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1.
传统区间数双矩阵博弈理论研究局中人支付值为区间数的策略选择问题,但没有考虑局中人策略选择可能受到各种约束.创建一种求解局中人策略选择受约束且支付值为区间数的双矩阵博弈(简称带策略约束的区间数双矩阵博弈)的简单、有效的双线性规划求解方法.首先,将局中人的博弈支付看作支付值区间中数值的函数.通过证明这种函数具有单调性,据此利用支付值区间的上、下界,构造了一对辅助双线性规划模型,可分别用于显式地计算任意带策略约束的区间数双矩阵博弈中局中人区间数博弈支付的上、下界及其相应的最优策略.最后,利用考虑策略约束条件下企业和政府针对发展低碳经济策略问题的算例,通过比较其与不考虑策略约束情形下的结果,说明了提出的模型和方法的有效性、优越性及可应用性.  相似文献   

2.
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   

3.
We prove that if one or more players in a locally finite positional game have winning strategies, then they can find it by themselves, not losing more than a bounded number of plays and not using more than a linear-size memory, independently of the strategies applied by the other players. We design two algorithms for learning how to win. One of them can also be modified to determine a strategy that achieves a draw, provided that no winning strategy exists for the player in question but with properly chosen moves a draw can be ensured from the starting position. If a drawing- or winning strategy exists, then it is learnt after no more than a linear number of plays lost (linear in the number of edges of the game graph). Z. Tuza’s research has been supported in part by the grant OTKA T-049613.  相似文献   

4.
熊国强  刘西 《运筹与管理》2016,25(3):140-145
依据Quiggin的秩依期望效用理论研究经典选时博弈问题。通过引入可以刻画局中人在博弈中情绪状态的非线性决策权重函数,将RDEU有限策略博弈扩展到连续博弈,构建了RDEU选时博弈模型。基于Riccati微分方程的解法,求出博弈模型中局中人的最优策略。最后,通过数值仿真,分析了不同情绪状态对局中人博弈决策行为的影响。研究发现,情绪对混合策略意义下的局中人最优策略有着显著的影响,在乐观情绪状态下,局中人对混合策略极易产生自信和较高的信任倾向,表现出"风险爱好者"行为;在悲观情绪状态下,局中人往往对混合策略缺乏自信和信任,表现出“风险厌恶者”行为。  相似文献   

5.
This paper deals with an inspection game of Customs and a smuggler during some days. Customs has two options of patrolling or not. The smuggler can take two strategies of shipping its cargo of contraband or not. Two players have several opportunities to take an action during a limited number of days but they may discard some of the opportunities. When the smuggling coincides with the patrol, there occurs one of three events: the capture of the smuggler by Customs, a success of the smuggling and nothing new. If the smuggler is captured or no time remains to complete the game, the game ends. There have been many studies on the inspection game so far by the multi-stage game model, where both players at a stage know players’ strategies taken at the previous stage. In this paper, we consider a two-person zero-sum single-shot game, where the game proceeds through multiple periods but both players do not know any strategies taken by their opponents on the process of the game. We apply dynamic programming to the game to exhaust all equilibrium points on a strategy space of player. We also clarify the characteristics of optimal strategies of players by some numerical examples.  相似文献   

6.
针对政府预算体系,由于部门采取的行为策略是基于有限理性而做出的,所以博弈双方的策略选择实际上是不断调整的,并且是根据对方策略的变化而不断变化的。因此,运用演化博弈工具来研究政政府预算体系更符合现实情况。基于此,从演化博弈理论的研究视角探讨了预算审批部门、预算申报部门和财政支出部门决策的演化过程,建立了预算审批部门和预算申报部门以及财政支出部门之间的演化博弈模型。分析了审批部门、申报部门和支出部门的行为特征,根据复制者动态方程得到了参与者的行为演化规律和行为演化稳定策略。最后,文章通过数值算例对结论进行了论证。  相似文献   

7.
It is frequently suggested that predictions made by game theory could be improved by considering computational restrictions when modeling agents. Under the supposition that players in a game may desire to balance maximization of payoff with minimization of strategy complexity, Rubinstein and co-authors studied forms of Nash equilibrium where strategies are maximally simplified in that no strategy can be further simplified without sacrificing payoff. Inspired by this line of work, we introduce a notion of equilibrium whereby strategies are also maximally simplified, but with respect to a simplification procedure that is more careful in that a player will not simplify if the simplification incents other players to deviate. We study such equilibria in two-player machine games in which players choose finite automata that succinctly represent strategies for repeated games; in this context, we present techniques for establishing that an outcome is at equilibrium and present results on the structure of equilibria.  相似文献   

8.
For a stochastic game with countable state and action spaces we prove, that solutions in the game where all players are restricted to semi-markov strategies are solutions for the unrestricted game. In addition we show, that if all players, except for one, fix a stationary strategy, then the best the remaining player can do, is solving a markov decision problem, corresponding to the fixed stationary strategies.  相似文献   

9.
线上线下结合营销模式有效缓解了流通渠道不畅和营销方式单一的问题,进而促进绿色产品消费。在相关假设的基础上,通过构建绿色产品零售企业和市场消费者的演化博弈模型,重现博弈主体的动态演进过程。研究结果表明,在线上线下结合营销模式中,绿色产品零售企业与消费者演化博弈系统存在两个可能的均衡状态,分别是O{维持传统营销策略,使用传统渠道购买产品}、C{建立线上营销策略,使用线上渠道购买产品}。演化博弈系统的演进受到9个相关因素的干扰,这些因素通过影响博弈主体的收益、成本及潜在的风险损失等发生作用。在理论推导的基础上,以被调研的A绿色产品零售企业为样本进行数值模拟,验证理论推导的正确性,给出上述影响因素的作用强度。  相似文献   

10.
刘晓丽  杨红 《运筹与管理》2021,30(6):96-102
本文基于关系契约的视角,运用演化博弈理论,构建有限理性特性下的农户与农产品电子商务企业合作演化博弈模型,分析双方合作策略的演进过程、稳定策略及其影响因素,并通过Matlab仿真模拟分析影响双方合作策略选择的因素,验证博弈结果正确性。研究结果表明:农户和农产品电子商务企业选择合作策略与合作投入成本、实现的超额收益密切相关,博弈初始状态、再交易成本、单方不合作获得的收益及违约罚金等因素影响系统的演化稳定结果。因此完善农户与农产品电子商务企业的合作机制,需要构建合理的利益分配机制、良好的关系治理机制、有效的监督和惩罚机制和信息共享、沟通与协调机制。  相似文献   

11.
农村人居环境整治是乡村振兴战略的重要内容,基于有限理性的演化博弈理论,构建了以地方政府、社会资本和农村居民为博弈主体的农村人居环境整治PPP模式合作行为演化博弈模型,运用Matlab软件分析了三方主体的初始意愿和政府规制对三方主体行为策略演化的影响。研究发现:(1)政府规制对农村人居环境整治PPP模式合作博弈系统演化的影响从大到小依次是:政府对社会资本的补贴资助、投机罚金、合作奖励和政府对农村居民的参与奖励。(2)与提高地方政府对社会资本的补贴资助力度和惩罚力度相比,提高地方政府的激励规制初始意愿更能促进农村人居环境整治PPP项目的顺利落地实施。(3)农村居民参与PPP项目的初始意愿的提升关键在于提高农村居民参与收益。最后,为促进PPP模式在农村环境治理领域的应用与发展和推动农村人居环境整治的可持续改善提出相应建议。  相似文献   

12.
为探究中国在碳减排政策下地方政府与制造企业双方的博弈关系,在分析地方政府和制造企业不同策略下的成本和收益的基础上,采用系统动力学方法构建了地方政府和制造企业之间的静态混合策略演化博弈模型;进一步引入政府动态惩罚和补偿策略,剖析政企双方策略的互动机制。分析结果表明:地方政府对企业是否采取碳减排措施的奖惩力度、企业采取碳减排措施的成本与收益,会直接影响博弈结果;地方政府和制造企业两个群体在三种情况下存在演化稳定策略;在一定条件下,系统演化呈现周期性特征;当地方政府实施动态惩罚或补偿措施时,该博弈模型存在稳定的Nash均衡点。  相似文献   

13.
In this paper, we investigate the role of update or imitation rules in the spatial snowdrift game on regular lattices. Three different update rules, including unconditional imitation (UI), replicator dynamics (RD) and the Moran process, are utilized to update the strategies of focal players during the game process in the spatial snowdrift on the lattice. We observe that the aggregate cooperation level between players is largely elevated by using the Moran process in the spatial snowdrift game, when compared to the UI or replicator dynamics. Meanwhile, we carefully explore the dynamical evolution of frequency of cooperators and the cluster formation pattern for these three update rules. Moreover, it is also shown that the evolutionary behavior under the Moran update is independent of and insensitive to the randomly initial configurations of cooperators and defectors. The current results clearly indicate that the introduction of moderate randomness in the strategy update will highly promote the maintenance and persistence of cooperation among selfish individuals, which will be greatly instrumental to deeply understand the evolution of cooperation within many natural, biological and social systems.  相似文献   

14.
Baccarat and the closely related game Chemin-de-Fer are played for high stakes in casinos around the world. Optimal strategies for the player and the banker in the two person game have been developed by Kemeny and Snell. Similar strategies are now the rules of play in Nevada. Thorp and Walden developed card counting strategies to make certain side bets profitable but these bets are no longer allowed. Hence, the game is essentially a Bernoulli trial with a banker edge of 1.24%. For the three person game we determine the banker's strategy that optimally counters the two players fixed rules of play. It is optimal for the players to collude and place indentical bets in which case the game becomes a Bernoulli trial with banker's edge of 0.82%.  相似文献   

15.
16.
This study considers evolutionary games with non-uniformly random matching when interaction occurs in groups of \(n\ge 2\) individuals using pure strategies from a finite strategy set. In such models, groups with different compositions of individuals generally co-exist and the reproductive success (fitness) of a specific strategy varies with the frequencies of different group types. These frequencies crucially depend on the matching process. For arbitrary matching processes (called matching rules), we study Nash equilibrium and ESS in the associated population game and show that several results that are known to hold for population games under uniform random matching carry through to our setting. In our most novel contribution, we derive results on the efficiency of the Nash equilibria of population games and show that for any (fixed) payoff structure, there always exists some matching rule leading to average fitness maximization. Finally, we provide a series of applications to commonly studied normal-form games.  相似文献   

17.
运用进化博弈相关理论,以我国证券市场中的理性和非理性投资者为局中人建立进化博弈单群体模型,并求解此单群体模型的渐进稳定均衡策略,得到理性与非理性投资者的渐进稳定均衡比例,得出理性交易策略与噪声交易策略应同时存在而且适度的噪声有利于保持市场的流动性的结论,为我国证券市场和政府监管者提出政策性建议.  相似文献   

18.
ABSTRACT. The evolutionary stability concepts continuously stable strategies (CSS) and evolutionarily stable neighborhood invader strategies (ESNIS) share two properties in common. First, they are both evolutionarily stable strategies (ESS). Secondly, given any strategy in the close neighborhood of the CSS or ESNIS, there are some strategies that are closer to the CSS or ESNIS that can invade it. An ESNIS is a CSS but the converse is not true in general. We examine evolutionary adaptive dynamics in the neighborhood of a CSS that is not an ESNIS. We show that if an evolutionary game possesses a CSS which is not an ESNIS, the succession of strategies mediated by natural selection become arbitrarily close to the CSS but the precise value of the CSS cannot be attained unless the CSS is the first strategy to invade into the environment and is henceforth never perturbed. Thus if evolution does not start with the CSS that is not an ESNIS, we will have a phenomenon of bounded evolutionary succession that does not come to an end. The analysis is applied to a class of monomorphic population evolutionary game models in which species ecological interaction is modeled by the Lotka‐Volterra equations.  相似文献   

19.
再制造市场OEM与UOEM的博弈与学习研究   总被引:1,自引:0,他引:1       下载免费PDF全文
在再制造利益的驱动下,一些非原始设备制造商(UOEM)欲进入再制造市场。为探究UOEM参与再制造的进入博弈,应用演化博弈理论构建了原始设备制造商(OEM)和UOEM策略选择的复制动态。研究表明:博弈双方的回收价格、UOEM排除障碍的成本会影响UOEM的策略选择;OEM选择默许而潜在的UOEM进入再制造品市场是二维动态系统唯一的演化稳定策略。进一步考虑了参与人的学习行为,将噪声项引入复制动态方程中,得到了一个非子博弈完美均衡,即当带着噪声项的OEM采取竞争策略时,进入者的最优策略是置身于市场之外。  相似文献   

20.
In this paper, we propose a genetic algorithm approximation for modeling a population which individuals compete with each other based on prisoner’s dilemma game. Players act according to their genome, which gives them a strategy (phenotype); in our case, a probability for cooperation. The most successful players will produce more offspring and that depends directly of the strategy adopted. As individuals die, the newborns parents will be those fittest individuals in a certain spatial region. Four different fitness functions are tested to investigate the influence in the evolution of cooperation. Individuals live in a lattice modeled by probabilistic cellular automata and play the game with some of their neighborhoods. In spite of players homogeneously distributed over the space, a mean-field approximation is presented in terms of ordinary differential equations.  相似文献   

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