The core of a transferable utility game as the solution to a public good market demand problem

Author(s):  
Paul H. Edelman ◽  
Martin Van der Linden ◽  
John A. Weymark
1999 ◽  
Vol 01 (01) ◽  
pp. 45-61 ◽  
Author(s):  
TSUNEYUKI NAMEKATA ◽  
THEO S. H. DRIESSEN

This paper deals in a unified way with the solution concepts for transferable utility games known as the Centre of the Imputation Set value (CIS-value), the Egalitarian Non-Pairwise-Averaged Contribution value (ENPAC-value) and the Egalitarian Non-Separable Contribution value (ENSC-value). These solutions are regarded as the egalitarian division of the surplus of the overall profits after each participant is conceded to get his individual contribution specified in a respective manner. We offer two interesting individual contributions (lower- and upper-k-averaged contribution) based on coalitions of size k(k ∈ {1,…,n-1}) and introduce a new solution concept called the Egalitarian Non-k-Averaged Contribution value ( EN k AC -value). CIS-, ENPAC- and ENSC-value are the same as EN 1 AC -, EN n-2 AC - and EN n-1 AC -value respectively. It turns out that the lower- and the upper-k-averaged contribution form a lower- and an upper-bound of the Core respectively. The Shapley value is the centre of gravity of n-1 points; EN 1 AC -,…, EN n-1 AC -value. EN k AC -value of the dual game is equal to EN n-k AC -value of the original game. We provide a sufficient condition on the transferable utility game to guarantee that the EN k AC -value coincides with the well-known solution called prenucleolus. The condition requires that the largest excesses at the EN k AC -value are attained at the k-person coalitions, whereas the excesses of k-person coalitions at the EN k AC -value do not differ.


2019 ◽  
Vol 182 (2) ◽  
pp. 816-836 ◽  
Author(s):  
Qianqian Kong ◽  
Hao Sun ◽  
Genjiu Xu ◽  
Dongshuang Hou

2020 ◽  
Author(s):  
Md. Younus Mia

Abstract Fattening mud or mangrove crab, Scylla olivacea, has been practised in recent years in brackishwater ponds in Bangladesh. It is a relatively new practice in the country. Small- to medium-sized and even large but gonadal immature crabs that have low market value are bought from farmers, fishers, or from the market and stocked in fattening ponds. Fattening of crab is profitable because of fast turnover, low operating cost, high survival rate and good market demand. Two types of brackishwater earthen ponds are used to fatten crabs. One type is connected to the river through inlets and outlets to exchange water during high and ebb tides. Another type is not connected to the river but water is pumped into and discharged from the pond. The importance of fattening has been recognized as a source of income and employment to alleviate the poverty of coastal people. Through this technology, pond and ditches in the coastal region can be used throughout the year. On the basis of an interview with farmers, a net income of Tk 3,800 (US$ 65.50) can be achieved from a 120 m2 pond using the crab fattening technology. There is potential to expand crab fattening practices in coastal areas. However, an inadequate supply of stockable crab and feed are major constraints in this sector.


Author(s):  
Ralf Wilden ◽  
Timothy M. Devinney ◽  
Nidthida Lin

Some management scholars doubt the value of the dynamic capability view when compared to existing theories. The concern expressed is often related to unclear definitions of the core construct and the relationship among the components that make up that construct. The end result is potentially confused and conflicting interpretations of empirical findings and non-commensurate measurement. One solution is to formalize core components of the theory at hand. The purpose of this paper is not to discuss or argue for (or against) the theoretical status of the dynamic capability view, but to provide a simple, yet insightful, structured model of its core components. Specifically, this paper takes as its basis the perspective of dynamic capabilities as comprising the sensing, seizing, and reconfiguring processes that are deployed to create a resource base aimed at satisfying evolving market demand; it presents a simple but formal way of characterizing its components.


2000 ◽  
Vol 02 (04) ◽  
pp. 287-305 ◽  
Author(s):  
PETER SUDHÖLTER ◽  
BEZALEL PELEG

The positive prekernel, a solution of cooperative transferable utility games, is introduced. We show that this solution inherits many properties of the prekernel and of the core, which are both sub-solutions. It coincides with its individually rational variant, the positive kernel, when applied to any zero-monotonic game. The positive (pre)kernel is a sub-solution of the reactive (pre)bargaining set. We prove that the positive prekernel on the set of games with players belonging to a universe of at least three possible members can be axiomatized by non-emptiness, anonymity, reasonableness, the weak reduced game property, the converse reduced game property, and a weak version of unanimity for two-person games.


2021 ◽  
Vol 3 (3) ◽  
Author(s):  
Yosef Yulius

<p class="SammaryHeader" align="center"><strong><em>Abstract</em></strong></p><p><em>In the scientific field of visual communication design, the logo is one of the most frequently made designs and has a good market share. Along with the times, designing a logo work has undergone various forms and forms of transitions. The design process has also undergone innovation from various aspects ranging from concepts to the final results. The amount of market demand for a good logo makes the logo designers try to maximize the logo making process to match the expected results. One form of the logo-making process is by applying the golden ratio as a benchmark in determining the proportion and order of a harmonious and regular form to produce an aesthetic visual form. Understanding of the golden ratio is needed as a guide for graphic designers to be able to create a design work that has a basis for structured patterns and arrangements.</em></p><p><strong><em>Keywords </em></strong><em>: Logo, Graphic Design, Visual Communication Design, Golden Ratio, DKV</em></p><p><em> </em></p><p class="SammaryHeader" align="center"><strong><em>Abstrak</em></strong></p><p><em>Dalam bidang  desain komunikasi visual, logo merupakan salah satu karya desain yang paling sering dibuat dan memiliki pangsa pasar yang baik. Seiring dengan perkembangan jaman, perancangan sebuah karya logo telah mengalami berbagai macam transisi bentuk dan rupa. Proses perancangannya pun telah mengalami inovasi dari berbagai aspek mulai dari konsep hingga hasil akhirnya. Banyaknya permintaan pasar akan logo yang baik membuat para perancang logo berusaha memaksimalkan proses pembuatan logo agar sesuai dengan hasil yang diharapkan. Salah satu bentuk proses pembuatan logo adalah dengan cara mengaplikasikan golden ratio sebagai patokan dalam menentukan proporsi dan tatanan bentuk yang harmonis dan teratur untuk menghasilkan bentuk visual yang estetis. Pemahaman akan golden ratio dibutuhkan sebagai panduan para desainer grafis untuk dapat menciptakan suatu karya desain yang memiliki landasan akan pola dan tatanan yang terstruktur.</em></p><p><strong><em>Kata Kunci </em></strong><em>: Logo, Desain Grafis, Desain Komunikasi Visual, Golden Ratio, DKV</em></p>


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