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1.
新型建筑工业化具有高质量、低消耗、可循环发展等特征,其推广已上升到国家战略层面。利用演化博弈方法,建立“政府-开发商-银行” 的三方动态演化博弈模型,进行各博弈主体策略的演化稳定性分析,并针对初始状态、奖惩力度、借贷风险和开发成本等对演化结果的影响进行动态仿真。在此基础上, 考虑开发商群体的网络拓扑特征对演化真实性的影响,引入复杂网络理论, 以无标度网络为载体描述开发商个体的连接偏好和决策机制,构建政府监管下的建筑工业化扩散模型,并通过仿真深入研究相关因素对扩散深度的影响作用,最后结合仿真结果给出相应对策建议。  相似文献   
2.
Besides entertainment, games have shown to have the potential to impact a broader variety of cognitive abilities. Research has consistently shown that several aspects in cognition such as visual short-memory, multitasking and spatial skills can be enhanced by game play. In a previous study, it was found that playing Monkey Tales, a game aimed at training arithmetic skills, helped second grade pupils to increase their accuracy in mental calculation as compared to paper exercises. In this follow up study we explore whether traditional methods and game training differ in terms of the cognitive processes that both are able to impact. We incorporated standardized measures of working memory and visuo-motor skills. Additionally, the mathematics game was modified and its contents extracted to allow precise comparison between the gaming and paper exercises condition. Thus each single math exercise, type of question (e.g., multiple choice), quantity and order was perfectly matched in the game training and the traditional training conditions. Gains in arithmetical performance, and self-reported measures of enjoyment were also investigated. We found some evidence suggesting that arithmetic performance enhancement induced by game play and paper exercises differ not only in terms of enjoyment but also of working memory capacity improvements.  相似文献   
3.
This article focuses on the consensus problem of leader-following fractional-order multi-agent systems (MASs) with general linear and Lipschitz nonlinear dynamics. First, the distributed adaptive protocols for linear and nonlinear fractional-order MASs are constructed, respectively. We allow the control coupling gains to be time varying for each agent. Moreover, the adaptive modification schemes for the control gain are designed, which renders smaller control gains and thus requires smaller amplitude on the control input without sacrificing consensus convergence. Second, based on fractional-order Lyapunov stability theorem and Barbalat's lemma, two novel sufficient conditions in terms of linear matrix inequalities are provided to ensure that the leader-following consensus can be obtained in the case for any undirected connected communication graph. Furthermore, we show that the proposed algorithm also works for consensus of agents with intrinsic Lipschitz nonlinear dynamics. As a result, the proposed framework requires no global information and thus can be implemented in a fully distributed manner. Finally, the numerical simulations are given to demonstrate the effectiveness of obtained the theoretical results.  相似文献   
4.
ABSTRACT

This paper focuses on controllability and observability of multi-agent systems with heterogeneous and switching topologies, where the first- and the second-order information interaction topologies are different and switching. First, based on the controllable state set, a controllability criterion is obtained in terms of the controllability matrix corresponding to the switching sequence. Next, by virtue of the subspace sequence, two necessary and sufficient algebraic conditions are established for controllability in terms of the system matrices corresponding to all the possible topologies. Furthermore, controllability is considered from the graphic perspective. It is proved that the system is controllable if the union graph of all the possible topologies is controllable. With respect to observability, two sufficient and necessary conditions are derived by taking advantage of the system matrices and the corresponding invariant subspace, respectively. Finally, some simulation examples are worked out to illustrate the theoretical results.  相似文献   
5.
Abstract

Multi-agent systems need to communicate to coordinate a shared task. We show that a recurrent neural network (RNN) can learn a communication protocol for coordination, even if the actions to coordinate are performed steps after the communication phase. We show that a separation of tasks with different temporal scale is necessary for successful learning. We contribute a hierarchical deep reinforcement learning model for multi-agent systems that separates the communication and coordination task from the action picking through a hierarchical policy. We further on show, that a separation of concerns in communication is beneficial but not necessary. As a testbed, we propose the Dungeon Lever Game and we extend the Differentiable Inter-Agent Learning (DIAL) framework. We present and compare results from different model variations on the Dungeon Lever Game.  相似文献   
6.
针对在军棋博弈不完全信息对弈中,面对棋子不同价值、不同位置、不同搭配所产生的不同棋力,传统的单子意图搜索算法,不能满足棋子之间的协同性与沟通性,同时也缺乏对敌方的引诱与欺骗等高级对抗能力。本文提出一种结合UCT搜索策略的高价值棋子博弈方法,实现高价值棋子协同博弈的策略。实战经验表明:高价值多棋子军棋协同博弈策略优于单棋子军棋博弈策略。  相似文献   
7.
我国水权交易博弈定价决策机理   总被引:10,自引:3,他引:7  
陈洪转  羊震  杨向辉 《水利学报》2006,37(11):1407-1410
结合水权交易双方的效用函数,基于博弈原理及方法分别建立了水权交易准市场阶段和水市场阶段的水权交易博弈定价模型,并对水市场定价模型的纳什均衡解进行了探讨;基于定价相关要素间关系的探讨,解析了准市场阶段和水市场阶段水权交易定价决策机理,结果认为水权交易双方存在利益冲突,并且准市场阶段水权交易定价相对较低,水市场阶段水权交易定价相对较高。  相似文献   
8.
许可  张春鹏 《世界电信》2004,17(10):23-26
分析了韩国、日本及国内运营商手机游戏业务的发展状况.探讨了手机游戏业务的模式.论述了该业务的战略定位和市场前景。从地区提供给移动通信市场对外部环境、产业链的准备是否充分以及运营商内部的资源和运营状况等三个方面阐明了手机游戏业务发展的关键因素。  相似文献   
9.
After the remarkable increase of Internet users and broadband Internet subscribers at the end of the 20th century, the size of Korean Internet and e-commerce market steadily increased but the growth rate has been either stagnant or decreased. Trends of Korean Internet and e-commerce market are summarized in this paper the trends on Internet usage are introduced. Trends of online games, blogs and wireless Internet are introduced. The trends of Korean Internet market may have implications for China and Japan.  相似文献   
10.
The aim of this article is to bring forth the issue of integrating the services provided by intelligent artifacts in Ambient Intelligence applications. Specifically, we propose a Distributed Constraint Optimization procedure for achieving a functional integration of intelligent artifacts in a smart home. To this end, we employ Adopt-N , a state-of-the-art algorithm for solving Distributed Constraint Optimization Problems (DCOP). This article attempts to state the smart home coordination problem in general terms, and provides the details of a DCOP-based approach by describing a case study taken from the RoboCare project. More specifically, we show how (1) DCOP is a convenient metaphor for casting smart home coordination problems, and (2) the specific features which distinguish Adopt-N from other algorithms for DCOP represent a strong asset in the smart home domain.  相似文献   
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