TY - GEN
T1 - Monotone cooperative games and their threshold versions
AU - Aziz, Haris
AU - Brandt, Felix
AU - Harrenstein, Paul
PY - 2010
Y1 - 2010
N2 - Cooperative games provide an appropriate framework for fair and stable resource allocation in multiagent systems. This paper focusses on monotone cooperative games, a class which comprises a variety of games that have enjoyed special attention within AI, in particular, skill games, connectivity games, flow games, voting games, and matching games. Given a threshold, each monotone cooperative game naturally corresponds to a simple game. The core of a threshold version may be empty, even if that is not the case in the monotonie game itself. For each of the subclasses of mono-tonic games mentioned above, we conduct a computational analysis of problems concerning some relaxations of the core such as the least-core and the cost of stability. It is shown that threshold versions of monotonic games are generally at least; as hard to handle computationally. We also introduce the length of a simple game as the size of the smallest winning coalition and study its computational complexity in various classes of simple games and its relationship with computing core-based solutions. A number of computational hardness results are contrasted with polynomial time algorithms to compute the length of threshold matching games and the cost of stability of matching games, spanning connectivity games, and simple coalitional skill games with a constant number of skills.
AB - Cooperative games provide an appropriate framework for fair and stable resource allocation in multiagent systems. This paper focusses on monotone cooperative games, a class which comprises a variety of games that have enjoyed special attention within AI, in particular, skill games, connectivity games, flow games, voting games, and matching games. Given a threshold, each monotone cooperative game naturally corresponds to a simple game. The core of a threshold version may be empty, even if that is not the case in the monotonie game itself. For each of the subclasses of mono-tonic games mentioned above, we conduct a computational analysis of problems concerning some relaxations of the core such as the least-core and the cost of stability. It is shown that threshold versions of monotonic games are generally at least; as hard to handle computationally. We also introduce the length of a simple game as the size of the smallest winning coalition and study its computational complexity in various classes of simple games and its relationship with computing core-based solutions. A number of computational hardness results are contrasted with polynomial time algorithms to compute the length of threshold matching games and the cost of stability of matching games, spanning connectivity games, and simple coalitional skill games with a constant number of skills.
KW - Computational complexity
KW - Cooperative games
KW - Core
KW - Game theory
KW - Least core
KW - Nucleolus
KW - Social choice and voting
UR - http://www.scopus.com/inward/record.url?scp=80055075283&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:80055075283
SN - 9781617387715
T3 - Proceedings of the International Joint Conference on Autonomous Agents and Multiagent Systems, AAMAS
SP - 1107
EP - 1114
BT - 9th International Joint Conference on Autonomous Agents and Multiagent Systems 2010, AAMAS 2010
PB - International Foundation for Autonomous Agents and Multiagent Systems (IFAAMAS)
T2 - 9th International Joint Conference on Autonomous Agents and Multiagent Systems 2010, AAMAS 2010
Y2 - 10 May 2010
ER -