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61.
In the assignment game framework, we try to identify those assignment matrices in which no entry can be increased without changing the core of the game. These games will be called buyer-seller exact games and satisfy the condition that each mixed-pair coalition attains the corresponding matrix entry in the core of the game. For a given assignment game, a unique buyer-seller exact assignment game with the same core is proved to exist. In order to identify this matrix and to provide a characterization of those assignment games which are buyer-seller exact in terms of the assignment matrix, attainable upper and lower core bounds for the mixed-pair coalitions are found. As a consequence, an open question posed in Quint (1991) regarding a canonical representation of a “45o-lattice” by means of the core of an assignment game can now be answered. Received: March 2002/Revised version: January 2003 RID="*" ID="*"  Institutional support from research grants BEC 2002-00642 and SGR2001-0029 is gratefully acknowledged RID="**" ID="**"  The authors thank the referees for their comments  相似文献   
62.
Consider an n-person stochastic game with Borel state space S, compact metric action sets A 1,A 2,,A n , and law of motion q such that the integral under q of every bounded Borel measurable function depends measurably on the initial state x and continuously on the actions (a 1,a 2,,a n ) of the players. If the payoff to each player i is 1 or 0 according to whether or not the stochastic process of states stays forever in a given Borel set G i , then there is an -equilibrium for every >0. AMS (1991) subject classification: 60G40, 91A60, 60E15, 46A55.  相似文献   
63.
64.
基于n人合作博弈的成本分摊模型,从二次费用分摊的角度提出了解此模型的一种方法,利用所有可能与i结成每一个联盟时的费用缺口的平均值来求βi,同时予以证明并举例说明。  相似文献   
65.
文字游戏在汉语和英语中都由来已久,文章通过对谜语、纵横字谜、双关和回文四类文字游戏的实例比较赏析,分析了汉英之间存在的差别和共同点,还初步分析了这些差别和共同点产生的原因。  相似文献   
66.
针对供应链的制造商和零售商的广告合作问题,将质量因素引入商誉模型,并运用微分对策中的马尔可夫纳什均衡分别分析了基于不考虑质量因素模型与考虑质量因素模型的制造商与零售商的利润,并将结果进行了比较,结果显示,重视质量发展可提高成员的利润.然后,运用最优控制分析了合作广告,并将合作广告的通道总利润与非合作条件下的总利润进行比较,结果显示,合作广告不仅可提高供应链的利润而且可促进质量的发展.  相似文献   
67.
We investigate the dynamic advertising policies of two competing firms in a duopolistic industry, assuming a predatory phenomenon between their advertising campaigns. The resulting model is a differential game which is not linear-quadratic. We show that there exists a Markovian Nash equilibrium, and that it leads to time constant advertising strategies. According to this model, predatory advertising produces a negative externality: the interference between the advertising campaigns decreases the total demand of the market.  相似文献   
68.
We study some combinatorial properties of Tetris-like games by using Schützenberger methodology and probability generating functions. We prove that every Tetris-like game is equivalent to a finite state automaton and propose a straight foward algorithm to transform a Tetris-like game into its corresponding automaton. In this way, we can study the average number of pieces inserted during a game and the average score as a function of the player's ability and the pieces extrusion.  相似文献   
69.
We answer in negative a question of Gál and Miltersen [Proc 30th Int Coll Automata, Languages, and Programming (ICALP) 2003, pp. 332–344] about a combinatorial game arising in the study of time‐space trade‐offs for data structures. © 2005 Wiley Periodicals, Inc. Random Struct. Alg., 2005  相似文献   
70.
We consider a class of noncooperative stochastic games with general state and action spaces and with a state dependent discount factor. The expected time duration between any two stages of the game is not bounded away from zero, so that the usual N-stage contraction assumption, uniform over all admissible strategies, does not hold. We propose milder sufficient regularity conditions, allowing strategies that give rise with probability one to any number of simultaneous stages. We give sufficient conditions for the existence of equilibrium and ∈-equilibrium stationary strategies in the sense of Nash. In the two-player zero-sum case, when an equilibrium strategy exists, the value of the game is the unique fixed point of a specific functional operator and can be computed by dynamic programming.  相似文献   
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