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Real-time Life-cycle Modular Design Method Based on Game Theory for Jack-up
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作者 郑玄亮 王运龙 林焰 《Journal of Shanghai Jiaotong university(Science)》 EI 2010年第4期504-511,共8页
To study an entity the entire jack-up performs as a total system with close interdependency and high level of integration of a myriad of subsystems supporting each individual function. All subsystems should be arrange... To study an entity the entire jack-up performs as a total system with close interdependency and high level of integration of a myriad of subsystems supporting each individual function. All subsystems should be arranged in regular geometric space with clear regional division according to their respective functions. The "building block" such as arrangement makes it feasible to apply modular design method while the integration and conflicts among subsystems offer an arena for game theoretic analysis. All the contradictions between subsystems should be resolved bye the designer. Here we present a game theoretic analysis methodology, which based on the basic principles of game theory, through the establishment of matrix-mode game models to describe and analyze engineering design tasks. By using this method the optimization process in various fields of expertise can be effectively coordinated and controlled, and the parallel design patterns can be achieved to some extent. Taking account of the impact of commercial or technical activities in platform's life cycle, time line is considered in the early stage of design process which provides more convenience for efficient upgrade and reconfiguration. Some second-hand three-legged jack-up upgrade design process is used as an example to illustrate the utility of the method. 展开更多
关键词 jack up life cycle design modular design real time game model
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Hybrid Estimation of State and Input for Linear Discrete Time-varying Systems: A Game Theory Approach 被引量:5
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作者 YOU Fu-Qiang WANG Fu-Li GUAN Shou-Ping 《自动化学报》 EI CSCD 北大核心 2008年第6期665-669,共5页
为线性分离变化时间的系统的 H 混合评价问题在这份报纸被调查,在估计的信号是状态和输入的线性联合的地方。设计目的从骚乱要求最坏的精力获得到是的评价错误不到规定水平。混合评价问题的最佳的答案是僵绳点一二播放器零和微分游戏... 为线性分离变化时间的系统的 H 混合评价问题在这份报纸被调查,在估计的信号是状态和输入的线性联合的地方。设计目的从骚乱要求最坏的精力获得到是的评价错误不到规定水平。混合评价问题的最佳的答案是僵绳点一二播放器零和微分游戏。根据微分比赛途径,为混合评价问题的必要、足够的可解决的条件以一个 Riccati 微分方程的答案被提供。而且,如果可解决的条件满足,一个可能的评估者被建议。评估者被印射矩阵的一个获得矩阵和产量描绘,在后者反映在未知输入和输出评价错误之间的内部关系的地方。最后,一个数字例子被提供说明建议途径。 展开更多
关键词 博奕论 线性离散系统 时间变化系统 智能化系统
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Hybrid Estimation of State and Input for Linear Continuous Time-varying Systems:A Game Theory Approach 被引量:1
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作者 YANGXiao-Jun WENGZheng-Xin TIANZuo-Hua SHISong-Jiao 《自动化学报》 EI CSCD 北大核心 2005年第4期549-554,共6页
The H∞ hybrid estimation problem for linear continuous time-varying systems is in-vestigated in this paper, where estimated signals are linear combination of state and input. Designobjective requires the worst-case e... The H∞ hybrid estimation problem for linear continuous time-varying systems is in-vestigated in this paper, where estimated signals are linear combination of state and input. Designobjective requires the worst-case energy gain from disturbance to estimation error be less than a pre-scribed level. Optimal solution of the hybrid estimation problem is the saddle point of a two-playerzero sum di?erential game. Based on the di?erential game approach, necessary and su?cient solvableconditions for the hybrid estimation problem are provided in terms of solutions to a Riccati di?e-rential equation. Moreover, one possible estimator is proposed if the solvable conditions are satisfied.The estimator is characterized by a gain matrix and an output mapping matrix that re?ects theinternal relations between the unknown input and output estimation error. Both state and unknowninputs estimation are realized by the proposed estimator. Thus, the results in this paper are alsocapable of dealing with fault diagnosis problems of linear time-varying systems. At last, a numericalexample is provided to illustrate the proposed approach. 展开更多
关键词 时变系统 混合估计 竞赛理论 RICCATI方程
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One-Time Rational Secret Sharing Scheme Based on Bayesian Game 被引量:8
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作者 TIAN Youliang MA Jianfeng +2 位作者 PENG Changgen CHEN Xi JI Wenjiang 《Wuhan University Journal of Natural Sciences》 CAS 2011年第5期430-434,共5页
The rational secret sharing cannot be realized in the case of being played only once, and some punishments in the one-time rational secret sharing schemes turn out to be empty threats. In this paper, after modeling 2-... The rational secret sharing cannot be realized in the case of being played only once, and some punishments in the one-time rational secret sharing schemes turn out to be empty threats. In this paper, after modeling 2-out-of-2 rational secret sharing based on Bayesian game and considering different classes of protocol parties, we propose a 2-out-of-2 secret sharing scheme to solve cooperative problem of a rational secret sharing scheme being played only once. Moreover, we prove that the strategy is a perfect Bayesian equilibrium, adopted only by the parties in their decision-making according to their belief system (denoted by the probability distribution) and Bayes rule, without requiring simultaneous channels. 展开更多
关键词 rational secret sharing one-time rational secret sharing Bayesian game perfect Bayesian equilibrium
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Influences of Network Delay on Quality of Experience for Soft Objects in Networked Real-Time Game with Haptic Sense
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作者 Mya Sithu Yutaka Ishibashi +1 位作者 Pingguo Huang Norishige Fukushima 《International Journal of Communications, Network and System Sciences》 2015年第11期440-445,共6页
In this paper, we investigate the influences of network delay on QoE (Quality of Experience) such as the operability of haptic interface device and the fairness between players for soft objects in a networked real-tim... In this paper, we investigate the influences of network delay on QoE (Quality of Experience) such as the operability of haptic interface device and the fairness between players for soft objects in a networked real-time game subjectively and objectively. We handle a networked balloon bursting game in which two players burst balloons (i.e., soft objects) in a 3D virtual space by using haptic interface devices, and the players compete for the number of burst balloons. As a result, we find that the operability depends on the network delay from the local terminal to the other terminal, and the fairness is mainly dependent on the difference in network delay between the players’ terminals. We confirm that there exists a trade-off relationship between the operability and the fairness. We also see that the contribution of the fairness is larger than that of the operability to the comprehensive quality (i.e., the weighted sum of the operability and fairness). Assessment results further show that the output timing of terminals should be adjusted to the terminal which has the latest output timing to maintain the fairness when the difference in network delay between the terminals is large. In this way, the comprehensive quality at each terminal can be maintained as high as possible. 展开更多
关键词 NETWORKED REAL-time game Virtual Environment Balloon BURSTING game HAPTIC Interface Devices Network Delay Quality of Experience OPERABILITY Fairness
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Polynomial Time Method for Solving Nash Equilibria of Zero-Sum Games
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作者 Yoshihiro Tanaka Mitsuru Togashi 《American Journal of Computational Mathematics》 2021年第1期23-30,共8页
There are a few studies that focus on solution methods for finding a Nash equilibrium of zero-sum games. We discuss the use of Karmarkar’s interior point method to solve the Nash equilibrium problems of a zero-sum ga... There are a few studies that focus on solution methods for finding a Nash equilibrium of zero-sum games. We discuss the use of Karmarkar’s interior point method to solve the Nash equilibrium problems of a zero-sum game, and prove that it is theoretically a polynomial time algorithm. We implement the Karmarkar method, and a preliminary computational result shows that it performs well for zero-sum games. We also mention an affine scaling method that would help us compute Nash equilibria of general zero-sum games effectively. 展开更多
关键词 Zero-Sum games Nash Equilibria Karmarkar’s Method Polynomial time
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The Game Analysis of Environmental Protection at Scenic Spots 被引量:1
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作者 宋健峰 吴艳 《Journal of Landscape Research》 2011年第10期24-27,共4页
Game model of environmental protection at scenic spots is established in this paper in order to carry out analysis of the equilibrium between one-time game and infinitely repeated game, disclose the reasons why the en... Game model of environmental protection at scenic spots is established in this paper in order to carry out analysis of the equilibrium between one-time game and infinitely repeated game, disclose the reasons why the environment of scenic spots are destroyed, and propose the countermeasures to ensure the equilibrium of the game. The study also reveals that during the one-time game between tourists and tour operators, it is tour operators' dominant strategy not to control environmental pollution that leads to the destruction of environment at scenic spots. While, during the infinitely repeated game between tourists and tour operators, the realization of Pareto optimality equilibrium (The strategy of tourist is traveling, and the strategy of tour operators are controlling environmental pollution) is dependent upon the choice of players (tourists or operators) of triggering strategy (traveling or controlling environmental pollution). The supervision of the government upon operators can force them to control environmental pollution, which can consequently improve the efficiency of equilibrium in the game, and promote environmental protection at tourism scenic spots and sustainable development of tourism. 展开更多
关键词 TOURISM ENVIRONMENTAL PROTECTION One-time game Repeated game
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多集群博弈分布式事件触发在线学习算法及其应用
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作者 余芮 王倩瑶 +2 位作者 杜凯新 熊婧 张先超 《控制与决策》 北大核心 2026年第1期257-266,共10页
研究讨论一类具有协同竞争耦合特性的博弈问题,结合动态环境特征,构建考虑时变收益函数的多集群博弈模型.基于时变通信网络拓扑结构,提出一种离散时间分布式纳什均衡在线学习算法,并通过引入事件触发机制实现通信资源优化:1)采用预设触... 研究讨论一类具有协同竞争耦合特性的博弈问题,结合动态环境特征,构建考虑时变收益函数的多集群博弈模型.基于时变通信网络拓扑结构,提出一种离散时间分布式纳什均衡在线学习算法,并通过引入事件触发机制实现通信资源优化:1)采用预设触发条件调控智能体信息交互;2)在降低通信频次的同时能够维持纳什均衡求解精度.理论分析表明,通过精巧地选择合适的时变步长(α_(t)=1/t^(2a1),0<a_(1)<1/2)和事件触发函数阈值(C_(0)α_(t),C_(0)>0),所设计算法能够有效克服时变环境下的传输误差和估计误差影响,并严格证明其指数收敛特性.能源互联网典型场景的仿真实验表明,相较传统算法,所提出方法在保证纳什均衡收敛精度的同时能有效降低通信次数,验证了其工程有效性. 展开更多
关键词 分布式多集群博弈 时变拓扑 纳什均衡 在线学习算法 事件触发机制 能源互联网系统
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基于博弈论的地址跳变系统时间策略研究
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作者 张慎明 梁金洁 +3 位作者 许新桥 冯戈 邹添华 胡志林 《信息网络安全》 北大核心 2026年第1期69-78,共10页
文章旨在探究移动目标防御中地址跳变系统的最优时间策略,针对网络攻防非对称性问题,提出基于博弈论的动态防御决策模型。研究围绕周期性、事件驱动和混合驱动3种地址跳变策略展开,量化其防御收益并比较策略选择效果。通过构建单阶段完... 文章旨在探究移动目标防御中地址跳变系统的最优时间策略,针对网络攻防非对称性问题,提出基于博弈论的动态防御决策模型。研究围绕周期性、事件驱动和混合驱动3种地址跳变策略展开,量化其防御收益并比较策略选择效果。通过构建单阶段完全信息零和博弈模型,推导出各策略对应的防御成功概率、跳变次数与收益函数,并采用无因次化方法对跳变成本比、防御失败损失比、攻击频率等关键参数进行实验分析。实验结果表明,混合驱动策略在多数场景下防御收益较高,但在高跳变成本比或高防御失败损失比条件下,周期性策略更具优势。文章为移动目标防御时间策略的优化选择提供了理论依据,揭示了攻防参数耦合效应对策略决策的影响机制,提升了动态防御系统的自适应能力。 展开更多
关键词 移动目标防御 博弈论 地址跳变 时间策略
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基于日前合作博弈和实时修正的多市场主体出清策略
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作者 刘东阳 邓祥力 《上海电力大学学报》 2026年第1期61-70,86,共11页
风电输出功率的不确定性阻碍了现货市场中标计划的精准执行。针对该问题,在电能量与调频辅助服务联合市场中,提出了包含日前预出清模型和实时出清模型的多市场主体出清策略。日前预出清模型考虑风电与火电、储能之间的互补特性,通过构... 风电输出功率的不确定性阻碍了现货市场中标计划的精准执行。针对该问题,在电能量与调频辅助服务联合市场中,提出了包含日前预出清模型和实时出清模型的多市场主体出清策略。日前预出清模型考虑风电与火电、储能之间的互补特性,通过构建合作联盟,将风电日前中标计划调整至与日前预测计划一致,并采用基于合作博弈的Shapley值法对联盟总收益进行分配。实时出清模型考虑风电日前预测与实时预测的偏差,通过设置预留火电、储能输出功率,进一步降低了风电输出功率不确定性带来的影响。相较于日前非合作模式下按输出功率分配收益,所提出清策略下合作联盟总收益提升了5.1%,风电总收益提升了9.3%;相较于实时直接出清,所提出清策略下总成本降低了7.2%。 展开更多
关键词 合作博弈 实时修正 多市场主体 出清策略
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关于Banach空间值L^1S-games与随机变量阵列完全收敛性的几个注记
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作者 甘师信 陈平炎 《武汉大学学报(理学版)》 CAS CSCD 北大核心 2007年第1期29-32,共4页
设B是一实可分的Banach空间,具有Radon-Nikodyn性质(RNP).{Xn,n≥1}是L1B中的序列,其子序列{Xs,s∈S}是一L1极限鞅.证明了{Xn,n≥1}是L1S-game的充分必要条件是{Xn,n≥1}在条件liminfnE‖XSn‖<∞下或条件∫{τ<∞}‖XSτ‖dP<... 设B是一实可分的Banach空间,具有Radon-Nikodyn性质(RNP).{Xn,n≥1}是L1B中的序列,其子序列{Xs,s∈S}是一L1极限鞅.证明了{Xn,n≥1}是L1S-game的充分必要条件是{Xn,n≥1}在条件liminfnE‖XSn‖<∞下或条件∫{τ<∞}‖XSτ‖dP<∞,τ∈下依概率收敛,其中是由{Fn,n∈N}的停时组成的集合,Sn=inf{s∈S:n≤s},n∈N.这个结论推广与改进了Luu的相关结果.而行独立的B值随机变量阵列完全收敛性的两个结果则改进与推广了T.C.Hu等人的相应结果. 展开更多
关键词 L^1极限鞅 概率极限鞅 S概率极限鞅 L^1 S-game 依概率收敛 随机变量阵列 完全收敛性
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多飞行器协同制导技术研究综述与展望
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作者 王蒙一 赵宇帆 +1 位作者 孟子阳 王林波 《航空学报》 北大核心 2026年第2期171-191,共21页
针对多飞行器协同制导技术这一精确制导领域的当前研究热点和未来重要发展方向,系统阐述了多飞行器协同制导技术的研究进展并对未来研究方向进行了展望。首先,深入分析了近年来相关主题的国内外文献,进行了聚类标签优化分析;其次,根据... 针对多飞行器协同制导技术这一精确制导领域的当前研究热点和未来重要发展方向,系统阐述了多飞行器协同制导技术的研究进展并对未来研究方向进行了展望。首先,深入分析了近年来相关主题的国内外文献,进行了聚类标签优化分析;其次,根据分析结果对多飞行器协同制导技术的研究方向进行了分类,按照基于架构优化的多飞行器协同制导、考虑约束条件的多飞行器协同制导和基于微分博弈的多飞行器协同制导3个方向进行归纳综述,详细总结了各研究方向的研究脉络与技术路径;最后基于当前多飞行器协同制导技术的研究趋势,提炼了跨域多飞行器协同制导架构、多模复合协同制导和智能算法应用3个多飞行器协同制导技术的未来研究方向。 展开更多
关键词 协同制导 协同制导架构 时间约束 时空约束 物理约束 微分博弈
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Twelve weeks of dance exergaming in overweight and obese adolescent girls:Transfer effects on physical activity,screen time,and self-efficacy 被引量:8
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作者 Amanda E.Staiano Robbie A.Beyl +2 位作者 Daniel S.Hsia Peter T.Katzmarzyk Robert L.Newton Jr 《Journal of Sport and Health Science》 SCIE 2017年第1期4-10,127,共8页
Background: Given the low levels of physical activity(PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA f... Background: Given the low levels of physical activity(PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA from one context to another, exergames(i.e., video games that require gross motor activity) may act as a gateway to promote overall PA outside game play. The purpose of this study was to examine potential transfer effects(i.e., influences on external behaviors and psychological constructs) of a 12-week exergaming intervention on adolescent girls' PA, screen time,and self-efficacy toward PA, as well as the intrinsic motivation of exergaming.Methods: Participants were 37 girls aged 14–18 years(65% African American, 35% white) who were overweight or obese(body mass index ≥ 85 th percentile) and were recruited from the community via school, physicians, news media, and social media websites. Adolescents were randomly assigned to a 12-week group exergaming intervention(thirty-six 60 min sessions of group-based dance exergaming in a research laboratory using Kinect for Xbox360(Microsoft Corporation, Redmond, WA, USA)) or to a no-treatment control group. Outcome variables included objectively measured PA(total) and self-reported leisure-time PA(discretionary time only) 1 week before vs. 1 week after the intervention; selected type and intensity of PA when placed in a gym setting for 30 min("cardio free choice"); screen time; self-efficacy toward PA; and intrinsic motivation toward exergaming.Results: Attendance at the exergaming sessions was high(80%). Compared with the control group, the intervention group self-reported an increase in PA(p = 0.035) and fewer hours watching television or videos(p = 0.01) after the intervention, but there were no significant differences in sedentary, light, moderate, or vigorous PA measured by accelerometry. The intervention group significantly improved self-efficacy toward PA(p = 0.028). The intervention group highly rated intrinsic motivation toward exergaming.Conclusion: Exergaming for 12 weeks was associated with positive impacts on adolescent girls' self-reported PA, television viewing, self-efficacy,and intrinsic motivation. Future research is warranted to leverage exergames as an enjoyable, motivating, and effective PA tool. 展开更多
关键词 Active video games Leisure activity Motivation Screen time SELF-EFFICACY Television
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Satellite proximate interception vector guidance based on differential games 被引量:14
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作者 Dong YE Mingming SHI Zhaowei SUN 《Chinese Journal of Aeronautics》 SCIE EI CAS CSCD 2018年第6期1352-1361,共10页
This paper studies the proximate satellite interception guidance strategies where both the interceptor and target can perform orbital maneuvers with magnitude limited thrusts. This problem is regarded as a pursuit-eva... This paper studies the proximate satellite interception guidance strategies where both the interceptor and target can perform orbital maneuvers with magnitude limited thrusts. This problem is regarded as a pursuit-evasion game since satellites in both sides will try their best to capture or escape. In this game, the distance of these two players is small enough so that the highly nonlinear earth-centered gravitational dynamics can be reduced to the linear Clohessy-Wiltshire(CW) equations. The system is then simplified by introducing the zero effort miss variables. Saddle solution is formulated for the pursuit-evasion game and time-to-go is estimated similarly as that for the exoatmospheric interception. Then a vector guidance is derived to ensure that the interception can be achieved in the optimal time. The proposed guidance law is validated by numerical simulations. 展开更多
关键词 Differential games Saddle solution Satellite interception time-to-go estimation Zero effort miss trajectory
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虚拟电厂与电动汽车用户的主从博弈定价策略 被引量:2
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作者 马永翔 马少洁 +2 位作者 闫群民 孔志战 淡文国 《华北电力大学学报(自然科学版)》 北大核心 2025年第5期68-78,共11页
虚拟电厂(VPP)是指将风光等分布式能源、可控负荷、储能系统和电动汽车等分布式能源视为一个特殊的电厂参与电力供应,通过合理制定电价减少峰值负荷对电网可靠性的影响。文中提出了一种考虑VPP与电动汽车(EV)用户双方经济效益的主从博... 虚拟电厂(VPP)是指将风光等分布式能源、可控负荷、储能系统和电动汽车等分布式能源视为一个特殊的电厂参与电力供应,通过合理制定电价减少峰值负荷对电网可靠性的影响。文中提出了一种考虑VPP与电动汽车(EV)用户双方经济效益的主从博弈定价策略,上层模型中运营商通过主从博弈模型制定电价来优化电网负荷,下层模型以电动汽车用户端充电费用最少为目标,双层博弈模型通过利用线性化方法和Karush-Kuhn-Tucker(KKT)条件将问题转化为单层混合整数线性规划进行求解。该模型考虑了电动汽车入网技术(V2G)对整个系统的影响,同时通过条件风险价值(CVaR)理论解决风光带来的不确定性。最后,算例给出运营商在V2G方式下的出力计划和最优定价策略,并分析了不同充电方式、不同EV参与比例和风险偏好系数对整个系统的影响。结果表明所建模型能够很好的平抑电网负荷波动、降低负荷峰谷差,并使参与V2G服务的用户经济收益最大化。 展开更多
关键词 虚拟电厂 电动汽车 主从博弈 实时电价 V2G 可再生能源
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突防弹道技术研究进展综述 被引量:1
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作者 孙瑞胜 陈洁卿 +1 位作者 陆宇 刘宣廷 《南京理工大学学报》 北大核心 2025年第1期1-14,共14页
世界主要军事强国的反导拦截技术正在快速发展。发展有效地应对导弹防御武器的突防技术和方法,具有十分重要的战略意义。针对威胁回避、程序机动、自主机动和饱和攻击四大突防方法对突防弹道技术的研究进展进行了综合评述。首先,归纳了... 世界主要军事强国的反导拦截技术正在快速发展。发展有效地应对导弹防御武器的突防技术和方法,具有十分重要的战略意义。针对威胁回避、程序机动、自主机动和饱和攻击四大突防方法对突防弹道技术的研究进展进行了综合评述。首先,归纳了威胁回避突防问题的数学模型和求解方法,重点概述了基于凸优化的在线弹道规划求解方法。其次,给出了典型程序机动形式的数学模型和改进方向。接着,重点介绍了最优控制突防和博弈机动突防两大自主机动突防方法的数学模型和研究进展,详细讨论了弹群协同自主突防的建模和求解技术。然后,详细讨论了集中式和分布式协同饱和攻击的研究现状,介绍了复杂通信环境下的一致性方法研究进展。最后,讨论了突防弹道技术有待解决的问题和未来研究方向。 展开更多
关键词 突防 弹道规划 微分博弈 时间协同
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Evolutionary game dynamics of combining the Moran and imitation processes 被引量:7
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作者 Xian-Jia Wang Cui-Ling Gu +1 位作者 Shao-Jie Lv Ji Quan 《Chinese Physics B》 SCIE EI CAS CSCD 2019年第2期94-105,共12页
One of the assumptions of previous research in evolutionary game dynamics is that individuals use only one rule to update their strategy. In reality, an individual's strategy update rules may change with the envir... One of the assumptions of previous research in evolutionary game dynamics is that individuals use only one rule to update their strategy. In reality, an individual's strategy update rules may change with the environment, and it is possible for an individual to use two or more rules to update their strategy. We consider the case where an individual updates strategies based on the Moran and imitation processes, and establish mixed stochastic evolutionary game dynamics by combining both processes. Our aim is to study how individuals change strategies based on two update rules and how this affects evolutionary game dynamics. We obtain an analytic expression and properties of the fixation probability and fixation times(the unconditional fixation time or conditional average fixation time) associated with our proposed process. We find unexpected results. The fixation probability within the proposed model is independent of the probabilities that the individual adopts the imitation rule update strategy. This implies that the fixation probability within the proposed model is equal to that from the Moran and imitation processes. The one-third rule holds in the proposed mixed model. However, under weak selection, the fixation times are different from those of the Moran and imitation processes because it is connected with the probability that individuals adopt an imitation update rule. Numerical examples are presented to illustrate the relationships between fixation times and the probability that an individual adopts the imitation update rule, as well as between fixation times and selection intensity. From the simulated analysis, we find that the fixation time for a mixed process is greater than that of the Moran process, but is less than that of the imitation process. Moreover, the fixation times for a cooperator in the proposed process increase as the probability of adopting an imitation update increases; however, the relationship becomes more complex than a linear relationship. 展开更多
关键词 EVOLUTIONARY game dynamics MORAN PROCESS IMITATION PROCESS FIXATION probability FIXATION time
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Public Bicycle Operating System Based on Space-Time Security and the Internet of Things
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作者 PENG Rong ZHANG Manli +2 位作者 GUO Chi CUI Jingsong SONG Jia 《Wuhan University Journal of Natural Sciences》 CAS CSCD 2018年第6期541-548,共8页
The bad behaviors of some users and the drawbacks of public bicycles have hindered the promotion of public bicycles. The current problems include low utilization rate, uneven distribution, high loss rate and insecure ... The bad behaviors of some users and the drawbacks of public bicycles have hindered the promotion of public bicycles. The current problems include low utilization rate, uneven distribution, high loss rate and insecure lock. However, there is few feasible research in this new field. To address these issues of public bicycles, we propose a public bicycle operating system(PBOS). PBOS involves three key technologies: 1) To acquire a dynamic password and realize bicycle self-rescue, we devise an intelligent lock that utilizes the Internet of Things(IoT) to establish Bluetooth connection with user's mobile phone. 2) To avoid bicycle loss and improve the security of data transmission, we design a space-time security protocol to work between bicycle's intelligent lock, mobile app, and server. 3) To increase the average utilization rate and distribution, we present a cooperative game model for bicycle scheduling. Finally, we evaluate the performance and validate the theoretical properties of PBOS through extensive simulations. 展开更多
关键词 public bicycle intelligent lock bluetooth communication space-time security protocol cooperative game model
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H_∞ control for stochastic systems with time-delay
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作者 LiuYungang FangRui ZhangYun LiYanfang 《Journal of Systems Engineering and Electronics》 SCIE EI CSCD 2005年第2期356-362,共7页
The H∞-control problem of stochastic systems with time-delay is considered. The sufficient conditions are obtained, under which there are always state-feedback control and dynamic output-feedback control so that the ... The H∞-control problem of stochastic systems with time-delay is considered. The sufficient conditions are obtained, under which there are always state-feedback control and dynamic output-feedback control so that the resulting closed-loop system is internaly stable and L2 input-output stable in the sense of expectation. Furthermore, the explicit formulas of both kinds of controls are derived. An example is included to illustrate the correctness of theoretic results. 展开更多
关键词 stochastic time-delay systems H∞-control differential game linear matrix inequality.
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计及风、光、荷时序波动特性的配电网线路脆弱性评估
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作者 鲁玲 蒲秋平 +5 位作者 张瑶瑶 李欣 张鑫 许鸿卫 鲁洋 卜得利 《可再生能源》 北大核心 2025年第4期499-509,共11页
文章对多类型分布式电源接入的配电线路脆弱性评估进行了研究。首先,针对分布式电源的不确定性,采用拉丁超立方抽样和同步回代法生成风、光经典出力场景,从电网结构、运行状态及故障影响3方面出发,基于复杂网络理论与潮流分析,提出改进... 文章对多类型分布式电源接入的配电线路脆弱性评估进行了研究。首先,针对分布式电源的不确定性,采用拉丁超立方抽样和同步回代法生成风、光经典出力场景,从电网结构、运行状态及故障影响3方面出发,基于复杂网络理论与潮流分析,提出改进线路介数、改进线路度数、线路电压稳定性、故障损失等脆弱性评估指标;其次,提出了基于时序波动特性修正权重的博弈论-VIKOR的综合评价模型,对线路的脆弱性进行评价;再次,基于IEEE33节点系统的算例进行仿真验证,结果表明,所构建指标及评价模型能准确反映线路实时脆弱状态,符合源、荷时序波动特性;最后,基于各时段线路综合脆弱性,结合时段内线路脆弱性分布特性,进一步分析了不同时段系统线路整体的真实脆弱性,为含分布式电源配电网风险规避提供理论依据。 展开更多
关键词 分布式电源 脆弱性评估 时序波动特性 博弈论
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