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1.
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   

2.
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   

3.
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   

4.
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   

5.
In January 1950 President Harry S. Truman announced that the United States would proceed with further work to determine the feasibility of a ‘Super’, or hydrogen, bomb. The events leading up to that decision – counter-pressures and advocacy from a number of quarters, including the divided Atomic Energy Commission (AEC), the nuclear scientists, Congress and the Pentagon – is well known. Less attention has been given to how the story of the Super came to be told in official and popular publications. Admiral Lewis L. Strauss, rogue member of the AEC, later presidential adviser on atomic affairs and AEC chairman, was one of the most vigorous advocates of developing thermonuclear weapons. He was also a highly skilled player of bureaucratic politics. This article draws upon the Strauss archives to examine how he used his position and his contacts to shape the history of the H-bomb to his own political advantage.  相似文献   

6.
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   

7.
This paper presents the results and the method of analysis for an attack-defense game involving allocation of resources. Each player is assumed to have several different types of resources to be divided in optimal fashion among a fixed set of targets. The payoff function of the game is convex. The “No Soft-Spot” principle of M. Dresher, and the concept of the generalized inverse of a matrix are used to determine optimal strategies for each player and the value of the game.  相似文献   

8.
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   

9.
“钱学森之问”是广大校长必须直面的一个严峻课题。校长作为一所学校教学业务的指导者和教育行政的管理者,应以教学、管理、学生、教师及社会为基本职业维度,在工作中以“五心”标准要求自己。导致校长履职失范的因素包括校长自我认知错位、上级行政主管单位制度缺位及学校教职工角色异位等方面。人格自觉与制度跟进是加强校长队伍建设、规范校长治校理教的根本和正途。  相似文献   

10.
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   

11.
An attacker, being one of two types, initiates an attack at some time in the interval [-T, 0]. The a priori probabilities of each type are known. As time elapses the defender encounters false targets which occur according to a known Poisson process and which can be properly classified with known probability. The detection and classification probabilities for each type attacker are given. If the defender responds with a weapon at the time of attack, he survives with a probability which depends on the number of weapons in his possession and on attacker type. If he does not respond, his survival probability is smaller. These probabilities are known, as well as the current number of weapons in the defender's possession. They decrease as the number of weapons decreases. The payoff is the defender's survival probability. An iterative system of first-order differential equations is derived whose unique solution V1(t),V2(t),…,Vk(t) is shown to be the value of the game at time t, when the defender has 1, 2,…, k,… weapons, respectively. The optimal strategies are determined. Limiting results are obtained as t→-∞, while the ratio of the number of weapons to the expected number of false targets remaining is held constant.  相似文献   

12.
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   

13.
《Arms and Armour》2013,10(2):108-141
Abstract

In August 1859, at the Birnam Hotel in Perthshire, Lord Panmure, sometime Principal Secretary of State for War in Palmerston’s Government, presented this fine silver-gilt mounted basket-hilted sword on behalf of the tenantry of the Drummond Stewart estates at Grandtully, Perthshire, to Major William George Drummond Stewart, VC, the only son of the laird, Sir William Drummond Stewart, 7th Baronet. The token was given not only to mark the officer’s safe return from the Crimean War (1854–56) and the Indian Mutiny Campaign (1857–58), in which he and his regiment, the 93rd Highlanders, had greatly distinguished themselves, but also in recognition of the pride and interest taken in Stewart’s personal ‘gallant discharge of duty’, which had earned him, at Lucknow, on 16 November 1857, the newly constituted Victoria Cross.  相似文献   

14.
墨子在推行自己的思想时,采用的形式多种多样,已经初具传播学的素养。本文试图从传播者、受传者、讯息、传播手段等方面来阐述墨子教育思想的推行。墨子及其弟子组成的墨家学团是直接传播者。其受传者为天下之民。其传播的讯息包括道德教育与技能教育。其传播手段包括组织传播、群体传播、人际传播,墨家学团跟随墨子聚众讲学、游说奔走,该团体进行的即为组织传播;墨子重视学校教育,且经常聚众讲学,这种对群体的传播方式使得有群体目标的受众比较容易接受教育;另外,墨子及其弟子采用劝教、游说、论辩等形式进行的人际之间的传播,也使墨子的教育思想得到了推行。  相似文献   

15.
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   

16.
In a caching game introduced by Alpern et al. (Alpern et al., Lecture notes in computer science (2010) 220–233) a Hider who can dig to a total fixed depth normalized to 1 buries a fixed number of objects among n discrete locations. A Searcher who can dig to a total depth of h searches the locations with the aim of finding all of the hidden objects. If he does so, he wins, otherwise the Hider wins. This zero‐sum game is complicated to analyze even for small values of its parameters, and for the case of 2 hidden objects has been completely solved only when the game is played in up to 3 locations. For some values of h the solution of the game with 2 objects hidden in 4 locations is known, but the solution in the remaining cases was an open question recently highlighted by Fokkink et al. (Fokkink et al., Search theory: A game theoretic perspective (2014) 85–104). Here we solve the remaining cases of the game with 2 objects hidden in 4 locations. We also give some more general results for the game, in particular using a geometrical argument to show that when there are 2 objects hidden in n locations and n→∞, the value of the game is asymptotically equal to h/n for hn/2. © 2016 Wiley Periodicals, Inc. Naval Research Logistics 63: 23–31, 2016  相似文献   

17.
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   

18.
We deal with dynamic revenue management (RM) under competition using the nonatomic‐game approach. Here, a continuum of heterogeneous sellers try to sell the same product over a given time horizon. Each seller can lower his price once at the time of his own choosing, and faces Poisson demand arrival with a rate that is the product of a price‐sensitive term and a market‐dependent term. Different types of sellers interact, and their respective prices help shape the overall market in which they operate, thereby influencing the behavior of all sellers. Using the infinite‐seller approximation, which deprives any individual seller of his influence over the entire market, we show the existence of a certain pattern of seller behaviors that collectively produce an environment to which the behavior pattern forms a best response. Such equilibrium behaviors point to the suitability of threshold‐like pricing policies. Our computational study yields insights to RM under competition, such as profound ways in which consumer and competitor types influence seller behaviors and market conditions. © 2014 Wiley Periodicals, Inc. Naval Research Logistics 61: 365–385, 2014  相似文献   

19.
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   

20.
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   

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