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781.
Steve Alpern 《海军后勤学研究》2002,49(3):256-274
Two players are independently placed on a commonly labelled network X. They cannot see each other but wish to meet in least expected time. We consider continuous and discrete versions, in which they may move at unit speed or between adjacent distinct nodes, respectively. There are two versions of the problem (asymmetric or symmetric), depending on whether or not we allow the players to use different strategies. After obtaining some optimality conditions for general networks, we specialize to the interval and circle networks. In the first setting, we extend the work of J. V. Howard; in the second we prove a conjecture concerning the optimal symmetric strategy. © 2002 Wiley Periodicals, Inc. Naval Research Logistics 49: 256–274, 2002; Published online in Wiley InterScience (www.interscience.wiley.com). DOI 10.1002/nav.10011 相似文献
782.
783.
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
784.
Snke Hartmann 《海军后勤学研究》2002,49(5):433-448
This papers deals with the classical resource‐constrained project scheduling problem (RCPSP). There, the activities of a project have to be scheduled subject to precedence and resource constraints. The objective is to minimize the makespan of the project. We propose a new heuristic called self‐adapting genetic algorithm to solve the RCPSP. The heuristic employs the well‐known activity list representation and considers two different decoding procedures. An additional gene in the representation determines which of the two decoding procedures is actually used to compute a schedule for an individual. This allows the genetic algorithm to adapt itself to the problem instance actually solved. That is, the genetic algorithm learns which of the alternative decoding procedures is the more successful one for this instance. In other words, not only the solution for the problem, but also the algorithm itself is subject to genetic optimization. Computational experiments show that the mechanism of self‐adaptation is capable to exploit the benefits of both decoding procedures. Moreover, the tests show that the proposed heuristic is among the best ones currently available for the RCPSP. © 2002 Wiley Periodicals, Inc. Naval Research Logistics 49: 433–448, 2002; Published online in Wiley InterScience (www.interscience.wiley.com). DOI 10.1002/nav.10029 相似文献
785.
随着互联网技术的飞速发展,信息传播对国家政治、经济、外交和国防带来巨大冲击和影响。美军意识到传播叙事是政府和军队塑造形象、谋划战略、输出文化价值观的重要手段。美国从"重讲故事"的角度出发,将"叙事"包装成对外战略传播的新型方式,从思维认知、情感操控、舆论引导等方面强化对对手的心理威慑和影响,同时以新媒体为媒介扩大叙事传播的影响受众,进而达到物理打击所难以发挥的影响。 相似文献
786.
In urban rail transit systems of large cities, the headway and following distance of successive trains have been compressed as much as possible to enhance the corridor capacity to satisfy extremely high passenger demand during peak hours. To prevent train collisions and ensure the safety of trains, a safe following distance of trains must be maintained. However, this requirement is subject to a series of complex factors, such as the uncertain train braking performance, train communication delay, and driver reaction time. In this paper, we propose a unified mathematical framework to analyze the safety‐oriented reliability of metro train timetables with different corridor capacities, that is, the train traffic density, and determine the most reliable train timetable for metro lines in an uncertain environment. By employing a space‐time network representation in the formulations, the reliability‐based train timetabling problem is formulated as a nonlinear stochastic programming model, in which we use 0‐1 variables to denote the time‐dependent velocity and position of all involved trains. Several reformulation techniques are developed to obtain an equivalent mixed integer programming model with quadratic constraints (MIQCP) that can be solved to optimality by some commercial solvers. To improve the computational efficiency of the MIQCP model, we develop a dual decomposition solution framework that decomposes the primal problem into several sets of subproblems by dualizing the coupling constraints across different samples. An exact dynamic programming combined with search space reduction strategies is also developed to solve the exact optimal solutions of these subproblems. Two sets of numerical experiments, which involve a relatively small‐scale case and a real‐world instance based on the operation data of the Beijing subway Changping Line are implemented to verify the effectiveness of the proposed approaches. 相似文献
787.
为仿真前视红外导引头实时匹配导引过程,完成目标实时跟踪性判断,针对限制对比度自适应直方图均衡和归一化互相关算法开展加速策略研究,提出基于统一计算设备架构(Compute Unified Device Architecture, CUDA)的雾霭图像实时处理加速方案,并进行设计参数寻优,得出线程块、线程网格设计参数存在最优尺寸,需实验测定的结论。实验结果表明,引入CUDA加速优化后,较未进行CUDA加速前时间指标提高5~20倍,能够满足目标跟踪实时性要求,可为红外导引头目标实时跟踪系统设计提供参考。 相似文献
788.
Sebastian Bruns 《Defense & Security Analysis》2019,35(2):117-132
This article discusses roles and missions of the United States Navy with a particular focus on the Baltic Sea. That particular sea has gained renewed political and military attention following Russia's resurgent and increasingly hybrid-offensive foreign policy. Baltic nations, uncertain of what the future holds, ought to look at sea power and maritime missions in the Baltic, as well as US naval presence in Europe, to draw lessons for future posture. 相似文献
789.
M. A. Thomas 《Defence Studies》2019,19(2):149-169
In the mid-2000s, the United States Army was embroiled in counterinsurgency missions in Iraq and Afghanistan that required deeper understanding of local social systems. The Army turned to systems thinking and design thinking to model and understand the world, define problems, and develop approaches to strategic and operational challenges. However, the Army’s approach as expressed in publications and doctrine encourages the development of complicated, unsupported, and unfalsifiable hypotheses. The risk is that the Army will act on incorrect assumptions and develop plans that are fragile. 相似文献
790.
We present, analyze, and compare three random search methods for solving stochastic optimization problems with uncountable feasible regions. Our adaptive search with resampling (ASR) approach is a framework for designing provably convergent algorithms that are adaptive and may consequently involve local search. The deterministic and stochastic shrinking ball (DSB and SSB) approaches are also convergent, but they are based on pure random search with the only difference being the estimator of the optimal solution [the DSB method was originally proposed and analyzed by Baumert and Smith]. The three methods use different techniques to reduce the effects of noise in the estimated objective function values. Our ASR method achieves this goal through resampling of already sampled points, whereas the DSB and SSB approaches address it by averaging observations in balls that shrink with time. We present conditions under which the three methods are convergent, both in probability and almost surely, and provide a limited computational study aimed at comparing the methods. Although further investigation is needed, our numerical results suggest that the ASR approach is promising, especially for difficult problems where the probability of identifying good solutions using pure random search is small. © 2010 Wiley Periodicals, Inc. Naval Research Logistics, 2010 相似文献