scholarly journals An axiomatic and non-cooperative approach to the multi-step Shapley value

Author(s):  
Xianghui Li ◽  
Yang Li

Inspired by the two-step Shapley value, in this paper we introduce and axiomatize the multi-step Shapley value for cooperative games with levels structures. Moreover, we design a multi-step bidding mechanism, which implements the value strategically in subgame perfect Nash equilibrium for superadditve games.

Author(s):  
Ivan Belik

The dynamic nature of networks formation requires the development of multidisciplinary methods for the effective social network analysis. The research presented in this chapter is motivated by the necessity to overcome the limitation of using analytical methods from the originally disconnected research domains. Hence, the authors present an approach based on techniques from different areas, such as graph theory, theory of algorithms, and game theory. Specifically, this chapter is based on the analysis of how an agent can move towards leadership in real-life socioeconomic networks. For the agent's importance measure, the authors employed a Shapley value concept from the area of cooperative games. Shapley value is interpreted as the node centrality that corresponds to the significance of the agent within a socioeconomic network. Employing game theoretic concept, the authors introduced an algorithmic approach that detects the potential connectivity modifications required to increase an agent's leadership position.


2005 ◽  
Vol 07 (01) ◽  
pp. 63-72 ◽  
Author(s):  
M. J. ALBIZURI ◽  
J. ARIN ◽  
J. RUBIO

Lucas and Trall (1963) defined the games in partition function form as a generalization of the cooperative games with transferable utility. In our work we propose by means of an axiomatic characterization a solution for such games in partition function form. This solution will be a generalization of the Shapley value (1953).


2013 ◽  
Vol 14 (1) ◽  
pp. 89-107 ◽  
Author(s):  
Alexander Zimper

Abstract We derive conditions such that optimal liquidity provisions through a demand deposit scheme can be sustainably implemented in a subgame perfect Nash equilibrium under the assumption that renegade investors have free access to ex post asset markets. As our qualitative main finding we demonstrate that such sustainability is more likely for ‘poor’ than for ‘rich’ scheme participants in terms of future income. By establishing sustainability for low future income populations, our formal analysis therefore offers an important qualification of Jacklin’s (1987) influential claim that an optimal demand deposit scheme is not sustainable whenever there exists the possibility of an ex post asset market.


Author(s):  
Bas Dietzenbacher ◽  
Peter Sudhölter

AbstractThis paper formally introduces Hart–Mas-Colell consistency for general (possibly multi-valued) solutions for cooperative games with transferable utility. This notion is used to axiomatically characterize the core on the domain of convex games. Moreover, we characterize all nonempty solutions satisfying individual rationality, anonymity, scale covariance, superadditivity, weak Hart–Mas-Colell consistency, and converse Hart–Mas-Colell consistency. This family consists of (a) the Shapley value, (b) all homothetic images of the core with the Shapley value as center of homothety and with positive ratios of homothety not larger than one, and (c) their relative interiors.


Author(s):  
Alfredo Garro

Game Theory (Von Neumann & Morgenstern, 1944) is a branch of applied mathematics and economics that studies situations (games) where self-interested interacting players act for maximizing their returns; therefore, the return of each player depends on his behaviour and on the behaviours of the other players. Game Theory, which plays an important role in the social and political sciences, has recently drawn attention in new academic fields which go from algorithmic mechanism design to cybernetics. However, a fundamental problem to solve for effectively applying Game Theory in real word applications is the definition of well-founded solution concepts of a game and the design of efficient algorithms for their computation. A widely accepted solution concept of a game in which any cooperation among the players must be selfenforcing (non-cooperative game) is represented by the Nash Equilibrium. In particular, a Nash Equilibrium is a set of strategies, one for each player of the game, such that no player can benefit by changing his strategy unilaterally, i.e. while the other players keep their strategies unchanged (Nash, 1951). The problem of computing Nash Equilibria in non-cooperative games is considered one of the most important open problem in Complexity Theory (Papadimitriou, 2001). Daskalakis, Goldbergy, and Papadimitriou (2005), showed that the problem of computing a Nash equilibrium in a game with four or more players is complete for the complexity class PPAD-Polynomial Parity Argument Directed version (Papadimitriou, 1991), moreover, Chen and Deng extended this result for 2-player games (Chen & Deng, 2005). However, even in the two players case, the best algorithm known has an exponential worst-case running time (Savani & von Stengel, 2004); furthermore, if the computation of equilibria with simple additional properties is required, the problem immediately becomes NP-hard (Bonifaci, Di Iorio, & Laura, 2005) (Conitzer & Sandholm, 2003) (Gilboa & Zemel, 1989) (Gottlob, Greco, & Scarcello, 2003). Motivated by these results, recent studies have dealt with the problem of efficiently computing Nash Equilibria by exploiting approaches based on the concepts of learning and evolution (Fudenberg & Levine, 1998) (Maynard Smith, 1982). In these approaches the Nash Equilibria of a game are not statically computed but are the result of the evolution of a system composed by agents playing the game. In particular, each agent after different rounds will learn to play a strategy that, under the hypothesis of agent’s rationality, will be one of the Nash equilibria of the game (Benaim & Hirsch, 1999) (Carmel & Markovitch, 1996). This article presents SALENE, a Multi-Agent System (MAS) for learning Nash Equilibria in noncooperative games, which is based on the above mentioned concepts.


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