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31.
Hyper heuristics is a relatively new optimisation algorithm. Numerous studies have reported that hyper heuristics are well applied in combinatorial optimisation problems. As a classic combinatorial optimisation problem, the row layout problem has not been publicly reported on applying hyper heuristics to its various sub-problems. To fill this gap, this study proposes a parallel hyper-heuristic approach based on reinforcement learning for corridor allocation problems and parallel row ordering problems. For the proposed algorithm, an outer layer parallel computing framework was constructed based on the encoding of the problem. The simulated annealing, tabu search, and variable neighbourhood algorithms were used in the algorithm as low-level heuristic operations, and Q-learning in reinforcement learning was used as a high-level strategy. A state space containing sequences and fitness values was designed. The algorithm performance was then evaluated for benchmark instances of the corridor allocation problem (37 groups) and parallel row ordering problem (80 groups). The results showed that, in most cases, the proposed algorithm provided a better solution than the best-known solutions in the literature. Finally, the meta-heuristic algorithm applied to three low-level heuristic operations is taken as three independent algorithms and compared with the proposed hyper-heuristic algorithm on four groups of parallel row ordering problem instances. The effectiveness of Q-learning in selection is illustrated by analysing the comparison results of the four algorithms and the number of calls of the three low-level heuristic operations in the proposed method. 相似文献
32.
机票动态定价旨在构建机票售价策略以最大化航班座位收益.现有机票定价算法都建立在提前预测各票价等级的需求量基础之上,会因票价等级需求量的预测偏差而降低模型性能.为此,提出基于策略学习的机票动态定价算法,其核心是不再预测各票价等级的需求量,而是将机票动态定价问题建模为离线强化学习问题.通过设计定价策略评估和策略更新的方式,从历史购票数据上学习具有最大期望收益的机票动态定价策略.同时设计了与现行定价策略和需求量预测方法的对比方法及评价指标.在两趟航班的多组定价结果表明:相比于现行机票销售策略,策略学习算法在座位收益上的提升率分别为30.94%和39.96%,且比基于需求量预测方法提升了6.04%和3.36%. 相似文献
33.
Linear Least-Squares Algorithms for Temporal Difference Learning 总被引:8,自引:2,他引:6
We introduce two new temporal difference (TD) algorithms based on the theory of linear least-squares function approximation. We define an algorithm we call Least-Squares TD (LS TD) for which we prove probability-one convergence when it is used with a function approximator linear in the adjustable parameters. We then define a recursive version of this algorithm, Recursive Least-Square TD (RLS TD). Although these new TD algorithms require more computation per time-step than do Suttons TD() algorithms, they are more efficient in a statistical sense because they extract more information from training experiences. We describe a simulation experiment showing the substantial improvement in learning rate achieved by RLS TD in an example Markov prediction problem. To quantify this improvement, we introduce the TD error variance of a Markov chain, TD, and experimentally conclude that the convergence rate of a TD algorithm depends linearly on TD. In addition to converging more rapidly, LS TD and RLS TD do not have control parameters, such as a learning rate parameter, thus eliminating the possibility of achieving poor performance by an unlucky choice of parameters. 相似文献
34.
This paper presents a model-based approximate λ-policy iteration approach using temporal differences for optimizing paths online for a pursuit-evasion problem, where an agent must visit several target positions within a region of interest while simultaneously avoiding one or more actively pursuing adversaries. This method is relevant to applications, such as robotic path planning, mobile-sensor applications, and path exposure. The methodology described utilizes cell decomposition to construct a decision tree and implements a temporal difference-based approximate λ-policy iteration to combine online learning with prior knowledge through modeling to achieve the objectives of minimizing the risk of being caught by an adversary and maximizing a reward associated with visiting target locations. Online learning and frequent decision tree updates allow the algorithm to quickly adapt to unexpected movements by the adversaries or dynamic environments. The approach is illustrated through a modified version of the video game Ms. Pac-Man, which is shown to be a benchmark example of the pursuit-evasion problem. The results show that the approach presented in this paper outperforms several other methods as well as most human players. 相似文献
35.
We review the literature on approximate dynamic programming, with the goal of better understanding the theory behind practical algorithms for solving dynamic programs with continuous and vector-valued states and actions and complex information processes. We build on the literature that has addressed the well-known problem of multidimensional (and possibly continuous) states, and the extensive literature on model-free dynamic programming, which also assumes that the expectation in Bellman’s equation cannot be computed. However, we point out complications that arise when the actions/controls are vector-valued and possibly continuous. We then describe some recent research by the authors on approximate policy iteration algorithms that offer convergence guarantees (with technical assumptions) for both parametric and nonparametric architectures for the value function. 相似文献
36.
In this paper, we develop the idea of a universal anytime intelligence test. The meaning of the terms “universal” and “anytime” is manifold here: the test should be able to measure the intelligence of any biological or artificial system that exists at this time or in the future. It should also be able to evaluate both inept and brilliant systems (any intelligence level) as well as very slow to very fast systems (any time scale). Also, the test may be interrupted at any time, producing an approximation to the intelligence score, in such a way that the more time is left for the test, the better the assessment will be. In order to do this, our test proposal is based on previous works on the measurement of machine intelligence based on Kolmogorov complexity and universal distributions, which were developed in the late 1990s (C-tests and compression-enhanced Turing tests). It is also based on the more recent idea of measuring intelligence through dynamic/interactive tests held against a universal distribution of environments. We discuss some of these tests and highlight their limitations since we want to construct a test that is both general and practical. Consequently, we introduce many new ideas that develop early “compression tests” and the more recent definition of “universal intelligence” in order to design new “universal intelligence tests”, where a feasible implementation has been a design requirement. One of these tests is the “anytime intelligence test”, which adapts to the examinee's level of intelligence in order to obtain an intelligence score within a limited time. 相似文献
37.
随着无线传感器网络的研究,无线传感器网络的定位已经成为非常重要的研究内容。提出基于锚节点动态选择和调整的定位方法。它首先通过传感器智能节点发射功率的控制动态地选择最优的三个锚节点,在把接收到的信号强度(RSSI)转化成估算距离之后,提取最精确的两个距离,最后根据锚节点坐标转移的方法来对节点进行定位。实验证明此优化手段可以显著改善定位精度,具有较好的抗干扰能力。 相似文献
38.
We propose a biologically-motivated computational model for learning task-driven and object-based visual attention control in interactive environments. In this model, top-down attention is learned interactively and is used to search for a desired object in the scene through biasing the bottom-up attention in order to form a need-based and object-driven state representation of the environment. Our model consists of three layers. First, in the early visual processing layer, most salient location of a scene is derived using the biased saliency-based bottom-up model of visual attention. Then a cognitive component in the higher visual processing layer performs an application specific operation like object recognition at the focus of attention. From this information, a state is derived in the decision making and learning layer. Top-down attention is learned by the U-TREE algorithm which successively grows an object-based binary tree. Internal nodes in this tree check the existence of a specific object in the scene by biasing the early vision and the object recognition parts. Its leaves point to states in the action value table. Motor actions are associated with the leaves. After performing a motor action, the agent receives a reinforcement signal from the critic. This signal is alternately used for modifying the tree or updating the action selection policy. The proposed model is evaluated on visual navigation tasks, where obtained results lend support to the applicability and usefulness of the developed method for robotics. 相似文献
39.
以电子市场智能定价问题为研究背景,提出基于模糊推理的多智能体强化学习算法(FI-MARL).在马尔科夫博弈学习框架下,将领域知识初始化为一个模糊规则集合,智能体基于模糊规则选择动作,并采用强化学习来强化模糊规则.该方法有效融合应用背景的领域知识,充分利用样本信息并降低学习空间维数,从而增强在线学习性能.在电子市场定价的... 相似文献
40.
Mehrtash T. Harandi Majid Nili Ahmadabadi Babak N. Araabi 《International Journal of Computer Vision》2009,81(2):191-204
This paper presents a novel learning approach for Face Recognition by introducing Optimal Local Basis. Optimal local bases
are a set of basis derived by reinforcement learning to represent the face space locally. The reinforcement signal is designed
to be correlated to the recognition accuracy. The optimal local bases are derived then by finding the most discriminant features
for different parts of the face space, which represents either different individuals or different expressions, orientations,
poses, illuminations, and other variants of the same individual. Therefore, unlike most of the existing approaches that solve
the recognition problem by using a single basis for all individuals, our proposed method benefits from local information by
incorporating different bases for its decision. We also introduce a novel classification scheme that uses reinforcement signal
to build a similarity measure in a non-metric space.
Experiments on AR, PIE, ORL and YALE databases indicate that the proposed method facilitates robust face recognition under
pose, illumination and expression variations. The performance of our method is compared with that of Eigenface, Fisherface,
Subclass Discriminant Analysis, and Random Subspace LDA methods as well. 相似文献