• Title/Summary/Keyword: Arbitration Game

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Analysis on the Decision of Transmission Cost Allocation Rate Using the Arbitration Game (중재게임을 이용한 송전비용배분비율 결정에 관한 분석)

  • Chung, Koohyung;Kang, Dongjoo;Han, Seokman;Kim, Balho
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.54 no.10
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    • pp.496-499
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    • 2005
  • In many parts of the world, the electric power industry is undergoing unprecedented changes. Therefore, in order to reform the electric power industry efficiently and minimize the confusion of this restructuring, the systematic studies related to transmission pricing and transmission cost allocation issues are required essentially. However, even now, the basis of transmission cost allocation rate is not equipped so that the regulation body has determined the allocating rate under the common practice. In this paper, we demonstrate that the decision of transmission cost allocation rate is the regulation body's own right. For this analysis, we apply game theory to the procedure determining this rate and the competition to determine this rate between gencos and distcos is modeled as the arbitration game.

Arbitrator's Reputation and PR Cost: A Signaling Approach

  • Joon Yeop Kwon;Sung Ryong Kim
    • Journal of Arbitration Studies
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    • v.33 no.3
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    • pp.129-146
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    • 2023
  • We construct a signaling game model between the arbitrator and claimants, in which the arbitrator's marketing amount is adopted as the signaling device. Assuming that the parties to the dispute select an arbitrator, and if there is a difference in the arbitrator's fee depending on the arbitrator's reputation, the arbitrator will pay to further enhance his reputation. We would like to analyze the cost differences between arbitrators who already have a high reputation and arbitrators who strive to further enhance their reputation using the signal model. From the Analysis of our study, We derive perfect Bayesian equilibrium of the signaling game and refine the equilibrium into a unique equilibrium by invoking the Intuitive Criterion of Cho and Kreps (1987). Further, we characterize the refined equilibrium.

An Economic Analysis of Commercial Arbitration from the Game Theory Perspective: Theoretical Analysis and a Case Study (게임이론을 통한 상사중재의 경제학적 분석: 이론과 사례)

  • Kim, Sung-Ryong;Hwang, Seok-Joon;Hwang, Uk
    • Korea Trade Review
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    • v.43 no.6
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    • pp.1-24
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    • 2018
  • This study analyzes the dispute settlement of between arbitration and litigation using a game theoretical approach. Many studies on arbitration have so far focused on the relevant institutions. However, there are few theoretical studies that have focused on the demand side of arbitration. The model presented here suggests conditions under which arbitration form a perfect Bayesian Nash equilibrium, provided that the players strategically choose a dispute settlement tool. Furthermore, the suggested model is used to analyze simple cases of international commercial dispute cases.

Analysis on the Decision of Transmission Cost Allocation Rate Using the Arbitration Game (중재계임을 이용한 송전비용배분비율 결정에 관한 분석)

  • Chung, Koo-Hyung;Yoo, Chong-Il;Kang, Dong-Joo;Han, Seok-Man;Kim, Bal-Ho
    • Proceedings of the KIEE Conference
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    • 2002.11b
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    • pp.375-377
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    • 2002
  • In many parts of the world. the electricity industry is undergoing unprecedented changes. Hence, in order to reform the electricity industry readily and efficiently and minimize the confusion by these restructuring, it is required the systematic studies related to transmission pricing and transmission cost allocation issues. However, even now the basis of transmission cost allocation rate is not equipped so that the regulation body has determined the allocating rate under the common practice. In this paper it is demonstrated that the decision of transmission cost allocation rate is the regulation body's own right. For the analysis, game theory is applied to the procedure determining this rate and the competition to determine this rate between generators and distributors is modeled as the arbitration game.

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On the Bayesian Fecision Making Model of 2-Person Coordination Game (2인 조정게임의 베이지안 의사결정모형)

  • 김정훈;정민용
    • Journal of the Korean Operations Research and Management Science Society
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    • v.22 no.3
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    • pp.113-143
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    • 1997
  • Most of the conflict problems between 2 persons can be represented as a bi-matrix game, because player's utilities, in general, are non-zero sum and change according to the progress of game. In the bi-matrix game the equilibrium point set which satisfies the Pareto optimality can be a good bargaining or coordination solution. Under the condition of incomplete information about the risk attitudes of the players, the bargaining or coordination solution depends on additional elements, namely, the players' methods of making inferences when they reach a node in the extensive form of the game that is off the equilibrium path. So the investigation about the players' inference type and its effects on the solution is essential. In addition to that, the effect of an individual's aversion to risk on various solutions in conflict problems, as expressed in his (her) utility function, must be considered. Those kinds of incomplete information make decision maker Bayesian, since it is often impossible to get correct information for building a decision making model. In Baysian point of view, this paper represents an analytic frame for guessing and learning opponent's attitude to risk for getting better reward. As an example for that analytic frame. 2 persons'bi-matrix game is considered. This example explains that a bi-matrix game can be transformed into a kind of matrix game through the players' implicitly cooperative attitude and the need of arbitration.

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The Study on Arbitration of Contents Dispute in Mobile Game (모바일게임 관련 콘텐츠분쟁조정 현황 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.121-130
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    • 2013
  • This paper aims to grasp the status of dispute and relevant issues, focusing on cases resolved by the Contents Dispute Resolution Committee. In consequence, this paper reviewed and addressed many issues like the mobile game of pre-school children, game disputes between telecommunication service providers and other domestic companies, responsibility of game-developing companies, necessity of efforts (led by the service providers) for establishing the system to prevent damage, and increase of awareness on damage redeemed by companies. Additionally, this study enables us to understand that the system of dispute resolution pays a pivotal role to help disputers resolve issues in a reasonable way and that self-imposed confidence is absolutely required in the mobile open market.

Contention Free Period Allocation by Nash Arbitration in Overlapped WBAN Environment (중첩된 WBAN 환경에서 내쉬중재를 이용한 비경쟁구간 할당 방안)

  • Shin, Sang-Bae;Cho, Jin-Sung
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06d
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    • pp.221-224
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    • 2011
  • 본 논문에서는 중첩 된 WBAN(Wireless Body Area Network) 환경에서 비경쟁 전송구간의 신뢰성 있는 전송을 위해 한정된 자원(비경쟁 전송구간)을 각각의 WBAN에게 할당하는 방안을 제안한다. 이를 위해 협동적 게임 이론(cooperative game theory)을 바탕으로 한정된 자원(비경쟁 전송구간)을 효율적이고 공평하게 할당 할 수 있도록 내쉬중재(Nash arbitration) 기법을 통한 자원 할당 방안을 살펴본다. 내쉬중재 협상해법을 통해 WBAN 간 비경쟁 전송구간의 충돌 없이 신뢰성 있는 전송을 보장한다. 또한, 각 WBAN의 비경쟁 전송 구간 내의 디바이스 우선순위와 할당받은 timeslot의 개수를 고려하여 전략 선택에 따른 형평성과 각 WBAN이 비경쟁전송 구간 내에 요구하는 최소한의 timeslot을 보장한다.

IPR Issues in World contents Industry - Japanese countermeasures and Its Lessons to Korea - (세계 컨텐츠산업의 지적재산권 문제 - 일본의 대책과 한국에의 시사점 -)

  • Chung, Su-Won
    • Journal of Arbitration Studies
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    • v.19 no.2
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    • pp.229-243
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    • 2009
  • The content industries environment has been undergoing significant changes due to rapid technological innovation and content market expansion. Interest in the industry is growing fast both in Asia and Europe. However, in Japan content industries are showing almost zero growth with no increase in overseas expansion. Until now, Japanese content industries have been able to grow based on domestic demands. Many different factors contributed to today's zero growth in Japanese content industries. Two main reasons are: 1) Their lack of interest in overseas expansion and 2) Insufficient investment in domestic human resources development. Considerable amounts of Japanese contents including films, music, games, and animations have been distributed in many Asian countries and today piracy problems in the region are at a serious level. According to 2004 records pirated editions accounted for 85%, 16%, 19%, and 36% in China, Korea, Hong Kong, and Taiwan respectively. Pirated editions bring economic losses to Japanese copyright profits. Making it worse, they weaken the motivation to create content and make it hard to activate cultural exchanges. Losses from copyright violations in Japanese content industries are expected to keep increasing in the future. In order to make Japan competitive and grow it is crucial to take proper measures to protect copyright infringements. This study considers the current situation of the Japanese content market, infringement issues in content which is causing many problems in Asian countries, including China, and facts about losses caused by this problem.

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Effects of Virtual Reality Based Exercise Program on Gross Motor Function and Balance of Children with Spastic Cerebral Palsy (가상현실 프로그램이 경직성 뇌성마비 아동의 대동작 기능 및 균형에 미치는 영향)

  • Lee, Hyojeong;Go, Jieun
    • Journal of The Korean Society of Integrative Medicine
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    • v.4 no.4
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    • pp.53-65
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    • 2016
  • Purpose : The purpose of this study is to evaluate the effects of virtual reality based exercise program on gross motor function and balance of children with spastic cerebral palsy. Method : Subjects of this study, among the children who received the diagnosis spastic cerebral palsy, for children total of 8 people have agreed to research. Experimental group 4 people, control group 4 people, was a total of 8 people. Group-specific arbitration method, was applied to Nintendo Wii Fit game (experimental group) and exercise program (control group). Each training courses 30 minutes for 4 weeks, examined the changes in Gross Motor Function Measure(GMFM) and Pediatrics Balance Scale(PBS) ability to examine a total of 4-week course effectively. The intervention were compared by measuring before and after. Result : There were significant improvements in the subscales of the gross motor function and balance test of those who practiced with the Nintendo Wii Fit game, while the control group showed no significant changes. Conclusion : Therefore, the virtual based on exercise is effective in improvement of to improve the gross motor function and balance in children with spastic cerebral palsy.