137 research outputs found

    On Games corresponding to Sequencing Situations with Precedence Relations

    Get PDF
    In this paper we study a class of cooperative sequencing games that arise from one-machine sequencing situations in which chain precedence relations are imposed on the jobs. It is shown that these sequencing games are convex.cooperative games, sequencing situations, convexity

    A Quantitative Optimization Framework for Market-Driven Academic Program Portfolios

    Get PDF

    Chinese postman games with multi-located players

    Get PDF
    This paper analyses Chinese postman games with multi-located players, which generalize Chinese postman games by dropping the one-to-one relation between edges and players. In our model, we allow players to be located on more than one edge, but at most one player is located on each edge. The one-to-one relation between edges and players is essential for the equivalence between Chinese postman-totally balanced and Chinese postman-submodular graphs shown in the literature. We illustrate the invalidity of this result in our model. Besides, the location of the post office has a relevant role in the submodularity and totally balancedness of Chinese postman games with multi-located players. Therefore, we focus on sufficient conditions on the assignment of players to edges to ensure submodularity of Chinese postman games with multi-located players, independently of the associated travel costs. Moreover, we provide some insights on the difficulty of finding necessary conditions on assignment functions to this end

    Influencing Opinion Networks - Optimization and Games

    Get PDF
    We consider a model of influence over a network with finite-horizon opinion dynamics. The network consists of agents that update their opinions via a trust structure as in the DeGroot dynamics (De Groot (1974)). The model considers two potential external influencers that have fixed and opposite opinions. They aim to maximally impact the aggregate state of opinions at the end of the finite horizon by targeting one agent in one specific time period. In the case of only one influencer, we characterize optimal targets on the basis of two features: shift and amplification. Also, conditions are provided under which a specific target is optimal: the maximum-amplification target. In the case of two influencers, we focus on the existence and characterization of pure strategy equilibria in the corresponding two-person strategic zero-sum game. Roughly speaking, if the initial opinions are not too much in favour of either influencer, the influencers’ equilibrium behaviour is also driven by the amplification of targets

    Ranking of Unwarranted Variations in Healthcare Treatments

    Get PDF
    In this paper, we introduce a framework designed to identify and rank possible unwarranted variation of treatments in healthcare. The innovative aspect of this framework is a ranking procedure that aims to identify healthcare institutions where unwarranted variation is most severe, and diagnosis treatment combinations which appear to be the most sensitive to unwarranted variation. By adding a ranking procedure to our framework, we have taken our research a step beyond the existing literature. This ranking procedure is intended to assist health insurance companies in their search for violations, and to help find them more quickly, enabling more effective corrective and preventive actions on behalf of the healthcare institutions concerned

    A New Approximation Method for the Shapley Value Applied to the WTC 9/11 Terrorist Attack

    Get PDF
    The Shapley value (Shapley (1953)) is one of the most prominent one-point solution concepts in cooperative game theory that divides revenues (or cost, power) that can be obtained by cooperation of players in the game. The Shapley value is mathematically characterized by properties that have appealing real-world interpretations and hence its use in practical settings is easily justified. The down part is that its computational complexity increases exponentially with the number of players in the game. Therefore, in practical problems that consist of more that 25 players the calculation of the Shapley value is usually too time expensive. Among others the Shapley value is applied in the analysis of terrorist networks (cf. Lindelauf et al. (2013)) which generally extend beyond the size of 25 players. In this paper we therefore present a new method to approximate the Shapley value by refining the random sampling method introduced by Castro et al. (2009). We show that our method outperforms the random sampling method, reducing the average error in the Shapley value approximation by almost 30%. Moreover, our new method enables us to analyze the extended WTC 9/11 network of Krebs (2002) that consists of 69 members. This in contrast to the restricted WTC 9/11 network considered in Lindelauf et al. (2013), that only considered the operational cells consisting of the 19 hijackers that conducted the attack

    Efficiently computing the Shapley value of connectivity games in low-treewidth graphs

    Get PDF
    The Shapley value is the solution concept in cooperative game theory that is most used in both theoretical and practical settings. Unfortunately, in general, computing the Shapley value is computationally intractable. This paper focuses on computing the Shapley value of (weighted) connectivity games. For these connectivity games, which are defined on an underlying (weighted) graph, computing the Shapley value is #P-hard, and thus (likely) intractable even for graphs with a moderate number of vertices. We present an algorithm that can efficiently compute the Shapley value if the underlying graph has bounded treewidth. Next, we apply our algorithm to several real-world (covert) networks. We show that our algorithm can quickly compute exact Shapley values for these networks, whereas in prior work these values could only be approximated using a heuristic method. Finally, it is demonstrated that our algorithm can also efficiently compute the Shapley value time for several larger (artificial) benchmark graphs from the PACE 2018 challenge

    A cooperative appproach to queue allocation of indivisible objects

    Get PDF
    We consider the allocation of a finite number of indivisible objects to the same number of agents according to an exogenously given queue. We assume that the agents collaborate in order to achieve an efficient outcome for society. We allow for side-payments and provide a method for obtaining stable outcomes
    corecore