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1.
In this paper a two-person Markov game, in discrete time, and with perfect state information, is considered from the point of view of a single player (player A) only. It is assumed that A's opponent (player B) uses the same strategy every time the game is played. It is shown that A can obtain a consistent estimate of B's strategy on the basis of his past experience of playing the game with B. Two methods of deriving such an estimate are given. Further, it is shown that using one of these estimates A can construct a strategy for himself which is asymptotically optimal. A simple example of a game in which the above method may be useful is given.  相似文献   

2.
Mathematical models of tactical problems in Hntisubmarine Warfare (ASW) are developed. Specifically, a game of pursuit between a hunter-killer force. player 1, and a possible submarine, player 2 is considered. The game consists of a sequence of moves and terminates when player 2 is tcaught or evades player 1. When the players move they observe the actual tactical configuration of the forces (state) and each player choosa-s a tactical plan from a finite collection. This joint choice of tactical plans determines an immediate payoff and a transition probability distribution over the states. Hence an expected payoff function is defined, Formally this game is a Terminating Stochastic Game (TSG). Shapley demonstrated the existence of a value and optimal strategies (solution), An iterative technique to approximate the solution to within desired accuracy is proposed. Each iteration of the technique is obtained by solving a set of linear programs. To introduce more realism into the game several variations of the TSG are also considered. One variation is a finite TSG and linear programming techniques are employed to find the solution.  相似文献   

3.
An inspector's game is a non-constant-sum two-person game in which one player has promised to perform a certain duty and the other player is allowed to inspect and verify occasionally that the duty has indeed been performed. A solution to a variant of such a game is given in this paper, based on the assumption that the inspector can announce his mixed strategy in advance, if he so wishes, whereas the other player, who has already given his promise, cannot threaten by explicitly saying that he will not keep his word.  相似文献   

4.
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   

5.
An inductive procedure is given for finding the nucleolus of an n-person game in which all coalitions with less than n-1 players are totally defeated. It is shown that, for such a game, one of three things may occur: (a) all players receive the same amount; (b) each player receives his quota, plus a certain constant (which may be positive, nerative, or zero); (c) the weakest player receives one half his quota, and the other players divide the remaining profit according to the nucleolus of a similar (n-1)-person game. It is also shown that the nucleolus of such a game yields directly the nucleolus of each derived game. An example is worked out in detail.  相似文献   

6.
We study a setting with a single type of resource and with several players, each associated with a single resource (of this type). Unavailability of these resources comes unexpectedly and with player‐specific costs. Players can cooperate by reallocating the available resources to the ones that need the resources most and let those who suffer the least absorb all the costs. We address the cost savings allocation problem with concepts of cooperative game theory. In particular, we formulate a probabilistic resource pooling game and study them on various properties. We show that these games are not necessarily convex, do have non‐empty cores, and are totally balanced. The latter two are shown via an interesting relationship with Böhm‐Bawerk horse market games. Next, we present an intuitive class of allocation rules for which the resulting allocations are core members and study an allocation rule within this class of allocation rules with an appealing fairness property. Finally, we show that our results can be applied to a spare parts pooling situation.  相似文献   

7.
This study is concerned with a game model involving repeated play of a matrix game with unknown entries; it is a two-person, zero-sum, infinite game of perfect recall. The entries of the matrix ((pij)) are selected according to a joint probability distribution known by both players and this unknown matrix is played repeatedly. If the pure strategy pair (i, j) is employed on day k, k = 1, 2, …, the maximizing player receives a discounted income of βk - 1 Xij, where β is a constant, 0 ≤ β ? 1, and Xij assumes the value one with probability pij or the value zero with probability 1 - pij. After each trial, the players are informed of the triple (i, j, Xij) and retain this knowledge. The payoff to the maximizing player is the expected total discounted income. It is shown that a solution exists, the value being characterized as the unique solution of a functional equation and optimal strategies consisting of locally optimal play in an auxiliary matrix determined by the past history. A definition of an ?-learning strategy pair is formulated and a theorem obtained exhibiting ?-optimal strategies which are ?-learning. The asymptotic behavior of the value is obtained as the discount tends to one.  相似文献   

8.
We consider two game‐theoretic settings to determine the optimal values of an issuer's interchange fee rate, an acquirer's merchant discount rate, and a merchant's retail price in a credit card network. In the first setting, we investigate a two‐stage game problem in which the issuer and the acquirer first negotiate the interchange fee rate, and the acquirer and the retailer then determine their merchant discount rate and retail price, respectively. In the second setting, motivated by the recent US bill “H.R. 2695,” we develop a three‐player cooperative game in which the issuer, the acquirer, and the merchant form a grand coalition and bargain over the interchange fee rate and the merchant discount rate. Following the cooperative game, the retailer makes its retail pricing decision. We derive both the Shapley value‐ and the nucleolus‐characterized, and globally‐optimal unique rates for the grand coalition. Comparing the two game settings, we find that the participation of the merchant in the negotiation process can result in the reduction of both rates. Moreover, the stability of the grand coalition in the cooperative game setting may require that the merchant should delegate the credit card business only to the issuer and the acquirer with sufficiently low operation costs. We also show that the grand coalition is more likely to be stable and the U.S. bill “H.R. 2695” is thus more effective, if the degree of division of labor in the credit card network is higher as the merchant, acquirer, and issuer are more specialized in the retailing, acquiring, and issuing operations, respectively. © 2012 Wiley Periodicals, Inc. Naval Research Logistics, 2012  相似文献   

9.
无线网络中的路由与信道分配可极大地影响网络的性能.为了解决无线网状网络中的路由与信道分配问题,提出并研究了一种称为CRAG(基于博弈论的无线网状网络路由与信道分配联合优化)的方法.CRAG采用协同博弈的方式将网络中的每个节点模型化为一个弈者,每个弈者的策略为与其相关的路由与信道分配方案,收益函数为给定流量需求矩阵下的成功传输流量.弈者通过协同博弈来优化收益函数以最大化网络的吞吐量.基于NS3的仿真结果表明,CRAG在收敛性、时延、丢包率和吞吐量方面优于其他当前的算法,从而证明了协同博弈的方法可以用于无线网状网络的路由与信道分配联合优化,并有效地改进网络性能.  相似文献   

10.
We analyze an interdiction scenario where an interceptor attempts to catch an intruder as the intruder moves through the area of interest. A motivating example is the detection and interdiction of drug smuggling vessels in the Eastern Pacific and Caribbean. We study two models in this article. The first considers a nonstrategic target that moves through the area without taking evasive action to avoid the interdictor. We determine the optimal location the interceptor should position itself to best respond when a target arrives. The second model analyzes the strategic interaction between the interceptor and intruder using a Blotto approach. The intruder chooses a route to travel on and the interceptor chooses a route to patrol. We model the interaction as a two‐player game with a bilinear payoff function. We compute the optimal strategy for both players and examine several extensions. © 2017 Wiley Periodicals, Inc. Naval Research Logistics, 64: 29–40, 2017  相似文献   

11.
This article discusses a two‐player noncooperative nonzero‐sum inspection game. There are multiple sites that are subject to potential inspection by the first player (an inspector). The second player (potentially a violator) has to choose a vector of violation probabilities over the sites, so that the sum of these probabilities do not exceed one. An efficient method is introduced to compute all Nash equilibria parametrically in the amount of resource that is available to the inspector. Sensitivity analysis reveals nonmonotonicity of the equilibrium utility of the inspector, considered as a function of the amount of resource that is available to it; a phenomenon which is a variant of the well‐known Braess paradox. © 2013 Wiley Periodicals, Inc. Naval Research Logistics, 2013  相似文献   

12.
This article deals with a two‐person zero‐sum game in which player I chooses in integer interval [1, N] two integer intervals consisting of p and q points where p + q < N, and player II chooses an integer point in [1, N]. The payoff to player I equals 1 if the point chosen by player II is at least in one of the intervals chosen by player II and 0 otherwise. This paper complements the results obtained by Ruckle, Baston and Bostock, Lee, Garnaev, and Zoroa, Zoroa and Fernández‐Sáez. © 2001 John Wiley & Sons, Inc. Naval Research Logistics 48: 98–106, 2001  相似文献   

13.
针对资源受限情形下的两阶段攻防资源分配问题,提出一种基于多属性决策的资源分配对策模型。防守者首先将有限的防护资源分配到不同的目标上,继而进攻者选择一种威胁组合方式对目标实施打击。基于博弈论相关知识,模型的求解结果可以使防守者最小化自身损失,使进攻者最大化进攻收益。同时,针对模型的特点,给出了一些推论和证明。通过一个示例验证了模型的合理性以及相关推论的准确性,能够为攻、防双方规划决策提供辅助支持。  相似文献   

14.
针对装备采办中的一级密封招标问题,分析了招标过程中的博弈特点,给出了一维贝叶斯均衡的求解方法和解析表达式,论证了在军工企业的最优战略是选择博弈的贝叶斯均衡,军方的选择是增加竞标者的人数。然后,重点分析了招标过程中的多维博弈问题,给出了多维贝叶斯均衡的一般求解方法,并针对特定的事例进行了多维均衡分析。最后,在多维博弈的框架下对一维博弈和多维博弈的均衡结果进行比较分析,结果表明:在一级密封招标过程中,多维博弈均衡是军工企业的最优战略。  相似文献   

15.
A player having only a definite number of weapons is hunting targets. His total hunting time is also limited. Targets of opportunity with various values arrive at random, and as soon as a target arrives the player observes the target value and decides whether or not to shoot it down. The issue is what the decision rule is which guarantees him a maximum expected gain during the hunting time. Poisson arrival of the targets, uniform distribution of the target value, and the shoot-look-shoot scheme qre assumed. A decision rule is derived which is not optimal but has a very simple form and gives almost as good value as the optimal decision rule does.  相似文献   

16.
Semivalues are allocation rules for cooperative games that assign to each player in a given game a weighted sum of his marginal contributions to all coalitions he belongs to, where the weighting coefficients depend only on the coalition size. Binomial semivalues are a special class of semivalues whose weighting coefficients are obtained by means of a unique parameter. In particular, the Banzhaf value is a binomial semivalue. In this article, we provide an axiomatic characterization for each binomial semivalue. © 2007 Wiley Periodicals, Inc. Naval Research Logistics, 2007  相似文献   

17.
从博弈论的角度出发研究空袭火力资源的分配问题,针对空袭编队和防空火力单元攻防对抗过程中存在的不确定性、静态性以及动态性,建立基于贝叶斯混合博弈的空袭对抗火力分配模型。通过构造贝叶斯混合博弈树,采用逆向回溯法分别建立不同的博弈分析模型,利用混合粒子群算法求解那什均衡。仿真结果表明:以博弈论为背景研究空袭作战火力分配问题,符合真实的作战坏境,有效性好,有较高的理论应用价值。  相似文献   

18.
This paper considers a two sided resource allocation game in which both players initially have fixed resources which may be distributed over various targets. Their effectiveness depends on the manner of distribution and also on the strategy of the opponent, a natural payoff function for such a situation being used. The complete solution to the game is derived and a numerical example given.  相似文献   

19.
The dual linear programs associated with finite statistical games are investigated and their optimal solutions are interpreted. The usual statistical game is generalized to a two-sided (inference) game and its possible application as a tactical model is discussed.  相似文献   

20.
针对潜艇鱼雷攻击占位问题,建立占位方案分析和优化的微分对策模型,采用影子目标法对问题进行简化。证明了在给定规避速度大小的条件下,潜艇最佳规避策略为直线运动。于是利用定性微分对策理论,给出潜艇可占领攻击阵位条件。以占位时间最短为优化目标,建立可占位情形下的占位方案优化模型,即可占位情形下的最短时间占位方案计算模型,给出最短时间占位方案解析计算公式。  相似文献   

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