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Page 1: An Analysis of Innovation with Biform Gamesagyetvai.web.elte.hu/gyetvai_an_analysis_of_innovation... · 2012-05-02 · An Analysis of Innovation with Biform Games Bachelor's Thesis

An Analysis of Innovation with Biform Games

Bachelor's Thesis

Written by: Attila Gyetvai

BA in Applied Economics

Supervisor:

Dr. Tamás Solymosi, associate professor

Department of Operations Research and Actuarial Sciences

Corvinus University of Budapest, Faculty of Economics

Corvinus University of Budapest

Faculty of Economics

2012

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Contents

1 Introduction 1

2 Preliminaries 3

2.1 Notations and de�nitions regarding cooperative games . . . . . . . . . 3

2.2 Notations and de�nitions regarding non-cooperative games . . . . . . 6

2.3 The original biform game . . . . . . . . . . . . . . . . . . . . . . . . . 7

2.4 Market games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

3 Innovation in monopolistic markets 10

3.1 Big boss games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

3.2 The model . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

4 An alternative de�nition of the biform game 16

4.1 An example of the original biform game . . . . . . . . . . . . . . . . 16

4.2 The modi�ed example . . . . . . . . . . . . . . . . . . . . . . . . . . 19

4.3 The alternative biform game . . . . . . . . . . . . . . . . . . . . . . . 22

5 Innovation in oligopolistic markets 24

5.1 Transportation games . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

5.2 The model . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26

6 Summary 30

A The characteristic functions of the game in Example 4.1.1 34

B The core of v(I, SQ)(S) in Example 4.2.1 35

C The characteristic functions of the game in Model 3.2 37

D The characteristic function of a 5-player transportation game 38

E The characteristic functions of the game in Example 5.2.1 39

II

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List of Figures

3.1 The core of a 3-player big boss game. . . . . . . . . . . . . . . . . . . 11

3.2 The innovation game on a monopolistic market in normal form. . . . 14

4.1 The original game in normal form. . . . . . . . . . . . . . . . . . . . 18

4.2 Projection of the core of the game v(I, SQ)(S) in the modi�ed exam-

ple to the plane of pay-o�s of the decisive players. . . . . . . . . . . . 20

4.3 The modi�ed innovation game in normal form. . . . . . . . . . . . . . 21

4.4 Inconsistency of con�dence indices in Example 4.2.1. . . . . . . . . . 21

5.1 The innovation game on an oligopolistic market in normal form. . . . 28

5.2 The transportation game in assignment game form. . . . . . . . . . . 29

List of Tables

3.1 The second-stage cooperative games of Example 3.2.1. . . . . . . . . 14

3.2 The coalitional surpluses of the second-stage cooperative games of

Example 3.2.1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

4.1 The original example of the biform game. . . . . . . . . . . . . . . . . 17

4.2 The modi�ed example of the biform game. . . . . . . . . . . . . . . . 19

5.1 An example of the model of oligopolistic markets. . . . . . . . . . . . 27

III

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Chapter 1

Introduction

During its century-long unbroken span, game theory has been subject to overwhelm-

ing enthusiasm, especially among mathematicians and economists. While mathe-

maticians deal with the abstract structure of strategic decision making, economists

seek for its applications in economic systems.

Game theory is often divided into two branches, based on the type of strategic

interaction between the players. Non-cooperative game theory assumes that the

players make their strategic moves on their own in order to maximize their utilities,

anticipating the moves of the others. Its main focus is to determine strategies which

are chosen with certainty. Contrarily, cooperative game theory proceeds from the

assumption that the players' decision is to cooperate or not. The point of cooperation

is that it generates bene�ts. The aim of such games is to design fair allocation

schemes, with respect to di�erent conceptions of fairness.

However, there is no point in assuming that the strategic environment in which

the game is played is static. Moreover, it is quite a natural assumption that the

strategic decisions of the players may result in multiple di�erent strategic envi-

ronments in which they can cooperate in a latter stage of the game. This idea is

presented by Brandenburger and Stuart (2007), who introduce the class of biform

games to model such a situation. In our paper, we display their model and modify

it in order to make it applicable to an extended set of players as well.

As mentioned above, one can approach game theory from the side of theory or

from the side of applications. Our personal motivation brings us to the second ap-

proach. We use the two abstract de�nitions of the biform game (and other related

conepts) to model innovation in monopolistic and oligopolistic markets. Our inten-

tion is to show the modelling capability of biform games in industrial organization.

However, we remark that the theory of biform games is not mature. By date, the

article of Brandenburger and Stuart (2007) is cited 108 times, but practically all

1

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consequent works apply the original model only. Thus, we provide a solid theoretic

background beside the applications.

Our paper is based on the lessons of research seminar "Cooperation and Allo-

cation", led by dr. Tamás Solymosi.1 Therefore, we have approached biform games

from the side of cooperative game theory. This is the reason why the concepts of

cooperative game theory are slightly overrepresented. However, focusing on coopera-

tive games does not mean the irrelevance of non-cooperative game theory. Moreover,

we highlight the importance of non-cooperative games in the biform context.

In Chapter 2, we provide a solid theoretic background of both cooperative and

non-cooperative game theory, their synthesis and the class of market games. In Chap-

ter 3, we show an economic application of biform games, the model of innovation

in monopolistic markets. In Chapter 4, we remark that the original de�nition of the

biform game, as introduced by Brandenburger and Stuart (2007), is not applicable

to feature multiple decisive players in the �rst non-cooperative stage, and we rede-

�ne the biform game. In Chapter 5, we apply our de�nition to model innovation in

oligopolistic markets. Finally, we conclude our �ndings in Chapter 6 and trace paths

of future research.

1We have submitted a paper (Gyetvai and Török, 2012) for the Conference of Scienti�c Students'

Associations with co-author and friend Tamás Török. That paper is a shorter version of Chapters

2 and 4 of this current work. Certainly, we take the exclusive responsibility for the followings.

2

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Chapter 2

Preliminaries

2.1 Notations and de�nitions regarding cooperative

games

We start by declaring the basic notations we use in our paper. All notations and

de�nitions are based on the work of Solymosi (2007).1 We suppose there are n players

of a game. The set of players is N = {1, . . . , n}. We assume these players may form

coalitions without any hurdles, i.e. any coalition S ⊆ N may be formed. Speci�cally,

we call coalition S = ∅ the empty coalition, S = N the grand coalition and any

coalition S = {i} the singleton coalition of player i. We denote the set of all non-

empty coalitions by N so that N = N \ {∅}. Note that |N | = 2n − 1. We also use

the notation N+ to denote the set of all real sub-coalitions, i.e. N+ = N \{N}. Notethat |N | = 2n − 2. The pay-o� vector of players is denoted by x ∈ Rn i.e. xi is the

value player i captures when the game �nishes. x(S) is the pay-o� of a coalition S,

i.e. x(S) =∑i∈S

xi.

Now we give the de�nitions which we refer to in latter sections of our paper.

De�nition 2.1.1. Transferable utility (TU) game

An n-player transferable utility (TU) game is a function v ∈ GN , where v : 2N → Rand GN denotes the class of N-player games. By convention, v(∅) = 0.

We call function v ∈ GN the characteristic function of the game.

In the literature, another de�nition is accepted, i.e. a collection (N, v). We leave

the set of players of the de�nition of the cooperative game while we constrain v to

be in the class of N -player games.

1This teaching supplement is originally the work of Forgó et al. (2006). We refer to a latter

version of this work that has been largely extended by Solymosi (2007).

3

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For convenience, when writing the value created by a coalition S, we leave the

curly braces and the commas from the notation of a set. E.g. we denote the value

created by the coalition of player 1 alone by v(1), players 1 and 2 by v(12), players

1, 2 and 3 by v(123), and so on.

We present two axioms regarding TU games which play an important role in the

followings.

Axiom 2.1.2. Monotonicity

A game v ∈ GN is called monotonic if for all coalitions S, T ⊆ N , S ⊆ T ⇒ v(S) ≤v(T ).

Axiom 2.1.3. Superadditivity

A game v ∈ GN is called superadditive if for all coalitions S, T ⊆ N , v(S) + v(T ) ≤v(S ∪ T ), whenever S ∩ T = ∅.

Monotonic games model situations where, when a coalition merges an additional

player, its contribution to the value created by the coalition does not decrease. In

superadditive games, two coalitions cannot come o� uniting badly whenever they

do not have any common players. Also, we state the following claim.

Claim 2.1.4. All non-negative (v(S) ≥ 0 for all S ⊆ N) superadditive games

v ∈ GN are monotonic.

We premise that market situations can typically be modelled by monotonic and

superadditive (thus non-negative) games as market actors do not act against their

self-interest.

Our main motivation in modelling such situations with games is to solve them,

hence capturing the essence of the modelled situation. To do so, we have to de�ne

what we mean by a solution.

De�nition 2.1.5. Solution

A solution of a game v ∈ GN on a class A ⊆ GN of games is a function ψ : A⇒ RN ,

where A⇒ B denotes a set-valued map from set A to set B.

In our paper, we are speci�cally interested in solutions which result in one single

value per player.

De�nition 2.1.6. Single-valued solution

A single-valued solution of a game v ∈ GN on a class A ⊆ GN of games is a function

ψ : A→ RN , i.e. |ψ(v)| = 1.

4

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The following three de�nitions regard to a single-valued solution, the nucleolus.

This concept was introduced by Schmeidler (1969) and is widely accepted in the

literature. We de�ne two regarding concepts before the nucleolus itself.

De�nition 2.1.7. Imputation set

The imputation set of a game v ∈ GN is the set

I(v) = {x ∈ RN : x(N) = v(N), xi ≥ v(i), i ∈ N}.

De�nition 2.1.8. Excess function

The excess function of a coalition S ⊆ N at an imputation x ∈ I(v) in a game v ∈GN is the function e : GN ×RN → R2N so that for any v ∈ GN , S ⊆ N and x ∈ RN ,

e(v, x)S = v(S)− x(S).

We de�ne a vector θ by its components, i.e. these components are the excesses

of all coalitions in N+ in non-increasing order. Thus, we get a vector of excesses

θ ∈ R2n−2. We do not include e(v, x)∅ nor e(v, x)N , since e(v, x)∅ = e(v, x)N = 0 for

any imputation x ∈ I(v).

De�nition 2.1.9. Nucleolus (Schmeidler, 1969)

The nucleolus of a game v ∈ GN is a single-valued solution which lexicographi-

cally minimizes2 the vector of the non-increasing ordered excesses. Formally, the

nucleolus-map is set-valued, i.e.

N(v) = {x ∈ I(v) : θ(x) ≤lex θ(y)},

but it consists of a single imputation (Schmeidler, 1969).

We present an other solution concept as well, the core. Gillies (1959) introduced

this solution and it has been the most widely accepted set-valued solution ever since.

De�nition 2.1.10. Core (Gillies, 1959)

The core of a game v ∈ GN is the set

C(v) = {x ∈ RN : v(N) = x(N), e(v, x)S ≤ 0, S ⊆ N}.

The core consists such imputations that are acceptable for all coalitions. In other

words, no coalition is dissatis�ed when its members receive their core pay-o�s.

Finally, we de�ne the principle based on which players can capture value during

the bargaining modelled by a game.

2We say a vector a is lexicographically less than or equal to vector b, i.e. a ≤lex b ⇔ a = b or

ai < bi for the �rst component i in which a and b di�er (a, b ∈ Rn).

5

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De�nition 2.1.11. Marginal contribution

The marginal contribution of player i in a game v ∈ GN is Mi(v) = v(N)−v(N \{i}).

In other words, player i's withdrawal from the grand coalition results in the

decrease of the value created. Therefore player i can threat the grand coalition more

when its marginal contribution is higher.

2.2 Notations and de�nitions regarding non-coope-

rative games

As we intend to synthesize elements of cooperative and non-cooperative game theory,

we give basic de�nitions of non-cooperative games we use later. In non-cooperative

game theory, players are assumed to have strategic moves and to decide which move

they choose independently from the others, but assuming their moves. Like in the

case of cooperative games, we suppose there are n players of a non-cooperative game;

we denote the set of players by N also. We denote a strategy of player i by si, and

its strategy set by Si, i.e. si ∈ Si. A strategy pro�le is a collection of n strategies,

one per player; we denote it by (s1, . . . , sn). We denote the set of strategies by

(S1 × · · · × Sn).

We note that in the literature of non-cooperative game theory, the following

notations of strategy pro�les are used: s = (s1, . . . , sn), S = (S1 × · · · × Sn). We

remark two di�erences between the standard notation system and ours. First, we

put the index of the players in subscript while superscript is standard. The reason

why we do so is that Brandenburger and Stuart (2007) use this notation, thus we

consider obligatory to follow their lead. Second, we avoid the contracted notations

of the strategy pro�les as we use the notation S for denoting a coalition of players of

a cooperative game. Consequently, we refer to the set of strategy pro�les of a non-

cooperative game as (S1 × · · · × Sn). Admitted, this longer form is rather elegant,

but this is the only way we can avoid any confusion. The elaboration of appropriate

notations of a biform game is subject to future research.

Now we de�ne the concepts we use in latter sections of our paper. We give the

de�nitions based on the works of Simonovits (2007) and Mas-Colell et al. (1995).

De�nition 2.2.1. Non-cooperative game in normal form

An n-player non-cooperative game is a collection ΓNnorm = (S1 , . . . , Sn; u1(s1, . . . , sn),

. . . , un(s1, . . . , sn)) where

a) Si denotes the set of player i's strategies (with si ∈ Si); and

6

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b) ui : S1 × · · · × Sn → R denotes player i's pay-o� function.

The subscript norm refers to the normal form representation of the non-cooperative

game and the superscript N indicates the set of players N . Note that player i's pay-

o� is subject to the strategies of players N \ {i}.We do not require the players to choose their strategies with certainty. We can

assign probabilities to the strategies with which the players randomize their choices.

De�nition 2.2.2. Mixed strategy (Mas-Colell et al., 1995, p. 232)

Given player i's (�nite) pure strategy set Si, a mixed strategy for player i, σi : Si →[0, 1] assigns to each pure strategy si ∈ Si a probability σi(si) ≥ 0 that it will be

played, where∑si∈Si

σi(si) = 1.

We give the de�nition of the most widely known concept in game theory, the

Nash equilibrium. Named after Nash (1950), the concept is a standard solution of a

non-cooperative game.

De�nition 2.2.3. Nash equilibrium (Mas-Colell et al., 1995, p. 246)

A strategy pro�le (s1, . . . , sn) constitutes a Nash equilibrium of a game ΓNN = (S1, . . . , Sn ;

u1(s1, . . . , sn), . . . , un(s1, . . . , sn)) if for every i = 1, . . . , n

ui(si, sN\{i}) ≥ ui(s˜i, sN\{i})for all s˜i ∈ Si.

When playing a non-cooperative game, the players assume what strategies the

others will play and they choose theirs based on their assumption. Consequently,

each player knows the others' equilibrium strategies, and there is no player who

gains by its unilateral change of strategy. This solution can be applied to games

with pure and mixed strategies as well. In these cases, we call this concept pure

strategy and mixed strategy Nash equilibrium, respectively.

Now we synthesize elements of cooperative and non-cooperative game theory and

de�ne the biform game.

2.3 The original biform game

Brandenburger and Stuart (2007) introduce the class of biform games. These games

are a synthesis of non-cooperative and cooperative games. They are two-stage games,

i.e. in the �rst stage the players choose their strategies in a non-cooperative way,

then in the second stage they cooperate in the environment that has been formed by

7

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the �rst-stage decisions. Hence there are multiple cooperative environments which

the players have to envisage when they make their strategic choices. We foreshadow

that we show an example to illustrate the fail of the original concept to model this

envision and we give an alternative de�nition of the biform game to eliminate this

misapprehension.

We display the original concept of Brandenburger and Stuart (2007).

De�nition 2.3.1. Biform game (Brandenburger and Stuart, 2007)

An n-player biform game is a collection (S1, . . . , Sn; v;α1, . . . , αn), where

a) Si is a �nite set of strategies, for all players i = 1, . . . , n;

b) v : S1 × . . .× Sn →M , where M : 2N → R, v(s1, . . . , sn)(∅) = 0; and

c) 0 ≤ αi ≤ 1, for all i = 1, . . . , n.

N = {1, . . . , n} is the set of players. Each player i chooses its strategy si from

its strategy set Si. The resulting pro�le of strategies (s1, . . . , sn) ∈ (S1 × . . . ×Sn) de�nes a transferable utility (TU) cooperative game with characteristic function

v(s1, . . . , sn) : 2N → R. v(s1, . . . , sn)(S) denotes the value created by the subset

S ⊆ N of players. (We require v(s1, . . . , sn)(∅) = 0.) Finally, the number αi denotes

player i's con�dence index. It shows player i's anticipation of the pay-o� it will

receive in the cooperative stage, i.e. the proportion of the di�erence between the

maximum and minimum core allocation achievable for player i.

Here we �nish the introduction to the general theory of biform games. In the last

section of this chapter, we show the class of market games which we employ in the

application of biform games to model innovation in markets.

2.4 Market games

Market games are formalized by Shapley and Shubik (1969). These games derive

from typical exchange market situations where all market actors have continuous

concave utility functions. Shapley and Shubik (1969) de�ne a market situation as a

4-tuple (T,G,A, U), where T is the �nite set of traders, G is a non-negative orthant

of the �nite-dimensional vector space of goods, A = {ai : i ∈ T}, A ⊂ G is an indexed

collection of points of the initial allocation of goods and U = {ui : G→ R, i ∈ T} isan indexed collection of continuous, concave utility functions. A feasible S-allocation

of a market (T,G,A, U) is an indexed collection of allocationsXS = {xi : i ∈ S} ⊂ G

such that∑i∈S

xi =∑i∈S

ai.

8

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De�nition 2.4.1. Market game (Shapley and Shubik, 1969)

A game v ∈ GNM is a market game if it derives from a market situation (T,G,A, U)

i.e. N = T, v(s) = maxXS

∑i∈S

ui(xi), for all S ⊆ N , where GNM ⊆ GN denotes the class

of market games.

In words, the characteristic function of a market game can be depicted directly

from the maximization of utilities.

We claim that market games are monotonic and superadditive, i.e. bear Axioms

2.1.2 and 2.1.3.

Claim 2.4.2. All market games v ∈ GNM are monotonic and superadditive.

Market games have overwhelmingly huge literature. This is reasonable as Shap-

ley and Shubik (1969) prove a solid theorem. They show that every market game

is totally balanced, i.e. all of its subgames posses non-empty cores. Consequently,

all totally balanced games can be depicted as games deriving from market situa-

tions, at least in an abstract sense of a market. The achievement of Shapley and

Shubik (1969) results in the vivid interest of game theoreticians in market games

and in further solid theorems. Without attempting a comprehensive survey we men-

tion some. Kalai and Zemel (1982b) show that glove-market games and maximum

�ow games are equivalent and both are totally balanced. Owen (1975) observe that

linear production games imply �ow games, as concluded by Apartsin and Holzman

(2003) and amended with the observation that glove-market games are also linear

production games. Furthermore, Csóka et al. (2009) show that the class of risk al-

location games coincide with the class of totally balanced games and conclude that

totally balanced games are generated by permutation games with less than four

players (Tijs et al., 1984), generalized network problems (Kalai and Zemel, 1982a)

and controlled mathematical programming problems (Dubey and Shapley, 1984).

Now that we have introduced corresponding notations and de�ned concepts

which we refer to in the followings, we display and illustrate two models. First,

we model innovation in monopolistic markets, then we show that the de�nition of

the biform game as at (Brandenburger and Stuart, 2007) is not applicable to multi-

ple players. We provide an alternative de�nition of the biform game and �nally we

use our de�nition to model innovation in oligopolistic markets.

9

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Chapter 3

Innovation in monopolistic markets

In this chapter, we discuss innovation in monopolistic markets. We assume the actors

of the market to play a biform game. In the �rst stage, one distinguished player,

the seller chooses whether to innovate its product or not. Then in the second stage,

it cooperates with the other players: the buyers. We highlight that the quality of

the product may change via innovation, not its quantity. We also emphasize that

the innovation a�ects all products of the seller; we do not allow for multiple kind of

products on the market.

First of all, we de�ne a class of games which the second-stage cooperative game

of our model belongs to. This is the class of big boss games as introduced by Muto

et al. (1988). Then we provide our model of innovation in monopolistic markets and

provide equilibrium solution of the model. Finally, we illustrate our model with a

simple example.

3.1 Big boss games

We state that there is a well-known class of games regarding monopolistic situations

in the literature. Muto et al. (1988) introduce a class of games in which there is one

distinguished player without whom no value can be created. They call this player

the big boss, and consequently they call this type of games big boss games. Referring

to player 1 as the big boss, they de�ne the big boss game as follows.

De�nition 3.1.1. Big boss game (Muto et al., 1988)

A game v ∈ GNBB is a big boss game with player 1 as big boss if it satis�es the

following two conditions:

1. v(S) = 0 if {1} /∈ S (big boss property); and

2. v(N)− v(S) ≥∑i∈N\S

(v(N)− v(N \ {i})

)if {1} ∈ S (union property),

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where GNBB ⊆ GN denotes the class of big boss games.

Following subsequent literature, e.g. Brânzei et al. (2006), we call Condition 1

the big boss property and Condition 2 the union property. The big boss property

remarks the power of the big boss. The union property shows that although there is

no value created without the big boss, the remaining weak players have some power

in their hands as well, i.e. they can threat the big boss with withdrawing from the

coalition.

In their article, Muto et al. (1988) give the core of big boss games among other

solution concepts. They show that the core of a big boss game has a special structure,

i.e. C(v) = {x ∈ RN : v(N) = x(N), 0 ≤ xi ≤ Mi(v) for all i ∈ N \ {1}}. It means

the weak players may capture their marginal contribution at most, as it comes from

the union property. The pay-o� vector that gives all weak players their marginal

contribution is called the union point (U(v)), and the pay-o� vector that assigns the

value of the grand coalition to the big boss is called the big boss point (B(v)) in the

literature, i.e.

U(v) =

v(N)−∑

i∈N\{1}

Mi(v),M2(v), . . . ,Mn(v)

and

B(v) = (v(N), 0, . . . , 0) .

These points and the ones between them form the core of a big boss game.

Therefore the core of an n-player big boss game is in general an (n− 1)-dimensional

parallelotope, e.g. the core of a 3-player big boss game is a parallelogram as shown

in the following �gure.

2 3

1

U(v)

B(v)

Figure 3.1: The core of a 3-player big boss game.

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3.2 The model

Now that we have shown the big boss game, we introduce our model. We depict

innovation in monopolistic markets as a biform game of which the second-stage

cooperative games are big boss games.

Suppose a market of one seller (indexed 1) and n buyers. The seller supplies the

market with one kind of product. Each buyer i wants to buy one product and has a

willingness-to-pay wi ≥ 0 for it.

The seller has the option to innovate its product, increasing the buyers' willing-

nesses-to-pay to w′i. (0 ≤ wi ≤ w′i for all i = 2, . . . , n+1.) The innovation has a �xed

cost c ≥ 0. The question is whether it is worth for the �rm to innovate its product

or not.

We can state that this game is a biform game (S1, . . . , Sn+1; v;α1, . . . , αn+1). We

see instantly that the strategy set of the seller consists of two strategies, maintains

status quo (SQ) and innovates (I) namely, i.e. S1 = (SQ, I). The strategy sets of

the buyers are empty as they have no strategic decisions in the �rst non-cooperative

stage, i.e. Si = ∅ for all players i = 2, . . . , n+ 1.

The corresponding second-stage cooperative games are big boss games, where

the big boss is the seller. Clearly, no value is created when the seller is not in the

coalition, as it comes from the big boss property. Also, since we model a market, the

singleton coalition of the seller evidently cannot create any value. When there is at

least one buyer in the coalition beside the seller, value is created. The value of any

coalition of this kind can be decomposed to two factors. The buyers' willingnesses-

to-pay (wi ≥ 0 for all i ∈ N \ {1}) add up and, in addition, a surplus (εS\{1} for all

S ⊆ N where {1} ∈ S and |S| ≥ 2) adds up to this value. Naturally, the surplus is

zero when there is only one buyer in the coalition beside the seller, i.e. ε1i = 0 for

all i ∈ N \ {1}. This can be interpreted as forming coalitions is not neutral for the

players: they can pro�t upon these coalition forming decisions or they can acquire

the same value as before, but they cannot lose any value.

We de�ne the characteristic function of that second-stage cooperative game

which consequences from the status quo as follows:

v(SQ)(S) =

0 if {1} /∈ S or S = {1},∑i∈S\{1}

wi + εS\{1} if {1} ∈ S and |S| ≥ 2.

If the seller innovates its product, the corresponding cooperative game is as

follows:

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v(I)(S) =

0 if {1} /∈ S or S = {1},∑i∈S\{1}

w′i + ε′S\{1} if {1} ∈ S and |S| ≥ 2.

Both characteristic functions can be found in Appendix C in tabular form.

Referring to Claim 2.4.2, we state that the surplus a coalition achieves when they

cooperate cannot decrease when merging additional players. To be more precise,

since v(S) + v(T ) ≤ v(S ∪ T ) in superadditive games, if {1} ∈ S and |S| ≥ 2 then∑i∈S\{1}

wi + εS\{1} + wj ≤∑

k∈T\{1}

wk + εT\{1}, i.e.

εS\{1} ≤ εT\{1}

for all i ∈ S, j /∈ S, S + {j} = T, k ∈ T, S ⊂ N, T ⊆ N .

In order to solve the biform game, we calculate the core of the corresponding

second-stage cooperative games �rst. To be more exact, we need the minimum and

maximum core pay-o�s of the decisive player, the seller in this case. These core

points are the union and big boss points, so we can easily calculate their con�dence

index-weighted averages. The maximum pay-o� of the seller is at the big boss point

and is v(N) = w2 + . . . + wn+1 + εN\{1}. Its minimum pay-o� is a bit more di�-

cult to calculate, though. For this, we �rst remark that in this game the marginal

contribution of player i is Mi(v) = wi + εN\{1}− εN\{1}\{i}.1 Then, we can write that

U1(v) = v(N) −∑

i∈N\{1}

Mi(v) = w2 + . . .+ wn+1 + εN\{1} −

−∑

i∈N\{1}

(wi + εN\{1} − εN\{1}\{i}

)=

∑i∈N\{1}

(εN\{1}\{i}

)− (|N \ {1}| − 1) · εN\{1}.

Note that in the union point, the buyers' individual willingnesses-to-pay do not

play any role.

Now we can solve the game. When the seller maintains status quo, it anticipates

to capture

α(w2 + . . .+wn + εN\{1}) + (1−α)

∑i∈N\{1}

(εN\{1}\{i}

)− (|N \ {1}| − 1) · εN\{1}

.

(3.1)

1I.e. Mi(v) = w2 + . . .+ wn+1 + εN\{1} − (w2 + . . .+ wi−1 + wi+1 + . . .+ wn+1 + εN\{1}\{i}).

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When it decides to innovate, it anticipates to capture

α(w′2+. . .+w′n+ε′N\{1})+(1−α)

∑i∈N\{1}

(ε′N\{1}\{i}

)− (|N \ {1}| − 1) · ε′N\{1}

−c.(3.2)

Thus, in the �rst non-cooperative stage the seller faces the following decision:

SellerSQ Expression 3.1

I Expression 3.2

Figure 3.2: The innovation game on a monopolistic market in normal form.

The decision of the seller depends only on the values of parameters α;wi, εN\{1},

εN\{1}\{i};w′i, ε′N\{1}, ε

′N\{1}\{i}; c for all i ∈ N \ {1}.

We illustrate the innovation game with a simple example.

Example 3.2.1. Three research institutes are considering to purchase supercomput-

ers, one piece each. Such supercomputers are able to obtain bigger processing powers

when connected to each other than their cumulated individual processing powers,

due to the synergy between them. Only one IT solution company is on the mar-

ket to satisfy their demand and o�ers them two di�erent options. If the institutes

choose the �rst option, the company faces no costs as this is standard routine in

their course of business. The resulting game is presented in Table 3.1. The second

option smooths the individual surpluses of coalitions due to synergy. However, if the

institutes opt this o�er, the company has to test the system and face a �xed cost

c. This game is presented in Table 3.1 as well. What is that �xed cost c subject to

the con�dence index α of the company at which it is worth it to o�er the second

option?

v(12) v(13) v(14) v(123) v(124) v(134) v(1234) otherwise v(S)

Option 1 100 85 78 200 190 170 280 0

Option 2 100 90 90 210 210 200 300 0

Table 3.1: The second-stage cooperative games of Example 3.2.1.

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We depict the coalitional surpluses of both cooperative games for coalitions that

consist of the company and at least two research institutes in the following table.

ε23 ε24 ε34 ε234

Option 1200− 100− 190− 100− 170− 85− 280− 100−−85 = 15 −78 = 12 −78 = 7 −85− 78 = 17

Option 2210− 100− 210− 100− 200− 90− 300− 100−−90 = 20 −90 = 20 −90 = 20 −90− 90 = 20

Table 3.2: The coalitional surpluses of the second-stage cooperative games of Exam-

ple 3.2.1.

To answer the question by solving the biform game, we have to calculate the

union and big boss points of both games �rst. Start with the cooperative game

consequencing Option 1. In this case, B1(v) = v(1234) = 280 and U1(v) = ε23 +

ε24 + ε34 − 2 · ε234 = 15 + 12 + 7− 2 · 17 = 0. Thus the company anticipates it will

receive α · B1(v) + (1− α) · U1(v) = α · 280.

Now get to the cooperative game corresponding from Option 2. Here B1(v) = 300

and U1(v) = 20 + 20 + 20 − 2 · 20 = 20. Therefore the company's anticipation of

performing in the cooperative stage is α ·300 +(1−α) ·20 = α ·280 +20. This result

means that whatever the magnitude of α is, the company will always make an o�er

whenever the cost of the innovation does not exceed 20.

We note that we could have got deterministic results with respect to the strategic

move of the seller. If the beforehand-expected core pay-o�s of the seller di�er, it

would choose that strategy which assigns it greater value.

In the next chapter, we show that the de�nition of biform games in its current

form is not applicable for multiple players. We provide an alternative de�nition to

apply in the model of innovation in oligopolistic markets.

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Chapter 4

An alternative de�nition of the

biform game

In this chapter, we show that the de�nition of the biform game in the work of Bran-

denburger and Stuart (2007) is heavily inconsistent. The application of con�dence

indices of the players which provide the link between the non-cooperative and co-

operative stages results in a "synthetic" pay-o� that usually does not belong to

the core. We show an example to illustrate this phenomenon, then we rede�ne the

biform game.

Recall the original de�nition of the biform game, as displayed in De�nition 2.3.1.

Brandenburger and Stuart (2007) illustrate the biform game by the example of

innovation. Their example is as follows.

4.1 An example of the original biform game

Example 4.1.1. Consider the market of two �rms and three buyers. Each �rm pro-

duces the same product and has the capacity of two units. They do not face any

variable costs. Both �rms have the option to innovate their product; the innovation

requires a �xed cost of 5$. Each buyer is interested in one unit of the product. Their

willingnesses-to-pay for the original product are uniformly 4$ per unit, and 7$ per

unit for the innovated product. The higher willingness-to-pay for the innovated prod-

uct represents that the buyers prefer this product against the original one. Note that

we do not specify the con�dence indices; we show that the magnitude of con�dence

indices is arbitrary in this game.

Denoting the strategies maintains status quo and innovates of both �rms by SQ

and I respectively, we depict the game in the following table.

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Firm 1

Firm 2

SQ I

SQ 4 pcs: (4, 4, 4) 2 pcs: (7, 7, 7), 2 pcs: (4, 4, 4)

I 2 pcs: (4, 4, 4), 2 pcs: (7, 7, 7) 4 pcs: (7, 7, 7)

Table 4.1: The original example of the biform game.

Each cell of the table contains two pieces of information. They show what the

buyers' ratings are for each kind of product, and how many products of such ratings

are available on the market.

It is easy to acknowledge that this game is a biform game. The �rms have strate-

gic moves in the �rst stage, then all players cooperate in the second stage that is

formed by the initial decision. Thus we can solve this game and provide equilibrium

via backward induction. For this, we have to calculate the cores of all possible co-

operative games. The characteristic functions of the cooperative games are shown

in Appendix A.

The cores of all corresponding cooperative games consist of one point. When

none of the �rms innovate, the corresponding core is {(0, 0, 4, 4, 4)}. When both

�rms innovate, the core is {(0, 0, 7, 7, 7)}. The interesting corresponding games are

when only one �rm innovates. In these cases, the core pay-o� of the innovator �rm

is 6$, while the non-innovator �rm captures no value, i.e. the cores consist of the

imputations {(6, 0, 4, 4, 4)} or {(0, 6, 4, 4, 4)}, when Firm 1 or Firm 2 innovates,

respectively. Since all the cores of the corresponding cooperative games consist of

one point, there is no need to apply con�dence indices.

These results can be explained by intuition as well. It can easily be proved

that in those cases when both �rms choose the same strategy, all the social excess is

captured by the buyers as there is over-supply on the market. In those cases although,

when the �rms choose di�erent strategies, the non-innovator �rm cannot capture any

value. This is because of the constant threat that the buyer who cooperates with the

non-innovator �rm can break the coalition and form another with the innovator �rm.

Alongside this, the innovator �rm captures the di�erence between the willingness-

to-pays of buyers for the non-innovated and innovated product, i.e. 2·(7$−4$) = 6$.

Since there is over-demand for the innovated product, the innovator �rm can do so.

Consequently, we can write the �rst-stage non-cooperative game in normal form.

We remind the Reader that the innovation has a �xed cost of 5$. The reason why we

do not present this cost in the corresponding cooperative games is the well-known

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property of cooperative games and their solutions, namely the strategic equivalence.

If we decrease the value of all coalitions containing player i by a constant, pay-o�s of

players besides i provided by certain solutions do not decrease, but player i's pay-o�

decreases by the constant. We call these games strategically equivalent and de�ne

as follows.

De�nition 4.1.2. Strategic equivalence

Games v, w ∈ GN are strategically equivalent if there exist such α > 0, β1, . . . , βn ∈ Rthat w(S) = αv(S) +

∑i∈S

βi, for all S.

We say the cores of games v and w are covariant with respect to their strategically

equivalent transformation, i.e. C(w) = αC(v) + β = {αx + β : x ∈ C(v)}, whereα ∈ R, β, x ∈ Rn. Since here we use two extrema of the core, it is su�cient to

decrease the pay-o�s of the innovator �rms by the �xed cost of innovation instead

of presenting it in the second-stage cooperative games.

Firm 1

Firm 2

SQ I

SQ 0, 0 0, 1

I 1, 0 −5,−5

Figure 4.1: The original game in normal form.

This �rst-stage non-cooperative game resembles a well-known bimatrix game,

the battle of the sexes. The di�erence is that the sum of pay-o�s is higher in case

of dissimilar decisions. Even so, similarly to the battle of the sexes, this game has

two pure strategy Nash equilibria: when one �rm innovates and the other doesn't.

The equilibria pay-o�s are boxed in Figure 4.1. This means none of the �rms are

interested in choosing a di�erent strategy by themselves.

We can also calculate the probabilities with which the mixed Nash equilibria

occur. For this, we write the expected pay-o� of Firm 1. We denote the probability

of choosing the strategy maintains status quo for Firm 1 by ξ and for Firm 2 by η

in the mixed Nash equilibrium.

maxξxe1(ξ, η) = ξη · 0 + ξ(1− η) · 0 + (1− ξ)η · 1− (1− ξ)(1− η) · 5

∂xe1∂ξ

= −η + (1− η) · 5 .= 0

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η =5

6

As the game is symmetric, ξ = 56as well.

This result can be interpreted as follows: mixed Nash equilibria occur when both

players opt to innovate with the probability of 16and to remain at the original

technology with the probability of 56. In this case, the mixed Nash equilibria are the

strategy pairs (maintains status quo, innovates) and (innovates, maintains status

quo).

Now we modify the original example of Brandenburger and Stuart (2007) in

order to highlight the inconsistency of their model.

4.2 The modi�ed example

We provide an updated innovation game. The game is similar to the one in Example

4.1.1, the only modi�cation is the willingnesses-to-pay of the buyers.

Example 4.2.1. (This game is taken from (Gyetvai and Török, 2012).) Take Example

4.1.1. Suppose the buyers have a willingness-to-pay of 4$ for the original product,

but their ratings di�er for the innovated product, i.e. the innovated product is worth

9$ for Buyer 1, 8$ for Buyer 2 and 7$ for Buyer 3.

As before, we depict the game in the following table.

Firm 1

Firm 2

SQ I

SQ 4 pcs: (4, 4, 4) 2 pcs: (9, 8, 7), 2 pcs: (4, 4, 4)

I 2 pcs: (4, 4, 4), 2 pcs: (9, 8, 7) 4 pcs: (9, 8, 7)

Table 4.2: The modi�ed example of the biform game.

Following Brandenburger and Stuart (2007), we calculate the cores of the corre-

sponding second-stage cooperative games. The calculations are shown in Appendix

B. The cores of the corresponding cooperative games are similar in those cases when

both �rms choose the same strategy, i.e. {(0, 0, 4, 4, 4)} and {(0, 0, 9, 8, 7)}. How-

ever, when only one of the �rms innovate, the cores of the corresponding cooperative

games are not single-valued but set-valued. The projection of the core to the plane

pay-o�s of Firm 1 and Firm 2 are shown in the following �gure.

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x2

x16 7 8 9

1

Figure 4.2: Projection of the core of the game v(I, SQ)(S) in the modi�ed example

to the plane of pay-o�s of the decisive players.

The core of this game is represented by the dark-grey trapezoidal-shaped area

in the �gure.

The results can be explained by intuition as well. Similarly to Example 4.1.1,

when both �rms choose the same strategy, there is over-supply of the same product

on the market, thus all the value is captured by the buyers. However, when only

one �rm innovates, none of the sellers can supply their own market. As the core

consists of more than one point in this case, we have to reduce this set to one

point. Following Brandenburger and Stuart (2007), we apply the con�dence indices.

E.g. suppose α1 = 20% and α2 = 60%, thus x1 = 0.2 · 9$ + 0.8 · 6$ = 6.6$ and

x2 = 0.6 · 1$ + 0.4 · 0$ = 0.6$. It can be explained as follows: Firm 1 anticipates it

can capture 20% of the di�erence between its maximum and minimum core pay-o�s,

while Firm 2 anticipates 60%. In other words, Firm 1 is not that con�dent about its

future performance during the bargainings, while Firm 2 is a bit more optimistic.

Note that when the willingness-to-pay of the buyers for the innovated product

di�er, the non-innovator �rm can capture some value as well. This occurs because

the threat of the buyer who cooperates with the non-innovator �rm to break the

coalition is not credible anymore. That is to say, since it is commonly known that

the innovator �rm will cooperate with the buyers with the two highest willingness-

to-pays for its product, the remaining buyer will be left out from the coalition and

is forced to cooperate with the non-innovator �rm.

In this case, we can provide the �rst-stage non-cooperative game in normal form.

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Firm 1

Firm 2

SQ I

SQ 0, 0 0.6, 1.6

I 1.6, 0.6 −5,−5

Figure 4.3: The modi�ed innovation game in normal form.

Similarly to Example 4.1.1, the Nash equilibria are boxed in the normal form of

the game.

Now we show the inconsistency of the application of con�dence indices in the orig-

inal model of Brandenburger and Stuart (2007). We remark that there are such con�-

dence index-pairs by which the original anticipation of the players are not achievable.

The area in which such pairs occur are bordered with blue lines on Figure 4.4. E.g.

in Example 4.2.1, the pay-o� pair under the constellation of con�dence indices falls

outside the core, as shown in Figure 4.4.

x2

x16 7 8 9

1(6.6, 1.6)

Figure 4.4: Inconsistency of con�dence indices in Example 4.2.1.

The area bordered by blue lines remarks pay-o�s outside the core that originate

from certain con�dence indices. This is because con�dence indices may not be con-

sistent with each other, and may result in such non-equilibrium pay-o�s. Thus, it is

not rational for players to decide upon such expected pay-o�s in the non-cooperative

stage of the biform game. Although con�dence indices are commonly known in the

model of Brandenburger and Stuart (2007), this knowledge does not deter players

from anticipating such pay-o�s.

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4.3 The alternative biform game

To resolve this inconsistency, we provide another link between the non-cooperative

and cooperative stages of the biform game then the con�dence indices. We think

this link should somehow originate from the second-stage cooperative games in a

way that it gets hold of the essence of such games. Such link de�nitely should be

a kind of equilibrium pay-o�, like the con�dence index-weighted core pay-o�s at

Brandenburger and Stuart (2007) because players decide upon their anticipation

of their �nal pay-o�s. We list three conditions of this equilibrium pay-o� that we

consider necessary for providing a su�cient link. Such link should

1. Always exist,

2. Belong to the core, whenever that is non-empty,

3. Be a single-valued solution of the resulting cooperative game.

Following these criteria, we give an alternative de�nition of the biform game.

De�nition 4.3.1. Biform game (Gyetvai and Török, 2012)

An n-player biform game is a collection (S1, . . . , Sn; v;ψ), where

a) Si is a �nite set, for all i = 1, . . . , n;

b) v : S1 × . . .× Sn →M , where M : 2N → R, v(s1, . . . , sn)(∅) = 0; and

c) ψ : 2N → RN such that ψ(v) ∈ C(v) whenever C(v) 6= ∅.

Similarly to De�nition 2.3.1, the biform game is given by the set of strategies and

the corresponding cooperative games. The di�erence between De�nitions 2.3.1 and

4.3.1 is that the link between the non-cooperative and cooperative stages is provided

by a single-valued solution that belongs to the core. Thus we have dissolved the

inconsistency of the original model of Brandenburger and Stuart (2007).

We remark a potential drawback of our model. In the original model of Bran-

denburger and Stuart (2007), the application of con�dence indices represents the

belief of the players about their own performance during the bargainings. However,

if we derive the link between the stages directly from the cooperative stage, we un-

wittingly withdraw the assumption of unbound beliefs. A solution of this contrast

may be to represent beliefs as well in the model in a way that it harmonizes with

Conditions 4.3. This achievement is subject to further research.

In the following chapter, we use our de�nition of the biform game to illustrate

innovation in oligopolistic markets. First, we make a restrictive but necessary as-

sumption regarding the second-stage cooperative games. Then we present our model

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of innovation in oligopolistic markets. Finally, we illustrate our model by a simple

example.

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Chapter 5

Innovation in oligopolistic markets

In this chapter, we analyze innovation in oligopolistic markets with biform games.

Since there are multiple decisive players (the sellers) on such a market, we need

to feature multiple players in the �rst non-cooperative stage of the biform game.

Thus, our illustration is based upon the alternative de�nition of the biform game

(De�nition 4.3.1). First, we display basic notations we use throughout this chapter.

Then we show a class of games which we assume the market actors play in the

second stage, the class of transportation games. Thereafter we present our model of

innovation in oligopolistic markets, and we illustrate it by a simple example.

We distribute the actors on an oligopolistic market into two disjunct set. Denot-

ing the set of sellers by P and the set of buyers by Q, we can state that this two set

forms a partition of the set of players N , i.e. P ∪Q = N and P ∩Q = ∅. Note that|N | = |P |+ |Q|, i.e. n = m+(n−m), where m is the number of sellers and (n−m) is

the number of buyers on the market.1 Taking for instance a game with 2 sellers and

3 buyers, v(1) and v(2) denote the values of the singleton coalitions of the sellers,

v(3), v(4) and v(5) the values of the singleton coalitions of the buyers, and v(134)

the value of the coalition of Seller 1 and Buyers 1 and 2. v(134) is interpreted as the

value which the coalition of Seller 1 and Buyers 1 and 2 captures when there are no

other trades on the market then theirs.

5.1 Transportation games

The class of linear production games have been introduced by Owen (1975). The

characteristic function of these games derives from optimal solutions of linear pro-

1Unlike in Chapter 3, where we suppose 1 seller and n buyers, adding up a total of n+1 players,

here we suppose only n players. We consider the latter notation correct, but we have ignored this

rule in Chapter 3 for convenience.

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gramming problems.

One of the linear production issues is the transportation situation. The formal-

ization of this situation and the corresponding cooperative game is introduced by

Sánchez-Soriano et al. (2001). A transportation situation is a 5-tuple (P,Q,B, p, q)

where P denotes the set of origin players (sellers in this instance), Q denotes the

set of destination players (here buyers), B is the m × (n − m) matrix of surplus

the players achieve by an appropriate assignment, p is the m-dimensional vector of

available units of the sellers and q is the (n−m)-dimensional vector of demands of

the buyers.

We highlight that the name of the class of games may be misleading. That is,

we mean transportation in an abstract sense; we depict transportation as a method

in which certain goods originating from the sellers are assigned to the buyers.

We can de�ne the consequent linear program for every transportation situation

(P,Q,B, p, q) and every coalition S ⊆ N.= P ∪Q with origin players SP

.= S ∩ P ,

SP 6= ∅ and destination players SQ.= S ∩Q, SQ 6= ∅, i.e.

T (S): max∑i∈SP

∑j∈SQ

bijxij

s.t.∑j∈SQ

xij ≤ pi, i ∈ SP∑i∈SP

xij ≤ qj, j ∈ SQ

xij ≥ 0, (i, j) ∈ SP × SQ

Denoting the optimal value of the linear program T (S) by OS(T ), we can de�ne

the cooperative game derived from a transportation situation. We use the nota-

tion W instead of B for denoting the matrix of surplus as we discuss markets. W

represents the willingnesses-to-pay of the buyers for the products of the sellers.

De�nition 5.1.1. Transportation game (Sánchez-Soriano et al., 2001)

A v ∈ GNT game is a transportation game if it derives from a transportation situtation

(P,Q,W, p, q), i.e.

v(S) =

{0 if SP = ∅ or SQ = ∅,OS(T ) otherwise,

where GNT ⊆ GN denotes the class of transportation games.

For better understanding, the characteristic function of a 5-player transportation

game is shown in tabular form in Appendix D. We note that the transportation game

is a generalization of the assignment game (Shapley and Shubik, 1971), i.e. the sellers

supply only one product and the buyers demand only one product as well.

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5.2 The model

Now that we have displayed the transportation game, we introduce a model of in-

novation in an oligopolistic market. We model this situation with a biform game of

which the second-stage cooperative games are transportation games. We highlight

that this assumption is di�erent from the one we have applied to the monopolis-

tic market model. Namely, here we assume that the coalitions cannot capture any

surplus over their individual value. However, we remark that we still assume that

the second-stage cooperative games are market games, and consequently they are

monotonic and superadditive (Claim 2.1.4). Thus, the coalitional surplus equals to

zero for all coalitions.

Suppose there are m sellers and n−m buyers on the market of a certain product.

Each seller i has a supply of pi pieces of the product, each buyer j has a demand of qj

pieces of the product. The individual supplies and demands are concluded in vectors

p ∈ Rm and q ∈ Rn−m. The buyers' willingnesses-to-pay for the products of the

sellers are concluded in matrix W ∈ Rm×(n−m), i.e. wij represents the willingness-

to-pay of buyer j for one product of seller i. We require wij ≥ 0. Thus the market

can be depicted by a transportation situation (P,Q,W, p, q).

Now we suppose that before they step up the market, all sellers have the option

to innovate their product, i.e. all m sellers have two strategic moves: to maintain

status quo (SQ) or to innovate (I). This results in the sets of strategies of the sellers,

i.e. the strategy set of seller i is Si such that |Si| = 2·2m−1 = 2m. The innovation has

a �xed cost c ≥ 0 for all sellers.2 The main driver of innovation is the increase of the

sellers' pro�t as the buyers' willingnesses-to-pay increase for the innovated product,

i.e. w′ij ≥ wij ≥ 0 if seller i innovates its product, for all i ∈ P, j ∈ Q. Every pro�le ofstrategies results in a di�erent transportation game. We assume that the innovation

of seller i does not change the buyers' willingnesses-to-pay for the products of sellers

P \ {i}. Consequently, we note that the di�erent matrices W of willingnesses-to-pay

of di�erent second-stage transportation games di�er row-wise only.

Finally, we suppose that the sellers anticipate to capture their nucleoli pay-o�s of

all second-stage transportation games. Schmeidler (1969) proves that the nucleolus

(which we have shown in De�nition 2.1.9) satis�es all Conditions 4.3. The usage of

the nucleolus can be interpreted as all sellers aspire to reach the most egalitarian

allocation of the products and assume that all other sellers do the same. They act as

"super" negotiators during the bargainings and are perfectly ready to compromise.

2Although the buyers' willingnesses-to-pay di�er for the product depending on from which seller

they buy it, the sellers face the same c �xed cost.

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Even if we suspect this assumption is exaggerate, we may assume that the sellers

decide upon their nucleoli pay-o�s in lack of certain pay-o�s.

Unfortunately, we cannot go further than giving the model of innovation in

oligopolistic markets. We lack the exact expression or the algorithm that gives the

nucleolus of transportation games. Solymosi and Raghavan (1994) show an algorithm

to �nd the nucleolus of assignment games, but we show by the following example

that their algorithm is not applicable to transportation games.

Example 5.2.1. There are three farms in the countryside near each other. Gas

pipeline facilities are not installed, thus they have to use gas cylinders. There are

two nearby gas stations where they can purchase the cylinders. Both stations have

the capacity to supply two farms, but not three. Since the farms have no access to

pipelines, the local government forces the gas stations to supply the farms with gas

cylinders below market price. The three farmers and the sales managers of both gas

stations are about to start to bargain on prices for a long-term contract.

The stations are considering whether to o�er the farms to deliver them the cylinders.

To deliver the cylinders safely, they have to purchase a specially designed truck that

costs them 3 units. The farmers have higher willingnesses-to-pay for this service

than the original. The resulting matrices of willingnesses-to-pay are shown in Table

5.1 with respect to the o�ers of the gas stations.

Gas Station 2

SQ D

Gas Station 1

SQ20 15 12 20 15 12

7 16 13 12 19 17

D22 17 15 22 17 15

7 16 13 12 19 17

Table 5.1: An example of the model of oligopolistic markets.

Which option will the gas stations o�er for the farmers?

We can state this game is a 5-player biform game (S1, . . . , S5; v;N). Two play-

ers, Gas Station 1 and 2 have two strategic moves in the �rst non-cooperative stage:

they can either maintain status quo (SQ) as the farmers have to purchase the cylin-

ders at the gas stations or deliver them (D). More precisely, they have non-empty

strategy sets, i.e. Si = {(SQ if P \ {i} SQ), (SQ if P \ {i} D), (D if P \ {i}SQ), (D if P \ {i} D)} for all i ∈ P where P = {1, 2}. The farms' strategy sets

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are empty, i.e. Sj = ∅ for all j ∈ Q where Q = {3, 4, 5}. The pro�les of strate-

gies result in four di�erent transportation situations, i.e. (P,Q,WSQ,SQ, p, q)SQ,SQ,

(P,Q,WSQ,D, p, q)SQ,D, (P,Q,WD,SQ, p, q)D,SQ, (P,Q,WD,D, p, q)D,D where sets P

and Q are as given above, matrices Wk,l for all k ∈ S1, l ∈ S2 are as given in Figure

5.1, p = (2, 2) and q = (1, 1, 1). The characteristic functions of the second-stage

transportation games can be found in Appendix E. N denotes the nucleoli of all

four transportation games.

We solve this biform game via backward induction. First, we calculate the nucleoli

of all four second-stage transportation games.3 We get

N(v(SQ, SQ)) = (6 3/4, 1, 13 1/4, 15 1/2, 12 1/2),

N(v(SQ,D)) = (5, 4 1/2, 15, 17, 14 1/2),

N(v(D,SQ)) = (9 5/6, 1/3, 13 5/6, 15 2/3, 13 1/3) and

N(v(D,D)) = (5 1/2, 2, 16 1/2, 18, 16).

Then we can give the �rst-stage non-cooperative game in normal form. We re-

mind the Reader that the innovation has a �xed cost of 3 that we have to subtract

from the regarding nucleoli pay-o�s.

Gas Station 1

Gas Station 2

SQ D

SQ 6 3/4, 1 5, 1 1/2

D 6 5/6, 1/3 2 1/2,−1

Figure 5.1: The innovation game on an oligopolistic market in normal form.

This game has two pure strategy Nash equilibria, boxed in Figure 5.1. We calcu-

late the probabilities with which the mixed Nash equilibria occur as well. We denote

the probability of choosing the strategy SQ for Gas Station 1 by ξ and for Gas

Station 2 by η in the mixed Nash equilibrium.

3We calculate the nucleoli of TU games with a version of TUGlab we have modi�ed. TUGlab

is the work of Mirás Calvo and Sánchez Rodríguez (2007): this toolbox is a teaching complement

for cooperative game theory. It is able to calculate certain geometric properties and solutions of 3-

and 4-player TU games. We have modi�ed TUGlab in order to calculate the nucleoli of 5-player

TU games as well. The original package and its extension can be downloaded from the Downloads

website of the Department of Operations Research and Actuarial Sciences, Corvinus University of

Budapest.

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maxξxe1(ξ, η) = ξη · 6 3/4 + ξ(1− η) · 5 + (1− ξ)η · 6 5/6 + (1− ξ)(1− η) · 2 1/2

∂xe1(ξ, η)

∂ξ= η · 6 3/4 + (1− η) · 5− η · 6 5/6− (1− η) · 2 1/2

.= 0

η =30

31

maxηxe2(ξ, η) = ξη · 1 + (1− ξ)η · 1/3 + ξ(1− η) · 1 1/2− (1− ξ)(1− η) · 1

∂xe1(ξ, η)

∂ξ= η · 6 3/4 + (1− η) · 5− η · 6 5/6− (1− η) · 2 1/2

.= 0

η =30

31

Now we show that the second-stage transportation games written in assignment

game form do not result in the same nucleoli. For that, we rede�ne the transportation

games, e.g. we write v(SQ, SQ)(S) in a 7-player assignment game form (four sellers

and three buyers). We consider the two-two products of Gas Station 1 and 2 as four

di�erent products of four di�erent sellers. Then the buyers' willingnesses-to-pay can

be written in matrix form.

Buyer 1 Buyer 2 Buyer 3

Gas Station 1 20 15 12

Gas Station 1 20 15 12

Gas Station 2 7 16 13

Gas Station 2 7 16 13

Figure 5.2: The transportation game in assignment game form.

The nucleolus of this game is N(v(SQ, SQ)) = (0, 0, 1/2, 1/2, 20, 15 1/2, 12 1/2).4

Adding up the nucleolus pay-o�s of Player 1-2 and 3-4 (in order to get the pay-o�s

of the sellers of the original transportation game), we get the imputation I(v) =

(0, 1, 20, 15 1/2, 12 1/2). This clearly does not coincide with the nucleolus of the origi-

nal transportation game N(v) = (6 3/4, 1, 13 1/4, 15 1/2, 12 1/2). When considering the

sellers as multiple sellers, Gas Station 1 bargains against itself, thus its pay-o� zeros

while Buyer 3 receives all 20 units. However, what really happens is that Gas Station

withdraws its second gas cylinder in order to acquire some value, 6 3/4 namely.

To conclude, we do not have an algorithm for �nding the nucleolus of a trans-

portation game. That is subject to further research.

4Credit to dr. Tamás Solymosi for computing the nucleolus of this assignment game.

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Chapter 6

Summary

Our paper was devoted to the application of biform games in an industrial organi-

zation topic, namely innovation. We exhaustively introduced the theory of biform

games and its components, cooperative and non-cooperative game theory.

In Chapter 2, we introduced the concepts we referred to in latter chapters. First,

we displayed elements of cooperative game theory. We declared the notations, then

we de�ned the transferable utility (TU) game. We showed two signi�cant axioms

regarding TU games and claimed that they relate to each other. We introduced

furthermore two widely accepted solution concepts, namely the nucleolus and the

core, and de�ned marginal contribution. Second, we came to non-cooperative game

theory. We declared these notations as well, then we de�ned the non-cooperative

game in normal form. We de�ned the mixed strategy, and eventually we introduced

the most known solution concept of game theory, the (pure and mixed strategy)

Nash equilibrium. Third, we provided a synthesis of cooperative and non-cooperative

game theory, the biform game. We de�ned it and detailed the original model of

Brandenburger and Stuart (2007). We also traced a future course of research to

elaborate an appropriate system of notations of biform games. Fourth, following the

introduction to the general theory of cooperative, non-cooperative and biform games,

we introduced the class of market games as the second-stage cooperative games in

our models belong to this class. We formalized the market situation in an abstract

sense, then we de�ned the deriving market game. We claimed that market games

bear some remarkable characteristics, and �nally we reviewed the vast literature of

this class of games.

In Chapter 3, we applied biform games to model innovation in monopolistic mar-

kets. We introduced the class of big boss games which the second-stage cooperative

games in our model belongs to. We remarked the special structure of the core of

the big boss game. Thereafter we introduced our model, an (n + 1)-player biform

30

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game. In the model, the monopoly chooses in a non-cooperative manner whether to

innovate its product or not in the �rst non-cooperative stage, then it cooperates with

the buyers in the second cooperative stage. We provided a parametric equilibrium

solution of the model, and �nally we illustrated it with a simple example.

In Chapter 4, we showed that the original de�nition of the biform game is not ap-

plicable to multiple decisive players in the �rst non-cooperative stage. We provided

an example to show that the strategic decisions of the players are based on non-core

pay-o�s, which is to say, inconsistent with the principles of game theory. Thereafter

we rede�ned the biform game in a much more general sense, but avoiding this con-

tradiction. We declared three conditions which the link between the non-cooperative

and cooperative stages should satisfy. We highlighted a weakness of our model and

appropriated further research to avoid this weakness.

In Chapter 5, based on our alternative de�nition, we introduced a model of in-

novation in oligopolistic markets. Above all, we de�ned the class of transportation

games which the second-stage cooperative games in our model belong to and we re-

marked its relation to the class of assignment games. Then we provided our model.

We depicted the situation by an n-player biform game with m sellers and n − m

buyers. We showed that no equilibrium solution can be given in the lack of an algo-

rithm for �nding the nucleolus of transportation games. Consequently, we remarked

that an algorithm for �nding the nucleolus of transportation games is subject to

further research. Then we suggested to exploit the relationship between assignment

and transportation games as there exists such an algorithm for the preceding class,

but we brought a counterexample and rejected our conjecture.

To conclude all, we can say that the �eld of biform games are still unexploited.

We note that while we were focusing on applications, we intentionally skipped parts

of the original article of Brandenburger and Stuart (2007). We have not coped with

epistemic assumptions, nor properties and theorems regarding biform games. The

acceptable formalization of biform games is still subject to further research. Also, it

may be edifying to investigate games of which the �rst stage is a cooperative game

and the second stage is non-cooperative. Furthermore, Schwarz (2011) mentions a

path to analyze biform games in a repeated contest. Accordingly, we shortly may

experience the takeo� of the biform game theory and applications.

31

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Appendix A

The characteristic functions of the

game in Example 4.1.1

v(SQ, SQ)(S) v(SQ, I)(S) v(I, SQ)(S) v(I, I)

v(13) 4 4 7 7

v(14) 4 4 7 7

v(15) 4 4 7 7

v(23) 4 7 4 7

v(24) 4 7 4 7

v(25) 4 7 4 7

v(123) 4 7 7 7

v(124) 4 7 7 7

v(125) 4 7 7 7

v(134) 8 8 14 14

v(135) 8 8 14 14

v(145) 8 8 14 14

v(234) 8 14 8 14

v(235) 8 14 8 14

v(245) 8 14 8 14

v(1234) 8 14 14 14

v(1235) 8 14 14 14

v(1245) 8 14 14 14

v(1345) 8 8 14 14

v(2345) 8 14 8 14

v(12345) 12 18 18 21

otherwise v(S) 0 0 0 0

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Appendix B

The core of v(I, SQ)(S) in Example

4.2.1

v(I, SQ)(S)

v(13) 9

v(14) 8

v(15) 7

v(23) 4

v(24) 4

v(25) 4

v(123) 9

v(124) 8

v(125) 7

v(134) 17

v(135) 16

v(145) 15

v(234) 8

v(235) 8

v(245) 8

v(1234) 17

v(1235) 16

v(1245) 15

v(1345) 17

v(2345) 8

v(12345) 21

otherwise v(S) 0

x4 ≤ 8

x3 ≤ 9

x2 = 4− x5

x4 + x5 ≤ 12

x3 + x5 ≤ 13

x3 + x4 ≤ 14

x1 = 17− x3 − x4

x4 ≥ 3

x4 ≥ 4

x3 ≥ 4

x5 ≤ 4

x4 ≤ 5

x3 ≤ 6

The equalities and inequalities can be reduced to the following inequalities:

6 ≤ x1 ≤ 9;

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0 ≤ x2 ≤ 1;

4 ≤ x3 ≤ 6;

4 ≤ x4 ≤ 5;

3 ≤ x5 ≤ 4.

In order to calculate the core of this game, we have to �nd the connection between

x1 and x2. For this, let x1 = 6 �rst. Then x4+x5 ≥ 9 because of v(145). As 4 ≤ x4 ≤ 5

and 3 ≤ x5 ≤ 4, we get to x4 = 5 and x5 = 4. Consequently, x2 = 0.

Secondly, let x1 = 7. Then x3 + x4 ≥ 10, x3 + x5 ≥ 9 and x4 + x5 ≥ 8 because of

v(134), v(135) and v(145). Thus, x3 ≥ 512, x4 ≥ 41

2and x5 ≥ 31

2. As a result, x2 ≤ 1

2.

Thirdly, let x1 = 8. Then x3 + x4 ≥ 9, x3 + x5 ≥ 8 and x4 + x5 ≥ 7 because of

v(134), v(135) and v(145). Solving the inequalities, we get to x3 ≥ 5, x4 ≥ 4 and

x5 ≥ 3. Thus x2 ≤ 1, which means x2 can reach its maximum value.

Finally, we note that all the equalities and inequalities shown in this calculation

are linear, thus the ordered maximum values of x2, i.e. 0, 12and 1 may be assumed to

increase linearly while x1 ∈ [6, 8]. When x1 exceeds 8, the constraints loosen further,

but x2 cannot exceed 1. Thus, we get to the trapezoidal-shaped core projection in

Figure 4.2.

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Appendix C

The characteristic functions of the

game in Model 3.2

v(SQ)(S) v(I)(S)

v(1) 0 0

v(2) 0 0...

......

v(n) 0 0

v(12) w2 w′2...

......

v(1(n+ 1)) wn+1 w′n+1

v(23) 0 0...

......

v(2(n+ 1)) 0 0

v(123) w2 + w3 + ε23 w′2 + w′3 + ε′23...

......

v(12(n+ 1)) w2 + wn+1 + ε2(n+1) w′2 + w′n+1 + ε′2(n+1)...

......

v(234) 0 0...

......

v(N) w2 + . . .+ wn+1 + εN\{i} w′2 + . . .+ w′n+1 + ε′N\{i}

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Appendix D

The characteristic function of a 5-player transportation game

v(ij) wij for all i, j where i ∈ P, j ∈ Q wij

v(123) maxw13x13 + w23x23 s.t. x13 ≤ p1, x23 ≤ p2, x13 + x23 ≤ q3, x13 ≥ 0, x23 ≥ 0 O123(T )

v(124) maxw14x14 + w24x24 s.t. x14 ≤ p1, x24 ≤ p2, x14 + x24 ≤ q4, x14 ≥ 0, x24 ≥ 0 O124(T )

v(125) maxw15x15 + w25x25 s.t. x15 ≤ p1, x25 ≤ p2, x15 + x25 ≤ q5, x15 ≥ 0, x25 ≥ 0 O125(T )

v(134) maxw13x13 + w14x14 s.t. x13 + x14 ≤ p1, x13 ≤ q3, x14 ≤ q4, x13 ≥ 0, x14 ≥ 0 O134(T )

v(135) maxw13x13 + w15x15 s.t. x13 + x15 ≤ p1, x13 ≤ q3, x15 ≤ q5, x13 ≥ 0, x15 ≥ 0 O135(T )

v(145) maxw14x14 + w15x15 s.t. x14 + x15 ≤ p1, x14 ≤ q4, x15 ≤ q5, x14 ≥ 0, x15 ≥ 0 O145(T )

v(234) maxw23x23 + w24x24 s.t. x23 + x24 ≤ p2, x23 ≤ q3, x24 ≤ q4, x23 ≥ 0, x24 ≥ 0 O234(T )

v(235) maxw23x23 + w25x25 s.t. x23 + x25 ≤ p2, x23 ≤ q3, x25 ≤ q5, x23 ≥ 0, x25 ≥ 0 O235(T )

v(245) maxw24x24 + w25x25 s.t. x24 + x25 ≤ p2, x24 ≤ q4, x25 ≤ q5, x24 ≥ 0, x25 ≥ 0 O245(T )

v(1234) maxw13x13 + w23x23 + w14x14 + w24x24 s.t.x13 + x14 ≤ p1, x23 + x24 ≤ p2, x13 + x23 ≤ q3, x14 + x24 ≤ q4, O1234(T )x13 ≥ 0, x23 ≥ 0, x14 ≥ 0, x24 ≥ 0

v(1235) maxw13x13 + w23x23 + w15x15 + w25x25 s.t.x13 + x15 ≤ p1, x23 + x25 ≤ p2, x13 + x23 ≤ q3, x15 + x25 ≤ q5, O1235(T )x13 ≥ 0, x23 ≥ 0, x15 ≥ 0, x25 ≥ 0

v(1245) maxw14x14 + w24x24 + w15x15 + w25x25 s.t.x14 + x15 ≤ p1, x24 + x25 ≤ p2, x14 + x24 ≤ q4, x15 + x25 ≤ q5, O1245(T )x14 ≥ 0, x24 ≥ 0, x15 ≥ 0, x25 ≥ 0

v(1345) maxw13x13 + w14x14 + w15x15 s.t. x13+x14 + x15 ≤ p1, x13 ≤ q3, x14 ≤ q4, x15 ≤ q5, x13 ≥ 0, x14 ≥ 0, x15 ≥ 0 O1345(T )

v(2345) maxw23x23 + w24x24 + w25x25 s.t. x23+x24 + x25 ≤ p2, x23 ≤ q3, x24 ≤ q4, x25 ≤ q5, x23 ≥ 0, x24 ≥ 0, x25 ≥ 0 O2345(T )

v(12345) maxw13x13 + w14x14 + w15x15 + w23x23 + w24x24 + w25x25 s.t.x13+x14 + x15 ≤ p1, x23+x24 + x25 ≤ p2, x13 + x23 ≤ q3, x14 + x24 ≤ q4, x15 + x25 ≤ q5, O12345(T )x13 ≥ 0, x14 ≥ 0, x15 ≥ 0, x23 ≥ 0, x24 ≥ 0, x25 ≥ 0

v(S) otherwise 0

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Appendix E

The characteristic functions of the

game in Example 5.2.1

v(SQ, SQ)(S) v(SQ,D)(S) v(D,SQ)(S) v(D,D)

v(13) 20 20 22 22

v(14) 15 15 17 17

v(15) 12 12 15 15

v(23) 7 12 7 12

v(24) 16 19 16 19

v(25) 13 17 13 17

v(123) 20 20 22 22

v(124) 16 19 17 19

v(125) 13 17 15 17

v(134) 35 35 39 39

v(135) 32 32 37 37

v(145) 27 27 32 32

v(234) 23 31 23 31

v(235) 20 29 20 29

v(245) 29 36 29 36

v(1234) 36 39 39 41

v(1235) 33 37 37 39

v(1245) 29 36 32 36

v(1345) 35 35 39 39

v(2345) 29 36 29 36

v(12345) 49 56 53 58

otherwise v(S) 0 0 0 0

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