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Theoretical and Experimental Investigation of Driver Noncooperative-Game Steering Control Behavior 被引量:5
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作者 Xiaoxiang Na David Cole 《IEEE/CAA Journal of Automatica Sinica》 SCIE EI CSCD 2021年第1期189-205,共17页
This paper investigates two noncooperative-game strategies which may be used to represent a human driver's steering control behavior in response to vehicle automated steering intervention.The first strategy,namely... This paper investigates two noncooperative-game strategies which may be used to represent a human driver's steering control behavior in response to vehicle automated steering intervention.The first strategy,namely the Nash strategy is derived based on the assumption that a Nash equilibrium is reached in a noncooperative game of vehicle path-following control involving a driver and a vehicle automated steering controller.The second one,namely the Stackelberg strategy is derived based on the assumption that a Stackelberg equilibrium is reached in a similar context.A simulation study is performed to study the differences between the two proposed noncooperativegame strategies.An experiment using a fixed-base driving simulator is carried out to measure six test drivers'steering behavior in response to vehicle automated steering intervention.The Nash strategy is then fitted to measured driver steering wheel angles following a model identification procedure.Control weight parameters involved in the Nash strategy are identified.It is found that the proposed Nash strategy with the identified control weights is capable of representing the trend of measured driver steering behavior and vehicle lateral responses.It is also found that the proposed Nash strategy is superior to the classic driver steering control strategy which has widely been used for modeling driver steering control over the past.A discussion on improving automated steering control using the gained knowledge of driver noncooperative-game steering control behavior was made. 展开更多
关键词 DRIVER experiment model identification noncooperative game steering control strategy vehicle
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Multi-Modal Data Analysis Based Game Player Experience Modeling Using LSTM-DNN 被引量:1
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作者 Sehar Shahzad Farooq Mustansar Fiaz +4 位作者 Irfan Mehmood Ali Kashif Bashir Raheel Nawaz KyungJoong Kim Soon Ki Jung 《Computers, Materials & Continua》 SCIE EI 2021年第9期4087-4108,共22页
Game player modeling is a paradigm of computational models to exploit players’behavior and experience using game and player analytics.Player modeling refers to descriptions of players based on frameworks of data deri... Game player modeling is a paradigm of computational models to exploit players’behavior and experience using game and player analytics.Player modeling refers to descriptions of players based on frameworks of data derived from the interaction of a player’s behavior within the game as well as the player’s experience with the game.Player behavior focuses on dynamic and static information gathered at the time of gameplay.Player experience concerns the association of the human player during gameplay,which is based on cognitive and affective physiological measurements collected from sensors mounted on the player’s body or in the player’s surroundings.In this paper,player experience modeling is studied based on the board puzzle game“Candy Crush Saga”using cognitive data of players accessed by physiological and peripheral devices.Long Short-Term Memory-based Deep Neural Network(LSTM-DNN)is used to predict players’effective states in terms of valence,arousal,dominance,and liking by employing the concept of transfer learning.Transfer learning focuses on gaining knowledge while solving one problem and using the same knowledge to solve different but related problems.The homogeneous transfer learning approach has not been implemented in the game domain before,and this novel study opens a new research area for the game industry where the main challenge is predicting the significance of innovative games for entertainment and players’engagement.Relevant not only from a player’s point of view,it is also a benchmark study for game developers who have been facing problems of“cold start”for innovative games that strengthen the game industrial economy. 展开更多
关键词 game player modeling experience modeling player analytics deep learning LSTM game play data Candy Crush Saga
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Influences of Network Delay on Quality of Experience for Soft Objects in Networked Real-Time Game with Haptic Sense
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作者 Mya Sithu Yutaka Ishibashi +1 位作者 Pingguo Huang Norishige Fukushima 《International Journal of Communications, Network and System Sciences》 2015年第11期440-445,共6页
In this paper, we investigate the influences of network delay on QoE (Quality of Experience) such as the operability of haptic interface device and the fairness between players for soft objects in a networked real-tim... In this paper, we investigate the influences of network delay on QoE (Quality of Experience) such as the operability of haptic interface device and the fairness between players for soft objects in a networked real-time game subjectively and objectively. We handle a networked balloon bursting game in which two players burst balloons (i.e., soft objects) in a 3D virtual space by using haptic interface devices, and the players compete for the number of burst balloons. As a result, we find that the operability depends on the network delay from the local terminal to the other terminal, and the fairness is mainly dependent on the difference in network delay between the players’ terminals. We confirm that there exists a trade-off relationship between the operability and the fairness. We also see that the contribution of the fairness is larger than that of the operability to the comprehensive quality (i.e., the weighted sum of the operability and fairness). Assessment results further show that the output timing of terminals should be adjusted to the terminal which has the latest output timing to maintain the fairness when the difference in network delay between the terminals is large. In this way, the comprehensive quality at each terminal can be maintained as high as possible. 展开更多
关键词 NETWORKED REAL-TIME game Virtual Environment Balloon BURSTING game HAPTIC Interface Devices Network Delay Quality of experience OPERABILITY Fairness
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基于Game理论的μ-演算公理化
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作者 刘万伟 王戟 陈火旺 《计算机研究与发展》 EI CSCD 北大核心 2007年第11期1896-1902,共7页
随着软硬件系统复杂性的不断提高,各种验证技术被越来越广泛的使用.模型检验技术是一种保证软硬件设计、实现正确性的有效技术.在针对软硬件的模型验证技术中,一般采用时序逻辑作为规约语言.模态μ-演算是模态和时序逻辑中应用较为广泛... 随着软硬件系统复杂性的不断提高,各种验证技术被越来越广泛的使用.模型检验技术是一种保证软硬件设计、实现正确性的有效技术.在针对软硬件的模型验证技术中,一般采用时序逻辑作为规约语言.模态μ-演算是模态和时序逻辑中应用较为广泛的一种,它具有语法成分简洁、表达能力强等特点.扩展了Lange和Stirling基于Focus Game的LTL和CTL的公理化方法.提出了一种基于Game理论的μ-演算公式的可满足性的测试方法,该种方法能够将模态μ-演算公式的可满足性问题转化为FocusGame的求解问题.进一步,基于这套Game规则,给出了一个新的关于μ-演算可靠完备的推理系统.同已有的μ-演算公理系统相比,该推理系统相对直观、简洁. 展开更多
关键词 时序逻辑 模态μ-演算 game理论 可满足性 公理系统
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Passive walker that can walk down steps:simulations and experiments 被引量:5
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作者 Ning Liu Junfeng Li Tianshu Wang 《Acta Mechanica Sinica》 SCIE EI CAS CSCD 2008年第5期569-573,共5页
A planar passive walking model with straight legs and round feet was discussed. This model can walk down steps, both on stairs with even steps and with random steps. Simulations showed that models with small moments o... A planar passive walking model with straight legs and round feet was discussed. This model can walk down steps, both on stairs with even steps and with random steps. Simulations showed that models with small moments of inertia can navigate large height steps. Period-doubling has been observed when the space between steps grows. This period-doubling has been validated by experiments, and the results of experiments were coincident with the simulation. 展开更多
关键词 Passive walking Period-doubling Simulation - experiments Poincaré map Nonlinear dynamics
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A diagnostic experiment of the influence of CO_2on winter wheat 被引量:1
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作者 Wang Chunyi Bai Yueming Wen Min(Chinese Acaderny of Meteorological Sciences , Beijing 100081 , China) 《Journal of Environmental Sciences》 SCIE EI CAS CSCD 1995年第2期167-175,共9页
AdiagnosticexperimentoftheinfluenceofCO_2onwinterwheatWangChunyi;BaiYueming;WenMin(ChineseAcadernyofMeteorol... AdiagnosticexperimentoftheinfluenceofCO_2onwinterwheatWangChunyi;BaiYueming;WenMin(ChineseAcadernyofMeteorologicalSciences,Be... 展开更多
关键词 winter wheat CO_2 OTC -1 open top chamber ventilated experiment.
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Water Allocation Strategies: Experimental Evidence from Uzbekistan
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作者 Andrey Zaikin Ana Espínola-Arredondo Alejandro Prera 《Journal of Water Resource and Protection》 2018年第1期20-40,共21页
Irrigation water is a scarce common-pool resource in Uzbekistan, which leads to an increasing competition over its allocation among farmers. We examine how the management of this resource affects individual strategic ... Irrigation water is a scarce common-pool resource in Uzbekistan, which leads to an increasing competition over its allocation among farmers. We examine how the management of this resource affects individual strategic behavior and how its availability (vis-a-vis scarcity vs. non-scarcity) impacts cooperation. We conduct a field experiment in Uzbekistan where two policies are analyzed: penalty and bonus. Our findings suggest that both penalty and bonus mechanisms are effective in reducing individual water appropriation compared to the case in which these policies are absent. However, in terms of reducing overall water appropriation, the bonus mechanism is the most effective in preserving the resource stock. Therefore, policymakers should have a degree of flexibility regarding the selection of a mechanism to reduce water consumption. We also find that subjects exhibit different appropriation behaviors depending on their location within the irrigation system, with upstream users being more sensitive to water reduction than downstream users. 展开更多
关键词 Common-Pool RESOURCES Field experiment NON-COOPERATIVE gameS Uzbekistan Water
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ZTE Enhances 3G Mobile TV Experience at Beijing 2008 Olympic Games
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《ZTE Communications》 2008年第3期2-2,共1页
ZTE Corporation enhanced 3G mobile TV viewing experience during the Beijing 2008 Olympic Games as it officially rolled out U728
关键词 ZTE Enhances 3G Mobile TV experience at Beijing 2008 Olympic games TV SCDMA
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Hepatocellular Carcinoma Eastern and Western Experiences Vol.2,No.3-4,2013
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《Hepatobiliary & Pancreatic Diseases International》 SCIE CAS 2014年第1期112-112,共1页
关键词 Hepatocellular Carcinoma Eastern and Western experiences Vol.2 No.3-4 2013
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“乐”与“教”--网络环保游戏参与对线下亲环境行为影响的研究
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作者 张宇慧 孔德全 +1 位作者 沈江 王凤霞 《营销科学学报》 CSSCI 2024年第4期19-36,共18页
实现生态治理不仅是政府和企业的责任,更需要公众的内在认同与积极参与。以“蚂蚁森林”为代表的网络环保型游戏为提升公众环境素养、强化公众知行合一的自觉性进行了积极的企业实践探索,并吸引了学者们的关注。如何引导游戏用户将网络... 实现生态治理不仅是政府和企业的责任,更需要公众的内在认同与积极参与。以“蚂蚁森林”为代表的网络环保型游戏为提升公众环境素养、强化公众知行合一的自觉性进行了积极的企业实践探索,并吸引了学者们的关注。如何引导游戏用户将网络环保游戏行为转变为线下的亲环境行为,成为当前亟须深入探究的重要问题。本文基于规范激活理论和自我调节理论,探讨了游戏用户将线上游戏参与行为转化为线下环保行为的过程机制,以及用户的享乐体验对“线上-线下”联动机制的调节作用。研究发现:通过触发用户对环境和自身影响的认知(环境威胁感知),网络环保游戏激活了用户的道德义务感(个人规范),实现了对用户的“线上-线下”行为转换的引导;然而,用户的享乐体验却会削弱参与游戏时用户的环境认知及游戏对用户的亲环境行为的积极作用。研究结论为理解和完善数字化绿色行为干预提供了新的理论研究视角,并为企业进行游戏化平台建设提供了有益的实践启示。 展开更多
关键词 网络环保游戏 享乐体验 环境威胁感知 个人规范 亲环境行为
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连续开展课堂博弈论实验的效果分析--基于东南大学交通学院2019—2022年15个班级的实验数据
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作者 金诚杰 施晓蒙 《高教学刊》 2024年第28期91-96,共6页
从2019年到2022年,先后在东南大学交通学院15个不同班级开展连续多轮的博弈论实验,包括大二、大三和两个校区的研一学生。实验的基本原理是“最理性的决策是所有人选择0”,但在实际操作中多数人会做出不同的选择。统计结果表明,第1轮实... 从2019年到2022年,先后在东南大学交通学院15个不同班级开展连续多轮的博弈论实验,包括大二、大三和两个校区的研一学生。实验的基本原理是“最理性的决策是所有人选择0”,但在实际操作中多数人会做出不同的选择。统计结果表明,第1轮实验结果的平均值可以评估班级整体的思维能力和“理性程度”。在前2轮实验中,年龄越大的学生普遍结果越小,不同年份的班级结果差异很大程度上取决于生源质量,英语教学对实验结果几乎没有影响,但实验环境可能会影响结果,例如线上实验时学生可能会私下交流、产生“共谋”。另外,实验中出现一些有趣的现象,不同学生对于是否要进行第3或第4轮实验、是否要领取奖励、是否要采取“理性”的行为等话题有比较明显的分歧,值得进一步讨论。总而言之,连续多轮博弈论实验具有很好的教学互动效果,对不同背景的理工科学生群体均适用。可以有针对性地进行知识拓展,从而充分促进学生对博弈、人性、“理性”等概念的理解和认识。 展开更多
关键词 博弈论 课堂实验 理性 人性 实验环境
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Influence of reservoir heterogeneity on immiscible water-alternating-CO_(2)flooding:A case study
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作者 Peifeng Jia Chuanzhi Cui +1 位作者 Zhongwei Wu Dawei Yan 《Energy Geoscience》 EI 2024年第3期77-84,共8页
Currently,limited studies of immiscible water-alternating-CO_(2)(imWACO_(2))flooding focus on the impact of reservoir heterogeneity on reservoir development outcomes.Given this,using the heterogeneous reservoirs in th... Currently,limited studies of immiscible water-alternating-CO_(2)(imWACO_(2))flooding focus on the impact of reservoir heterogeneity on reservoir development outcomes.Given this,using the heterogeneous reservoirs in the Gao 89-1 block as a case study,this study conducted slab core flooding experiments and numerical simulations to assess the impact of reservoir heterogeneity on imWACO_(2)flooding efficiency.It can be concluded that imWACO_(2)flooding can enhance the sweep volume and oil recovery compared to continuous CO_(2)flooding.As the permeability difference increases,the difference in the swept volume between zones/layers with relatively high and low permeability increases.To optimize the exploitation of reservoirs in the Gao 89-1 block,the optimal timing and CO_(2)injection rate for imWACO_(2)flooding are determined at water cut of 40%and 10000 m^(3)/d,respectively.A short injection-production semi-period,combined with multiple cycles of water and CO_(2)injection alternations,is beneficial for enhanced oil recovery from imWACO_(2)flooding. 展开更多
关键词 Immiscible water-alternating-CO_(2)flooding Gao 89-1 block Slab experiment Numerical simulation Reservoir heterogeneity
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2014-2019年广州市耐多药肺结核管理策略实施效果分析 被引量:15
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作者 邝浩斌 谢育红 +8 位作者 冯治宇 覃红娟 廖雅怡 汪敏 张宏 袁园 吴迪 陈泽莹 谭守勇 《中国防痨杂志》 CAS CSCD 2021年第2期113-118,共6页
目的评估广州市耐多药肺结核治疗管理策略实施的效果,为结核病防治提供依据。方法选取2014年7月1日至2019年12月31日于广州市胸科医院纳入耐多药肺结核高危人群筛查的2417例患者为调查对象,收集其人口学特征及临床诊疗资料,获得耐多药... 目的评估广州市耐多药肺结核治疗管理策略实施的效果,为结核病防治提供依据。方法选取2014年7月1日至2019年12月31日于广州市胸科医院纳入耐多药肺结核高危人群筛查的2417例患者为调查对象,收集其人口学特征及临床诊疗资料,获得耐多药肺结核者671例,截止到2019年12月31日有治疗结局者352例。其中,广州户籍患者(简称"户籍患者")由专家组讨论治疗方案,纳入定点科室住院和耐多药门诊随访;非广州户籍患者(简称"非户籍患者")自行选择医院诊疗。同时,收集2018年1-5月期间162例耐多药肺结核患者医疗费用调查资料。分析调查对象治疗及转归情况,影响治疗转归的因素,以及医疗经济负担。结果671例耐多药肺结核患者中户籍患者303例,检出率为21.37%(303/1418),低于非户籍患者的36.84%(368/999),差异有统计学意义(χ^(2)=69.93,P<0.01)。352例有治疗结局患者中治疗成功200例(56.82%),出现不良结局者152例(43.18%)。单因素分析显示,户籍患者治疗成功比例(69.23%,108/156)明显高于非户籍患者(46.94%,92/196),差异有统计学意义(χ^(2)=17.59,P<0.01);41~60岁组和≥61岁组患者出现治疗不良结局的比例明显高于治疗成功组[52.00%(78/150)vs.48.00%(72/150);56.82%(25/44)vs.43.18%(19/44)],差异有统计学意义(χ^(2)=18.45,P<0.01);2016年1月1日及以后开始治疗的患者治疗成功的比例(61.71%,166/269)明显高于此时间以前开始治疗者(40.96%,34/83),差异有统计学意义(χ^(2)=11.13,P<0.01)。多因素logistic回归分析显示,出现治疗不良结局的危险因素为非户籍[OR(95%CI)=4.01(2.37~6.79)]、年龄>40岁[41~60岁组:OR(95%CI)=4.08(1.05~15.96);≥61岁组:OR(95%CI)=6.51(1.48~28.60)];而2016年1月1日及以后开始治疗为保护因素[OR(95%CI)=0.30(0.17~0.52)]。户籍患者经济负担总费用[M(Q1,Q3)]为24674(17466,49920)元,明显低于非户籍患者[100215(63858,133720)元],差异有统计学意义(Z=-7.80,P<0.01)。结论广州市耐多药肺结核管理策略可提高户籍患者治疗成功率,降低患者经济负担;建议推广对耐多药结核病患者由专家组讨论方案,定点收治和随访,减免费用等管理策略。 展开更多
关键词 结核 抗药性 多药 病例管理 策略 实验性 评价研究
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时间限制对沉浸体验的影响机制--基于教育游戏情境的实证研究 被引量:16
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作者 胡立如 丁静静 +1 位作者 马颖峰 张宝辉 《开放教育研究》 CSSCI 北大核心 2016年第2期113-120,共8页
沉浸体验作为一种心理状态,是提高学习表现和促进深度学习的重要途径。为了探究时间限制对沉浸体验的影响机制,本研究以益智游戏2048为实验情境,设置四个不同时间限制水平的游戏任务(无限制、低限制、中等限制和高限制),应用混合研究方... 沉浸体验作为一种心理状态,是提高学习表现和促进深度学习的重要途径。为了探究时间限制对沉浸体验的影响机制,本研究以益智游戏2048为实验情境,设置四个不同时间限制水平的游戏任务(无限制、低限制、中等限制和高限制),应用混合研究方法收集数据。结果发现:时间限制是沉浸体验的显著预测量,它可以显著调节挑战-技能平衡,降低控制感,并强化时间扭曲感;时间限制和沉浸体验之间总体呈负相关,拒绝原"倒U型"假设。但是,质性分析数据显示,时间限制对沉浸体验和深度学习有正向影响。因此,在设计学习任务时,设计者有必要从激发沉浸体验的角度考虑时间限制变量。当在学习者最近发展区激发沉浸体验时,时间限制将能够实现沉浸体验与深度学习的融合,创建既高效又愉悦的深度学习体验。 展开更多
关键词 时间限制 沉浸体验 教育游戏 深度学习 学习设计
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网络体验和个人特征对网络服务满意度的影响--一项基于青少年网络游戏行为的实证研究 被引量:5
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作者 谢毅 张红霞 《经济与管理研究》 CSSCI 北大核心 2013年第3期111-120,共10页
本文以青少年的网络游戏消费为研究背景,探讨了网络服务中的体验性变量和个人特征对满意度的影响。根据体验营销和顾客满意理论并结合网络游戏的相关研究提出假设模型,通过问卷调查法收集数据。结构方程模型的检验结果显示,感知可用性... 本文以青少年的网络游戏消费为研究背景,探讨了网络服务中的体验性变量和个人特征对满意度的影响。根据体验营销和顾客满意理论并结合网络游戏的相关研究提出假设模型,通过问卷调查法收集数据。结构方程模型的检验结果显示,感知可用性、有趣性和控制力体验以及个人技能会增强满意度,而感知风险和个人新奇需求会降低满意度。网络存在感(Telepresence)受到不同体验性变量和个人特征的影响,并且与满意度之间没有显著关系,但是同样能够预测游戏行为。 展开更多
关键词 满意度 网络体验个人特征
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QoE感知的V-CRAN视频传输资源分配策略 被引量:2
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作者 张鸿 黄闯 +3 位作者 邹虹 王汝言 徐瑞鑫 李职杜 《西安电子科技大学学报》 EI CAS CSCD 北大核心 2022年第3期48-58,共11页
在如今视频业务要求不断提高的发展趋势下,针对云无线接入网络传输中光域和无线域资源分配不平衡与用户体验质量差的问题,提出了一种在虚拟化云无线接入网中视频体验质量感知的传输资源分配策略。首先,根据不同用户的带宽需求,分别构建... 在如今视频业务要求不断提高的发展趋势下,针对云无线接入网络传输中光域和无线域资源分配不平衡与用户体验质量差的问题,提出了一种在虚拟化云无线接入网中视频体验质量感知的传输资源分配策略。首先,根据不同用户的带宽需求,分别构建了光传输波长分配的前传带宽效率模型、波长调谐开销模型以及光网络间的负载均衡性评估模型,并提出了一种基于合并与分裂规则的光网络单元联盟形成算法,用于构建虚拟化云无线接入网。进一步地,对传输速率以及视频中断危险程度对用户体验质量的影响趋势进行了分析,并在保证资源总量不变的情况下,建立起用户和虚拟化云无线接入网两阶段的Stackelberg博弈,并证明了其纳什均衡解的存在与唯一性。最终,在提升用户体验质量的同时,优化了有限的无线资源分配以保证服务提供商的效用。大量的仿真结果表明,在不同用户数量以及负载率的场景下,所提策略在保证鲁棒性的前提下不仅满足了用户观看视频的体验质量,而且有效地提升了光域和无线域的资源利用率。 展开更多
关键词 虚拟化云无线接入网 体验质量 视频传输 博弈 资源分配
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现实-理想自我差异对青少年游戏成瘾的影响:化身认同和沉浸感的序列中介作用 被引量:12
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作者 衡书鹏 周宗奎 +1 位作者 雷玉菊 牛更枫 《心理与行为研究》 CSSCI 北大核心 2018年第2期253-260,共8页
基于自我差异理论,在现实-理想自我差异和游戏化身认同的视角下,采用问卷法对421名初中生进行调查,探讨了现实-理想自我差异(AISD)对青少年游戏成瘾的影响及其作用机制。结果表明:(1)现实-理想自我差异与化身认同、沉浸感和游戏成瘾均... 基于自我差异理论,在现实-理想自我差异和游戏化身认同的视角下,采用问卷法对421名初中生进行调查,探讨了现实-理想自我差异(AISD)对青少年游戏成瘾的影响及其作用机制。结果表明:(1)现实-理想自我差异与化身认同、沉浸感和游戏成瘾均呈显著正相关;(2)现实-理想自我差异对化身认同和游戏成瘾均有显著的正向预测作用;(3)现实-理想自我差异不仅可以通过化身认同的单独中介作用,还能通过化身认同和沉浸感的序列中介作用对游戏成瘾产生影响。本研究结果表明,游戏化身在成瘾者的自我概念中有重要作用。这些发现为青少年游戏成瘾的干预和治疗提供了一个新视角,可通过分析成瘾者对游戏化身的认同,了解其现实和理想自我的特征,并改善其对现实自我的接纳和认同,从而预防和控制游戏成瘾。 展开更多
关键词 现实-理想自我差异 化身认同 沉浸感 游戏成瘾 青少年
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考虑制造商开设展厅的横向竞争博弈及定价-服务策略 被引量:1
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作者 张琴义 刘咏梅 李学兰 《运筹与管理》 CSSCI CSCD 北大核心 2020年第5期171-180,共10页
从体验成本差异角度出发,将消费者分为高低体验成本两类,利用Hotelling模型构建消费者的效用函数。分析两个竞争性制造商关于开设展厅的Bertrand博弈以及展厅开设后的价格与服务决策。结果表明,当低体验成本消费者较多且产品匹配度较高... 从体验成本差异角度出发,将消费者分为高低体验成本两类,利用Hotelling模型构建消费者的效用函数。分析两个竞争性制造商关于开设展厅的Bertrand博弈以及展厅开设后的价格与服务决策。结果表明,当低体验成本消费者较多且产品匹配度较高或者低体验成本消费者较少时,两个制造商均开设展厅,但双方都获得最低的利润,陷入囚徒的困境;当低体验成本消费者较多且产品匹配度较低时,两个制造商都不开设展厅,双方达到帕累托最优。 展开更多
关键词 展厅模式 退货 体验成本 价格与服务策略 BERTRAND博弈
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基于Game理论交流接触器电磁系统多目标优化设计的软件实现 被引量:1
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作者 王健 高忠泽 苏秀苹 《低压电器》 2003年第4期13-15,共3页
以CJ2 0 2 5型交流接触器为例 ,重点介绍以Game理论为基础 ,结合面向对象程序设计 (OOP)技术对交流接触器电磁系统进行优化设计的具体实现方法。
关键词 交流接触器 电磁系统 多目标优化设计 game理论 CJ20-25型 电磁理论 可靠性 软件
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Caching resource management of mobile edge network based on Stackelberg game 被引量:2
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作者 Qiang Li Changlong Lu +1 位作者 Bin Cao Qinyu Zhang 《Digital Communications and Networks》 SCIE 2019年第1期18-23,共6页
Mobile edge caching technology is gaining more and more attention because it can effectively improve the Quality of Experience (QoE) of users and reduce backhaul burden. This paper aims to improve the utility of mobil... Mobile edge caching technology is gaining more and more attention because it can effectively improve the Quality of Experience (QoE) of users and reduce backhaul burden. This paper aims to improve the utility of mobile edge caching technology from the perspectie of caching resource management by examining a network composed of one operator, multiple users and Content Providers (CPs). The caching resource management model is constructed on the premise of fully considering the QoE of users and the servicing capability of the Base Station (BS). In order to create the best caching resource allocation scheme, the original problem is transformed into a multi-leader multi-follower Stackelberg game model through the analysis of the system model. The strategy combinations and the utility functions of players are analyzed. The existence and uniqueness of the Nash Equilibrium (NE) solution are also analyzed and proved. The optimal strategy combinations and the best responses are deduced in detail. Simulation results and analysis show that the proposed model and algorithm can achieve the optimal allocation of caching resource and improve the QoE of users. 展开更多
关键词 STACKELBERG game CACHING RESOURCE management Quality of experience MOBILE EDGE CACHING
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