The core — the series
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A split nobody can walk away from
Every way of dividing what a group earns is a point of a triangle, and every coalition's threat to leave cuts a straight line across it. What survives all the cuts is the set of stable divisions — and for one three-player game there is nothing left.
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The objection nobody can make louder
When no split of the winnings survives every group's objection, the core is empty and the question changes — which split makes the loudest objection as quiet as it can be? Sorting the complaints and minimising them in dictionary order picks exactly one split, always, whether or not the core exists.
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Five weighings and the question is closed
Searching the triangle of splits can only ever fail to find a stable one, which is not the same as there being none. Weighing five families of coalitions against the whole settles the question outright — and the family that fails is the proof that nothing survives.
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An objection one player makes to another
The core lets a coalition object to everybody at once. Narrow it to one player objecting to one other, require every such objection to be met by an equally loud one coming back, and exactly one split survives — with no dictionary order anywhere in the argument.
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The corners are the orders of arrival
Line the players up, let each join in turn, and pay each what it adds on arrival: every order gives a split. When a newcomer always adds at least as much to a bigger group, those splits are exactly the corners of the core — so the core is never empty, it is the outline of the orders, and the average over all of them lies inside it. For a group worth the square of its size the outline is a hexagon whose corners are the six orderings of 1, 3 and 5.
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Each user pays for its own last link
Several users must be connected to a source, and the cheapest network that does it is a tree. Dividing its cost so that no group of users would rather build its own looks like a hard search, and it has a one-line answer: each user pays for the link that joins it to the tree on its way to the source. No group is ever overcharged — while the average over orders of arrival, the rule that settles so much else, can charge a pair more than its own connection costs.
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Three splits that answer every other
When any two of three people can take a pound, no division of it is safe from a pair walking off. Von Neumann and Morgenstern's answer was not a division but a set of them: three half-and-half splits that never beat one another and between them beat everything else. It is a solution — and so is the line on which one player is held at any fixed share below a half, so the same game has infinitely many, each describing a different settled way of treating the third player.
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One glove too many
Give some people left gloves and others right ones, and let any group sell the pairs it can make. If the two sides are equal, the core — the splits no group can beat by walking out — is every price at once. If one side has a single glove more, the core is one split: the scarce side takes the whole of every pair and the other side gets nothing, however large the market. The average over orders of arrival barely notices the difference, and the two rules disagree about almost everything a market is.
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A market too large to bargain in
Two traders swapping goods can settle anywhere along a stretch of possible deals; nothing forces a price. Bring in a second pair of the same traders and some of those deals can be refused by a group of three. With thirty of each, the only deals no group can refuse lie within a few thousandths of the one a price would produce. Edgeworth guessed in 1881 that competition shrinks bargaining to prices; Debreu and Scarf proved it, and the shrinking can be computed.