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251.
We present a group testing model for items characterized by marker random variables. An item is defined to be good (defective) if its marker is below (above) a given threshold. The items can be tested in groups; the goal is to obtain a prespecified number of good items by testing them in optimally sized groups. Besides this group size, the controller has to select a threshold value for the group marker sums, and the target number of groups which by the tests are classified to consist only of good items. These decision variables have to be chosen so as to minimize a cost function, which is a linear combination of the expected number of group tests and an expected penalty for missing the desired number of good items, subject to constraints on the probabilities of misclassifications. We treat two models of this kind: the first one is based on an infinite population size, whereas the second one deals with the case of a finite number of available items. All performance measures are derived in closed form; approximations are also given. Furthermore, we prove monotonicity properties of the components of the objective function and of the constraints. In several examples, we study (i) the dependence of the cost function on the decision variables and (ii) the dependence of the optimal values of the decision variables (group size, group marker threshold, and stopping rule for groups classified as clean) and of the target functionals (optimal expected number of tests, optimal expected penalty, and minimal expected cost) on the system parameters.© 2011 Wiley Periodicals, Inc. Naval Research Logistics, 2011  相似文献   
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In a caching game introduced by Alpern et al. (Alpern et al., Lecture notes in computer science (2010) 220–233) a Hider who can dig to a total fixed depth normalized to 1 buries a fixed number of objects among n discrete locations. A Searcher who can dig to a total depth of h searches the locations with the aim of finding all of the hidden objects. If he does so, he wins, otherwise the Hider wins. This zero‐sum game is complicated to analyze even for small values of its parameters, and for the case of 2 hidden objects has been completely solved only when the game is played in up to 3 locations. For some values of h the solution of the game with 2 objects hidden in 4 locations is known, but the solution in the remaining cases was an open question recently highlighted by Fokkink et al. (Fokkink et al., Search theory: A game theoretic perspective (2014) 85–104). Here we solve the remaining cases of the game with 2 objects hidden in 4 locations. We also give some more general results for the game, in particular using a geometrical argument to show that when there are 2 objects hidden in n locations and n→∞, the value of the game is asymptotically equal to h/n for hn/2. © 2016 Wiley Periodicals, Inc. Naval Research Logistics 63: 23–31, 2016  相似文献   
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It is commonly assumed in the foreign policy literature that narratives are uniquely persuasive and thus integral to obtaining public support for war. Yet, empirical research on “strategic narrative” is often vague on both the concept of narrative and how it persuades. Moreover, the stories publics use to interpret war are rarely examined. This paper offers a novel approach to studying “from the ground up” the war stories of individual British citizens. It examines public interpretations of war through emplotment: the way people select and link events to create a coherent story. Examining the wars people include and those they silence, it illustrates how a diverse range of citizens morally evaluates Britain’s military role, be it as a Force for Good, a Force for Ill or a country Learning from its Mistakes. In doing so, the paper offers an alternative methodological approach to studying how individual citizens understand war.  相似文献   
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This paper gives a mathematical programming model for the problem of assigning frequencies to nodes in a communications network. The objective is to select a frequency assignment which minimizes both cochannel and adjacent-channel interference. In addition, a design engineer has the option to designate key links in which the avoidance of jamming due to self interference is given a higher priority. The model has a nonconvex quadratic objective function, generalized upper-bounding constraints, and binary decision variables. We developed a special heuristic algorithm and software for this model and tested it on five test problems which were modifications of a real-world problem. Even though most of the test problems had over 600 binary variables, we were able to obtain a near optimum in less than 12 seconds of CPU time on a CDC Cyber-875.  相似文献   
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The estimation problem of normal tail probabilities is considered. The form of generalized Bayes estimators is derived and the asymptotic behavior of the mean square errors is studied. This study shows that the best unbiased estimator, a formula for which is given, is superior to the maximum likelihoood estimator or to a class of generalized Bayes procedures for large parametric values, but can be significantly improved for moderate values of the parameter.  相似文献   
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