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1.
Computational Economics - We leverage a new algorithm for numerically solving Colonel Blotto games to gain insight into a version of the game where players have different types of resources....  相似文献   

2.
In this paper we introduce a modification of the concept of Equilibrium in Secure Strategies (EinSS), which takes into account the non-uniform attitudes of players to security in non-cooperative games. In particular, we examine an asymmetric attitude of players to mutual threats in the simplest case, when all players are strictly ordered by their relation to security. Namely, we assume that the players can be reindexed so that each player i in his behavior takes into account the threats posed by players j > i but ignores the threats of players j < i provided that these threats are effectively contained by some counterthreats. A corresponding equilibrium will be called a Chain EinSS. The conceptual meaning of this equilibrium is illustrated by two continuous games that have no pure Nash equilibrium or (conventional) EinSS. The Colonel Blotto two-player game (Borel 1953; Owen 1968) for two battlefields with different price always admits a Chain EinSS with intuitive interpretation. The product competition of many players on a segment (Eaton, Lipsey 1975; Shaked 1975) with the linear distribution of consumer preferences always admits a unique Chain EinSS solution (up to a permutation of players). Finally, we compare Chain EinSS with Stackelberg equilibrium.  相似文献   

3.
Qinglong Wang 《Cryptologia》2013,37(4):370-376
In his book, Colonel John V. Grombach acknowledges the help of Yardley and others, “all members of the Secret Intelligence Branch, which I directed…”  相似文献   

4.
基于人工免疫系统的克隆-K均值算法   总被引:4,自引:4,他引:0  
提出了一种用于聚类分析的克隆-K均值算法.基于人工免疫系统的克隆选择算法具有全局搜索能力强,收敛于全局最优解的特点.基于以上优点,在克隆选择算法中引入K-均值算子,对种群中的个体在克隆、变异操作后进行K-均值运算.通过对初始种群的形成、克隆操作、变异操作、替代操作和K-均值操作等过程的描述,提出了完整的克隆-K均值算法.实验研究表明,算法成功解决了K-均值算法对初始值敏感且容易陷入局部最优的缺点,算法明显优于传统的K-均值聚类算法.  相似文献   

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6.
传统基于人工免疫的识别算法对于正常行为和非正常行为的定义仅限一次,无法根据实际网络环境中的变化做出调整。克隆选择算法是基于群体的免疫算法,是一种模拟免疫系统的学习过程的进化算法,也是抗体集进行群体更新的策略。  相似文献   

7.
The introduction of full-body controllers has made computer games more accessible and promises to provide a more natural and engaging experience to players. However, the relationship between body movement and game engagement is not yet well understood. In this article, I consider how body movement affects the player's experience during game play. I start by presenting a taxonomy of body movements observed during game play. These are framed in the context of a body of previously published research that is then embedded into a novel model of engagement. This model describes the relationship between the taxonomy of movement and the type of engagement that each class of movement facilitates. I discuss the factors that may inhibit or enhance such relationship. Finally, I conclude by considering how the proposed model could lead to a more systematic and effective use of body movement for enhancing game experience.  相似文献   

8.
让学生在游戏中学习,在游戏中体验学习的乐趣,这对培养学生的学习兴趣以及提高教学效果是十分重要的。将习题植入游戏之中,当玩家在玩该游戏的同时,能够学习并掌握习题中所涉及的知识。  相似文献   

9.

In this work, we are going to study a differential game related to terrorism: min-max two persons differential game, the question and discuss the qualitative of how best to prosecute the “war on terror” leads to strategic interaction in an inter-temporal setting. We consider a min-max differential game between a governments and a terrorist organization. To obtain the optimal strategy of this problem, we study the analytic form of min-max two persons differential game and a necessary conditions of this problem. Furthermore, we study a saddle point of a min-max differential game. Finally, we make a comparison between the game of the government and the terrorist organization. In the final, I hope from among this study introduce the optimal control and state trajectory to the governments to counter-terrorist.

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10.
Part I briefly outlines the main results of network game theory–a game theory topic devoted to the formation of stable links between goal-oriented subjects in conflicts. Strategic, dynamic, and cooperative approaches to describing the network interaction are outlined. Part II deals with the control of organization systems with network interaction of agents.  相似文献   

11.
This paper deals with the development of a numerical algorithm for the solution of the multipoint boundary value problem arising as a necessary condition for extremals as obtained from the application of the theory of Calculus of Variation to two persons zero sum differential games. The paper is divided into two parts, where Part I contains the theoretical development of the algorithm and Part II contains an application of the method to a pursuit-evasion game. The numerical technique that is derived in Part I consists basically of a linearization around nominal trajectories of the performance index as well as of the static and dynamic constraints imposed on the game. A computation of optimal corrections to these trajectories is performed. Time variable stepsizes along the gradient directions of the Hamiltonian function of the system are derived to improve the convergence behavior of the algorithm. A restoration of the nominal trajectories is made during each iteration to force them to comply with the, in general, nonlinear constraints that define the game. This procedure generates nominals that represent feasible solutions to the original problem and the performance index can therefore be compared between iterations. Part II solves a nonlinear pursuit-evasion game using the technique derived in Part I. An evaluation of the advantage of the time variable step sizes is discussed in Part II.  相似文献   

12.
为解决当前跨平台游戏开发难度较大的问题,使用三维游戏引擎Unity 3D开发了一款三维射击游戏,并移植到Windows,Web,Mac,MacDashboard等多个平台。从图形用户界面、关卡设计、动画模块、声音模块、人工智能等模块人手,阐述了游戏开发过程,解决了陨石围绕星体公转,用A*算法实现飞机自动寻找最近的陨石,建立对声音的监听等问题,并对纹理贴图、天空盒等问题进行了实现和优化。  相似文献   

13.
一种基于博弈策略的群智能属性约简算法   总被引:1,自引:0,他引:1  
建立了粒子群算法与博弈论之间的联系,在此基础上,引入一种基于博弈策略的群智能搜索机制,并应用于粗糙集最小属性约简问题的求解。由此构建的属性约简算法,可以设置不同的参与团体及其博弈策略,构建相应的支付效用矩阵,并能通过博弈过程构建策略的最优组合。多个UCI数据集的实验计算表明提出的基于博弈策略的新算法求解质量优于粒子群优化算法、禁忌搜索、遗传变异和变异粒子群优化算法,并具有较小的计算开销。  相似文献   

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15.
无人机系统与其他武器系统的联合训练是一项重要课题。在对无人机系统的进行深入分析的基础上,设计了基于HLA/RTI的无人机作战仿真系统的基本框架,实现了与炮兵C3I系统的联合仿真,建立了无人机作战仿真系统的概念模型,为下一步仿真系统的开发实现奠定了基础。  相似文献   

16.
Handshake Games     
In this paper I present a game model for the semantical analysis of handshake circuits. I show how the model captures effectively the composition of circuits in an associative way. Then I build a compact-closed category of handshake games and handshake strategies. I then consider the language Tangram and I define a semantics for this language simply by giving a denotation in the model to each handshake component that is used in the compilation of Tangram programs.  相似文献   

17.
Zaccour (2008) analyses a marketing channel where firms invest in advertising to increase brand equity, showing that an exogenous two-part tariff cannot replicate the vertically integrated performance. I revisit the model proving that a multiplicity of efficient franchising contracts exists. I characterise an optimal two-part tariff specified as a linear function of the upstream firm’s advertising effort, performing this task both in the static and in the dynamic games. An analogous result emerges both in the static game, writing the fixed component of the two-part tariff as a non-linear function of the manufacturer’s advertising effort, and in the dynamic game, using a contract which is linear in the brand equity.  相似文献   

18.
无人机系统与其他武器系统的联合训练是一项重要课题。在对无人机系统的进行深入分析的基础上,设计了基于HLA/RTI的无人机作战仿真系统的基本框架,实现了与炮兵C^3I系统的联合仿真,建立了无人机作战仿真系统的概念模型,为下一步仿真系统的开发实现奠定了基础。  相似文献   

19.
Multilevel games are abstractions of situations where decision makers are distributed in a network environment. In Part I of this paper, the authors present several of the challenging problems that arise in the analysis of multilevel games. In this paper a specific set up is considered where the two games being played are zero-sum games and where the decision makers use the linear reward-inaction algorithm of stochastic learning automata. It is shown that the effective game matrix is decided by the willingness and the ability to cooperate and is a convex combination of two zero-sum game matrices. Analysis of the properties of this effective game matrix and the convergence of the decision process shows that players tend toward noncooperation in these specific environments. Simulation results illustrate this noncooperative behavior.  相似文献   

20.
This paper presents tangible augmented reality gaming environment that can be used to enhance entertainment using a multimodal tracking interface. Players can interact using different combinations between a pinch glove, a Wiimote, a six-degrees-of-freedom tracker, through tangible ways as well as through I/O controls. Two tabletop augmented reality games have been designed and implemented including a racing game and a pile game. The goal of the augmented reality racing game is to start the car and move around the track without colliding with either the wall or the objects that exist in the gaming arena. Initial evaluation results showed that multimodal-based interaction games can be beneficial in gaming. Based on these results, an augmented reality pile game was implemented with goal of completing a circuit of pipes (from a starting point to an end point on a grid). Initial evaluation showed that tangible interaction is preferred to keyboard interaction and that tangible games are much more enjoyable.  相似文献   

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