首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   567篇
  免费   14篇
  2019年   12篇
  2017年   17篇
  2016年   10篇
  2015年   14篇
  2014年   15篇
  2013年   109篇
  2012年   5篇
  2011年   5篇
  2010年   8篇
  2009年   11篇
  2007年   6篇
  2006年   8篇
  2005年   9篇
  2004年   11篇
  2003年   5篇
  2002年   10篇
  2001年   4篇
  2000年   7篇
  1999年   6篇
  1998年   12篇
  1997年   6篇
  1996年   8篇
  1995年   4篇
  1994年   15篇
  1993年   15篇
  1992年   8篇
  1991年   14篇
  1990年   8篇
  1989年   14篇
  1988年   14篇
  1987年   15篇
  1986年   16篇
  1985年   12篇
  1984年   8篇
  1983年   7篇
  1982年   7篇
  1981年   8篇
  1980年   5篇
  1979年   10篇
  1978年   12篇
  1976年   7篇
  1975年   6篇
  1974年   9篇
  1973年   7篇
  1972年   9篇
  1971年   4篇
  1970年   9篇
  1969年   6篇
  1968年   4篇
  1967年   6篇
排序方式: 共有581条查询结果,搜索用时 15 毫秒
431.
A classic problem in Search Theory is one in which a searcher allocates resources to the points of the integer interval [1, n] in an attempt to find an object which has been hidden in them using a known probability function. In this paper we consider a modification of this problem in which there is a protector who can also allocate resources to the points; allocating these resources makes it more difficult for the searcher to find an object. We model the situation as a two‐person non‐zero‐sum game so that we can take into account the fact that using resources can be costly. It is shown that this game has a unique Nash equilibrium when the searcher's probability of finding an object located at point i is of the form (1 − exp (−λixi)) exp (−μiyi) when the searcher and protector allocate resources xi and yi respectively to point i. An algorithm to find this Nash equilibrium is given. © 2000 John Wiley & Sons, Inc. Naval Research Logistics 47:85–96, 2000  相似文献   
432.
For many combinatorial optimization problems that are NP-hard, a number of special cases exist that can be solved in polynomial time. This paper addresses the issue of solving one such problem, the well-known m-median problem with mutual communication (MMMC), by exploiting polynomially solvable special cases of the problem. For MMMC, a dependency graph is defined that characterizes the structure of the interactions between decision variables. A Lagrangian decomposition scheme is proposed that partitions the problem into two or more subproblems, each having the same structure as the original problem, but with simpler dependency graphs. The dual problems are solved using subgradient or multiplier adjustment methods. An efficient method of adjusting the multiplier values is given. Computational results are reported that show the method to be quite effective. In addition, applications of the approach to other difficult location problems is discussed. © 1998 John Wiley & Sons, Inc. Naval Research Logistics 45: 791–815, 1998  相似文献   
433.
In this paper the inventory problem with backorders both deterministic and stochastic is studied using trade-off analysis in the context of vector optimization theory. The set of Pareto-optimal solutions is geometrically characterized in both the constrained and unconstrained cases. Moreover, a new way of utilizing Pareto-optimality concepts to handle classical inventory problems with backorders is derived. A new analysis of these models is done by means of a trade-off analysis. New solutions are shown, and an error bound for total inventory cost is provided. Other models such as multi-item or stochastic lead-time demand inventory problems are addressed and their Pareto-optimal solution sets are obtained. An example is included showing the additional applicability of this kind of analysis to handle parametric problems. © 1998 John Wiley & Sons, Inc. Naval Research Logistics 45: 83–98, 1998  相似文献   
434.
Determination of the gunfire probability of kill against a target requires two parameters to be taken into consideration: the likelihood of hitting the target (susceptibility) and the conditional probability of kill given a hit (vulnerability). Two commonly used methods for calculating the latter probability are (1) treating each hit upon the target independently, and (2) setting an exact number of hits to obtain a target kill. Each of these methods contains an implicit assumption about the probability distribution of the number of hits‐to‐kill. Method (1) assumes that the most likely kill scenario occurs with exactly one hit, whereas (2) implies that achieving a precise number of hits always results in a kill. These methods can produce significant differences in the predicted gun effectiveness, even if the mean number of hits‐to‐kill for each distribution is the same. We therefore introduce a new modeling approach with a more general distribution for the number of hits‐to‐kill. The approach is configurable to various classes of damage mechanism and is able to match both methods (1) and (2) with a suitable choice of parameter. We use this new approach to explore the influence of various damage accumulation models on the predicted effectiveness of weapon‐target engagements.  相似文献   
435.
436.
437.
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   
438.
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   
439.
440.
The article considers a two-person competitive problem in which a traveller wishes to choose a path across a rectangle from left to right in such a way as to avoid being ambushed by his adversary who has placed obstacles within the rectangle. Our results supplement those that have already been obtained by Ruckle and they indicate that, under certain conditions, the players need to adopt rather sophisticated strategies if they are to act optimally. This suggests that a complete solution to the problem could be difficult.  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号