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1.
A unique polyhedral solution is given for most n-person games in partition function form when only partitions into coalitions with 1, n-1, and n players have large payoffs.  相似文献   

2.
本文从系统的观点出发,对n-人非合作对策的解点作了探讨,提出了两类新的Nash平衡点的精选,并证明了其存在性。这两种Nash平衡点分别称之为第一类Nash平衡点和第二类Nash平衡点。第一类Nash平衡点具有冒险性,第二类Nash平衡点具有保守性,二者都满足整体上的最优性。  相似文献   

3.
This work is concerned with a particular class of bimatrix games, the set of equilibrium points of which games possess many of the properties of solutions to zero-sum games, including susceptibility to solution by linear programming. Results in a more general setting are also included. Some of the results are believed to constitute interesting potential additions to elementary courses in game theory.  相似文献   

4.
In this paper, the existence of a saddle point for two-person zero-sum infinite games of a special type is proved. The games have continuous bilinear payoff functions and strategy sets which are convex, noncompact subsets of an infinite-dimensional vector space. The closures of the strategy sets are, however, compact. The payoff functions satisfy conditions which allow the use of dominance arguments to show that points in the closure of a strategy set are dominated by or are strategically equivalent to points in the strategy set itself. Combining the dominance arguments with a well-known existence theorem produces the main result of the paper. The class of games treated is an extension of a class studied by J. D. Matheson, who obtained explicit solutions for the saddle points by using necessary conditions.  相似文献   

5.
This work considers a class of bimatrix games to which some well-known structure theorems of 0-sum matrix games can be made to generalize. It is additionally shown how to construct such games and how to generate the equilibrium points defining a given game as a member of that class.  相似文献   

6.
Political games     
A modification of the Shapley value is suggested, which takes into account the fact that (due to personal affinities among the players) certain coalitions are more easily formed than others. This is done by assigning to each player a point in space, and looking at the distances between pairs of points. The method seems to be especially applicable to voting games among political parties (in, e. g., parliaments), and, for such games, gives a value which is considerably easier to compute than the usual Shapley value. Some examples are considered.  相似文献   

7.
This work is concerned with constructing, analyzing, and finding “mobility chains” for bimatrix games, sequences of equilibrium points along which it is possible for the two players to progress, one equilibrium point at a time, to an equilibrium point that is preferred by both players. The relationship between mobility chains and Nash subsets is established, and some properties of maximal Nash subsets are proved.  相似文献   

8.
This work is concerned primarily with presenting techniques for constructing bimatrix games with predetermined equilibrium points. Some partial results on Nash-solvability are also given.  相似文献   

9.
A two-parameter class of games on 1,∞)2 is studied. The games may be regarded as analogs of Silverman games, having continuous payoff function in place of a step function of y/x. This change is motivated by a desire to move toward a model for competitive situations where the penalty for overspending increases with the amount of overspending. There are some similarities to games with bell-shaped kernel. For most of the region considered in the plane of the two parameters there are solutions of finite type, which are obtained explicitly. There are, however, pockets in this plane where no optimal strategies have been found and possibly where none of finite type exist.  相似文献   

10.
This paper discusses the one-person economic survival game model with a discrete probability distribution for the contribution to surplus variable. The general game model and strategies in these games are examined, and necessary conditions which an undominated, stationary strategy must satisfy are obtained. For a special class of these games a mathematical formulation of the value of the game is given, and examples and theorems which relate to undominated strategies in this class are presented. This paper, in some sense, is a sequel to a portion of a paper by Shubik and Thompson [7] which appeared in this journal.  相似文献   

11.
The classical “Colonel Blotto” games of force allocation are generalized to include situations in which there are complementarities among the targets being defended. The complementarities are represented by means of a system “characteristic function,” and a valuation technique from the theory of cooperative games is seen to indicate the optimal allocations of defense and attack forces. Cost trade-offs between systems defense and alternative measures, such as the hardening of targets, are discussed, and a simple example is analyzed in order to indicate the potential of this approach.  相似文献   

12.
In this paper, we introduce partially observable agent‐intruder games (POAIGs). These games model dynamic search games on graphs between security forces (an agent) and an intruder given possible (border) entry points and high value assets that require protection. The agent faces situations with dynamically changing, partially observable information about the state of the intruder and vice versa. The agent may place sensors at selected locations, while the intruder may recruit partners to observe the agent's movement. We formulate the problem as a two‐person zero‐sum game, and develop efficient algorithms to compute each player's optimal strategy. The solution to the game will help the agent choose sensor locations and design patrol routes that can handle imperfect information. First, we prove the existence of ?‐optimal strategies for POAIGs with an infinite time horizon. Second, we introduce a Bayesian approximation algorithm to identify these ?‐optimal strategies using belief functions that incorporate the imperfect information that becomes available during the game. For the solutions of large POAIGs with a finite time horizon, we use a solution method common to extensive form games, namely, the sequence form representation. To illustrate the POAIGs, we present several examples and numerical results.  相似文献   

13.
本文结合灰色系统与对策论的知识,给出了以区间型灰数为元素的灰矩阵对策的定义,讨论了灰矩阵对策在纯策略与混合策略意义下的最优策略及灰解的存在性。  相似文献   

14.
微分对策及其在军事领域的研究进展*   总被引:2,自引:0,他引:2  
介绍了微分对策的产生背景及其半个多世纪以来的发展历程,简述了国内外微分对策理论发展的几个重要阶段及其标志性成果。全面地阐述了国内外关于微分对策在军事领域的应用研究状况,特别是美、俄等军事强国在微分对策军事应用研究方面的现状以及我国研究人员在该领域的主要研究成果。还进一步论述了微分对策在军事应用研究方面存在的问题,并对微分对策的发展前景做出了展望,指出了微分对策在军事应用领域中的研究热点、难点和主要发展方向。  相似文献   

15.
目的:探讨不同游戏方式下的暴力网络游戏对不同攻击性特质大学生攻击性的影响。方法:采用攻击性特质问卷、词汇决策任务和竞争反应时任务对60名大学生进行问卷和实验研究。结果:在不同游戏方式下,被试表现出的攻击性认知和行为存在显著差异(F(2,52)=4.41,P<0.05;F(1,52)=50.06,P<0.001)。高、低攻击性特质者在游戏后的攻击性认知和行为上存在显著差异(F(1,52)=15.25,P<0.001;F(1,52)=82.35,P<0.001)。结论:不同游戏方式下的暴力网络游戏对大学生的攻击性存在不同的影响,相比竞争游戏和单人游戏,合作游戏是一种较好的游戏方式,可以在一定程度减少大学生,特别是高攻击性特质大学生的攻击性认知和行为。此外,暴力网络游戏对大学生攻击性认知和攻击性行为的影响存在一致性。  相似文献   

16.
This article introduces maximum cooperative purchasing (MCP)‐situations, a new class of cooperative purchasing situations. Next, an explicit alternative mathematical characterization of the nucleolus of cooperative games is provided. The allocation of possible cost savings in MCP‐situations, in which the unit price depends on the largest order quantity within a group of players, is analyzed by defining corresponding cooperative MCP‐games. We show that a decreasing unit price is a sufficient condition for a nonempty core: there is a set of marginal vectors that belong to the core. The nucleolus of an MCP‐game can be derived in polynomial time from one of these marginal vectors. To show this result, we use the new mathematical characterization for the nucleolus for cooperative games. Using the decomposition of an MCP‐game into unanimity games, we find an explicit expression for the Shapley value. Finally, the behavior of the solution concepts is compared numerically. © 2013 Wiley Periodicals, Inc. Naval Research Logistics 60: 607–624, 2013  相似文献   

17.
This paper investigates a class of two-person zero-sum multiple payoff games in which each component is deterministic. The problem of minimizing a player's total underachievement of a fixed set of goals is shown to reduce to a linear programming problem. Applications are discussed and illustrative examples are presented.  相似文献   

18.
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   

19.
It is shown that the Banzhaf value can be obtained by differentiating the multilinear extension of a game at the midpoint of the unit cube. This gives us a composition theorem for the value of compound games. As an example, the values of the electoral college and presidential election “games” are approximated by the method of extensions.  相似文献   

20.
网络游戏产业快速发展的同时,赌博现象混迹其中。网络游戏赌博与传统赌博只是形式上的不同,其实质就是一种赌博行为。只有从教育、法制、监督、自律四方面综合治理,才能使这个行业健康发展。  相似文献   

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