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Iterative computation of security strategies in matrix games with growing action set

机译:具有增长动作集的矩阵游戏中安全策略的迭代计算

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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:本文考虑了一个多阶段矩阵游戏,其中一个玩家(最小化器)在每个阶段都会产生新的动作。我们的目标是找到一种计算有效的方式来计算另一位玩家(最大化器)的响应策略,以在当前阶段实现矩阵游戏的最大值。由于maxmin问题可以转换为LP问题,因此考虑了阴影顶点单纯形法。注意到我们的LP模型违反了阴影顶点方法中的非退化假设,我们进行了松弛的非退化假设,证明了阴影顶点的充要条件仍然适用于松弛的非退化假设,因此可以确保在我们的案例中,阴影顶点方法仍然是一种有效的方法。基于这些结果,提出了迭代阴影顶点法。迭代阴影顶点方法不是从原始阴影顶点开始搜索,而是从先前访问过的具有最大目标值的可行阴影顶点开始搜索。我们的仿真结果表明,与常规阴影顶点方法相比,迭代阴影顶点方法的平均枢轴步数要少得多。

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