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1.
This paper uses game theory and modeling to address the role of incentive structures and information dynamics in nuclear inspections. The traditional argument is that compliant states should be willing to allow inspections to prove their innocence, while proliferating states are likely to impede inspections. This argument does not take into account the historical variation in inspection, signaling, and sanctioning behaviors. Using a game theoretic analysis and model, it is shown that the separation of proliferators from nonproliferators only occurs when the likelihood of proliferation is high and punishment costs are moderate. The model assumes that states can choose how much to cooperate with inspectors and must pay opportunity or secrecy costs when inspections are effective. The results are tested against a set of real-life cases, providing support for the claims of historical variation and the model's deductive propositions.  相似文献   

2.
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   

3.
The inspection game is a two-player noncooperative game that models a situation where an inspector verifies whether the inspectee complies with the rules (on the assumption that the inspectee has the tendency to violate at least one of the rules). The usual approach in the analysis of this game seeks to find an optimal strategic inspection scheme for each of the two players yielding favorable payoffs. Recently, there have been some developments in the study of such games that use a mathematical structure known as reaction network involving a set of molecular species and the existing reactions among these species. In this paper, we use a reaction network to analyze the inspection game giving an alternative way of modeling the social situation. The molecular species play the role of the players' decision moves and their resulting gain or loss, while the reactions are the encounters of the decisions of the players which, as expected, yield payoffs. We reexamine the dynamics of the inspection game through the lens of reaction network theory and consider various situations that call for more detailed analyses such as equal or unequal reaction rates and inspection leadership. Conditions concerning reaction rates, initial population of decision species, benefits, and costs are determined in order to identify strategies that yield better payoffs both for the inspector and inspectee. These results illustrate practical insights rooted from the formulated simple game models.  相似文献   

4.
This article investigates the problem of crisis stability in the context of conventional and nuclear warfare, with emphasis on the incentives for one or both sides to engage in a preemptive nuclear strike. The approach is to offer two enriched versions of a recently developed model of escalation, to solve the models, and to observe that game-theoretic solutions can change from nonpreemption to preemption, depending upon the specific game structure and upon the values of the parameters describing the outcomes. © 1993 John Wiley & Sons, Inc.  相似文献   

5.
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   

6.
CONTRIBUTORS     
Conventional wisdom states that the stability-instability paradox does not explain the effect of nuclear proliferation on the conflict propensity of South Asia, and that nuclear weapons have had a different and more dangerous impact in South Asia than Cold War Europe. I argue that the paradox explains nuclear South Asia; that the similarities between nuclear South Asia and Cold War Europe are strong; and that conventional instability does not cause revisionist challenges in the long run. I develop and probe a psychological causal mechanism that explains the impact of nuclear weapons on Cold War Europe and South Asia. Following the ten-month mobilized crisis in 2002, Pakistani President Pervez Musharraf may have adopted a more moderate foreign policy toward India after experiencing fear of imminent nuclear war, as Soviet Premier Nikita Khrushchev did forty years earlier. I argue that the stability-instability paradox explains Cold War Europe and nuclear South Asia and will, conditional on Iranian and North Korean revisionism, predict the impact of nuclear weapon development on these states' conflict propensities.  相似文献   

7.
A defender wants to detect as quickly as possible whether some attacker is secretly conducting a project that could harm the defender. Security services, for example, need to expose a terrorist plot in time to prevent it. The attacker, in turn, schedules his activities so as to remain undiscovered as long as possible. One pressing question for the defender is: which of the project's activities to focus intelligence efforts on? We model the situation as a zero‐sum game, establish that a late‐start schedule defines a dominant attacker strategy, and describe a dynamic program that yields a Nash equilibrium for the zero‐sum game. Through an innovative use of cooperative game theory, we measure the harm reduction thanks to each activity's intelligence effort, obtain insight into what makes intelligence effort more effective, and show how to identify opportunities for further harm reduction. We use a detailed example of a nuclear weapons development project to demonstrate how a careful trade‐off between time and ease of detection can reduce the harm significantly.  相似文献   

8.
China-U.S. cooperation over the most difficult security problem in Northeast Asia—the North Korean nuclear issue—in essence projects its bigger power game amid the tectonic shifts of Asian geopolitics. The nuclear issue affords a test case to gauge the future posture of China and the United States in East Asia and their partnership in that conflict-prone region. Approaches to resolving this issue must take into account the geopolitical realignment of Asia, Washington's reorientation of relations with its Asian allies, and China's rise as an influential regional player and the subsequent regional response. However, the long-standing mistrust between China and the United States is contributing to a lack of substantial progress in Korean nonproliferation efforts. The declared nuclear test by Pyongyang further put the denuclearization cooperation between China and the Unites States on the line. China-U.S. cooperation in denuclearizing Pyongyang may either produce lasting stability for the region or create ‘‘collateral damage,’’ with the North Korean issue paling in comparison.  相似文献   

9.
How is collective defence by players affected when they face a threat from an intelligent attacker rather than a natural threat? This paper analyses this question using a game-theoretic model. Facing an intelligent attacker has an effect if players move first and visibly set their defence strategies, thereby exposing any players who do not defend, and if the attacker is, moreover, not able to commit to a random attack. Depending on the parameters of the game, the presence of an intelligent attacker either increases the probability that players jointly defend (where such joint defence either does or does not constitute a utilitarian optimum), or decreases the probability that players jointly defend (even though joint defence is a utilitarian optimum).  相似文献   

10.
This paper deals with an inspection game of customs and a smuggler. The customs can take two options of assigning a patrol or not. The smuggler has two strategies of shipping its cargo of contraband or not. Two players have several opportunities to take actions during a limited number of days. When both players do, there are some possibilities that the customs captures the smuggler and, simultaneously, the smuggler possibly makes a success of the smuggling. If the smuggler is captured or there remain no days for playing the game, the game ends. In this paper, we formulate the problem into a multi‐stage two‐person zero‐sum stochastic game and investigate some characteristics of the equilibrium solution, some of which are given in a closed form in a special case. There have been some studies so far on the inspection game. However, some consider the case that the smuggler has only one opportunity of smuggling or the perfect‐capture case that the customs can certainly arrest the smuggler on patrol, and others think of a recursive game without the probabilities of fulfilling the players' purposes. In this paper, we consider the inspection game taking account of the fulfillment probabilities of the players' aims. © 2006 Wiley Periodicals, Inc. Naval Research Logistics, 2006  相似文献   

11.
I study a two-period model of conflict with two combatants and a third party who is an ally of one of the combatants. The third party is fully informed about the type of her ally but not about the type of her ally’s enemy. In a signaling game, I find that if the third party is unable to give a sufficiently high assistance to her ally, then there exists a unique separating equilibrium in which the third party’s expected intervention causes her ally’s enemy to exert more effort than in the absence of third-party intervention; this worsens the conflict.  相似文献   

12.
We consider a supplier–customer relationship where the customer faces a typical Newsvendor problem of determining perishable capacity to meet uncertain demand. The customer outsources a critical, demand‐enhancing service to an outside supplier, who receives a fixed share of the revenue from the customer. Given such a linear sharing contract, the customer chooses capacity and the service supplier chooses service effort level before demand is realized. We consider the two cases when these decisions are made simultaneously (simultaneous game) or sequentially (sequential game). For each game, we analyze how the equilibrium solutions vary with the parameters of the problem. We show that in the equilibrium, it is possible that either the customer's capacity increases or the service supplier's effort level decreases when the supplier receives a larger share of the revenue. We also show that given the same sharing contract, the sequential game always induces a higher capacity and more effort. For the case of additive effort effect and uniform demand distribution, we consider the customer's problem of designing the optimal contract with or without a fixed payment in the contract, and obtain sensitivity results on how the optimal contract depends on the problem parameters. For the case of fixed payment, it is optimal to allocate more revenue to the supplier to induce more service effort when the profit margin is higher, the cost of effort is lower, effort is more effective in stimulating demand, the variability of demand is smaller or the supplier makes the first move in the sequential game. For the case of no fixed payment, however, it is optimal to allocate more revenue to the supplier when the variability of demand is larger or its mean is smaller. Numerical examples are analyzed to validate the sensitivity results for the case of normal demand distribution and to provide more managerial insights. © 2008 Wiley Periodicals, Inc. Naval Research Logistics, 2008  相似文献   

13.
This article assesses the prospects for a strategy of incrementalism to lead to achievement of the core bargain of the Treaty on the Non-Proliferation of Nuclear Weapons: non-nuclear weapon states' nuclear nonproliferation in exchange for nuclear weapon states' nuclear disarmament to the point of “global zero.” Game theory, prospect theory, and liberal international theory are used to evaluate the potential of a strategy of incrementalism. While separately each has insights to offer, it is when all three theoretical approaches are used in tandem that meaningful explanatory gains emerge. The article concludes that incrementalism probably cannot lead to complete nonproliferation and global nuclear zero. Instead, signal events (as described by prospect theory) are needed to “punctuate” incremental processes in negotiations (best explained by liberal international theory) in order to move past hindrances such as international structural constraints (exemplified by game theory) and the conservative risk-taking propensities of state elites (described by prospect theory).  相似文献   

14.
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   

15.
This article examines a game of multiproduct technology adoption. We consider a duopoly model in which firms choose when to switch from a traditional single-product technology to a more flexible and more expensive multiproduct technology. The multiproduct technology allows a firm to invade the other firm's market, creating a more competitive environment and reducing profits. We analyze this investment decision as a game of timing using two different equilibrium concepts. First, we utilize the “silent” equilibrium concept, where firms commit at time zero to a switching time. This concept would be applicable to situations where firms cannot observe each other's actions, or when the implementation of the technology requires long lead times and the investment decision is private information. Using this notion we find that both firms adopt the multiproduct technology simultaneously within a certain time interval. We then characterize this time interval in terms of cost and demand conditions. We also derive conditions under which sequential adoption of the multiproduct technology occurs. The second concept used is that of noisy equilibrium, where firms cannot precommit themselves to an adoption time. This concept is appropriate when investment decisions are common knowledge. In this case a firm can credibly threaten to immediately follow suit if the other firm decides to adopt. This threat is sufficient to ensure the collusive outcome where neither firm adopts the flexible technology. © 1994 John Wiley & Sons, Inc.  相似文献   

16.
在认知无线网络中,次用户通过频谱感知来学习频谱环境,从而接入那些没有被主用户占用的频谱空隙。事实上,多种恶意攻击的存在会影响次用户频谱感知的可靠性。只有深入研究恶意攻击策略,才能确保认知无线网络的安全。基于此,研究了一种认知无线网络中的欺骗性干扰策略,即主用户仿冒攻击策略,该攻击策略通过在信道上传输伪造的主用户信号来降低次用户频谱感知的性能。具体来说,将攻击策略问题建模为在线学习问题,并提出基于汤普森采样的攻击策略以实现在探索不确定信道和利用高性能信道间的权衡。仿真结果表明,与现有的攻击策略相比,提出的攻击策略能更好地通过在线学习优化攻击决策以适应非平稳的认知无线网络。  相似文献   

17.
A pursuer (P) pursues an evader(E), with each party choosing a speed in ignorance of the other's choice. Going extremely fast is not wise for either party because doing so would quickly exhaust available energy. The situation is modeled as a two-person zero-sum game. The game may or may not have a saddle point, depending on the energy ratio and tactical parameters. © 1994 John Wiley & Sons, Inc.  相似文献   

18.
We develop models that lend insight into how to design systems that enjoy economies of scale in their operating costs, when those systems will subsequently face disruptions from accidents, acts of nature, or an intentional attack from a well‐informed attacker. The systems are modeled as parallel M/M/1 queues, and the key question is how to allocate service capacity among the queues to make the system resilient to worst‐case disruptions. We formulate this problem as a three‐level sequential game of perfect information between a defender and a hypothetical attacker. The optimal allocation of service capacity to queues depends on the type of attack one is facing. We distinguish between deterministic incremental attacks, where some, but not all, of the capacity of each attacked queue is knocked out, and zero‐one random‐outcome (ZORO) attacks, where the outcome is random and either all capacity at an attacked queue is knocked out or none is. There are differences in the way one should design systems in the face of incremental or ZORO attacks. For incremental attacks it is best to concentrate capacity. For ZORO attacks the optimal allocation is more complex, typically, but not always, involving spreading the service capacity out somewhat among the servers. © 2011 Wiley Periodicals, Inc. Naval Research Logistics, 2011  相似文献   

19.
This article examines the nuclear command and control (C2) system implemented in Pakistan since 1998, and discusses its potential consequences for the risk of inadvertent or unauthorised use of nuclear weapons. I argue that troubled civil-military relations and Pakistan's doctrine of ‘asymmetric escalation’ account for the creation of a command and control system with different characteristics during peacetime and military crises. Although the key characteristics of Pakistan's nuclear C2 system allow relatively safe nuclear operations during peacetime, operational deployment of nuclear weapons during military standoffs is likely to include only rudimentary protections against inadvertent or unauthorised nuclear release. The implication of this study is that any shift from peacetime to wartime command and control procedures is likely to further destabilise Indo-Pakistani relations during the early stages of a diplomatic or military standoff, and introduce a non-trivial risk of accidental escalation to the nuclear level.  相似文献   

20.
We describe a modification of Brown's fictitious play method for solving matrix (zero-sum two-person) games and apply it to both symmetric and general games. If the original game is not symmetric, the basic idea is to transform the given matrix game into an equivalent symmetric game (a game with a skew-symmetric matrix) and use the solution properties of symmetric games (the game value is zero and both players have the same optimal strategies). The fictitious play method is then applied to the enlarged skew-symmetric matrix with a modification that calls for the periodic restarting of the process. At restart, both players' strategies are made equal based on the following considerations: Select the maximizing or minimizing player's strategy that has a game value closest to zero. We show for both symmetric and general games, and for problems of varying sizes, that the modified fictitious play (MFP) procedure approximates the value of the game and optimal strategies in a greatly reduced number of iterations and in less computational time when compared to Brown's regular fictitious play (RFP) method. For example, for a randomly generated 50% dense skew-symmetric 100 × 100 matrix (symmetric game), with coefficients |aij| ≤ 100, it took RFP 2,652,227 iterations to reach a gap of 0.03118 between the lower and upper bounds for the game value in 70.71 s, whereas it took MFP 50,000 iterations to reach a gap of 0.03116 in 1.70 s. Improved results were also obtained for general games in which the MFP solves a much larger equivalent symmetric game. © 1996 John Wiley & Sons, Inc.  相似文献   

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