To encourage retailers to form cooperative alliances to jointly replenish inventory,considering that the supplier provides a flexible lead time and quantity discount to retailers,a model of average total cost per unit...To encourage retailers to form cooperative alliances to jointly replenish inventory,considering that the supplier provides a flexible lead time and quantity discount to retailers,a model of average total cost per unit time of periodic joint replenishment is constructed,and an approximate algorithm,which can satisfy the requirement of any given precision,is given.The cost allocation rule in the core of the joint replenishment game is designed based on the cooperative game theory.The numerical experiment results show that the proposed algorithm can quickly solve the joint replenishment problem when the item number is not greater than 640.The retailer's cost saving rate is always greater than 0,and it increases with the increase in quantity discount and fixed cost after adopting the given cost allocation rule.With the increase in the safety stock level,the retailer's cost saving rate increases first and then decreases;and the retailer's cost saving rate increases with the increase in the size of the alliance,but it decreases as the number of product category increases.The proposed cost allocation rule can reduce the retailer's cost up to 20%,which is conducive to forming a cooperative coalition.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
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
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
The paper is concerned with a variant of the continuous-time finite state Markov game of control and stopping where both players can affect transition rates,while only one player can choose a stopping time.The dynamic...The paper is concerned with a variant of the continuous-time finite state Markov game of control and stopping where both players can affect transition rates,while only one player can choose a stopping time.The dynamic programming principle reduces this problem to a system of ODEs with unilateral constraints.This system plays the role of the Bellman equation.We show that its solution provides the optimal strategies of the players.Additionally,the existence and uniqueness theorem for the deduced system of ODEs with unilateral constraints is derived.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
Weighted vertex cover(WVC)is one of the most important combinatorial optimization problems.In this paper,we provide a new game optimization to achieve efficiency and time of solutions for the WVC problem of weighted n...Weighted vertex cover(WVC)is one of the most important combinatorial optimization problems.In this paper,we provide a new game optimization to achieve efficiency and time of solutions for the WVC problem of weighted networks.We first model the WVC problem as a general game on weighted networks.Under the framework of a game,we newly define several cover states to describe the WVC problem.Moreover,we reveal the relationship among these cover states of the weighted network and the strict Nash equilibriums(SNEs)of the game.Then,we propose a game-based asynchronous algorithm(GAA),which can theoretically guarantee that all cover states of vertices converging in an SNE with polynomial time.Subsequently,we improve the GAA by adding 2-hop and 3-hop adjustment mechanisms,termed the improved game-based asynchronous algorithm(IGAA),in which we prove that it can obtain a better solution to the WVC problem than using a the GAA.Finally,numerical simulations demonstrate that the proposed IGAA can obtain a better approximate solution in promising computation time compared with the existing representative algorithms.展开更多
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
This study aimed to clarify the difference between the not qualified teams and the qualified teams to 2nd stage in the Pass Appearance Time and passes attempted at all group stage games of World Cup 2014 and compared ...This study aimed to clarify the difference between the not qualified teams and the qualified teams to 2nd stage in the Pass Appearance Time and passes attempted at all group stage games of World Cup 2014 and compared with World cup 2010. Results indicated changes in passing in modem football tactics. Actual playing time is represented as Net Playtime in this study. Pass Appearance Time is calculated by Net Playtime divided by passes Attempted. Pass Appearance Time of each team for the all Group stage games was calculated and compared with World cup 2010. No difference was revealed in the 2014 data between teams that did and did not qualify, though the 2010 data revealed differences. World cup 2010 data suggested that increasing passes attempts and lessening Pass Appearance Time were effective in qualifying for the 2rid stage. World cup 2014 data, however, suggested that diversity of tactics was important.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
In this paper,we focus on mean-field linear-quadratic games for stochastic large-population systems with time delays.The ϵ-Nash equilibrium for decentralized strategies in linear-quadratic games is derived via the con...In this paper,we focus on mean-field linear-quadratic games for stochastic large-population systems with time delays.The ϵ-Nash equilibrium for decentralized strategies in linear-quadratic games is derived via the consistency condition.By means of variational analysis,the system of consistency conditions can be expressed by forward-backward stochastic differential equations.Numerical examples illustrate the sensitivity of solutions of advanced backward stochastic differential equations to time delays,the effect of the the population's collective behaviors,and the consistency of mean-field estimates.展开更多
基金The National Natural Science Foundation of China(No.71531004).
文摘To encourage retailers to form cooperative alliances to jointly replenish inventory,considering that the supplier provides a flexible lead time and quantity discount to retailers,a model of average total cost per unit time of periodic joint replenishment is constructed,and an approximate algorithm,which can satisfy the requirement of any given precision,is given.The cost allocation rule in the core of the joint replenishment game is designed based on the cooperative game theory.The numerical experiment results show that the proposed algorithm can quickly solve the joint replenishment problem when the item number is not greater than 640.The retailer's cost saving rate is always greater than 0,and it increases with the increase in quantity discount and fixed cost after adopting the given cost allocation rule.With the increase in the safety stock level,the retailer's cost saving rate increases first and then decreases;and the retailer's cost saving rate increases with the increase in the size of the alliance,but it decreases as the number of product category increases.The proposed cost allocation rule can reduce the retailer's cost up to 20%,which is conducive to forming a cooperative coalition.
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.
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.
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.
基金The article was prepared within the framework of the HSE University Basic Research Program in 2023。
文摘The paper is concerned with a variant of the continuous-time finite state Markov game of control and stopping where both players can affect transition rates,while only one player can choose a stopping time.The dynamic programming principle reduces this problem to a system of ODEs with unilateral constraints.This system plays the role of the Bellman equation.We show that its solution provides the optimal strategies of the players.Additionally,the existence and uniqueness theorem for the deduced system of ODEs with unilateral constraints is derived.
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partly supported by the National Natural Science Foundation of China(61751303,U20A2068,11771013)the Zhejiang Provincial Natural Science Foundation of China(LD19A010001)the Fundamental Research Funds for the Central Universities。
文摘Weighted vertex cover(WVC)is one of the most important combinatorial optimization problems.In this paper,we provide a new game optimization to achieve efficiency and time of solutions for the WVC problem of weighted networks.We first model the WVC problem as a general game on weighted networks.Under the framework of a game,we newly define several cover states to describe the WVC problem.Moreover,we reveal the relationship among these cover states of the weighted network and the strict Nash equilibriums(SNEs)of the game.Then,we propose a game-based asynchronous algorithm(GAA),which can theoretically guarantee that all cover states of vertices converging in an SNE with polynomial time.Subsequently,we improve the GAA by adding 2-hop and 3-hop adjustment mechanisms,termed the improved game-based asynchronous algorithm(IGAA),in which we prove that it can obtain a better solution to the WVC problem than using a the GAA.Finally,numerical simulations demonstrate that the proposed IGAA can obtain a better approximate solution in promising computation time compared with the existing representative algorithms.
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This study aimed to clarify the difference between the not qualified teams and the qualified teams to 2nd stage in the Pass Appearance Time and passes attempted at all group stage games of World Cup 2014 and compared with World cup 2010. Results indicated changes in passing in modem football tactics. Actual playing time is represented as Net Playtime in this study. Pass Appearance Time is calculated by Net Playtime divided by passes Attempted. Pass Appearance Time of each team for the all Group stage games was calculated and compared with World cup 2010. No difference was revealed in the 2014 data between teams that did and did not qualify, though the 2010 data revealed differences. World cup 2010 data suggested that increasing passes attempts and lessening Pass Appearance Time were effective in qualifying for the 2rid stage. World cup 2014 data, however, suggested that diversity of tactics was important.
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supported by the National Natural Science Foundation of China (Grant No.11801154)R.J.Li was supported by the Guangzhou Science and Technology Program Project Project (Grant No.202201011057)W.F.Wang was supported by the Natural Science Foundation of Hubei Province (Grant No.2023AFC006).
文摘In this paper,we focus on mean-field linear-quadratic games for stochastic large-population systems with time delays.The ϵ-Nash equilibrium for decentralized strategies in linear-quadratic games is derived via the consistency condition.By means of variational analysis,the system of consistency conditions can be expressed by forward-backward stochastic differential equations.Numerical examples illustrate the sensitivity of solutions of advanced backward stochastic differential equations to time delays,the effect of the the population's collective behaviors,and the consistency of mean-field estimates.