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2019, Applied Mathematics and Computation
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8 pages
1 file
The position value is an allocation rule based on the Shapley value of the link game from the original communication situation, in which cooperation is restricted by a graph. In the link games, feasible coalitions are connected but their structures are ignored. We introduce structure functions to describe the structures of connected sets, and generalize the link game and the position value to the setting with local structures. We modify an axiomatic characterization for the position value by Slikker to the generalized position value by component efficiency and Balanced link contributions on local structures.
International Journal of Game Theory, 2012
We consider an alternative expression of the Shapley value that reveals a system of compensations: each player receives an equal share of the worth of each coalition he belongs to, and has to compensate an equal share of the worth of any coalition he does not belong to. We give an interpretation in terms of formation of the grand coalition according to an ordering of the players and define the corresponding compensation vector. Then, we generalize this idea to cooperative games with a communication graph. Firstly, we consider cooperative games with a forest (cycle-free graph). We extend the compensation vector by considering all rooted spanning trees of the forest (see Demange ) instead of orderings of the players. The associated allocation rule, called the compensation solution, is characterized by component efficiency and relative fairness. The latter axiom takes into account the relative position of a player with respect to his component. Secondly, we consider cooperative games with arbitrary graphs and construct rooted spanning trees by using the classical algorithms DFS and BFS. If the graph is complete, we show that the compensation solutions associated with DFS and BFS coincide with the Shapley value and the equal surplus division respectively.
2004
We study mechanisms that can be modelled as coalitional games with transferable utilities, and apply ideas from mechanism design and game theory to problems arising in a network design setting. We establish an equivalence between the game-theoretic notion of agents being substitutes and the notion of frugality of a mechanism. We characterize the core of the network design game and relate it to outcomes in a sealed bid auction with VCG payments. We show that in a game, agents are substitutes if and only if the core of the forms a complete lattice. We look at two representative games-Minimum Spanning Tree and Shortest Path-in this light.
SSRN Electronic Journal, 2013
In this paper we introduce the concept of quasi-building set that may underlie the coalitional structure of a cooperative game with restricted communication between the players. Each feasible coalition, including the set of all players, contains a nonempty subset called the choice set of the coalition. Only players that are in the choice set of a coalition are able to join to feasible subcoalitions to form the coalition and to obtain a marginal contribution. We demonstrate that all restricted communication systems that have been studied in the literature take the form of a quasi-building set for an appropriate set system and choice set. Every quasi-building set determines a nonempty collection of maximal strictly nested sets and each such set induces a rooted tree satisfying that every node of the tree is a player that is in the choice set of the feasible coalition that consists of himself and all his successors in the tree. Each tree corresponds to a marginal vector of the underlying game at which each player gets as payoff his marginal contribution when he joins his successors in the tree. As solution concept of a quasi-building set game we propose the average marginal vector (AMV) value, being the average of the marginal vectors that correspond to the trees induced by all maximal strictly nested sets of the quasi-building set. Properties of this solution are also studied. To establish core stability we introduce appropriate convexity conditions of the game with respect to the underlying quasi-building set. For some specifications of quasi-building sets, the AMV-value coincides with solutions known in the literature, for example, for building set games the solution coincides with the gravity center solution and the Shapley value recently defined for this class. For graph games it therefore differs from the well-known Myerson value. For a full communication system the solution coincides with the classical Shapley value.
Ec, 2002
We study mechanisms that can be modelled as coalitional games with transferable utilities, and apply ideas from mechanism design and game theory to problems arising in a network design setting. We establish an equivalence between the game-theoretic notion of agents being substitutes and the notion of frugality of a mechanism. We characterize the core of the network design game and relate it to outcomes in a sealed bid auction with VCG payments. We show that in a game, agents are substitutes if and only if the core of the forms a complete lattice. We look at two representative games-Minimum Spanning Tree and Shortest Path-in this light.
Mathematical Social Sciences, 2015
Coalitional network games are real-valued functions defined on a set of players organized into a network and a coalition structure. We adopt a flexible approach assuming that players organize themselves the best way possible by forming the efficient coalitional network structure. We propose two allocation rules that distribute the value of the efficient coalitional network structure: the atom-based flexible coalitional network allocation rule and the player-based flexible coalitional network allocation rule.
2013
We propose an allocation rule that takes into account the importance of both players and their links and characterizes it for a fixed network. Unlike previous rules, our characterization does not require that the allocation rule be component balance. Next, we extend it to flexible networksà la Jackson (2005). Finally, we provide a comparison with other fixed network (Myerson and Position value) and flexible network (Player and Link Based) allocation rules through some examples. JEL classifications: A14; C71; C72; D85
European Journal of Operational Research, 2009
This paper deals with cooperative games in which only certain coalitions are allowed to form. There have been previous models developed to confront the problem of unallowable coalitions. Games restricted by a communication graph were introduced by Myerson and Owen. In their model, the feasible coalitions are those that induce connected subgraphs. Another type of model is introduced in Gilles, Owen and van den Brink. In their model, the possibilities of coalition formation are determined by the positions of the players in a so-called permission structure. Faigle proposed another model for cooperative games defined on lattice structures. We introduce a combinatorial structure called augmenting system which is a generalization of the antimatroid structure and the system of connected subgraphs of a graph. In this framework, the Shapley value of games on augmenting systems is introduced and two axiomatizations of this value are showed.
European Journal of Operational Research, 2011
The notion of interaction among a set of players has been defined on the Boolean lattice and Cartesian products of lattices. The aim of this paper is to extend this concept to combinatorial structures with forbidden coalitions. The set of feasible coalitions is supposed to fulfil some general conditions. This general representation encompasses convex geometries, antimatroids, augmenting systems and distributive lattices. Two axiomatic characterizations are obtained. They both assume that the Shapley value is already defined on the combinatorial structures. The first one is restricted to pairs of players and is based on a generalization of a recursivity axiom that uniquely specifies the interaction index from the Shapley value when all coalitions are permitted. This unique correspondence cannot be maintained when some coalitions are forbidden. From this, a weak recursivity axiom is defined. We show that this axiom together with linearity and dummy player are sufficient to specify the interaction index. The second axiomatic characterization is obtained from the linearity, dummy player and partnership axioms. An interpretation of the interaction index in the context of surplus sharing is also proposed. Finally, our interaction index is instantiated to the case of games under precedence constraints.
2004
The introduction of a f0; 1g-valued game associated to a connected graph allows us to assign to each vertex a value of weighted connectivity according to the different solutions that for cooperative games are obtained by means of semivalues.
arXiv (Cornell University), 2023
In Network games under cooperative framework, the position value is a link based allocation rule. It is obtained from the Shapley value of an associated cooperative game where the links of the network are considered players. The Shapley value of each of the links is then divided equally among the players who form those links. The inherent assumption is that the value is indifferent to the weights of the players in the network. Depending on how much central a player is in the network, or the ability of making links with other players etc., for example, players can be considered to have weights. Thus, in such situations, dividing the Shapley value equally among the players can be an over-simplistic notion. We propose a generalised version of the position value: the weighted position value that allocates the Shapley shares proportional to the players' weights. These weights of the players are exogenously given. We provide two axiomatic characterizations of our value. Finally, a bidding mechanism is formulated to show that any sub-game perfect equilibrium (SPE) of this mechanism coincides with the weighted position value.
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