共查询到19条相似文献,搜索用时 578 毫秒
1.
为寻求益智类游戏"沙漠掘金"在多人参与下的游戏策略,针对具体的游戏规则进行了深入的分析,分别提出了基于完全信息静态博弈与完全信息动态博弈的游戏策略.首先,通过简化游戏规则将其转变为一个非合作博弈问题.其次,考虑单人游戏中的最优化问题,分析单人游戏的策略并在此基础上采用博弈论的方法对多人游戏的情况进行求解.最后,针对第一关,满足完全信息静态博弈的情况,模拟玩家行动,得出博弈支付矩阵,通过混合策略纳什均衡的方法计算最优策略;针对第二关,满足完全信息动态博弈的情况,构建博弈树并通过逆向递归求解得出最佳的游戏攻略,并分析了多人竞争策略. 相似文献
2.
3.
基于博弈论的网络安全防御大多数使用完全信息静态博弈或不完全信息动态博弈理论建立攻防模型,但完全信息静态博弈使用场合受限,实用性不强,所以使用不完全信息动态博弈建立攻防模型更贴近实际情况,而以往由不完全信息动态博弈建立的攻防模型认为观测到的攻击策略为真实攻击策略则没有考虑观测到的攻击策略很可能会出现误差。为此,引入最小风险的贝叶斯决策的思想,将防御系统对攻击策略发生误判、错判时,采取的防御策略对系统带来的风险考虑在内,建立了基于不完全信息动态博弈的移动目标最优防御策略模型。该策略模型通过分析防御决策风险大小,使防御策略收益量化更加精准、全面,并利用不完全信息动态博弈的精炼贝叶斯均衡选取最优防御策略。通过实例进行分析,验证了模型的有效性。 相似文献
4.
基于非合作动态博弈的网络安全主动防御技术研究 总被引:5,自引:0,他引:5
目前基于博弈的网络安全主动防御技术大多采用静态博弈方式.针对这种静态方式无法应对攻击者攻击意图和攻击策略动态变化的不足,基于非合作、非零和动态博弈理论提出了完全信息动态博弈主动防御模型.通过"虚拟节点"将网络攻防图转化为攻防博弈树,并给出了分别适应于完全信息和非完全信息两种场景的攻防博弈算法.理论分析和实验表明相关算法... 相似文献
5.
6.
针对网格环境下用户难以获得资源竞价所需的信息而导致的决策风险,将不完全信息资源竞价转化成完全信息下的重复博弈问题。分析了该博弈均衡解的存在性及求解过程,给出了相应的竞价算法,讨论了对用户低价联盟的抑制方法。仿真实验表明用户通过各阶段资源预配置的信息调整竞价策略,资源配置可逐步逼近均衡解,实现网格资源的优化配置。 相似文献
7.
8.
现有防御决策中的随机博弈模型大多由矩阵博弈与马尔可夫决策组成,矩阵博弈中假定防御者已知攻击者收益,与实际不符。将攻击者收益的不确定性转换成对攻击者类型的不确定性,构建了由静态贝叶斯博弈与马尔可夫决策结合的不完全信息随机博弈模型,给出了不完全信息随机博弈模型的均衡求解方法,使用稳定贝叶斯纳什均衡指导防御者的策略选取。最后通过一个具体实例验证了模型的可行性和有效性。 相似文献
9.
为了使入侵容忍系统和可疑者进行最优的策略选择,提出了基于不完全信息动态博弈的入侵容忍技术.根据博弈双方的特点,引入两人随机博弈模型进行分析,并通过精炼贝叶斯纳什均衡来确定双方选择最优的策略.同时为了能够确定可疑者类型,采用熵权和灰色关联分析的方法来进行推理.结合实例使用各种行为特征值来计算灰色关联度,从而在博弈过程中判断可疑者是黑客的概率,验证了该方法的可行性和客观性,从而更好地帮助入侵容忍系统进行策略选择. 相似文献
10.
11.
Kwang Mong Sim 《IEEE transactions on systems, man, and cybernetics. Part B, Cybernetics》2005,35(4):712-724
While evaluation of many e-negotiation agents are carried out through empirical studies, this work supplements and complements existing literature by analyzing the problem of designing market-driven agents (MDAs) in terms of equilibrium points and stable strategies. MDAs are negotiation agents designed to make prudent compromises taking into account factors such as time preference, outside option, and rivalry. This work shows that 1) in a given market situation, an MDA negotiates optimally because it makes minimally sufficient concession, and 2) by modeling negotiation of MDAs as a game gamma of incomplete information, it is shown that the strategies adopted by MDAs are stable. In a bilateral negotiation, it is proven that the strategy pair of two MDAs forms a sequential equilibrium for gamma. In a multilateral negotiation, it is shown that the strategy profile of MDAs forms a market equilibrium for gamma. 相似文献
12.
Hsu-Chih Wu Chuen-Tsai Sun 《IEEE transactions on systems, man, and cybernetics. Part B, Cybernetics》2004,34(3):1569-1572
Azuaje offers an approach to the co-evolution of competing virtual creatures and a model for the evolution of game strategies and their emerging behaviors (F. Azuaje, see ibid., vol. 33, p.498-502, 2003). This model can be greatly simplified and optimal solutions can be obtained more quickly and easily by using an analytical approach. We emphasize the importance of performing a model analysis before choosing an evolutionary or analytical approach to a problem. Furthermore, Azuaje's model is derived from the Prisoner's Dilemma, a classical model in game theory; some results have already been discussed in the literature. We discuss his model from the perspective of game theorists. 相似文献
13.
Emara H. Elshafei A.L. Bor-Sen Chen Huey-Jian Uang Chung-Shi Tseng 《Fuzzy Systems, IEEE Transactions on》2002,10(3):412-414
For original paper see ibid., vol. 6, p.1-11 (1998). In this correspondence, we show that the rule base implemented in the aforementioned paper cannot act as a universal approximator. Furthermore, we show by simulation that the robot example reported in the paper can be effectively controlled without need for the fuzzy component 相似文献
14.
16.
针对“中心云服务器+多个边缘服务器”构成的“云+边”混合环境中多任务卸载效率不足的问题,提出了一种基于概率性能感知演化博弈策略的任务卸载方法。首先,在一个“中心云服务器+多个边缘服务器”构成的“云+边”混合环境中,假设其中分布的边缘服务器具有时变波动的性能,采用一种基于概率性能感知演化博弈策略的任务卸载方法对边缘云服务器的历史性能数据进行概率分析,以获得演化博弈模型;然后,生成服务卸载的演化稳定策略(ESS),使每个用户都能在获得高满意度的前提下进行任务的卸载。基于云边缘资源位置数据集和云服务性能测试数据集进行模拟实验,在24个连续时间窗口上进行不同方法的测试比较。实验结果表明,所提方法在多个性能指标上都优于传统的贪婪(Greedy)算法、遗传算法(GA)和基于纳什均衡的博弈论算法等任务卸载方法。该方法的平均用户期望达成度相较于三个对比方法分别提升了13.7%、117.0%、13.8%,平均卸载时延分别降低了6.5%、24.9%、8.3%,平均货币成本分别降低了67.9%、88.7%、18.0%。 相似文献
17.
18.
This paper presents a “two-group knapsack game”. A number of investors colligate into two groups to bid on a common pool of potential projects. Each investor has his/her own budget limit and a cost estimation for undertaking each possible project. Each group represents a power by its market share. Associated with each project, there is a potential profit that can be realized. Investors in the same group hold an internal agreement of putting the group’s collective interest ahead of the individual’s interest and not bidding on the same project by more than one investor in the group. The profit of a particular project can be wholly taken by the sole bidder or shared proportionally by two bidders in different groups according to their group power. The objective of each group may be based not only on its own group profit but also on the other group’s profit. Assuming that each investor acts in a selfish manner with the best response to optimize its group’s objective subject to the budget constraint, we show that a pure Nash equilibrium exists under certain conditions. We also have some interesting findings of the “price of anarchy” (the ratio of the worst Nash equilibrium to the social optimum) associated with a simplified version of the two-group knapsack game with three investors. 相似文献
19.