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Iterative Computation of Security Strategies in Matrix Games with Growing Action Set

机译:争论矩阵游戏中的迭代计算与生长动作集

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This paper considers a multi-stage matrix game in which one player (minimizer) generates a new action at every stage. Our objective is to find a computationally efficient way to compute the responding strategy of the other player (maximizer) to achieve the maxmin value of the matrix game at the current stage. Since the maxmin problem can be transformed to an LP problem, shadow vertex simplex method is considered. Noticing that our LP model violates the non-degeneracy assumption in shadow vertex method, we make a relaxed non-degeneracy assumption, prove that the necessary and sufficient condition of a shadow vertex still holds with the relaxed non-degeneracy assumption, and hence assure that shadow vertex method is still an efficient method in our case. Based on these result, the iterative shadow vertex method is presented. Instead of starting the search from the original shadow vertex, the iterative shadow vertex method starts the search from the previously visited feasible shadow vertex with the largest objective value. Our simulation results demonstrate the iterative shadow vertex method has much fewer average pivot steps compared with the regular shadow vertex method.
机译:本文考虑了一个多级矩阵游戏,其中一个播放器(最小化器)在每个阶段都会产生新的动作。我们的目标是找到计算其他玩家(Maximizer)的响应策略的计算有效的方法,以实现当前阶段的矩阵游戏的Maxmin值。由于MAXMIN问题可以转换为LP问题,因此考虑Shadow Vertex Simplex方法。注意到我们的LP模型违反了阴影顶点的非退化性假设,我们做出了轻松的非退化假设,证明了阴影顶点的必要和充分条件仍然具有缓解的非退化假设,因此确保了Shadow Vertex方法仍然是我们的案例中的有效方法。基于以下结果,介绍了迭代卷曲顶点方法。迭代影子顶点方法而不是从原始影顶点开始搜索,而是从先前访问的可行束顶点的搜索以最大的客观值开始搜索。我们的仿真结果表明,与常规阴影顶点方法相比,迭代卷曲顶点方法具有更少的平均枢轴步长。

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