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1.
We have solved a discrete search game on an array of n ordered cells for n ⩽ 9, with two players: infiltrator (hider) and searcher, who have opposite goals. The infiltrator wishes to reach the last cell number n (in finite time) and the searcher has to defend that cell. The payoff (to the hider) is the probability that the hider wins, that is, reaches the last cell without getting captured. © 1995 John Wiley & Sons, Inc.  相似文献   

2.
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   

3.
The article considers a two-person zero-sum game in which the movement of the players is constrained to integer points …, −1, 0, 1, … of a line L. Initially the searcher (hider) is at point x = 0 (x = d, d > 0). The searcher and the hider perform simple motion on L with maximum speeds w and u, respectively, where w > u > 0. Each of the players knows the other's initial position but not the other's subsequent positions. The searcher has a bomb which he can drop at any time during his search. Between the dropping of the bomb and the bomb exploding there is a T time lag. If the bomb explodes at point i and the hider is at point i − 1, or i, or i + 1, then the destruction probability is equal to P, or 1, or P, respectively, where 0 < P < 1. d, w, u, and T are integer constants. The searcher can drop the bomb at integer moments of time t = 0, 1, … . The aim of the searcher is to maximize the probability of the destruction of the hider. © 1993 John Wiley & Sons, Inc.  相似文献   

4.
A method previously devised for the solution of the p-center problem on a network has now been extended to solve the analogous minimax location-allocation problem in continuous space. The essence of the method is that we choose a subset of the n points to be served and consider the circles based on one, two, or three points. Using a set-covering algorithm we find a set of p such circles which cover the points in the relaxed problem (the one with m < n points). If this is possible, we check whether the n original points are covered by the solution; if so, we have a feasible solution to the problem. We now delete the largest circle with radius rp (which is currently an upper limit to the optimal solution) and try to find a better feasible solution. If we have a feasible solution to the relaxed problem which is not feasible to the original, we augment the relaxed problem by adding a point, preferably the one which is farthest from its nearest center. If we have a feasible solution to the original problem and we delete the largest circle and find that the relaxed problem cannot be covered by p circles, we conclude that the latest feasible solution to the original problem is optimal. An example of the solution of a problem with ten demand points and two and three service points is given in some detail. Computational data for problems of 30 demand points and 1–30 service points, and 100, 200, and 300 demand points and 1–3 service points are reported.  相似文献   

5.
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   

6.
Suppòse one object is hidden in the k-th of n boxes with probability p(k). We know the probability q(t, k) of detecting the object if it is hidden in box k and we expend effort t searching box k. Our aim is to minimize the expected search effort of a successful search. Previously this problem has been solved only under the assumption that the functions q(·, k) are concave. We prove, without concavity assumptions, the existence of an optimal distribution of search effort and give a procedure for its construction.  相似文献   

7.
Typically weapon systems have an inherent systematic error and a random error for each round, centered around its mean point of impact. The systematic error is common to all aimings. Assume such a system for which there is a preassigned amount of ammunition of n rounds to engage a given target simultaneously, and which is capable of administering their fire with individual aiming points (allowing “offsets”). The objective is to determine the best aiming points for the system so as to maximize the probability of hitting the target by at least one of the n rounds. In this paper we focus on the special case where the target is linear (one‐dimensional) and there are no random errors. We prove that as long as the aiming error is symmetrically distributed and possesses one mode at zero, the optimal aiming is independent of the particular error distribution, and we specify the optimal aiming points. Possible extensions are further discussed, as well as civilian applications in manufacturing, radio‐electronics, and detection. © 1999 John Wiley & Sons, Inc. Naval Research Logistics 46: 323–333, 1999  相似文献   

8.
Extending Sastry's result on the uncapacitated two‐commodity network design problem, we completely characterize the optimal solution of the uncapacitated K‐commodity network design problem with zero flow costs for the case when K = 3. By solving a set of shortest‐path problems on related graphs, we show that the optimal solutions can be found in O(n3) time when K = 3, where n is the number of nodes in the network. The algorithm depends on identifying a list of “basic patterns”; the number of basic patterns grows exponentially with K. We also show that the uncapacitated K‐commodity network design problem can be solved in O(n3) time for general K if K is fixed; otherwise, the time for solving the problem is exponential. © 2004 Wiley Periodicals, Inc. Naval Research Logistics, 2004  相似文献   

9.
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   

10.
This paper considers a three‐person rendezvous problem on the line which was introduced earlier by the authors. Three agents are placed at three consecutive integer value points on the real line, say 1, 2, and 3. Each agent is randomly faced towards the right or left. Agents are blind and have a maximum speed of 1. Their common aim is to gather at a common location as quickly as possible. The main result is the proof that a strategy given by V. Baston is the unique minimax strategy. Baston's strategy ensures a three way rendezvous in time at most 3.5 for any of the 3!23 = 48 possible initial configurations corresponding to positions and directions of each agent. A connection is established between the above rendezvous problem and a search problem of L. Thomas in which two parents search separately to find their lost child and then meet again. © 2002 Wiley Periodicals, Inc. Naval Research Logistics 49: 244–255, 2002; Published online in Wiley InterScience (www.interscience.wiley.com). DOI 10.1002/nav.10005  相似文献   

11.
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   

12.
Suppose that we have enough computer time to make n observations of a stochastic process by means of simulation and would like to construct a confidence interval for the steady-state mean. We can make k independent runs of m observations each (n=k.m) or, alternatively, one run of n observations which we then divide into k batches of length m. These methods are known as replication and batch means, respectively. In this paper, using the probability of coverage and the half length of a confidence interval as criteria for comparison, we empirically show that batch means is superior to replication, but that neither method works well if n is too small. We also show that if m is chosen too small for replication, then the coverage may decrease dramatically as the total sample size n is increased.  相似文献   

13.
Suppose one object is hidden in the k-th of n boxes with probability p(k). The boxes are to be searched sequentially. Associated with the j-th search of box k is a cost c(j,k) and a conditional probability q(j,k) that the first j - 1 searches of box k are unsuccessful while the j-th search is successful given that the object is hidden in box k. The problem is to maximize the probability that we find the object if we are not allowed to offer more than L for the search. We prove the existence of an optimal allocation of the search effort L and state an algorithm for the construction of an optimal allocation. Finally, we discuss some problems concerning the complexity of our problem.  相似文献   

14.
This paper presents a branch‐and‐price algorithm for scheduling n jobs on m nonhomogeneous parallel machines with multiple time windows. An additional feature of the problem is that each job falls into one of ρ priority classes and may require two operations. The objective is to maximize the weighted number of jobs scheduled, where a job in a higher priority class has “infinitely” more weight or value than a job in a lower priority class. The methodology makes use of a greedy randomized adaptive search procedure (GRASP) to find feasible solutions during implicit enumeration and a two‐cycle elimination heuristic when solving the pricing subproblems. Extensive computational results are presented based on data from an application involving the use of communications relay satellites. Many 100‐job instances that were believed to be beyond the capability of exact methods, were solved within minutes. © 2005 Wiley Periodicals, Inc. Naval Research Logistics, 2006  相似文献   

15.
In this article we model a two-echelon (two levels of repair, one level of supply) repairable-item inventory system using continuous-time Markov processes. We analyze two models. In the first model we assume a system with a single base. In the second model we expand this model to include n bases. The Markov approach gives rise to multidimensional state spaces that are large even for relatively small problems. Because of this, we utilize aggregate/disaggregate techniques to develop a solution algorithm for finding the steady-state distribution. This algorithm is exact for the single-base model and is an approximation for the n-base model, in which case it is found to be very accurate and computationally very efficient.  相似文献   

16.
The article considers a two-person zero-sum game in which a searcher with b bombs wishes to destroy a mobile hider. The players are restricted to move on a straight line with maximum speeds v and u satisfying v > u > 0; neither player can see the other but each knows the other's initial position. The bombs all have destructive radius R and there is a time lag T between the release of a bomb and the bomb exploding. The searcher gets 1 unit if the hider is destroyed and 0 if he survives. A solution is given for b = 1, and extended to b > 1 when the time lag is small. Various applications of the game are discussed.  相似文献   

17.
To location Li we are to allocate a “generator” and ni “machines” for i = 1, …,k, where n1n1 ≧ … ≧ nk. Although the generators and machines function independently of one another, a machine is operable only if it and the generator at its location are functioning. The problem we consider is that of finding the arrangement or allocation optimizing the number of operable machines. We show that if the objective is to maximize the expected number of operable machines at some future time, then it is best to allocate the best generator and the n1 best machines to location L1, the second-best generator and the n2-next-best machines to location L2, etc. However, this arrangement is not always stochastically optimal. For the case of two generators we give a necessary and sufficient condition that this arrangement is stochastically best, and illustrate the result with several examples.  相似文献   

18.
We consider the Capacitated Traveling Salesman Problem with Pickups and Deliveries (CTSPPD). This problem is characterized by a set of n pickup points and a set of n delivery points. A single product is available at the pickup points which must be brought to the delivery points. A vehicle of limited capacity is available to perform this task. The problem is to determine the tour the vehicle should follow so that the total distance traveled is minimized, each load at a pickup point is picked up, each delivery point receives its shipment and the vehicle capacity is not violated. We present two polynomial‐time approximation algorithms for this problem and analyze their worst‐case bounds. © 1999 John Wiley & Sons, Inc. Naval Research Logistics 46: 654–670, 1999  相似文献   

19.
We consider the problem of rescheduling n jobs to minimize the makespan on m parallel identical processors when m changes value. We show this problem to be NP-hard in general. Call a list schedule totally optimal if it is optimal for all m = 1, …,n. When n is less than 6, there always exists a totally optimal schedule, but for n ≥ 6 this can fail. We show that an exact solution is less robust than the largest processing time first (LPT) heuristic and discuss implications for polynomial approximation schemes and hierarchical planning models.  相似文献   

20.
A new method for the solution of minimax and minisum location–allocation problems with Euclidean distances is suggested. The method is based on providing differentiable approximations to the objective functions. Thus, if we would like to locate m service facilities with respect to n given demand points, we have to minimize a nonlinear unconstrained function in the 2m variables x1,y1, ?,xm,ym. This has been done very efficiently using a quasi-Newton method. Since both the original problems and their approximations are neither convex nor concave, the solutions attained may be only local minima. Quite surprisingly, for small problems of locating two or three service points, the global minimum was reached even when the initial position was far from the final result. In both the minisum and minimax cases, large problems of locating 10 service facilities among 100 demand points have been solved. The minima reached in these problems are only local, which is seen by having different solutions for different initial guesses. For practical purposes, one can take different initial positions and choose the final result with best values of the objective function. The likelihood of the best results obtained for these large problems to be close to the global minimum is discussed. We also discuss the possibility of extending the method to cases in which the costs are not necessarily proportional to the Euclidean distances but may be more general functions of the demand and service points coordinates. The method also can be extended easily to similar three-dimensional problems.  相似文献   

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