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arXiv 2201.05515cs.GT
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关于奖惩选择对策

On Reward-Penalty-Selection Games

Niklas Gräf, Till Heller, Sven O. Krumke

摘要:

奖惩选择问题(RPSP)可以看作是集合覆盖问题(SCP)和命中集合问题(HSP)的组合。给定一组元素、一组奖励集和一组惩罚集,人们试图找到一个元素子集,使得尽可能多的奖励集被覆盖,即所有元素都包含在子集中,同时尽可能少的惩罚集被击中,即子集与惩罚集的交集是非空的。在本文中,我们定义了一个合作对策的基础上RPSP的RPSP的元素是球员。我们证明了结构性结果,并表明RPS对策是凸的,超可加的和完全平衡的。此外,Shapley值可以在多项式时间内计算。除此之外,我们提供了一个表征的核心元素作为一个可行的网络图中的流取决于底层RPSP的实例。通过使用该特征,可以有效地计算核心元素。

英文摘要:

The Reward-Penalty-Selection Problem (RPSP) can be seen as a combination of the Set Cover Problem (SCP) and the Hitting Set Problem (HSP). Given a set of elements, a set of reward sets, and a set of penalty sets, one tries to find a subset of elements such that as many reward sets as possible are covered, i.e. all elements are contained in the subset, and at the same time as few penalty sets as possible are hit, i.e. the intersection of the subset with the penalty set is non-empty. In this paper we define a cooperative game based on the RPSP where the elements of the RPSP are the players. We prove structural results and show that RPS games are convex, superadditive and totally balanced. Furthermore, the Shapley value can be computed in polynomial time. In addition to that, we provide a characterization of the core elements as a feasible flow in a network graph depending on the instance of the underlying RPSP. By using this characterization, a core element can be computed efficiently.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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