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1.
In this paper we study three-valued simple games as a natural extension of simple games. We analyze to which extent well-known results on the core and the Shapley value for simple games can be extended to this new setting. To describe the core of a three-valued simple game we introduce (primary and secondary) vital players, in analogy to veto players for simple games. Moreover, it is seen that the transfer property of Dubey (1975) can still be used to characterize the Shapley value for three-valued simple games. We illustrate three-valued simple games and the corresponding Shapley value in a parliamentary bicameral system.  相似文献   

2.
A previous work by Friedman et al. (Theory and Decision, 61:305–318, 2006) introduces the concept of a hierarchy of a simple voting game and characterizes which hierarchies, induced by the desirability relation, are achievable in linear games. In this paper, we consider the problem of determining all hierarchies, conserving the ordinal equivalence between the Shapley–Shubik and the Penrose–Banzhaf–Coleman power indices, achievable in simple games. It is proved that only four hierarchies are non-achievable in simple games. Moreover, it is also proved that all achievable hierarchies are already obtainable in the class of weakly linear games. Our results prove that given an arbitrary complete pre-ordering defined on a finite set with more than five elements, it is possible to construct a simple game such that the pre-ordering induced by the Shapley–Shubik and the Penrose–Banzhaf–Coleman power indices coincides with the given pre-ordering.  相似文献   

3.
This paper has a twofold scope. The first one is to clarify and put in evidence the isomorphic character of two theories developed in quite different fields: on one side, threshold logic, on the other side, simple games. One of the main purposes in both theories is to determine when a simple game is representable as a weighted game, which allows a very compact and easily comprehensible representation. Deep results were found in threshold logic in the sixties and seventies for this problem. However, game theory has taken the lead and some new results have been obtained for the problem in the past two decades. The second and main goal of this paper is to provide some new results on this problem and propose several open questions and conjectures for future research. The results we obtain depend on two significant parameters of the game: the number of types of equivalent players and the number of types of shift-minimal winning coalitions.  相似文献   

4.
A path scheme for a 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. Obviously, each Shapley path scheme of a game is population monotonic if and only if the Shapley allocation scheme of the game is population monotonic in the sense of Sprumont (Games Econ Behav 2:378–394, 1990). We prove 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. We also show that each Shapley path scheme of a simple game is population monotonic if and only if the set of veto players of the game is a winning coalition. Extensions of these results to other efficient probabilistic values are discussed.  相似文献   

5.
In this paper, we are concerned with the preorderings (SS) and (BC) induced in the set of players of a simple game by the Shapley–Shubik and the Banzhaf–Coleman's indices, respectively. Our main result is a generalization of Tomiyama's 1987 result on ordinal power equivalence in simple games; more precisely, we obtain a characterization of the simple games for which the (SS) and the (BC) preorderings coincide with the desirability preordering (T), a concept introduced by Isbell (1958), and recently reconsidered by Taylor (1995): this happens if and only if the game is swap robust, a concept introduced by Taylor and Zwicker (1993). Since any weighted majority game is swap robust, our result is therefore a generalization of Tomiyama's. Other results obtained in this paper say that the desirability relation keeps itself in all the veto-holder extensions of any simple game, and so does the (SS) preordering in all the veto-holder extensions of any swap robust simple game.  相似文献   

6.
The theory of games recently proposed by John C. Harsanyi in A General Theory of Rational Behavior in Game Situations, (Econometrica, Vol. 34, No. 3) has one anomalous feature, viz., that it generates for a special class of non-cooperative games solutions which are not equilibrium points. It is argued that this feature of the theory turns on an argument concerning the instability of weak equilibrium points, and that this argument, in turn, involves appeal to an unrestricted version of a postulate subsequently included in the theory in restricted form. It is then shown that if this line of reasoning is permitted, then one must, by parity of reasoning, permit another instability argument. But, if both of these instability arguments are permitted in the construction of the theory, the resultant theory must be incomplete, in the sense that there will be simple non-cooperative games for which such a theory cannot yield solutions. This result is then generalized and shown to be endemic to all theories which have made the equilibrium condition central to the treatment of non-cooperative games. Some suggestions are then offered concerning how this incompleteness problem can be resolved, and what one might expect concerning the postulate structure and implications of a theory of games which embodies the revisions necessitated by a resolution of this problem.This research was supported by a grant to the author from the City University of New York Faculty Research Award Program.  相似文献   

7.
To understand how groups coordinate, we study infinitely repeated N-player coordination games in the context of strategic uncertainty. In a situation where players share no common language or culture, ambiguity is always present. However, finding an adequate principle for a common language is not easy: a tradeoff between simplicity and efficiency has to be made. All these points are illustrated on repeated N-player coordination games on m loci. In particular, we demonstrate how a common principle can accelerate coordination. We present very simple rules that are optimal in the space of all languages for m (number of coordination loci) from 2 to 5 and for all N, the number of players. We also show that when more memory is used in the language (strategies), players may not coordinate, whereas this is never the case when players remember only the previous period.  相似文献   

8.
Theory and Decision - In this paper we study the distribution of power in the Basque Parliament since the restoration of the Spanish democracy. The classic simple games do not fit with the...  相似文献   

9.
This article examines deception possibilities for two players in simple three-person voting games. An example of one game vulnerable to (tacit) deception by two players is given and its implications discussed. The most unexpected findings of this study is that in those games vulnerable to deception by two players, the optimal strategy of one of them is always to announce his (true) preference order. Moreover, since the player whose optimal announcement is his true one is unable to induce a better outcome for himself by misrepresenting his preference, while his partner can, this player will find that possessing a monopoly of information will not give him any special advantage. In fact, this analysis demonstrates that he may have incentives to share his information selectively with one or another of his opponents should he alone possess complete information at the outset.  相似文献   

10.
Recently it has been proved in a number of studies, that, under a proper set of assumptions, the optimal group decision rule in pairwise choice situations is a weighted majority rule, with weights that are proportional to the logarithms of the decision makers' odds of choosing the correct alternative.The purpose of the present note is to specify the necessary and sufficient conditions for this rule to coincide with the simple majority rule, and with restricted simple majority rules (which are defined as rules of simple majority, based on some subset of the most competent group members). These conditions are formulated in terms of inequalities between the group members' weights, thereby permitting easy verification of the optimality of the above mentioned rules.  相似文献   

11.
Yu  Chaowen 《Theory and Decision》2022,93(2):359-370

The Shapley value is a well-known solution concept for TU games. The Maschler–Owen value and the NTU Shapley value are two well-known extensions of the Shapley value to NTU games. A hyperplane game is an NTU game in which the feasible set for each coalition is a hyperplane. On the domain of monotonic hyperplane games, the Maschler–Owen value is axiomatized (Hart Essays in game theory. Springer, 1994). Although the domain of hyperplane game is a very interesting class of games to study, unfortunately, on this domain, the NTU Shapley value is not well-defined, namely, it assigns an empty set to some hyperplane games. A prize game (Hart Essays in game theory. Springer, 1994) is an NTU game that can be obtained by “truncating” a hyperplane game. As such, a prize game describes essentially the same situation as the corresponding hyperplane game. It turns out that, on the domain of monotonic prize games, the NTU Shapley value is well-defined. Thus, one can define a value which is well-defined on the domain of monotonic hyperplane games as follows: given a monotonic hyperplane game, first, transform it into a prize game, and then apply the NTU Shapley value to it. We refer to the resulting value as the “generalized Shapley value” and compare the axiomatic properties of it with those of the Maschler–Owen value on the union of the class of monotonic hyperplane games and that of monotonic prize games. We also provide axiomatizations of the Maschler–Owen value and the generalized Shapley value on that domain.

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12.
A cooperative game with transferable utility–or simply a TU-game– describes a situation in which players can obtain certain payoffs by cooperation. A value function for these games assigns to every TU-game a distribution of payoffs over the players. Well-known solutions for TU-games are the Shapley and the Banzhaf value. An alternative type of solution is the concept of share function, which assigns to every player in a TU-game its share in the worth of the grand coalition. In this paper we consider TU-games in which the players are organized into a coalition structure being a finite partition of the set of players. The Shapley value has been generalized by Owen to TU-games in coalition structure. We redefine this value function as a share function and show that this solution satisfies the multiplication property that the share of a player in some coalition is equal to the product of the Shapley share of the coalition in a game between the coalitions and the Shapley share of the player in a game between the players within the coalition. Analogously we introduce a Banzhaf coalition structure share function. Application of these share functions to simple majority games show some appealing properties.  相似文献   

13.
An analysis of simple counting methods for ordering incomplete ordinal data   总被引:1,自引:0,他引:1  
Measurement in the social sciences often involves an attempt to completely order a set of entities on the basis of an underlying attribute. However, limitations of the measurement process often prevent complete empirical determination of the desired ordering. Nevertheless, the ordinal data obtained from the measurement process can be used in attempting to recover or construct more of the underlying order than is provided by the data. Previous research (Fishburn and Gehrlein, 1974a) has shown that a simple one-stage construction method, referred to as the cardinal rule, is fairly effective in correctly identifying ordered pairs in the underlying linear order that are not identified by the measurement process. The present paper re-examines the cardinal rule from the perspective of construction methods based on simple counting measures derived from the data, and argues that it is the best one-stage method in this class when a natural monotonicity assumption holds for the measurement process. The paper then examines two-stage construction rules that are based on the cardinal rule and the simple counting measures. It is shown that one of the two-stage rules gives better overall results than does the cardinal rule by itself.  相似文献   

14.
Ellsberg games     
In the standard formulation of game theory, agents use mixed strategies in the form of objective and probabilistically precise devices to conceal their actions. We introduce the larger set of probabilistically imprecise devices and study the consequences for the basic results on normal form games. While Nash equilibria remain equilibria in the extended game, there arise new Ellsberg equilibria with distinct outcomes, as we illustrate by negotiation games with three players. We characterize Ellsberg equilibria in two-person conflict and coordination games. These equilibria turn out to be related to experimental deviations from Nash equilibrium play.  相似文献   

15.
A reversal of preference between compound and simple risks was demonstrated in the context of compound gambles with loss elements transparently in common. The role of predecision editing heuristics in this violation of the Invariance Principle was explored in a process-tracing study. Verbal reports showed thatcancellation-by-similarity andamalgamation heuristics were differentially applied to simple and compound risks depending on their similarity structure. It was argued that such heuristics are often useful in simplifying complex choice problems without loss of important information. However, the inappropriate cancellation of elements of compound risks can be maladaptive, and can contribute to a lack of insight into the true nature of these risks.  相似文献   

16.
Externality games are studied in Grafe et al. (1998, Math. Methods Op. Res. 48, 71). We define a generalization of this class of games and show, using the methodology in Izquierdo and Rafels (1996, 2001, Working paper, Univ Barcelona; Games Econ. Behav. 36, 174), some properties of the new class of generalized externality games. They include, among others, the algebraic structure of the game, convexity, and their implications for the study of cooperative solutions. Also the proportional rule is characterized for this class of games.  相似文献   

17.
We introduce a TU-game that describes a market where information is distributed among several agents and all these pieces of information are necessary to produce a good. This situation will be called clan information market. The class of the corresponding TU-games, the clan information market games (CIGs), is a subset of the class of clan games. We provide some well-known point solutions for CIGs in terms of the market data.  相似文献   

18.
The Shapley value is the unique value defined on the class of cooperative games in characteristic function form which satisfies certain intuitively reasonable axioms. Alternatively, the Banzhaf value is the unique value satisfying a different set of axioms. The main drawback of the latter value is that it does not satisfy the efficiency axiom, so that the sum of the values assigned to the players does not need to be equal to the worth of the grand coalition. By definition, the normalized Banzhaf value satisfies the efficiency axiom, but not the usual axiom of additivity.In this paper we generalize the axiom of additivity by introducing a positive real valued function on the class of cooperative games in characteristic function form. The so-called axiom of -additivity generalizes the classical axiom of additivity by putting the weight (v) on the value of the gamev . We show that any additive function determines a unique share function satisfying the axioms of efficient shares, null player property, symmetry and -additivity on the subclass of games on which is positive and which contains all positively scaled unanimity games. The axiom of efficient shares means that the sum of the values equals one. Hence the share function gives the shares of the players in the worth of the grand coalition. The corresponding value function is obtained by multiplying the shares with the worth of the grand coalition. By defining the function appropiately we get the share functions corresponding to the Shapley value and the Banzhaf value. So, for both values we have that the corresponding share functions belong to this class of share functions. Moreover, it shows that our approach provides an axiomatization of the normalized Banzhaf value. We also discuss some other choices of the function and the corresponding share functions. Furthermore we consider the axiomatization on the subclass of monotone simple games.  相似文献   

19.
Several studies published during the past five years have attempted to assess the propensities of different voting procedures to elect the simple majority candidate when one exists in a multicandidate election. The present paper provides a summary of what we believe to be the most salient results of this research. The data are first discussed within the context of the assumptions used in our simulations. We then extend our interpretations to account for potential political realities that were not incorporated in the simulations.  相似文献   

20.
We provide two alternative characterizations of the Nash bargaining solution. We introduce new simple axioms, strong undominatedness by the disagreement point, and egalitarian Pareto optimality. First, we prove that the Nash solution is characterized by symmetry, scale invariance, independence of irrelevant alternatives, and strong undominatedness by the disagreement point. Second, we replace the independence of irrelevant alternatives axiom with the sandwich axiom (Rachmilevitch in Theory Decis 80:427–442, 2016) and egalitarian Pareto optimality. We then demonstrate that the Nash solution is characterized by symmetry, scale invariance, strong undominatedness by the disagreement point, the sandwich axiom, and egalitarian Pareto optimality.  相似文献   

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