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Acceptable-and-attractive Approximate Solution of a Continuous Non-Cooperative Game on a Product of Sinusoidal Strategy Functional Spaces

机译:持续的非合作游戏对正弦战略函数空间的产品的可接受和有吸引力的近似解

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摘要

A problem of solving a continuous noncooperative game is considered, where the player's pure strategies are sinusoidal functions of time. In order to reduce issues of practical computability, certainty, and realizability, a method of solving the game approximately is presented. The method is based on mapping the product of the functional spaces into a hyperparallelepiped of the players' phase lags. The hyperparallelepiped is then substituted with a hypercubic grid due to a uniform sampling. Thus, the initial game is mapped into a finite one, in which the players' payoff matrices are hypercubic. The approximation is an iterative procedure. The number of intervals along the player's phase lag is gradually increased, and the respective finite games are solved until an acceptable solution of the finite game becomes sufficiently close to the same-type solutions at the preceding iterations. The sufficient closeness implies that the player's strategies at the succeeding iterations should be not farther from each other than at the preceding iterations. In a more feasible form, it implies that the respective distance polylines are required to be decreasing on average once they are smoothed with respective polynomials of degree 2, where the parabolas must be having positive coefficients at the squared variable.
机译:考虑了解决连续的非合作游戏的问题,其中玩家的纯策略是时间的正弦功能。为了减少实际可测量的问题,确定性和可实现性,提出了一种解决游戏的方法。该方法基于将功能空间的乘积映射到播放器相位滞后的超平行eppipEd。然后,由于采样均匀的采样,用超电平栅格代替超平行素。因此,初始游戏被映射到有限的游戏,其中玩家的回收矩阵是超电平的。近似是一个迭代过程。沿玩家的阶段滞后的间隔数逐渐增加,并且求解各个有限游戏,直到有限游戏的可接受的解决方案变得足够接近在前面的迭代处的相同型解。足够的密闭意味着玩家在后续迭代的策略应该彼此不远,而不是在前面的迭代中。以一种更可行的形式,它意味着一旦它们用程度2的相应多项式平滑,所以需要平均减小各个距离折线,其中抛物线必须在平方变量处具有正系数。

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