Centrality measures are used in network analysis to identify the relevant elements in a network. Recently, several centrality measures based on coalitional game theory have been successfully applied to different kinds of biological networks, such as brain networks, gene networks, and metabolic networks. We propose an approach, using coalitional games, to the problem of identifying relevant genes in a biological network. Our model generalizes the notion of degree centrality, whose correlation with the relevance of genes for different biological functions is supported by several practical evidences in the literature. The new relevance index we propose is characterized by a set of axioms defined on gene networks and a formula for its computation is provided. Furthermore, an application to the analysis of a large co-expression network is shortly presented.
We study the problem of identifying relevant genes in a co-expression network using a (cooperative) game theoretic approach. The Shapley value of a cooperative game is used to asses the relevance of each gene in interaction with the others, and to stress the role of nodes in the periphery of a co-expression network for the regulation of complex biological pathways of interest. An application of the method to the analysis of gene expression data from microarrays is presented, as well as a comparison with classical centrality indices. Finally, making further assumptions about the a priori importance of genes, we combine the game theoretic model with other techniques from cluster analysis.Electronic supplementary materialThe online version of this article (10.1007/s41109-018-0095-y) contains supplementary material, which is available to authorized users.
A transferable utility (TU) game with n players specifies a vector of (Formula presented.) real numbers, i.e. a number for each non-empty coalition, and this can be difficult to handle for large n. Therefore, several models from the literature focus on interaction situations which are characterized by a compact representation of a TU-game, and such that the worth of each coalition can be easily computed. Sometimes, the worth of each coalition is computed from the values of single players by means of a mechanism describing how the individual abilities interact within groups of players. In this paper we introduce the class of Generalized additive games (GAGs), where the worth of a coalition (Formula presented.) is evaluated by means of an interaction filter, that is a map (Formula presented.) which returns the valuable players involved in the cooperation among players in S. Moreover, we investigate the subclass of basic GAGs, where the filter (Formula presented.) selects, for each coalition S, those players that have friends but not enemies in S. We show that well-known classes of TU-games can be represented in terms of such basic GAGs, and we investigate the problem of computing the core and the semivalues for specific families of GAGs
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