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Displaying 61 –
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103
Simple games cover voting systems in which a single alternative, such as a bill or an
amendment, is pitted against the status quo. A simple game or a yes-no voting system is a
set of rules that specifies exactly which collections of “yea” votes yield passage of the
issue at hand. Each of these collections of “yea” voters forms a winning coalition. We are
interested in performing a complexity analysis on problems defined on such families of
games....
In the Shapley-Scarf economy each agent is endowed with one unit of an indivisible good (house) and wants to exchange it for another, possibly the most preferred one among the houses in the market. In this economy, core is always nonempty and a core allocation can be found by the famous Top Trading Cycles algorithm. Recently, a modification of this economy, containing Q >= 2 types of goods (say, houses and cars for Q=2) has been introduced. We show that if the number of agents is 2, a complete...
Some possibilities of fuzzification of the von Neumann-Morgenstern solution of cooperative games with transferable utility (TU games) are briefly investigated. The fuzzification based on the transformation of individual fuzzy TU game into a fuzzy class of (deterministic) TU games with their own specific solutions is discussed.
The uniform competitive solutions (u.c.s.) are basically stable sets of proposals involving several coalitions which are not necessarily disjoint. In the general framework of NTU games, the uniform competitive solutions have been defined in two earlier papers of the author (Stefanescu [5]) and Stefanescu [6]). The general existence results cover most situations formalized in the framework of the cooperative game theory, including those when the coalitional function is allowed to have empty values....
In this paper we focus on one-point (point-valued) solutions for transferable utility games (TU-games). Since each allocated profit vector is identified with an additive game, a solution can be regarded as a mapping which associates an additive game with each TU-game. Recently Kultti and Salonen proposed a minimum norm problem to find the best approximation in the set of efficient additive games for a given TU-game. They proved some interesting properties of the obtained solution. However, they...
Vagueness is one of the phenomena which cannot be separated from the real bargaining and cooperative situations. The aim of this paper is to offer a brief survey of the recent state-of-art of the modelling of vagueness in coalitional games with transferable utility. It may be recognized in two components of these games, namely, in vague structure of coalitions where each player may simultaneously participate in several of them, and in vague expectations of coalitional pay-offs. Both these cases...
The problem of choosing an optimal insurance policy for an individual has recently been better understood, particularly due to the papers by Gajek and Zagrodny. In this paper we study its multi-agent version: we assume that insureds cooperate with one another to maximize their utility function. They create coalitions by bringing their risks to the pool and purchasing a common insurance contract. The resulting outcome is divided according to a certain rule called strategy. We address the fundamental...
To overcome the shortage of cadaveric kidneys available for transplantation, several countries organize systematic kidney exchange programs. The kidney exchange problem can be modelled as a cooperative game between incompatible patient-donor pairs whose solutions are permutations of players representing cyclic donations. We show that the problems to decide whether a given permutation is not (weakly) Pareto optimal are NP-complete.
We consider games of transferable utility, those that deal with partial cooperation situations, made up of coalition systems, in which every unit coalition is feasible and every coalition of players can be expressed as a disjoint union of maximal feasible coalitions. These systems are named partition systems and cause restricted games. To sum up, we study feasible coalition systems delined by a partial order designed for a set of players and we analyze the characteristics of a feasible coalition...
Using players’ Shapley–Shubik power indices, Peleg [4] proved that voting by count and account is more egalitarian than voting by account. In this paper, we show that a stronger shift in power takes place when the voting power of players is measured by their Shapley–Shubik indices. Moreover, we prove that analogous power shifts also occur with respect to the absolute Banzhaf and the absolute Johnston power indices.
Considered here are production (or market) games with transferable utility. Prime objects are explicitly computable core solutions, or somewhat "deficit" versions of such, fully defined by shadow prices. Main arguments revolve around standard Lagrangian duality. A chief concern is to relax, or avoid, the commonplace assumption that all preferences and production possibilities be convex. Doing so, novel results are obtained about non-emptiness of the core, and about specific imputations therein.
En este artículo revisamos los conceptos de equilibrio perfecto y propio para juegos en forma normal y obtenemos un refinamiento del equilibrio perfecto.
Combat Management System training uses simulation of an overall tactical situation. This involves the real-time management of numerous and diverse entities to keep the simulation scenario consistent in a highly dynamic environment. To address this difficult problem, we propose an adaptive multi-agent system in which each entity is considered as a smart sensor/effector mobile. The autonomy and the dynamic behaviour offered to each entity leads the simulation to self-adapt to inevitable disturbances...
Two games are inseparable by semivalues if both games
obtain the same allocation whatever semivalue is considered. The problem of
separability by semivalues reduces to separability from the null
game. For four or more players, the vector subspace of games
inseparable from the null game by semivalues contains games
different to zero-game. Now, for five or more players, the
consideration of a priori coalition blocks in the player set allows
us to reduce in a significant way the dimension of the vector
subspace...
We propose a generalization of simple coalition games in the context of games with fuzzy coalitions. Mimicking the correspondence of simple games with non-constant monotone formulas of classical logic, we introduce simple Łukasiewicz games using monotone formulas of Łukasiewicz logic, one of the most prominent fuzzy logics. We study the core solution on the class of simple Łukasiewicz games and show that cores of such games are determined by finitely-many linear constraints only. The non-emptiness...
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