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1.
This article considers a two-person game in which the first player has access to certain information that is valuable but unknown to the second player. The first player can distort the information before it is passed on to the second player. The purpose in distorting the information is to render it as useless as possible to the second player. Based on the distorted information received, the second player then maximizes some given objective. In certain cases he may still be able to use the distorted information, but sometimes the information has been so badly distorted that it becomes completely useless to him. © 1993 John Wiley & Sons, Inc.  相似文献   

2.
This article deals with a two‐person zero‐sum game in which player I chooses in integer interval [1, N] two integer intervals consisting of p and q points where p + q < N, and player II chooses an integer point in [1, N]. The payoff to player I equals 1 if the point chosen by player II is at least in one of the intervals chosen by player II and 0 otherwise. This paper complements the results obtained by Ruckle, Baston and Bostock, Lee, Garnaev, and Zoroa, Zoroa and Fernández‐Sáez. © 2001 John Wiley & Sons, Inc. Naval Research Logistics 48: 98–106, 2001  相似文献   

3.
Mathematical models of tactical problems in Hntisubmarine Warfare (ASW) are developed. Specifically, a game of pursuit between a hunter-killer force. player 1, and a possible submarine, player 2 is considered. The game consists of a sequence of moves and terminates when player 2 is tcaught or evades player 1. When the players move they observe the actual tactical configuration of the forces (state) and each player choosa-s a tactical plan from a finite collection. This joint choice of tactical plans determines an immediate payoff and a transition probability distribution over the states. Hence an expected payoff function is defined, Formally this game is a Terminating Stochastic Game (TSG). Shapley demonstrated the existence of a value and optimal strategies (solution), An iterative technique to approximate the solution to within desired accuracy is proposed. Each iteration of the technique is obtained by solving a set of linear programs. To introduce more realism into the game several variations of the TSG are also considered. One variation is a finite TSG and linear programming techniques are employed to find the solution.  相似文献   

4.
An inspector's game is a non-constant-sum two-person game in which one player has promised to perform a certain duty and the other player is allowed to inspect and verify occasionally that the duty has indeed been performed. A solution to a variant of such a game is given in this paper, based on the assumption that the inspector can announce his mixed strategy in advance, if he so wishes, whereas the other player, who has already given his promise, cannot threaten by explicitly saying that he will not keep his word.  相似文献   

5.
This article discusses a two‐player noncooperative nonzero‐sum inspection game. There are multiple sites that are subject to potential inspection by the first player (an inspector). The second player (potentially a violator) has to choose a vector of violation probabilities over the sites, so that the sum of these probabilities do not exceed one. An efficient method is introduced to compute all Nash equilibria parametrically in the amount of resource that is available to the inspector. Sensitivity analysis reveals nonmonotonicity of the equilibrium utility of the inspector, considered as a function of the amount of resource that is available to it; a phenomenon which is a variant of the well‐known Braess paradox. © 2013 Wiley Periodicals, Inc. Naval Research Logistics, 2013  相似文献   

6.
In this paper a two-person Markov game, in discrete time, and with perfect state information, is considered from the point of view of a single player (player A) only. It is assumed that A's opponent (player B) uses the same strategy every time the game is played. It is shown that A can obtain a consistent estimate of B's strategy on the basis of his past experience of playing the game with B. Two methods of deriving such an estimate are given. Further, it is shown that using one of these estimates A can construct a strategy for himself which is asymptotically optimal. A simple example of a game in which the above method may be useful is given.  相似文献   

7.
Assume the payoffs of a matrix game are concave in the index of the maximizing player. That player is shown to have an optimal strategy which uses at most two consecutive pure strategies, identifiable through approximate solution of a related continuous game. Generalizations are given, and the results are applied to a motivating hidden-target model due to Shapley. © 1994 John Wiley & Sons, Inc.  相似文献   

8.
We consider the problem of assessing the value of demand sharing in a multistage supply chain in which the retailer observes stationary autoregressive moving average demand with Gaussian white noise (shocks). Similar to previous research, we assume each supply chain player constructs its best linear forecast of the leadtime demand and uses it to determine the order quantity via a periodic review myopic order‐up‐to policy. We demonstrate how a typical supply chain player can determine the extent of its available information in the presence of demand sharing by studying the properties of the moving average polynomials of adjacent supply chain players. The retailer's demand is driven by the random shocks appearing in the autoregressive moving average representation for its demand. Under the assumptions we will make in this article, to the retailer, knowing the shock information is equivalent to knowing the demand process (assuming that the model parameters are also known). Thus (in the event of sharing) the retailer's demand sequence and shock sequence would contain the same information to the retailer's supplier. We will show that, once we consider the dynamics of demand propagation further up the chain, it may be that a player's demand and shock sequences will contain different levels of information for an upstream player. Hence, we study how a player can determine its available information under demand sharing, and use this information to forecast leadtime demand. We characterize the value of demand sharing for a typical supply chain player. Furthermore, we show conditions under which (i) it is equivalent to no sharing, (ii) it is equivalent to full information shock sharing, and (iii) it is intermediate in value to the two previously described arrangements. Although it follows from existing literature that demand sharing is equivalent to full information shock sharing between a retailer and supplier, we demonstrate and characterize when this result does not generalize to upstream supply chain players. We then show that demand propagates through a supply chain where any player may share nothing, its demand, or its full information shocks (FIS) with an adjacent upstream player as quasi‐ARMA in—quasi‐ARMA out. We also provide a convenient form for the propagation of demand in a supply chain that will lend itself to future research applications. © 2014 Wiley Periodicals, Inc. Naval Research Logistics 61: 515–531, 2014  相似文献   

9.
This paper presents the results and the method of analysis for an attack-defense game involving allocation of resources. Each player is assumed to have several different types of resources to be divided in optimal fashion among a fixed set of targets. The payoff function of the game is convex. The “No Soft-Spot” principle of M. Dresher, and the concept of the generalized inverse of a matrix are used to determine optimal strategies for each player and the value of the game.  相似文献   

10.
Cumulative search-evasion games (CSEGs) are two-person zero-sum search-evasion games where play proceeds throughout some specified period without interim feedback to either of the two players. Each player moves according to a preselected plan. If (Xt, Yt,) are the positions of the two players at time t, then the game's payoff is the sum over t from 1 to T of A(Xt, Yt, t). Additionally, all paths must be “connected.” That is, the finite set of positions available for a player in any time period depends on the position selected by that player in the previous time period. One player attempts to select a mixed strategy over the feasible T-time period paths to maximize the expected payoff. The other minimizes. Two solution procedures are given. One uses the Brown-Robinson method of fictitious play and the other linear programming. An example problem is solved using both procedures.  相似文献   

11.
One of the diagrammatic methods for solving two-person 2 × n matrix games can be extended to solve m × n games where each column of the matrix is a concave function of the row number. This gives a simple proof of a theorem of Benjamin and Goldman that such games have solutions involving no more than two consecutive strategies for the row player, and no more than two strategies for the column player. Two extensions are discussed. © 1994 John Wiley & Sons, Inc.  相似文献   

12.
A player having only a definite number of weapons is hunting targets. His total hunting time is also limited. Targets of opportunity with various values arrive at random, and as soon as a target arrives the player observes the target value and decides whether or not to shoot it down. The issue is what the decision rule is which guarantees him a maximum expected gain during the hunting time. Poisson arrival of the targets, uniform distribution of the target value, and the shoot-look-shoot scheme qre assumed. A decision rule is derived which is not optimal but has a very simple form and gives almost as good value as the optimal decision rule does.  相似文献   

13.
This article reviews procedures for computing saddle points of certain continuous concave-convex functions defined on polyhedra and investigates how certain parameters and payoff functions influence equilibrium solutions. The discussion centers on two widely studied applications: missile defense and market-share attraction games. In both settings, each player allocates a limited resource, called effort, among a finite number of alternatives. Equilibrium solutions to these two-person games are particularly easy to compute under a proportional effectiveness hypothesis, either in closed form or in a finite number of steps. One of the more interesting qualitative properties we establish is the identification of conditions under which the maximizing player can ignore the values of the alternatives in determining allocation decisions. © 1996 John Wiley & Sons, Inc.  相似文献   

14.
An inductive procedure is given for finding the nucleolus of an n-person game in which all coalitions with less than n-1 players are totally defeated. It is shown that, for such a game, one of three things may occur: (a) all players receive the same amount; (b) each player receives his quota, plus a certain constant (which may be positive, nerative, or zero); (c) the weakest player receives one half his quota, and the other players divide the remaining profit according to the nucleolus of a similar (n-1)-person game. It is also shown that the nucleolus of such a game yields directly the nucleolus of each derived game. An example is worked out in detail.  相似文献   

15.
无线网络中的路由与信道分配可极大地影响网络的性能.为了解决无线网状网络中的路由与信道分配问题,提出并研究了一种称为CRAG(基于博弈论的无线网状网络路由与信道分配联合优化)的方法.CRAG采用协同博弈的方式将网络中的每个节点模型化为一个弈者,每个弈者的策略为与其相关的路由与信道分配方案,收益函数为给定流量需求矩阵下的成功传输流量.弈者通过协同博弈来优化收益函数以最大化网络的吞吐量.基于NS3的仿真结果表明,CRAG在收敛性、时延、丢包率和吞吐量方面优于其他当前的算法,从而证明了协同博弈的方法可以用于无线网状网络的路由与信道分配联合优化,并有效地改进网络性能.  相似文献   

16.
论内心歌唱与钢琴演奏   总被引:1,自引:0,他引:1  
内心歌唱在钢琴演奏中有重要的作用。在钢琴演奏中始终采用发自内心的默唱 ,才能使演奏者逐渐获得良好的音乐审美观、高超的音色分辨能力和积累深厚的音乐情感 ,才能使演奏者娴熟的弹奏技巧得以充分发挥 ,从而获得最佳的艺术效果  相似文献   

17.
This article analyzes a class of stochastic contests among multiple players under risk‐averse exponential utility. In these contests, players compete over the completion of a task by simultaneously deciding on their investment, which determines how fast they complete the task. The completion time of the task for each player is assumed to be an exponentially distributed random variable with rate linear in the player's investment and the completion times of different players are assumed to be stochastically independent. The player that completes the task first earns a prize whereas the remaining players earn nothing. The article establishes a one‐to‐one correspondence between the Nash equilibrium of this contest with respect to risk‐averse exponential utilities and the nonnegative solution of a nonlinear equation. Using the properties of the latter, it proves the existence and the uniqueness of the Nash equilibrium, and provides an efficient method to compute it. It exploits the resulting representation of the equilibrium investments to determine the effects of risk aversion and the differences between the outcome of the Nash equilibrium and that of a centralized version.© 2016 Wiley Periodicals, Inc. Naval Research Logistics 66:4–14, 2019  相似文献   

18.
The discrete evasion game with three-move lag, formulated over 30 years ago, was one of the earliest games with time-lag complications. This game remains unsolved even though it is well known that the game has a value. In this article we obtain an upper bound for the value by constructing a strategy which consists of 400 conditional probabilities for the minimizing player. This is believed to be the best upper bound known.  相似文献   

19.
基于Internet的虚拟博物馆自动生成系统   总被引:1,自引:0,他引:1  
采用通用的VRML生成器和QuickTime播放器,基于Internet国际互联网环境,通过对国际现有的VRML生成器性能的对比,应用VRML语言,构造出一个虚拟的境界。虚拟博物馆自动生成系统的各个参数均存储在数据库中,需要时可以随时设计博物馆的虚拟场景并与其他应用程序挂接。利用该系统构造的虚拟的境界,使参观者获得与真实博物馆一样的感觉。  相似文献   

20.
This article provides a new approach to the set of (perfect) equilibria. With the help of an equivalence relation on the strategy space of each player. Nash sets and Selten sets are introduced. The number of these sets is finite and each of these sets is a polytope. As a consequence the set of (perfect) equilibria is a finite union of polytopes. © 1994 John Wiley & Sons. Inc.  相似文献   

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