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81.
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   
82.
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   
83.
针对三维微分对策制导律(DGL)求解问题,引入凸优化理论,将DGL求解归结到Hamilton系统的求解,设计了DGL求解算法,通过对代价函数梯度特征的凸分析,推导出对策系统鞍点存在的充要条件和求解方法,解决了以往通过对微分对策模型简化求解导致的模型不能客观反映作战过程的问题.  相似文献   
84.
《防务技术》2022,18(12):2170-2180
The reconstruction control of modular self-reconfigurable spacecraft (MSRS) is addressed using an adaptive sliding mode control (ASMC) scheme based on time-delay estimation (TDE) technology. In contrast to the ground, the base of the MSRS is floating when assembled in orbit, resulting in a strong dynamic coupling effect. A TED-based ASMC technique with exponential reaching law is designed to achieve high-precision coordinated control between the spacecraft base and the robotic arm. TDE technology is used by the controller to compensate for coupling terms and uncertainties, while ASMC can augment and improve TDE’s robustness. To suppress TDE errors and eliminate chattering, a new adaptive law is created to modify gain parameters online, ensuring quick dynamic response and high tracking accuracy. The Lyapunov approach shows that the tracking errors are uniformly ultimately bounded (UUB). Finally, the on-orbit assembly process of MSRS is simulated to validate the efficacy of the proposed control scheme. The simulation results show that the proposed control method can accurately complete the target module’s on-orbit assembly, with minimal perturbations to the spacecraft’s attitude. Meanwhile, it has a high level of robustness and can effectively eliminate chattering.  相似文献   
85.
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   
86.
基于登月飞行器的级间组合设计方法对载人登月飞行器的构造进行设计,在级间方案的论证中分析了不同组装模式对运载火箭能力的需求,建立了航天员和机器人联合探测的载人登月方案。级间组合方法可为应转移飞行器和登月飞行器设计提供另一种思路,本文根据飞行器级间的不同组合方式对登月飞行器的质量规模进行了初步估算,并对比了不同飞行方案对运载火箭能力的需求,研究可为我国首次载人登月任务方案提供参考。  相似文献   
87.
为适应深空探测的应用需求,全球卫星导航系统对深空飞行器定位的可行性问题备受关注。针对探月飞行器月球公转轨道上的GNSS定位问题,以高轨道飞行器GNSS定位的研究为基础,采用多系统联合定位的方法进行仿真。分析了载波功率与噪声功率密度比为15dB-Hz的弱信号捕获门限下,各系统联合定位时波束主瓣和旁瓣的可用性,同时对各系统联合情况下的精度因子值进行分析。仿真结果表明:当接收到的卫星天线辐射的主瓣和旁瓣信号均高于载噪比门限时,全球卫星导航系统的三系统或四系统的联合能满足实时定位条件;而旁瓣损耗不加以补偿时,接收信号载噪比低于门限并导致任意联合方式均无法完成定位。各系统联合的精度因子分析表明:单系统或双系统联合的几何精度因子变化剧烈,四系统联合相比三系统联合的几何精度因子下降16.93%;三系统联合定位方案中,美国全球定位系统、中国的北斗卫星导航定位系统与欧洲的伽利略卫星导航定位系统联合方案的几何精度因子值变化最平稳,为最佳选择。理论分析和仿真结果为探月飞行器定位技术研究和星载多系统接收机设计提供参考。  相似文献   
88.
首先,将基于博弈论的组合权重确定方法引入到雷达抗干扰评估指标的权重确定之中,克服了单一方法确定权重的片面性。然后,介绍了灰色关联分析,对确定指标权重后的雷达抗干扰能力进行了综合评估。最后,利用所建方法对国外7部雷达的抗干扰能力进行排序,验证了模型的正确性。  相似文献   
89.
Two forces engage in a duel, with each force initially consisting of several heterogeneous units. Each unit can be assigned to fire at any opposing unit, but the kill rate depends on the assignment. As the duel proceeds, each force—knowing which units are still alive in real time—decides dynamically how to assign its fire, in order to maximize the probability of wiping out the opposing force before getting wiped out. It has been shown in the literature that an optimal pure strategy exists for this two‐person zero‐sum game, but computing the optimal strategy remained cumbersome because of the game's huge payoff matrix. This article gives an iterative algorithm to compute the optimal strategy without having to enumerate the entire payoff matrix, and offers some insights into the special case, where one force has only one unit. © 2013 Wiley Periodicals, Inc. Naval Research Logistics 61: 56–65, 2014  相似文献   
90.
We deal with dynamic revenue management (RM) under competition using the nonatomic‐game approach. Here, a continuum of heterogeneous sellers try to sell the same product over a given time horizon. Each seller can lower his price once at the time of his own choosing, and faces Poisson demand arrival with a rate that is the product of a price‐sensitive term and a market‐dependent term. Different types of sellers interact, and their respective prices help shape the overall market in which they operate, thereby influencing the behavior of all sellers. Using the infinite‐seller approximation, which deprives any individual seller of his influence over the entire market, we show the existence of a certain pattern of seller behaviors that collectively produce an environment to which the behavior pattern forms a best response. Such equilibrium behaviors point to the suitability of threshold‐like pricing policies. Our computational study yields insights to RM under competition, such as profound ways in which consumer and competitor types influence seller behaviors and market conditions. © 2014 Wiley Periodicals, Inc. Naval Research Logistics 61: 365–385, 2014  相似文献   
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