins (in case of a tie, none of the players wins). The problem at hand in this paper is the characterization of all optimal strategies for these games. More precisely, we determine the (n,σ) dice games for which optimal strategies exist and derive for these games the number of optimal strategies as well as their explicit form.  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.
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   

4.
We present one way of definingn-person perfect information games so that there is a reasonable outcome for every game. In particular, the theory of Nim and Moore's games is generalized ton-person games.  相似文献   

5.
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   

6.
In this paper we give necessary and sufficient conditions for a simple game to have rough weights. We define two functions f(n) and g(n) that measure the deviation of a simple game from a weighted majority game and roughly weighted majority game, respectively. We formulate known results in terms of lower and upper bounds for these functions and improve those bounds. We also investigate rough weightedness of simple games with a small number of players.  相似文献   

7.
In this paper, we consider a class of n-person noncooperative games, where the utility function of every player is given by a homogeneous polynomial defined by the payoff tensor of that player, which is a natural extension of the bimatrix game where the utility function of every player is given by a quadratic form defined by the payoff matrix of that player. We will call such a problem the multilinear game. We reformulate the multilinear game as a tensor complementarity problem, a generalization of the linear complementarity problem; and show that finding a Nash equilibrium point of the multilinear game is equivalent to finding a solution of the resulted tensor complementarity problem. Especially, we present an explicit relationship between the solutions of the multilinear game and the tensor complementarity problem, which builds a bridge between these two classes of problems. We also apply a smoothing-type algorithm to solve the resulted tensor complementarity problem and give some preliminary numerical results for solving the multilinear games.  相似文献   

8.
The variations ensuing in a weighted majority game are studied when a player increases his weight in prejudice of others or decreases in favor, or trades shares outside the game (in particular when an-person game becomes an (n+1)-person one). An invariant behaviour for different game values is found for all these cases. Possible applications to politics, shareholdings and large games are pointed out.  相似文献   

9.
This work is concerned with the class ofn-person games called polymatrix games (Yanovskaya (1968)). The structure of the set of Nash equilibrium points in a polymatrix game is studied and characterizations of these games are given.  相似文献   

10.
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   

11.
The aim of the paper is to explain new concepts of solutions for n-persons fuzzy games. Precisely, it contains new definitions for ‘core’ and ‘Shapley value’ in the case of the n-persons fuzzy games. The basic mathematical results contained in the paper are these which assert the consistency of the ‘core’ and of the ‘Shapley value’. It is proved that the core (defined in the paper) is consistent for any n-persons fuzzy game and that the Shapley values exists and it is unique for any fuzzy game with proportional values.  相似文献   

12.
The one-lie Rényi-Ulam liar game is a two-player perfect information zero-sum game, lasting q rounds, on the set [n]?{1,…,n}. In each round Paul chooses a subset A⊆[n] and Carole either assigns one lie to each element of A or to each element of [n]?A. Paul wins the original (resp. pathological) game if after q rounds there is at most one (resp. at least one) element with one or fewer lies. We exhibit a simple, unified, optimal strategy for Paul to follow in both games, and use this to determine which player can win for all q,n and for both games.  相似文献   

13.
everal new families of semivalues for weighted n-person transferable utility games are axiomatically constructed and discussed under increasing collections of axioms, where the weighted Shapley value arises as the resulting one member family. A more general approach to such weighted games defined in the form of two components, a weight vector λ and a classical TU-game v, is provided. The proposed axiomatizations are done both in terms of λ and v. Several new axioms related to the weight vector λ are discussed, including the so-called “amalgamating payoffs” axiom, which characterizes the value of a weighted game in terms of another game with a smaller number of players. They allow for a new look at the role of players’ weights in the context of the weighted Shapley value for the model of weighted games, giving new properties of it. Besides, another simple formula for the weighted Shapley value is found and examples illustrating some surprising behavior of it in the context of players’ weights are given. The paper contains a wide discussion of the results obtained.  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.
We consider simple games which are constructed as iterated weighted majority games. It turns out that every proper simple game can be obtained in this way. The minimal number of iterations necessary to obtain a given game is called the height of this game. We investigate the behaviour ofh (n), the maximal height of a simple game withn players.  相似文献   

16.
Repeated zero-sum two-person games of incomplete information on one side are considered. If the one-shot game is played sequentially, the informed player moving first, it is proved that the value of then-shot game is constant inn and is equal to the concavification of the game in which the informed player disregards his extra information. This is a strengthening ofAumann andMaschler's results for simultaneous games. Optimal strategies for both players are constructed explicitly.  相似文献   

17.
Given a coalition of ann-person cooperative game in characteristic function form, we can associate a zero-one vector whose non-zero coordinates identify the players in the given coalition. The cooperative game with this identification is just a map on such vectors. By allowing each coordinate to take finitely many values we can define multi-choice cooperative games. In such multi-choice games we can also define Shapley value axiomatically. We show that this multi-choice Shapley value is dummy free of actions, dummy free of players, non-decreasing for non-decreasing multi-choice games, and strictly increasing for strictly increasing cooperative games. Some of these properties are closely related to some properties of independent exponentially distributed random variables. An advantage of multi-choice formulation is that it allows to model strategic behavior of players within the context of cooperation.Partially funded by the NSF grant DMS-9024408  相似文献   

18.
We analyze the least increment function, a convex function of n variables associated to an n-person cooperative game. Another convex representation of cooperative games, the indirect function, has previously been studied. At every point the least increment function is greater than or equal to the indirect function, and both functions coincide in the case of convex games, but an example shows that they do not necessarily coincide if the game is totally balanced but not convex. We prove that the least increment function of a game contains all the information of the game if and only if the game is totally balanced. We also give necessary and sufficient conditions for a function to be the least increment function of a game as well as an expression for the core of a game in terms of its least increment function.  相似文献   

19.
In 1905 Bouton gave the complete theory of a two-player combinatorial game: the game of Nim. Two years later, Wythoff defined his game as “a modification” of the game of Nim. In this paper, we give the sets of the losing positions of geometrical extensions of Wythoff’s game, where allowed moves are considered according to a set of vectors (v1,…,vn). When n=3, we present algorithms and algebraic characterizations to determine the losing positions of such games. In the last part, we investigate a bounded version of Wythoff’s game, and give a polynomial way to decide whether a game position is losing or not.  相似文献   

20.
In this paper the stochastic two-person zero-sum game of Shapley is considered, with metric state space and compact action spaces. It is proved that both players have stationary optimal strategies, under conditions which are weaker than those ofMaitra/Parthasarathy (a.o. no compactness of the state space). This is done in the following way: we show the existence of optimal strategies first for the one-period game with general terminal reward, then for then-period games (n=1,2,...); further we prove that the game over the infinite horizon has a valuev, which is the limit of then-period game values. Finally the stationary optimal strategies are found as optimal strategies in the one-period game with terminal rewardv.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号