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1.
The minimax solution of a linear regulator problem is considered. A model representing a game situation in which the first player controls the dynamic system and selects a suitable, minimax control strategy, while the second player selects the aim of the game, is formulated. In general, the resulting differential game does not possess a saddle-point solution. Hence, the minimax solution for the player controlling the dynamic system is sought and obtained by modifying the performance criterion in such a way that (a) the minimax strategy remains unchanged and (b) the modified game possesses a saddle-point solution. The modification is achieved by introducing a regularization procedure which is a generalization of the method used in an earlier paper on the quadratic minimax problem. A numerical algorithm for determining the nonlinear minimax strategy in feedback form, in which Pagurek's result on open-loop and closed-loop sensitivity is used to nontrivially simplify the computational aspects of the problem, is presented and applied on a simple example.  相似文献   

2.
An equilibrium problem is studied whose special case is finding a Nash point in a noncooperative multiperson game. A numerical algorithm for solving this problem is described. Conditions on the problem are stated under which an estimate is obtained for the convergence rate of the algorithm to a unique solution of the problem. The results are used for a numerical analysis of noncooperative games.  相似文献   

3.
We propose a method which evaluates the solution of a matrix game. We reduce the problem of the search for the solution to a convex feasibility problem for which we present a method of projection onto an acute cone. The algorithm converges geometrically. At each iteration, we apply a combinatorial algorithm in order to evaluate the projection onto the standard simplex.  相似文献   

4.
研究了一类线性椭圆型分布参数最优控制问题的数值解算法.得到最优控制对应的最优性方程组,在凸性条件下,证明了最优控制的唯一存在性问题.将最优控制问题化为以控制函数和状态函数为局中人的递阶式(Stackelberg)非合作对策问题,其平衡点是最优控制的解.进一步得到求平衡点的边界元共轭梯度算法.最后,研究算法中边界元离散的误差估计,以算例验证该算法.  相似文献   

5.
An Ergodic Algorithm for the Power-Control Games for CDMA Data Networks   总被引:1,自引:0,他引:1  
In this paper, we consider power control for the uplink of a direct-sequence code-division multiple-access data network. In the uplink, the purpose of power control is for each user to transmit enough power so that it can achieve the required quality of service without causing unnecessary interference to other users in the system. One method that has been very successful in solving this purpose for power control is the game-theoretic approach. The problem for power control is modified as a Nash equilibrium problem in which each user can choose its transmit power in order to maximize its own utility, and a Nash equilibrium is an ideal solution of the power-control game. We present a noncooperative power-control game in which each user can choose the transmit power in a way that it gets the sufficient signal-to-interference-plus-noise ratio and maximizes its own utility. To ensure the existence of a solution, we also propose the variational inequality problem which is connected with the proposed game. On a linear receiver, we deal with the matched filter receiver. Next we present a new ergodic algorithm for the proposed power control because the existing iterative algorithms can not be applied effectively to the proposed power control. We also present convergence analysis for the proposed algorithm. In addition, applying the proposed algorithm to the proposed power control, we provide numerical examples for the transmit power, the signal-to-interference-plus-noise ratio and so on. Numerical results for the proposed algorithm shall show that as compared with the existing power-control game and its method, all users in the network can enjoy the sufficient signal-to-interference-plus-noise ratio and achieve the required quality of service.   相似文献   

6.
In this paper we present an algorithm for finding a Nash equilibrium in a noncooperative normal formN-person game. More generally, the algorithm can be applied for solving a nonlinear stationary point problem on a simplotope, being the Cartesian product of several simplices. The algorithm solves the problem by solving a sequence of linear stationary point problems. Each problem in the sequence is solved in a finite number of iterations. Although the overall convergence cannot be proved, the method performs rather well. Computational results suggest that this algorithm performs at least as good as simplicial algorithms do.For the special case of a bi-matrix game (N=2), the algorithm has an appealing game-theoretic interpretation. In that case, the problem is linear and the algorithm always finds a solution. Furthermore, the equilibrium found in a bi-matrix game is perfect whenever the algorithm starts from a strategy vector at which all actions are played with positive probability.This research is part of the VF-program Co-operation and Competition, which has been approved by the Netherlands Ministery of Education and Sciences.  相似文献   

7.
In this paper, we consider a class of n-person noncooperative games, where the utility function of every player is given by a homogeneous polynomial defined by the payoff tensor of that player, which is a natural extension of the bimatrix game where the utility function of every player is given by a quadratic form defined by the payoff matrix of that player. We will call such a problem the multilinear game. We reformulate the multilinear game as a tensor complementarity problem, a generalization of the linear complementarity problem; and show that finding a Nash equilibrium point of the multilinear game is equivalent to finding a solution of the resulted tensor complementarity problem. Especially, we present an explicit relationship between the solutions of the multilinear game and the tensor complementarity problem, which builds a bridge between these two classes of problems. We also apply a smoothing-type algorithm to solve the resulted tensor complementarity problem and give some preliminary numerical results for solving the multilinear games.  相似文献   

8.
随着局中人人数的增加,利用传统的“占优”方法和“估值”方法进行合作博弈求解无论从逻辑上还是计算上都变得非常困难。针对此问题,将合作博弈的求解看作是局中人遵照有效性和个体理性提出分配方案,并按照一定规则不断迭代调整直至所有方案趋向一致的过程。依据该思路,对合作博弈粒子群算法模型进行构建,确定适应度函数,设置速度公式中的参数。通过算例分析,利用粒子群算法收敛快、精度高、容易实现的特点,可以迅速得到合作博弈的唯一分配值,这为求解合作博弈提供了新的方法和工具。  相似文献   

9.
In this paper, the problem of the numerical computation of the stabilizing solution of the game theoretic algebraic Riccati equation is investigated. The Riccati equation under consideration occurs in connection with the solution of the H  ∞  control problem for a class of stochastic systems affected by state dependent and control dependent white noise. The stabilizing solution of the considered game theoretic Riccati equation is obtained as a limit of a sequence of approximations constructed based on stabilizing solutions of a sequence of algebraic Riccati equations of stochastic control with definite sign of the quadratic part. The efficiency of the proposed algorithm is demonstrated by several numerical experiments.  相似文献   

10.
Motivated by the benefits of discretization in optimal control problems, we consider the possibility of discretizing pursuit-evasion games. Two approaches are introduced. In the first approach, the solution of the necessary conditions of the continuous-time game is decomposed into ordinary optimal control problems that can be solved using discretization and nonlinear programming techniques. In the second approach, the game is discretized and transformed into a bilevel programming problem, which is solved using a first-order feasible direction method. Although the starting points of the approaches are different, they lead in practice to the same solution algorithm. We demonstrate the usability of the discretization by solving some open-loop representations of feedback solutions for a complex pursuit-evasion game between a realistically modeled aircraft and a missile, with terminal time as the payoff. The solutions are compared with those obtained via an indirect method.  相似文献   

11.
A game control problem for a parabolic differential equation with memory is considered. An algorithm for its solution based on Krasovskii’s method of extreme shift and the method of stable paths is proposed.  相似文献   

12.
This paper consists of two parts. The first part introduces the strict aspiration as a new aspiration solution concept, which is proved to be existent for any cooperative game. The second part deals with the unsolved problem put forward by Bennett [1] by showing that there is at least one payoff which is balanced, partnered and equal gains aspiration. The proof is algebraic and constructive, thus providing an algorithm for finding such aspirations.  相似文献   

13.
A minimum cost shortest-path tree is a tree that connects the source with every node of the network by a shortest path such that the sum of the cost (as a proxy for length) of all arcs is minimum. In this paper, we adapt the algorithm of Hansen and Zheng (Discrete Appl. Math. 65:275?C284, 1996) to the case of acyclic directed graphs to find a minimum cost shortest-path tree in order to be applied to the cost allocation problem associated with a cooperative minimum cost shortest-path tree game. In addition, we analyze a non-cooperative game based on the connection problem that arises in the above situation. We prove that the cost allocation given by an ??à la?? Bird rule provides a core solution in the former game and that the strategies that induce those payoffs in the latter game are Nash equilibrium.  相似文献   

14.
This paper deals with the generalized Nash equilibrium problem (GNEP), i.e. a noncooperative game in which the strategy set of each player, as well as his payoff function, depends on the strategies of all players. We consider an equivalent optimization reformulation of GNEP using a regularized Nikaido–Isoda function so that solutions of GNEP coincide with global minima of the optimization problem. We then propose a derivative-free descent type method with inexact line search to solve the equivalent optimization problem and we prove that our algorithm is globally convergent. The convergence analysis is not based on conditions guaranteeing that every stationary point of the optimization problem is a solution of GNEP. Finally, we present the performance of our algorithm on some examples.  相似文献   

15.
A linear programming problem is presented to solve a problem in determining how many herbivores are needed to stock a small game reserve. The resulting problem has several conflicting objectives. The interactive algorithm which was used to solve the problem is then outlined. The interactive approach is then applied to the problem in order to find a satisfactory solution. Certain ad hoc improvisations which were needed in the final stages are outlined.  相似文献   

16.
矩阵计策的支撑解系   总被引:12,自引:0,他引:12  
姜殿玉 《经济数学》2001,18(1):33-37
令[aij]n×n是二人零和对策的支付矩阵.局中人1可用其"计策"得到最大支付a=max{aij|1≤i≤n,1≤j≤n},然而,一个开放问题是如何找到全体计策解,本文首先引进计策解系的一种特殊类型--支撑解系.然后研究支撑解系的特征、性质、代数结构.最后给出寻找全体基本支撑解系的一个算法.  相似文献   

17.
We use the merit function technique to formulate a linearly constrained bilevel convex quadratic problem as a convex program with an additional convex-d.c. constraint. To solve the latter problem we approximate it by convex programs with an additional convex-concave constraint using an adaptive simplicial subdivision. This approximation leads to a branch-and-bound algorithm for finding a global optimal solution to the bilevel convex quadratic problem. We illustrate our approach with an optimization problem over the equilibrium points of an n-person parametric noncooperative game.  相似文献   

18.
We consider a risk-based asset allocation problem in a Markov, regime-switching, pure jump model. With a convex risk measure of the terminal wealth of an investor as a proxy for risk, we formulate the risk-based asset allocation problem as a zero-sum, two-person, stochastic differential game between the investor and the market. The HJB dynamic programming approach is used to discuss the game problem. A semi-analytical solution of the game problem is obtained in a particular case.  相似文献   

19.
An approach to define a rule for an airport problem is to associate to each problem a cooperative game, an airport game, and using game theory to come out with a solution. In this paper, we study the rule that is the average of all the core allocations: the core-center (González-Díaz and Sánchez-Rodríguez, 2007). The structure of the core is exploited to derive insights on the core-center. First, we provide a decomposition of the core in terms of the cores of the downstream-subtraction reduced games. Then, we analyze the structure of the faces of the core of an airport game that correspond to the no-subsidy constraints to find that the faces of the core can be seen as new airport games, the face games, and that the core can be decomposed through the no-subsidy cones (those whose bases are the cores of the no-subsidy face games). As a consequence, we provide two methods for computing the core-center of an airport problem, both with interesting economic interpretations: one expresses the core-center as a ratio of the volume of the core of an airport game for which a player is cloned over the volume of the original core, the other defines a recursive algorithm to compute the core-center through the no-subsidy cones. Finally, we prove that the core-center is not only an intuitive appealing game-theoretic solution for the airport problem but it has also a good behavior with respect to the basic properties one expects an airport rule to satisfy. We examine some differences between the core-center and, arguably, the two more popular game theoretic solutions for airport problems: the Shapley value and the nucleolus.  相似文献   

20.
针对一类表现出主从递阶、多目标、风险决策等特点决策问题,文献回顾指出目前问题是缺乏一体化集成研究。为了研究该类问题,首先构建了主从递阶多目标风险决策模型。引入模糊随机模拟、多目标满意度计算、主从递阶博弈、基于粒子群算法的演化博弈求解技术,建立了具有逻辑关系的算法体系。案例研究表明算法是可行的,可为同类问题研究提供算法。  相似文献   

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