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1.
将超对策模型用认知有向图系统来表示,结合局中人的不同性格特征和行为方式,引入了他们对冲突结局偏好的效用函数,以此定义了局中人针对结局的可信移动和移动欲望,制定了多人移动规则,给出了均衡结局的定义并探讨了均衡结局的求解算法.最后,给出了一个军事冲突例子.  相似文献   

2.
当前具有模糊联盟的合作对策研究主要基于任意局中人可自由结盟的基本假设,但现实结盟活动中,局中人普遍受到资源或地位等因素的限制,其合作往往具有交流结构限制。因此,基于Choquet模糊延拓研究了具有交流结构的区间模糊多人合作对策,给出了相应区间模糊联盟平均树解,并通过公理化体系对此解进行了研究。通过供应链纵向合作创新收益分配实例应用,并与区间模糊联盟合作对策的Shapley值进行比较,说明该方法的现实有效性。  相似文献   

3.
杨洁  李登峰 《控制与决策》2015,30(7):1219-1226
针对传统模糊支付矩阵对策求解方法不能保证局中人的模糊值始终相同且求解复杂的问题,通过引入??-矩阵对策的概念,提出一种求解支付为梯形模糊数的矩阵对策线性规划方法。该方法中局中人双方的对策值始终相同,且此对策值的任意??-截集的上下界和局中人的最优策略容易通过求解导出的4个线性规划问题获得,特别地,可得到模糊对策值的显式表示。通过与其他方法的比较,表明了所提出的方法更具有效性和实用性。  相似文献   

4.
当前模糊合作对策研究主要基于局中人无差异且联盟组建无约束假设,但现实联盟组建普遍具有限制约束性.针对具有限制交流结构的模糊联盟合作问题,考虑局中人具有不同的偏好差异,提出一种基于风险偏好均值的模糊联盟图合作对策及其A-T解,并公理化论证解的存在性.考虑风险偏好不仅可以体现局中人行为差异性,而且利于模糊联盟支付函数求解.最后通过实例表明了所提出方法的现实有效性和可行性.  相似文献   

5.
基于T—S模糊建模思想的多人非合作微分对策   总被引:1,自引:0,他引:1  
王新辉  李晓东  杨军 《计算机仿真》2009,26(12):333-337,341
多人微分对策的研究是微分对策研究领域的难点.如果微分对策的状态方程和支付函数是非线性的,研究的方法有双边极值原理和变分法,那么就不可避免的要求解Hamilton-Jacobi偏微分方程组,这样的求解是比较困难的.针对非线性系统的多人微分对策,利用T-S模糊思想方法将非线性系统转化成若干个线性子系统,并对多个局中人进行分组,从而建立了多人非合作微分对策模型,最后举出一个4人非合作的实例进行仿真试验,效果说明了解决问题方法的可行性.  相似文献   

6.
针对具有模糊策略集与模糊支付值的不确定性冲突环境,建立了混合模糊双矩阵对策模型。在假定模糊支付值为三角模糊数的情形下,采用了基于单个截集的模糊数线性排序函数,将模型清晰化后转化为双矩阵对策,并应用粒子群优化算法求解。最后,给出一个军事例子说明了模型的实用有效性和粒子群优化算法的高效性。  相似文献   

7.
肖燕  李登峰 《控制与决策》2019,34(4):834-842
针对现实经济管理决策环境与条件具有模糊性的特点,着重研究一类联盟特征(或支付)值为梯形模糊数的合作对策,提出一种求解梯形模糊数合作对策的最小平方优化方法.利用梯形模糊数距离(平方)概念和最小平方法,建立最小化局中人联盟分配和支付值差值平方和的优化模型,根据模型推导出联盟成员梯形模糊数分配值的解析公式,探讨该最小平方解的重要性质.设计一种新的理论优化模型以避免传统梯形模糊数减法导致的计算结果不确定性扩大等问题,为求解梯形模糊数合作对策提供一种新的实践工具与参考思路.  相似文献   

8.
江文奇 《控制与决策》2015,30(6):1059-1064
运用VlseKriterijumska Optimizacija I Kompromisno Resenje (VIKOR)方法研究模糊多准则群决策问题常常将其分成模糊信息集结和VIKOR方法求解两个阶段。个体评估信息集结方法不同,所得到的群体集结结果也不同,获得的妥协解可能会存在较大差异。鉴于此,基于含有三角模糊数的多准则群决策问题,分析现有两种主流群体信息集结方法存在的缺陷,基于个体评估值与群体评估值的距离最优和较高的相似度两个目标,设计群体信息集结优化模型,提出一种拓展的VIKOR方法。最后通过实例分析说明了所提出方法的有效性和可行性。  相似文献   

9.
仅考虑局中人参与率模糊的合作对策,称为模糊联盟合作对策。将该模型中的模糊参与率用模糊结构元表示,得到基于结构元理论的具有模糊数Choquet积分表达形式的支付函数和Shapley值的理论框架,继而定义结构元线性生成的模糊支付函数和Shapley值表达式。通过算例与区间数的方法进行对比,结果表明:基于结构元理论的模糊联盟合作对策,模型中的模糊数均由结构元线性生成,模糊数之间的四则运算转化成简单的函数表达式之间的四则运算,避免了模糊数之间运算的遍历性,运算简便。运算结果包括区间及区间上各点的隶属度,结果更加精确。  相似文献   

10.
针对直觉模糊多属性群决策问题,研究属性和专家权重的确定以及信息的集结方法.利用直觉模糊熵确定属性客观权重,并根据偏好信息确定合理的属性综合权重;在属性层面区分专家权重,将直觉模糊评价值作为Mass函数,构建证据冲突度模型确定专家权重,并利用犹豫度加以修正,避免综合支持度低而对方案排序影响大的专家权重过分削弱;采用证据理论集结决策信息,根据得分值进行方案排序.最后通过算例分析,验证了所提出方法的合理性和有效性.  相似文献   

11.
The selection of skilful players is a complicated process due to the problem criteria consisting of both qualitative and quantitative attributes as well as vague linguistic terms. This study seeks to develop a decision support framework for the selection of candidates eligible to become basketball players through the use of a fuzzy multi‐attribute decision making (MADM) algorithm. The proposed model is based on fuzzy analytic hierarchy process (FAHP) and Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) methods. The model was employed in the Youth and Sports Center of Mugla, Turkey, with the participation of seven junior basketball players aged between 7 and 14. In the present study, physical fitness measurement values and observation values of technical skills were utilized. FAHP was used to determine the weights of the criteria and the observation values of technical skills by decision makers. Physical fitness measurement values were converted to fuzzy values by using a fuzzy set approach. Subsequently, the overall ranking of the candidate players was determined by the TOPSIS method. Results were compared with human experts’ opinions. It is observed that the developed model is more reliable to be used in decision making. The model architecture and experimental results along with illustrative examples are further demonstrated in the study.  相似文献   

12.
In this study, a two-phase procedure is introduced to solve multi-objective fuzzy linear programming problems. The procedure provides a practical solution approach, which is an integration of fuzzy parametric programming (FPP) and fuzzy linear programming (FLP), for solving real life multiple objective programming problems with all fuzzy coefficients. The interactive concept of the procedure is performed to reach simultaneous optimal solutions for all objective functions for different grades of precision according to the preferences of the decision-maker (DM). The procedure can be also performed to obtain lexicographic optimal and/or additive solutions if it is needed. In the first phase of the procedure, a family of vector optimization models is constructed by using FPP. Then in the second phase, each model is solved by FLP. The solutions are optimal and each one is an alternative decision plan for the DM.  相似文献   

13.
ABSTRACT

In this paper, we introduce the notion of a cooperative game with multiple attributes where players can provide partial participations in multiple attributes and form coalitions. The power or influence of the players due to their multiple attributes is evaluated based on their memberships in the coalitions. Our game therefore, extends the notion of cooperative games with fuzzy coalitions. The Shapley function for this class of games is proposed as a rational and fair solution concept. Every fuzzy game stems out of a specific crisp game under the assumption that the players provide partial memberships in forming multiple coalitions simultaneously. We adopt similar techniques to obtain the cooperative games with multiple attributes from their crisp counterparts and subsequently determine their Shapley functions.  相似文献   

14.
The development of a communication infrastructure has made possible the expansion of the popular massively multiplayer online games. In these games, players all over the world can interact with one another in a virtual environment. The arrival rate of new players to the game environment causes fluctuations and players always expect services to be available and offer an acceptable service-level agreement (SLA), especially in terms of response time and cost. Cloud computing emerged in the recent years as a scalable alternative to respond to the dynamic changes of the workload. In massively multiplayer online games applications, players are allowed to lease resources from a cloud provider in an on-demand basis model. Proactive management of cloud resources in the face of workload fluctuations and dynamism upon the arrival of players are challenging issues. This paper presents a self-learning fuzzy approach for proactive resource provisioning in cloud environment, where key is to predict parameters of the probability distribution of the incoming players in each period. In addition, we propose a self-learning fuzzy autoscaling decision-maker algorithm to compute the proper number of resources to be allocated to each tier in the massively multiplayer online games by applying the predicted workload and user SLA. We evaluate the effectiveness of the proposed approach under real and synthetic workloads. The experimental results indicate that the proposed approach is able to allocate resources more efficiently than other approaches.  相似文献   

15.
This paper studies a special game with incomplete information, in which the payoffs of the players are both random and fuzzy. Such a game is considered in the context of a Bayesian game with the uncertain types characterized as fuzzy variables. A static fuzzy Bayesian game is then introduced and the decision rules for players are given based on credibility theory. We further prove the existence of the equilibrium of the game. Finally, a Cournot competition model with fuzzy efficiency under asymmetric information is investigated as an application and some results are presented.  相似文献   

16.
In game theory, it is usually assumed that each player has only one payoff function and the strategy set of the game is composed of the topological product of individual players’ strategy sets. In real business and system design or control problems, however, players’ strategy sets may be interactive and each player may have more than one payoff function. This paper, investigates the more general situation of multiple payoff and multiple person games in a normal form. In this paper, each player has several payoff functions which are dominated by certain convex cones, and the feasible strategy set of each player may be interactive with those of the other players. This new model is applied to a classical example without requiring variational and quasi-variational inequalities, or point-to-set mappings.  相似文献   

17.
In this paper, we consider interactive fuzzy programming for multi-level 0–1 programming problems involving random variable coefficients both in objective functions and constraints. Following the probability maximization model together with the concept of chance constraints, the formulated stochastic multi-level 0–1 programming problems are transformed into deterministic ones. Taking into account vagueness of judgments of the decision makers, we present interactive fuzzy programming. In the proposed interactive method, after determining the fuzzy goals of the decision makers at all levels, a satisfactory solution is derived efficiently by updating satisfactory levels of the decision makers with considerations of overall satisfactory balance among all levels. For solving the transformed deterministic problems efficiently, we also introduce novel tabu search for general 0–1 programming problems. A numerical example for a three-level 0–1 programming problem is provided to illustrate the proposed method.  相似文献   

18.
In this paper, an interactive approach for dealing with a linear programing model under multiple and conflicting objectives is presented. The technique used can be regarded as fuzzy mathematical programming. A compromise solution is determined by eliciting from a single decision maker, a curve of preference for given aspiration levels of the objectives involved. Software was developed for a personal computer and can be helpful in providing support to practitioners utilizing mathematical modelling to justify their decisions.  相似文献   

19.
I. INTRODUCTION RoboCup is an international joint project to promote artificial intelligence (AI), robotics, and related fields [1]. It is an attempt to foster AI and intelligent robotics research by providing a standard problem for which a wide range of technologies can be integrated and examined. The RoboCup Soccer Server version 7 introduced the concept of heterogeneous players. A heterogeneous player is a robot who has different capabilities to other players. Soccer Server define…  相似文献   

20.
针对模糊多属性决策问题,给出一种基于指数型模糊数的多属性决策模型。一方面,通过定义指数型模糊数的期望,以实现属性权重向量的解模糊化处理;另一方面,根据三元区间数理论和指数型模糊数的截集信息,定义指数型模糊数上一种新的距离度量,以计算各备选方案与正、负理想方案之间的距离。根据模糊理想点思想,基于指数型模糊数的期望和距离的定义,给出一种指数型模糊数上的Topsis多属性决策方法。将该模型应用于一个具体实例,其结果证实了该方法的有效性。  相似文献   

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