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1.
Two discrete time tâtonnement processes—one featuring successive tâtonnement, the other featuring simultaneous tâtonnement—for the core of coalitional games with transferable utility are introduced. For totally balanced games, the successive core tâtonnement process corresponds to the standard simultaneous price tâtonnement process of competitive equilibrium theory via the Shapley-Shubik (market game-direct market) correspondence. The simultaneous core tâtonnement process is based entirely on the intuition behind the definition of the core for games with transferable utility, and it does not correspond to any evident competitive equilibrium tâtonnement process. Both processes are proven to be globally stable. The two processes offer easily implementable algorithms for approximately computing core points.  相似文献   

2.
3.
Some well‐known coalitional TU (transferable utility) games applied to specific economic problems are shown to be connected through the relation defined as the anti‐dual. Solutions such as the core, the Shapley value and the nucleolus of anti‐dual games are obtained straightforwardly from original games.  相似文献   

4.
The core is extended to games with incomplete information. The feasible set is characterized by incentive-compatible mechanisms. Blocking is organized at the interim stage by an incentive-compatible mediation plan. Membership of the blocking coalition itself may be determined randomly by the blocking mediator. Nonemptiness of an interim fine core is proven for games with a balanced structure, independent types, and sidepayments. An offer of severance payments may be needed to inhibit blocking. Core allocations are characterized in terms of virtual-utility scales that generalize the weighted-utility scales of the inner core. Mechanisms that achieve core allocations are coalitionally durable.  相似文献   

5.
A core allocation of a complete information economy can be characterized as one that would not be unanimously rejected in favor of another feasible alternative by any coalition. We use this test of coalitional voting in an incomplete information environment to formalize a notion of resilience. Since information transmission is implicit in the Bayesian equilibria of such voting games, this approach makes it possible to derive core concepts in which the transmission of information among members of a coalition is endogenous. Our results lend support to the credible core of Dutta and Vohra [Incomplete information, credibility and the core, Math. Soc. Sci. 50 (2005) 148-165] and the core proposed by Myerson [Virtual utility and the core for games with incomplete information, Mimeo, University of Chicago, 2005] as two that can be justified in terms of coalitional voting.  相似文献   

6.
Summary. By a cooperative game in coalitional structure or shortly coalitional game we mean the standard cooperative non-transferable utility game described by a set of payoffs for each coalition being a nonempty subset of the grand coalition of all players. It is well-known that balancedness is a sufficient condition for the nonemptiness of the core of such a cooperative non-transferable utility game. In this paper we consider non-transferable utility games in which for any coalition the set of payoffs depends on a permutation or ordering upon any partition of the coalition into subcoalitions. We call such a game a cooperative game in permutational structure or shortly permutational game. Doing so we extend the scope of the standard cooperative game theory in dealing with economic or political problems. Next we define the concept of core for such games. By introducing balancedness for ordered partitions of coalitions, we prove the nonemptiness of the core of a balanced non-transferable utility permutational game. Moreover we show that the core of a permutational game coincides with the core of an induced game in coalitional structure, but that balancedness of the permutational game need not imply balancedness of the corresponding coalitional game. This leads to a weakening of the conditions for the existence of a nonempty core of a game in coalitional structure, induced by a game in permutational structure. Furthermore, we refine the concept of core for the class of permutational games. We call this refinement the balanced-core of the game and show that the balanced-core of a balanced permutational game is a nonempty subset of the core. The proof of the nonemptiness of the core of a permutational game is based on a new intersection theorem on the unit simplex, which generalizes the well-known intersection theorem of Shapley. Received: October 31, 1995; revised version: February 5, 1997  相似文献   

7.
In view of the well known core equivalence results in atomless economies, coincidence of market game equilibrium allocations with competitive allocations is tantamount to a three way equivalence between market game mechanisms, competitive equilibria and the core. Based on this idea we study equilibrium refinements of market games, which allow us to use the core equivalence machinery in order to provide an exact market game characterization of competitive equilibria.  相似文献   

8.
Summary. We study the least core, the kernel and bargaining sets of coalitional games with a countable set of players. We show that the least core of a continuous superadditive game with a countable set of players is a non-empty (norm-compact) subset of the space of all countably additive measures. Then we show that in such games the intersection of the prekernel and the least core is non-empty. Finally, we show that the Aumann-Maschler and the Mas-Colell bargaining sets contain the set of all countably additive payoff measures in the prekernel. Received: June 6, 1996; revised version: March 1, 1997  相似文献   

9.
It is well-known that a transferable utility game has a non-empty core if and only if it is balanced. In the class of non-transferable utility games balancedness or the more general π-balancedness due to Billera (SIAM J. Appl. Math. 18 (1970) 567) is a sufficient, but not a necessary condition for the core to be non-empty. This paper gives a natural extension of the π-balancedness condition that is both necessary and sufficient for non-emptiness of the core.  相似文献   

10.
The type-agent core is a new solution concept for exchange economies with asymmetric information. It coincides with the set of subgame-perfect equilibrium outcomes of a simple competitive screening game. Uninformed intermediaries help the agents to cooperate in an attempt to make some profit. The paper extends the work of Perez-Castrillo [Cooperative outcomes through non-cooperative games, Games Econ. Behav. 7 (1994) 428-440] to exchange economies with non-transferable utility and asymmetric information. The type-agent core is a subset of Wilson's coarse core [Wilson, Information, efficiency, and the core of an economy, Econometrica 46 (1978) 807-816]. It is never empty, even though it may be a strict subset of Wilson's fine core. In addition, it converges towards the set of constrained market equilibria as the economy is replicated.  相似文献   

11.
For the class of shortest path games, we propose a family of new cost sharing rules satisfying core selection. These rules allocate shares according to some lexicographic preference relation. A computational procedure is provided. Our results relate to those of Tijs et al. (2011).  相似文献   

12.
Evolution in games with randomly disturbed payoffs   总被引:1,自引:0,他引:1  
We consider a simple model of stochastic evolution in population games. In our model, each agent occasionally receives opportunities to update his choice of strategy. When such an opportunity arises, the agent selects a strategy that is currently optimal, but only after his payoffs have been randomly perturbed. We prove that the resulting evolutionary process converges to approximate Nash equilibrium in both the medium run and the long run in three general classes of population games: stable games, potential games, and supermodular games. We conclude by contrasting the evolutionary process studied here with stochastic fictitious play.  相似文献   

13.
This paper introduces an algorithm to compute stationary equilibria in stochastic games that is guaranteed to converge for almost all such games. Since in general the number of stationary equilibria is overwhelming, we pay attention to the issue of equilibrium selection. We do this by extending the linear tracing procedure to the class of stochastic games, called the stochastic tracing procedure. As a by-product of our results, we extend a recent result on the generic finiteness of stationary equilibria in stochastic games to oddness of equilibria.  相似文献   

14.
In perfect foresight dynamics, an action is linearly stable if expectation that people will always choose the action is self-fulfilling. A symmetric game is a PIM game if an opponent's particular action maximizes the incentive of an action, independently of the rest of the players. This class includes supermodular games, games with linear incentives and so forth. We show that, in PIM games, linear stability is equivalent to u-dominance, a generalization of risk-dominance, and that there is no path escaping a u-dominant equilibrium. Existing results on N-player coordination games, games with linear incentives and two-player games are obtained as corollaries.  相似文献   

15.
Equilibria in noncooperative games are typically inefficient, as illustrated by the Prisoner's Dilemma. In this paper, we quantify this inefficiency by comparing the payoffs of equilibria to the payoffs of a “best possible” outcome. We study a nonatomic version of the congestion games defined by Rosenthal [Int. J. Game Theory 2 (1973) 65], and identify games in which equilibria are approximately optimal in the sense that no other outcome achieves a significantly larger total payoff to the players—games in which optimization by individuals approximately optimizes the social good, in spite of the lack of coordination between players. Our results extend previous work on traffic routing games.  相似文献   

16.
Under study are games in which players receive private signals and then simultaneously choose actions from compact sets. Payoffs are measurable in signals and jointly continuous in actions. Stinchcombe (2011) [19] proves the existence of correlated equilibria for this class of games. This paper is a study of the information structures for these games, the discontinuous expected utility functions they give rise to, and the notion of a balanced approximation to an infinite game with discontinuous payoffs.  相似文献   

17.
We study a class of population games called stable games. These games are characterized by self-defeating externalities: when agents revise their strategies, the improvements in the payoffs of strategies to which revising agents are switching are always exceeded by the improvements in the payoffs of strategies which revising agents are abandoning. We prove that the set of Nash equilibria of a stable game is globally asymptotically stable under a wide range of evolutionary dynamics. Convergence results for stable games are not as general as those for potential games: in addition to monotonicity of the dynamics, integrability of the agents' revision protocols plays a key role.  相似文献   

18.
Under study are games in which players receive private signals and then simultaneously choose actions from compact sets. Payoffs are measurable in signals and jointly continuous in actions. This paper gives a counter-example to the main step in Cotter?s [K. Cotter, Correlated equilibrium in games with type-dependent strategies, J. Econ. Theory 54 (1991) 48-69] argument for correlated equilibrium existence for this class of games, and supplies an alternative proof.  相似文献   

19.
If a TU game is extendable, then its core is a stable set. However, there are many TU games with a stable core that are not extendable. A coalition is vital if there exists some core element x such that none of the proper subcoalitions is effective for x. It is exact if it is effective for some core element. If all coalitions that are vital and exact are extendable, then the game has a stable core. It is shown that the contrary is also valid for matching games, for simple flow games, and for minimum coloring games.  相似文献   

20.
We introduce the framework of parameterized collections of games with and without sidepayments and provide three nonemptiness of approximate core theorems. The parameters bound (a) the number of approximate types of players and the size of the approximation and (b) the size of nearly effective groups of players and their distance from exact effectiveness. Our theorems are based on a new notion of partition-balanced profiles and approximately partition-balanced profiles. The results are applied to a new model of an economy with clubs. In contrast to the extant literature, our approach allows both widespread externalities and uniform results. A fundamental new mathematical result, the partition-balancing effect of large numbers, which promises to have further applications, is contained in Appendix A.  相似文献   

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