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81.
William C. Guenther 《海军后勤学研究》1972,19(2):309-333
A review of univariate tolerance intervals is presented from an application-oriented point of view. Both β-content and β-expectation intervals are defined and considered. Standard problems are discussed for the distribution-free case and with various distributional assumptions (normal, gamma, Poisson) which occur most frequently in practice. The determination of sample size is emphasized. A number of examples are used to illustrate the types of problems which permit solutions with the excellent tables now available. 相似文献
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沈阳军区政治部宣传部理论研究室 《军队政工理论研究》2005,6(4):36-38
深入开展保持党员先进性教育活动,应引导党员坚定理想信念、牢记党的宗旨、发扬艰苦奋斗精神,树立正确的世界观、人生观和价值观,为保持党的先进性打不牢固的思想基础,提供持久的内在动力。 相似文献
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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
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