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为发展反潜作战、潜艇作战装备及理论,对平台中心反潜战中的特点和问题进行了研究。介绍了美军网络中心反潜战中的反潜战网络组成,探讨了反潜战网络的基本功能、各子网络的关联和网络中心反潜战对潜艇作战的威胁。 相似文献
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This work is concerned with a particular class of bimatrix games, the set of equilibrium points of which games possess many of the properties of solutions to zero-sum games, including susceptibility to solution by linear programming. Results in a more general setting are also included. Some of the results are believed to constitute interesting potential additions to elementary courses in game theory. 相似文献
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C. B. Millham 《海军后勤学研究》1974,21(2):307-317
This work considers a class of bimatrix games to which some well-known structure theorems of 0-sum matrix games can be made to generalize. It is additionally shown how to construct such games and how to generate the equilibrium points defining a given game as a member of that class. 相似文献
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The Tactical Warfare Simulation Program is a procedure by which the major interactions among opposing military units and terrain features can be treated in a tactical limited warfare situation. It is a critical-area, sequence-of-event model and is programmed in SIM-SCRIPT. In this program a military unit is described by such properties as strength, size, location, velocity, and attrition rates. Some of the events which can occur to a military unit are entering/leaving terrain features, becoming engaged/disengaged with opposing units, retreating, reaching an objective, and breaking. Following a discussion of the general features of the program, a study of a hypothetical war is presented. 相似文献
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A.Y. Garnaev 《海军后勤学研究》1997,44(4):353-364
The following zero-sum game is considered. Red chooses in integer interval [1, n] two integer intervals consisting of k and m points where k + m < n, and Blue chooses an integer point in [1, n]. The payoff to Red equals 1 if the point chosen by Blue is at least in one of the intervals chosen by Red, and 0 otherwise. This work complements the results obtained by Ruckle, Baston and Bostock, and Lee. © 1997 John Wiley & Sons, Inc. Naval Research Logistics 44: 353–364, 1997 相似文献
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This work is concerned with constructing, analyzing, and finding “mobility chains” for bimatrix games, sequences of equilibrium points along which it is possible for the two players to progress, one equilibrium point at a time, to an equilibrium point that is preferred by both players. The relationship between mobility chains and Nash subsets is established, and some properties of maximal Nash subsets are proved. 相似文献
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Wlodzimierz Szwarc 《海军后勤学研究》1968,15(2):127-155
The (mxn) sequencing problem may be characterized as follows: There are m machines which can produce a piece consisting of n parts. Each part has a determined order in which it is processed through the machines. It is assumed that each machine cannot deal with more than one part at a time and that the processing required for each part can be accomplished only on one machine. That is, the machines are all specialized so that alternate machines for the same processing on a part is not possible. The problem is to find the best production plan consisting in sequencing the different parts so as to make the whole amount of time from the beginning of work till the piece is completed the shortest possible. Such a plan is called an optimum one. In the first 4 sections of this paper, the problem (2xn) is solved for the (2xn) case in which the order in which parts come on the machine is not constrained by further assumptions. The remainder of the paper then takes up: 1) the (3xn) problem of Bellman-Johnson (viz. the technological processing order through the machine is the same for all parts) for several new special cases; 2) the 2xn problem of sequencing when delay times must also be considered; and, 3) some properties of an approximating method for solving (mxn) problems, including a delineation of cases when the approximating method will yield optimal solutions. 相似文献
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Guillermo Owen 《海军后勤学研究》1971,18(3):345-355
A modification of the Shapley value is suggested, which takes into account the fact that (due to personal affinities among the players) certain coalitions are more easily formed than others. This is done by assigning to each player a point in space, and looking at the distances between pairs of points. The method seems to be especially applicable to voting games among political parties (in, e. g., parliaments), and, for such games, gives a value which is considerably easier to compute than the usual Shapley value. Some examples are considered. 相似文献
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防空、反潜作战中舰载设备生存能力的定量评估算法 总被引:1,自引:0,他引:1
防空、反潜作战是当前海上编队面临的最重要的作战样式之一,研究舰载设备在海战中的生存能力,对于提高水面舰艇可持续作战能力具有重要作用。采用定量评估方法来研究舰载设备的生存能力问题,基于水面舰艇编队典型防空、反潜作战防线模型,给出了详细的数学计算模型。 相似文献
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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
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This article investigates the problem of crisis stability in the context of conventional and nuclear warfare, with emphasis on the incentives for one or both sides to engage in a preemptive nuclear strike. The approach is to offer two enriched versions of a recently developed model of escalation, to solve the models, and to observe that game-theoretic solutions can change from nonpreemption to preemption, depending upon the specific game structure and upon the values of the parameters describing the outcomes. © 1993 John Wiley & Sons, Inc. 相似文献
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军事冲突中战术欺骗的一个优化模型 总被引:2,自引:2,他引:2
军事冲突中实施战术欺骗已成为信息战的一个重要手段.基于军事冲突中战术欺骗所要达到的目标以及欺骗手段的资源约束和效果影响,建立了一个使军事欺骗总体效能达到最大的战术欺骗优化模型.给出的一个应用例子说明了该模型和方法的可行性. 相似文献
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针对一种拦截战术弹道导弹制导规律的特点,以经典的劳斯稳定判据为依据,构想了对其弹道稳定性的分析方法。从弹道稳定性的要求出发,对制导控制系统相关参数选择的原则给出了定量的结果。最后探讨了该制导方法的工程应用前景。 相似文献
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We introduce a real-time decision support system which uses optimization methods, simulation, and the judgement of the decision maker for operational assignment of units to tasks and for tactical allocation of units to task requirements. The system, named ARES for the Greek god of war, accommodates a high degree of detail in the logistics of unit movements during operations, yet separates the assignment and allocation activities in a fashion which naturally accommodates human intervention and judgement—ARES is designed to assist the decision maker, not to replace him. ARES is demonstrated with a hypothetical scenario constructed for 14 Engineering Battalions of the Hellenic Army which are assigned 20 tasks employing 25 resource types in repairing major damage to public works following a great earthquake. (This hypothetical data was prepared prior to the earthquake in Kalamata near Athens on 13 September, 1986, and exhibits uncanny, but coincidental, resemblance to that real situation.) ARES is designed for use in real time, and quick data preparation is aided by the provision from published sources of standard data for many foreseeable tasks; this data can be quickly accessed via visual icons on a computer screen and customized for the actual work at hand. © 1993 John Wiley & Sons, Inc. 相似文献
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