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1.
搜索路径给定时的最优搜索方案问题,也可以理解为是关于搜索者和目标的二人对策问题,主要讨论了当搜索路径给定时的单个搜索者和单个目标的搜索对策问题。首先根据问题的特点,利用动态规划和迭代的方法,确定关于目标逃逸路径混合策略的最优分区,证明该分区是多面体凸集;针对目标不同逃逸路径的分区,求出搜索者的最大期望收益,再将问题转化为二人有限零和对策,计算出搜索者的支付矩阵,确定最优搜索策略。最后结合海军护航行动,对我舰载直升机搜索小型海盗船进行分析和计算,说明搜索路径给定时的最优搜索对策对于双方的资源分配和提高搜索效率具有一定的应用价值。  相似文献   

2.
反潜飞机对潜搜索法研究   总被引:13,自引:0,他引:13  
反潜飞机使用吊放声纳对潜搜索具有不连续性.针对该特点,提出一种在实际搜索中能方便执行并且具有一定实用价值的搜索法.该法的基本思想是:通过增大或者减小取整的方法来保证起始相遇点在起始点,终止相遇点在该搜索段的终止点.算例验证该法正确可信.  相似文献   

3.
针对概略射击条件下反舰导弹机动搜索目标策略优化选择的需求,采用搜索论的基本理论对反舰导弹机动搜捕策略问题进行了研究,建立了反舰导弹随机搜索策略、平行搜索策略和螺旋搜索策略搜捕概率计算模型,并进行了仿真计算。仿真结果表明:在已知目标概略位置的条件下,反舰导弹假若采取螺旋式搜索策略,能以较高的概率快速捕捉目标。  相似文献   

4.
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   

5.
舰载直升机相对于常规潜艇而言,具有较大的速度优势,据此,提出了一种近似逆螺旋曲线的搜索样式,并把它定义为封锁搜索.以单机封锁搜索为例,介绍了封锁搜索的过程、特点,推导出搜索条件、搜索路线、搜索转移时机的公式,把封锁搜索与随机搜索进行了比较,最后讨论了直升机编队实施封锁搜索的可行性.封锁搜索的模式丰富了应召搜索的理论.  相似文献   

6.
潜艇使用鱼雷对位置散布目标实施攻击时,总期望鱼雷能够通过机动搜索覆盖目标位置散布区域,提高发现概率.扩展螺旋弹道环绕的中心点是固定的,对机动目标的搜索效果不理想.扩展偏螺旋机动搜索弹道克服了扩展螺旋弹道的缺点,使其能够围绕具有一定速度的目标散布区域实施相对弹道为扩展螺旋的机动搜索,较好地覆盖目标散布概率密度较高的区域,明显提高发现目标概率.  相似文献   

7.
为解决不确定环境中多无人机路径搜索针对性不强、效率低问题,提出一种基于粒子群遗传算法的多无人机协同路径搜索方法.建立区域栅格图环境和搜索概率图模型,采取滚动预测的方式,提出使用协同粒子群遗传算法生成预测路径,通过适应度函数确定最优搜索路径,该路径满足无人机最小转弯半径限制,并能实现威胁区域规避和重点区域加强搜索.仿真结果验证了所提算法的有效性.  相似文献   

8.
针对多平台协同搜索的最优搜索问题,以多无人机区域搜索任务为背景,将搜索论和随机规划引入到编队协同搜索中,建立了环境模型、无人机模型、传感器模型;为了解决目标丢失后的“应召”搜索问题,建立了目标的随机漫游模型;通过对搜索力最优分配问题的分析,认为其实质为一类线性规划问题,提出了一种基于递归原理的解算方法;最后,通过仿真计算,证明了该随机漫游模型的合理性,并验证了所提算法的有效性。  相似文献   

9.
基于搜索论的反舰导弹捕捉概率研究   总被引:1,自引:0,他引:1  
反舰导弹已成为现代海战中的主要进攻武器,正确选择反舰导弹捕捉概率计算模型,对火控系统解算、指挥决策至关重要。针对传统捕捉概率计算方法存在的不足,根据搜索论的基本原理、反舰导弹自控终点分布函数、目标位置域函数、目标分布函数、导弹雷达扫描特征等,提出了基于搜索论的捕捉概率计算方法,确定了常见目标分布条件下的现在点射击捕捉概率计算模型,通过仿真验证了模型的正确性,并由仿真结果确定了敌舰高速规避条件下目标瞄准点选取模型。  相似文献   

10.
远程反舰导弹搜索区及其对目标的覆盖概率   总被引:1,自引:1,他引:0  
根据远程智能型反舰导弹的战术使用特点,结合海面目标在战术背景下的机动特点,分两种情况对远程反舰导弹的搜索区进行了划分,并探讨了各子搜索区及其对目标覆盖概率.  相似文献   

11.
利用集群搜索对策的理论与方法 ,建立了集群对固定目标的一类搜索对策模型 ,给出了集群的ε -最优搜寻策略 ,并考虑了其在搜索过程中的应用  相似文献   

12.
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   

13.
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   

14.
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   

15.
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   

16.
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   

17.
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   

18.
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   

19.
双机空战的仿真与分析   总被引:3,自引:1,他引:2  
用矩阵博弈理论、计算机仿真的方法研究了空战过程,使双机的空中格斗阶段─目标的跟踪、射击、弹道计算及射击效果的评定连续化,并用FORTRAN─77语言编程在计算机上进行了F_A、F_B两种飞行的空战,仿真结果与实际情况基本一致。本程序具有通用性,可对不同种类的飞机及武器系统的性能作出定性和定量的分析和评估。  相似文献   

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