4.1. Description of the Simple Games
The coefficients in the matrix
A and the vectors
v,
b,
c, and
d are restricted to be zero-one values. A further restriction,
, is often imposed as if each player controls exactly one type of (different) resources. Such a resource can be thought as himself as in the partitioning example of
Section 2.1. We present this version here. Let us spell the interpretation of each game.
First consider a production game. A matrix A made of 0 and 1 without null columns can be viewed as the incidence matrix of a collection of subsets of N defined as follows. Associate to each column the subset of N : . The resource of coalition S is . Observe that a nonnegative integer vector x that satisfies the constraint is made of 0 or 1. It can thus be interpreted as choosing columns, i.e., elements of . The constraint then reads as requiring that the coalition S chooses disjoint elements in , each one included in S. This is referred to in the computational literature as a packing problem.
For the exact production game,
x represents a partition of
S into elements of
: the game is a
partitioning game as defined in
Section 2.1.
For the cost sharing game, the constraints
require that each player in
S belongs to at least one element of
. The above inequality does not imply that the components of
x are 0 or 1. However, the value of
is reached at a unit vector. To see this, note that any integral feasible
x can be replaced with a unit-integral solution without violating the constraints (8) by changing any integer value more than one by one, that is any
by
. Since this can only lower the cost, the program value coincides with that of
Such a problem is referred to as a
covering game.
For simple games the converse of part (2) of Theorem 1 is true. From [
2,
20], we have
Theorem 2. The core of a packing (respectively partitioning, respectively covering) game is non-empty if and only if the game value for N of the integer linear program (respectively , respectively ) is the same as the value (respectively , respectively ) of the linear relaxation program.
We give here an intuitive proof based on the effective coalitions. In the packing problem consider the collection of subsets associated with the incidence matrix A. Interpret the value as the value of the effective coalition . The key point is that the blocking conditions on an allocation simplify into the requirement that and each effective coalition receives at least : each j. That these conditions are necessary in both games is clear since can obtain alone by choosing x to be the unit vector and the value to a singleton is non-negative. That they are sufficient is proved as follows. Let be a non-negative vector of . Given S, for any that satisfies , we have the following inequalities: . Thus, for z an allocation under which receives at least , each j implies . Since (respectively ) is defined as the maximum of the right hand side over all that satisfy (respectively that satisfies for integers), we obtain for ν given by or : S does not block in either game.
Thus, the no-blocking constraints are the same in the game with or without integer constraints. As for the game values for the whole set
N, the value
is obtained by considering partitions of
N (super-additive cover) and the value
is obtained by considering balanced families of
N. When the core of the integer production game is non-empty, we have
by Shapley theorem [
12], hence the two values coincide (since the reverse inequality
always holds). Similar arguments hold for the partitioning and covering games.
The link between packing games and partitioning games is strong under some conditions on the collection or equivalently on matrix A. Take a partitioning game defined by a collection of efficient subsets that contains the singletons, and normalize the values of v on singletons to 0. Define the collection without the singletons. Using the interpretation above on an incidence matrix yields that the partitioning game defined by is equivalent to the packing game associated with the incidence matrix of . However, when does not contain the singletons, a partitioning game is not a packing game.
4.2. Universally Balancedness in Simple Games
A simple game is characterized by the matrix A and the vector defining the objective v or c (since the resource constraint is defined by the unit vectors). We consider here the universally balancedness property with respect to the objective, keeping A fixed. To simplify the terminology, we simply say that A is universally balanced for the packing game if the class of packing games defined by A is universally balanced with respect to v, and similarly for partitioning and covering problems.
From the Theorems 1 and 2, the core of a packing game is non-empty if and only if its relaxation program has an integer optimal solution. Therefore, the packing game given
A is universally balanced if and only if the polyhedron
is integral,
i.e., all its extreme vertices have integer values. Similar results obtain for the partitioning games (Faigle and Kern [
2], Kaneko and Wooders [
1]) and the covering games. This is stated as follows.
Theorem 3. Let A be a matrix, and .
A is universally balanced for the packing game if and only if the polyhedron is integral.
A is universally balanced for the covering game if and only if the polyhedron is integral.
A is universally balanced for the partition game if and only if the polyhedron is integral.
Applying the work of Chudnovsky
et al. [
21] on perfect graphs and Chudnovsky
et al. [
22] for recognizing perfect graphs, we obtain the polynomial time solvability of determining whether the packing game is universally balanced.
Corollary 1. Determining whether A is universally balanced for the packing game can be done in polynomial time.
Contrary to the packing games, it is co-NP-complete to determine whether A is universally balanced for the covering games.
Corollary 2. Determining whether A is universally balanced for the covering game is co-NP-complete.
Recall that a problem is in co-NP if its complement problem is in NP. It is co-NP-hard if its complement is NP-hard.
For a partitioning game, it is important to distinguish whether singletons are effective. As we have seen, a partitioning game for which singletons are effective (i.e., matrix A has a fully identity sub-matrix) can be written as a packing game. Then the problem can be decided in polynomial time. But, in general, the problem of determining whether is integral is not known to have a polynomial time algorithm.
4.3. Simple Games on Graphs
We specify even further the simple games by considering games derived from a graph. More precisely we consider for
A either the vertex-edge incidence matrix or its transpose the edge-vertex incidence matrix; the players will be either the vertices or the edges. The universally balanced properties for the associated combinatorial optimization games become particularly interesting especially for the complexity issues. Some applications are given in
Section 4.4.
Consider a graph where V denotes the set of vertices and E the set of edges. There are m vertices and p edges.
The vertex-edge incidence matrix is the matrix A such that if is an incident vertex of edge . That is, for some .
The edge-vertex incident matrix is the matrix B such that if is an edge that contains vertex i: B is the transpose of A.
A vertex-edge (respectively edge-vertex) incident matrix of a graph is characterized by the fact that each column (respectively row) has exactly two elements equal to 1. Note that these matrices differ from the square incidence matrix indexed by the set of vertices that has a 1 if is an edge and a 0 otherwise.
Each matrix A or B define a different type of packing/covering/partition games. The set of players for A is the set of vertices V, and for B the set of edges E.
Packing Games Consider first the game with vertices as players and matrix A. Before describing the result, let us explain a little bit the game. We show that the problem faced by a coalition is to find a “maximum weighted matching”. Hence we call such a game a maximum weighted matching game. The class is obtained by keeping the graph fixed and varying v.
Start with the whole set V. It must choose x in that satisfies . The vector x can be interpreted as choosing a subset of edges U. The constraint reads that no vertex is incident to more than one edge. In other words no two edges in U have a vertex in common: U defines a matching (by matching the two vertices of each edge). Given weights v on the edges, V seeks for a maximum weighted matching, one for which the sum of the individual edges weights is maximum. Consider now a coalition S of vertices. The constraint requires U to be a matching within S.
By Theorems 2 and 3, the packing game defined by A is universally balanced if and only if the values for the linear programs and coincide, which is equivalent to is integral.
If there is an odd cycle,
for some
, then setting
for every edge
j of the cycle, and
otherwise, will result in a fractional optimal value,
, for the linear program
. This value necessarily differs from the value of the integer program. Therefore, the core of the integer problem is empty for this particular weight function and universally balanced requires the graph to have no odd cycle, that is the graph must be bipartite. Conversely, if the graph is bipartite, there is always an integer optimal solution to the linear program by Konig’s Theorem [
23].
Theorem 4. The class of maximum weighted matching games defined on a graph is universally balanced if and only if the graph is bipartite.
Consider now the game with edges as players defined by the edge-vertex incident matrix. We show that the problems faced by coalitions are to find a maximum weighted independent vertex set. Hence we call such a game a maximum (weighted) independent vertex set game.
Similarly as above, E chooses y in that can be interpreted as choosing a set of vertices U. The constraint reads that no edge has its two vertices in U, or in other words no two vertices in U are linked in G. The set U is said to be an independent vertex set. Given weights v on the vertices, one seeks for a maximum independent vertex set, one for which the sum of the individual vertex weights is maximum.
For a coalition of edges S, the constraint reads as no edge in S has its two vertices in U and an edge not in S has no vertex in U. In other words, first delete all vertices that are incident to an edge not in S, and find an independent set in this reduced graph.
By Theorem 3, the game corresponding to B is universally balanced if and only if is integral.
If there is an odd cycle, we choose one of the shortest in length,
for some
. Let
for every vertex of the cycle, and
otherwise. One easily checks that the linear program
has a fractional optimal value. Again, a necessary condition for the polyhedron to be integral is that there is no odd cycle on the graph, meaning that the graph must be bipartite. On the other hand, if the graph is bipartite, there is always an integer optimal solution to the linear program by Konig’s Theorem [
23].
Theorem 5. The class of maximum weighted independent vertex set games on a graph is universally balanced if and only if the graph is bipartite.
Covering Games The constraints for covering games are easier to understand than for packing games.
Start with the vertex-edge game. The constraints faced by a subset S of V (S possibly identical to V) are: x in such that . They require S to choose a set of edges U such each vertex in S is incident to at least one edge in U. U is called an edge covering set or edge cover. Given costs c on the edges, one seeks for the minimum weighted edge cover, the one for which the sum of the cost of the edges is minimum. The terminology follows.
By Theorem 3, the covering game corresponding to
A is universally balanced if and only if
is integral. From the work of Ding, Feng and Zang [
24] it follows that
Theorem 6. It is co-NP-complete to decide whether the class of minimum weighted edge cover games on a graph is universally balanced.
To decide whether the class is not universally balanced, one must find an input with answer NO, that is a non-integer vertex to the polytope,
and a linear program with the vertex as the unique optimal solution, which proves that the problem is in NP. The co-NP-hardness proof is quite deep [
24].
Consider now the edge-vertex game. The constraints faced by a subset S of E (possibly equal to E) are: y in such that . They require S to choose a set of vertices U such each edge in S has at least one of its endpoints in U. U is called a vertex cover (or vertex covering set), and given costs c on the vertices, S seeks for the minimum vertex cover.
The covering game corresponding to B is universally balanced if and only if is integral.
For any non-bipartite graph G, let for some be a minimum length odd cycle. Let for every vertex i of the cycle, and for any other vertex i. Clearly, any integer solution requires at least vertices of the odd cycle which yields an optimal value at least equal to . For the linear programming relaxation however, setting for the vertices on the cycle and for all other vertices yields a feasible solution with value . Again, universally balanced requires the graph to be bipartite.
Conversely, for any bipartite graph, the minimum weighted vertex cover has the same value as its linear relaxation problem, by Konig’s theorem [
23]. Therefore, we have the following theorem:
Theorem 7. The class of minimum vertex cover games on a graph is universally balanced if and only if the graph is bipartite (and hence determinable in polynomial time). And when it is universally balanced, we can calculate the game value as well as finding an imputation in the core in polynomial time.
Partition Games Consider the partition game associated to the edge-vertex incident matrix B of the graph. First of all, the polyhedron always has a feasible fractional solution: . Therefore, for any v the linear program relaxation, , has a finite solution for any edge-vertex incident matrix B.
Now for a non-bipartite graph G, let for some be a minimum length odd cycle. Arguing as before let for every vertex of the cycle, and otherwise. One easily checks that the linear program has a fractional optimal value. It follows, by Theorem 2, that a necessary condition for the partition game to be universally balanced is for the graph to be bipartite.
Now consider a bipartite graph. We show that the polyhedron
is integral. It follows from Theorem 3 that
B is universally balanced for the partition game. Let
where
and
are independent,
i.e., for any edge
, we have
and
. Without loss of generality, we may assume
G is a connected graph. For any solution
y that satisfies
, pick some vertex
, and denote
. Then, the condition
,
implies that
,
and
,
. Therefore,
y is a combination of the two integral extreme points
and
. We have thus proved
Theorem 8. The class of partition games defined by the edge-vertex incident matrix B of a graph G is universally balanced if and only if G is bipartite.
Consider now the partition game with vertex-edge incident matrix A. A solution corresponds to a matching such that every vertex is matched, known as a perfect matching. In this case, the problem remains open.
4.4. Applications
There are interesting applications involved with the game structure we discuss here.
First, there are standard applications of simple games in communication networks such as toll high ways, electronic cables, optical fibers. While nodes at both ends of a link derive some benefits for themselves, how to share the revenue can be modeled in a cooperative game framework as in [
15]. Under this model, the value of a coalition is the sum of the edge values between all pairs of nodes in the networks. Similar interpretation can be given to cost games. Interesting research works have been developed along this direction.
Second, for the emerging social network systems over the Internet, simple game models also start to have potential real applications. Consider a graph representing friend relationships. Let an advertiser who wants to place advertisement on the social network so that each individual has an AD on his own web page or (not exclusive) on one of his friends’ pages. The constraints can be written in terms of the incidence matrix of the graph (not the edge-vertex incidence matrix). The optimal solution to the covering problem will save advertiser’s cost. Issues on how to share the revenue generated among the nodes is a very interesting problem.
Third, the maximum weighted matching game, on bipartite graphs, is a suitable model for the study of position markets (or matching markets) when buyers and positions are paired up [
25,
26,
27]. The stability concept of the core and the universally balanced property explain to some extent the suitability of such market structures. There are also other potential applications in areas when resources are paired up to provide services.
Fourth, the minimum edge cover game can be a model for task assignment where each assignee is required to take up two tasks. The goal is to assign a minimum number of required persons watching over those tasks.
Finally, the maximum independent vertex set game can be used to model a survey game in a social network: individuals (which correspond to the nodes in the network) are paid to write a survey on a commercial products. To obtain a collection of independent opinions, we may want to collect opinions of people who are not related to each other. The weight represents an a priori evaluation of how informative a node will be.
Within the cooperative game framework over the Internet, more potential applications of our models of simple games are out there. A summary of what have been achieved in the past would be a benchmark we could build the solid theoretical foundation for the future.