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Computing the nucleolus of cyclic permutation gamesTamás Solymosi ∗
Budapest University of Economic Sciences, Hungary
T. E. S. Raghavan †
University of Illinois at Chicago, USA
Stef Tijs ‡
Tilburg University, The Netherlands
November 6, 2001
Abstract The question of `fairly' allocating costs or bene�ts among the participants of a
joint enterprise is frequently answered by determining the nucleolus of a related cooperative
game. We discuss this issue in connection with multi-person decision situations in which
�nding the best course of joint action for a group of participants can be modeled by the
classic assignment optimization problem. The related transferable utility cooperative games
are called permutation games. We consider a large and important subclass, and show how
the nucleolus of an n-player cyclic permutation game can be computed by a known O(n4)
algorithm directly from the underlying data. We also demonstrate that this approach might
not work if for the group of all participants the optimal course of action is not given by a
permutation consisting of a single cycle.
Keywords: Game theory, Combinatorial optimization games, Nucleolus, Computation.
∗Department of Operations Research, Budapest University of Economic Sciences and Public Administration,1828 Budapest, Pf. 489, Hungary, e-mail: [email protected]. Supported by the Foundation forthe Hungarian Higher Education and Research (AMFK) and by the Hungarian Scienti�c Research Fund(OTKA T030945). Corresponding author.
†Department of Mathematics, Statistics and Computer Science, University of Illinois at Chicago, 851 S.Morgan, Chicago, IL 60607, USA, e-mail: [email protected]. Supported by NSF Grant DMS 970-4951.
‡Department of Econometrics and Operations Research, Tilburg University, P.O. Box 90153, 5000 LETilburg, The Netherlands, e-mail: [email protected].
1
1 Introduction
In situations when individuals can mutually bene�t from working together, the question of
how to distribute the proceeds of cooperation among the participants is a fundamental one.
Without due incentives the individuals will not participate in the joint enterprise, and the
opportunity for bene�ting from cooperation will be lost for all parties. Cooperative games are
designed to model these problems and solutions are proposed to answer such questions. For
some applications and further reference in this matter see, for example, the papers (Lucas,
1981), (Young, 1985), (Tijs and Driessen, 1986), and (Legros, 1986), or the books (Driessen,
1988) and (Curiel, 1997).
To obtain a game theoretic model which summarizes the relevant information about the
situation, one has to quantify the bene�ts of cooperation for the possible coalitions of the
individuals. Having built the game, the general solution concepts for cooperative games can
be applied and the solutions be interpreted for the particular situation. For this purpose, the
Shapley-value and the nucleolus are the most popular solution concepts, probably because
both of them propose a unique way of dividing the bene�ts, furthermore, both proposed
distributions meet certain natural standards of equity and fairness. In this paper, we apply
the nucleolus concept to a class of cooperative games which are closely connected to the classic
assignment optimization problem.
Permutation games were introduced by Tijs et al. (1984). They proved that permutation
games � like many other types of cooperative games related to mathematical programming
problems, cf. (Curiel, 1997) � are totally balanced. Another proof of this was given by Curiel
and Tijs (1986). They established relations between permutation games and assignment games
� a class of games introduced by Shapley and Shubik (1972) in connection with certain two-
sided matching market situations �, and used these relations in translating Shapley and
Shubik's results on the cores of assignment games to permutation games. This connection was
further explored by Quint (1996). He showed that the entire core of a permutation game can
be obtained from the core of a related assignment game.
In this paper we focus on the nucleolus of permutation games. The nucleolus is a point-
valued solution for transferable utility cooperative games suggested by Schmeidler (1969). It
is always in the core, whenever the core is nonempty. We establish further links between core-
payo�s of a special type of permutation games and the associated assignment games. The
2
subclass of the so-called cyclic permutation games is rich enough to contain not just those
permutation games in which the grand coalition is essential (i.e., its breaking up into smaller
coalitions is disadvantageous for all participants), but also all assignment games. We show
how the e�cient assignment nucleolus algorithm of Solymosi and Raghavan (1994) can be
used to compute the nucleolus of cyclic permutation games. We also demonstrate that this
approach does not work in the non-cyclic case.
The organization of the paper is as follows. We recall the necessary de�nitions in the
next section. Section 3 summarizes the results on the core of permutation games we need for
the nucleolus algorithm. Cyclic permutation games are introduced and their key structural
properties are discussed in section 4. Section 5 contains the characterization of the nucleolus
that allows its e�cient computation in the cyclic case. The examples in section 6 demonstrate
that in non-cyclic permutation games our approach does not work.
2 De�nitions and preliminaries
A transferable utility cooperative game on the nonempty �nite set N of players is de�ned by
a coalitional function V : 2N −→ R satisfying V (∅) = 0. The function V quanti�es the worth
of every coalition S ⊆ N . We shall denote by
P := {S ⊆ N : S 6= ∅, N}
the collection of proper coalitions.
A subcollection S of P is called balanced, if there are positive weights γS , S ∈ S, such that∑
S∈S,S3i γS = 1 for all i ∈ N . A balanced collection is said to be minimal if it contains no
proper balanced subcollection. It is well known (cf. (Shapley, 1967)) that a balanced collection
is minimal if and only if the system of balancing weights is unique.
The game (N,V ) is called superadditive, if S ∩ T = ∅ implies V (S ∪ T ) ≥ V (S) + V (T )
for all S, T ⊆ N ; balanced, if V (N) ≥ ∑S∈S γSV (S) for every minimal balanced collection
S with its unique weights γS , S ∈ S; and totally balanced, if every subgame (i.e., the game
obtained by restricting the player set to a coalition and the coalitional function to the power
set of that coalition) is balanced. Note that totally balanced games are superadditive.
Given a game (N, V ), a payo� allocation x ∈ RN is called e�cient, if x(N) = V (N);
individually rational, if xi = x({i}) ≥ V ({i}) for all i ∈ N ; coalitionally rational, if x(S) ≥
3
V (S) for all S ⊆ N ; where, by the standard notation, x(S) =∑
i∈S xi if S 6= ∅, and x(∅) = 0.
We denote by X (N,V ) the imputation set (i.e., the set of e�cient and individually rational
payo�s), and by C(N,V ) the core (i.e., the set of e�cient and coalitionally rational payo�s)
of the game (N, V ). It is well known (cf. (Shapley, 1967)) that for transferable utility games
balancedness and nonemptiness of the core are equivalent properties.
Given a game (N, V ), the excess e(S, x) := V (S) − x(S) is the usual measure of gain (or
loss if negative) to coalition S ⊆ N if its members depart from allocation x ∈ RN in order to
form their own coalition. Note that e(∅, x) = 0 for all x ∈ RN , and
C(N, V ) = {x ∈ RN : e(N, x) = 0, e(S, x) ≤ 0 ∀S ∈ P},
i.e., the core is the set of e�cient allocations which yield nonpositive excess for all coalitions.
The nucleolus was introduced by Schmeidler (1969), who proved that it is a single-element
subset of the imputation set for all games with a nonempty imputation set. We shall use the
following alternative de�nition that was given in (Maschler et al., 1979), because its iterative
nature excellently serves computational purposes. Since we deal only with balanced games in
this paper and for balanced games the nucleolus is in the core, we initiate the procedure with
the core (instead of the imputation set).
Let X0 := C(N, V ) and Σ0 := P. For r = 1, . . . , % de�ne recursively
εr := minx∈Xr−1 maxS∈Σr−1 e(S, x),
Xr := {x ∈ Xr−1 : maxS∈Σr−1 e(S, x) = εr},Σr := {S ∈ Σr−1 : minx∈Xr e(S, x) = maxx∈Xr e(S, x)},Σr := Σr−1 \ Σr,
(1)
where % is the �rst value of r for which Σr = ∅. The �nal set X% is the nucleolus N (N,V ) of
the balanced game (N,V ). We refer to the unique vector in X% as the nucleolus allocation.
On the player set N , games V and W are called strategically equivalent, if there exist α > 0
and b ∈ RN such that W (S) = αV (S) + b(S) for all S ⊆ N . Observe that both the core and
the nucleolus are covariant with transformations which yield strategically equivalent games.
More precisely, if the set F equals the core or the nucleolus of the game V , then for any α > 0
and b ∈ RN the transformed set αF + b equals the core or the nucleolus, respectively, of the
transformed game αV + b.
4
3 The core of permutation games
Given two �nite sets S and T , we call µ ⊆ S×T an (S, T )-assignment, if it is a bijection from
some S′ ⊆ S to some T ′ ⊆ T such that |S′| = |T ′| = min(|S|, |T |). Trivially, µ = ∅ if S = ∅ or
T = ∅. We shall write (i, j) ∈ µ as well as µ(i) = j. We denote by Π(S,T ) the set of all (S, T )-
assignments. Obviously, Π(S,T ) = {∅} if S = ∅ or T = ∅. An (S, S)-assignment is called an
S-permutation. We denote by ΠS the set of all S-permutations. We call an S-permutation σ
cyclic, if for any proper subset S′ of S, the restriction of σ to S′ (i.e., σ ∩ (S′ × S′)) is not an
S′-permutation. A cycle of an S-permutation σ is the restriction of σ to a subset S′ of S, if
the restriction is a cyclic S′-permutation. Clearly, every permutation is the union of its cycles.
A game (N, V ) is a permutation game if there exists a square matrix A = [aij ]i∈N,j∈N such
that
V (S) = maxσ∈ΠS
∑
i∈S
aiσ(i) ∀S ⊆ N. (2)
Note that ΠS is nonempty and �nite for all S ⊆ N , so V is well de�ned. Moreover, V (∅) =
0. Naturally, many di�erent matrices induce the same game. Given a �xed matrix A, we
denote by Π∗S the set of optimal solutions to (2). An element of Π∗S , typically denoted by σS ,
will be called a maximal S-permutation in the matrix A. Note that permutation games are
superadditive.
Certain nonnegative permutation games are traditionally of special interest. A game
(N, V ) is an assignment game if there is a partition N = I ∪ J , I ∩ J = ∅, of the player
set, and there exists a nonnegative matrix B = [bij ]i∈I,j∈J such that
V (S) = maxµ∈Π(S∩I,S∩J)
∑
(i,j)∈µ
bij ∀S ⊆ N.
It was observed by Curiel and Tijs (1986) that the assignment game induced by the matrix
B = [bij ]i∈I,j∈J is also a permutation game (on the same player set N = I ∪ J) induced by
the matrix A = [aij ]i∈N,j∈N with aij = bij ∀ (i, j) ∈ I × J , and aij = 0 otherwise.
A kind of reverse embedding was suggested by Shapley (cf. (Tijs et al., 1984)). Take a
permutation game that is induced by a nonnegative matrix. Since each permutation game is
strategically equivalent to one which is induced by a nonnegative matrix (just add the same
constant to every element of a row or column), this assumption is not restrictive. The idea
is to duplicate the players and consider the assignment game that is induced by the same
5
matrix; then �nd an allocation in the assignment game by letting the duplicated players act
independently; �nally, derive an allocation for the permutation game by merging the payo�s
of the related players. In this way an n-player (nonnegatively induced) permutation game can
be embedded in an (n + n)-player assignment game. This connection has been proven useful
not just for showing the nonemptiness of the core of permutation games in (Tijs et al., 1984)
and (Curiel and Tijs, 1986), but also for analyzing its structure in (Quint, 1996). As we shall
demonstrate, it can be fruitfully exploited in �nding the nucleolus too.
The (total) balancedness of permutation games was �rst proved by Tijs et al. (1984).
We brie�y recall the alternative proof given by Curiel and Tijs (1986), because it leads to
the representation of the core we need. Let (N, V ) be a permutation game induced by the
matrix A, and let π denote a �xed maximal N -permutation, i.e., V (N) =∑
i∈N aiπ(i). It
follows from the well-known Birkho�-von Neumann theorem on doubly stochastic matrices
(cf., e.g., (Bapat and Raghavan, 1998)) that π de�nes an optimal solution to the following
linear program by letting zij = 1 if π(i) = j, and zij = 0 otherwise:
(P )
max∑
i∈N
∑j∈N aijzij
s.t.∑
j∈N zij = 1 ∀ i ∈ N∑
i∈N zij = 1 ∀ j ∈ N
zij ≥ 0 ∀ i, j ∈ N.
Consider the dual linear program:
(D)min
∑i∈N ui +
∑j∈N vj
s.t. ui + vj ≥ aij ∀ i, j ∈ N,
and the set D of optimal solutions to problem (D). It follows from linear programming duality
that D is nonempty. Furthermore, if we denote by
eij(u, v) := aij − ui − vj
the slack at (u, v) ∈ RN × RN in the dual constraint related to (i, j) ∈ N ×N , and by
H := N ×N \ π
the set of o�-π pairs of players, then by complementary slackness we get
D = {(u, v) ∈ RN × RN : eij(u, v) = 0 ∀ (i, j) ∈ π, eij(u, v) ≤ 0 ∀ (i, j) ∈ H}.
6
Let the mapping m : RN ×RN −→ RN be de�ned by m(u, v) := u+ v. Curiel and Tijs (1986)
showed that m(D) ⊆ C, consequently C is nonempty. The reverse inclusion m(D) ⊇ C was
proved by Quint (1996). The representation C = m(D) of the core will be fundamental for
our investigation of the nucleolus.
Let us remark that if the underlying matrix A is nonnegative, the = constraints in problem
(P ) can be relaxed to ≤ constraints, implying nonnegativity for the variables in the dual
problem (D). Thus, for the core of a (nonnegatively induced) permutation game we have
C = m(D+), where
D+ = {(u, v) ∈ D : ui ≥ 0, vj ≥ 0 ∀ i, j ∈ N}.
Since by the classic result of Shapley and Shubik (1972), D+ is precisely the core of the
assignment game induced by A, we get that there is an exact correspondence between the
cores of the two related games.
4 Cyclic permutation games
From this point on, we concentrate on a subclass of permutation games which is interesting
from both the application and the structural points of view. It contains all permutation
games in which the grand coalition N is essential, i.e., V (N) > V (S)+V (N \S) for all proper
coalitions S. Such games can serve as models for situations when there is an incentive for
all coalitions to cooperate with the rest of the players, so the grand coalition is the rational
outcome of the coalition formation process. In contrast, assignment games are also cyclic
permutation games, but in them the grand coalition (like most of the coalitions) is never
essential.
We call a permutation game (N, V ) cyclic, if there exists a cyclic N -permutation which is
maximal in the underlying matrix. In order to simplify the notation, from now on we shall
assume that N = {1, . . . , n}, and the cyclic N -permutation
π(i) :=
i + 1 if i 6= n
1 if i = n
is maximal in the underlying matrix A, i.e., V (N) =∑
i∈N aiπ(i).
7
Since the �xed cyclic permutation π induces a kind of local `linear ordering' of the players,
for i, j ∈ N we de�ne the interval from i to j as
[i, j] :=
{i, π(i), . . . , πk(i) = j} if i 6= j and 1 ≤ k ≤ n− 1
{i} if i = j.
For example, [1, 2] = {1, 2} because π(1) = 2, but [2, 1] = N because π(2) = 3, . . . , πn−1(2) =
1. Two intervals are called neighboring if their union is again an interval. It is clear that any
coalition is the union of non-neighboring intervals which are maximal for inclusion. These
intervals are called the components, their union the interval-partition of the coalition.
We associate with the pair (i, j) of players the interval coalition [j, i], because (i, j) can be
augmented with pairs in π to get a cyclic [j, i]-permutation. Indeed, the mapping
σij(i) := j, and σij(h) := π(h) ∀h ∈ [j, i] \ {i}.
is a cyclic [j, i]-permutation. (This is not the case for [i, j], unless i = j, so reversing the order
of the players to get the endpoints of the related interval is crucial.) Observe that (i, j) is an
o�-π pair (i.e., (i, j) ∈ H) if and only if the related interval [j, i] is a proper coalition. Let us
denote by
H = {[j, i] : (i, j) ∈ H}
the set of proper intervals. For [j, i] ∈ H the associated σij may or may not be maximal. Let
tij := V ([j, i])−∑
(p,q)∈σij
apq. (3)
denote its `de�ciency'. In our discussion the collection
H∗ := {[j, i] ∈ H : tij = 0}
will be of particular importance.
We say that a collection T ⊆ H reproduces S ∈ P (modulo N) if every player in S is
contained in exactly one more interval from T than any player not in S. Such a collection
appears in the following lemma, which states that the intervals related to the (o�-π) pairs of
a permutation reproduce the underlying coalition (modulo N).
Lemma 1 In a cyclic permutation game, for any S ∈ P and σ ∈ ΠS, the collection {[j, i] :
(i, j) ∈ σ \ π} reproduces S (modulo N).
8
Proof Since [j, i] = N if (i, j) ∈ π, we only need to show that the collection {[j, i] : (i, j) ∈ σ}reproduces S (modulo N).
To this end, let us �rst assume that σ is cyclic, i.e., S = {σh(i) : h = 0, . . . , s−1} with some
�xed i ∈ S and s = |S|. Take the intervals [σh+1(i), σh(i)] in the reverse order h = s−1, . . . , 0,
so the last player in an interval is the same as the �rst player in the subsequent interval. Thus,
if we account the players in the order given by σ−1 for the intervals and by π for the players,
we get a list that starts with i = σs(i); ends in i = σ0(i); and � except the only double
appearence of the other players in S � contains distinct subsequent players. It follows that
the players of S are listed exactly one more time than the players not in S.
In case σ is not cyclic on S, we apply the above argument to each subcoalition of S on
which the restriction of σ is cyclic. Since the decomposition of σ into its cycles induces a
partition of S, the lemma follows. ¤
As an example, let N = {1, . . . , 8}, S = {1, 2, 4, 5, 6} and σ = {(1, 2), (2, 5), (5, 4), (4, 6),
(6, 1)}. The collection of the related intervals listed in the reverse order is {[1, 6], [6, 4], [4, 5],
[5, 2], [2, 1]}. Each of the players 1, 2, 4, 5 and 6 appears in exactly four intervals, while each
of the players 3, 7 and 8 only in three. Both numbers decrease by one if we omit [2, 1] = N
related to the only in-π pair (1, 2).
Above we considered intervals related to (S, S)-assignments. Now we look at intervals
arising from (S, π(S))-assignments. A sequence of an even number of distinct pairs of players
is said to be a loop, if it is of the form [(i1, j1), (i1, j2), (i2, j2), (i2, j3), . . . , (ik, jk), (ik, jk+1)]
such that k ≥ 2, jk+1 = j1 and π(ih) = jh+1 ∀h = 1, . . . , k. Since every second pair must be
in π, the sequence of the o�-π pairs [(ih, jh) : h = 1, . . . , k] � that de�nes a bijection from
I = {i1, . . . , ik} to π(I) = {j1, . . . , jk} that is disjoint from π � completely determines the
whole loop. In other words, a set of entries in the underlying matrix forms a loop if and only
if each row and each column contains exactly zero or two entries from this set, and in the
latter case one entry is from π.
We call a minimal balanced collection homogeneous if the (unique) balancing weights are
all equal.
Lemma 2 In a cyclic permutation game, if the sequence [(ih, jh) : h = 1, . . . , k] of o�-π pairs
generates a loop, the collection {[jh, ih] : h = 1, . . . , k} of intervals is a homogeneous minimal
balanced collection. Conversely, if a minimal balanced collection consists of intervals then it
9
is homogeneous, consequently, it is determined by a loop in the above way.
Proof Note that (ih, jh) 6∈ π implies the properness of [jh, ih] for all h = 1, . . . , k.
Since (i1, j1) and (i2, j2) are subsequent o�-π elements of a loop, we have π(i1) = j2, so
the related intervals [j1, i1] and [j2, i2] are neighbors. Clearly, the same holds all along the
sequence. Moreover, the last interval [jk, ik] and the �rst interval [j1, i1] are again neighbors,
since π(ik) = j1. Thus, if we list the intervals in the order given by the loop and the players
in the order given by π, we get a list that starts with j1; goes through i1, π(i1) = j2, . . ., i2,
π(i2) = j3, . . ., etc.; and ends in ik. Since this list contains every player the same number of
times, the intervals can be balanced with equal weights.
To see minimality, we observe that among the intervals only [j1, i1] ends in i1, and only
the interval [j2, i2] starts with j2, so any other interval either contains both i1 and j2 = π(i1)
or none of the two. Clearly, the same holds for any other in-π pairs of the loop. It follows
that no interval can be left out from the collection without loosing its balancedness.
The similar proof of the converse statement (that is not used in later proofs) is left to the
reader. ¤
As an example, let N = {1, . . . , 8} and [(3, 7), (7, 4), (5, 8), (6, 6)] be a sequence of
o�-π pairs that determines the loop [(3, 7), (3, 4), (7, 4), (7, 8), (5, 8), (5, 6), (6, 6), (6, 7)].
Then the collection {78123, 4567, 812345, 6} covers every player exactly twice, so it can be
balanced with equal 1/2 weights.
Since the nucleolus is an excess-based solution, the following result will play a key role in
our discussion.
Lemma 3 In a cyclic permutation game, for any S ∈ P there is a collection S ⊆ H∗ which
reproduces S (modulo N), and a constant tS ≥ 0 such that
e(S, x) =∑
T∈Se(T, x)− tS ∀x ∈ C. (4)
Proof Let S ∈ P and σS ∈ Π∗S . Since for any component [p, q] of S we have σS(q) ∈ S but
π(q) 6∈ S, the number of o�-π pairs in σS is at least the number of components of S. Thus,
|σS \ π| ≥ 1, moreover, |σS \ π| = 1 if and only if S = [j, i] and σS = σij for some (i, j) ∈ H.
The �rst step is to notice that on D = m−1(C),
e(S, u + v) =∑
(i,j)∈σS\πeij(u, v) ∀ (u, v) ∈ D, (5)
10
with at least two terms on the right side, unless S = [j, i] and σS = σij for some (i, j) ∈ H.
The second step is to see that for any (i, j) ∈ H,
eij(u, v) = e([j, i], u + v)− tij ∀ (u, v) ∈ D. (6)
Indeed, if we subtract u([j, i]) + v([j, i]) from both terms on the right side of (3) and notice
that∑
(p,q)∈σijepq(u, v) = eij(u, v) holds for all (u, v) ∈ D, we immediately get (6).
Combining (5) and (6) gives
e(S, x) =∑
(i,j)∈σS\πe([j, i], x)−
∑
(i,j)∈σS\πtij ∀x ∈ C. (7)
By Lemma 1, the collection of intervals associated with the pairs in σS \ π reproduces S
(modulo N), so we are done in case [j, i] ∈ H∗ for all (i, j) ∈ σS \ π.
In the other case, we have a collection S ⊆ H which reproduces S (modulo N), and a
constant tS ≥ 0 such that (4) holds, but there is an interval T ∈ S \ H∗. Then, by repeating
the above argument for T , there is a collection T ⊆ H which reproduces T (modulo N), and a
constant tT ≥ 0 such that e(T, x) =∑
R∈T e(R, x)− tT for all x ∈ C. Substituting this in (4)
and replacing T with T give a modi�ed collection S ′ = S\{T}∪T which reproduces S (modulo
N), and a constant tS′ = tS + tT ≥ 0 such that (4) holds. If S ′ ⊆ H∗, we are done, otherwise,
we repeat this kind of decomposition. Since for [q, p] 6∈ H∗ we have epq(u, v) < e([q, p], u + v)
for all (u, v) ∈ D, the decomposition process of [q, p] can not bring back [q, p] itself. Thus, in
a �nite number of steps we obtain a collection in H∗ (and a nonnegative constant) with which
the lemma holds. ¤
An important consequence of the lemma is that at each core allocation the excess of any
proper coalition is majorized by the excess of at least one interval coalition from the collection
H∗. Moreover,
maxS∈P
e(S, u + v) = maxT∈H∗
e(T, u + v) = max(p,q)∈H
epq(u, v) ∀ (u, v) ∈ D. (8)
5 The nucleolus in the cyclic case
In this section we show how the embedding of permutation games in (double-sized) assignment
games can be exploited in �nding the nucleolus in the cyclic case. Throughout the section we
11
assume that the underlying matrix is nonnegative. As we remarked earlier, this assumption
does not restrict the generality of our discussion.
One key point in Shapley and Shubik's (1972) characterization of the core of assignment
games is that, besides e�ciency, it su�ces to require rationality only for single-player and
mixed-pair coalitions. The reason is that this collection contains all essential coalitions in any
assignment game. It was observed by Huberman (1980) that for balanced games the nucleolus
is completely determined by the collection of essential coalitions. For assignment games with
player set N = I ∪J this means that the nucleolus is determined by procedure (1) even if it is
initiated with the much smaller collection Σ0 := { {k} : k ∈ N} ∪ { {(i, j) : i ∈ I, j ∈ J} (cf.
(Solymosi and Raghavan, 1994)). A similar simpli�cation is not possible for the whole class of
permutation games, since in Example 3 of the next section we present a permutation game in
which all coalitions are essential. In the cyclic case however, there is another small collection
of coalitions which completely determines the nucleolus: the collection H of (proper) intervals.
Next we show that the nucleolus is actually determined by the (sub)collection H∗. (The cyclicpermutation game in Example 3 is one in which H∗ = H.)
Lemma 4 The nucleolus of a cyclic permutation game is determined by the specialized version
(1)H∗ of procedure (1) in which Σ0 := H∗.
Proof It follows from (8) that in the �rst iteration of procedure (1) ε1 and X1 are actually
determined by the intervals in H∗.Let r ≥ 2 and S ∈ Σr−1 \ H∗. Then the excess of S is not constant on Xr−1. (Notice
that this need not be true for r = 1 in case ε1 = 0.) It follows from Lemma 3 that in any
decomposition of S there is an interval T ∈ H∗ on the right side of (4) whose excess is not
constant on Xr−1, so T ∈ Σr−1. Since e(S, x) ≤ e(T, x) for all x ∈ Xr−1, coalition S can be
ignored when εr and Xr are found. It follows that no coalition outside H∗ plays a role in the
optimization part of iteration r.
On the other hand, if iteration r is the �rst one when it becomes true that there is a
collection S ⊆ H∗ such that (4) holds and for all T ∈ S the excess of T is constant on Xr,
then S itself has a constant excess on Xr. Thus, S 6∈ Σr, so it has no chance to play a role in
the subsequent iterations of (1).
Therefore, if procedure (1) is initialized with Σ0 := H∗ (or with any collection containing
H∗), the generated sequences 0 ≥ ε1 > . . . > ε% and X0 ⊇ X1 ⊃ . . . ⊃ X% remain the same.
12
¤
Based on the tight connection between the interval coalitions in a cyclic permutation game
and the pairs of the underlying matrix, next we show how the nucleolus can be obtained from
the �nal outcome of the following procedure. Its input is a nonnegative square matrix A with
row and column index set N = {1, . . . , n}, and a maximal N -permutation π in A. Let D+,
H, eij(., .) be de�ned as in section 3.
Let Y 0 := D+ and ∆0 := H. For t = 1, . . . , τ de�ne recursively
δt := min(u,v)∈Y t−1 max(i,j)∈∆t−1 eij(u, v) ,
Y t := {(u, v) ∈ Y t−1 : max(i,j)∈∆t−1 eij(u, v) = δt},∆t := {(i, j) ∈ ∆t−1 : min(u,v)∈Y t eij(u, v) = max(u,v)∈Y t eij(u, v)},∆t := ∆t−1 \∆t,
(9)
where τ is the �rst value of t for which ∆t = ∅.
We call the �nal set Y τ the pair-nucleolus of the matrix A. It is easily seen that the pair-
nucleolus is well de�ned, not empty, and it is typically a line segment (that shrinks to a
singleton if and only if aiπ(i) = 0 for some i ∈ N). Notice that for any (u, v) ∈ Y τ there is a
typically nondegenerate closed interval of values of s for which the allocation (u′, v′) given by
u′i = ui + s, v′i = vi − s, ∀ i ∈ N , also belongs to Y τ .
Our main result is the following
Theorem 1 If the cyclic permutation game (N, V ) is induced by the nonnegative matrix A,
then N (N, V ) = m(Y τ ), where Y τ is the pair-nucleolus of A.
Proof It follows from Lemma 4 that the nucleolus is the outcome of the specialized version
(1)H of procedure (1) in which Σ0 := H. We chose this (weaker) version to initially have the
one-to-one correspondence: [j, i] ∈ Σ0(= H) if and only if (i, j) ∈ ∆0(= H). We shall prove
that the relation X% = m(Y τ ) holds between the �nal sets in (1)H and (9).
Since X0 = C = m(D+) = m(Y 0), it follows from (8) that ε1 = δ1, and consequently,
that X1 = m(Y 1). Then (6) immediately implies that [j, i] ∈ Σ1 if and only if (i, j) ∈ ∆1.
Consequently, after the �rst iterations the one-to-one correspondence still holds between ∆1
and Σ1.
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For r ≥ 2, let us assume that Xr−1 = m(Y r−1) and [j, i] ∈ Σr−1 i� (i, j) ∈ ∆r−1 hold.
Then for any (i, j) ∈ ∆r−1, (6) implies eij(u, v) ≤ e([j, i], u + v) for all (u, v) ∈ Y r−1. Thus,
we have max(i,j)∈∆r−1 eij(u, v) ≤ max[j,i]∈Σr−1 e([j, i], u + v) for all (u, v) ∈ Y r−1.
Conversely, let S ∈ Σr−1 and σS ∈ Π∗S . Then e(S, .) is not constant on Xr−1, so by (5),
eij(., .) is not constant on Y r−1 for at least one (i, j) ∈ σS\π. This means that for any S ∈ Σr−1
there is at least one (i, j) ∈ ∆r−1 such that e(S, u + v) ≤ eij(u, v) for all (u, v) ∈ Y r−1. Thus,
we have maxS∈Σr−1 e(S, u + v) ≤ max(i,j)∈∆r−1 eij(u, v) for all (u, v) ∈ Y r−1.
Therefore, we have maxS∈Σr−1 e(S, u + v) = max(i,j)∈∆r−1 eij(u, v) for all (u, v) ∈ Y r−1,
that implies not just εr = δr, but also Xr = m(Y r). By (6) again, [j, i] ∈ Σr if and only if
(i, j) ∈ ∆r. Consequently, after the r-th iterations the one-to-one correspondence still holds
between ∆r and Σr.
It follows that the number of iterations, % in (1)H and τ in (9), are equal, and hence, that
the claimed relation X% = m(Y %) indeed holds. ¤
The pair-nucleolus of a nonnegative square matrix can be computed by the algorithm
developed by Solymosi and Raghavan (1994). Although it is presented there in a form best
suited for computing the nucleolus of an assignment game directly from the generating (not
necessarily square) matrix, it actually computes the �nal outcome of (9). Indeed, to get the
nucleolus of the assignment game induced by matrix A, one has to compute the pair-nucleolus
of the augmented matrix A′ = [a′ij ]i∈N0,j∈N0 , where N0 = N ∪ {0}, a′ij = aij ∀ i, j ∈ N , and
a′ij = 0 otherwise. (Notice that the pair-nucleolus of A′ is a singleton, since there must be a 0
element in any maximal permutation, furthermore, u0 = v0 = 0 throughout the procedure for
the two null-players.) The reason is that eij(., .) in (9) is exactly the excess in the assignment
game of the mixed-pair coalition {i, j} if i, j ∈ N , and of the single-player coalition {i} (resp.
{j}) if j (resp. i) is the null-player from the other side. Therefore, the assignment nucleolus
algorithm of Solymosi and Raghavan (1994) can be used to compute the nucleolus of a cyclic
permutation game, but the single-player coalitions (the pairs containing a null player) must
be ignored. From the complexity of that algorithm we get the following
Corollary 1 The nucleolus of an n-player cyclic permutation game can be computed directly
from the underlying n× n matrix in O(n4) time.
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6 Counter-examples
In Theorem 1 we showed that if the matrix A induces a cyclic permutation game VA, then
the nucleolus of VA is the image under the map m of the pair-nucleolus of A. The following
example demonstrates that this correspondence does not hold with the pair-nucleolus of the
augmented matrix A′, i.e., with the nucleolus of the related assignment game.
Example 1 The nucleolus of the cyclic permutation game induced by the matrix
A =
2 4 4
0 1 3
5 2 2
is not the merged nucleolus of the assignment game induced by A.
Since the (boxed) row maximums form a cyclic permutation of the players, the induced per-
mutation game is indeed cyclic. The reader may easily check that the nucleolus of the cyclic
permutation game is (9/2, 2, 11/2). It is indeed the image under the map m of the pair-
nucleolus (4, 2, 9/2 ; 1/2, 0, 1) of the matrix A. On the other hand, the nucleolus (3, 1, 3 ;
2, 1, 2) of the related assignment game is mapped by m to the core allocation (5, 2, 5).
Our second example demonstrates that, unlike in Theorem 1, for non-cyclic permutation
games the nucleolus need not be the merged pair-nucleolus of the underlying matrix.
Example 2 The nucleolus of the non-cyclic permutation game induced by the matrix
A =
0 8 0 9
2 0 0 0
0 1 0 4
0 0 2 0
is not the merged pair-nucleolus of A.
Clearly, the only maximal permutation in A consists of two cycles. The reader may easily
check that the nucleolus of this non-cyclic permutation game is (23/3, 7/3, 7/3, 11/3). On
the other hand, the image under the map m of the pair-nucleolus (8, 2, 2, 2 ; 0, 0, 0, 2) of the
matrix A is the core allocation t= (8, 2, 2, 4).
It remains an open problem to �nd an e�cient algorithm for the nucleolus of non-cyclic
permutation games. The above example also shows that computing the nucleoli of the cyclic
15
subgames and putting them together might be far from the solution. Indeed, the nucleolus
(5, 5, . , . ) of the subgame on N1 = {1, 2} and the nucleolus ( . , . , 3, 3) of the subgame
on N2 = {3, 4} together gives the allocation (5, 5, 3, 3) that is not even in the core of the
permutation game, since 5 + 3 < 9 = V ({1, 4}).The following example is here to underline the importance of Lemma 4. It also shows a
cyclic permutation game in which H∗ = H.
Example 3 The upper-triangular matrix
A =
0 1 1 1
0 0 1 1
0 0 0 1
0 0 0 0
induces a 4-player (cyclic) permutation game in which all coalitions are essential. The example
clearly generalizes to any order n ≥ 2.
Since any principal submatrix is of the same type, we have v(S) = |S| − 1 for all S ⊆ N . It
follows that any S ⊆ N is essential, because v(S) = |S|−1 > |S1|−1+ |S2|−1 = v(S1)+v(S2)
for any partition S = S1 ∪ S2 of S.
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