24,197 research outputs found

    The core of games on ordered structures and graphs

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    In cooperative games, the core is the most popular solution concept, and its properties are well known. In the classical setting of cooperative games, it is generally assumed that all coalitions can form, i.e., they are all feasible. In many situations, this assumption is too strong and one has to deal with some unfeasible coalitions. Defining a game on a subcollection of the power set of the set of players has many implications on the mathematical structure of the core, depending on the precise structure of the subcollection of feasible coalitions. Many authors have contributed to this topic, and we give a unified view of these different results

    Cooperative Games in Graph Structure

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    By a cooperative game in coalitional structure or shortly coalitional game we mean the standard cooperative non-transferable utility game described by a set of payoffs for each coalition that is a nonempty subset of the grand coalition of all players.It is well-known that balancedness is a sufficient condition for the nonemptiness of the core of such a cooperative non-transferable utility game.For this result any information on the internal organization of the coalition is neglected.In this paper we generalize the concept of coalitional games and allow for organizational structure within coalitions.For a subset of players any arbitrarily given structural relation represented by a graph is allowed for.We then consider non-transferable utility games in which a possibly empty set of payoff vectors is assigned to any graph on every subset of players.Such a game will be called a cooperative game in graph structure or shortly graph game.A payoff vector lies in the core of the game if there is no graph on a group of players which can make all of its members better off.We define the balanced-core of a graph game as a refinement of the core.To do so, for each graph a power vector is determined that depends on the relative positions of the players within the graph.A collection of graphs will be called balanced if to any graph in the collection a positive weight can be assigned such that the weighted power vectors sum up to the vector of ones.A payoff vector lies in the balanced-core if it lies in the core and the payoff vector is an element of payoff sets of all graphs in some balanced collection of graphs.We prove that any balanced graph game has a nonempty balanced-core and therefore a nonempty core.We conclude by some examples showing the usefulness of the concepts of graph games and balanced-core.In particular these examples show a close relationship between solutions to noncooperative games and balanced-core elements of a well-defined graph game.This places the paper in the Nash research program, looking for a unifying theory in which each approach helps to justify and clarify the other.cooperative games;graphs

    The core of games on distributive lattices : how to share benefits in a hierarchy

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    Finding a solution concept is one of the central problems in cooperative game theory, and the notion of core is the most popular solution concept since it is based on some rationality condition. In many real situations, not all possible coalitions can form, so that classical TU-games cannot be used. An interesting case is when possible coalitions are defined through a partial ordering of the players (or hierarchy). Then feasible coalitions correspond to teams of players, that is, one or several players with all their subordinates. In these situations, it is not obvious to define a suitable notion of core, reflecting the team structure, and previous attempts are not satisfactory in this respect. We propose a new notion of core, which imposes efficiency of the allocation at each level of the hierarchy, and answers the problem of sharing benefits in a hierarchy. We show that the core we defined has properties very close to the classical case, with respect to marginal vectors, the Weber set, and balancedness.Cooperative game, feasible coalition, core, hierarchy.

    Socially structured games.

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    Monge extensions of cooperation and communication structures

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    Cooperation structures without any {\it a priori} assumptions on the combinatorial structure of feasible coalitions are studied and a general theory for mar\-ginal values, cores and convexity is established. The theory is based on the notion of a Monge extension of a general characteristic function, which is equivalent to the LovĂĄsz extension in the special situation of a classical cooperative game. It is shown that convexity of a cooperation structure is tantamount to the equality of the associated core and Weber set. Extending Myerson's graph model for game theoretic communication, general communication structures are introduced and it is shown that a notion of supermodularity exists for this class that characterizes convexity and properly extends Shapley's convexity model for classical cooperative games.

    Socially Structured Games and their Applications

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    In this paper we generalize the concept of a non-transferable utility game by introducing the concept of a socially structured game.A socially structured game is given by a set of players, a possibly empty collection of internal organizations on any subset of players, for any internal organization a set of attainable payo.s and a function on the collection of all internal organizations measuring the power of every player within the internal organization.Any socially structured game induces a non-transferable utility game.In the derived nontransferable utility game, all information concerning the dependence of attainable payo.s on the internal organization gets lost.We show this information to be useful for studying non-emptiness and re.nements of the core. For a socially structured game we generalize the concept of p-balancedness to social stability and show that a socially stable game has a non-empty socially stable core.In order to derive this result, we formulate a new intersection theorem that generalizes the KKM-Shapley intersection theorem.The socially stable core is a subset of the core of the game.We give an example of a socially structured game that satis.es social stability, whose induced non-transferable utility game therefore has a non-empty core, but does not satisfy p-balanced for any choice of p.The usefulness of the new concept is illustrated by some applications and examples.In particular we de.ne a socially structured game, whose unique element of the socially stable core corresponds to the Cournot-Nash equilibrium of a Cournot duopoly.This places the paper in the Nash research program, looking for a unifying approach to cooperative and non-cooperative behavior in which each theory helps to justify and clarify the other.game theory

    Algorithms for Graph-Constrained Coalition Formation in the Real World

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    Coalition formation typically involves the coming together of multiple, heterogeneous, agents to achieve both their individual and collective goals. In this paper, we focus on a special case of coalition formation known as Graph-Constrained Coalition Formation (GCCF) whereby a network connecting the agents constrains the formation of coalitions. We focus on this type of problem given that in many real-world applications, agents may be connected by a communication network or only trust certain peers in their social network. We propose a novel representation of this problem based on the concept of edge contraction, which allows us to model the search space induced by the GCCF problem as a rooted tree. Then, we propose an anytime solution algorithm (CFSS), which is particularly efficient when applied to a general class of characteristic functions called m+am+a functions. Moreover, we show how CFSS can be efficiently parallelised to solve GCCF using a non-redundant partition of the search space. We benchmark CFSS on both synthetic and realistic scenarios, using a real-world dataset consisting of the energy consumption of a large number of households in the UK. Our results show that, in the best case, the serial version of CFSS is 4 orders of magnitude faster than the state of the art, while the parallel version is 9.44 times faster than the serial version on a 12-core machine. Moreover, CFSS is the first approach to provide anytime approximate solutions with quality guarantees for very large systems of agents (i.e., with more than 2700 agents).Comment: Accepted for publication, cite as "in press
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