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Two classes of one machine sequencing situations are considered in which each job corresponds to exactly one player but a player may have more than one job to be processed, so called RP (repeated player) sequencing situations. In max-RP sequencing situations it is assumed that each player's cost...
Persistent link: https://www.econbiz.de/10014067774
A generalization of processing problems with restricted capacities is introduced. In a processing problem there is a finite set of jobs, each requiring a specific amount of effort to be completed, whose costs depend linearly on their completion times. The new aspect is that players have interest...
Persistent link: https://www.econbiz.de/10014067776
Persistent link: https://www.econbiz.de/10014068260
This paper analyzes processing problems and related cooperative games. In a processing problem there is a finite set of jobs, each requiring a specific amount of effort to be completed, whose costs depend linearly on their completion times. There are no restrictions whatsoever on the processing...
Persistent link: https://www.econbiz.de/10014069042
This paper introduces fixed tree games with repeated players (FRP games) which are a generalization of standard fixed tree games. This generalization consists in allowing players to be located in more than one vertex. As a consequence, these players can choose among several ways of connection...
Persistent link: https://www.econbiz.de/10014071274
Multiglove markets and corresponding games are considered. For this class of games we introduce the notion of type monotonic allocation scheme. Allocation rules for multiglove markets based on weight systems are introduced and characterized. These allocation rules generate type monotonic...
Persistent link: https://www.econbiz.de/10014071339
Most of the known efficient algorithms designed to compute the nucleolus for special classes of balanced games are based on two facts: (i) in any balanced game, the coalitions which actually determine the nucleolus are essential; and (ii) all essential coalitions in any of the games in the class...
Persistent link: https://www.econbiz.de/10014071557
A longstanding criticism of the core is that it is too sensitive to small changes in player numbers, as in a well known example where one extra seller (resp. buyer) causes the entire surplus to go to the buyer's (seller's) side. We test this example in the lab, using several different trading...
Persistent link: https://www.econbiz.de/10013238103
In this note we show that no solution to coalition formation games can satisfy a set of axioms that we propose as reasonable. Our result points out that solutions to the coalition formation cannot be interpreted as predictions of what would be resting points for a game in the way stable...
Persistent link: https://www.econbiz.de/10014065652
In an information graph situation, some agents that are connected by an undirected graph can share with no cost some information or technology that can also be obtained from a source. If an agent is not connected to an informed player, this agent pays a unitary cost to obtain this technology. A...
Persistent link: https://www.econbiz.de/10013249806