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1.
针对无线传感器网络节点能量有限与能耗不均衡导致网络生命周期提前结束的问题,运用势博弈理论将节点的平均寿命、节点最短寿命、网络的连通性以及覆盖性应用到效益函数的设计中,建立一种基于序数势博弈的能耗均衡的拓扑控制模型,以证明博弈模型是序数势博弈.基于该势博弈模型,提出一种能耗均衡的自适应拓扑博弈算法.该算法根据节点平均寿命调整自身的功率,帮助最短寿命节点降低功率,延长整个网络的生存时间.仿真实验及对比分析表明,所提出的算法相比于其他基于博弈论的拓扑控制算法,能够改善网络能量的均衡性,提高网络能量效率,保证网络拓扑的健壮性,增强网络拓扑的自适应性.  相似文献   

2.
杨浩  许宇航  倪媛  路石  姜斌 《控制与决策》2022,37(4):769-781
安全决策与控制是保证控制系统稳定安全运行的核心支撑技术,现代网络系统在物理层面、信息层面、个体决策和监管层面分别会岀现部件损坏、网络攻击和恶意决策等完全不同类型的异常行为.鉴于此,首先总结各类异常行为的特点,指出网络系统安全决策与控制的目标与难点,强调容错博弈控制相较于其他容错控制和博弈方法的特色和优势;其次,聚焦于4个层面上的各类异常行为及其特点,阐述容错博弈控制的基本问题和思想,立足于跨层调节的思路,详细总结各类容错博弈控制的最新研究成果及其特性;再次,以集群飞行器系统作为典型对象阐述容错博弈控制的应用前景;最后,对容错博弈控制在现代网络系统中的研究方向进行展望.  相似文献   

3.
李翠  薛昱 《控制与决策》2014,29(11):2101-2107
为了弥补核心作为博弈解可能为空集的缺陷,将经典合作博弈中的谈判集解拓展到模糊合作博弈中,提出了模糊合作博弈的模糊谈判集的概念.探讨模糊网络博弈的模糊谈判集和核心的等价性质,并对相关结论加以证明.研究表明,模糊合作博弈的模糊谈判集是经典合作博弈谈判集的自然拓展,该结果丰富了对模糊合作博弈的解的研究,也表明了模糊网络博弈核心的非空性,进而保证其最优分配方案的存在性.  相似文献   

4.
即时战略游戏(简称RTS游戏)中,用户的行为由于游戏自身庞大的决策空间而难以预测.针对这个问题,提出了通过对RTS游戏的对战记录进行分析,建立5种结构的神经网络模型来预测用户行为的方法.模型考虑了不同时间片的状态对于决策行为的影响,设计了单时间片输入和双时间片输入的神经网络,并与基于动态贝叶斯网络的模型进行了比较.实验结果表明,基于单时间片输入的神经网络模型能够更加快速地完成训练过程并达到满意的预测准确度.  相似文献   

5.
杨林  王永杰 《计算机工程》2021,47(1):154-164
当前复杂环境下网络安全问题频发,而现有攻防博弈网络防御模型未考虑网络攻击单点多步的特性,无法有效进行网络防御。针对网络攻防实际需求,通过模拟攻防环境和过程,提出一种基于单点多步网络攻防博弈模型的防御策略选取方法。建立单点多步攻防博弈模型,将全局博弈缩小为漏洞上的局部博弈以适应各种防御体系的攻防分析,采用漏洞评分系统量化攻防博弈效用降低评估主观性,基于攻击图理论构建漏洞连通图和漏洞邻接矩阵模型,并以其为工具对攻防决策攻击图进行分析,在此基础上设计最优防御策略选取方法,结合典型攻防场景验证其可行性。实验结果表明,该方法采取的单点博弈混合策略纳什均衡具有概率独立性,适用于大规模网络攻防博弈分析。  相似文献   

6.
Over the last two decades, the electricity industry has shifted from regulation of monopolistic and centralized utilities towards deregulation and promoted competition. With increased competition in electric power markets, system operators are recognizing their pivotal role in ensuring the efficient operation of the electric grid and the maximization of social welfare. In this article, we propose a hypothetical new market of dynamic spatial network equilibrium among consumers, system operators and electricity generators as solution of a dynamic Stackelberg game. In that game, generators form an oligopoly and act as Cournot-Nash competitors who non-cooperatively maximize their own profits. The market monitor attempts to increase social welfare by intelligently employing equilibrium congestion pricing anticipating the actions of generators. The market monitor influences the generators by charging network access fees that influence power flows towards a perfectly competitive scenario. Our approach anticipates uncompetitive behavior and minimizes the impacts upon society. The resulting game is modeled as a Mathematical Program with Equilibrium Constraints (MPEC). We present an illustrative example as well as a stylized 15-node network of the Western European electric grid.  相似文献   

7.
Wireless Heterogeneous Sensor Network (WHSN) facilitates ubiquitous information acquisition for Ambient Intelligence (AmI) systems. It is of great importance of power management and topology control for WHSN to achieve desirable network performances, such as clustering properties, connectivity and power efficiency. This paper proposes a game theoretic model of topology control to analyze the decentralized interactions among heterogeneous sensors. We study the utility function for nodes to achieve desirable frame success rate and node degree, while minimizing the power consumption. Specifically, we propose a static complete-information game formulation for power scheduling and then prove the existence of the Nash equilibrium with simultaneous move. Because the heterogeneous sensors typically react to neighboring environment based on local information and the states of sensors are evolving over time, the power-scheduling problem in WHSN is further formulated into a more realistic incomplete-information dynamic game model with sequential move. We then analyze the separating equilibrium, one of the perfect Bayesian equilibriums resulted from the dynamic game, with the sensors revealing their operational states from their actions. The sufficient and necessary conditions for the existence of separating equilibrium are derived for the dynamic Bayesian game, which provide theoretical basis to the proposed power scheduling algorithms, NEPow and BEPow. The primary contributions of this paper include applying game theory to analyze the distributed decision-making process of individual sensor nodes and to analyze the desirable utilities of heterogeneous sensor nodes. Simulations are presented to validate the proposed algorithms and the results show their ability of maintaining reliable connectivity, reducing power consumption, while achieving desirable network performances.  相似文献   

8.
随着网络条件的改善,网络游戏正在成为一种新兴的网络应用服务。与其他互联网应用服务不同,网络游戏需要网络延时和抖动的QoS。通过对网络游戏所需的网络环境进行分析,提出一种增强网络游戏体验的网络优化方法,通过LSP客户端代理游戏用户的网络通信,使用加速服务端对游戏的通信路由进行优化,形成一个能够大幅提升用户游戏体验的游戏加速方法,保证网络游戏所需的低延时和低抖动的网络要求,最后现网测试数据表明该方法有效且高效。  相似文献   

9.
This study applies social capital theory to investigate how a player’s network centrality in an online gaming community (i.e., a guild) affects his/her attitude and continuance intention toward a Massive Multiplayer Online Game (MMOG). Analysis of 347 usable responses shows that players’ network centrality has a negative impact on their ties to players who belong to other guilds (i.e., non-guild interaction), but a positive effect on players’ access to resources. However, players’ network centrality fails to increase their perceived game enjoyment directly. Players’ resource accessibility and perceived game enjoyment play mediating roles in the relationship between network centrality and attitude toward playing an MMOG, which in turn influences game continuance intention. The results also show that although players’ non-guild interaction is negatively related to their resource accessibility from the networks, it is positively associated with perceived game enjoyment. The article concludes with implications and limitations of the study.  相似文献   

10.
博弈论研究冲突对抗条件下最优决策问题,是网络空间安全的基础理论之一,能够为解决网络防御决策问题提供理论依据.提炼网络攻防所具备的目标对立、策略依存、关系非合作、信息不完备、动态演化和利益驱动6个方面博弈特征.在理性局中人假设和资源有限性假设的基础上,采用攻防局中人、攻防策略集、攻防动作集、攻防信息集和攻防收益形式化定义...  相似文献   

11.
ABSTRACT

Gamification has created interesting dimensions in the workplace through the application of game elements. Game dynamics, triggered by game elements, have received attention because of their significant influence on employees’ engagement, performance, and knowledge contribution. While recent research has explored the significance of game elements, there has been insufficient focus on the relations among game dynamics, user experience, and creative ideation. Subsequently, this research aims to investigate the effect of game dynamics on creative ideation. Inspired by the broaden-and-build theory and other research on cognitive processes, this study introduced two parallel mediators: transcendent and intellectual experiences. To test the research model, 508 samples were administered to employees of an IT organisation that has incorporated gamification along with enterprise social network. The results demonstrated partial mediation between the game dynamics (collaboration and network exposure) and creative ideation, and full mediation between time pressure and creative ideation. A stronger mediating effect of transcendent experience was found between collaboration and creative ideation, and a stronger mediating effect of intellectual experience was found between time pressure and creative ideation. The results of the study pave the way for future research into game dynamics and their effect on creative ideation through specific user experiences.  相似文献   

12.
针对UWSNs由网络拓扑控制不稳定、频繁变化引起网络的能耗不均衡、网络生存周期短等问题,从分析传感器节点受水下不确定性因素对UWSNs的拓扑结构演化入手,构建分布式水下传感器节点状态变量描述模型,归纳出节点之间和节点与环境之间多目标交互、协同、决策的UWSNs拓扑控制优化问题,将多目标优化问题映射成博弈论优化问题,再利用势博弈与Log-linear分布式学习规则实现博弈中节点策略行为的更新过程,采用非齐次马尔可夫链理论证明网络拓扑控制目标函数的优化问题收敛到最大化势博弈函数的解,从而达到保持网络均衡、延长网络生存周期的目的.  相似文献   

13.
为了提高无线传感器网络数据转发的可靠性及能量利用率,本文基于拍卖博弈建立了拍卖路由博弈模型,并提出一种进行转发节点选择的价格路由博弈算法.在算法中潜在的转发节点为了从发送节点获得虚拟货币而相互竞争,发送节点根据各个转发节点的标价选择最佳转发节点.实验仿真表明拍卖路由博弈模型的合理、有效,提出的价格路由博弈算法能够降低节点的能量消耗,延长网络的生命周期.  相似文献   

14.
针对无线传感器网络中节点负载过重与能耗不均衡而出现网络能量空洞的问题,基于演化博弈理论建立一种簇头竞选的博弈模型,同时提出一种基于演化博弈的无线传感器网络最优成簇算法。运用节点的剩余能量、数据接收能耗和数据转发能耗设计簇头演化博弈的收益函数,并将最优发射功率控制机制应用于簇成员的选择,从而形成稳定连通的网络分簇结构。仿真实验表明该算法平衡了节点负载,从而均衡网络能量,有效改善网络中过早出现能量空洞的问题,进而延长了网络生存时间。  相似文献   

15.
IOCP机制在P2P网络游戏中的应用   总被引:1,自引:0,他引:1  
大型网络游戏作为一种分布式系统在高峰时要承载巨量用户在线负荷,这就对大型网络游戏通信系统的设计提出了非常高的要求。如何提高系统玩家承载量,使系统具有良好的伸缩性,以及如何利用有限的带宽为玩家带来一致而平滑的游戏已成为人们关注的焦点。通过对当前游戏开发技术的考察发现:在传统的网络游戏开发过程中,多是基于C/S模型,服务器在多人在线的情况下承受着巨大的压力。虽然也有基于P2P的网络游戏,但是对多个玩家同时在线支持不够。针对上述问题,文章提出将IOCP的模型应用在对等网络(P2P)模型的客户端中,以增强对等网中每个节点计算机的承载能力,从而降低主服务器的负载量。  相似文献   

16.
网络游戏是一种新兴的娱乐方式,人们在进行网络游戏时,会受到其文化思想内容的影响。作为新兴的文化娱乐活动,网络游戏具有传播文化的使命。在色彩缤纷的网络游戏里,传统视觉元素是重要的表现素材,探究民族元素在游戏美术视觉形式美中的运用,对于网络游戏的民族化发展有重要的现实意义。  相似文献   

17.
社交网络虽然实现了网络化的人际信息交流和交友.但同时也存在着大量的例如个人隐私信息泄露等问题。面对这种情况,计算机学术界提出一种基于博弈论的能够避免泄露用户隐私信息的新型的社交网络的访问控制方法。就这一基于博弈论的社交网络控制方法进行相关的简述和分析,以便于人们了解和认识这种社交网络的博弈论控制方法。  相似文献   

18.
In this paper, we formulate a non-cooperative optimization game in market-oriented overlay networks where participating peers share their own computing resources to earn virtual money called energy. We model an overlay network as a set of non-cooperative resource providing peers, called platforms, that perform resource pricing and topology management to maximize their own energy gains. Resource consuming peers, called agents, are simply designed to migrate platform-to-platform to find the least expensive resources in the network. Simulation results are presented to demonstrate the market dynamics as well as the global properties of the network, i.e., resource price and network topology, that emerge from local interactions among the group of peers.  相似文献   

19.
在车载自组织网络中使用公共品博弈理论促进节点合作的研究表明车辆密集区域的节点会呈现不合作状态.本文通过模拟实验得知当节点平均度数较低时,节点更容易产生合作行为.为了提高车辆密集区域中合作节点的比例,本文提出了博弈度数与博弈拓扑的概念,并在此基础上构建了一种能够更改网络博弈拓扑,降低节点博弈度数的分组博弈理论模型.实验结果表明,在车辆密集区域使用该博弈模型能够显著提高网络中合作节点的比例.  相似文献   

20.
In this paper, we formulate a non-cooperative optimization game in market-oriented overlay networks where participating peers share their own computing resources to earn virtual money called energy. We model an overlay network as a set of non-cooperative resource providing peers, called platforms, that perform resource pricing and topology management to maximize their own energy gains. Resource consuming peers, called agents, are simply designed to migrate platform-to-platform to find the least expensive resources in the network. Simulation results are presented to demonstrate the market dynamics as well as the global properties of the network, i.e., resource price and network topology, that emerge from local interactions among the group of peers.  相似文献   

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