Clan information market games

dc.contributor.author
El Obadi, Saadia
dc.contributor.author
Miquel Fernández, Silvia
dc.date.accessioned
2024-12-05T22:24:13Z
dc.date.available
2024-12-05T22:24:13Z
dc.date.issued
2017-01-20T11:22:00Z
dc.date.issued
2025-01-01
dc.date.issued
2016
dc.identifier
https://doi.org/10.1007/s11238-016-9583-7
dc.identifier
0040-5833
dc.identifier
http://hdl.handle.net/10459.1/59063
dc.identifier.uri
http://hdl.handle.net/10459.1/59063
dc.description.abstract
We introduce a TU-game that describes a market where information is distributed among several agents and all these pieces of information are necessary to produce a good. This situation will be called clan information market. The class of the corresponding TU-games, the clan information market games (CIGs), is a subset of the class of clan games. We provide some well-known point solutions for CIGs in terms of the market data.
dc.description.abstract
The second author also acknowledges the support from the research Grants ECO2014- 52340-P (Ministerio de Economía y Competitividad) and 2014 SGR 40 (Generalitat de Catalunya).
dc.language
eng
dc.publisher
Springer US
dc.relation
MINECO/PN2013-2016/ECO2014- 52340-P
dc.relation
Reproducció del document publicat a https://doi.org/10.1007/s11238-016-9583-7
dc.relation
Theory and Decision, 2016, p. 1–17
dc.rights
(c) Springer Science+Business Media New York, 2016
dc.rights
info:eu-repo/semantics/restrictedAccess
dc.subject
Information market
dc.subject
Clan
dc.subject
Core
dc.subject
Shapley value
dc.title
Clan information market games
dc.type
article
dc.type
publishedVersion


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