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61.
We consider two game‐theoretic settings to determine the optimal values of an issuer's interchange fee rate, an acquirer's merchant discount rate, and a merchant's retail price in a credit card network. In the first setting, we investigate a two‐stage game problem in which the issuer and the acquirer first negotiate the interchange fee rate, and the acquirer and the retailer then determine their merchant discount rate and retail price, respectively. In the second setting, motivated by the recent US bill “H.R. 2695,” we develop a three‐player cooperative game in which the issuer, the acquirer, and the merchant form a grand coalition and bargain over the interchange fee rate and the merchant discount rate. Following the cooperative game, the retailer makes its retail pricing decision. We derive both the Shapley value‐ and the nucleolus‐characterized, and globally‐optimal unique rates for the grand coalition. Comparing the two game settings, we find that the participation of the merchant in the negotiation process can result in the reduction of both rates. Moreover, the stability of the grand coalition in the cooperative game setting may require that the merchant should delegate the credit card business only to the issuer and the acquirer with sufficiently low operation costs. We also show that the grand coalition is more likely to be stable and the U.S. bill “H.R. 2695” is thus more effective, if the degree of division of labor in the credit card network is higher as the merchant, acquirer, and issuer are more specialized in the retailing, acquiring, and issuing operations, respectively. © 2012 Wiley Periodicals, Inc. Naval Research Logistics, 2012 相似文献
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无线网络中的路由与信道分配可极大地影响网络的性能.为了解决无线网状网络中的路由与信道分配问题,提出并研究了一种称为CRAG(基于博弈论的无线网状网络路由与信道分配联合优化)的方法.CRAG采用协同博弈的方式将网络中的每个节点模型化为一个弈者,每个弈者的策略为与其相关的路由与信道分配方案,收益函数为给定流量需求矩阵下的成功传输流量.弈者通过协同博弈来优化收益函数以最大化网络的吞吐量.基于NS3的仿真结果表明,CRAG在收敛性、时延、丢包率和吞吐量方面优于其他当前的算法,从而证明了协同博弈的方法可以用于无线网状网络的路由与信道分配联合优化,并有效地改进网络性能. 相似文献
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Lukas Milevski 《战略研究杂志》2013,36(2):223-242
J.C. Wylie presented his dichotomy of sequential and cumulative operational patterns in a context of effect through control, not victory or peace, as the objective of war. The author refines concepts of control presented by Rosinski, Eccles, Schelling and Corbett and presents its three facets (taking, denying, exercising) to develop a model of control as manipulation of the opponent's operational choices. This concept of control, when applied to sequential and cumulative strategy, reveals the effect each has operationally and, from there, strategically, in the primary arenas and forms of engagement (land, sea, air and cyberspace; conventional, guerrilla, terrorism, special operations). 相似文献
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在场地球类视频中,球门常常会伴随着精彩片段而出现。因此,球门探测是体育视频的基础,同时也是视频高层语义概念探测的研究热点。目前,利用机器学习方法进行视频中的对象探测是非常有前途的研究领域。基于此,提出一种基于模糊决策树的球门探测算法,用来探测场地球类视频中球门帧的出现,为了提高分类准确性,在模糊决策树训练的过程中加入了平衡处理。实验结果表明,与基于阈值和决策树的算法相比,该算法可以得到更好的分类结果(F-measure>95%),并且我们可以从所建立的树中推导出模糊规则来解释分类模型。 相似文献
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用于器官移植的肾脏处于严重的短缺状态。为缓解这一问题,越来越多的国家开始实施各种形式的肾脏调换计划。肾脏调换问题一般被建模为一个合作博弈(KE)。其中的局中人为病人及与其配型失败的捐赠者所构成的二元组。现实中不乏拥有多个配型失败捐赠者的病人。定义了多捐赠者肾脏调换博弈(MDKE),分析了其可行解及稳定解的结构,证明了捐赠多颗肾脏无益于参与稳定调换,将TTC算法、KE稳定解的NP难解性以及最大覆盖稳定解的不可近似性拓展到MDKE。实验表明引入MDKE效果显著。 相似文献
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Ryusuke Hohzaki 《海军后勤学研究》2007,54(1):46-58
This paper deals with a two‐person zero‐sum game called a search allocation game, where a searcher and a target participate, taking account of false contacts. The searcher distributes his search effort in a search space in order to detect the target. On the other hand, the target moves to avoid the searcher. As a payoff of the game, we take the cumulative amount of search effort weighted by the target distribution, which can be derived as an approximation of the detection probability of the target. The searcher's strategy is a plan of distributing search effort and the target's is a movement represented by a path or transition probability across the search space. In the search, there are false contacts caused by environmental noises, signal processing noises, or real objects resembling true targets. If they happen, the searcher must take some time for their investigation, which interrupts the search for a while. There have been few researches dealing with search games with false contacts. In this paper, we formulate the game into a mathematical programming problem to obtain its equilibrium point. © 2006 Wiley Periodicals, Inc. Naval Research Logistics, 2007 相似文献