• Title/Summary/Keyword: Game Optimal

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An Improved Generation Maintenance Strategy Analysis in Competitive Electricity Markets Using Non-Cooperative Dynamic Game Theory (비협조 동적게임이론을 이용한 경쟁적 전력시장의 발전기 보수계획 전략 분석)

  • 김진호;박종배;김발호
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.52 no.9
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    • pp.542-549
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    • 2003
  • In this paper, a novel approach to generator maintenance scheduling strategy in competitive electricity markets based on non-cooperative dynamic game theory is presented. The main contribution of this study can be considered to develop a game-theoretic framework for analyzing strategic behaviors of generating companies (Gencos) from the standpoints of the generator maintenance-scheduling problem (GMP) game. To obtain the equilibrium solution for the GMP game, the GMP problem is formulated as a dynamic non-cooperative game with complete information. In the proposed game, the players correspond to the profit-maximizing individual Gencos, and the payoff of each player is defined as the profits from the energy market. The optimal maintenance schedule is defined by subgame perfect equilibrium of the game. Numerical results for two-Genco system by both proposed method and conventional one are used to demonstrate that 1) the proposed framework can be successfully applied in analyzing the strategic behaviors of each Genco in changed markets and 2) both methods show considerably different results in terms of market stability or system reliability. The result indicates that generator maintenance scheduling strategy is one of the crucial strategic decision-makings whereby Gencos can maximize their profits in a competitive market environment.

Modeling and Simulation of Optimal Path Considering Battlefield-situation in the War-game Simulation (워게임 시뮬레이션에서 전장상황을 고려한 최적경로 모델링 및 시뮬레이션)

  • Lee, Sung-Young;Jang, Sung-Ho;Lee, Jong-Sik
    • Journal of the Korea Society for Simulation
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    • v.19 no.3
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    • pp.27-35
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    • 2010
  • War-games using C4I systems have been used to improve the command ability of commanders and the fighting power of combat forces. During a war-game simulation, a commander makes a plan for the movement of a combat force and issues orders to the combat force according to the plan. If it is possible to minimize damages from the artillery of enemy forces and take the advantage position where is effective for attack/defense, we can hold a dominant position of the battlefield. Therefore, this papers proposes a genetic algorithm-based optimal path searching method. The proposed method creates an optimal path of a combat force by taking into consideration dangerous conditions of the battlefield in which the combat force is. This paper also shows the process of creating an optimal path by using a discrete event specification modeling and simulation method.

Pursuit-evasion as a dynamic game

  • Imado, Fumiaki;Ichikawa, Akira;Kanai, Kimio
    • 제어로봇시스템학회:학술대회논문집
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    • 1993.10b
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    • pp.474-479
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    • 1993
  • A study about two-dimensional pursuit-evasion dynamic games is presented and discussed. A pursuer tries to intercept an evader by a strategy based on proportional navigation guidance, while the evader tries to maximize a miss distance by the optimal control. The study is applied to a ball game and an air-combat game. The results show the same features exist in both games, therefore the study will be able to apply for general two dimensional dynamic games. In the ball game, the study is extended to cases where a goal exists, while in the air-combat game, some three-dimensional problems are solved and the results are also shown.

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A Pragmatic Method on Multi-Weapon Lanchester's Law (다중 란체스터 모형에 대한 실용적 해법)

  • Baik, Seung-Won;Hong, Sung-Pil
    • Journal of the Korean Operations Research and Management Science Society
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    • v.38 no.4
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    • pp.1-9
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    • 2013
  • We propose a heuristic algorithm for war-game model that is appropriate for warfare in which the maneuver of the attacker is relatively certain. Our model is based on a multi-weapon extention of the Lanchester's square law. However, instead of dealing with the differential equations, we use a multi-period linear approximation which not only facilitates a solution method but also reflects discrete natures of warfare. Then our game model turns out to be a continuous game known to have an ${\varepsilon}$-Nash equilibrium for all ${\varepsilon}{\geq}0$. Therefore, our model approximates an optimal warfare strategies for both players as well as an efficient reinforcement of area defense system that guarantees a peaceful equilibrium. Finally, we report the performance of a practical best-response type heuristic for finding an ${\varepsilon}$-Nash equilibrium for a real-scale problem.

Prospect Theory based NPC Decision Making Model on Dynamic Terrain Analysis (동적 지형분석에서의 전망이론 기반 NPC 의사결정 모델)

  • Lee, Dong Hoon
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.37-44
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    • 2014
  • In this paper, we propose a NPC decision making model based on Prospect Theory which tries to model real-life choice, rather than optimal decision. For this purpose, we analyse the problems of reference point setting, diminishing sensitivity and loss aversion which are known as limitations of the utility theory and then apply these characteristics into the decision making in game. Dynamic Terrain Analysis is utilized to evaluate the proposed model and experimental result shows the method have effects on inducing diverse personality and emergent behavior on NPC.

Differential Game Based Air Combat Maneuver Generation Using Scoring Function Matrix

  • Park, Hyunju;Lee, Byung-Yoon;Tahk, Min-Jea;Yoo, Dong-Wan
    • International Journal of Aeronautical and Space Sciences
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    • v.17 no.2
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    • pp.204-213
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    • 2016
  • A differential game theory based approach is used to develop an automated maneuver generation algorithm for Within Visual Range (WVR) air-to-air combat of unmanned combat aerial vehicles (UCAVs). The algorithm follows hierarchical decisionmaking structure and performs scoring function matrix calculation based on differential game theory to find the optimal maneuvers against dynamic and challenging combat situation. The score, implying how much air superiority the UCAV has, is computed from the predicted relative geometry, relative distance and velocity of two aircrafts. Security strategy is applied at the decision-making step. Additionally, a barrier function is implemented to keep the airplanes above the altitude lower bound. To shorten the simulation time to make the algorithm more real-time, a moving horizon method is implemented. An F-16 pseudo 6-DOF model is used for realistic simulation. The combat maneuver generation algorithm is verified through three dimensional simulations.

Building a Bidding Strategy using Dynamic Game Theory (동적게임을 이용한 입찰전략수립)

  • Kang, Dong-Joo;Moon, Young-Hwan;Oh, Tae-Kyoo;Kim, Bal-Ho
    • Proceedings of the KIEE Conference
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    • 2001.11b
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    • pp.63-66
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    • 2001
  • In the Poolco model, the bidding game is executed periodically. The player participating to the bidding game accumulates the information of others' strategies and payoffs through the repeated process. Thereby, he is able to map out how he gets his maximum profit, and proceed to the optimal strategy region. This paper shows the algorithm for a player to determine his strategy in t period based the information of the game results of t-1, t-2 period. And this algorithm can be formulated by using Dynamic game theory.

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A Bankruptcy Game for Optimize Caching Resource Allocation in Small Cell Networks

  • Zhang, Liying;Wang, Gang;Wang, Fuxiang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.5
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    • pp.2319-2337
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    • 2019
  • In this paper, we study the distributed cooperative caching for Internet content providers in a small cell of heterogeneous network (HetNet). A general framework based on bankruptcy game model is put forth for finding the optimal caching policy. In this framework, the small cell and different content providers are modeled as bankrupt company and players, respectively. By introducing strategic decisions into the bankruptcy game, we propose a caching value assessment algorithm based on analytic hierarchy process in the framework of bankruptcy game theory to optimize the caching strategy and increase cache hit ratio. Our analysis shows that resource utilization can be improved through cooperative sharing while considering content providers' satisfaction. When the cache value is measured by multiple factors, not just popularity, the cache hit rate for user access is also increased. Simulation results show that our approach can improve the cache hit rate while ensuring the fairness of the distribution.

Matching game based resource allocation algorithm for energy-harvesting small cells network with NOMA

  • Wang, Xueting;Zhu, Qi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.11
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    • pp.5203-5217
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    • 2018
  • In order to increase the capacity and improve the spectrum efficiency of wireless communication systems, this paper proposes a rate-based two-sided many-to-one matching game algorithm for energy-harvesting small cells with non-orthogonal multiple access (NOMA) in heterogeneous cellular networks (HCN). First, we use a heuristic clustering based channel allocation algorithm to assign channels to small cells and manage the interference. Then, aiming at addressing the user access problem, this issue is modeled as a many-to-one matching game with the rate as its utility. Finally, considering externality in the matching game, we propose an algorithm that involves swap-matchings to find the optimal matching and to prove its stability. Simulation results show that this algorithm outperforms the comparing algorithm in efficiency and rate, in addition to improving the spectrum efficiency.

A Study on the Agency Theory and Accounting (에이전시이론과 회계감사에 관한 연구)

  • 공해영
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.12 no.20
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    • pp.123-138
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    • 1989
  • The primary objective of the agency research in the game theory lives in the maintenance of Pareto is optimal condition for the optimal incentive contract. The basic concepts which are related to this objective are reviewed in connection with the general assumptions to model it, the moral hazard and adverse selection which arised from the information asymmetry, and finally the problem of risk distribution. The demand for auditing and the role of auditor have been addressed by ASOBAC. Issues which an auditor is explicitly introduced in a principal-agent framework have been addressed in this paper. These issues must be confronted to appropriately with the auditor, and to achieve an adequate understanding of optimal confronting arrangement with the auditor. The first step in introducing an auditor into this analysis is to examine the game-theoretic foundation of such a expended agency model. The Mathematical program formulated may not yield solution that are resonable. This arises because the program may call for the auditor and manager to play dominated Nash equilibra in some subgame. The nontrivial natures of the subgame implies that randomized strategies by the auditor and manager nay be of crucial importance. The possibilities for overcoming the randomized strategy problem were suggested; change the rule of the game and or impose covexity condition. The former seems unjustifiable in on auditing context, and the latter promising but difficult to achieve. The discussion ended with an extension of the revelation principle to the owner manager-auditor game, assuming strategies. An examination of the restriction and improvement direction of the basic concept of agency theory was addressed in the later part of this paper. Many important aspects of auditor incentives are inherently multiple-agent, multiple-period, multiple-objectine, phenomena and require further analyses and researches.

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