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Timed strategic games A new game theory for managing strategic plans in the time dimension

机译:定时战略游戏一种新的博弈论,用于管理时间维度上的战略计划

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Background: Over the last 60+ years a number of wars of different kinds has been taken place worldwide. Scholars refer to the latest ones as 4th Generation wars (or warfare) where the confrontation is no longer between state actors, but between non-state actors (mainly guerrilla/insurgents) and state actors. Aims: Since the old strategic game theory (e.g. Prisoner's Dilemma) is not able to explain 4th Generation wars because of asymmetry and the lack of a timed framework, we define a variation of this theory that we call Timed Strategic Game with the aim of bringing up the discussion on what it is really needed to plan and manage military campaigns such as Afghanistan, Iraq, Libya, Somalia, Lebanon, Israel-Palestine, and etc. Method: The theory being defined deals with asymmetry and includes a temporal dimension. Our definition is completely new. We did not use an automaton approach as usually done in game theory. We considered a continuous parametric function varying based upon the variable time. The use of the variable time in strategic games is the main novelty of this work. Results: Based upon the definition of “Timed Strategic Game”, we put forward the definition of “Timed Prisoner's Dilemma” and another one that we called IN-OUT game, which was set up specifically to model the main features of 4th Generation wars. Furthermore, the contribution of this work is also with the definition of Stable and Unstable Timed Nash Equilibria, which are the extension of “Nash Equilibria” to Timed Strategic Games. Conclusions: In this research we show a way of modeling asymmetric strategic games over time. Even though the suitability of the application of this new theory has to be tried out in practical terms, it is the first step to have a theoretical framework where strategic games can finally be categorized in terms of time. Additional contributions are that the proposed model is general pu- pose regardless of 4th Generation wars; we observed that Timed Strategic Games could also help model value-based management, earned value analysis, and share-market dynamics.
机译:背景:在过去60多年中,全球发生了许多不同类型的战争。学者们将最新的战争称为第四代战争(或战争),这种战争不再是国家行为者之间的对抗,而是非国家行为者(主要是游击队/叛乱分子)与国家行为者之间的对抗。目的:由于不对称和缺乏定时框架,由于旧的战略博弈理论(例如“囚徒困境”)无法解释第四代战争,因此我们定义了这种理论的一种变体定时战略游戏,旨在就计划和管理军事活动(例如阿富汗,伊拉克,利比亚,索马里,黎巴嫩,以色列-巴勒斯坦等)的实际需要进行讨论。方法:正在定义的理论涉及不对称并且包括时间维度。我们的定义是全新的。我们没有使用博弈论中通常采用的自动机方法。我们考虑了基于可变时间而变化的连续参数函数。在战略游戏中使用可变时间是这项工作的主要新颖之处。结果:根据“定时战略博弈”的定义,我们提出了“定时囚徒困境”的定义以及我们称为IN-OUT博弈的定义,该定义是专门为4 的主要特征建模的代战。此外,这项工作的贡献还在于稳定和不稳定的定时纳什均衡的定义,这是“纳什均衡”到定时战略博弈的扩展。结论:在这项研究中,我们展示了一种随着时间推移对不对称战略博弈建模的方法。即使必须在实践上尝试应用这种新理论的适用性,这也是第一步,要有一个理论框架,可以最终根据时间对战略博弈进行分类。另外的贡献是,无论第4次sups世代大战如何,所提出的模型都是通用的。我们观察到,定时战略游戏还可以帮助建立基于价值的管理模型,挣值分析和股票市场动态。

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