16 research outputs found

    The Least-core and Nucleolus of Path Cooperative Games

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    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

    Computational Complexity in Additive Hedonic Games

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    We investigate the computational complexity of several decision problems in hedonic coalition formation games and demonstrate that attaining stability in such games remains NP-hard even when they are additive. Precisely, we prove that when either core stability or strict core stability is under consideration, the existence problem of a stable coalition structure is NP-hard in the strong sense. Furthermore, the corresponding decision problems with respect to the existence of a Nash stable coalition structure and of an individually stable coalition structure turn out to be NP-complete in the strong sense

    An efficient algorithm for nucleolus and prekernel computation in some classes of TU-games

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    We consider classes of TU-games. We show that we can efficiently compute an allocation in the intersection of the prekernel and the least core of the game if we can efficiently compute the minimum excess for any given allocation. In the case where the prekernel of the game contains exactly one core vector, our algorithm computes the nucleolus of the game. This generalizes both a recent result by Kuipers on the computation of the nucleolus for convex games and a classical result by Megiddo on the nucleolus of standard tree games to classes of more general minimum cost spanning tree games. Our algorithm is based on the ellipsoid method and Maschler's scheme for approximating the prekernel. \u

    Pareto optimality in the kidney exchange problem

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    summary:To overcome the shortage of cadaveric kidneys available for transplantation, several countries organize systematic kidney exchange programs. The kidney exchange problem can be modelled as a cooperative game between incompatible patient-donor pairs whose solutions are permutations of players representing cyclic donations. We show that the problems to decide whether a given permutation is not (weakly) Pareto optimal are NP-complete

    Network Connectivity Game

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    We investigate the cost allocation strategy associated with the problem of providing service /communication between all pairs of network nodes. There is a cost associated with each link and the communication between any pair of nodes can be delivered via paths connecting those nodes. The example of a cost efficient solution which could provide service for all node pairs is a (non-rooted) minimum cost spanning tree. The cost of such a solution should be distributed among users who might have conflicting interests. The objective of this paper is to formulate the above cost allocation problem as a cooperative game, to be referred to as a Network Connectivity (NC) game, and develop a stable and efficient cost allocation scheme. The NC game is related to the Minimum Cost Spanning Tree games and to the Shortest Path games. The profound difference is that in those games the service is delivered from some common source node to the rest of the network, while in the NC game there is no source and the service is established through the two-way interaction among all pairs of participating nodes. We formulate Network Connectivity (NC) game and construct an efficient cost allocation algorithm which finds some points in the core of the NC game. Finally, we discuss the Egalitarian Network Cost Allocation (ENCA) rule and demonstrate that it finds an additional core point

    Computational Complexity in Additive Hedonic Games

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    We investigate the computational complexity of several decision problems in hedonic coalition formation games and demonstrate that attaining stability in such games remains NP-hard even when they are additive. Precisely, we prove that when either core stability or strict core stability is under consideration, the existence problem of a stable coalition structure is NP-hard in the strong sense. Furthermore, the corresponding decision problems with respect to the existence of a Nash stable coalition structure and of an individually stable coalition structure turn out to be NP-complete in the strong sense.Additive Preferences, Coalition Formation, Computational Complexity, Hedonic Games, NP-hard, NP-complete

    Finding Core Members of Cooperative Games using Agent-Based Modeling

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    Agent-based modeling (ABM) is a powerful paradigm to gain insight into social phenomena. One area that ABM has rarely been applied is coalition formation. Traditionally, coalition formation is modeled using cooperative game theory. In this paper, a heuristic algorithm is developed that can be embedded into an ABM to allow the agents to find coalition. The resultant coalition structures are comparable to those found by cooperative game theory solution approaches, specifically, the core. A heuristic approach is required due to the computational complexity of finding a cooperative game theory solution which limits its application to about only a score of agents. The ABM paradigm provides a platform in which simple rules and interactions between agents can produce a macro-level effect without the large computational requirements. As such, it can be an effective means for approximating cooperative game solutions for large numbers of agents. Our heuristic algorithm combines agent-based modeling and cooperative game theory to help find agent partitions that are members of a games' core solution. The accuracy of our heuristic algorithm can be determined by comparing its outcomes to the actual core solutions. This comparison achieved by developing an experiment that uses a specific example of a cooperative game called the glove game. The glove game is a type of exchange economy game. Finding the traditional cooperative game theory solutions is computationally intensive for large numbers of players because each possible partition must be compared to each possible coalition to determine the core set; hence our experiment only considers games of up to nine players. The results indicate that our heuristic approach achieves a core solution over 90% of the time for the games considered in our experiment.Comment: 19 page

    The Monotonic Cost Allocation Rule in Steiner Tree Network Games

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    We investigate the cost allocation strategy associated with the problem of providing some network service from source to a number of users, via the Minimum Cost Steiner Tree Network that spans the source and all the receivers. The cost of such a Steiner tree network, is distributed among its receivers. The objective of this paper is to develop a reasonably fair and computationally efficient cost allocation rule associated with the above cost allocation problem. Since finding the optimal Steiner tree is an NP-hard problem, the input to our cost allocation problem is the best known solution obtained using some heuristic. In order to allocate the cost of this Steiner tree to the users (receiver nodes), we formulate the associated Steiner Tree Network (STN) game in characteristic function form. It is well known that the core of the general STN game might be empty. We propose a new cost allocation rule for the modified STN game which might be attractive to network users due to its monotonic properties, associated with network growth
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