We present a new allocation rule for the class of games with a nonempty core: the core-center. This allocation rule selects a centrally located point within the core of any such game. We provide a deep discussion of its main properties.
Given a claims problem, the average-of-awards rule ($${\text {AA}}$$
AA
) selects the expected value of the uniform distribution over the set of awards vectors. The $${\text {AA}}$$
AA
rule is the center of gravity of the core of the coalitional game associated with a claims problem, so it corresponds to the core-center. We show that this rule satisfies a good number of properties so as to be included in the inventory of division rules. We also provide several representations of the $${\text {AA}}$$
AA
rule and a procedure to compute it in terms of the parameters that define the problem.
The Lorenz order is commonly used to compare rules for claims problems. In this paper, we incorporate the average of awards rule, the mean value of the set of awards vectors for a claims problem, to the ranking of the standard rules by proving some properties that are satisfied by this rule. We define a pair of coefficients, inspired by the Gini index, aimed at measuring, for any given claims problem, the discrepancy between the awards assigned by a rule and the proportional division. We generalize the proportionality deviation indices by introducing coefficients that measure the deviation between the awards selected by any two division rules. We show how these deviation indices are related to the Lorenz order.
Abstract:We follow the path initiated in Shapley (1971) and study the geometry of the core of convex and strictly convex games. We define what we call face games and use them to study the combinatorial complexity of the core of a strictly convex game. Remarkably, we present a picture that summarizes our results with the aid of Pascal's triangle.JEL classification: C71.
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