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Discrete-time dynamic graphical games:model-free reinforcement learning solution 被引量:7
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作者 Mohammed I.ABOUHEAF Frank L.LEWIS +1 位作者 Magdi S.MAHMOUD Dariusz G.MIKULSKI 《Control Theory and Technology》 EI CSCD 2015年第1期55-69,共15页
This paper introduces a model-free reinforcement learning technique that is used to solve a class of dynamic games known as dynamic graphical games. The graphical game results from to make all the agents synchronize t... This paper introduces a model-free reinforcement learning technique that is used to solve a class of dynamic games known as dynamic graphical games. The graphical game results from to make all the agents synchronize to the state of a command multi-agent dynamical systems, where pinning control is used generator or a leader agent. Novel coupled Bellman equations and Hamiltonian functions are developed for the dynamic graphical games. The Hamiltonian mechanics are used to derive the necessary conditions for optimality. The solution for the dynamic graphical game is given in terms of the solution to a set of coupled Hamilton-Jacobi-Bellman equations developed herein. Nash equilibrium solution for the graphical game is given in terms of the solution to the underlying coupled Hamilton-Jacobi-Bellman equations. An online model-free policy iteration algorithm is developed to learn the Nash solution for the dynamic graphical game. This algorithm does not require any knowledge of the agents' dynamics. A proof of convergence for this multi-agent learning algorithm is given under mild assumption about the inter-connectivity properties of the graph. A gradient descent technique with critic network structures is used to implement the policy iteration algorithm to solve the graphical game online in real-time. 展开更多
关键词 Dynamic graphical games Nash equilibrium discrete mechanics optimal control model-free reinforcementlearning policy iteration
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A Novel Distributed Optimal Adaptive Control Algorithm for Nonlinear Multi-Agent Differential Graphical Games 被引量:7
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作者 Majid Mazouchi Mohammad Bagher Naghibi-Sistani Seyed Kamal Hosseini Sani 《IEEE/CAA Journal of Automatica Sinica》 SCIE EI CSCD 2018年第1期331-341,共11页
In this paper, an online optimal distributed learning algorithm is proposed to solve leader-synchronization problem of nonlinear multi-agent differential graphical games. Each player approximates its optimal control p... In this paper, an online optimal distributed learning algorithm is proposed to solve leader-synchronization problem of nonlinear multi-agent differential graphical games. Each player approximates its optimal control policy using a single-network approximate dynamic programming(ADP) where only one critic neural network(NN) is employed instead of typical actorcritic structure composed of two NNs. The proposed distributed weight tuning laws for critic NNs guarantee stability in the sense of uniform ultimate boundedness(UUB) and convergence of control policies to the Nash equilibrium. In this paper, by introducing novel distributed local operators in weight tuning laws, there is no more requirement for initial stabilizing control policies. Furthermore, the overall closed-loop system stability is guaranteed by Lyapunov stability analysis. Finally, Simulation results show the effectiveness of the proposed algorithm. 展开更多
关键词 Approximate dynamic programming(ADP) distributed control neural networks(NNs) nonlinear differentia graphical games optimal control
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Distributed projection subgradient algorithm for two-network zero-sum game with random sleep scheme 被引量:1
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作者 Hongyun Xiong Jiangxiong Han +1 位作者 Xiaohong Nian Shiling Li 《Control Theory and Technology》 EI CSCD 2021年第3期405-417,共13页
In this paper,a zero-sum game Nash equilibrium computation problem with a common constraint set is investigated under two time-varying multi-agent subnetworks,where the two subnetworks have opposite payoff function.A ... In this paper,a zero-sum game Nash equilibrium computation problem with a common constraint set is investigated under two time-varying multi-agent subnetworks,where the two subnetworks have opposite payoff function.A novel distributed projection subgradient algorithm with random sleep scheme is developed to reduce the calculation amount of agents in the process of computing Nash equilibrium.In our algorithm,each agent is determined by an independent identically distributed Bernoulli decision to compute the subgradient and perform the projection operation or to keep the previous consensus estimate,it effectively reduces the amount of computation and calculation time.Moreover,the traditional assumption of stepsize adopted in the existing methods is removed,and the stepsizes in our algorithm are randomized diminishing.Besides,we prove that all agents converge to Nash equilibrium with probability 1 by our algorithm.Finally,a simulation example verifies the validity of our algorithm. 展开更多
关键词 zero-sum game Nash equilibrium Time-varying multi-agent network Projection subgradient algorithm Random sleep scheme
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Distributed Global Nash Equilibrium of Interactive Adversarial Graphical Games
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作者 ZHANG Yizhong LIAN Bosen LEWIS Frank L 《Journal of Systems Science & Complexity》 2025年第2期613-632,共20页
This article formulates interactive adversarial differential graphical games for synchronization control of multiagent systems(MASs)subject to adversarial inputs interacting with the systems through topology communica... This article formulates interactive adversarial differential graphical games for synchronization control of multiagent systems(MASs)subject to adversarial inputs interacting with the systems through topology communications.Local control and interactive adversarial inputs affect each agent's local synchronization error via local networks.The distributed global Nash equilibrium(NE)solutions are guaranteed in the games by solving the optimal control input of each agent and the worst-case adversarial input based solely on local states and communications.The asymptotic stability of the local synchronization error dynamics and the NE are guaranteed.Furthermore,the authors devise a data-driven online reinforcement learning(RL)algorithm that only computes the distributed Nash control online using system trajectory data,eliminating the need for explicit system dynamics.A simulation-based example validates the game and algorithm. 展开更多
关键词 Adversarial inputs differential graphical games Nash equilibrium reinforcement learning
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It Is Not A Zero-Sum Game
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作者 Liu Xinwei 《China's Foreign Trade》 2018年第6期46-47,共2页
Nowadays,China is the largest developing country in the world,and the US is the largest developed country in the world.Sino-US economic and trade relations are of great significance to the two nations and may have apr... Nowadays,China is the largest developing country in the world,and the US is the largest developed country in the world.Sino-US economic and trade relations are of great significance to the two nations and may have aprominent impact on the stability and development of the global economy. 展开更多
关键词 US It Is Not A zero-sum game WTO
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Interactive Fuzzy Approaches for Solving Multiobjective Two-Person Zero-Sum Games
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作者 Hitoshi Yano Ichiro Nishizaki 《Applied Mathematics》 2016年第5期387-398,共12页
In this paper, we consider multiobjective two-person zero-sum games with vector payoffs and vector fuzzy payoffs. We translate such games into the corresponding multiobjective programming problems and introduce the pe... In this paper, we consider multiobjective two-person zero-sum games with vector payoffs and vector fuzzy payoffs. We translate such games into the corresponding multiobjective programming problems and introduce the pessimistic Pareto optimal solution concept by assuming that a player supposes the opponent adopts the most disadvantage strategy for the self. It is shown that any pessimistic Pareto optimal solution can be obtained on the basis of linear programming techniques even if the membership functions for the objective functions are nonlinear. Moreover, we propose interactive algorithms based on the bisection method to obtain a pessimistic compromise solution from among the set of all pessimistic Pareto optimal solutions. In order to show the efficiency of the proposed method, we illustrate interactive processes of an application to a vegetable shipment problem. 展开更多
关键词 Multiobjective Two-Person zero-sum games LR Fuzzy Numbers Fuzzy Payoff Matrices Fuzzy Goals Possibility Measure Pareto Optimal Solutions Linear Programming
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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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A Graphic Algorithm of"Track" Effect in 3D Games
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作者 ZHANGPeng 《International English Education Research》 2017年第1期55-56,共2页
In 3D games, a lot of weapons in the movement will drag a "follow the shadow" effect, which is called the "track". In this paper, we first analyze the change rule of the "track", and then put forward a kind of a... In 3D games, a lot of weapons in the movement will drag a "follow the shadow" effect, which is called the "track". In this paper, we first analyze the change rule of the "track", and then put forward a kind of algorithm to realize the "track". The calculation of this algorithm is small, but the effect is very real, has been successfully applied to a variety of 3D games. 展开更多
关键词 Track graphic algorithm 3D games
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模拟训练视景系统、三维游戏开发工具RGBGameBuilder的设计 被引量:5
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作者 赵辉 余云宜 +1 位作者 梁应宏 贾广威 《中国图象图形学报(A辑)》 CSCD 1999年第1期61-67,共7页
介绍一种模拟仿真类实时三维图形应用开发工具RGBGameBuilder的设计,它的组成和应用结构。
关键词 计算机图形学 引擎 模拟仿真 视景系统 三维游戏
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On-Policy and Off-Policy Value Iteration Algorithms for Stochastic Zero-Sum Dynamic Games
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作者 GUO Liangyuan WANG Bing-Chang ZHANG Ji-Feng 《Journal of Systems Science & Complexity》 2025年第1期421-435,共15页
This paper considers the value iteration algorithms of stochastic zero-sum linear quadratic games with unkown dynamics.On-policy and off-policy learning algorithms are developed to solve the stochastic zero-sum games,... This paper considers the value iteration algorithms of stochastic zero-sum linear quadratic games with unkown dynamics.On-policy and off-policy learning algorithms are developed to solve the stochastic zero-sum games,where the system dynamics is not required.By analyzing the value function iterations,the convergence of the model-based algorithm is shown.The equivalence of several types of value iteration algorithms is established.The effectiveness of model-free algorithms is demonstrated by a numerical example. 展开更多
关键词 Approximate dynamic programming on-policy off-policy stochastic zero-sum games valueiteration
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二维动态图形设计中运动模式设计机制研究——以2020东京奥运会动态运动图标为例
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作者 徐佳一 《鞋类工艺与设计》 2025年第1期45-47,共3页
随着多媒体技术的快速崛起,动态图形设计越来越受到人们的追捧,其中二维动态图形设计由于平面化场景的限制,运动表现形式较为单一,难以获得让人耳目一新的视觉效果,是众多视觉设计师在进行动态设计的难点。而2020东京奥运会的动态运动... 随着多媒体技术的快速崛起,动态图形设计越来越受到人们的追捧,其中二维动态图形设计由于平面化场景的限制,运动表现形式较为单一,难以获得让人耳目一新的视觉效果,是众多视觉设计师在进行动态设计的难点。而2020东京奥运会的动态运动图标则是行业内较为先进的设计作品,在平面图形的运动模式上做了较多新颖的尝试,在设计过程中使用了3种不同的运动变化模式。通过解读其运动模式的设计机制,可以进一步丰富业内的动态图形设计手法,填补相关研究的空白,为之后的二维动态图形设计提供可借鉴之处。 展开更多
关键词 动态图形设计 二维 运动模式 东京奥运会
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Research on Different Heuristics for Minimax Algorithm Insight from Connect-4 Game 被引量:2
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作者 Xiyu Kang Yiqi Wang Yanrui Hu 《Journal of Intelligent Learning Systems and Applications》 2019年第2期15-31,共17页
Minimax algorithm and machine learning technologies have been studied for decades to reach an ideal optimization in game areas such as chess and backgammon. In these fields, several generations try to optimize the cod... Minimax algorithm and machine learning technologies have been studied for decades to reach an ideal optimization in game areas such as chess and backgammon. In these fields, several generations try to optimize the code for pruning and effectiveness of evaluation function. Thus, there are well-armed algorithms to deal with various sophisticated situations in gaming occasion. However, as a traditional zero-sum game, Connect-4 receives less attention compared with the other members of its zero-sum family using traditional minimax algorithm. In recent years, new generation of heuristics is created to address this problem based on research conclusions, expertise and gaming experiences. However, this paper mainly introduced a self-developed heuristics supported by well-demonstrated result from researches and our own experiences which fighting against the available version of Connect-4 system online. While most previous works focused on winning algorithms and knowledge based approaches, we complement these works with analysis of heuristics. We have conducted three experiments on the relationship among functionality, depth of searching and number of features and doing contrastive test with sample online. Different from the sample based on summarized experience and generalized features, our heuristics have a basic concentration on detailed connection between pieces on board. By analysing the winning percentages when our version fights against the online sample with different searching depths, we find that our heuristics with minimax algorithm is perfect on the early stages of the zero-sum game playing. Because some nodes in the game tree have no influence on the final decision of minimax algorithm, we use alpha-beta pruning to decrease the number of meaningless node which greatly increases the minimax efficiency. During the contrastive experiment with the online sample, this paper also verifies basic characters of the minimax algorithm including depths and quantity of features. According to the experiment, these two characters can both effect the decision for each step and none of them can be absolutely in charge. Besides, we also explore some potential future issues in Connect-4 game optimization such as precise adjustment on heuristic values and inefficiency pruning on the search tree. 展开更多
关键词 HEURISTICS MINIMAX Algorithm zero-sum game Connect-4 game
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基于层级结构的空−地协同预设时间最优容错控制
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作者 成旺磊 张柯 姜斌 《自动化学报》 EI CAS CSCD 北大核心 2024年第8期1589-1600,共12页
研究了发生执行器故障的无人机−无人车异构编队系统的层级预设时间最优编队控制问题.以保容错性能和收敛速度的优化控制为研究主线,以层级控制、图博弈理论和预设时间控制为技术基础,构建了一种预设时间最优容错控制算法.虚拟层设计了... 研究了发生执行器故障的无人机−无人车异构编队系统的层级预设时间最优编队控制问题.以保容错性能和收敛速度的优化控制为研究主线,以层级控制、图博弈理论和预设时间控制为技术基础,构建了一种预设时间最优容错控制算法.虚拟层设计了基于一致性跟踪误差和能量消耗的二次型性能指标函数,借助耦合哈密顿−雅克比−贝尔曼(Hanmilton-Jacobi-Bellman,HJB)方程和强化学习求解近似最优控制策略,实现多智能体的同步最优控制和交互纳什均衡.实际控制层基于最优信号并利用滑模控制和自适应技术,设计了预设时间容错跟踪控制器,实现对最优编队轨迹的有限时间跟踪.在保证全局收敛时间完全不依赖于系统的初始状态和控制器参数的同时,也有效实现对执行器故障参数的逼近.最后,通过仿真实验验证了所提控制策略的有效性. 展开更多
关键词 空−地协同 执行器故障 预设时间编队 图博弈 最优控制
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Computational intelligence interception guidance law using online off-policy integral reinforcement learning 被引量:1
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作者 WANG Qi LIAO Zhizhong 《Journal of Systems Engineering and Electronics》 SCIE CSCD 2024年第4期1042-1052,共11页
Missile interception problem can be regarded as a two-person zero-sum differential games problem,which depends on the solution of Hamilton-Jacobi-Isaacs(HJI)equa-tion.It has been proved impossible to obtain a closed-f... Missile interception problem can be regarded as a two-person zero-sum differential games problem,which depends on the solution of Hamilton-Jacobi-Isaacs(HJI)equa-tion.It has been proved impossible to obtain a closed-form solu-tion due to the nonlinearity of HJI equation,and many iterative algorithms are proposed to solve the HJI equation.Simultane-ous policy updating algorithm(SPUA)is an effective algorithm for solving HJI equation,but it is an on-policy integral reinforce-ment learning(IRL).For online implementation of SPUA,the dis-turbance signals need to be adjustable,which is unrealistic.In this paper,an off-policy IRL algorithm based on SPUA is pro-posed without making use of any knowledge of the systems dynamics.Then,a neural-network based online adaptive critic implementation scheme of the off-policy IRL algorithm is pre-sented.Based on the online off-policy IRL method,a computa-tional intelligence interception guidance(CIIG)law is developed for intercepting high-maneuvering target.As a model-free method,intercepting targets can be achieved through measur-ing system data online.The effectiveness of the CIIG is verified through two missile and target engagement scenarios. 展开更多
关键词 two-person zero-sum differential games Hamilton–Jacobi–Isaacs(HJI)equation off-policy integral reinforcement learning(IRL) online learning computational intelligence inter-ception guidance(CIIG)law
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电子游戏图像本土化对中国玩家的传播效果研究 被引量:1
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作者 梁海彤 谢颙丞 +1 位作者 林海敏 郭佳 《印刷与数字媒体技术研究》 CAS 北大核心 2024年第S01期28-37,共10页
电子游戏是全球普遍的文化现象之一,而游戏图像的本土化涉及传播效果、文化认同和审美观念。尽管许多游戏内容已本土化,但图像设计仍有明显西方化倾向,可能限制中国玩家的文化认同感。本研究旨在探讨适合中国市场的游戏图像本土化方式,... 电子游戏是全球普遍的文化现象之一,而游戏图像的本土化涉及传播效果、文化认同和审美观念。尽管许多游戏内容已本土化,但图像设计仍有明显西方化倾向,可能限制中国玩家的文化认同感。本研究旨在探讨适合中国市场的游戏图像本土化方式,提升传播效果。首先采用拉斯维尔提出的5W通信模型分析传播过程,收集相关数据构建本土化知识框架。然后通过对腾讯、网易两家公司旗下的游戏进行内容分析,以了解游戏视觉本土化的现状,并通过问卷调查获取玩家对本土化的反馈。研究结果显示,中国发布的游戏大多包含本土化内容,但玩家对游戏视觉本土化持积极态度且期望更高,并且不希望只获得过于简单及单调的本土化视觉,期待推出更多本土化视觉的游戏项目。 展开更多
关键词 电子游戏 本土化视觉设计 传播效果 图像
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Data-driven active vibration control for helicopter with trailing-edge flaps using adaptive dynamic programming
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作者 Yu CHEN Qun ZONG +1 位作者 Xiuyun ZHANG Jinna LI 《Chinese Journal of Aeronautics》 SCIE EI CAS CSCD 2024年第6期151-166,共16页
The helicopter Trailing-Edge Flaps(TEFs)technology is one of the recent hot topics in morphing wing research.By employing controlled deflection,TEFs can effectively reduce the vibration level of helicopters.Thus,desig... The helicopter Trailing-Edge Flaps(TEFs)technology is one of the recent hot topics in morphing wing research.By employing controlled deflection,TEFs can effectively reduce the vibration level of helicopters.Thus,designing specific vibration reduction control methods for the helicopters equipped with trailing-edge flaps is of significant practical value.This paper studies the optimal control problem for helicopter-vibration systems with TEFs under the framework of adaptive dynamic programming combined with Reinforcement Learning(RL).Time-delay and disturbances,caused by complexity of helicopter dynamics,inevitably deteriorate the control performance of vibration reduction.To solve this problem,a zero-sum game formulation with a linear quadratic form for reducing vibration of helicopter systems is presented with a virtual predictor.In this context,an off-policy reinforcement learning algorithm is developed to determine the optimal control policy.The algorithm utilizes only vertical vibration load data to achieve a policy that reduces vibration,attains Nash equilibrium,and addresses disturbances while compensating for time-delay without knowledge of the dynamics of the helicopter system.The effectiveness of the proposed method is demonstrated in a virtual platform. 展开更多
关键词 Active control Adaptive dynamic program-ming Helicopter rotor Vibration control zero-sum game
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多无人机系统在线强化学习最优安全跟踪控制 被引量:4
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作者 弓镇宇 杨飞生 《航空科学技术》 2024年第4期25-30,共6页
在无人机(UAV)编队跟踪任务中,虚假数据注入(FDI)攻击者可向控制指令注入误导性数据,导致无人机无法形成指定的编队构型,故需设计安全编队跟踪控制器。为此,本文利用零和图博弈对攻防过程进行建模,其中FDI攻击者和安全控制器是博弈的参... 在无人机(UAV)编队跟踪任务中,虚假数据注入(FDI)攻击者可向控制指令注入误导性数据,导致无人机无法形成指定的编队构型,故需设计安全编队跟踪控制器。为此,本文利用零和图博弈对攻防过程进行建模,其中FDI攻击者和安全控制器是博弈的参与者,攻击者的目标是最大化设定的成本函数,而安全控制器的目标与之相反,求解博弈并获得最优安全控制策略依赖于求取Hamilton-Jacobi-Isaacs(HJI)方程的解。而HJI方程是耦合偏微分方程,难以直接求解,因此结合经验回放机制引入了有限时间收敛的在线强化学习算法,设计了单评价神经网络近似值函数并获得了最优安全控制策略。最终利用仿真验证了算法的有效性。 展开更多
关键词 FDI攻击 多无人机 在线强化学习 优化控制 零和图博弈
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叙事学视域下视觉传达表达策略探析 被引量:1
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作者 高锐 《齐齐哈尔高等师范专科学校学报》 2024年第1期67-70,共4页
本文以叙事学为视角,探讨了在细分领域中运用视觉传达表达策略的方法,通过介绍叙事学在视觉传达中的理论基础和相关概念,并分析了不同领域中叙事结构和叙事元素的差异,提出了相应的视觉传达表达策略。同时,文章结合实例展示了这些策略... 本文以叙事学为视角,探讨了在细分领域中运用视觉传达表达策略的方法,通过介绍叙事学在视觉传达中的理论基础和相关概念,并分析了不同领域中叙事结构和叙事元素的差异,提出了相应的视觉传达表达策略。同时,文章结合实例展示了这些策略。研究结果表明,应用叙事学视角和相应的视觉传达表达策略可以提高设计作品的叙事性和吸引力,并能更好地传达信息和引导用户行为。 展开更多
关键词 叙事学视角 视觉传达表达策略 平面设计 影视设计 交互设计 游戏设计
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Accelerated Value Iteration for Nonlinear Zero-Sum Games with Convergence Guarantee
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作者 Yuan Wang Mingming Zhao +1 位作者 Nan Liu Ding Wang 《Guidance, Navigation and Control》 2024年第1期121-148,共28页
In this paper,an accelerated value iteration(VI)algorithm is established to solve the zero-sum game problem with convergence guarantee.First,inspired by the successive over relaxation theory,the convergence rate of th... In this paper,an accelerated value iteration(VI)algorithm is established to solve the zero-sum game problem with convergence guarantee.First,inspired by the successive over relaxation theory,the convergence rate of the iterative value function sequence is accelerated significantly with the relaxation factor.Second,the convergence and monotonicity of the value function sequence are analyzed under different ranges of the relaxation factor.Third,two practical approaches,namely the integrated scheme and the relaxation function,are introduced into the accelerated VI algorithm to guarantee the convergence of the iterative value function sequence for zero-sum games.The integrated scheme consists of the accelerated stage and the convergence stage,and the relaxation function can adjust the value of the relaxation factor.Finally,including the autopilot controller,the fantastic performance of the accelerated VI algorithm is verified through two examples with practical physical backgrounds. 展开更多
关键词 Adaptive dynamic programming convergence rate value iteration zero-sum games
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A Parallel Control Method for Zero-Sum Game with Unknown Time-Varying System
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作者 Qinglai Wei Zhenhua Zhu +1 位作者 Jie Zhang Fei-Yue Wang 《The International Journal of Intelligent Control and Systems》 2024年第1期37-41,共5页
In this paper,based on ACP(ACP:artificial societies,computational experiments,and parallel execution)approach,a parallel control method is proposed for zero-sum games of unknown time-varying systems.The process of con... In this paper,based on ACP(ACP:artificial societies,computational experiments,and parallel execution)approach,a parallel control method is proposed for zero-sum games of unknown time-varying systems.The process of constructing a sequence of artificial systems,implementing the computational experiments,and conducting the parallel execution is presented.The artificial systems are constructed to model the real system.Computational experiments adopting adaptive dynamic programming(ADP)are shown to derive control laws for a sequence of artificial systems.The purpose of the parallel execution step is to derive the control laws for the real system.Finally,simulation experiments are provided to show the effectiveness of the proposed method. 展开更多
关键词 zero-sum games parallel control ACP(ACP:artificial societies computational experiments and parallel execution) adaptive dynamic programming(ADP)
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