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1.
《Operations Research Letters》2021,49(2):257-259
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
2.
In this note we study uncertainty sequencing situations, i.e., one-machine sequencing situations in which no initial order
is specified. We associate cooperative games with these sequencing situations, study their core, and provide links with the
classic sequencing games introduced by Curiel et al. (Eur J Oper Res 40:344–351, 1989). Moreover, we propose and characterize
two simple cost allocation rules for uncertainty sequencing situations with equal processing times. 相似文献
3.
Arantza Estévez-Fernández Peter Borm Herbert Hamers 《International Journal of Game Theory》2007,36(2):149-176
This paper studies situations in which a project consisting of several activities is not executed as planned. It is divided
into three parts. The first part analyzes the case where the activities may be delayed, this possibly induces a delay on the
project as a whole with additional costs. Associated delayed project games are defined and are shown to have a nonempty core.
The second part considers the case where the activities may be expedited, this possibly induces an expedition of the project
as a whole creating profits. Corresponding expedited project games are introduced and are shown to be convex. The third and
last part studies situations where some activities may be delayed and some activities may be expedited. Related project games
are defined and shown to have a nonempty core.
相似文献
4.
J. M. Bilbao C. Chacón A. Jiménez-Losada E. Lebrón 《Annals of Operations Research》2008,158(1):117-131
Interior operator games arose by abstracting some properties of several types of cooperative games (for instance: peer group games, big boss games, clan games and information market games). This reason allow us to focus on different problems in the same way. We introduced these games in Bilbao et al. (Ann. Oper. Res. 137:141–160, 2005) by a set system with structure of antimatroid, that determines the feasible coalitions, and a non-negative vector, that represents a payoff distribution over the players. These games, in general, are not convex games. The main goal of this paper is to study under which conditions an interior operator game verifies other convexity properties: 1-convexity, k-convexity (k≥2 ) or semiconvexity. But, we will study these properties over structures more general than antimatroids: the interior operator structures. In every case, several characterizations in terms of the gap function and the initial vector are obtained. We also find the family of interior operator structures (particularly antimatroids) where every interior operator game satisfies one of these properties. 相似文献
5.
Vito Fragnelli Joaquín Sánchez-Soriano Rodica Branzei 《Journal of Mathematical Analysis and Applications》2010,362(1):200-209
In this paper we study convex games with an infinite countable set of agents and provide characterizations of this class of games. To do so, and in order to overcome some shortcomings related to the difficulty of dealing with infinite orderings, we need to use a continuity property. Infinite sequencing situations where the number of jobs is infinite countable can be related to convex cooperative TU games. It is shown that some allocations turn out to be extreme points of the core of an infinite sequencing game. 相似文献
6.
Gerwald van Gulick Peter Borm Anja De Waegenaere Ruud Hendrickx 《European Journal of Operational Research》2010,200(3):788-799
In a deposit game coalitions are formed by players combining their capital. The proceeds of their investments then have to be divided among those players. The current model extends earlier work on capital deposits by allowing reinvestment of returns. Two specific subclasses of deposit games are introduced. These subclasses provide insight in two extreme cases. It is seen that each term dependent deposit game possesses a core element. Capital dependent deposit games are also shown to have a core element and even a population monotonic allocation scheme if the revenue function exhibits increasing returns to scale. Furthermore, it is shown that all superadditive games are deposit games if one allows for debt. 相似文献
7.
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
8.
In this paper, the fuzzy core of games with fuzzy coalition is proposed, which can be regarded as the generalization of crisp core. The fuzzy core is based on the assumption that the total worth of a fuzzy coalition will be allocated to the players whose participation rate is larger than zero. The nonempty condition of the fuzzy core is given based on the fuzzy convexity. Three kinds of special fuzzy cores in games with fuzzy coalition are studied, and the explicit fuzzy core represented by the crisp core is also given. Because the fuzzy Shapley value had been proposed as a kind of solution for the fuzzy games, the relationship between fuzzy core and the fuzzy Shapley function is also shown. Surprisingly, the relationship between fuzzy core and the fuzzy Shapley value does coincide, as in the classical case. 相似文献
9.
The lane covering game (LCG) is a cooperative game where players cooperate to reduce the cost of cycles that cover their required lanes on a network. We discuss the possibilities/impossibilities of a complete characterization of the core via dual solutions in LCGs played among a collection of shippers, each with a number of service requirements along some lanes, and show that such a complete characterization is possible if each shipper has at most one service requirement. 相似文献
10.
Ulrich Faigle Walter Kern Sándor P. Fekete Winfried Hochstättler 《Mathematical Programming》1998,83(1-3):195-211
Thenucleon is introduced as a new allocation concept for non-negative cooperativen-person transferable utility games. The nucleon may be viewed as the multiplicative analogue of Schmeidler’s nucleolus. It
is shown that the nucleon of (not necessarily bipartite) matching games can be computed in polynomial time. 相似文献
11.
In this note we introduce and analyze maximal covering location games. As the core may be empty, several sufficient conditions for core non-emptiness are presented. For each condition we provide an example showing that when the condition is not satisfied, core non-emptiness is not guaranteed. 相似文献
12.
We study the problem of allocating the total profit of a production enterprise among the resource owners, using the game-theoretic framework introduced by Owen [Owen, G., 1975. On the core of linear production games. Mathematical Programming 9, 358–370]. We provide lower (upper) bounds on the values of the game by aggregating over columns (rows) of the LP-problem. By choosing aggregation weights corresponding to optimal solutions of the primal (dual) LP-problem, we can create new games whose core form a superset (subset) of the original core. An estimate of the resulting error, in terms of an ?-core, is obtained by solving a mixed integer programming problem, and we also suggest an iterative procedure for improving the bounds. Using a set of numerical examples, we investigate how the performance of the aggregation approach depends on the structure of the problem data. 相似文献
13.
Geir B. Asheim Carl Andreas Claussen Tore Nilssen 《International Journal of Game Theory》2006,35(1):91-110
We consider a situation where society decides, through majority voting in a secret ballot, between the alternatives of ‘reform’
and ‘status quo’. Reform is assumed to create a minority of winners, while being efficient in the Kaldor–Hicks sense. We explore
the consequences of allowing binding transfers between voters conditional on the chosen alternative. In particular, we establish conditions under which the winners wish to compensate all losers, thus leading to unanimity for reform, rather than compensating some losers to form a non-maximal majority. The analysis employs concepts from cooperative game
theory.
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14.
Consider a set N of n (> 1) stores with single-item and single-period nondeterministic demands like in a classic newsvendor setting with holding and penalty costs only. Assume a risk-pooling single-warehouse centralized inventory ordering option. Allocation of costs in the centralized inventory ordering corresponds to modelling it as a cooperative cost game whose players are the stores. It has been shown that when holding and penalty costs are identical for all subsets of stores, the game based on optimal expected costs has a non empty core (Hartman et al. 2000, Games Econ Behav 31:26–49; Muller et al. 2002, Games Econ Behav 38:118–126). In this paper we examine a related inventory centralization game based on demand realizations that has, in general, an empty core even with identical penalty and holding costs (Hartman and Dror 2005, IIE Trans Scheduling Logistics 37:93–107). We propose a repeated cost allocation scheme for dynamic realization games based on allocation processes introduced by Lehrer (2002a, Int J Game Theor 31:341–351). We prove that the cost subsequences of the dynamic realization game process, based on Lehrer’s rules, converge almost surely to either a least square value or the core of the expected game. We extend the above results to more general dynamic cost games and relax the independence hypothesis of the sequence of players’ demands at different stages. 相似文献
15.
A. S. Belenky 《Mathematical and Computer Modelling》2002,36(11-13)
Two games of interacting between a coalition of players in a marketplace and the residual players acting there are discussed, along with two approaches to fair imputation of gains of coalitions in cooperative games that are based on the concepts of the Shapley vector and core of a cooperative game. In the first game, which is an antagonistic one, the residual players try to minimize the coalition's gain, whereas in the second game, which is a noncooperative one, they try to maximize their own gain as a coalition. A meaningful interpretation of possible relations between gains and Nash equilibrium strategies in both games considered as those played between a coalition of firms and its surrounding in a particular marketplace in the framework of two classes of n-person games is presented. A particular class of games of choosing partners and forming coalitions in which models of firms operating in the marketplace are those with linear constraints and utility functions being sums of linear and bilinear functions of two corresponding vector arguments is analyzed, and a set of maximin problems on polyhedral sets of connected strategies which the problem of choosing a coalition for a particular firm is reducible to are formulated based on the firm models of the considered kind. 相似文献
16.
This note enlarges the literature on convex fuzzy games with new characterizing properties of such games besides the increasing
average marginal return property, namely: the monotonicity of the first partial derivatives, the directional convexity and
forC
2-functions the non-negativity of the second order partial derivatives. 相似文献
17.
18.
In this paper, we introduce a general framework for situations with decision making under uncertainty and cooperation possibilities. This framework is based upon a two stage stochastic programming approach. We show that under relatively mild assumptions the associated cooperative games are totally balanced. Finally, we consider several example situations. 相似文献
19.
J.M. Alonso-Meijide M. lvarez-Mozos M.G. Fiestras-Janeiro 《Mathematical Social Sciences》2009,58(2):202-213
Two new values for transferable utility games with graph restricted communication and a priori unions are introduced and characterized. Moreover, a comparison between these and the Owen graph value is provided. These values are used to analyze the distribution of power in the Basque Parliament emerging from elections in April 2005. 相似文献
20.
Professor N. Megiddo 《International Journal of Game Theory》1980,9(3):157-167
Unlike in the traditional theory of games of incomplete information, the players here arenot Bayesian, i.e. a player does not necessarily have any prior probability distribution as to what game is being played. The game is infinitely repeated. A player may be absolutely uninformed, i.e. he may know only how many strategies he has. However, after each play the player is informed about his payoff and, moreover, he has perfect recall. A strategy is described, that with probability unity guarantees (in the sense of the liminf of the average payoff) in any game, whatever the player could guarantee if he had complete knowledge of the game. 相似文献