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1.
多人重复囚徒博弈(NIPD)模型经常被用于社会、经济、生物等复杂系统中合作进化问题的研究.针对传统策略方案在研究大N值情况下合作演化时的不足,结合现实中的博弈模式提出个体策略的分级编码方案,并从悖论假设和策略结构两个方面分析了NIPD在高N值时不能涌现大规模合作的原因.仿真实验表明,基于分级编码的NIPD模型具有更小的策略空间和更高的系统合作率,新方案适合于任何N值的NIPD研究,同时策略级数的大小对于合作涌现十分重要.  相似文献   

2.
马庆 《计算机科学》2016,43(Z11):117-122, 160
在进化多目标优化研究领域,多目标优化是指对含有2个及以上目标的多目标问题的同时优化,其在近些年来受到越来越多的关注。随着MOEA/D的提出,基于聚合的多目标进化算法得到越来越多的研究,对MOEA/D算法的改进已有较多成果,但是很少有成果研究MOEA/D中权重的产生方法。提出一种使用多目标进化算法产生任意多个均匀分布的权重向量的方法,将其应用到MOEA/D,MSOPS和NSGA-III中,对这3个经典的基于聚合的多目标进化算法进行系统的比较研究。通过该类算法在DTLZ测试集、多目标旅行商问题MOTSP上的优化结果来分别研究该类算法在连续性问题、组合优化问题上的优化能力,以及使用矩形测试问题使得多目标进化算法的优化结果在决策空间可视化。实验结果表明,没有一个算法能适用于所有特性的问题。然而,MOEA/D采用不同聚合函数的两个算法MOEA/D_Tchebycheff和MOEA/D_PBI在多数情况下的性能比MSOPS和NSGA-III更好。  相似文献   

3.
新的进化算法--文化算法   总被引:8,自引:0,他引:8  
杜琼  周一届 《计算机科学》2005,32(9):142-144
文化算法源于对人类社会多层面进化的模拟,为进化算法提供了一个新的计算框架.和其他进化算法相比,文化算法概念清晰,更能准确地反映社会的进化过程,并在一些领域取得了成功的应用.本文首先讲述了该算法的生物解释,然后介绍了算法的基本原理和不同版本,并给出了一些成功应用的实例,最后给出了本文的结论和进一步的研究方向.  相似文献   

4.
蚁群算法求解问题时易产生的误区及对策   总被引:11,自引:0,他引:11  
蚁群算法是一种新型的模拟进化算法,具有智能搜索、全局优化、稳健性强、分布式计算等优点。是求解复杂的组合优化问题的有力工具。该文对蚁群算法的应用进行了研究,指出了应用该算法时易产生的几个误区,并提出了相应的对策。  相似文献   

5.
基于多近似模型的交互式遗传算法   总被引:1,自引:0,他引:1  
人的疲劳向题是交互式遗传算法的核心问题,它制约了交互式遗传算法在复杂优化问题中的应用.为了解决该问题,本文提出基于多近似模型的交互式遗传算法.该算法首先将搜索空间划分,然后利用传统交互式遗传算法得到的数据,在不同子空间生成不同的近似模型,最后采用该模型近似人对进化个体的评价,从而减少人评价的数量,有效解决人的疲劳问题.算法性能分析及在服装进化设计系统中的应用验证了其有效性.  相似文献   

6.
以数据为基础的计算智能是智能领域的研究热点,进化计算作为计算智能一个重要分支有着广泛的应用.适应度函数是决定进化性能的关键因素之一,研究进化计算在试卷分析中的应用,着重研究适应度函数的构造.根据不同的进化阶段来构造不同的适应度函数,在保证群体多样性的同时加快进化速度,从而提高进化性能.  相似文献   

7.
卢敏 《软件世界》2009,(9):52-55
自人类诞生之时,就有了人与人之间的协作。而今天的协作,已经从原始状态进化成为了一种高速而且无所不在的协作。它不仅仅包括了不同应用系统之间.不同数据资源之间,不同终端设备之间.不同应用情景之间的协作,还包括人与机器之间、科技与传统之间全方位的大协作。  相似文献   

8.
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   

9.
解约束优化问题的进化策略与混合进化策略的比较   总被引:5,自引:0,他引:5  
卜.引言模拟进化计算是近年来信息科学,计算机科学的“热点”研究领域,由此派生的求解代化问题的进化策略是一种崭新的优化方法.它的基本思想来源于六十年代末Rechenberg山模拟生物进化提出的一种随机算法.H.-P.Schwefel在问中系统地推广了山的原始策略,建立了进化策略(ESI最近该方法的研究从理论到应用都取得了一些成果,显示了非常广泛的应用前景.对非线性约束优化问题有效算法的设计是一件吸引人的工作.最近Hamaifar等人间研究了用遗传算法求解约束优化问题,得到一些结果,但存在选罚因子难和收敛速度慢等问题.针对上…  相似文献   

10.
随着信息技术的深化发展,拿“索洛悖论”讽刺新经济的人变少了,或者说主流经济学家这方面的亢奋被抑制住了。这主要是因为,在美国和OECD官方的生产率统计中,ICT的影响已经随处可在了。我们现在不满的,反倒是新经济界战友们止步于实证倒了“索洛悖论”,沾沾自喜,不思进取。实际上,提高生产率,只不过是新经济的一项副作用;新经济创造价值,主要不是在生产率这个方向上,而是在突显协调、异质、个性诸价值上。例如,循环经济、幸福指数和创意,与生产率基本是不同方向的问题。反过来,我们“反攻倒算”索洛悖论时,倒是发现它本身存在着严重悖论。  相似文献   

11.
A fuzzy differential game theory is proposed to solve the n-person (or n-player) nonlinear differential noncooperative game and cooperative game (team) problems, which are not easily tackled by the conventional methods. In the paper, both noncooperative and cooperative quadratic differential games are considered. First, the nonlinear stochastic system is approximated by a fuzzy model. Based on the fuzzy model, a fuzzy controller is proposed to deal with the noncooperative differential game in the sense of Nash equilibrium strategies or with the cooperative game in the sense of Pareto-optimal strategies. Using a suboptimal approach, the outcomes of the fuzzy differential games for both the noncooperative and the cooperative cases are parameterized in terms of an eigenvalue problem. Since the state variables are usually unavailable, a suboptimal fuzzy observer is also proposed in this study to estimate the states for these differential game problems. Finally, simulation examples are given to illustrate the design procedures and to indicate the performance of the proposed methods  相似文献   

12.
The exploration of social dilemmas is being considered a major foundation for encountering the enforced necessities of cooperation in self-organizing environments. Such environments are characterized by self-interested parties and the absence of trusted third parties. Recent approaches apply evolutionary socio-inspired games to formally prove the existence and further prolongation of cooperation patterns within communities. For instance, the Prisoner’s Dilemma game has thus provided a rich opportunity to examine self-interested behaviors in pure peer-to-peer networks. However, assuming a total absence of coalitions, incentives and punishment mechanisms, several works argue against a durable maintenance of cooperation neither at single-shot nor repeated-scenarios. In this article, we formally and experimentally demonstrate a counterexample for the latter by applying evolutionary game theory and a particular instance of the Rock–Scissors–Paper game. Our framework proves that the cyclic dominance of certain type of nodes within a P2P system has an impact and introduces a strategic aspect to the evolution of the overall community.  相似文献   

13.
We propose an SNS-norms game to model behavioral strategies in social networking services (SNSs) and investigate the conditions required for the evolution of cooperation-dominant situations. SNSs such as Facebook and Google+ are indispensable social media for a variety of social communications ranging from personal chats to business and political campaigns, but we do not yet fully understand why they thrive and whether these currently popular SNSs will remain in the future. A number of studies have attempted to understand the conditions or mechanisms that keep social media thriving by using a meta-rewards game that is the dual form of a public goods game or by analyzing user roles. However, the meta-rewards game does not take into account the unique characteristics of current SNSs. Hence, in this work we propose an SNS-norms game that is an extension of Axelrod’s metanorms game, similar to meta-rewards games, but that considers the cost of commenting on an article and who is most likely to respond to it. We then experimentally investigated the conditions for a cooperation-dominant situation, by which we mean many users continuing to post articles on an SNS. Our results indicate that relatively large rewards compared to the cost of posting articles and comments are required to evolve cooperation-dominant situations, but optional responses with lower cost, such as “Like!” buttons, facilitate the evolution. This phenomenon is of interest because it is quite different from those shown in previous studies using meta-rewards games. We also confirmed the same phenomenon in an additional experiment using a network structure extracted from real-world SNS data.  相似文献   

14.
Defect in the core as a solution to n-person superadditive characteristic function games are examined and the process of achieving a ‘ reasonable- ’ core by changing the value of tho grand coalition is studied. A new unique solution concept, the ‘ homoeore ’, is proposed based on the ‘ homomollifier ’ notion interpreted as the result of implicit bargaining and weighted averages of coalitional worth. Thereby unreasonable cores are excluded but a core-like dominance property on the average is maintained. It also yields a measure of ‘ operational efficiency ’ where the game may be interpreted as an economic situation of decreasing marginal productivity  相似文献   

15.
16.
Social casino games are free-play online games that feature gambling themes, but do not payout winnings in monetary form. These games are distinct from Internet gambling; however, the cross-over between these consumer markets is not well understood. This study compared the use of social casino games among a population of 2010 Australian adult Internet and land-based gamblers who completed a nationally representative telephone survey. The most popular social casino games were poker, gaming machines and casino table games and this popularity differed by gender. Social casino game players were more likely to be younger than non-social casino game players and had more similarities with Internet than land-based gamblers. Internet gamblers were more likely to also play social casino games than land-based gamblers, and use of these games was related to high engagement with gambling. Social casino gamers were more likely to smoke and use illicit drugs, and to have higher levels of psychological distress and gambling problems compared to non-social casino game players. This study is highly significant as it is one of the first comprehensive studies to examine the relationship between social casino game play and gambling in a representative adult population. Consumer protection measures should be strengthened where social casino games are offered in close proximity to gambling and when social casino players are encouraged to migrate to gambling opportunities.  相似文献   

17.
The game world graph (GWG) framework is a taxonomy for analyzing and classifying computer game architectures. This article presents a systematic review of game architectures using the GWG framework. The review validates the usefulness of the GWG framework through classifying game architectures described in the literature into distinct categories according to the framework. The major contribution of the paper is a state-of-the-art presentation of 40 different game architectures, which covers architectures for all kinds of games from single player games to massively multiplayer online games (MMOGs). Previous reviews of game architectures have focused on a narrower selection of games such as only networked games, MMOGs or similar. Further, none of the previous reviews has used a systematic framework for analyzing the characteristics of game architectures. Using the framework, we can identify similarities and differences of the 40 game architectures in a systematic way. Finally, the paper outlines the evolution of the game architectures from the perspective of the GWG framework.  相似文献   

18.
Networked interactivity is one of the essential factors that differentiate recent online educational games from traditional stand-alone CD-based games. Despite the growing popularity of online educational games, empirical studies about the effects of networked interactivity are relatively rare. The current study tests the effects of networked interactivity on game users' learning outcomes by comparing three groups (online educational quiz game vs. off-line educational quiz game vs. traditional classroom lecture). In addition, the study examines the mediating role of social presence in the context of educational games. Results indicate that networked interactivity in the online educational quiz game condition enhances game users' positive evaluation of learning, test performance, and feelings of social presence. However, there was no significant difference between the off-line educational quiz game and the lecture-based conditions in terms of learning outcomes. Further analyses indicate that feelings of social presence mediate the effect of networked interactivity on various learning outcomes. Theoretical and practical implications are discussed.  相似文献   

19.
In recent years, social games such as ‘Farmville’ and ‘Pokémon Go’ have become a major game type in the gaming industry. This study examines the importance of different factors in social games using the Technology Acceptance Model (TAM) and DEMATEL. The result shows ‘social norm’ as the most important factor overall. It is also found that ‘pleasure’ and ‘sociability’ are the most important aspects in ‘perceived enjoyment’. Regarding key aspects in each factor, ‘flow experience’ is crucial in ‘perceived attractiveness’, ‘game fairness’ largely influential in ‘social norm’, and ‘reputation of platform and service provider’ a decisive aspect in ‘platform service and corporate image’. These findings and analyses are apt references for social game providers to improve their services.  相似文献   

20.
The increasing convergence of the gambling and gaming industries has raised questions about the extent to which social casino game play may influence gambling. This study aimed to examine the relationship between social casino gaming and gambling through an online survey of 521 adults who played social casino games in the previous 12 months. Most social casino game users (71.2%) reported that these games had no impact on how much they gambled. However, 9.6% reported that their gambling overall had increased and 19.4% reported that they had gambled for money as a direct result of these games. Gambling as a direct result of social casino games was more common among males, younger users, those with higher levels of problem gambling severity and more involved social casino game users in terms of game play frequency and in-game payments. The most commonly reported reason for gambling as a result of playing social casino games was to win real money. As social casino games increased gambling for some users, this suggests that simulated gambling may influence actual gambling expenditure particularly amongst those already vulnerable to or affected by gambling problems.  相似文献   

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