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Military Leadership: In Pursuit of Excellence: edited by Robert L. Taylor and William E. Rosenbach. Westview Press, Boulder, Colorado, 253 pp. 1984.  相似文献   
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A cutting plane method, based on a geometric inequality, is described as a means of solving geometric programs. While the method is applied to the primal geometric program, it is shown to retain the geometric programming duality relationships. Several methods of generating the cutting planes are discussed and illustrated on some example problems.  相似文献   
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A review of univariate tolerance intervals is presented from an application-oriented point of view. Both β-content and β-expectation intervals are defined and considered. Standard problems are discussed for the distribution-free case and with various distributional assumptions (normal, gamma, Poisson) which occur most frequently in practice. The determination of sample size is emphasized. A number of examples are used to illustrate the types of problems which permit solutions with the excellent tables now available.  相似文献   
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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   
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