370 research outputs found

    Strongly Essential Coalitions and the Nucleolus of Peer Group Games

    Get PDF
    Most of the known efficient algorithms designed to compute the nucleolus for special classes of balanced games are based on two facts: (i) in any balanced game, the coalitions which actually determine the nucleolus are essential; and (ii) all essential coalitions in any of the games in the class belong to a prespeci ed collection of size polynomial in the number of players.We consider a subclass of essential coalitions, called strongly essential coalitions, and show that in any game, the collection of strongly essential coalitions contains all the coalitions which actually determine the core, and in case the core is not empty, the nucleolus and the kernelcore.As an application, we consider peer group games, and show that they admit at most 2n - 1 strongly essential coalitions, whereas the number of essential coalitions could be as much as 2n-1. We propose an algorithm that computes the nucleolus of an n-player peer group game in O(n2) time directly from the data of the underlying peer group situation.game theory;algorithm;cooperative games;kernel estimation;peer games

    Type Monotonic Allocation Schemes for Multi-Glove Games

    Get PDF
    Multiglove markets and corresponding games are considered.For this class of games we introduce the notion of type monotonic allocation scheme.Allocation rules for multiglove markets based on weight systems are introduced and characterized.These allocation rules generate type monotonic allocation schemes for multiglove games and are also helpful in proving that each core element of the corresponding game is extendable to a type monotonic allocation scheme.The T-value turns out to generate a type monotonic allocation scheme with nice extra properties.The same holds true for the nucleolus, for in multi glove games these two solutions coincide.allocation;games;t-value

    New Axiomatizations and an Implementation of the Shapley Value

    Get PDF
    Some new axiomatic characterizations and recursive formulas of the Shapley value are presented. In the results, dual games and the self-duality of the value implicitly play an important role. A set of non-cooperative games which implement the Shapley value on the class of all games is given.Shapley value;axiomatization;implementation

    Generating an IDE using Rascal

    Get PDF

    The Rascal Language Workbench

    Get PDF
    Rascal is a programming language for source code analysis and transformation. This means that typically the input of a Rascal program is a program in some programming language, and the output is often yet another program. So Rascal is a meta programming language. Source code is thus primary object of manipulation in Rascal. Many of the use cases that Rascal is designed to address, follow the Extract-Analyze- SYnthesize, or EASY paradigm (shown in Figure 1.1). Meta programs often start by extracting information (facts) from the input program. This is the extraction phase. An example could be the call-graph of a program. Then, this extracted information is often subject to analysis: derived facts are computed, the information is enriched. For the call graph, a simple analysis is determining the root or leaf routines in the a source program by analysing the extracted call-graph. Another analysis could be concerned by identifying routines that are never called (dead code). Finally, the meta program will synthesize some kind of result. This can be transformed source code (e.g., removal of dead code from the input program), a report (e.g., statistics on the number of root and leaf routines), or a visualization (e.g., a graphical depiction of the call-graph). Of course, these phases are not strictly sequential: there may be feedback loops. Some analysis leads to new extraction, synthesis of a result may lead to new analyses and so on. Rascal has elaborated features to support each of the phases of the EASY paradigm fully integrated in the language. Naturally, the implementation of domain specific languages (DSLs), or more generally, modeldriven engineering (MDE) fits the EASY paradigm very well. When implementing a DSL compiler or interpreter the input is, of course, DSL source code. Extraction could, for instance, include the derivation of an AST from the concrete syntax tree. Another extracted model could be a graph-like structure representing the input in a more abstract way, or a performance model. Such abstractions are input to analyses such as constraint checking or type checking, verification, quality-of-service analysis etc. Finally, synthesis covers tasks such as graphical visualization, code generation, and optimization. To conclude, in the context of Rascal, we see DSL implementation as an instance of source code analysis and transformation

    Composing configurable Java components

    Get PDF
    This paper presents techniques to reason about the composition of configurable components and to automatically derive consistent compositions. The reasoning is achieved by describing components in a formal component description language, that allows the description of component variability, dependencies and configuration actions. It also enables the automatic, configuration-driven, derivation of product instances. To illustrate the approach we instantiate the abstract component model for Java components (packages
    • …
    corecore