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1.
美国空军飞机战伤修理的发展及其对我们的启示 总被引:1,自引:0,他引:1
王立群 《军械工程学院学报》1995,(2)
论述了美国空军战伤修理在方针、组织、培训、战伤修理规程、备件及工具箱、设计、试验数据库、新技术开发和常用抢修技术等方面的发展。同时提出了我空军战伤修理在这些方面的发展建议。 相似文献
2.
针对多无人机在执行侦察、打击任务的过程中携带任务资源的异构性,以及任务对于异构资源的要求,设计了一种改进的基于共识的捆绑算法(consensus-based bundle algorithm, CBBA)。考虑任务价值、任务执行时间窗以及航程代价等条件建立了多无人机对地目标侦察、打击任务分配模型。利用K-medoids聚类分析方法对多无人机进行基于距离和携带资源平衡的聚类,以解决多无人机对于异构资源类型的要求。对打击任务进行子任务生成,并利用改进后的CBBA求解所建立的任务分配模型,通过对比仿真实验验证了算法的可行性和有效性。 相似文献
3.
A genetic algorithm with neighborhood search for the resource‐constrained project scheduling problem
The resource‐constrained project scheduling problem (RCPSP) consists of a set of non‐preemptive activities that follow precedence relationship and consume resources. Under the limited amount of the resources, the objective of RCPSP is to find a schedule of the activities to minimize the project makespan. This article presents a new genetic algorithm (GA) by incorporating a local search strategy in GA operators. The local search strategy improves the efficiency of searching the solution space while keeping the randomness of the GA approach. Extensive numerical experiments show that the proposed GA with neighborhood search works well regarding solution quality and computational time compared with existing algorithms in the RCPSP literature, especially for the instances with a large number of activities. © 2011 Wiley Periodicals, Inc. Naval Research Logistics, 2011 相似文献
4.
A. Garnaev 《海军后勤学研究》2007,54(1):109-114
This paper deals with a two searchers game and it investigates the problem of how the possibility of finding a hidden object simultaneously by players influences their behavior. Namely, we consider the following two‐sided allocation non‐zero‐sum game on an integer interval [1,n]. Two teams (Player 1 and 2) want to find an immobile object (say, a treasure) hidden at one of n points. Each point i ∈ [1,n] is characterized by a detection parameter λi (μi) for Player 1 (Player 2) such that pi(1 ? exp(?λixi)) (pi(1 ? exp(?μiyi))) is the probability that Player 1 (Player 2) discovers the hidden object with amount of search effort xi (yi) applied at point i where pi ∈ (0,1) is the probability that the object is hidden at point i. Player 1 (Player 2) undertakes the search by allocating the total amount of effort X(Y). The payoff for Player 1 (Player 2) is 1 if he detects the object but his opponent does not. If both players detect the object they can share it proportionally and even can pay some share to an umpire who takes care that the players do not cheat each other, namely Player 1 gets q1 and Player 2 gets q2 where q1 + q2 ≤ 1. The Nash equilibrium of this game is found and numerical examples are given. © 2006 Wiley Periodicals, Inc. Naval Research Logistics, 2007 相似文献
5.
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
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In this paper we present a new combinatorial problem, called minmax multidimensional knapsack problem (MKP), motivated by a military logistics problem. The logistics problem is a two‐period, two‐level, chance‐constrained problem with recourse. We show that the MKP is NP‐hard and develop a practically efficient combinatorial algorithm for solving it. We also show that under some reasonable assumptions regarding the operational setting of the logistics problem, the chance‐constrained optimization problem is decomposable into a series of MKPs that are solved separately. © 2007 Wiley Periodicals, Inc. Naval Research Logistics, 2007 相似文献
7.
Many cooperative games, especially ones stemming from resource pooling in queueing or inventory systems, are based on situations in which each player is associated with a single attribute (a real number representing, say, a demand) and in which the cost to optimally serve any sum of attributes is described by an elastic function (which means that the per‐demand cost is non‐increasing in the total demand served). For this class of situations, we introduce and analyze several cost allocation rules: the proportional rule, the serial cost sharing rule, the benefit‐proportional rule, and various Shapley‐esque rules. We study their appeal with regard to fairness criteria such as coalitional rationality, benefit ordering, and relaxations thereof. After showing the impossibility of combining coalitional rationality and benefit ordering, we show for each of the cost allocation rules which fairness criteria it satisfies. © 2017 Wiley Periodicals, Inc. Naval Research Logistics 64: 271–286, 2017 相似文献
8.
Parallel machine scheduling with eligibility constraints: A composite dispatching rule to minimize total weighted tardiness 下载免费PDF全文
We study a parallel machine scheduling problem, where a job j can only be processed on a specific subset of machines Mj, and the Mj subsets of the n jobs are nested. We develop a two‐phase heuristic for minimizing the total weighted tardiness subject to the machine eligibility constraints. In the first phase, we compute the factors and statistics that characterize a problem instance. In the second phase, we propose a new composite dispatching rule, the Apparent Tardiness Cost with Flexibility considerations (ATCF) rule, which is governed by several scaling parameters of which the values are determined by the factors obtained in the first phase. The ATCF rule is a generalization of the well‐known ATC rule which is very widely used in practice. We further discuss how to improve the dispatching rule using some simple but powerful properties without requiring additional computation time, and the improvement is quite satisfactory. We apply the Sequential Uniform Design Method to design our experiments and conduct an extensive computational study, and we perform tests on the performance of the ATCF rule using a real data set from a large hospital in China. We further compare its performance with that of the classical ATC rule. We also compare the schedules improved by the ATCF rule with what we believe are Near Optimal schedules generated by a general search procedure. The computational results show that especially with a low due date tightness, the ATCF rule performs significantly better than the well‐known ATC rule generating much improved schedules that are close to the Near Optimal schedules. © 2017 Wiley Periodicals, Inc. Naval Research Logistics 64: 249–267, 2017 相似文献
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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
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针对带三维落角约束的寻的导弹制导与姿态控制系统设计问题,提出一种基于终端滑模控制和扩张状态观测器的六自由度制导控制系统设计方法。建立包含模型不确定项的寻的导弹六自由度质心与绕质心模型,设计内外双层环路六自由度制导控制系统框架;基于弹-目三维相对运动模型和坐标系转移矩阵建立以攻角和侧滑角为输入的三维全耦合导引方程,利用终端滑模控制方法和扩展状态观测器得到期望的攻角和侧滑角并将其转化为对应的俯仰、偏航和滚转角指令;根据线性形式的寻的导弹绕质心动力学方程,设计与俯仰、偏航和滚转角相关的滑模面向量,并利用终端滑模控制方法和扩张状态观测器得到寻的导弹的副翼偏角、方向舵偏角和俯仰舵偏角指令。六自由度数值仿真结果验证了该方法的有效性和鲁棒性,并证明了该制导控制系统设计方法能以较少的控制设计参数完成预设的制导控制任务。 相似文献