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81.
针对军事欺骗战法定量分析困难的问题,采用基于贝叶斯统计推断和博弈均衡分析的数学方法,在理论上为解决此难题提供了一种可行的方法.该方法首先定义基本概率矩阵,然后根据贝叶斯原理为交战双方构造用于统计推断的主观概率矩阵,并在由两个主观概率矩阵元素构成的偏序链与实施军事欺骗机会之间建立对应关系,再将此关系推广到基本概率矩阵,即是否存在实施军事欺骗的机会将由基本概率矩阵元素构成的偏序链决定.对理论成果的初步应用表明:通过分析由战场情报信息构成的基本概率矩阵的偏序链,可以科学地运用军事欺骗和反军事欺骗战法.  相似文献   
82.
基于梯度迭代法的一类追逃对抗模型研究   总被引:3,自引:0,他引:3  
针对一类追逃对抗问题,基于微分对策理论,建立了三维空间中的追逃对抗模型,进而得到了最优性条件和最优策略.运用梯度迭代法给出了模型的数值解,并做了实例分析.分析结果显示,该模型可以很好地应用于潜艇对潜艇、潜艇对水面舰艇等实际追逃对抗问题.  相似文献   
83.
    
In this paper we study a capacity allocation problem for two firms, each of which has a local store and an online store. Customers may shift among the stores upon encountering a stockout. One question facing each firm is how to allocate its finite capacity (i.e., inventory) between its local and online stores. One firm's allocation affects the decision of the rival, thereby creating a strategic interaction. We consider two scenarios of a single‐product single‐period model and derive corresponding existence and stability conditions for a Nash equilibrium. We then conduct sensitivity analysis of the equilibrium solution with respect to price and cost parameters. We also prove the existence of a Nash equilibrium for a generalized model in which each firm has multiple local stores and a single online store. Finally, we extend the results to a multi‐period model in which each firm decides its total capacity and allocates this capacity between its local and online stores. A myopic solution is derived and shown to be a Nash equilibrium solution of a corresponding “sequential game.” © 2006 Wiley Periodicals, Inc. Naval Research Logistics, 2006  相似文献   
84.
    
We develop models that lend insight into how to design systems that enjoy economies of scale in their operating costs, when those systems will subsequently face disruptions from accidents, acts of nature, or an intentional attack from a well‐informed attacker. The systems are modeled as parallel M/M/1 queues, and the key question is how to allocate service capacity among the queues to make the system resilient to worst‐case disruptions. We formulate this problem as a three‐level sequential game of perfect information between a defender and a hypothetical attacker. The optimal allocation of service capacity to queues depends on the type of attack one is facing. We distinguish between deterministic incremental attacks, where some, but not all, of the capacity of each attacked queue is knocked out, and zero‐one random‐outcome (ZORO) attacks, where the outcome is random and either all capacity at an attacked queue is knocked out or none is. There are differences in the way one should design systems in the face of incremental or ZORO attacks. For incremental attacks it is best to concentrate capacity. For ZORO attacks the optimal allocation is more complex, typically, but not always, involving spreading the service capacity out somewhat among the servers. © 2011 Wiley Periodicals, Inc. Naval Research Logistics, 2011  相似文献   
85.
    
When an unreliable supplier serves multiple retailers, the retailers may compete with each other by inflating their order quantities in order to obtain their desired allocation from the supplier, a behavior known as the rationing game. We introduce capacity information sharing and a capacity reservation mechanism in the rationing game and show that a Nash equilibrium always exists. Moreover, we provide conditions guaranteeing the existence of the reverse bullwhip effect upstream, a consequence of the disruption caused by the supplier. In contrast, we also provide conditions under which the bullwhip effect does not exist. In addition, we show that a smaller unit reservation payment leads to more bullwhip and reverse bullwhip effects, while a large unit underage cost results in a more severe bullwhip effect. © 2017 Wiley Periodicals, Inc. Naval Research Logistics 64: 203–216, 2017  相似文献   
86.
    
A simultaneous non‐zero‐sum game is modeled to extend the classical network interdiction problem. In this model, an interdictor (e.g., an enforcement agent) decides how much of an inspection resource to spend along each arc in the network to capture a smuggler. The smuggler (randomly) selects a commodity to smuggle—a source and destination pair of nodes, and also a corresponding path for traveling between the given pair of nodes. This model is motivated by a terrorist organization that can mobilize its human, financial, or weapon resources to carry out an attack at one of several potential target destinations. The probability of evading each of the network arcs nonlinearly decreases in the amount of resource that the interdictor spends on its inspection. We show that under reasonable assumptions with respect to the evasion probability functions, (approximate) Nash equilibria of this game can be determined in polynomial time; depending on whether the evasion functions are exponential or general logarithmically‐convex functions, exact Nash equilibria or approximate Nash equilibria, respectively, are computed. © 2017 Wiley Periodicals, Inc. Naval Research Logistics 64: 139–153, 2017  相似文献   
87.
    
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   
88.
    
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   
89.
    
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   
90.
A defender wants to detect as quickly as possible whether some attacker is secretly conducting a project that could harm the defender. Security services, for example, need to expose a terrorist plot in time to prevent it. The attacker, in turn, schedules his activities so as to remain undiscovered as long as possible. One pressing question for the defender is: which of the project's activities to focus intelligence efforts on? We model the situation as a zero‐sum game, establish that a late‐start schedule defines a dominant attacker strategy, and describe a dynamic program that yields a Nash equilibrium for the zero‐sum game. Through an innovative use of cooperative game theory, we measure the harm reduction thanks to each activity's intelligence effort, obtain insight into what makes intelligence effort more effective, and show how to identify opportunities for further harm reduction. We use a detailed example of a nuclear weapons development project to demonstrate how a careful trade‐off between time and ease of detection can reduce the harm significantly.  相似文献   
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