89 research outputs found

    Comments on: Games with a permission structure - A survey on generalizations and applications 2

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    In the field of cooperative games with restricted cooperation, various restrictions on coalition formation are studied. The most studied restrictions are those that arise from restricted communication and hierarchies. This survey discusses several models of hierarchy restrictions and their relation with communication restrictions. In the literature, there are results on game properties, Harsanyi dividends, core stability, and various solutions that generalize existing solutions for TU-games. In this survey, we mainly focus on axiomatizations of the Shapley value in different models of games with a hierarchically structured player set, and their applications. Not only do these axiomatizations provide insight in the Shapley value for these models, but also by considering the types of axioms that characterize the Shapley value, we learn more about different network structures. A central model of games with hierarchies is that of games with a permission structure where players in a cooperative transferable utility game are part of a permission structure in the sense that there are players that need permission from other players before they are allowed to cooperate. This permission structure is represented by a directed graph. Generalizations of this model are, for example, games on antimatroids, and games with a local permission structure. Besides discussing these generalizations, we briefly discuss some applications, in particular auction games and hierarchically structured firms

    Games on concept lattices: Shapley value and core

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    We introduce cooperative TU-games on concept lattices, where a concept is a pair (S, S′ ) with S being a subset of players or objects, and S ′ a subset of attributes. Any such game induces a game on the set of players/objects, which appears to be a TU-game whose collection of feasible coalitions is a lattice closed under intersection, and a game on the set of attributes. We propose a Shapley value for each type of game, axiomatize it, and investigate the geometrical properties of the core (nonemptiness, boundedness, pointedness, extremal rays).Agence Nationale de la Recherche ANR-13-BSHS1-001

    A Value for Graph-Restricted Games with Middlemen on Edges

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    In a cooperative game with a communication structure, a graph describes the communication possibilities of the players, which are represented by the nodes. We introduce a variation of this model by assuming that each edge in the communication graph represents an agent. These agents simply act as intermediaries, but since they are essential for the cooperation and, consequently, for revenue generation, they will claim their share of the profit. We study this new model of games with a communication structure and introduce an allocation rule for these games. The motivation for analyzing this type of problem is based on the construction of a risk index for the different elements of an internal network.This research has been supported by the Andalusian Regional Government under grant FQM-237

    An Application of Cooperative Game Theory to Distributed Control

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    18th World CongressThe International Federation of Automatic ControlMilano (Italy) August 28 - September 2, 2011In this paper we propose to study the underlying properties of a given distributed control scheme in which a set of agents switch between different communication strategies that define which network links are used in order to regulate to the origin a set of unconstrained linear systems. The problems of how to decide the time-varying communication strategy, share the benefits/costs and detect which are the most critical links in the network are solved using tools from game theory. The proposed scheme is demonstrated through a simulation example

    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

    Fast heuristic method to detect people in frontal depth images

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    This paper presents a new method for detecting people using only depth images captured by a camera in a frontal position. The approach is based on first detecting all the objects present in the scene and determining their average depth (distance to the camera). Next, for each object, a 3D Region of Interest (ROI) is processed around it in order to determine if the characteristics of the object correspond to the biometric characteristics of a human head. The results obtained using three public datasets captured by three depth sensors with different spatial resolutions and different operation principle (structured light, active stereo vision and Time of Flight) are presented. These results demonstrate that our method can run in realtime using a low-cost CPU platform with a high accuracy, being the processing times smaller than 1 ms per frame for a 512 × 424 image resolution with a precision of 99.26% and smaller than 4 ms per frame for a 1280 × 720 image resolution with a precision of 99.77%

    Cost-allocation problems for fuzzy agents in a fixed-tree network

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    Cost-allocation problems in a fixed network are concerned with distributing the costs for use by a group of clients who cooperate in order to reduce such costs. We work only with tree networks and we assume that a minimum cost spanning tree network has already been constructed and now we are interested in the maintenance costs. The classic problem supposes that each agent stays for the entire time in the same node of the network. This paper introduces cost-allocation problems in a fixed-tree network with a set of agents whose activity over the nodes is fuzzy. Agent’s needs to pay for each period of time may differ. Moreover, the agents do not always remain in the same node for each period. We propose the extension of a very well-known solution for these problems: Bird’s rule.Ministerio de Economía y Competitividad MTM2017-83455-PJunta de Andalucía FQM23

    People re-identification using depth and intensity information from an overhead sensor

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    This work presents a new people re-identification method, using depth and intensity images, both of them captured with a single static camera, located in an overhead position. The proposed solution arises from the need that exists in many areas of application to carry out identification and re-identification processes to determine, for example, the time that people remain in a certain space, while fulfilling the requirement of preserving people's privacy. This work is a novelty compared to other previous solutions, since the use of top-view images of depth and intensity allows obtaining information to perform the functions of identification and re-identification of people, maintaining their privacy and reducing occlusions. In the procedure of people identification and re-identification, only three frames of intensity and depth are used, so that the first one is obtained when the person enters the scene (frontal view), the second when it is in the central area of the scene (overhead view) and the third one when it leaves the scene (back view). In the implemented method only information from the head and shoulders of people with these three different perspectives is used. From these views three feature vectors are obtained in a simple way, two of them related to depth information and the other one related to intensity data. This increases the robustness of the method against lighting changes. The proposal has been evaluated in two different datasets and compared to other state-of-the-art proposal. The obtained results show a 96,7% success rate in re-identification, with sensors that use different operating principles, all of them obtaining depth and intensity information. Furthermore, the implemented method can work in real time on a PC, without using a GPU.Ministerio de Economía y CompetitividadAgencia Estatal de InvestigaciónUniversidad de Alcal

    Two families of values for global games

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    We propose new point valued solutions for global games. We explore the implications of weakening some of the properties used by Gilboa and Lehrer (1991) in their characterization result. Our main contributions are the axiomatic characterizations of two families of values for global games

    A new order on embedded coalitions: Properties and Applications

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    Given a finite set of agents, an embedded coalition consists of a coalition and a partition of the rest of agents. We study a partial order on the set of embedded coalitions of a finite set of agents. An embedded coalition precedes another one if the first coalition is contained in the second and the second partition equals the first one after removing the agents in the second coalition. This poset is not a lattice. We describe the maximal lower bounds and minimal upper bounds of a finite subset, whenever they exist. It is a graded poset and we are able to count the number of elements at a given level as well as the total number of chains. The study of this structure allows us to derive results for games with externalities. In particular, we introduce a new concept of convexity and show that it is equivalent to having non-decreasing contributions to embedded coalitions of increasing size
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