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91.
从一个新的角度看待编程教学,从游戏的角度学习C语言。虽然C语言不是面向对象语言,但通过一个小游戏的设计过程学习用函数思考问题,在过程性语言中更多加入面向对象思路,那么当你真正的去学习一门面向对象语言时,就会有C语言的函数学习基础去对比。这会使学习面向对象编程更容易理解和更有乐趣。  相似文献   
92.
脚本技术在游戏引擎中的应用是近年来游戏开发一个新的趋势。本文探讨了脚本技术在游戏引擎中的作用,并以一种脚本语言Lua为例,详细分析了脚本与引擎通信的原理。  相似文献   
93.
The game of tag is frequently used in the study of pursuit and evasion strategies that are discovered through competitive coevolution. The aim of coevolution is to create an arms race where opposing populations cyclically evolve in incremental improvements, driving the system towards better strategies. A coevolutionary simulation of the game of tag involving two populations of agents; pursuers and evaders, is developed to investigate the effects of a boundary and two obstacles. The evolution of strategies through Chemical Genetic Programming optimizes the mapping of genotypic strings to phenotypic trees. Four experiments were conducted, distinguished by speed differentials and environmental conditions. Designing experiments to evaluate the efficacy of emergent strategies often reveal necessary steps needed for coevolutionary progress. The experiments that excluded obstacles and boundaries provided design pointers to ensure coevolutionary progress as well as a deeper understanding of strategies that emerged when obstacles and boundaries were added. In the latter, we found that an awareness of the environment and the pursuer was not critical in an evader’s strategy to survive, instead heading to the edge of the boundary or behind an obstacle in a bid to ‘throw-off or hide from the pursuer’ or simply turn in circles was often sufficient, thereby revealing possible suboptimal strategies that were environment specific. We also observed that a condition for coevolutionary progress was that the problem complexity must be surmountable by at least one population; that is, some pursuer must be able to tag an opponent. Due to the use of amino-acid building blocks in our Chemical Genetic Program, our simulations were able to achieve significant complexity in a short period of time.
Joc Cing TayEmail:
  相似文献   
94.
Traditional distinctions between work/play and classroom/gamespace create barriers to computer games’ integration into academic settings and the writing classroom in particular. For a writing class, the work/play distinction often relegates games to an object of analysis in which students critique the games but have little invested in the gameplay itself. After examining briefly how historical changes in education created these distinctions, we offer an alternative position that places play and gamespace within the realm of the classroom. In so doing, we open up a gap for computer game theory to inform the pedagogy that can be practiced in a writing classroom. We show one such example of game theory informing writing pedagogy—the theory of emergent gaming. We then offer an example of an enacted emergent pedagogy in which students play the massively multiplayer online role-playing game World of Warcraft throughout the term, composing self-determined, rhetorically focused writing projects informed by play and written for other game players.  相似文献   
95.
This paper develops a two-period pricing and production decision model in a one- manufacturer-one-retailer dual-channel supply chain that experiences a disruption in demand during the planning horizon. While disruption management has long been a key research issue in supply chain management, little attention has been given to disruption management in a dual-channel supply chain once the original production plan has been made. Generally, changes to the original production plan induced by a disruption may impose considerable deviation costs throughout the supply chain system. In this paper, we examine how to adjust the prices and the production plan so that the potential maximal profit is obtained under a disruption scenario. We first study the scenario where the manufacturer and the retailer are vertically integrated with demand disruptions. Then we further assume that the manufacturer bears the deviation costs and obtain the manufacturer’s and the retailer’s individual optimal pricing decision, as well as the manufacturer’s optimal production quantity in a decentralized decision-making setting. We derive conditions under which the maximum profit can be achieved. The results indicate that the optimal production quantity has some robustness under a demand disruption, in both centralized and decentralized dual-channel supply chains. We also find that the optimal pricing decisions are affected by customers’ preference for the direct channel and the market scale change, in both centralized and decentralized dual-channel supply chains.  相似文献   
96.
Most mobile video applications are often deployed on battery-operated devices. With limited power supply, it is a challenging issue to support video applications with high resolution due to the complex functionality and high resource requirements. Thus, power-efficient design is important in computation intensive applications especially for mobile video terminals. Previous works on power-efficient control in video encoding systems focus on the low complexity design while typically ignoring the impact of scalable design by considering various power consumption involved in the encoding process. This paper is dedicated to developing a power-scalable video encoding (PSVE) strategy for energy-limited mobile terminals. PSVE can help the video encoding terminal to adjust its power consumption budget efficiently so as to enhance the power-scalable capability in mobile video terminals. This paper first establishes game theoretical analysis to model the power consumption problem as a bargaining problem. Then, the tradeoff between encoding effect and power consumption achieved by the use of game theory. The scalable and low power video encoding system based on Nash equilibrium solution is derived through the analysis on the power consumption and encoding effect. Experimental results demonstrate the efficiency of the proposed approach.  相似文献   
97.
《控制论与系统》2012,43(1):1-26
Abstract

This paper presents a novel method for computing the Nash bargaining equilibrium for finite, ergodic and controllable Markov chains games. To solve the bargaining process we first set the disagreement point as the Nash equilibrium of the problem, then to find the new agreement point we follow the bargaining model presented by Nash. We exemplify the game formulation in terms of nonlinear programing equations implementing the Lagrange principle. For ensuring the convergence of the game to an equilibrium point we employ the Tikhonov’s regularization method. For solving the bargaining problem we make use of the extraproximal optimization approach. Finally, we validate the proposed method by a numerical example for a three-person bargaining situation.  相似文献   
98.
介绍反向共乘的网络编码形式,基于博弈理论提出用于多路径网络编码通信分割的势博弈模型。分析一种8个节点的网络拓扑,以网络传输总成本作为优化目标设计势函数,使用博弈中的BNN动态作为激励结构调整流在不同路径上的通信分割,使网络系统收敛于Wardrop均衡,即最低成本状态。仿真结果表明,该模型使用BNN动态能够有效调整流的通信分割,从而最小化网络传输总成本。  相似文献   
99.
"国以民为本,民以食为天",食品安全事关国计民生。近期我国食品安全问题频繁发生,知名品牌卷入食品安全问题的漩涡之中。通过博弈分析,本文认为我国食品安全监管存在"激励悖论",建立和完善食品安全监管体系的三重约束和三道防线是解决我国食品安全问题的有效途径和重要手段。  相似文献   
100.
To solve the problem of conflict and deadlock with agents in multiagent system, an algorithm of multiagent coordination and cooperation was proposed. Taking agent in multiagent system as a player, the pursuit problem Markov model was built. The solution was introduced to get the optimal Nash equilibrium by multiagent reinforcement learning. The method of probability and statistics and Bayes formula was used to estimate the policy knowledge of other players. Relative mean deviation method was used to evaluate the confidence degree in order to increase the convergence speed. The simulation results on pursuit problem showed the feasibility and validity of the given algorithm.  相似文献   
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