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101.
102.
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 h≥n/2. © 2016 Wiley Periodicals, Inc. Naval Research Logistics 63: 23–31, 2016 相似文献
103.
This article investigates the impact of timing on sellers' information acquisition strategies in a duopoly setting. Market uncertainty is captured by a representative consumer who has a private taste for the product's horizontal attribute, and both sellers can acquire this information either before (ex‐ante acquisition) or after (ex‐post acquisition) observing their own product qualities. We identify several conflicting effects of information acquisition that vary significantly in its timing and market characteristics. In the monopoly scenario, information acquisition is unambiguously beneficial and ex‐ante acquisition is the dominant option, because it helps a seller not only design the proper product but also craft better pricing strategy. By contrast, when there is competition, information acquisition eliminates the buffer role of market uncertainty and leads to the fiercest production or pricing competition, which makes the subsequent effects of acquisition detrimental, and a seller's payoff is nonmonotonic in terms of its acquisition cost. Moreover, compared with the ex‐ante information acquisition, ex‐post information acquisition normally generates higher sellers' equilibrium payoffs by postponing the timing of acquisition and maintaining product differentiation. Nonetheless, ex‐post information acquisition also provides the seller with greater acquisition incentive and occasionally makes him worse off than that in the ex‐ante scenario. Thus, in a competitive environment, having the option of information acquisition and flexibility in its timing can be both detrimental and irresistible. © 2016 Wiley Periodicals, Inc. Naval Research Logistics 63: 3–22, 2016 相似文献
104.
The theory of directed graphs and noncooperative games is applied to the problem of verification of State compliance to international treaties on arms control, disarmament and nonproliferation of weapons of mass destruction. Hypothetical treaty violations are formulated in terms of illegal acquisition paths for the accumulation of clandestine weapons, weapons‐grade materials or some other military capability. The paths constitute the illegal strategies of a sovereign State in a two‐person inspection game played against a multi‐ or international Inspectorate charged with compliance verification. The effectiveness of existing or postulated verification measures is quantified in terms of the Inspectorate's expected utility at Nash equilibrium. A prototype software implementation of the methodology and a case study are presented. © 2016 Wiley Periodicals, Inc. Naval Research Logistics 63: 260–271, 2016 相似文献
105.
张志华 《中国人民武装警察部队学院学报》2008,24(9):71-74
“寓教于乐”是一种理想的教育教学目标,也是大学教学改革的重点,教育游戏的出现为教学拓宽了道路,实践着“寓教于乐”的理念。通过参阅大量文献资料,对教育游戏的概念与现状进行了阐述,并提出了教育游戏的设计理念与策略,为教育游戏的设计提供指导和帮助。 相似文献
106.
The inspection game is a two-player noncooperative game that models a situation where an inspector verifies whether the inspectee complies with the rules (on the assumption that the inspectee has the tendency to violate at least one of the rules). The usual approach in the analysis of this game seeks to find an optimal strategic inspection scheme for each of the two players yielding favorable payoffs. Recently, there have been some developments in the study of such games that use a mathematical structure known as reaction network involving a set of molecular species and the existing reactions among these species. In this paper, we use a reaction network to analyze the inspection game giving an alternative way of modeling the social situation. The molecular species play the role of the players' decision moves and their resulting gain or loss, while the reactions are the encounters of the decisions of the players which, as expected, yield payoffs. We reexamine the dynamics of the inspection game through the lens of reaction network theory and consider various situations that call for more detailed analyses such as equal or unequal reaction rates and inspection leadership. Conditions concerning reaction rates, initial population of decision species, benefits, and costs are determined in order to identify strategies that yield better payoffs both for the inspector and inspectee. These results illustrate practical insights rooted from the formulated simple game models. 相似文献
107.
In this article, we consider a problem in which two suppliers can sell their respective products both individually and together as a bundle, and study the impact of bundle pricing. Four pricing models (centralized, decentralized, coop–comp, and comp–coop) are analyzed with regard to the competition formats and sequences. As one would expect, the firms are always better off when pricing decisions are centralized. However, rather surprisingly, we find that firms may be worse off if the bundle prices are set in a cooperative way; we provide analytical characterization of those instances. Numerical studies show that these insights also hold for some nonlinear demand. © 2013 Wiley Periodicals, Inc. Naval Research Logistics, 2013 相似文献
108.
戎蕊 《中国人民武装警察部队学院学报》2014,(9):20-25
当前,我国毒品犯罪活动呈现出集团化、隐秘化、有组织化和跨国化等复杂特征,境内外社会环境、贩毒集团和执法者之间存在着彼此交错的关系,使得公安边防部队缉毒斗争面临着严峻的形势和挑战。在整合多位学者的理论观点和现实研究基础之上,基于博弈论的成熟理论,紧密结合公安边防部队缉毒斗争实际,构建了公安边防部队与贩毒集团之间的博弈模型,并对其进行深入分析,从微观角度为公安边防部队缉毒斗争实际提供有效参考和决策依据。 相似文献
109.
利用演化博弈理论,探讨了联合作战中担负相同作战任务的作战单元间其策略选择根据利益变化的演化过程,建立了复制动态方程并求得平衡点解,通过复制动态的相位图直观反映了博弈的演化稳定策略,并通过Malab软件对作战单元策略选择与收益关系进行了仿真,其行为选择的演化结果与相位图展示具有一致性。研究结论表明,收益大小及变化是作战单元策略改变的重要依据,最后针对提高作战单元间的策略稳定性提出对策建议. 相似文献
110.
针对日益普遍和多样的网络攻击行为,如何对网络各种攻防过程进行分析已逐渐成为热点研究方向。在对计算机网络对抗问题复杂性表现和产生根源进行探讨基础上,从完全信息静态博弈、完全信息动态博弈、不完全信息静态博弈、不完全信息动态博弈4个视角,对计算机网络对抗问题进行分类论述,对各解决方法进行了综合比较,并对今后的研究进行了展望。 相似文献