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1.
This paper deals with a two-person zero-sum game called duel with the following structure: Each of two players I and II has a gun with one bullet and he can fire his bullet at any time in [0, 1], aiming at his opponent. If I or II fires at timex, he hits his opponent with probabilityp (x) orq(x), respectively. The gun of I is silent, and hence, II does not know whether his opponent has fired or not, and the gun of II is noisy with time lagt, wheret is a positive constant,i.e., if II fires at timex then I knows it at timex +t. Further, if I hits II without being hit himself before, the payoff is 1; if I is hit by II without hitting II before, the payoff is ?1; if they hit each other at the same time or both survive, the payoff is 0. This paper gives optimal strategy for each player and the value of the game.  相似文献   

2.
This paper deals with a duel with time lag that has the following structure: Each of two players I and II has a gun with one bullet and he can fire his bullet at any time in [0, 1], aiming at this opponent. The gun of player I is silent and the gun of player II is noisy with time lagt (i.e., if player II fires at timex, then player I knows it at timex+t). They both have equal accuracy functions. Furthermore, if player I hits player II without being hit himself before, the payoff is +1; if player I is hit by player II without hitting player II before, the payoff is –1; if they hit each other at the same time or both survive, the payoff is 0.This paper gives the optimal strategy for each player, the game value, and some examples.  相似文献   

3.
This paper deals with the noisy-silent-versus-silent duel with equal accuracy functions. Player I has a gun with two bullets and player II has a gun with one bullet. The first bullet of player I is noisy, the second bullet of player I is silent, and the bullet of player II is silent. Each player can fire their bullets at any time in [0, 1] aiming at his opponent. The accuracy function ist for both players. If player I hits player II, not being hit himself before, the payoff of the duel is +1; if player I is hit by player II, not hitting player II before, the payoff is –1. The optimal strategies and the value of the game are obtained. Although optimal strategies in past works concerning games of timing does not depend on the firing moments of the players, the optimal strategy obtained for player II depends explicitly on the firing moment of player I's noisy bullet.  相似文献   

4.
This paper deals with the noisy-silent versus silent-noisy duel with equal accuracy functions. Each of player I and player II has a gun with two bullets and he can fire his bullets at any time in [0, 1] aiming at his opponent. The first bullet of player I and the second bullet of player II are noisy, and the second bullet of player I and the first bullet of player II are silent. It is assumed that both players have equal accuracy functions. If player I hits player II, not being hit himself before, the payoff of the duel is +1; if player I is hit by player II, not hitting player II before, the payoff is ?1. The value of the game and the optimal strategies are obtained. We find that the firing time of the silent bullet by player II's optimal strategy depends directly on the firing time of player I's noisy bullet.  相似文献   

5.
We consider zero-sum game which is called Simple MIX game. Each of two players (I and II) draws a number (x andy respectively) according to a uniform distribution on [0, 1]. After observing his number each player can then choose to offer or not offer to exchange his number for the other player's number. Conditions for an exchange are the following: 1) both players must offer for a trade to occur with certainty; 2) if only one player offers, a trade occurs with probabilityp. A player's payoff is equal to 1, 0 or — 1 if the value of the number which he finally gets is greater, equal or less than the number of his opponent. In the present paper we shall investigate Simple MIX game in which both of the players can obtain additional information about the opponent's number. Besides, we consider two-stage variant of this game.  相似文献   

6.
We define a general game which forms a basis for modelling situations of static search and concealment over regions with spatial structure. The game involves two players, the searching player and the concealing player, and is played over a metric space. Each player simultaneously chooses to deploy at a point in the space; the searching player receiving a payoff of 1 if his opponent lies within a predetermined radius r of his position, the concealing player receiving a payoff of 1 otherwise. The concepts of dominance and equivalence of strategies are examined in the context of this game, before focusing on the more specific case of the game played over a graph. Methods are presented to simplify the analysis of such games, both by means of the iterated elimination of dominated strategies and through consideration of automorphisms of the graph. Lower and upper bounds on the value of the game are presented and optimal mixed strategies are calculated for games played over a particular family of graphs.  相似文献   

7.
《Optimization》2012,61(4):609-627
This paper is concerned with silent duel in which the first player has nbullets and the second one-one bullet. The accuracy functions are the same. It is assumed that each player removes to the back after firing all his bullets. The situation when players have different speeds are considered as well as that in which the speeds are the same. In both situations the optimal strategies are determined and the value of the game is found.  相似文献   

8.
We consider a marksmanship contest in which Player I has one silent bullet, whereas Player II has one noisy bullet, the first contestant to hit his target wins, and the contest is to be terminated at a random timeT with cdfH(t). The model is a silent-noisy version of our previous paper (Ref. 8), and an extension of silent-noisy duel to nonzero-sum games of timing under an uncertain environment. It is shown that the uncertainty on the termination of the contest has influence on the equilibrium strategies and the equilibrium values, but the silent player has no advantages over the noisy one, in such a nonzero-sum model.The author thanks Professor M. Sakaguchi, Osaka University, who contributed to the research on mathematical decision-making problems and expresses appreciation for his continuous encouragement and guidance. The author also thanks Professor G. Kimeldorf, The University of Texas at Dallas, who invited the author to his university. Finally, the author expresses appreciation to Professors K. Sugahara and W. Fukui, Himeji Institute of Technology, for their encouragement and support.  相似文献   

9.
In this paper, games of the following general kind are studied: Two players move alternately by selecting unselected integer coordinate points in the plane. On each move, the first player selects exactly r points and the second player selects exactly one point. The first player wins if he can select p points on a line having none of his opponent's points before his opponent selects q points on a line having none of his own. If this latter eventuality occurs first, the second player wins. It is shown that if p ? c(r)q, then the second player can always win.  相似文献   

10.
This article considers a two-person zero-sum game in which a traveller, player I chooses a point in the closed unit interval [0,1] so as to minimise the probability of being ambushed by two obstacles placed there by his adversary, player II. The payoff to player I equals 1 if the point chosen by him is not in either of the intervals chosen by player II and 0 otherwise. This paper complements the results obtained by Ruckle, Baston and Bostock, and Lee.  相似文献   

11.
We consider a marksmanship contest in which the first contestant to hit his target wins and the contest is to be terminated at a random timeT with cdfH(t). The model is evidently an extension of the classical discrete fire duel to the timing problem under an uncertain environment. It is shown that the uncertainty on the termination of the contest has influence on the equilibrium strategies and the equilibrium values.  相似文献   

12.
In this paper, we study a discrete search game on an array of N ordered cells, with two players having opposite goals: player I (searcher) and player II (hider). Player II has to hide q objects at consecutive cells and player I can search p consecutive cells. The payoff to player I is the number of objects found by him. In some situations, the players need to adopt sophisticated strategies if they are to act optimally.  相似文献   

13.
The paper considers the following two-person zero-sum game. The minimizing player chooses to hide his gold and a mine in two distinct boxes from an infinite number of boxes labelled 1, 2, 3,.... The maximizing player now chooses to open the boxes in some order, and if he finds the gold before the mine the payoff to him is 1; otherwise, the payoff is zero. The game is solved in the sense of Kindler.  相似文献   

14.
We consider the Bayes optimal strategy for repeated two player games where moves are made simultaneously. In these games we look at models where one player assumes that the other player is employing a strategy depending only on the previousm-move pairs (as discussed in Wilson, 1986). We show that, under very unrestrictive conditions, such an assumption is not consistent with the assumption of rationality of one's opponent. Indeed, we show that by employing such a model a player is implicitly assuming that his opponent is not playing rationally,with probability one. We argue that, in the context of experimental games, thesem-step back models must be inferior to models which are consistent with the assumption that an opponent can be rational.  相似文献   

15.
Unlike in the traditional theory of games of incomplete information, the players here arenot Bayesian, i.e. a player does not necessarily have any prior probability distribution as to what game is being played. The game is infinitely repeated. A player may be absolutely uninformed, i.e. he may know only how many strategies he has. However, after each play the player is informed about his payoff and, moreover, he has perfect recall. A strategy is described, that with probability unity guarantees (in the sense of the liminf of the average payoff) in any game, whatever the player could guarantee if he had complete knowledge of the game.  相似文献   

16.
Phenomena that time delays of information lead to delayed decisions are extensive in reality. The effect of delayed decisions on the evolution of cooperation in the spatial prisoner’s dilemma game is explored in this work. Players with memory are located on a two dimensional square lattice, and they can keep the payoff information of his neighbors and his own in every historic generation in memory. Every player uses the payoff information in some generation from his memory and the strategy information in current generation to determine which strategy to choose in next generation. The time interval between two generations is set by the parameter m. For the payoff information is used to determine the role model for the focal player when changing strategies, the focal player’s decision to learn from which neighbor is delayed by m generations. Simulations show that cooperation can be enhanced with the increase of m. In addition, just like the original evolutionary game model (m = 0), pretty dynamic fractal patterns featuring symmetry can be obtained when m > 0 if we simulate the invasion of a single defector in world of cooperators on square lattice.  相似文献   

17.
Every vertex of an abstract-directed graph is characterized in terms of a two-person game. A vertex is winning if by choosing it a player can assure himself of a win, it is losing if by choosing it he cannot prevent his opponent from winning, and it is drawing if it is neither winning nor losing. The sets of winning, losing, and drawing vertices are identified in terms of a set-valued function on the graph.  相似文献   

18.
A subtraction gameS=(s 1, ...,s k)is a two-player game played with a pile of tokens where each player at his turn removes a number ofm of tokens providedmεS. The player first unable to move loses, his opponent wins. This impartial game becomes partizan if, instead of one setS, two finite setsS L andS R are given: Left removes tokens as specified byS L, right according toS R. We say thatS L dominatesS R if for all sufficiently large piles Left wins both as first and as second player. We exhibit a curious property of dominance and provide two subclasses of games in which a dominance relation prevails. We further prove that all partizan subtraction games areperiodic, and investigatepure periodicity.  相似文献   

19.
建立了Cox-Ingersoll-Ross随机利率下的关于两个投资者的投资组合效用微分博弈模型.市场利率具有CIR动力,博弈双方存在唯一的损益函数,损益函数取决于投资者的投资组合财富.一方选择动态投资组合策略以最大化损益函数,而另一方则最小化损益函数.运用随机控制理论,在一般的效用函数下得到了基于效用的博弈双方的最优策略.特别考虑了常数相对风险厌恶情形,获得了显示的最优投资组合策略和博弈值.最后给出了数值例子和仿真结果以说明本文的结论.  相似文献   

20.
Abstract

This article deals with two “antagonistic random processes” that are intended to model classes of completely noncooperative games occurring in economics, engineering, natural sciences, and warfare. In terms of game theory, these processes can represent two players with opposite interests. The actions of the players are manifested by a series of strikes of random magnitudes imposed onto the opposite side and rendered at random times. Each of the assaults is aimed to inflict damage to vital areas. In contrast with some strictly antagonistic games where a game ends with one single successful hit, in the current setting, each side (player) can endure multiple strikes before perishing. Each player has a fixed cumulative threshold of tolerance which represents how much damage he can endure before succumbing. Each player will try to defeat the adversary at his earliest opportunity, and the time when one of them collapses is referred to as the “ruin time”. We predict the ruin time of each player, and the cumulative status of all related components for each player at ruin time. The actions of each player are formalized by a marked point process representing (an economic) status of each opponent at any given moment of time. Their marks are assumed to be weakly monotone, which means that each opposite side accumulates damages, but does not have the ability to recover. We render a time-sensitive analysis of a bivariate continuous time parameter process representing the status of each player at any given time and at the ruin time and obtain explicit formulas for related functionals.  相似文献   

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