Core Concepts For Dynamic Tu Games
This paper is concerned with the question of how to define the core when cooperation takes place in a dynamic setting. The focus is on dynamic cooperative games in which the players face a finite sequence of exogenously specified TU-games. Three different core concepts are presented: the classical core, the strong sequential core and the weak sequential core. The differences between the concepts arise from different interpretations of profitable deviations by coalitions. Sufficient conditions are given for nonemptiness of the classical core in general and of the weak sequential core for the case of two players. Simplifying characterizations of the weak and strong sequential core are provided. Examples highlight the essential difference between these core concepts.
Volume (Year): 07 (2005)
Issue (Month): 01 ()
|Contact details of provider:|| Web page: http://www.worldscinet.com/igtr/igtr.shtml |
|Order Information:|| Email: |
When requesting a correction, please mention this item's handle: RePEc:wsi:igtrxx:v:07:y:2005:i:01:p:43-61. See general information about how to correct material in RePEc.
For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: (Tai Tone Lim)
If references are entirely missing, you can add them using this form.