35,289 research outputs found

    The Average Tree Solution for Cooperative Games with Communication Structure

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    We study cooperative games with communication structure, represented by an undirectedgraph. Players in the game are able to cooperate only if they can form a network in the graph. A single-valued solution, the average tree solution, is proposed for this class ofgames. Given the graph structure we define a collection of spanning trees, where eachspanning tree specifies a particular way by which players communicate and determines a payoff vector of marginal contributions of all the players. The average tree solution is defined to be the average of all these payoff vectors. It is shown that if a game has acomplete communication structure, then the proposed solution coincides with the Shapleyvalue, and that if the game has a cycle-free communication structure, it is the solutionproposed by Herings, van der Laan and Talman (2008). We introduce the notion of linkconvexity, under which the game is shown to have a non-empty core and the average tree solution lies in the core. In general, link-convexity is weaker than convexity. For games with a cycle-free communication structure, link-convexity is even weaker than super-additivity.operations research and management science;

    Games With Limited Communication Structure

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    In this paper we consider cooperative transferable utility games with limited communication structure, called graph games. Agents are able to cooperate with each other only if they can communicate directly or indirectly with each other. For the class of acyclic graph games recently the average tree solution has been proposed. It was proven that the average tree solution is a core element if the game exhibits superadditivity. It will be shown that the condition of super-additivity can be relaxed to a weaker condition, which admits for a natural interpretation. Moreover, the concept of subcore is introduced. Under the same condition it is proven that the subcore is a subset of the core and always contains the average tree solution and therefore is a non-empty refinement of the core.

    AVERAGE TREE SOLUTION AND SUBCORE FOR ACYCLIC GRAPH GAMES

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    In this paper we consider cooperative transferable utility games with limited communication structure, called graph games. Agents are able to cooperate only if they can communicate directly or indirectly with each other. For the class of acyclic graph games the average tree solution has recently been proposed. It was proven that the average tree solution is a core element if the game exhibits super-additivity. We show that the condition of super-additivity can be relaxed to a weaker condition, which admits for a natural interpretation. Moreover, we introduce the concept of subcore, which is a subset of the core, always contains the average tree solution, and therefore is a non-empty refinement of the core

    The cg-average tree value for games on cycle-free fuzzy communication structures

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    The main goal in a cooperative game is to obtain a fair allocation of the profit due the cooperation of the involved agents. The most known of these allocations is the Shapley value. This allocation considers that the communication among the players is complete. The Myerson value is a modification of the Shapley value considering a communication structure which determines the feasible bilateral relationships among the agents. This allocation of the profit is not always a stable solution. Another payoff allocation for games with a communication structure from the definition of the Shapley value is the average tree value. This one is a stable solution for any game using a cycle-free communication structure. Later fuzzy communication structures were introduced. In a fuzzy communication structure, the membership of the agents and the relationships among them are leveled. The Myerson value was extended in several different ways depending on the behavior of the agents. In this paper, the average tree value is extended to games with fuzzy communication structures taking one particular version: the Choquet by graphs (cg). We present an application to the management of an electrical network with an algorithmic implementation.Spanish Ministry of Education and Science MTM2017-83455-PAndalusian Government FQM23

    Equivalence and axiomatization of solutions for cooperative games with circular communication structure

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    We study cooperative games with transferable utility and limited cooperation possibilities. The focus is on communication structures where the set of players forms a circle, so that the possibilities of cooperation are represented by the connected sets of nodes of an undirected circular graph. Single-valued solutions are considered which are the average of specific marginal vectors. A marginal vector is deduced from a permutation on the player set and assigns as payoff to a player his marginal contribution when he joins his predecessors in the permutation. We compare the collection of all marginal vectors that are deduced from the permutations in which every player is connected to his immediate predecessor with the one deduced from the permutations in which every player is connected to at least one of his predecessors. The average of the first collection yields the average tree solution and the average of the second one is the Shapley value for augmenting systems. Although the two collections of marginal vectors are different and the second collection contains the first one, it turns out that both solutions coincide on the class of circular graph games. Further, an axiomatization of the solution is given using efficiency, linearity, some restricted dummy property, and some kind of symmetry

    Compensations in the Shapley value and the compensation solutions for graph games

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    We consider an alternative expression of the Shapley value that reveals a system of compensations: each player receives an equal share of the worth of each coalition he belongs to, and has to compensate an equal share of the worth of any coalition he does not belong to. We give an interpretation in terms of formation of the grand coalition according to an ordering of the players and define the corresponding compensation vector. Then, we generalize this idea to cooperative games with a communication graph. Firstly, we consider cooperative games with a forest (cycle-free graph). We extend the compensation vector by considering all rooted spanning trees of the forest (see Demange 2004) instead of orderings of the players. The associated allocation rule, called the compensation solution, is characterized by component efficiency and relative fairness. The latter axiom takes into account the relative position of a player with respect to his component. Secondly, we consider cooperative games with arbitrary graphs and construct rooted spanning trees by using the classical algorithms DFS and BFS. If the graph is complete, we show that the compensation solutions associated with DFS and BFS coincide with the Shapley value and the equal surplus division respectively.
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