为线性分离变化时间的系统的 H 混合评价问题在这份报纸被调查,在估计的信号是状态和输入的线性联合的地方。设计目的从骚乱要求最坏的精力获得到是的评价错误不到规定水平。混合评价问题的最佳的答案是僵绳点一二播放器零和微分游戏...为线性分离变化时间的系统的 H 混合评价问题在这份报纸被调查,在估计的信号是状态和输入的线性联合的地方。设计目的从骚乱要求最坏的精力获得到是的评价错误不到规定水平。混合评价问题的最佳的答案是僵绳点一二播放器零和微分游戏。根据微分比赛途径,为混合评价问题的必要、足够的可解决的条件以一个 Riccati 微分方程的答案被提供。而且,如果可解决的条件满足,一个可能的评估者被建议。评估者被印射矩阵的一个获得矩阵和产量描绘,在后者反映在未知输入和输出评价错误之间的内部关系的地方。最后,一个数字例子被提供说明建议途径。展开更多
The H∞ hybrid estimation problem for linear continuous time-varying systems is in-vestigated in this paper, where estimated signals are linear combination of state and input. Designobjective requires the worst-case e...The H∞ hybrid estimation problem for linear continuous time-varying systems is in-vestigated in this paper, where estimated signals are linear combination of state and input. Designobjective requires the worst-case energy gain from disturbance to estimation error be less than a pre-scribed level. Optimal solution of the hybrid estimation problem is the saddle point of a two-playerzero sum di?erential game. Based on the di?erential game approach, necessary and su?cient solvableconditions for the hybrid estimation problem are provided in terms of solutions to a Riccati di?e-rential equation. Moreover, one possible estimator is proposed if the solvable conditions are satisfied.The estimator is characterized by a gain matrix and an output mapping matrix that re?ects theinternal relations between the unknown input and output estimation error. Both state and unknowninputs estimation are realized by the proposed estimator. Thus, the results in this paper are alsocapable of dealing with fault diagnosis problems of linear time-varying systems. At last, a numericalexample is provided to illustrate the proposed approach.展开更多
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
There are a few studies that focus on solution methods for finding a Nash equilibrium of zero-sum games. We discuss the use of Karmarkar’s interior point method to solve the Nash equilibrium problems of a zero-sum ga...There are a few studies that focus on solution methods for finding a Nash equilibrium of zero-sum games. We discuss the use of Karmarkar’s interior point method to solve the Nash equilibrium problems of a zero-sum game, and prove that it is theoretically a polynomial time algorithm. We implement the Karmarkar method, and a preliminary computational result shows that it performs well for zero-sum games. We also mention an affine scaling method that would help us compute Nash equilibria of general zero-sum games effectively.展开更多
Game model of environmental protection at scenic spots is established in this paper in order to carry out analysis of the equilibrium between one-time game and infinitely repeated game, disclose the reasons why the en...Game model of environmental protection at scenic spots is established in this paper in order to carry out analysis of the equilibrium between one-time game and infinitely repeated game, disclose the reasons why the environment of scenic spots are destroyed, and propose the countermeasures to ensure the equilibrium of the game. The study also reveals that during the one-time game between tourists and tour operators, it is tour operators' dominant strategy not to control environmental pollution that leads to the destruction of environment at scenic spots. While, during the infinitely repeated game between tourists and tour operators, the realization of Pareto optimality equilibrium (The strategy of tourist is traveling, and the strategy of tour operators are controlling environmental pollution) is dependent upon the choice of players (tourists or operators) of triggering strategy (traveling or controlling environmental pollution). The supervision of the government upon operators can force them to control environmental pollution, which can consequently improve the efficiency of equilibrium in the game, and promote environmental protection at tourism scenic spots and sustainable development of tourism.展开更多
为准确评价区域海事事故治理效果,通过构建动态综合评价模型,为水上交通安全规划提供决策依据。首先,从事故的绝对指标与相对指标角度出发,建立包含8个指标的区域海事事故治理效果评价指标体系。其次,使用博弈赋权法对熵权法所得权重和...为准确评价区域海事事故治理效果,通过构建动态综合评价模型,为水上交通安全规划提供决策依据。首先,从事故的绝对指标与相对指标角度出发,建立包含8个指标的区域海事事故治理效果评价指标体系。其次,使用博弈赋权法对熵权法所得权重和指标相关性权重确定法(Criteria Importance Through Intercriteria Correlation, CRITIC)所得权重进行组合,以确定各时段评价指标组合权重,并采用逼近理想解排序法(Technique for Order Preference by Similarity to Ideal Solution, TOPSIS)对各地区海事事故治理效果进行各时段静态综合评价。再次,通过混合时序算子集结各时段静态综合评价值,求得各地区海事事故治理效果的动态综合评价值,进而判断各地区海事事故的治理效果。最后,运用所建评价模型对2017—2021年上海、浙江、广东和山东4个地区海事事故治理效果进行动态综合评价。研究结果显示:与单一赋权TOPSIS法相比,博弈赋权-TOPSIS法所得静态综合评价结果更为合理可靠;与单一时序算子相比,混合时序算子所得动态综合评价结果更为合理可靠;随着海事事故治理策略和治理强度不同,上海和广东地区海事事故治理效果呈上升趋势,而浙江和山东地区海事事故治理效果呈下降趋势;广东地区海事事故治理效果稳定性最强,而浙江地区海事事故治理效果稳定性最弱;上海地区海事事故治理效果最好,而浙江地区海事事故治理效果最差。展开更多
Background: Given the low levels of physical activity(PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA f...Background: Given the low levels of physical activity(PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA from one context to another, exergames(i.e., video games that require gross motor activity) may act as a gateway to promote overall PA outside game play. The purpose of this study was to examine potential transfer effects(i.e., influences on external behaviors and psychological constructs) of a 12-week exergaming intervention on adolescent girls' PA, screen time,and self-efficacy toward PA, as well as the intrinsic motivation of exergaming.Methods: Participants were 37 girls aged 14–18 years(65% African American, 35% white) who were overweight or obese(body mass index ≥ 85 th percentile) and were recruited from the community via school, physicians, news media, and social media websites. Adolescents were randomly assigned to a 12-week group exergaming intervention(thirty-six 60 min sessions of group-based dance exergaming in a research laboratory using Kinect for Xbox360(Microsoft Corporation, Redmond, WA, USA)) or to a no-treatment control group. Outcome variables included objectively measured PA(total) and self-reported leisure-time PA(discretionary time only) 1 week before vs. 1 week after the intervention; selected type and intensity of PA when placed in a gym setting for 30 min("cardio free choice"); screen time; self-efficacy toward PA; and intrinsic motivation toward exergaming.Results: Attendance at the exergaming sessions was high(80%). Compared with the control group, the intervention group self-reported an increase in PA(p = 0.035) and fewer hours watching television or videos(p = 0.01) after the intervention, but there were no significant differences in sedentary, light, moderate, or vigorous PA measured by accelerometry. The intervention group significantly improved self-efficacy toward PA(p = 0.028). The intervention group highly rated intrinsic motivation toward exergaming.Conclusion: Exergaming for 12 weeks was associated with positive impacts on adolescent girls' self-reported PA, television viewing, self-efficacy,and intrinsic motivation. Future research is warranted to leverage exergames as an enjoyable, motivating, and effective PA tool.展开更多
One of the assumptions of previous research in evolutionary game dynamics is that individuals use only one rule to update their strategy. In reality, an individual's strategy update rules may change with the envir...One of the assumptions of previous research in evolutionary game dynamics is that individuals use only one rule to update their strategy. In reality, an individual's strategy update rules may change with the environment, and it is possible for an individual to use two or more rules to update their strategy. We consider the case where an individual updates strategies based on the Moran and imitation processes, and establish mixed stochastic evolutionary game dynamics by combining both processes. Our aim is to study how individuals change strategies based on two update rules and how this affects evolutionary game dynamics. We obtain an analytic expression and properties of the fixation probability and fixation times(the unconditional fixation time or conditional average fixation time) associated with our proposed process. We find unexpected results. The fixation probability within the proposed model is independent of the probabilities that the individual adopts the imitation rule update strategy. This implies that the fixation probability within the proposed model is equal to that from the Moran and imitation processes. The one-third rule holds in the proposed mixed model. However, under weak selection, the fixation times are different from those of the Moran and imitation processes because it is connected with the probability that individuals adopt an imitation update rule. Numerical examples are presented to illustrate the relationships between fixation times and the probability that an individual adopts the imitation update rule, as well as between fixation times and selection intensity. From the simulated analysis, we find that the fixation time for a mixed process is greater than that of the Moran process, but is less than that of the imitation process. Moreover, the fixation times for a cooperator in the proposed process increase as the probability of adopting an imitation update increases; however, the relationship becomes more complex than a linear relationship.展开更多
The H∞-control problem of stochastic systems with time-delay is considered. The sufficient conditions are obtained, under which there are always state-feedback control and dynamic output-feedback control so that the ...The H∞-control problem of stochastic systems with time-delay is considered. The sufficient conditions are obtained, under which there are always state-feedback control and dynamic output-feedback control so that the resulting closed-loop system is internaly stable and L2 input-output stable in the sense of expectation. Furthermore, the explicit formulas of both kinds of controls are derived. An example is included to illustrate the correctness of theoretic results.展开更多
基金Supported by NationalNatural Science Foundation of China (60774068, 60574050) and China Postdoctor Science Foundation (20070421064)
文摘为线性分离变化时间的系统的 H 混合评价问题在这份报纸被调查,在估计的信号是状态和输入的线性联合的地方。设计目的从骚乱要求最坏的精力获得到是的评价错误不到规定水平。混合评价问题的最佳的答案是僵绳点一二播放器零和微分游戏。根据微分比赛途径,为混合评价问题的必要、足够的可解决的条件以一个 Riccati 微分方程的答案被提供。而且,如果可解决的条件满足,一个可能的评估者被建议。评估者被印射矩阵的一个获得矩阵和产量描绘,在后者反映在未知输入和输出评价错误之间的内部关系的地方。最后,一个数字例子被提供说明建议途径。
文摘The H∞ hybrid estimation problem for linear continuous time-varying systems is in-vestigated in this paper, where estimated signals are linear combination of state and input. Designobjective requires the worst-case energy gain from disturbance to estimation error be less than a pre-scribed level. Optimal solution of the hybrid estimation problem is the saddle point of a two-playerzero sum di?erential game. Based on the di?erential game approach, necessary and su?cient solvableconditions for the hybrid estimation problem are provided in terms of solutions to a Riccati di?e-rential equation. Moreover, one possible estimator is proposed if the solvable conditions are satisfied.The estimator is characterized by a gain matrix and an output mapping matrix that re?ects theinternal relations between the unknown input and output estimation error. Both state and unknowninputs estimation are realized by the proposed estimator. Thus, the results in this paper are alsocapable of dealing with fault diagnosis problems of linear time-varying systems. At last, a numericalexample is provided to illustrate the proposed approach.
文摘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.
文摘There are a few studies that focus on solution methods for finding a Nash equilibrium of zero-sum games. We discuss the use of Karmarkar’s interior point method to solve the Nash equilibrium problems of a zero-sum game, and prove that it is theoretically a polynomial time algorithm. We implement the Karmarkar method, and a preliminary computational result shows that it performs well for zero-sum games. We also mention an affine scaling method that would help us compute Nash equilibria of general zero-sum games effectively.
基金Supported by Scientific Research Initiation (Supporting) Funds of Northwest A&F University~~
文摘Game model of environmental protection at scenic spots is established in this paper in order to carry out analysis of the equilibrium between one-time game and infinitely repeated game, disclose the reasons why the environment of scenic spots are destroyed, and propose the countermeasures to ensure the equilibrium of the game. The study also reveals that during the one-time game between tourists and tour operators, it is tour operators' dominant strategy not to control environmental pollution that leads to the destruction of environment at scenic spots. While, during the infinitely repeated game between tourists and tour operators, the realization of Pareto optimality equilibrium (The strategy of tourist is traveling, and the strategy of tour operators are controlling environmental pollution) is dependent upon the choice of players (tourists or operators) of triggering strategy (traveling or controlling environmental pollution). The supervision of the government upon operators can force them to control environmental pollution, which can consequently improve the efficiency of equilibrium in the game, and promote environmental protection at tourism scenic spots and sustainable development of tourism.
文摘为准确评价区域海事事故治理效果,通过构建动态综合评价模型,为水上交通安全规划提供决策依据。首先,从事故的绝对指标与相对指标角度出发,建立包含8个指标的区域海事事故治理效果评价指标体系。其次,使用博弈赋权法对熵权法所得权重和指标相关性权重确定法(Criteria Importance Through Intercriteria Correlation, CRITIC)所得权重进行组合,以确定各时段评价指标组合权重,并采用逼近理想解排序法(Technique for Order Preference by Similarity to Ideal Solution, TOPSIS)对各地区海事事故治理效果进行各时段静态综合评价。再次,通过混合时序算子集结各时段静态综合评价值,求得各地区海事事故治理效果的动态综合评价值,进而判断各地区海事事故的治理效果。最后,运用所建评价模型对2017—2021年上海、浙江、广东和山东4个地区海事事故治理效果进行动态综合评价。研究结果显示:与单一赋权TOPSIS法相比,博弈赋权-TOPSIS法所得静态综合评价结果更为合理可靠;与单一时序算子相比,混合时序算子所得动态综合评价结果更为合理可靠;随着海事事故治理策略和治理强度不同,上海和广东地区海事事故治理效果呈上升趋势,而浙江和山东地区海事事故治理效果呈下降趋势;广东地区海事事故治理效果稳定性最强,而浙江地区海事事故治理效果稳定性最弱;上海地区海事事故治理效果最好,而浙江地区海事事故治理效果最差。
基金AES and PTK are supported,in part,by the U54 GM104940 grant from the National Institute of General Medical Sciences of the US National Institutes of Health,which funds the Louisiana Clinical&Translational Science CenterPTK is supported,in part,by the Marie Edana Corcoran Endowed Chair in Pediatric Obesity and Diabetespartially supported by Nutrition Obesity Research Center Grant#P30DK072476 entitled“Nutritional Programming:Environmental and Molecular Interactions”
文摘Background: Given the low levels of physical activity(PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA from one context to another, exergames(i.e., video games that require gross motor activity) may act as a gateway to promote overall PA outside game play. The purpose of this study was to examine potential transfer effects(i.e., influences on external behaviors and psychological constructs) of a 12-week exergaming intervention on adolescent girls' PA, screen time,and self-efficacy toward PA, as well as the intrinsic motivation of exergaming.Methods: Participants were 37 girls aged 14–18 years(65% African American, 35% white) who were overweight or obese(body mass index ≥ 85 th percentile) and were recruited from the community via school, physicians, news media, and social media websites. Adolescents were randomly assigned to a 12-week group exergaming intervention(thirty-six 60 min sessions of group-based dance exergaming in a research laboratory using Kinect for Xbox360(Microsoft Corporation, Redmond, WA, USA)) or to a no-treatment control group. Outcome variables included objectively measured PA(total) and self-reported leisure-time PA(discretionary time only) 1 week before vs. 1 week after the intervention; selected type and intensity of PA when placed in a gym setting for 30 min("cardio free choice"); screen time; self-efficacy toward PA; and intrinsic motivation toward exergaming.Results: Attendance at the exergaming sessions was high(80%). Compared with the control group, the intervention group self-reported an increase in PA(p = 0.035) and fewer hours watching television or videos(p = 0.01) after the intervention, but there were no significant differences in sedentary, light, moderate, or vigorous PA measured by accelerometry. The intervention group significantly improved self-efficacy toward PA(p = 0.028). The intervention group highly rated intrinsic motivation toward exergaming.Conclusion: Exergaming for 12 weeks was associated with positive impacts on adolescent girls' self-reported PA, television viewing, self-efficacy,and intrinsic motivation. Future research is warranted to leverage exergames as an enjoyable, motivating, and effective PA tool.
基金Project supported by the National Natural Science Foundation of China(Grant Nos.71871171,71871173,and 71832010)
文摘One of the assumptions of previous research in evolutionary game dynamics is that individuals use only one rule to update their strategy. In reality, an individual's strategy update rules may change with the environment, and it is possible for an individual to use two or more rules to update their strategy. We consider the case where an individual updates strategies based on the Moran and imitation processes, and establish mixed stochastic evolutionary game dynamics by combining both processes. Our aim is to study how individuals change strategies based on two update rules and how this affects evolutionary game dynamics. We obtain an analytic expression and properties of the fixation probability and fixation times(the unconditional fixation time or conditional average fixation time) associated with our proposed process. We find unexpected results. The fixation probability within the proposed model is independent of the probabilities that the individual adopts the imitation rule update strategy. This implies that the fixation probability within the proposed model is equal to that from the Moran and imitation processes. The one-third rule holds in the proposed mixed model. However, under weak selection, the fixation times are different from those of the Moran and imitation processes because it is connected with the probability that individuals adopt an imitation update rule. Numerical examples are presented to illustrate the relationships between fixation times and the probability that an individual adopts the imitation update rule, as well as between fixation times and selection intensity. From the simulated analysis, we find that the fixation time for a mixed process is greater than that of the Moran process, but is less than that of the imitation process. Moreover, the fixation times for a cooperator in the proposed process increase as the probability of adopting an imitation update increases; however, the relationship becomes more complex than a linear relationship.
文摘The H∞-control problem of stochastic systems with time-delay is considered. The sufficient conditions are obtained, under which there are always state-feedback control and dynamic output-feedback control so that the resulting closed-loop system is internaly stable and L2 input-output stable in the sense of expectation. Furthermore, the explicit formulas of both kinds of controls are derived. An example is included to illustrate the correctness of theoretic results.