Jiménez-Losada - Models for cooperative games with fuzzy relations among the agents: fuzzy communication, proximity relation and fuzzy permission
Here you can read online Jiménez-Losada - Models for cooperative games with fuzzy relations among the agents: fuzzy communication, proximity relation and fuzzy permission full text of the book (entire story) in english for free. Download pdf and epub, get meaning, cover and reviews about this ebook. City: Cham;Switzerland, year: 2017, publisher: Springer International Publishing, genre: Children. Description of the work, (preface) as well as reviews are available. Best literature library LitArk.com created for fans of good reading and offers a wide selection of genres:
Choose a favorite category and find really read worthwhile books. Enjoy immersion in the world of imagination, feel the emotions of the characters or learn something new for yourself, make an fascinating discovery.
Book:
Models for cooperative games with fuzzy relations among the agents: fuzzy communication, proximity relation and fuzzy permission
Models for cooperative games with fuzzy relations among the agents: fuzzy communication, proximity relation and fuzzy permission: summary, description and annotation
We offer to read an annotation, description, summary or preface (depends on what the author of the book "Models for cooperative games with fuzzy relations among the agents: fuzzy communication, proximity relation and fuzzy permission" wrote himself). If you haven't found the necessary information about the book — write in the comments, we will try to find it.
This book offers a comprehensive introduction to cooperative game theory and a practice-oriented reference guide to new models and tools for studying bilateral fuzzy relations among several agents or players. It introduces the reader to several fuzzy models, each of which is first analyzed in the context of classical games (crisp games) and subsequently in the context of fuzzy games. Special emphasis is given to the value of Shapley, which is presented for the first time in the context of fuzzy games. Students and researchers will find here a self-contained reference guide to cooperative fuzzy games, characterized by a wealth of examples, descriptions of a wide range of possible situations, step-by-step explanations of the basic mathematical concepts involved, and easy-to-follow information on axioms and properties.;Cooperative Games -- Fuzzy Coalitions and Fuzziness of Games -- Games with a Fuzzy Bilateral Relation among the Players -- Fuzzy Communication -- A Priori Fuzzy Unions -- Fuzzy Permission.
Jiménez-Losada: author's other books
Who wrote Models for cooperative games with fuzzy relations among the agents: fuzzy communication, proximity relation and fuzzy permission? Find out the surname, the name of the author of the book and a list of all author's works by series.
Models for cooperative games with fuzzy relations among the agents: fuzzy communication, proximity relation and fuzzy permission — read online for free the complete book (whole text) full work
Below is the text of the book, divided by pages. System saving the place of the last page read, allows you to conveniently read the book "Models for cooperative games with fuzzy relations among the agents: fuzzy communication, proximity relation and fuzzy permission" online for free, without having to search again every time where you left off. Put a bookmark, and you can go to the page where you finished reading at any time.
Andrs Jimnez-Losada Models for Cooperative Games with Fuzzy Relations among the Agents Studies in Fuzziness and Soft Computing 10.1007/978-3-319-56472-2_1
1. Cooperative Games
Andrs Jimnez-Losada 1
(1)
Departamento de Matemtica Aplicada II, Universidad de Sevilla, Seville, Spain
Andrs Jimnez-Losada
Email:
1.1 Introduction
This chapter corresponds to an introduction about cooperative games with transferable utility, namely the framework within which the book is developed. It does not seek to be fully exhaustive because this book is not a handbook about cooperative games but it sets out to be consistent and comprehensive in order to be useful throughout the rest of the chapters.
The study of the theory of games started in von Neumann and Morgenstern [] the authors described coalitional games in characteristic function form, also known as transferable utility games (games for short). The characteristic function of a game is a real-valued function on the family of coalitions. The real number assigned to each coalition is interpreted as the utility of the cooperation among this group of players. In these cases the worth of a coalition can be allocated among its players in any way. The adjective transferable refers to the assumption that a player can transfer any part of his utility to another player.
Solving a game means determining which coalition or coalitions are formed and obtaining a vector at the end of the game with the corresponding individual payoffs for the cooperation of the players (payoff vector). The classic model of game considers that the grand coalition (the coalition of all the players) will be formed and assumes that there are no restrictions in cooperation, therefore every subset of players can form a different coalition. A value for games is a function assigning a payoff vector for each game. The most known value was introduced by Shapley [], etc. This book is focused on the Shapley value.
This chapter introduces cooperative games, the Shapley value and those results about them that we will use in the next chapters. For further learning the reader can use books about games in general as Driessen [] is a broad vision about this value.
1.2 Games
Cooperative games analyze situations among a finite set of agents where they cooperate to get a determined benefit (profits, debts, costs,...). In this book we consider games in coalitional form with transferable utility. In this kind of games the benefit obtained by the cooperation can be allocated among the agents in any way, so the individual utilities of them have a transfer system permitting that an agent can lose utility to other one in order to keep the cooperation. Hence the benefit is a payoff number for the set of agents. The coalitional form implies that it is known a mapping determining the benefit for any subset of agents. Given a finite set N we denote as its set of power, namely the family of subsets of N , and with the tiny letter n the cardinality of N .
Definition 1.1
Let N be a finite set of elements named players . A cooperative game with transferable utility over N is a mapping which assigns a worth to each subset of players (coalition) , satisfying that . The family of cooperative games with transferable utility over N is denoted as .
From now on we use game instead cooperative game with transferable utility. To define a game we need then two elements: the set of players N and the mapping v (named usually characteristic function). In the next examples we see how the games can modeled different situations.
Example 1.1
We consider a production economy in which there are several peasants and one landowner. This model has been studied in Shapley and Shubik []. The peasants contribute only with their work and they are of the same type. The landowner hires the peasants to cultivate his land. If t peasants are hired by the landowner, then the monetary value of the harvest obtained is denoted by The mapping is named production function where m is the total number of peasants. In what follows, it is required that h satisfies these two conditions:
the landowner by himself does not produce anything, i.e.,
mapping h is nondecreasing, i.e.,
Both conditions imply that h is a nonnegative mapping. We consider the landowner as player 1 and the peasants as players Then this situation can be modeled as a game with players with characteristic function v given by The value of any coalition that contains only peasants is 0 because they do not have any land. Even more, the worth of each coalition that contains the landowner is equal to the monetary value of the harvest that is obtained by the peasants that are in that coalition. Obviously .
Example 1.2
Control games were proposed by Feltkamp []. A control situation is defined by a set of agents N who decide about a good. They, as group, have the control of the good but they want to determine the power of each one. The control game is with and
Similar books «Models for cooperative games with fuzzy relations among the agents: fuzzy communication, proximity relation and fuzzy permission»
Look at similar books to Models for cooperative games with fuzzy relations among the agents: fuzzy communication, proximity relation and fuzzy permission. We have selected literature similar in name and meaning in the hope of providing readers with more options to find new, interesting, not yet read works.
Reviews about «Models for cooperative games with fuzzy relations among the agents: fuzzy communication, proximity relation and fuzzy permission»
Discussion, reviews of the book Models for cooperative games with fuzzy relations among the agents: fuzzy communication, proximity relation and fuzzy permission and just readers' own opinions. Leave your comments, write what you think about the work, its meaning or the main characters. Specify what exactly you liked and what you didn't like, and why you think so.