15,115 research outputs found
The Least-core and Nucleolus of Path Cooperative Games
Cooperative games provide an appropriate framework for fair and stable profit
distribution in multiagent systems. In this paper, we study the algorithmic
issues on path cooperative games that arise from the situations where some
commodity flows through a network. In these games, a coalition of edges or
vertices is successful if it enables a path from the source to the sink in the
network, and lose otherwise. Based on dual theory of linear programming and the
relationship with flow games, we provide the characterizations on the CS-core,
least-core and nucleolus of path cooperative games. Furthermore, we show that
the least-core and nucleolus are polynomially solvable for path cooperative
games defined on both directed and undirected network
Learning Cooperative Games
This paper explores a PAC (probably approximately correct) learning model in
cooperative games. Specifically, we are given random samples of coalitions
and their values, taken from some unknown cooperative game; can we predict the
values of unseen coalitions? We study the PAC learnability of several
well-known classes of cooperative games, such as network flow games, threshold
task games, and induced subgraph games. We also establish a novel connection
between PAC learnability and core stability: for games that are efficiently
learnable, it is possible to find payoff divisions that are likely to be stable
using a polynomial number of samples.Comment: accepted to IJCAI 201
Quantum Cooperative Games
We study two forms of a symmetric cooperative game played by three players,
one classical and other quantum. In its classical form making a coalition gives
advantage to players and they are motivated to do so. However in its quantum
form the advantage is lost and players are left with no motivation to make a
coalition.Comment: Revised in the light of referee's comments. Submitted to Physics
Letters A. LaTex, 9 pages, 1 figure. Parts of this paper are rewritte
Robust Dynamic Cooperative Games
Classical cooperative game theory is no longer a suitable tool for those situations where
the values of coalitions are not known with certainty. Recent works address situations
where the values of coalitions are modelled by random variables. In this work we still
consider the values of coalitions as uncertain, but model them as unknown but bounded
disturbances. We do not focus on solving a specific game, but rather consider a family of
games described by a polyhedron: each point in the polyhedron is a vector of coalitionsâ
values and corresponds to a specific game. We consider a dynamic context where while
we know with certainty the average value of each coalition on the long run, at each time
such a value is unknown and fluctuates within the bounded polyhedron. Then, it makes
sense to define ârobustâ allocation rules, i.e., allocation rules that bound, within a pre-
defined threshold, a so-called complaint vector while guaranteeing a certain average (over
time) allocation vector. We also present as motivating example a joint replenishment
application
Non-cooperative Games
Non-cooperative games are mathematical models of interactive strategic decision situations.In contrast to cooperative models, they build on the assumption that all possibilities for commitment and contract have been incorporated in the rules of the game.This contribution describes the main models (games in normal form, and games in extensive form), as well as the main concepts that have been proposed to solve these games.Solution concepts predict the outcomes that might arise when the game is played by "rational" individuals, or after learning processes have converged.Most of these solution concepts are variations of the equilibrium concept that was proposed by John Nash in the 1950s, a Nash equilibrium being a combination of strategies such that no player can improve his payoff by deviating unilaterally.The paper also discusses the justifications of these concepts and concludes with remarks about the applicability of game theory in contexts where players are less than fully rational.noncooperative games
A note on the monotonicity and superadditivity of TU cooperative games
In this note we make a comparison between the class of monotonic TU cooperative games and the class of superadditive TU cooperative games. We first provide the equivalence between a weakening of the class of su- peradditive TU games and zero-monotonic TU games. Then, we show that zero-monotonic TU games and monotonic TU games are different classes. Finally, we show under which restrictions the classes of superadditive and monotonic TU games can be related.TU cooperative games; superadditivity; monotonicity
A Nucleolus for Stochastic Cooperative Games
This paper extends the definition of the nucleolus to stochastic cooperative games, that is, to cooperative games with random payoffs to the coalitions. It is shown that the nucleolus is nonempty and that it belongs to the core whenever the core is nonempty. Furthermore, it is shown for a particular class of stochastic cooperative games that the nucleolus can be determined by calculating the traditional nucleolus introduced by Schmeidler (1969) of a specific deterministic cooperative game.Nucleolus;cooperative game theory;random variables;preferences
A value for bi-cooperative games
Bi-cooperative games were introduced by Bilbao et al. as a generalization of TU cooperative games, in which each player can participate positively, negatively, or not at all. In this paper, we propose a definition of a share of the worth obtained by some players after they decided on their participation in the game. It turns out that the cost allocation rule does not look for a given player to her contribution at the opposite participation option to the one she chooses. The relevance of the value is discussed on several examples.Bi-cooperative games ;Value ;Efficiency
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