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Classify simple games into sixteen "types" in terms of the four conventional axioms: monotonicity, properness, strongness, and nonweakness. Further classify them into sixty-four classes in terms of finiteness (existence of a finite carrier) and computability. For each such class, we either show...
Persistent link: https://www.econbiz.de/10005626817
Consider the problem of allocating k identical, indivisible objects among n agents, where k is less than n. The planner's objective is to give the objects to the top k valuation agents at zero costs to the planner and the agents. Each agent knows her own valuation of the object and whether it is...
Persistent link: https://www.econbiz.de/10005619604
It was shown earlier that the class of algorithmically computable simple games (i) includes the class of games that have finite carriers and (ii) is included in the class of games that have finite winning coalitions. This paper characterizes computable games, strengthens the earlier result that...
Persistent link: https://www.econbiz.de/10005790276
Acyclicity of individual preferences is a minimal assumption in social choice theory. We replace that assumption by the direct assumption that preferences have maximal elements on a fixed agenda. We show that the core of a simple game is nonempty for all profiles of such preferences if and only...
Persistent link: https://www.econbiz.de/10005837444
The Nakamura number of a simple game plays a critical role in preference aggregation (or multi-criterion ranking): the number of alternatives that the players can always deal with rationally is less than this number. We comprehensively study the restrictions that various properties for a simple...
Persistent link: https://www.econbiz.de/10005260306