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1.
This paper considers the search for an evader concealed in one of an arbitrary number of regions, each of which is characterized by its detection probability. We shall be concerned here with the double-sided problem in which the evader chooses this probability secretly, although he may not subsequently move; his aim is to maximize the expected time to detection, while the searcher attempts to minimize it. The situation where two regions are involved has been studied previously and reported on recently. This paper represents a continuation of this analysis. It is normally true that as the number of regions increases, optimal strategies for both searcher and evader are progressively more difficult to determine precisely. However it will be shown that, generally, satisfactory approximations to each are almost as easily derived as in the two region problem, and that the accuracy of such approximations is essentially independent of the number of regions. This means that so far as the evader is concerned, characteristics of the two-region problem may be used to assess the accuracy of such approximate strategies for problems of more than two regions.  相似文献   

2.
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   

3.
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   

4.
We consider the problem of searching for a target that moves in discrete time and space according to some Markovian process. At each time, a searcher attempts to detect the target. If the searcher's action at each time is such as to maximize his chances of immediate detection, we call his strategy “myopic.” We provide a computationally useful necessary condition for optimality, and use it to provide an example wherein the myopic strategy is not optimal.  相似文献   

5.
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   

6.
This article is concerned with an optimal search method for detecting a randomly moving target whose dynamics are described by a stochastic differential equation. The key notions are formulating the problem as one of optimal control and establishing the searcher's strategy by finding the control signal minimizing the probability that the searcher fails to detect the target. The search equation and the search function are derived, and sufficient conditions are given for the existence of an optimal search control. Finally, in order to circumvent difficulties arising in the realization of the optimal search algorithm, a successive approximation is presented with simulation studies.  相似文献   

7.
A search is conducted for a target moving in discrete time among a finite number of cells according to a known Markov process. The searcher must choose one cell in which to search in each time period. The set of cells available for search depends upon the cell chosen in the last time period. The problem is to find a search path, i.e., a sequence of search cells, that either maximizes the probability of detection or minimizes the mean number of time periods required for detection. The search problem is modelled as a partially observable Markov decision process and several approximate solutions procedures are proposed. © 1995 John Wiley & Sons, Inc.  相似文献   

8.
The search theory open literature has paid little, if any, attention to the multiple-searcher, moving-target search problem. We develop an optimal branch-and-bound procedure and six heuristics for solving constrained-path problems with multiple searchers. Our optimal procedure outperforms existing approaches when used with only a single searcher. For more than one searcher, the time needed to guarantee an optimal solution is prohibitive. Our heuristics represent a wide variety of approaches: One solves partial problems optimally, two use paths based on maximizing the expected number of detections, two are genetic algorithm implementations, and one is local search with random restarts. A heuristic based on the expected number of detections obtains solutions within 2% of the best known for each one-, two-, and three-searcher test problem considered. For one- and two-searcher problems, the same heuristic's solution time is less than that of other heuristics. For three-searcher problems, a genetic algorithm implementation obtains the best-known solution in as little as 20% of other heuristic solution times. © 1996 John Wiley & Sons, Inc.  相似文献   

9.
Consider a patrol problem, where a patroller traverses a graph through edges to detect potential attacks at nodes. An attack takes a random amount of time to complete. The patroller takes one time unit to move to and inspect an adjacent node, and will detect an ongoing attack with some probability. If an attack completes before it is detected, a cost is incurred. The attack time distribution, the cost due to a successful attack, and the detection probability all depend on the attack node. The patroller seeks a patrol policy that minimizes the expected cost incurred when, and if, an attack eventually happens. We consider two cases. A random attacker chooses where to attack according to predetermined probabilities, while a strategic attacker chooses where to attack to incur the maximal expected cost. In each case, computing the optimal solution, although possible, quickly becomes intractable for problems of practical sizes. Our main contribution is to develop efficient index policies—based on Lagrangian relaxation methodology, and also on approximate dynamic programming—which typically achieve within 1% of optimality with computation time orders of magnitude less than what is required to compute the optimal policy for problems of practical sizes. © 2014 Wiley Periodicals, Inc. Naval Research Logistics, 61: 557–576, 2014  相似文献   

10.
11.
The problem is to protect a set of T identical targets that may come under attack by A identical weapons. The targets are to be defended by D identical interceptors, which must be preallocated to defend selected targets. The attacker is aware of the number of interceptors, but is ignorant of their allocation. The size of the attack is chosen by the attacker from within a specified range. The robust strategies developed in this article do not require the defender to assume an attack size. Rather, the defender chooses a strategy which is good over a wide range of attack sizes, though not necessarily best for any particular attack size. The attacker, knowing that the defender is adopting a robust strategy, chooses the optimal attack strategy for the number of weapons he chooses to expend. The expected number of survivors is a function of the robust defense strategy and optimal attack strategy against this robust defense.  相似文献   

12.
We consider the problem of safely and swiftly navigating through a spatial arrangement of potential hazard detections in which each detection has associated with it a probability that the detection is indeed a true hazard. When in close proximity to a detection, we assume the ability—for a cost—to determine whether or not the hazard is real. Our approach to this problem involves a new object, the random disambiguation path (RDP), which is a curve‐valued random variable parametrized by a binary tree with particular properties. We prove an admissibility result showing that there is positive probability that the use of an RDP reduces the expected traversal length compared to the conventional shortest zero‐risk path, and we introduce a practically computable additive‐constant approximation to the optimal RDP. The theoretical considerations are complemented by simulation and example. © 2005 Wiley Periodicals, Inc. Naval Research Logistics, 2005  相似文献   

13.
An area to be defended consists of separated point targets. These targets are subject to an attack in which the offensive weapons are assumed to arrive simultaneously. The defense has area defenders, each of which is capable of intercepting any attacker'. Furthermore, the defense has impact-point prediction, i.e., it has knowledge of each attacker's intended target prior to allocation of the area interceptors. For a given attack, the defense wishes to allocate its interceptors against attackers so as to maximize the expected total survival value of the targets. In its first move, the offense seeks an attack allocation which will minimize expected total surviving value against best defense. We develop an algorithm to determine optimal attack and defense strategies and the optimal value of this sequential min-max problem. Branch-and-bound techniques are used to obtain integer solutions, and illustrative computational results are provided.  相似文献   

14.
Two players are independently placed on a commonly labelled network X. They cannot see each other but wish to meet in least expected time. We consider continuous and discrete versions, in which they may move at unit speed or between adjacent distinct nodes, respectively. There are two versions of the problem (asymmetric or symmetric), depending on whether or not we allow the players to use different strategies. After obtaining some optimality conditions for general networks, we specialize to the interval and circle networks. In the first setting, we extend the work of J. V. Howard; in the second we prove a conjecture concerning the optimal symmetric strategy. © 2002 Wiley Periodicals, Inc. Naval Research Logistics 49: 256–274, 2002; Published online in Wiley InterScience (www.interscience.wiley.com). DOI 10.1002/nav.10011  相似文献   

15.
We investigate the problem in which an agent has to find an object that moves between two locations according to a discrete Markov process (Pollock, Operat Res 18 (1970) 883–903). At every period, the agent has three options: searching left, searching right, and waiting. We assume that waiting is costless whereas searching is costly. Moreover, when the agent searches the location that contains the object, he finds it with probability 1 (i.e. there is no overlooking). Waiting can be useful because it could induce a more favorable probability distribution over the two locations next period. We find an essentially unique (nearly) optimal strategy, and prove that it is characterized by two thresholds (as conjectured by Weber, J Appl Probab 23 (1986) 708–717). We show, moreover, that it can never be optimal to search the location with the lower probability of containing the object. The latter result is far from obvious and is in clear contrast with the example in Ross (1983) for the model without waiting. © 2009 Wiley Periodicals, Inc. Naval Research Logistics 2009  相似文献   

16.
A simple formula is found to be just as accurate as a complicated one for estimating the probability of detection achievable by an ingenious searcher patrolling a channel or barrier. The difference between “detection” and “closure” is emphasized in an extension.  相似文献   

17.
We have asymptotically solved a discrete search game on an array of n ordered cells with two players: infiltrator (hider) and searcher, when the probability of survival approaches 1. The infiltrator wishes to reach the last cell in finite time, and the searcher has to defend that cell. When the players occupy the same cell, the searcher captures the infiltrator with probability 1 ? z. The payoff to the hider is the probability that the hider reaches the last cell without getting captured. © 2002 John Wiley & Sons, Inc. Naval Research Logistics, 49: 1–14, 2002; DOI 10.1002/nav.1047  相似文献   

18.
针对基于雷达散射截面(RCS)规避雷达威胁的飞行轨迹优化问题,提出了低可探测性三维轨迹优化的求解方法.通过B样条拟合构建连续可微的RCS数据模型,结合三维飞行动力学模型,建立规避雷达威胁下的飞行运动控制模型.将轨迹优化问题描述成为最优控制问题,其中飞行姿态控制、轨迹约束、边界条件作为约束条件,以降低雷达探测概率和减少飞行时间为目标函数.运用高斯伪谱法( GPM)将连续的最优控制问题转换为离散的非线性规划问题进行求解.仿真结果证明本文方法实现了求解单基地雷达和双基地雷达探测环境中低可探测性三维轨迹优化问题,有效降低了飞行过程中的雷达探测概率和暴露时间.  相似文献   

19.
针对航天器自由时域交会型轨道追逃过程中的测量误差等不确定性对交会的影响,提出了一种基于滚动时域优化的高时效策略求解方法。根据微分对策理论推导得到博弈鞍点控制策略,并对问题进行等价转换;通过预先离线求解开环鞍点策略,将问题初始状态和相应的解作为样本以进行神经网络训练,训练后的网络结构可以快速得到相应问题的近似解。为了更好地应对博弈环境中的测量噪声,基于神经网络结构设计了滚动时域求解框架,并通过周期性的滚动求解最终实现对逃逸航天器的交会。数值仿真表明,所提出的策略可以有效应对测量噪声不确定性,且相比于文献中已有的策略,计算耗时可从分钟级降至秒级。  相似文献   

20.
An initial point search game on a weighted graph involves a searcher who wants to minimize search and travel costs seeking a hider who wants to maximize these costs. The searcher starts from a specified vertex 0 and searches each vertex in some order. The hider chooses a nonzero vertex and remains there. We solve the game in which the graph is a simple tree, and use this solution to solve a search game on a tree in which each branch is itself a weighted graph with a certain property, and the searcher is obliged to search the entire branch before departing. © 1994 John Wiley & Sons, Inc.  相似文献   

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