91 research outputs found

    A Vertex Oriented Approach to Minimum Cost Spanning Tree Problems

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    In this paper we consider spanning tree problems, where n players want to be connected to a source as cheap as possible. We introduce and analyze (n!) vertex oriented construct and charge procedures for such spanning tree situations leading in n steps to a minimum cost spanning tree and a cost sharing where each player pays the edge which he chooses in the procedure. The main result of the paper is that the average of the n! cost sharings provided by our procedure is equal to the P-value for minimum cost spanning tree situations introduced and characterized by Branzei et al. (2004). As a side product, we find a new method, the vertex oriented procedure, to construct minimum cost spanning trees.Minimum cost spanning tree games;algorithm;value;cost sharing

    Stable Coalition Structures in Simple Games with Veto Control

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    In this paper we study hedonic coalition formation games in which players' preferences over coalitions are induced by a semi-value of a monotonic simple game with veto control.We consider partitions of the player set in which the winning coalition contains the union of all minimal winning coalitions, and show that each of these partitions belongs to the strict core of the hedonic game. Exactly such coalition structures constitute the strict core when the simple game is symmetric.Provided that the veto player set is not a winning coalition in a symmetric simple game, then the partition containing the grand coalition is the unique strictly core stable coalition structure.Banzhaf value;hedonic game;semi-value;Shapley value;simple game;strict core

    Population Monotonic Path Schemes for Simple Games

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    A path scheme for a simple game is composed of a path, i.e., a sequence of coalitions that is formed during the coalition formation process and a scheme, i.e., a payoff vector for each coalition in the path.A path scheme is called population monotonic if a player's payoff does not decrease as the path coalition grows.In this study, we focus on Shapley path schemes of simple games in which for every path coalition the Shapley value of the associated subgame provides the allocation at hand.We show that a simple game allows for population monotonic Shapley path schemes if and only if the game is balanced.Moreover, the Shapley path scheme of a specific path is population monotonic if and only if the first winning coalition that is formed along the path contains every minimal winning coalition.Extensions of these results to other probabilistic values are discussed.cooperative games;simple games;population monotonic path schemes;coalition formation;probabilistic values

    A Note on the Balancedness and the Concavity of Highway Games

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    A highway problem is determined by a connected graph which provides all potential entry and exit vertices and all possible edges that can be constructed between vertices, a cost function on the edges of the graph and a set of players, each in need of constructing a connection between a specific entry and exit vertex. Mosquera and Zarzuelo (2006) introduce highway problems and the corresponding cooperative cost games called high- way games to address the problem of fair allocation of the construction costs in case the underlying graph is a chain. In this note, we study the concavity and the balancedness of highway games on more general graphs. A graph G is called highway-game concave if for each highway problem in which G is the underlying graph the corresponding highway game is concave. The main result of our study is that a graph is highway-game concave if and only if it is weakly triangular. Moreover, we provide sufficient conditions on highway problems defined on cyclic graphs such that the corresponding highway games are balanced.cooperative games;highway games;cost sharing

    A Cooperative Approach to Sequencing and Connection Problems.

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    There are many economic settings in which a group of agents wishes to undertake a joint enterprise in order to save costs. The success of such enterprises often relies on agreements on how to share the cost savings generated. The central issue of this monograph is to address cost allocation problems arising from sequencing problems and connection problems. Sequencing problems consider a group of agents who are waiting to be served in a facility and focuses on the problem of the allocation of the cost savings that can be obtained by switching from an initial service order to an optimal one. Connection problems consider the cost allocation problems arising from situations in which a group of agents wishes to collaborate and jointly invest in the construction or the maintenance of a common network. The methods we use in this monograph to analyze the cost allocation problems arising from sequencing and connection problems mainly rely on models of cooperative transferable utility games.

    Batch Sequencing and Cooperation

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    Game theoretic analysis of sequencing situations has been restricted to manufactur- ing systems which consist of machines that can process only one job at a time. However, in many manufacturing systems, operations are carried out by batch machines which can simultaneously process multiple jobs. This paper aims to extend the game theoretical approach to the cost allocation problems arising from sequencing situations on systems that consist of batch machines. We first consider sequencing situations with a single batch machine and analyze cooperative games arising from these situations. It is shown that these games are convex and an expression for the Shapley value of these games is provided. We also introduce an equal gain splitting rule for these sequencing situa- tions and provide an axiomatic characterization. Second, we analyze various aspects of flow-shop sequencing situations which consist of batch machines only. In particular, we provide two cases in which the cooperative game arising from the flow-shop sequencing situation is equal to the game arising from a sequencing situation that corresponds to one specific machine in the flow-shop.Sequencing situations;sequencing games;batch machines

    Population Monotonic Path Schemes for Simple Games

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    A path scheme for a simple game is composed of a path, i.e., a sequence of coalitions that is formed during the coalition formation process and a scheme, i.e., a payoff vector for each coalition in the path.A path scheme is called population monotonic if a player's payoff does not decrease as the path coalition grows.In this study, we focus on Shapley path schemes of simple games in which for every path coalition the Shapley value of the associated subgame provides the allocation at hand.We show that a simple game allows for population monotonic Shapley path schemes if and only if the game is balanced.Moreover, the Shapley path scheme of a specific path is population monotonic if and only if the first winning coalition that is formed along the path contains every minimal winning coalition.Extensions of these results to other probabilistic values are discussed

    Family Sequencing and Cooperation

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    Search for H→γγ produced in association with top quarks and constraints on the Yukawa coupling between the top quark and the Higgs boson using data taken at 7 TeV and 8 TeV with the ATLAS detector

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    A search is performed for Higgs bosons produced in association with top quarks using the diphoton decay mode of the Higgs boson. Selection requirements are optimized separately for leptonic and fully hadronic final states from the top quark decays. The dataset used corresponds to an integrated luminosity of 4.5 fb−14.5 fb−1 of proton–proton collisions at a center-of-mass energy of 7 TeV and 20.3 fb−1 at 8 TeV recorded by the ATLAS detector at the CERN Large Hadron Collider. No significant excess over the background prediction is observed and upper limits are set on the tt¯H production cross section. The observed exclusion upper limit at 95% confidence level is 6.7 times the predicted Standard Model cross section value. In addition, limits are set on the strength of the Yukawa coupling between the top quark and the Higgs boson, taking into account the dependence of the tt¯H and tH cross sections as well as the H→γγ branching fraction on the Yukawa coupling. Lower and upper limits at 95% confidence level are set at −1.3 and +8.0 times the Yukawa coupling strength in the Standard Model
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