A Cooperative Approach to Queue Allocation of Indivisible Objects∗ Herbert Hamers a

Flip Klijn b

Marco Slikker c

Bas van Velzen d

November 2008

Abstract We consider the allocation of a finite number of indivisible objects to the same number of agents according to an exogenously given queue. We assume that the agents collaborate in order to achieve an efficient outcome for society. We allow for side-payments and provide a method for obtaining stable outcomes.

Keywords: indivisible objects, queue, cooperative game theory JEL classification: C71, D61, D70

1

Introduction

Many housing associations use waiting lists to allocate houses to tenants. Typically, the tenant on top of the waiting list is assigned his top choice, the tenant ordered second is assigned his top choice among the remaining houses, etc. A major reason why this mechanism is considered not very desirable is that the outcome of the procedure might not be efficient for society. In particular, by collaboration the total group of tenants might be able to achieve a higher utility. A situation where a finite number of indivisible objects need to be allocated to the same number of individuals with respect to some queue is studied in Svensson (1994). To be more precise, Svensson (1994) discusses a situation with a finite number of indivisible objects, the same number of individuals, and an exogenously given queue. Subsequently, an allocation method is proposed and it is shown that it satisfies certain desirable properties. The difference between our model and that of Svensson (1994) is that we assume that the preferences of the agents over the set of objects are expressed in monetary units. This implies that the allocation proposed by Svensson (1994) might not be efficient for society. Only by collaborating the agents will be able to reach a society-efficient allocation. Because of this collaboration individual agents might not be satisfied with the final assignment of the objects. We assume that these agents are compensated by means of side-payments. Our main result is that the society-efficient assignment ∗

We thank two referees and an editor for their helpful comments. CentER and Department of Econometrics and OR, Tilburg University, P.O. Box 90153, 5000 LE Tilburg, The Netherlands. E-mail: [email protected]. b Corresponding author. Institute for Economic Analysis (CSIC), Campus UAB, 08193 Bellaterra (Barcelona), Spain. E-mail: [email protected]. F. Klijn’s research was supported by a Ram´ on y Cajal contract of the Spanish Ministerio de Ciencia y Tecnolog´ıa, and through the Spanish Plan Nacional I+D+I (SEJ2005-01690), the Generalitat de Catalunya (SGR2005-00626 and the Barcelona GSE Research Network), and the Consolider-Ingenio 2010 (CSD2006-00016) program. c Department of Technology Management, Technische Universiteit Eindhoven, P.O. Box 513, 5600 MB Eindhoven, The Netherlands. E-mail: [email protected]. d CentER and Department of Econometrics and OR, Tilburg University, P.O. Box 90153, 5000 LE Tilburg, The Netherlands. E-mail: [email protected]. a

1

is supported by side-payments that guarantee stability, i.e., no coalition has an incentive to split off from the grand coalition. Another well-known model with indivisible objects is the housing market of Shapley and Scarf (1974). This housing market considers a finite number of agents, each initially possessing an object (house). The agents have preferences over the set of objects. It is shown that core allocations exist for this model. In Tijs et al. (1984) the model of Shapley and Scarf (1974) is adapted by assuming that the preferences of the agents can be expressed by monetary units. In this way the class of permutation games is introduced and the non-emptiness of the core is shown. Hence, our work parallels the approach to the housing market. In line with literature in this area we abstain from strategic aspects with respect to private valuations and assume that they are common knowledge. The remainder of this note is organized as follows. In Section 2 we briefly discuss several concepts from cooperative and non-cooperative game theory. In Section 3 we present our model and associate with each object allocation situation a cooperative game. In Section 4 we first provide a method to obtain stable allocations by using assignment games (cf. Shapley and Shubik, 1972). Next, we show that when agents have a common rank order over the objects our cooperative game coincides with a related permutation game. In Section 5 we comment on two alternative approaches to associate a cooperative game with an object allocation situation.

2

Game theoretical preliminaries

In this section we shortly introduce some game theoretical concepts. First we recall some notions from cooperative game theory. The section ends with a brief description of extensive form games. A cooperative game is a pair (N, v) where N = {1, . . . , n} is a finite set of players and v, the characteristic function, is a map v : 2N → R with v(∅) = 0. The map v assigns to each subset S ⊆ N , called a coalition, P a real number v(S), called the worth of PS. The core of a game (N, v) is the set C(v) = {x ∈ RN : i∈S xi ≥ v(S) for every S ⊆ N and i∈N xi = v(N )}. Intuitively, the core is the set of efficient payoff vectors for which no coalition has an incentive to split off from the grand coalition. The core can be empty. A bipartite matching situation (N, M, U ) consists of two disjoint finite sets of agents N = {1, . . . , n}, M = {1, . . . , m}, and an n × m-matrix U . If agents i ∈ N and j ∈ M collaborate they achieve a utility of Uij ∈ R. This matching situation was first modelled as a cooperative game in Shapley and Shubik (1972), in the following way. Let S ⊆ N and T ⊆ M . A matching µ for S ∪ T is a map from S ∪ T onto itself of order two (that is, µ(µ(i)) = i for all i ∈ S ∪ T ) such that for all i ∈ S with µ(i) 6= i it holds that µ(i) ∈ T , and for all j ∈ T with µ(j) 6= j it holds that µ(j) ∈ S. We write (i, j) ∈ µ if µ(i) = j for i ∈ S and j ∈ T . Let M(S, T ) denote the set of all matchings for coalition S ∪ T . The assignment game (N ∪ M, vA ) is defined by P vA (S ∪ T ) = max{ (i,j)∈µ Uij : µ ∈ M(S, T )} for all S ⊆ N , T ⊆ M . That is, the worth of a coalition is obtained by maximizing the sum of utilities over the set of matchings for this coalition. A matching that maximizes the sum of utilities is called optimal for the coalition. An optimal matching for N ∪ M is simply called optimal. It is well-known that assignment games have a non-empty core (cf. Shapley and Shubik, 1972). In particular, let µ be an optimal matching and let x = (u, w) ∈ RN × RM . Then it holds that x ∈ C(vA ) if and only if ui + wj = Uij for each (i, j) ∈ µ and ui + wj ≥ Uij , ui ≥ 0, and wj ≥ 0 for each i ∈ N , j ∈ M . A permutation situation (N, M, U ) consists of a finite set of agents N = {1, . . . , n}, a finite set of objects M = {1, . . . , n} and an n × n-matrix U . Each agent i ∈ N initially possesses object i ∈ M . The utility that agent i ∈ N receives from the consumption of object j ∈ M is given by Uij ∈ R. By reallocating their initially owned objects the agents can possibly achieve a higher utility. Permutation situations can be modelled as cooperative games in the following way. A reallocation of the objects of coalition S ⊆ N among the members of S can be expressed by a 2

bijection πS : S → O(S), where O(S) denotes the set of objects initially owned by coalition S. Let Π(S, O(S)) denote thePset of all bijections from S to O(S).1 The permutation game (N, vP ) is defined by vP (S) = max{ i∈S UiπS (i) : πS ∈ Π(S, O(S))} for all S ⊆ N . That is, the worth of a coalition is the maximum utility it can achieve by reallocating their initially owned objects among its members. Permutation games were studied first in Tijs et al. (1984). In that paper a link was established between the cores of assignment games and permutation games. It was shown that each core element of an assignment game gives rise to a core element of a related permutation game. In Quint (1996) it was shown that all core elements of a permutation game can be obtained from the core of some associated assignment game. To conclude this section we shortly introduce extensive form games.2 We first remark that we only consider extensive form games with perfect information, i.e., extensive form games with information sets of cardinality one, and without chance nodes. An extensive form game is a 4-tuple (P, T, C, u), where P is a finite set of players, T is a rooted tree with non-terminal node set V1 and terminal node set V2 , C : V1 → P is a control function, and u : V2 → RP is a function expressing the utility that each player receives at each terminal node. For each i ∈ P let ci ⊆ V1 be the set of nodes controlled by i, i.e., ci = {v ∈ V1 : C(v) = i}. A strategy of player i ∈ P is a map yi : ci → V1 ∪ V2 such that (v, yi (v)) is an arc in T for all v ∈ ci . So a strategy for player i describes at each node controlled by player i the direction in which the game proceeds. The set of all strategies of player i is denoted by Σi . It is obvious that each strategy profile (yi )i∈P leads to a unique terminal node. Hence we can write, with slight abuse of notation, the utility function u as a function of strategy profiles, i.e., u((yi )i∈P ) = u(v) if v ∈ V2 is the terminal node reached by (yi )i∈P . We say that yi ∈ Σi is a best reply for player i against y−i = (yj )j∈P \{i} ∈ (Σj )j∈P \{i} if it holds that ui (y−i , yi ) ≥ ui (y−i , zi ) for all zi ∈ Σi . In other words, a player’s strategy is a best reply against some strategy profile of the other players if he cannot be strictly better off by unilaterally deviating from this strategy.

3

The object allocation situation and game

In this section we introduce our object allocation situation and a corresponding cooperative game. An object allocation situation is a 4-tuple (N, M, U, σ0 ). Here N = {1, . . . , n} is a set of agents, M = {1, . . . , m} is a set of indivisible objects, U is a non-negative n × m-matrix that gives the utility of each object for each agent, and σ0 is an initial order. We assume that there are as many agents as objects, i.e., n = m.3 The initial order should be interpreted as the order in which the agents may choose from the set of objects, i.e., agent σ0 (1) has the first choice, agent σ0 (2) the second, etc. Without loss of generality, let σ0 (i) = i for all i ∈ {1, . . . , n}. Let (N, M, U, σ0 ) be an object allocation situation. We will analyze this situation using cooperative game theory. At our cooperative game we define the worth v(S) of a coalition S ⊆ N as the maximum total utility it can guarantee itself without any help from N \S. This utility can be determined in two stages. In the first stage, all players sequentially choose an object, respecting σ0 . In the second stage, the members of S reallocate the chosen objects among themselves to reach coalitional efficiency. Obviously, the outcome of this reallocation depends on the objects chosen by the members of S, and therefore also on the objects chosen by the members of N \S. As we will see in an instance, in order to compute the value v(S) of a coalition S ⊆ N it is useful to introduce an auxiliary extensive form game ({S, N \S}, T, C S , uS ) with player set {S, N \S}. We first describe the rooted tree T . Let 1 ≤ k ≤ m. The set of injective maps from {1, . . . , k} to M is 1

We denote the set of bijections from a set A to a set B by Π(A, B). For a full description of extensive form games, see, e.g., Mas-Colell et al. (1995). 3 The situation where m < n is captured by introducing worthless null objects. 2

3

denoted by Sk . A map π ∈ Sk is interpreted as a situation where object π(i) is chosen by agent i for each 1 ≤ i ≤ k. Similarly, we define S0 as the situation where none of the objects is chosen yet. Let T be the rooted tree with node set ∪0≤k≤m Sk and root S0 . There is an arc between π ∈ Sk and τ ∈ Sk+1 with 0 ≤ k ≤ m − 1, if and only if π(i) = τ (i) for all 1 ≤ i ≤ k. That is, there is an arc between π and τ if π can be extended to τ by assigning an appropriate object to player k + 1. So, V1 = ∪0≤k≤m−1 Sk and V2 = Sm are the sets of non-terminal and terminal nodes, respectively. We define the control function C S : ∪0≤k≤m−1 Sk → {S, N \S} as follows. Let π ∈ Sk for some 0 ≤ k ≤ m − 1. Then we define C S (π) = S if and only if k + 1 ∈ S. So coalition S controls the nodes at which one of its members is to choose an object. Let ΣS and ΣN \S be the set of all possible strategies of players S and N \S, respectively. Finally, we describe the utility function uS : ΣS × ΣN \S → R{S,N \S} . Let y = (yS , yN \S ) ∈ ΣS × ΣN \S . Let τ ∈ Sm be the terminal node reached by strategy profile y, and let HS (τ ) = {τ (i) : i ∈ S} P be the corresponding set of objects obtained by S. Now define uSS (y) = max{ i∈S Uiπ(i) : π ∈ Π(S, HS (τ ))}, and uSN \S (y) = −uSS (y). So, the payoff of S at terminal node τ ∈ Sm is the maximum utility S obtains after reallocating the initially chosen objects and the payoff of N \S is just the opposite of the payoff of S. Hence, the auxiliary extensive form game is a zero sum game. The reason to define uS in this way is that we take a pessimistic approach in which coalition S assumes the worst case scenario: the object allocation game (N, v) is defined by v(S) = max

min

yS ∈ΣS yN\S ∈ΣN\S

uSS (y) for all S ⊆ N.

Note that v(S) is precisely the maximum utility coalition S can guarantee itself, i.e., without any help from N \S. This approach comes down to the conservative approach of Von Neumann and Morgenstern (1944) to construct a game in coalitional form associated with a general game in strategic form. (See for instance Weber (1994) for further discussion.) The maximin approach that we take is also reminiscent of the extension of a preference relation on a set to its power set (see for instance Barber` a et al., 1984) which is employed in social choice theory to define strategy-proofness for social choice correspondences. Two alternative approaches to associate a cooperative game with an object allocation situation are discussed in detail in Section 5. Since the auxiliary game is a zero sum game, the value v(S) of a coalition S is the payoff to player S in any Nash equilibrium of the auxiliary game. More precisely, if (zS , zN \S ) is a Nash equilibrium in ({S, N \S}, T, C S , uS ) then uSS (zS , zN \S ) = max

min

yS ∈ΣS yN\S ∈ΣN\S

uSS (yS , yN \S ) = v(S) =

min

max uSS (yS , yN \S ),

yN\S ∈ΣN\S yS ∈ΣS

(1)

where the last equality follows from a well-known result on zero sum games. Therefore, the advantage of introducing the auxiliary game ({S, N \S}, T, C S , uS ) is that v(S) is immediately obtained from any subgame perfect Nash equilibrium (through backward induction). Finally, note that v(N ) = vA (N ∪ M ), where (N ∪ M, vA ) is the assignment game corresponding to the bipartite matching situation (N, M, U ). We illustrate the object allocation game in the following example.   3 6 2 Example 3.1 Let N = {1, 2, 3}, M = {A, B, C}, and U =  4 5 3  . The object allocation 5 3 0 game (N, v) is given by S v(S)

{1} 6

{2} 4

{3} 0

{1, 2} 10

{1, 3} 7

{2, 3} 6 4

{1, 2, 3} . 14

B s

{1, 3}

s {1, 3} H HH  HH  A  B HHC   HH js{2} H  s s? {2} {2} @ @ @ @ C A A @ B @ C @ @ s? s Rs @ s? Rs @

{1, 3}

{1, 3}

C

B

C

? s

s?

s?

{1, 3}

A

B s?

(7, −7) (11, −11) (6, −6)

{1, 3}

s?

(11, −11) (6, −6)

{1, 3}

S0

S1

S2

A s?

S3

(7, −7)

Figure 1: The extensive form game ({{1, 3}, {2}}, T, C {1,3} , u{1,3} ). To see for instance why v({1, 3}) = 7 consider the extensive form game ({{1, 3}, {2}}, T, C {1,3} , u{1,3} ) which is depicted in Figure 1. One easily verifies that there is a unique subgame perfect Nash equilibrium that leads player {1, 3} first to choose object A, player {2} then to choose object B (and player {1, 3} finally to choose (trivially) object C). The equilibrium payoff for player {1, 3} is 7. Therefore, v({1, 3}) = 7. 3

4

Results

In this section we first show that the core of object allocation games is non-empty. In fact, we provide a method to obtain core elements by using core elements from a related assignment game. Furthermore, we show that for a special class of utility profiles the object allocation game coincides with a corresponding permutation game. The following theorem shows the non-emptiness of the core of object allocation games. Theorem 4.1 Let (N, M, U, σ0 ) be an object allocation problem and let (N, v) be its corresponding game. Let (N, M, U ) be the corresponding bipartite matching problem and let (N ∪ M, vA ) be the corresponding assignment game. Let (u, w) ∈ C(vA ) and let τ : {1, . . . , m} → M be a bijection such that wτ (1) ≥ · · · ≥ wτ (m) . Define xi = ui + wτ (i) for all i ∈ N . Then, x ∈ C(v). P P Proof: By definition of x, i∈N xi = vA (N ∪ M ). Since vA (N ∪ M ) = v(N ), i∈N xi = v(N ). It remains to show stability. Let S ⊆ N and consider the extensive form game ({S, N \S}, T, C S , S u ). Consider the following (possibly non-optimal) strategy zN \S ∈ ΣN \S for player N \S: “always pick the object with highest wi that is still available.” More precisely, let zN \S ∈ ΣN \S be such that zN \S (σ) = τ for each σ ∈ Sk , k + 1 ∈ N \S, and τ ∈ Sk+1 with wτ (k+1) ≥ wj for all j ∈ M \{σ(1), . . . , σ(k)}. Now if player S would use a similar strategy in the strategic form game as player N \S, i.e., also “always pick the highest wi that remains,” then player S would acquire {τ (i) : i ∈ S} as its set of objects. If player S uses a different strategy, then, given player N \S’s strategy zN \S , it would

5

obtain a set of objects A with lower wi -values. Formally, X X wa ≤ wτ (i) . a∈A

(2)

i∈S

In particular, let player S play a best reply against strategy zN \S . Let A∗ be the set of objects acquired by S. Let π : S → A∗ be the optimal reallocation of the obtained objects. From (2) it follows that X X X wπ(i) = wa ≤ wτ (i) . (3) a∈A∗

i∈S

Hence, X i∈S

xi =

X i∈S

ui +

i∈S

X i∈S

wτ (i) ≥

X i∈S

ui +

X

wπ(i) ≥ vA (S ∪ {π(i) : i ∈ S}) =

i∈S

X

Uiπ(i) .

(4)

i∈S

The first inequality is due to (3). The second inequality is satisfied because (u, w) ∈ C(vA ). The last equality is satisfied since the matching {(i, π(i)) : i ∈ S} is an optimal reallocation, and hence optimal for coalition S ∪ {π(i) : i ∈ S} at the assignment game (N, vA ). From the definition of π and the game (N, v) it follows that X Uiπ(i) = max uSS (yS , zN \S ) ≥ max min uSS (y) = v(S). (5) i∈S

yS ∈ΣS

yS ∈ΣS yN\S ∈ΣN\S

Now the theorem follows immediately from (4) and (5).

2

Theorem 4.1 considers an arbitrary core element (u, w) of the corresponding bipartite matching problem. This core element can be interpreted as a set of personal valuations (u) and a set of person-independent valuations for the goods (w). Natural associated sequential choices of the players would be to select the good with highest person-independent valuation among the goods that are still available. Theorem 4.1 states that this boils down to a core element of the object allocation game. This parallels a result for permutation games, mentioned by Tijs et al. (1984), stating that a core element of a permutation game can be constructed by pairwise summing the payoffs in a core element of an associated assignment game. Quint (1996) proves the reverse result, i.e., he shows that every core element of a permutation game can be constructed in this way. The following example illustrates Theorem 4.1 and shows moreover that a reverse result, parallel to the result of Quint (1996), cannot be obtained. Example 4.1 Let (N, M, U, σ0 ) be the object allocation situation from Example 3.1, and (N, v) the corresponding game. Consider the corresponding bipartite matching situation (N, M, U ) and assignment game (N ∪M, vA ). Note that (u, w) ∈ C(vA ) with u = (2, 3, 3) and w = (wA , wB , wC ) = (2, 4, 0). Clearly wB ≥ wA ≥ wC . Now let x1 = u1 +wB = 6, x2 = u2 +wA = 5, and x3 = u3 +wC = 3. From Theorem 4.1 it follows that x = (6, 5, 3) ∈ C(v). We will now show that not every element of C(v) is achievable by the method of Theorem 4.1. Consider y = (8, 4, 2) ∈ C(v). Suppose that (u′ , w′ ) ∈ C(vA ) is such that u′1 + wτ′ (1) = 8, u′2 + wτ′ (2) = 4, and u′3 + wτ′ (3) = 2 where τ : {1, 2, 3} → M is a bijection with wτ′ (1) ≥ wτ′ (2) ≥ wτ′ (3) . First note that (N, M, U ) has a unique optimal matching µ = {(1, B), (2, C), (3, A)}. So, since ′ = U ′ ′ ′ ′ (u′ , w′ ) ∈ C(vA ), it holds that u′1 + wB 1B = 6, u2 + wC = U2C = 3, and u3 + wA = U3A = 5. ′ ′ ′ ′ ′ ′ ′ Since u2 + wτ (2) = 4 it follows that wτ (2) > wC . So, wτ (1) ≥ wτ (2) > wC . Hence, τ (3) = C. ′ , and thus that τ (1) 6= B. We conclude that Because u′1 + wτ′ (1) = 8 it follows that wτ′ (1) > wB ′ ≥ w′ ≥ w′ . Hence, u′ + w′ = 4 < 5 = v ({2, B}) contradicting (u′ , w′ ) ∈ C(v ). Hence, wA A A 2 B C B there is no pair (u′ , w′ ) ∈ C(vA ) with u′1 + wτ′ (1) = 8, u′2 + wτ′ (2) = 4, and u′3 + wτ′ (3) = 2 where τ : {1, 2, 3} → M is a bijection with wτ′ (1) ≥ wτ′ (2) ≥ wτ′ (3) . 3 6

Our second result deals with a special case of object allocation situations. We say that the agents’ utilities are monotonic with respect to a common ordering of the objects if there is an ordering of the objects π ∈ Π(M, M ) such that Ujπ(1) ≥ · · · ≥ Ujπ(m) for all j ∈ N . In this case we will assume, without loss of generality, that Uj1 ≥ · · · ≥ Ujm for all j ∈ N . Now we will prove that for these allocation situations the object allocation game coincides with a corresponding permutation game. Proposition 4.1 Let (N, M, U, σ0 ) be an object allocation situation where the agents’ utilities are monotonic with respect to a common ordering of the objects. Let (N, v) be its corresponding object allocation game. Let (N, M, U ) be the corresponding permutation situation and (N, vP ) its corresponding game. Then, the games (N, v) and (N, vP ) coincide. Proof: We show that for all S ⊆ N it holds that v(S) = vP (S). Let S ⊆ N and consider the extensive form game ({S, N \S}, T, C S , uS ). First we show that v(S) ≥ vP (S). Consider the following strategy zS ∈ ΣS for player S in the extensive form game: “always pick the remaining object with lowest index number.” In other words, zS is such that zS (σ) = τ for each σ ∈ Sk , k + 1 ∈ S, and τ ∈ Sk+1 with τ (k + 1) = min{j : j ∈ M \{σ(1), . . . , σ(k)}}. Let the best reply zN \S of player N \S against this strategy of S result in a set of objects A = {a1 , . . . , a|S| } ⊆ M for S. We assume, without loss of generality, that the elements of A are ordered a1 < a2 < · · · < a|S| . Hence, v(S) =

max

min

yS ∈ΣS yN\S ∈ΣN\S

uSS (yS , yN \S ) ≥

min

yN\S ∈ΣN\S

uSS (zS , yN \S )

X = uSS (zS , zN \S ) = max{ Uiπ(i) : π ∈ Π(S, A)},

(6)

i∈S

where the second equality follows since zN \S is a best reply to zS . The third equality follows from the definition of A. Denote the set of objects initially owned by S in the permutation situation (N, M, U ) by B = {b1 , . . . , b|S| }. We assume, without loss of generality, that this set is ordered b1 < b2 < · · · < b|S| . Note that by definition of strategy zS player S will obtain a better set of objects at the extensive ∗ form game in the sense that aj ≤ bj for all j ∈ {1, . . . , |S|}. Now the optimal P let π : S → B beP reallocation of the objects in B among the members of S, i.e., i∈S Uiπ∗ (i) = max{ i∈S Uiπ(i) : π ∈ Π(S, B)}. Furthermore, define π ¯ : S → A by π ¯ (i) = aj if and only if π ∗ (i) = bj . In other words, assign the j-th object of A to player i if and only if it is optimal to assign the j-th object of B to i. Now X X vP (S) = max{ Uiπ(i) : π ∈ Π(S, B)} = Uiπ∗ (i) i∈S



X

i∈S

Ui¯π(i)

i∈S

X ≤ max{ Uiπ(i) : π ∈ Π(S, A)}.

(7)

i∈S

The first inequality holds since Uj1 ≥ · · · ≥ Ujm for all j ∈ N and π ∗ (i) ≥ π ¯ (i) for all i ∈ S. The second inequality is satisfied because π ¯ might be non-optimal. From (6) and (7) it follows that v(S) ≥ vP (S). Finally, we prove the inequality v(S) ≤ vP (S) by considering the following strategy xN \S ∈ ΣN \S for player N \S in the extensive form game: “always pick the remaining object with lowest index number.” Then, v(S) = ≤

max

min

yS ∈ΣS yN\S ∈ΣN\S

uSS (yS , yN \S ) =

min

max uSS (yS , yN \S )

yN\S ∈ΣN\S yS ∈ΣS

max uSS (yS , xN \S ) = uSS (zS , xN \S )

yS ∈ΣS

7

X = max{ Uiπ(i) : π ∈ Π(S, B)} = vP (S). i∈S

The second equality follows from (1). The third equality is satisfied since Uj1 ≥ · · · ≥ Ujm for all j ∈ N implies that zS is a best reply to xN \S . The fourth equality follows from the definition of B. The last equality follows from the definition of vP and B. Hence, v(S) ≤ vP (S), which completes the proof. 2

5

Concluding remarks

With a given object allocation situation one could associate other cooperative games than the game that we defined in Section 3. Two alternative approaches assume that in order to determine the value of a coalition its complement simultaneously optimizes its own payoff (derived from the objects that it picks), either as a group or individually. We illustrate these alternative approaches by means of two examples. In the first example we show that both games may not be well-defined. In the second example we show that even if the games are well-defined their cores may be empty.   1 1 Example 5.1 Let N = {1, 2}, M = {A, B}, and U = . Suppose that to calculate the 1 2 value of coalition {2} it is assumed that its complement, coalition {1}, chooses its most preferred object. Since there are two best objects, the value of coalition {2} is not well-defined: it is 2 if coalition {1} picks object A and it is 1 if coalition {1} picks object B. 3 The “problem” that occurs in the object allocation situation of Example 5.1 is that some coalition is indifferent between different (groups of) objects. To avoid this problem one could restrict for instance the domain of object allocation situation to situations in which the utility matrix is not “ill-conditioned,” i.e., for any coalition S ⊆ PN and any A, B ⊆ M with A 6= B and P |A| = |B| = |S|, max{ i∈S Uiπ(i) : π ∈ Π(S, A)} = 6 max{ i∈S Uiπ(i) : π ∈ Π(S, B)}. The following example shows that this is not a necessary condition for the games to be well-defined. In addition it shows that both games may have an empty core.   3 2 1 Example 5.2 Let N = {1, 2, 3}, M = {A, B, C}, and U =  5 2 3  . The object allocation 4 3 2 game (N, v) is given by the second row in the following table S v(S) v i (S) v c (S)

{1} 3 3 3

{2} 3 3 3

{3} 2 3 2

{1, 2} 7 7 7

{1, 3} 5 6 6

{2, 3} 6 6 6

{1, 2, 3} 9 . 9 9

The last two rows correspond to the game (N, v i ) and (N, v c ) that are obtained from the assumption that the members of the complement optimize as individuals and as a group, respectively. To see for instance why v i ({2}) = 3 consider the auxiliary extensive form game that is depicted in Figure 2. Given an assignment of the objects to the players, for each of the players 1 and 3 the utility is the utility derived from the object that he is assigned. In particular, it is not defined as the negative of the utility of player 2. The value of coalition 2 in the game (N, v i ) is now easily found by backward induction: player 1 first chooses object A and player 2 then chooses C. Hence, coalition {2} ends up with object C and v i ({2}) = 3. To see for instance why v c ({3}) = 2 consider again an auxiliary extensive form game ({{3}, {1, 2}}, T, C {3} , uc,{3} ) which is depicted in Figure 3. The only difference between this 8

B s

3

s 1 H  HH   HH  A B HHC   HH s s?2 2 js 2 H @ @ @ @ C A A @ B @ C @ @ s? s s? Rs @ Rs @

3

3

C

B

C

? s

s?

s?

(3, 2, 2)

(3, 3, 3)

3

A

(2, 5, 2)

(2, 3, 4)

S1

3

B s?

S0

S2

A

s?

(1, 5, 3)

3

s?

S3

(1, 2, 4)

Figure 2: The auxiliary extensive form game to determine v i ({2}).

B s

{3}

s {1, 2} HH HH  HH C A B  HH  HH  s s ? js {1, 2} {1, 2} {1, 2} @ @ @ @ C A A @ B @ C @ @ s? s Rs @ s? Rs @

{3}

{3}

{3}

A

{3}

B

S0

S1

{3}

C

B

C

? s

s?

s?

s?

s?

s?

(2, 7)

(3, 6)

(2, 7)

(4, 5)

(3, 6)

(4, 5)

S2

A S3

Figure 3: The auxiliary extensive form game to determine v c ({3}). extensive form game and the one defined in Section 3 is the utility function. Given an assignment of the objects to the players, player {1, 2}’s utility is the utility derived from the set of objects that it is assigned. In particular, it is not defined as the negative of the utility of player {3}. The value of coalition {3} in the game (N, v c ) is now easily found by backward induction: player {1, 2} chooses object A and B. Hence, coalition {3} ends up with object C and v c ({3}) = 2. Note that since v i ({1, 2}) + v i ({1, 3}) + v i ({2, 3}) > 2v i ({1, 2, 3}) and v c ({1, 2}) + v c ({1, 3}) + c v ({2, 3}) > 2v c ({1, 2, 3}), the games (N, v i ) and (N, v c ) have an empty core. 3 Clearly, Example 5.2 shows that Theorem 4.1 does not hold for the two alternative approaches, because in fact the core may be empty. On the positive side, if the matrix is not “ill-conditioned” then Proposition 4.1 also holds for the two alternative approaches since the three different approaches coincide in this case.

9

References Barber` a, S., Barrett, C.R., and Pattanaik, Prasanta K. (1984) “On Some Axioms for Ranking Sets of Alternatives,” Journal of Economic Theory, 33, 301-308. Mas-Colell, A., Whinston, M.D., and Green, J.R. (1995) Microeconomic Theory. Oxford University Press. Quint, T. (1996) “On One-Sided versus Two-Sided Matching Markets,” Games and Economic Behavior, 16, 124-134. Shapley, L.S. and Scarf, H. (1974) “On Cores and Indivisibility,” Journal of Mathematical Economics, 1, 23-37. Shapley, L.S. and Shubik, M. (1972) “The Assignment Game I: The Core,” International Journal of Game Theory, 1, 111-130. Svensson, L.-G. (1994) “Queue Allocation of Indivisible Goods,” Social Choice and Welfare, 11, 323-330. Tijs, S.H., Parthasarathy, T., Potters, J.A.M., and Rajendra Prasad, V. (1984) “Permutation Games: Another Class of Totally Balanced Games,” OR Spektrum, 6, 119-123. Von Neumann, J. and Morgenstern, O. (1944) Theory of Games and Economic Behavior. Princeton University Press. Weber, R.J. (1994) “Games in Coalitional Form” in Handbook of Game Theory with Economic Applications Volume 2, Aumann, R.J. and Hart, S. (eds), pp. 1285-1303. Elsevier.

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