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1.
This paper is concerned with the finite horizon linear quadratic (LQ) Stackelberg game for stochastic systems with Poisson jumps under the open-loop information structure. First, the follower solves a LQ stochastic optimal control problem with Poisson jumps. With the aid of an introduced generalized differential Riccati equation with Poisson jumps (GDREP), the sufficient conditions for the optimization of the follower are put forward. Then, the leader faces an optimal control problem for a forward-backward stochastic differential equation with Poisson jumps (FBSDEP). By introducing new state and costate variables, a sufficient condition for the existence and uniqueness of the open-loop Stackelberg strategies is presented in terms of the solvability of two differential Riccati equations and a convexity condition. In addition, the state feedback representation of the open-loop Stackelberg strategies is obtained via the related differential Riccati equation. Finally, two examples shed light on the effectiveness of the obtained results.  相似文献   

2.
基于动态博弈模型的企业与供应商项目关系管理   总被引:2,自引:0,他引:2  
通过对博弈的边界条件进行界定,构筑了一个项目关系管理的三阶段斯坦克尔伯格(Stackelberg)动态博弈模型。对本博弈的子博弈精炼纳什均衡的分析认为:企业与项目供应商的非合作博弈中,供应商是否履约以及合同实施的程度取决于企业对博弈双方长远合作关系的引导,企业如果加强关系管理,将激励供应商按照企业要求的合同时序量履约,从而实现双方最优的策略选择——合作式竞争,最终实现企业自身的项目目标乃至战略目标。  相似文献   

3.
上市公司资金闲置与再融资策略的博弈分析   总被引:1,自引:0,他引:1  
田华 《预测》2002,21(3):52-55,45
我国上市公司资金大量闲置是非常普遍的现象,而这与其再融资策略的选择又是密切相关的。本文应用博弈论中的古诺模型和斯埋克尔伯格模型对这种现象进行分析,揭示了其中的内在原因。  相似文献   

4.
罗媛心 《科教文汇》2020,(8):149-150
游戏是幼儿在幼儿园内的主要活动,游戏对发展幼儿的体能,增进幼儿的语言能力、合作能力、沟通能力以及社会性的发展都有着积极的意义。安吉游戏是浙江省安吉县幼儿园的一种特殊的幼儿园游戏模式,是一种让幼儿接触自然、自由选择的游戏种类、顺应幼儿发展特点,让幼儿进行自主游戏。这种幼儿与自然互动的游戏得到越来越多的关注,对学前游戏发展有重要的价值。本研究的意义在于在了解安吉游戏的特点的同时探讨幼儿园目前游戏存在的一些问题,将安吉游戏的理念与现有的幼儿园游戏相结合,帮助幼儿教育工作者得到启发,从安吉游戏中找寻有利于幼儿园游戏开展的新思路。  相似文献   

5.
初始水权分配中的主从对策研究   总被引:1,自引:0,他引:1  
刘妍  郑丕谔 《软科学》2008,22(2):91-93
通过对初始水权分配一般模式的研究,针对现有的两个水权分配机制,提出初始水权分配是一个以集中机制为主,市场机制为辅的协商过程,即一主和多从的主从对策问题。建立管理部门为主者、用户为从者且相互独立的初始水权分配模型,并应用遗传算法对该模型进行仿真计算,得出满意解。  相似文献   

6.
In this paper it is shown that a class of pursuit-evasion games can be treated more simply by the geometrical approach with the topological properties of the reachable region and by the method of functional analysis. Conditions for capture and optimal strategies are derived. A numerical example is given to show both the optimal open-loop strategies of players and the optimal trajectories of the game.  相似文献   

7.
供应链间Stackelberg博弈下纵向结构决策模型   总被引:1,自引:0,他引:1       下载免费PDF全文
以两条包含一个制造商和一个零售商的供应链为研究对象,讨论了两供应链采用不同决策结构时链间Stackelberg博弈问题,并对链间博弈四种决策结构(分散—分散、分散—集中、集中—分散、集中—集中)进行比较分析。研究结果表明,1)对于领导者供应链来说,集中决策是其占优策略;2)对于追随者供应链来说,采用集中决策还是分散决策,则取决于产品可替代性的高低和领导者供应链的选择;3)当产品替代度较低时,集中—集中结构是链间单次和多次重复博弈的均衡解;当产品替代度较高时,集中—分散结构是链间单次博弈均衡解,而分散—分散结构则是多次重复博弈均衡策略。  相似文献   

8.
9.
Whilst some philosophical progress has been made on the ethical evaluation of playing video games, the exact subject matter of this enquiry remains surprisingly opaque. ‘Virtual murder’, simulation, representation and more are found in a literature yet to settle into a tested and cohesive terminology. Querying the language of the virtual in particular, I suggest that it is at once inexplicit and laden with presuppositions potentially liable to hinder anyone aiming to construct general philosophical claims about an ethics of gameplay, for whom assumptions about the existence of ‘virtual’ counterparts to morally salient phenomena may prove untrustworthy. Ambiguously straddling the pictorial and the performative aspects of video gaming, the virtual leaves obscure the ways in which we become involved in gameplay, and particularly the natures of our intentions and attitudes whilst grappling with a game; furthermore, it remains unclear how we are to generalise across encounters with the virtual. I conclude by briefly noting one potential avenue of further enquiry into our modes of participation in games: into the differences which a moral examination of playfulness might make to ethical evaluation.  相似文献   

10.
雷强 《软科学》2010,24(3):113-116
基于博弈论的视角对银行监督上市公司盈余管理进行了分析,得出在现有体制下,上市公司的盈余管理行为是不可避免的,它的存在正是博弈均衡的必然结果,并且给出了相应因素(监督成本、监督效率和抵押品价值等)对均衡结果的影响;同时,指出银行只有加大惩罚力度、健全自身的公司治理机制以及完善关系银行业务等措施提高银行的监督效率,才能有效降低上市公司盈余管理程度。  相似文献   

11.
高新技术企业中知识分享微观机制研究   总被引:1,自引:0,他引:1       下载免费PDF全文
吴丙山  赵骅  罗军 《科研管理》2012,33(3):65-71
论文从主从博弈的视角,将高新技术企业运营的基础单位知识团队作为研究对象,运用博弈中的主方和从方来刻画知识团队中成员间知识水平的差异,通过分析各方投入、绩效分配、安全系数等对知识分享的影响,建立起高新技术企业知识团队中知识分享决策的主从博弈微观模型,并进行仿真分析,探索高新技术企业知识分享过程中的内在微观机理及其影响机制。论文研究发现成员的知识分享绩效分配系数与知识分享投入正相关,知识分享安全指数对知识分享投入与知识分享收益均有积极的影响;知识团队中知识分享前提条件是知识优势方的绩效分配系数应足够大,且该绩效分配系数与所有跟随者的绩效分配系数之和的比值应大于知识转化系数;研究结论为高新技术企业的知识分享策略制定提供决策参考。  相似文献   

12.
Modern control systems are featured by their hierarchical structure composed of cyber, physical and human layers. The intricate dependencies among multiple layers and units of modern control systems require an integrated framework to address cross-layer design issues related to security and resilience challenges. To this end, game theory provides a bottom-up modeling paradigm to capture the strategic interactions among multiple components of the complex system and enables a holistic view to understand and design cyber-physical-human control systems. In this review, we first provide a multi-layer perspective toward increasingly complex and integrated control systems and then introduce several variants of dynamic games for modeling different layers of control systems. We present game-theoretic methods for understanding the fundamental tradeoffs of robustness, security and resilience and developing a cross-layer approach to enhance the system performance in various adversarial environments. This review also includes three quintessential research problems that represent three research directions where dynamic game approaches can bridge between multiple research areas and make significant contributions to the design of modern control systems. The paper is concluded with a discussion on emerging areas of research that crosscut dynamic games and control systems.  相似文献   

13.
在考虑随机因素干扰的情形下,通过建立一个随机微分博弈模型研究了产学研协同创新主体间的知识共享问题。运用动态规划方法分别求得了Stackelberg主从博弈和协同合作博弈两种下均衡的知识共享策略和创新补贴比例,并对两种博弈模式下的均衡结果进行了比较。比较结果显示:(1)在Stackelberg主从博弈和协同合作博弈两种模式下,知识共享的成本及其创新能力、知识共享的边际收益及其折旧率对创新主体共享的知识量产生重要影响,当知识共享的成本及其折旧率提高时,共享的知识量将减少;当知识创新能力及其共享的边际收益提升时,共享的知识量将提高。(2)在协同合作博弈下,创新主体共享的知识量、知识创新系统的总收益、知识创新量的期望值和方差均高于Stackelberg主从博弈下的值。  相似文献   

14.
宋阳 《人天科学研究》2011,(10):189-190
从认知心理学、建构主义的角度阐述了二者与数字化教育游戏之间的关系,建构主义学习理论为教育游戏的发展提供了理论基础。  相似文献   

15.
Today globally, more people die from chronic diseases than from war and terrorism. This is not due to aging alone but also because we lead unhealthy lifestyles with little or no exercise and typically consume food with poor nutritional content. This paper proffers the design science research method to create an artefact that can help people study the diffusion of serious games. The ultimate goal of the study is to create a serious game that can help people to improve their balance in physical exercise, nutrition and well-being. To do this, first we conducted 97 interviews to study if wearables can be used for gathering health data. Analysis indicates that designers, manufacturers, and developers of wearables and associated software and apps should make their devices reliable, relevant, and user friendly. To increase the diffusion, adoption, and habitual usage of wearables key issues such as privacy and security need to be addressed as well. Then, we created a paper prototype and conducted a further 32 interviews to validate the first prototype of the game, especially with respect to the diffusion possibilities of the game. Results are positive from a formal technology acceptance point of view showing relevance and usefulness. But informally in the open questions some limitations also became visible. In particular, ease of use is extremely important for acceptance and calling it a game can in fact be an obstruction. Moreover, the artefact should not be patronizing and age differences can also pose problems, hence the title not to make the serious game too serious. Future research plans to address these problems in the next iteration while the future implementation plan seeks for big platforms or companies to diffuse the serious game. A key theoretical contribution of this research is the identification of habit as a potential dependent variable for the intention to use wearables and the development of a diffusion model for serious games. The hedonic perspective is added to the model as well as trust and perceived risks. This model ends the cycle of critical design with an improvement of theory as result contributing to the societal goal of decreasing Obesities and Diabetes.  相似文献   

16.
By resorting to the vector space structure of finite games, skew-symmetric games (SSGs) are proposed and investigated as a natural subspace of finite games. First of all, for two player games, it is shown that the skew-symmetric games form an orthogonal complement of the symmetric games. Then for a general SSG its linear representation is given, which can be used to verify whether a finite game is skew-symmetric. Furthermore, some properties of SSGs are also obtained in the light of its vector subspace structure. Finally, a symmetry-based decomposition of finite games is proposed, which consists of three mutually orthogonal subspaces: symmetric subspace, skew-symmetric subspace and asymmetric subspace. An illustrative example is presented to demonstrate this decomposition.  相似文献   

17.
张灏铭 《科教文汇》2020,(12):158-159
游戏活动备受幼儿喜爱,通过各种各样的游戏,幼儿可以充分发挥自己的想象力、创造力、语言表达能力、社会交往能力等等。然而在幼儿园日常游戏活动中,角色扮演游戏活动并不能充分发挥其作用,活动开展过程中也存在着诸多问题。基于此,本文针对角色扮演游戏活动中存在的问题以及如何有效指导活动进行研究,阐述了当前该活动中存在的问题以及对原因进行分析,并提出相关建议。  相似文献   

18.
[目的/意义]对国外高校图书馆游戏与游戏化实践进行调查,总结其经验与教训,得出对我国高校图书馆开展游戏与游戏化实践的启示。[方法/过程]通过文献研究法和网络调查法,总结出国外高校图书馆开展游戏与游戏化的三种形式:游戏馆藏、基于游戏的学习和游戏化,分析其各自作用,指出存在的问题并提炼可供国内高校图书馆借鉴的内容。[结果/结论]由国内外实践情况引发对图书馆内游戏与游戏化服务的思考,提出相关建议,其中设立专门的游戏实验室/创客空间、对多平台的支持、引进相关人才、发动校内学生群体、与校内外部门机构开展合作是成功进行此类实践的保障。  相似文献   

19.
本文针对单个制造商和零售商组成的闭环供应链系统,基于博弈论的基本方法,分别构建了集中式、制造商领导的Stackelberg博弈、零售商领导的Stackelberg博弈、制造商和零售商存在Nash均衡博弈等模式下的闭环供应链决策模型,进而对比分析消费者搭便车行为对不同权力结构闭环供应链的决策及利润等影响问题。研究表明,集中式决策闭环供应链的总利润和分散式决策中各权力主体的利润受到搭便车系数的影响;各权力结构下网络直销渠道的销售价格和市场需求均随搭便车系数的增加而增加等。  相似文献   

20.
付敬  朱桂龙  许治 《科学学研究》2011,29(4):502-507
 为杜绝基金申请时申请人的科学不端行为,通过建立完全信息静态模型和有限理性动态模型两种博弈模型,对国家自然科学基金申请过程中的申请人材料申报与基金委调查之间的博弈关系进行了分析。研究结果提出了在不同情况下,国家自然科学基金委员会(简称基金委)为消除申请人的科学不端行为应该采取的信息审查策略和惩罚机制。  相似文献   

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