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1.
机动目标对搜索的最优规避   总被引:3,自引:1,他引:2  
研究规避搜索时机动目标运动的最优控制问题。首先针对一组相同的搜索者用变分法求出了机动目标的最优逃避路线,然后求出了确保能发现目标的搜索者数量,最后在搜索者数量一定的情况下求出了目标不可逃避区域内的最优控制规律。  相似文献   

2.
最优搜索力的确定及增量搜索计划   总被引:1,自引:0,他引:1  
当静止目标位置服从圆正态分布时,提出了在一定的期望搜索效果前提下确定需参加搜索的最优搜索兵力的求算方法,导出了在首轮搜索未果时追加搜索力进行后续搜索的最优增量搜索计划,并且证明了最优总量搜索(即一次性搜索)与最优增量搜索效率相等的重要结论。  相似文献   

3.
舰载直升机反潜搜索最佳方案优选模型及应用   总被引:4,自引:0,他引:4  
目前,舰载直升机已成为现代水面舰艇搜潜反潜的重要力量,为了提高作战效率,对舰载直升机在反潜搜索中的战斗使用进行了研究,建立了搜索力的最优配置模型,解决了在已知目标分布的条件下舰载直升机反潜搜索中选择初始探测点、确定搜索路径、确定搜索次数以及搜索效率评估等问题,并在几种常见的目标分布下对最佳搜索方案作了实例演示,为舰载直升机的反潜战斗使用提供了依据。  相似文献   

4.
考虑到操作的简单性且实际执行搜索任务时搜索力不是无限可分,将连续空间的搜索问题转换为离散空间的最优搜索问题。通过划分网格,将连续的目标位置分布离散化。根据最优搜索理论,提出了单个无人水下航行器的准最优随机搜索方法,较好地逼近理论最优值。并以此为基础,分析了无人水下航行器编队的3种协同搜索方法:集中最优搜索、分散最大概率搜索和准最优搜索。最后通过实例仿真,得出了编队准最优搜索策略的有效性、优越性和可操作性。此方法将对无人水下航行器编队的战法研究具有参考借鉴意义。  相似文献   

5.
对运动目标搜索是军事系统工程的一个重要内容,其在很多领域具有广泛应用,如对潜艇搜索、对失事舰船飞机搜救、制导武器搜索捕捉目标等.用运动学和数学的有关知识分析了目标定速直航机动时的分布函数以及搜索者与其可相遇的条件,提出了对运动目标按螺旋线搜索的另一种证明方法,建立了直线搜索时目标可能位置点的数学模型,并以此为依据分析了对运动目标螺旋搜索模式的一个误区.  相似文献   

6.
随机搜索与最优搜索   总被引:4,自引:0,他引:4  
本文提出了由最优搜索向局部最优随机搜索转化的一种设想 ,对转化过程的实现、搜索力的确定、各种情况下搜索发现目标的概率等进行了论证和比较 ,并对由此而涉及的增量搜索问题也作了相应的研究。  相似文献   

7.
以潜艇离散搜索战术为背景,对离散搜索的定义及优缺点进行了阐述,建立了离散搜索发现概率模型,模型中对单位周期的发现目标期望数和发现概率进行了计算,并对隐蔽与非隐蔽两种离散搜索样式的搜索效果进行了模拟仿真,但计算中没有考虑水声环境的影响和敌方潜艇实施反搜索的情况,最后,结合仿真结果,针对潜艇实际运用确定了高低速航行时间,提出了实施此战术时的几点建议,以期为部队合理使用离散搜索战术提供决策依据。  相似文献   

8.
为了提高舰载直升机对于定向定速规避的敌潜艇(速度和航向不为我方所知)反潜搜索效率,解决舰载直升机在反潜作战训练中经常遇到的搜索方式问题,根据最优搜索理论中螺旋线搜索原理,应用概率论和随机过程理论,解决了舰载直升机在应召搜索中的点水位置和搜索路径问题,并给出了计算程序和示例,为直升机的反潜搜索战术应用提供了依据.  相似文献   

9.
探雷声纳有效搜索带仿真研究   总被引:1,自引:0,他引:1  
针对舰艇摇摆下,探雷声纳有效搜索带难以确定的问题,运用舰艇摇摆模型和声纳三维多波束模型研究确定探雷声纳有效搜索带的方法。给出了探雷声纳有效搜索带的定义,提出了一种基于海底网格划分定量仿真计算探雷声纳有效搜索带的方法。给定探测海域海洋环境参数和声纳各工作参数,运用该方法即可确定有效搜索带的宽度和位置。仿真结果表明,该方法简便有效、计算结果正确,可为探雷声纳的作战使用提供重要依据。  相似文献   

10.
准最优增量搜索效率分析   总被引:1,自引:0,他引:1  
在对极限搜索圆进行特殊分割的条件下,导出准最优增量搜索和准最优总量搜索发现目标概率的计算公式,并通过对搜索力变化时两种发现概率的比较,得出了准最优增量搜索优于准最优总量搜索的重要结论.  相似文献   

11.
This paper deals with a two‐person zero‐sum game called a search allocation game, where a searcher and a target participate, taking account of false contacts. The searcher distributes his search effort in a search space in order to detect the target. On the other hand, the target moves to avoid the searcher. As a payoff of the game, we take the cumulative amount of search effort weighted by the target distribution, which can be derived as an approximation of the detection probability of the target. The searcher's strategy is a plan of distributing search effort and the target's is a movement represented by a path or transition probability across the search space. In the search, there are false contacts caused by environmental noises, signal processing noises, or real objects resembling true targets. If they happen, the searcher must take some time for their investigation, which interrupts the search for a while. There have been few researches dealing with search games with false contacts. In this paper, we formulate the game into a mathematical programming problem to obtain its equilibrium point. © 2006 Wiley Periodicals, Inc. Naval Research Logistics, 2007  相似文献   

12.
This article deals with a two‐person zero‐sum game called a search allocation game (SAG), in which a searcher and a target participate as players. The searcher distributes his searching resources in a search space to detect the target. The effect of resources lasts a certain period of time and extends to some areas at a distance from the resources' dropped points. On the other hand, the target moves around in the search space to evade the searcher. In the history of search games, there has been little research covering the durability and reachability of searching resources. This article proposes two linear programming formulations to solve the SAG with durable and reachable resources, and at the same time provide an optimal strategy of distributing searching resources for the searcher and an optimal moving strategy for the target. Using examples, we will analyze the influences of two attributes of resources on optimal strategies. © 2007 Wiley Periodicals, Inc. Naval Research Logistics 2008  相似文献   

13.
Analytical resolution of search theory problems, as formalized by B.O. Koopman, may be applied with some model extension to various resource management issues. However, a fundamental prerequisite is the knowledge of the prior target density. Though this assumption has the definite advantage of simplicity, its drawback is clearly that target reactivity is not taken into account. As a preliminary step towards reactive target study stands the problem of resource planning under a min–max game context. This paper is related to Nakai's work about the game planning of resources for the detection of a stationary target. However, this initial problem is extended by adding new and more general constraints, allowing a more realistic modeling of the target and searcher behaviors. © 2007 Wiley Periodicals, Inc. Naval Research Logistics, 2007  相似文献   

14.
15.
Search theory originates from the military research efforts of WWII. Most researchers of that period modeled their search games in noncooperative games, where players are enemies or compete against each other. In this article, we deal with a cooperative search game, where multiple searchers behave cooperatively. First we describe several search problems and discuss the possibility of a coalition or cooperation among searchers. For the cooperative search game, we define a function named quasi‐characteristic function, which gives us a criterion similar to the so‐called characteristic function in the general coalition game with transferable utility. The search operation includes a kind of randomness with respect to whether the searchers can detect a target and get the value of the target. We also propose a methodology to divide the obtained target value among members of the coalition taking account of the randomness. As a concrete problem of the cooperative search game, we take the so‐called search allocation game, where searchers distribute their searching resources to detect a target in a cooperative way and the target moves in a search space to evade the searchers. Lastly, we discuss the core of the cooperative search allocation game. © 2009 Wiley Periodicals, Inc. Naval Research Logistics, 2009  相似文献   

16.
We formulate and solve a discrete‐time path‐optimization problem where a single searcher, operating in a discretized three‐dimensional airspace, looks for a moving target in a finite set of cells. The searcher is constrained by maximum limits on the consumption of one or more resources such as time, fuel, and risk along any path. We develop a specialized branch‐and‐bound algorithm for this problem that uses several network reduction procedures as well as a new bounding technique based on Lagrangian relaxation and network expansion. The resulting algorithm outperforms a state‐of‐the‐art algorithm for solving time‐constrained problems and also is the first algorithm to solve multi‐constrained problems. © 2010 Wiley Periodicals, Inc. Naval Research Logistics, 2010  相似文献   

17.
A classic problem in Search Theory is one in which a searcher allocates resources to the points of the integer interval [1, n] in an attempt to find an object which has been hidden in them using a known probability function. In this paper we consider a modification of this problem in which there is a protector who can also allocate resources to the points; allocating these resources makes it more difficult for the searcher to find an object. We model the situation as a two‐person non‐zero‐sum game so that we can take into account the fact that using resources can be costly. It is shown that this game has a unique Nash equilibrium when the searcher's probability of finding an object located at point i is of the form (1 − exp (−λixi)) exp (−μiyi) when the searcher and protector allocate resources xi and yi respectively to point i. An algorithm to find this Nash equilibrium is given. © 2000 John Wiley & Sons, Inc. Naval Research Logistics 47:85–96, 2000  相似文献   

18.
张军  占荣辉 《国防科技大学学报》2008,30(6):114-117 ,128
针对脉冲雷达近距离目标遮挡问题,从理论上分析了雷达最小作用距离不受限于脉冲宽度.在此基础上,以Chirp脉冲为例,提出了一种适合远近距离全程目标的快速搜索处理算法.该算法只需发射一种宽脉冲波形,而不必根据距离的变化改变脉宽,从而有效缩短了搜索时间,大大提高了搜索效率.仿真结果表明了理论分析的正确性和算法的有效性.  相似文献   

19.
In an accumulation game, a HIDER attempts to accumulate a certain number of objects or a certain quantity of material before a certain time, and a SEEKER attempts to prevent this. In a continuous accumulation game the HIDER can pile material either at locations $1, 2, …, n, or over a region in space. The HIDER will win (payoff 1) it if accumulates N units of material before a given time, and the goal of the SEEKER will win (payoff 0) otherwise. We assume the HIDER can place continuous material such as fuel at discrete locations i = 1, 2, …, n, and the game is played in discrete time. At each time k > 0 the HIDER acquires h units of material and can distribute it among all of the locations. At the same time, k, the SEEKER can search a certain number s < n of the locations, and will confiscate (or destroy) all material found. After explicitly describing what we mean by a continuous accumulation game on discrete locations, we prove a theorem that gives a condition under which the HIDER can always win by using a uniform distribution at each stage of the game. When this condition does not hold, special cases and examples show that the resulting game becomes complicated even when played only for a single stage. We reduce the single stage game to an optimization problem, and also obtain some partial results on its solution. We also consider accumulation games where the locations are arranged in either a circle or in a line segment and the SEEKER must search a series of adjacent locations. © 2002 John Wiley & Sons, Inc. Naval Research Logistics, 49: 60–77, 2002; DOI 10.1002/nav.1048  相似文献   

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