Related papers: On the vertices of the k-addiive core
We consider a team formation setting where agents have varying levels of expertise in a global set of required skills, and teams are ranked with respect to how well the expertise of teammates complement each other. We model this setting as…
In cooperative game theory, the social configurations of players are modeled by balanced collections. The Bondareva-Shapley theorem, perhaps the most fundamental theorem in cooperative game theory, characterizes the existence of solutions…
We propose a parametric family of measures of fairness in allocations of TU-cooperative games. Their definition is based on generalized Renyi Entropy, is related to the Cowell-Kuga generalized entropy indices in welfare economics, and aims…
This paper is a twofold contribution. First, it contributes to the problem of enumerating some classes of simple games and in particular provides the number of weighted games with minimum and the number of weighted games for the dual class…
In this paper, we provide an effective characterization of all the subgame-perfect equilibria in infinite duration games played on finite graphs with mean-payoff objectives. To this end, we introduce the notion of requirement, and the…
We study minimum entropy submodular optimization, a common generalization of the minimum entropy set cover problem, studied earlier by Cardinal et al., and the submodular set cover problem. We give a general bound of the approximation…
This paper investigates the discrete-time asynchronous games in which noncooperative agents seek to minimize their individual cost functions. Building on the assumption of partial asynchronism, i.e., each agent updates at least once within…
Given a bimatrix game, the associated leadership or commitment games are defined as the games at which one player, the leader, commits to a (possibly mixed) strategy and the other player, the follower, chooses his strategy after having…
We propose the study of computing the Shapley value for a new class of cooperative games that we call budgeted games, and investigate in particular knapsack budgeted games, a version modeled after the classical knapsack problem. In these…
Congestion games offer a primary model in the study of pure Nash equilibria in non-cooperative games, and a number of generalized models have been proposed in the literature. One line of generalization includes weighted congestion games, in…
We study so-called invariant games played with a fixed number $d$ of heaps of matches. A game is described by a finite list $\mathcal{M}$ of integer vectors of length $d$ specifying the legal moves. A move consists in changing the current…
The peculiarity of adversarial team games resides in the asymmetric information available to the team members during the play, which makes the equilibrium computation problem hard even with zero-sum payoffs. The algorithms available in the…
The main goal of this paper is twofold. First, we extend some results known in the case of weak greedy algorithms with a scalar parameter to the case of weak greedy algorithms with a weakness sequence. Second, we formulate a new setting of…
Following the work of Lloyd Shapley on the Shapley value, and tangentially the work of Guillermo Owen, we offer an alternative non-probabilistic formulation of part of the work of Robert J. Weber in his 1978 paper "Probabilistic values for…
We introduce the notion of linearly representable games. Broadly speaking, these are TU games that can be described by as many parameters as the number of players, like weighted voting games, airport games, or bankruptcy games. We show that…
The arboricity of a graph is the minimum number of forests required to cover all its edges. In this paper, we examine arboricity from a game-theoretic perspective and investigate cost-sharing in the minimum forest cover problem. We…
Decomposing a graph into a hierarchical structure via $k$-core analysis is a standard operation in any modern graph-mining toolkit. $k$-core decomposition is a simple and efficient method that allows to analyze a graph beyond its mere…
Adversarial training, a special case of multi-objective optimization, is an increasingly prevalent machine learning technique: some of its most notable applications include GAN-based generative modeling and self-play techniques in…
The preference graph is a combinatorial representation of the structure of a normal-form game. Its nodes are the strategy profiles, with an arc between profiles if they differ in the strategy of a single player, where the orientation…
We show that, by using multiplicative weights in a game-theoretic thought experiment (and an important convexity result on the composition of multiplicative weights with the relative entropy function), a symmetric bimatrix game (that is, a…