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1.
We model the formation of coalitions that are not necessarily disjoint. We propose a new bargaining game that yields an overlapping coalition structure as an outcome. Equilibrium does not always exist in pure strategies for such a game, but we show that it always exists with a mild degree of mixed strategies. We derive conditions for a complete duality between networks and overlapping coalitions, and we provide a new rationale for the sequential formation of networks.  相似文献   

2.
We investigate how a group of players might cooperate with each other within the setting of a non-cooperative game. We pursue two notions of partial cooperative equilibria that follow a modification of Nash’s best response rationality rather than a core-like approach. Partial cooperative Nash equilibrium treats non-cooperative players and the coalition of cooperators symmetrically, while the notion of partial cooperative leadership equilibrium assumes that the group of cooperators has a first-mover advantage. We prove existence theorems for both types of equilibria. We look at three well-known applications under partial cooperation. In a game of voluntary provision of a public good we show that our two new equilibrium notions of partial cooperation coincide. In a modified Cournot oligopoly, we identify multiple equilibria of each type and show that a non-cooperator may have a higher payoff than a cooperator. In contrast, under partial cooperation in a symmetric Salop City game, a cooperator enjoys a higher return.  相似文献   

3.
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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4.
There is a great deal of literature on matching, theoretical, and empirical, concerning stable assignments and mechanisms that achieve them. The starting point of this study is an interesting question about assignment procedures: given a situation where some agents (the senior workers) on one side have a priority status, which changes the classical theory. The core of game may not be stable. We prove the existence of a quasi stable constrained core. This constrained core may not be a lattice but it is a finite and disjoint union of complete lattices that check the properties of the core’s classical assignment game. We study the manipulability questions that derive.  相似文献   

5.
A decision maker using the Analytic Hierarchy Process (AHP) could be consistent, and still provide no information in the resulting vector of priorities. An extreme example would be a pairwise comparison judgment matrix filled with 1s which is totally consistent under the various definitions of consistency, but has provided no information about the prioritization of alternatives resulting from the decision maker's judgments. In this paper, the quality of a consistent decision maker's judgments using the Analytic Hierarchy Process is placed in the context of the entropy of the resulting vector of priorities. Indeed, it is the purpose of this paper to provide a formal definition of this notion ofentropy of a priority vector, and to provide a framework for a quantitative measurement of the information content of consistent pairwise comparison judgment matrices of a decision maker who is using the Analytic Hierarchy Process. We will prove that the entropy of the vector of priorities for consistent matrices follows a normal distribution and discuss some general considerations of this result.  相似文献   

6.
Mainstream game theory explains cooperation as the outcome of the interaction of agents who permanently pursue their individual goals. Amartya Sen argues instead that cooperation can only be understood by positing a type of rule-following behaviour that can be (and often is) out of phase with the pursuit of individual goals, due to the existence of a collective identity. However, Sen does not clarify the ontological preconditions for the type of social behaviour he describes. I will argue that Sen's account of collective identity can be best interpreted in the light of John Searle's notion of collective intentionality, while Sen's explanation of rule-following behavior and agency is best understood using the critical realist transformational model of social activity.  相似文献   

7.
8.
We modify the payment rule of the standard divide the dollar (DD) game by introducing a second stage and thereby resolve the multiplicity problem and implement equal division of the dollar in equilibrium. In the standard DD game, if the sum of players’ demands is less than or equal to a dollar, each player receives what he demanded; if the sum of demands is greater than a dollar, all players receive zero. We modify this second part, which involves a harsh punishment. In the modified game \((D\!D^{\prime })\) , if the demands are incompatible, then players have one more chance. In particular, they play an ultimatum game to avoid the excess. In the two-player version of this game, there is a unique subgame perfect Nash equilibrium in which players demand (and receive) an equal share of the dollar. We also provide an \(n\) -player extension of our mechanism. Finally, the mechanism we propose eliminates not only all pure strategy equilibria involving unequal divisions of the dollar, but also all equilibria where players mix over different demands in the first stage.  相似文献   

9.
The alternating offers strategic bargaining approach (Rubinstein, 1982) suggest a unique perfect equilibrium. In this equilibrium the bargaining ends immediately and the outcome is Pareto optimal. In this paper we consider a bargaining game in which players move simultaneously. Since we allow players only to lower their demands over time we denote this game as a concession game. We demonstrate that in this game there is a perfect equilibrium in which the bargaining lasts long enough so that the pie shrinks to zero. We show that we can generalize this game to a multi-player concession game in a straightforward manner and so avoiding the difficulties of generalizing the alternating offers game to the multi-player case.  相似文献   

10.
A generalization of the standard n-person game is presented, with flexible information requirements suitable for players constrained by certain types of bounded rationality. Strategies (complete contingency plans) are replaced by policies, i.e., endmean pairs of goals and controls (partial contingency plans), which results in naturally disconnected player choice sets. Well-known existence theorems for pure strategy Nash equilibrium and bargaining solutions are generalized to policy games by modifying connectedness (convexity) requirements.  相似文献   

11.
Our first goal was to examine the relations among observational, physiological, and self‐report measures of children's anger. Our second goal was to investigate whether these relations varied by reactive or proactive aggression. Children (272 second‐grade boys and girls) participated in a procedure in which they lost a game and prize to a confederate who cheated. Skin conductance reactivity, heart rate reactivity, self‐reports of anger, angry facial expressions, and angry nonverbal behaviors were measured for each turn of the game. We used multi‐level regressions to calculate the relations among the 10 pairs of the five anger variables over the course of the game. Six of the 10 pairs of anger variables were positively related. These findings suggest that measuring children's anger using any one approach may not capture the full complexity of children's overall experience and expression of anger. Furthermore, three of the 10 relations were stronger at higher levels of reactive aggression, although none varied by proactive aggression. These findings suggest that reactive aggression is related to greater cohesiveness in the experience and expression of anger than is proactive aggression.  相似文献   

12.
This article seeks to make a constructive advance in jurisprudential theory by employing the unified analytical framework of modern social science. We first outline the main ideas of individual rational decision-making and game theory and of social choice and mechanism design, before offering a preliminary discussion of their application to legal issues. The core thesis is that the law in combination with other social norms provides institutional incentives to all actors in society. Legislators’ social justice objectives can be reasonably enforced only as a result of behavioral equilibrium in the social game.  相似文献   

13.
As decision-aiding tools become more popular everyday—but at the same time more sophisticated—it is of utmost importance to develop their explanatory capabilities. Some decisions require careful explanations, which can be challenging to provide when the underlying mathematical model is complex. This is the case when recommendations are based on incomplete expression of preferences, as the decision-aiding tool has to infer despite this scarcity of information. This step is key in the process but hardly intelligible for the user. The robust additive utility model is a necessary preference relation which makes minimal assumptions, at the price of handling a collection of compatible utility functions, virtually impossible to exhibit to the user. This strength for the model is a challenge for the explanation. In this paper, we come up with an explanation engine based on sequences of preference swaps, that is, pairwise comparison of alternatives. The intuition is to confront the decision maker with “elementary” comparisons, thus building incremental explanations. Elementary here means that alternatives compared may only differ on two criteria. Technically, our explanation engine exploits some properties of the necessary preference relation that we unveil in the paper. Equipped with this, we explore the issues of the existence and length of the resulting sequences. We show in particular that in the general case, no bound can be given on the length of explanations, but that in binary domains, the sequences remain short.  相似文献   

14.
Values for rooted-tree and sink-tree digraph games and sharing a river   总被引:1,自引:0,他引:1  
We introduce values for rooted-tree and sink-tree digraph games axiomatically and provide their explicit formula representation. These values may be considered as natural extensions of the lower equivalent and upper equivalent solutions for line-graph games studied in van den Brink et al. (Econ Theory 33:349–349, 2007). We study the distribution of Harsanyi dividends. We show that the problem of sharing a river with a delta or with multiple sources among different agents located at different levels along the riverbed can be embedded into the framework of a rooted-tree or sink-tree digraph game correspondingly.  相似文献   

15.
We study questionnaire responses to situations in which sacrificing one life may save many other lives. We demonstrate gender differences in moral judgments: males are more supportive of the sacrifice than females. We investigate a source of the endorsement of the sacrifice: antisocial preferences. First, we measure individual proneness to spiteful behavior, using an experimental game with monetary stakes. We demonstrate that spitefulness can be sizable—a fifth of our participants behave spitefully—but it is not associated with gender. Second, we find that gender is consistently associated with responses even when we account for individual differences in the propensity to spitefulness.  相似文献   

16.
In this article, Savage’s theory of decision-making under uncertainty is extended from a classical environment into a non-classical one. The Boolean lattice of events is replaced by an arbitrary ortho-complemented poset. We formulate the corresponding axioms and provide representation theorems for qualitative measures and expected utility. Then, we discuss the issue of beliefs updating and investigate a transition probability model. An application to a simple game context is proposed.  相似文献   

17.
The article shows that strategic quantity competition can be characterized by behavioral heterogeneity, once competing firms are allowed in a pre-market stage to optimally choose the behavioral rule they will follow in their strategic choice of quantities. In particular, partitions of the population of identical firms in which some of them are profit maximizers while others follow an alternative criterion, turn out to be deviation-proof equilibria both in simultaneous and sequential game structures. Our findings that in a strategic framework heterogeneous behavioral rules may be consistent with individual incentives is a first attempt to provide a game-theoretic microfoundation of heterogeneity.  相似文献   

18.
Game trees (or extensive-form games) were first defined by von Neumann and Morgenstern in 1944. In this paper we examine the use of game trees for representing Bayesian decision problems. We propose a method for solving game trees using local computation. This method is a special case of a method due to Wilson for computing equilibria in 2-person games. Game trees differ from decision trees in the representations of information constraints and uncertainty. We compare the game tree representation and solution technique with other techniques for decision analysis such as decision trees, influence diagrams, and valuation networks.  相似文献   

19.
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   

20.
A situation, in which a finite set of players can obtain certain payoffs by cooperation can be described by a cooperative game with transferable utility, or simply a TU-game. A (point-valued) solution for TU-games assigns a payoff distribution to every TU-game. In this article we discuss a class of equal surplus sharing solutions consisting of all convex combinations of the CIS-value, the ENSC-value and the equal division solution. We provide several characterizations of this class of solutions on variable and fixed player set. Specifications of several properties characterize specific solutions in this class.  相似文献   

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