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1.
This paper reports the results of a laboratory experiment investigating sidepayment games represented in normal form. Attempts to predict payoff allocations via the application of solution concepts (such as the Shapley value or the nucleolus) encounter a problem in games of this form, because the game must first be transformed into some other form. Commonly, this other form is a set function defined over coalitions, such as the von Neumann-Morgenstern characteristic function. Because there are numerous possible transformations, the question arises as to which one provides the most accurate basis for prediction of payoffs.The laboratory experiment tested three such transformations - the mixed strategy characteristic function, the pure strategy characteristic function, and the Harsanyi threat function. Payoff predictions from two solution concepts (Shapley value, nucleolus) were computed on the basis of each of these transformations, making a total of six theories under test.Results of the study show, in general, that payoff predictions based on the Harsanyi threat function and on the mixed strategy characteristic function were more accurate than those based on the pure strategy characteristic function. The most accurate theories were the Shapley value computed from the Harsanyi function, the nucleolus computed from the Harsanyi function, and the Shapley value computed from the mixed strategy characteristic function. Less accurate were the nucleolus computed from the mixed strategy characteristic function and both the nucleolus and the Shapley value computed from the pure strategy characteristic function.This research was supported by grants SOC-7726932 and SES-8319322 from the National Science Foundation. The authors express appreciation to Yat-Tuck See, Jyh-Jen Horng Shiau, and Raymond Wong for assistance in computer programming, and to Jennifer Brandt, Young C. Choi, David C. Dettman, Laurel Dettman, Stephen B. Geisheker, Irving J. Ginsberg, Mike P. Griffin, Kimberly Ihm, Todd Isaacson, Christy Kinney, Mary Kohl, Sue Pope, Tammy Schmieden, Jill Schwarze, Susan Winter, and Kenneth Yuen for assistance in data collection and analysis.  相似文献   

2.
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   

3.
This article reports a test of the predictive accuracy of solution concepts in cooperative non-sidepayment n-person games with empty core. Six solutions were tested. Three of these were value solutions (i.e., -transfer value, -transfer nucleolus, and -transfer disruption value) and three were equilibrium solutions (deterrence set, stable set, and imputation set). The test was based on a laboratory experiment utilizing 5-person, 2-choice normal form games with empty core; other related data sets were also analyzed. Goodness-of-fit results based on discrepancy scores show that the three value solutions are about equally accurate in predicting outcomes, and that all three are substantially more accurate than the other solutions tested.  相似文献   

4.
n-person (n – 1)-quota-games where the quotas are positive for certain n – 1 (strong) players and negative for the remaining (weak) player, are discussed. Normative solutions predicted by the Core,the Kernel, the Bargaining Set, the Competitive Bargaining Set, and by the Shapley Value are presented and exemplified.Each of twelve groups of subjects participated in a four-person and a five-person (n – 1)-quota games with one weak player. The weak player was always excluded from the ratified coalition. The division of payoffs among the strong players was more egalitarian than the Kernel solution but less egalitarian than the Shapley value. The Core and the Bargaining Sets were fully supported for the two strongest players, but less supported for the other players. Analyses of the bargaining process confirmed a dynamic interpretation of the Bargaining Set Theory.This research was performed while the author was at the University of North Carolina. The research was partially supported by a PHS Research Grant No. MH-10006 from the National Institute of Mental Health. The author thanks Professor Amnon Rapoport for helpful advice in the design of this study.  相似文献   

5.
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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6.
We calculate the Lebesgue–measures of the stability sets of Nash-equilibria in pure coordination games. The results allow us to observe that the ordering induced by the Lebesgue–measure of stability sets upon strict Nash-equilibria does not necessarily agree with the ordering induced by risk–dominance. Accordingly, an equilibrium selection theory based on the Lebesgue–measure of stability sets would be necessarily different from one which uses the Nash-property as a point of orientation.  相似文献   

7.
This paper reports the first cross-study competitive test of thecore solution in side-payment games where the core is nonempty and nonunique (i.e., larger than a single point). The core was tested against five alternative theories including the Shapley value, the disruption nucleolus, the nucleolus, the 2-center, and the equality solution. A generalized Euclidean distance metric which indexes the average distance between an observed payoff vector and the entire set of predicted payoff vectors (Bonacich, 1979) was used as the measure of goodness-of-fit. Analysis of data assembled from six previously reported studies (encompassing a total of 1,464 observations over 56 3-person and 4-person side-payment games) showed the core to predict less accurately than the Shapley value, disruption nucleolus, and nucleolus solutions (p < 0.01). These findings are consistent with previous empirical results that show the core to have a low level of predictive accuracy in side-payment games.This research was supported by grants SOC-7726932 and SES-8015528 from the National Science Foundation. Data analysis was performed at the Madison Academic Computing Center.  相似文献   

8.
It is proposed that solution concepts for games should be evaluated in a way that is analogous to the way a logic is evaluated by a model theory for the language. A solution concept defines a set of strategy profiles, as a logic defines a set of theorems. A model theoretic analysis for a game defines a class of models, which are abstract representations of particular plays of the game. Given an appropriate definition of a model, one can show that various solution concepts are characterized by intuitively natural classes of models in the same sense that the set of theorems of a logic is characterized by a class of models of the language. Sketches of characterization results of this kind are given for rationalizability, Nash equilibrium, and for a refinement of rationalizability —strong rationalizability — that has some features of an equilibrium concept. It is shown that strong rationalizability is equivalent to Nash equilibrium in perfect information games. Extensions of the model theoretic framework that represent belief revision and that permit the characterization of other solution concepts are explored informally.  相似文献   

9.
The 2 × 2 game is the simplest and most commonly employed representation of strategic conflict. The 78 strict ordinal 2 × 2 games have been used as conflict models extensively, and have been related in several different taxonomies. However, interest has recently focussed on the full set of 726 general ordinal games, in which one or both players may have equal preferences for two or more outcomes. This paper describes the development of a practical taxonomy of all 726 ordinal 2 × 2 games. The taxonomy provides for rapid identification of particular games, gives a convenient ordering, is as consistent as possible with previous work, and yet is not tied to any specific solution concepts. As well, definitions of several significant game properties are developed or extended to general ordinal games and applied in conjunction with the taxonomy.  相似文献   

10.
Domination structures and multicriteria problems in n-person games   总被引:1,自引:0,他引:1  
Multiple criteria decision problems with one decision maker have been recognized and discussed in the recent literature in optimization theory, operations research and management science. The corresponding concept with n-decision makers, namely multicriteria n-person games, has not yet been extensively explored.In this paper we first demonstrate that existing solution concepts for single criterion n-person games in both normal form and characteristic function form induce domination structures (similar to those defined and studied by Yu [39] for multicriteria single decision maker problems) in various spaces, including the payoff space, the imputation space and the coalition space. This discussion provides an understanding of some underlying assumptions of the solution concepts and provides a basis for generalizing and generating new solution concepts not yet defined. Also we illustrate that domination structures may be regarded as a measure of power held by the players.We then illustrate that a multicriteria problem can naturally arise in decision situations involving (partial) conflict among n-persons. Using our discussion of solution concepts for single criterion games as a basis, various approaches for resolving both normal form and characteristic function form multicriteria n-person games are proposed. For multicriteria games in characteristic function form, we define a multicriteria core and show that there exists a single game point whose core is equal to the multicriteria core. If we reduce a multicriteria game to a single criterion game, domination structures which are more general than classical ones must be considered, otherwise some crucial information in the game may be lost. Finally, we discuss a parametrization process which, for a given multicriteria game, associates a single criterion game to each point in a parametric space. This parametrization provides a basis for the discussion of solution concepts in multicriteria n-person games.  相似文献   

11.
It is known that peer group games are a special class of games with a permission structure. However, peer group games are also a special class of (weighted) digraph games. To be specific, they are digraph games in which the digraph is the transitive closure of a rooted tree. In this paper we first argue that some known results on solutions for peer group games hold more general for digraph games. Second, we generalize both digraph games as well as games with a permission structure into a model called games with a local permission structure, where every player needs permission from its predecessors only to generate worth, but does not need its predecessors to give permission to its own successors. We introduce and axiomatize a Shapley value-type solution for these games, generalizing the conjunctive permission value for games with a permission structure and the $\beta $ -measure for weighted digraphs.  相似文献   

12.
Three values for non-transferable utility games -- the Harsanyi NTU-value, the Shapley NTU-value, and the Maschler--Owen consistent NTU-value -- are compared in a simple example.  相似文献   

13.
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   

14.
The multilinear extension of a cooperative game was introduced by Owen in 1972. In this contribution we study the Lovász extension for cooperative games by using the marginal worth vectors and the dividends. First, we prove a formula for the marginal worth vectors with respect to compatible orderings. Next, we consider the direct market generated by a game. This model of utility function, proposed by Shapley and Shubik in 1969, is the concave biconjugate extension of the game. Then we obtain the following characterization: The utility function of a market game is the Lovász extension of the game if and only if the market game is supermodular. Finally, we present some preliminary problems about the relationship between cooperative games and combinatorial optimization.  相似文献   

15.
Focal points in pure coordination games: An experimental investigation   总被引:2,自引:0,他引:2  
This paper reports an experimental investigation of the hypothesis that in coordination games, players draw on shared concepts of salience to identify focal points on which they can coordinate. The experiment involves games in which equilibria can be distinguished from one another only in terms of the way strategies are labelled. The games are designed to test a number of specific hypotheses about the determinants of salience. These hypotheses are generally confirmed by the results of the experiment.  相似文献   

16.
The paper points out that in dynamic games a player may be better-off if other players do not know his choice of strategy. That is, a player may benefit by not revealing (or not pre-determining) the choice of his action in an information set he (thereby) hopes will not be reached. He would be better-off by exercising his ``right to remain silent' if he believes –- as the empirical evidence shows –- that players display aversion to ``Knightian uncertainty'. In this case, a player who behaves strategically, may wish to avoid revealing his strategy. This is true under various interpretations of the notion of ``strategy profiles'.  相似文献   

17.
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   

18.
Payoff dominance, a criterion for choosing between equilibrium points in games, is intuitively compelling, especially in matching games and other games of common interests, but it has not been justified from standard game-theoretic rationality assumptions. A psychological explanation of it is offered in terms of a form of reasoning that we call the Stackelberg heuristic in which players assume that their strategic thinking will be anticipated by their co-player(s). Two-person games are called Stackelberg-soluble if the players' strategies that maximize against their co-players' best replies intersect in a Nash equilibrium. Proofs are given that every game of common interests is Stackelberg-soluble, that a Stackelberg solution is always a payoff-dominant outcome, and that in every game with multiple Nash equilibria a Stackelberg solution is a payoff-dominant equilibrium point. It is argued that the Stackelberg heuristic may be justified by evidentialist reasoning.  相似文献   

19.
Nash equilibria with identical supports are compared for bimatrix games that are different with respect to the risk aversion of player 2. For equilibria in 2× 2-bimatrix games and for equilibria with efficient supports in coordination games it is established for which cases increased risk aversion of player 2 benefits or hurts player 2.  相似文献   

20.
Four axioms, based on Shapley's original development of the Shapley value, are proposed for values of cooperative games with quarrelling. The collection of all values satisfying these axioms is shown to be the collection of values determined by a construction utilizing the proper choices of several parameters. This facilitates the proof of several common properties of all these values which are analogous to properties of the usual Shapley value. Finally, the parameters corresponding to the two specific values for games with quarrelling proposed in [2], are presented.  相似文献   

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