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1.
针对在线零售商在不完全需求信息下的单产品定价问题,提出了一种基于多摇臂赌博机的产品定价算法。为了提升多摇臂赌博机算法在定价问题中的效果,该算法利用了需求曲线的单调性,并加入了消费者偏好识别。对消费者的保留价格进行分析得到消费者购买概率,将在线零售商的定价问题建模为多摇臂赌博机模型,给出了相应的定价算法并进行了理论分析,最后通过仿真实验比较了相关算法的定价效果。仿真结果表明该算法提高了在线零售商的收益。  相似文献   
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With the introduction of low‐powered pico/femto‐base stations and relay nodes into the macro‐cell, recent heterogeneous networks provide an attractive approach for future wireless communication. Although it may achieve better coverage and higher capacity, several problems remain unsolved before practical deployment. For example, how to select the proper cell from neighbor low‐powered cells and then occupy the radio resource without interference on macro‐users is both important and challenging, especially for rigorous multimedia applications. The traditional cell access algorithms and quality‐control parameters such as delay or throughput no longer suit well in this complex environment. An effective approach should be pursued. In this paper, we investigate this interesting cell association problem and propose a complete green resolution on the basis of thorough discussions about the multimedia transmission under these concerns. Cognitive radio is introduced to share spectrum between macro‐cell and low‐powered cells while securing the transmission of authorized macro‐users. We also bring forth the concept of ‘interference balance’ to better manage the overall interference and energy consumption in the network. Restless bandit model is formulated on the basis of channel state, data rate, interference control, and the carefully chosen intra‐refreshing rate for multimedia traffic. Then the cell association scheme is designed to be efficient and practical because of the simple index property of our model output. Simulation results have proven the performance of our proposed resolution compared with existing algorithms on interference constraint, multimedia distortion, and overall network energy consumption balance. Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   
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We consider an agent that must choose repeatedly among several actions. Each action has a certain probability of giving the agent an energy reward, and costs may be associated with switching between actions. The agent does not know which action has the highest reward probability, and the probabilities change randomly over time. We study two learning rules that have been widely used to model decision-making processes in animals—one deterministic and the other stochastic. In particular, we examine the influence of the rules'' ‘learning rate’ on the agent''s energy gain. We compare the performance of each rule with the best performance attainable when the agent has either full knowledge or no knowledge of the environment. Over relatively short periods of time, both rules are successful in enabling agents to exploit their environment. Moreover, under a range of effective learning rates, both rules are equivalent, and can be expressed by a third rule that requires the agent to select the action for which the current run of unsuccessful trials is shortest. However, the performance of both rules is relatively poor over longer periods of time, and under most circumstances no better than the performance an agent could achieve without knowledge of the environment. We propose a simple extension to the original rules that enables agents to learn about and effectively exploit a changing environment for an unlimited period of time.  相似文献   
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Certainty equivalence control with forcing has been shown to be optimal for several stochastic adaptive control problems with the average cost per unit time criterion. Recently researchers have started looking at stochastic adaptive control problems with a view to minimizing the rate of increase of the learning loss. This criterion is stronger than the average cost per unit time criterion. Certainty equivalence control with forcing does not usually suffice for the learning loss criterion and one has to develop fairly complicated schemes in order to achieve optimality. The objective of this paper is to see how well one might be able to do with a certainty-equivalence-control-with-forcing type of scheme. In particular we construct a class of such schemes whose learning loss is O((log n)1+δ) for δ > 0, whereas optimal schemes typically have a O(log n)learning loss.  相似文献   
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The process of making decisions is something humans do inherently and routinely,to the extent that it appears commonplace. However,in order to achieve good overall performance,decisions must take into account both the outcomes of past decisions and opportunities of future ones. Reinforcement learning,which is fundamental to sequential decision-making,consists of the following components: 1 A set of decisions epochs; 2 A set of environment states; 3 A set of available actions to transition states; 4 State-action dependent immediate rewards for each action.At each decision,the environment state provides the decision maker with a set of available actions from which to choose. As a result of selecting a particular action in the state,the environment generates an immediate reward for the decision maker and shifts to a different state and decision. The ultimate goal for the decision maker is to maximize the total reward after a sequence of time steps.This paper will focus on an archetypal example of reinforcement learning,the stochastic multi-armed bandit problem. After introducing the dilemma,I will briefly cover the most common methods used to solve it,namely the UCB and εn- greedy algorithms. I will also introduce my own greedy implementation,the strict-greedy algorithm,which more tightly follows the greedy pattern in algorithm design,and show that it runs comparably to the two accepted algorithms.  相似文献   
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A multi-armed Bandit Problem is considered such that at each decision epoch it is to be decided the next project to be undertaken and the span of time to be spent in this project, instead of reconsidering the new project at each stage. This extended model, inspired in sequentially planned decision procedures (Schmitz, 1993), is formulated in Section 1 and tries to exploit the reduction of costs produced by longer periods dedicated to the same activity. Following the method by Whittle (1980). Section 2 introduces a retirement option with a variable rewardM, and Section 3 extends Gittins indexes to this case. Another relevant conclusion is that the optimal period of activity for each project does not depend on the retirement rewardM. Finally, we show that the optimal strategy is to choose the project with the highest Gittins index.  相似文献   
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王惜民  范睿 《计算机应用研究》2021,38(10):2968-2973
考虑移动边缘计算下的联邦学习,其中全局服务器通过网络连接大量移动设备共同训练深度神经网络模型.全局类别不平衡和设备本地类别不平衡的数据分布往往会导致标准联邦平均算法性能下降.提出了一种基于组合式多臂老虎机在线学习算法框架的设备选择算法,并设计了一种类别估计方案.通过每一轮通信中选取与前次全局模型的类别测试性能偏移最互补的设备子集,使得训练后线性组合的全局模型各类别测试性能更平衡,从而获得更快的收敛性、更稳定的训练过程以及更好的测试性能.数值实验充分探究了不同参数对基于类别不平衡联邦平均算法的影响,以及验证了所提设备选择算法的有效性.  相似文献   
9.
针对四十臂井径测井仪器在大斜度井中居中效果不理想,提出了加大扶正臂支撑力度、优化测井程序等改进方法,提高了仪器在大斜度井中的测量精度;为了提高测井资料解释精度,探讨性提出了斜井校正方法、变形段最小及最大井径值优化取值方法以及套管变形定量划分标准。实际应用结果表明,改进后的技术满足了中原油田对套损井检测及评价的要求。该方法对于其他多臂井径测井技术也具有一定的借鉴意义。  相似文献   
10.
多臂型端酯基聚叠氮缩水甘油醚的合成与表征   总被引:1,自引:0,他引:1  
分别以丙三醇、季戊四醇为起始剂,四氯化锡为催化剂,环氧氯丙烷阳离子经开环聚合得到两种不同多臂型端羟基聚环氧氯丙烷(PECH-OH),其端羟基经酯化改性、氯甲基侧基的氯被叠氮基取代,得到两种不同多臂型GAPE。对多臂型GAPE进行傅里叶红外光谱(FT-IR)、凝胶色谱(GPC)、热失重(TG)和差示扫描量热(DSC)表征。结果表明,GAPE-3和GAPE-4的分子量分别是890和1260,玻璃化转变温度分别是-55.2℃和-53.9℃,GAPE的热分解过程为叠氮基热分解和聚醚主链热分解两个相对独立的阶段。  相似文献   
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