首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 203 毫秒
1.
刘敏  王金环 《控制与决策》2024,39(2):545-550
基于矩阵半张量积方法研究智能电网需求侧管理问题.首先,基于势博弈的判定条件,利用势博弈对智能电网需求侧管理问题建模并构造相应的势函数;其次,当策略更新规则为时间级联型短视最优响应时,设计牵制控制使得势博弈在演化过程中镇定到最优纳什均衡;然后,在牵制控制设计过程中,为减少控制成本,设计算法得到尽可能少的控制玩家;最后,通过算例验证理论结果的有效性.  相似文献   

2.
矩阵半张量积被广泛地应用在有限博弈的研究中,例如:1)演化博弈; 2)势博弈; 3)有限博弈的向量空间分解; 4)基于势博弈的优化与控制; 5)合作博弈等.本文的目的,就是对上述各种应用做一个全面的介绍,包括其原理、主要成果、以及尚待解决的问题.  相似文献   

3.
有序分类是现实生活中广泛存在的一种分类问题。基于排序熵的有序决策树算法是处理有序分类问题的重要方法之一,这种方法是以排序互信息作为启发式来构建有序决策树。基于这项工作,通过引入模糊有序熵,并以模糊有序互信息作为启发式构建模糊有序决策树,对有序决策树进行了扩展。这两种算法在实际应用中各有自己的优劣之处,从四个方面对这两种算法进行了详细的比较,并指出了这两种算法的异同及优缺点。  相似文献   

4.
为了从序决策表中获取最简有序规则,在研究粒计算理论的基础上,提出一种基于粒计算的序决策规则提取算法.该算法通过定义有序矩阵、λ阶粒库的概念,利用粒计算的思想将序决策表转化为有序矩阵形式.并对有序矩阵及其对应的粒库进行分析推理,以规则覆盖度和置信度为搜索条件,尝试从较低阶的粒库中提取出尽可能多满足用户期望的最简有序规则.最后通过实例验证该算法的有效性.  相似文献   

5.
传统用户信用评价方法仅通过构建二分类模型实现用户欺诈检测,难于挖掘应用的潜在价值.文中将用户信用评价转化为基于用户信用等级排序的有序回归问题,提出结构化非线性有序回归算法,实现高效信用等级分析.首先,生成自适应局部权值矩阵,解决样本非平衡分布产生的过学习与欠学习问题.然后,引入错分样本惩罚约束优化投影方向,避免噪音对判别模型求解产生影响,提升鲁棒性.最后,采集实际应用数据,实现特征转化及有序类别标注,并验证算法.实验结果表明文中算法效果较优.  相似文献   

6.
人工势场法由于其在构型组织能力上的不足,影响了该方法在集群航路规划上的应用,为此提出基于二重势函数法的集群航路规划法,通过第一重势能场形成集群到目标的可行路径,通过第二重势能场形成构型,从而实现集群航路规划.此外,针对人工势场法存在无谓避碰、陷阱问题等不足,通过引入碰撞危险度来确定障碍物影响距离以及虚拟障碍物,提出改进的人工势场法.所有改进措施均未改变简单且易于执行的传统势函数模型,为采用人工势场法实现集群航路规划提供了一种思路.仿真结果表明改进的人工势场法很好的克服了不足,所得路径也较为平滑,且以该方法为基础所构成的集群航路规划法在集群航路规划上具有较好的表现.  相似文献   

7.
徐勇  时胜男  王金环  苏雪 《控制与决策》2020,35(9):2207-2214
针对带有不可行局势的基于群的势博弈,提出基于群的非完整局势势博弈.首先,利用矩阵的半张量积理论,给出判别一个有限博弈是否是基于(强)群的非完整局势势博弈的充分必要条件,即检验一个线性等式是否有解;其次,研究基于群的势博弈与基于群的非完整局势势博弈的关系;最后,给出一个寻找最小不可行局势集的算法,使得有限博弈在剩余局势下是一个基于群的势博弈.  相似文献   

8.
前向安全的有序聚合(Fss-Agg)签名兼顾前向安全签名和有序聚合签名的优势.自2007年提出以来,前向安全的有序聚合签名已被广泛应用于日志系统、电子商务、电子政务、区块链等众多应用场景中.目前现存的几个前向安全的有序聚合签名都是基于传统数论问题,而这些问题随着量子计算机逐渐成为现实,将会变得不再困难.因而,寻找量子计算环境下前向安全的有序聚合签名已迫在眉睫.给出了前向安全有序聚合签名方案的定义,并将前向安全性和存在性不可伪造性两个特性结合,定义了选择消息攻击下有序聚合签名的前向安全的存在性不可伪造性;基于格上的小整数解问题,利用原像采样算法和格基委派技术构造了抗量子攻击的前向安全有序聚合签名方案,即格上首个前向安全的有序聚合签名方案,方案在随机预言机模型下满足正确性和前向安全的存在性不可伪造性.  相似文献   

9.
基于系统动力学的环境污染演化博弈问题研究   总被引:3,自引:0,他引:3  
用系统动力学建立环境污染管理问题中政府管理部门与生产排污企业之间的一个混合战略演化博弈模型.仿真结果表明:非对称结构的2*2混合策略演化博弈模型不存在演化均衡.从监管部门的角度出发,改变博弈支付矩阵在演化博弈过程始终保持不变的情况,在博弈支付矩阵中考虑动态惩罚策略.结果表明,本策略的演化博弈模型存在演化稳定均衡,即Nash均衡.系统动力学为演化博弈理论的验证和应用提供一个政策仿真实验平台.  相似文献   

10.
基于诱导有序加权平均(IOWA)算子和连续区间有序加权平均(C-OWA)算子,提出一种诱导连续区间有序加权平均(IC-OWA)算子,并讨论了该算子的优良性质.针对区间数互补判断矩阵提出了连续偏好矩阵的概念,定义了基于专家评判水平偏差的诱导连续区间有序加权平均(DIC-OWA)算子,并给出一种基于该算子的区间数群决策方法.最后通过算例说明了该方法的可行性.  相似文献   

11.
The program dependence graph (PDG) is being used in research projects for compilation to parallel architectures, program version integration and program semantics. This paper describes the methods used in a prototype Fortran-to-PDG translator called the PDG Testbed. Implementation decisions and details of the PDG Testbed project are described as a complement to the formal papers detailing the abstract PDG. In addition, experimental results are given that show the storage consumption for a PDG relative to a conventional internal representation as well as execution times for several analysis and optimization steps.  相似文献   

12.
A new model for supervised classification based on probabilistic decision graphs is introduced. A probabilistic decision graph (PDG) is a graphical model that efficiently captures certain context specific independencies that are not easily represented by other graphical models traditionally used for classification, such as the Naïve Bayes (NB) or Classification Trees (CT). This means that the PDG model can capture some distributions using fewer parameters than classical models. Two approaches for constructing a PDG for classification are proposed. The first is to directly construct the model from a dataset of labelled data, while the second is to transform a previously obtained Bayesian classifier into a PDG model that can then be refined. These two approaches are compared with a wide range of classical approaches to the supervised classification problem on a number of both real world databases and artificially generated data.  相似文献   

13.
Inspired by recent algorithms for electing a leader in a distributed system, we study the following game in a directed graph: each vertex selects one of its outgoing arcs (if any) and eliminates the other endpoint of this arc; the remaining vertices play on until no arcs remain. We call a directed graph lethal if the game must end with all vertices eliminated and mortal if it is possible that the game ends with all vertices eliminated. We show that lethal graphs are precisely collections of vertex-disjoint cycles, and that the problem of deciding whether or not a given directed graph is mortal is NP-complete (and hence it is likely that no “nice” characterization of mortal graphs exists).  相似文献   

14.
为了在语料库中找出源代码的真实作者,提出了一种代码耦合度与程序依赖图特征结合的神经网络模型CPNN来识别源代码作者.首先,使用从源代码中提取的参数、扇入和扇出等特征计算代码的耦合度.其次,从转换的程序依赖图中提取控制和数据依赖项,应用预处理技术将PDG特征转换为具有频率细节的小实例,并且利用逆文档频率技术放大源代码中每个PDG特性的重要性.最后,利用CPNN模型预测程序员的编码风格特征,并对编码风格的真正作者进行属性划分.在1000名程序员的源代码数据集上进行作者归属预测,得到了95% 的准确率.  相似文献   

15.
In recent years, there have been rising concerns about the impact of online video game play on users’ socialization, particularly among adolescent players. The current study addresses one of these concerns and evaluates the potential impact of social displacement on the size and quality of users’ social circles due to video game play. Using a representative sample of adolescent players, the results provide support for the emergence of social displacement effects. Increased social online video game play, but not social offline video game play, was found to correspond with smaller, and lower quality, offline social circles. However, further research is needed to assess the impact of these declines on everyday socialization, such its potential negative influence on the development and maintenance of social skills.  相似文献   

16.
17.
We consider congestion games with linear latency functions in which each player is aware only of a subset of all the other players. This is modeled by means of a social knowledge graph G in which nodes represent players and there is an edge from i to j if i knows j. Under the assumption that the payoff of each player is affected only by the strategies of the adjacent ones, we first give a complete characterization of the games possessing pure Nash equilibria. Namely, if the social graph G is undirected, the game is an exact potential game and thus isomorphic to a classical congestion game. As a consequence, it always converges and possesses Nash equilibria. On the other hand, if G is directed an equilibrium is not guaranteed to exist, but the game is always convergent and an equilibrium can be found in polynomial time if G is acyclic, even if finding the best equilibrium remains an intractable problem.  相似文献   

18.
基于依赖图的硬件事务存储技术研究   总被引:1,自引:0,他引:1  
事务存储技术能够简化并行程序中对共享资源的访问控制,是当前的研究热点之一.目前,多数基于硬件的事务存储系统采用基于冲突检测与处理的并发控制协议,当检测到两事务发生冲突时就中止二者之一.但是对事务间"冲突"更深入的分析表明,某些"冲突"并不一定会导致事务的回退,这种冲突称为"弱冲突".基于依赖图的硬件事务存储技术能够避免弱冲突引发的多余事务回退.模拟实验表明,基于依赖图的事务存储系统与基于冲突处理的事务存储系统相比具有明显的性能优势.  相似文献   

19.
A program dependence graph (PDG) is used for computing program slices. To construct a PDG, we need dependency analysis of statements, which is very expensive in terms of memory space and computation time. In order to increase the efficiency of this analysis, we propose an algorithm for constructing a PDG in which several statements share their dependency information. In order not to degrade the precision of the resulting slice, we investigate the dependency locality of statements to be shared. The effectiveness of this approach has been investigated. Our experimental results show that the space utility decreased by 6.72–49.79% and the analysis time decreased by 4.14–33.21%. Also, a criterion on the locality of statement merging has been studied.  相似文献   

20.
循环图是一类重要的网络拓扑结构图,在并行计算和分布计算中发挥重要作用。图[G]的能量[E(G)]定义为图的特征值的绝对值之和。具有[n]个顶点的图[G]称为超能图如果图[G]的能量[E(G)>2n-2]。一个图称为循环图,若它是循环群上的Cayley图,即它的邻接矩阵是一个循环矩阵;整循环图是指循环图的特征值全为整数。借助Ramanujans和,利用Euler函数和Mobius函数,讨论了整循环图的超能性。利用Cartesian积图给出了一个构造超能整循环图的方法。  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号