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1.
By complying with the operational philosophy of virtual production lines, a back-end semiconductor manufacturing system can be controlled and managed with better reconfigurability. However, due to the absence of a fully-integrated information system and the gaining popularity of distributed computing, machine reconfiguration decisions are made by machine controllers on the shop floor where heterarchical control architecture is typically used. This research investigates how non-cooperative game theory could be applied for facilitating the decision process reconfiguration decision-making at the machine controller level as machines are competed by multiple jobs streams. This paper presents how material flow traffic can be better regulated in a reconfigurable manufacturing environment. A study using an industrial pilot system is discussed to demonstrate the applicability of the proposed approach, in which heuristics are used to determine the game specification.  相似文献   

2.
Sato  Yuzuru  Ikegami  Takashi 《Minds and Machines》2004,14(2):133-143
This paper considers undecidability in the imitation game, the so-called Turing Test. In the Turing Test, a human, a machine, and an interrogator are the players of the game. In our model of the Turing Test, the machine and the interrogator are formalized as Turing machines, allowing us to derive several impossibility results concerning the capabilities of the interrogator. The key issue is that the validity of the Turing test is not attributed to the capability of human or machine, but rather to the capability of the interrogator. In particular, it is shown that no Turing machine can be a perfect interrogator. We also discuss meta-imitation game and imitation game with analog interfaces where both the imitator and the interrogator are mimicked by continuous dynamical systems.  相似文献   

3.
With the explosive growth in computers and the growing scarcity in electric supply, reduction of energy consumption in large-scale computing systems has become a research issue of paramount importance. In this paper, we study the problem of allocation of tasks onto a computational grid, with the aim to simultaneously minimize the energy consumption and the makespan subject to the constraints of deadlines and tasks' architectural requirements. We propose a solution from cooperative game theory based on the concept of Nash Bargaining Solution. In this cooperative game, machines collectively arrive at a decision that describes the task allocation that is collectively best for the system, ensuring that the allocations are both energy and makespan optimized. Through rigorous mathematical proofs we show that the proposed cooperative game in mere O(n mlog(m)) time (where n is the number of tasks and m is the number of machines in the system) produces a Nash Bargaining Solution that guarantees Pareto-optimally. The simulation results show that the proposed technique achieves superior performance compared to the Greedy and Linear Relaxation (LR) heuristics, and with competitive performance relative to the optimal solution implemented in LINDO for small-scale problems.  相似文献   

4.
Batch sequencing and cooperation   总被引:1,自引:0,他引:1  
Game theoretic analysis of sequencing situations has been restricted to manufacturing systems which consist of machines that can process only one job at a time. However, in many manufacturing systems, operations are carried out by batch machines which can simultaneously process multiple jobs. This paper aims to extend the game theoretical approach to the cost allocation problems arising from sequencing situations on systems that consist of batch machines. To analyze the allocation problem at hand, it focusses on the existence of core elements, convexity, and the Shapley value.  相似文献   

5.
ABSTRACT

This article analyzes how the battle between computer security experts and cyberterrorists can be explained through game theory. This article is important because it not only applies game theory to the study of cyberterrorism, which has been rarely done so far, but it also breaks new ground by intersecting the game theoretical model with another theory, social network theory. An important thesis of this analysis is that under the principles of game theory, each player is assumed to be rational; all players wish the outcome to be as positive or rewarding as possible. Another key argument is that game theory is a postmodern theory; against opponents who wage attacks in a postmodern fashion, conventional strategies lead nowhere. The cyberterrorist and the cyber forensics expert not only engage in real-time game play but also use tactics that are not conceivable in conventional conflict.  相似文献   

6.
In machine scheduling, a set of jobs must be scheduled on a set of machines so as to minimize some global objective function, such as the makespan, which we consider in this paper. In practice, jobs are often controlled by independent, selfishly acting agents, which each select a machine for processing that minimizes the (expected) completion time. This scenario can be formalized as a game in which the players are job owners, the strategies are machines, and a player’s disutility is the completion time of its jobs in the corresponding schedule. The equilibria of these games may result in larger-than-optimal overall makespan. The price of anarchy is the ratio of the worst-case equilibrium makespan to the optimal makespan. In this paper, we design and analyze scheduling policies, or coordination mechanisms, for machines which aim to minimize the price of anarchy of the corresponding game. We study coordination mechanisms for four classes of multiprocessor machine scheduling problems and derive upper and lower bounds on the price of anarchy of these mechanisms. For several of the proposed mechanisms, we also prove that the system converges to a pure-strategy Nash equilibrium in a linear number of rounds. Finally, we note that our results are applicable to several practical problems arising in communication networks.  相似文献   

7.
Fingerprinting is a technique for generating a representation-independent functional signature for a game playing agent. Fingerprints can be used to compare agents across representations in an automatic fashion. The theory of fingerprints is developed for software agents that play the iterated prisoner's dilemma. Examples of the technique for computing fingerprints are given. This paper summarizes past results and introduces the following new results. Fingerprints of prisoner's dilemma strategies that are represented as finite-state machines must be rational functions. An example of a strategy that does not have a finite-state representation and which does not have a rational fingerprint function is given: the majority strategy. It is shown that the AllD- and AllC-based fingerprints can be derived from the tit-for-tat fingerprint by a simple substitution. Fingerprints for four new probe strategies are introduced, generalizing previous work in which tit-for-tat is the sole probe strategy. A trial comparison is made of evolved prisoner's dilemma strategies across three representations: finite-state machines, feedforward neural nets, and lookup tables. Fingerprinting demonstrates that all three representations sample the strategy space in a radically different manner, even though the neural net's and lookup table's parameters are alternate encodings of the same strategy space. This space of strategies is also a subset of those encoded by the finite-state representation. Shortcomings of the fingerprint technique are outlined, with illustrative examples, and possible paths to overcome these shortcomings are given.  相似文献   

8.
Macedonia  M. 《Computer》2004,37(8):100-101
We are in the midst of convergence between high definition television and game consoles and between handheld game machines and mobile phones. This market shift creates both big losers and big winners. IBM occupies the most favorable position with chip designs for all three next-generation consoles. But all the contenders find themselves facing an uncertain future. The players in this market are contending with what Clayton calls the "innovators dilemma". Each of the firm is immersed in an internal midlife crisis to redefine its identity so that it can triumph in the external struggle against its rival in the game market.  相似文献   

9.
This paper studies a scheduling game on uniform machines with social cost of maximizing the minimum machine load. For the game with two machines, we present the (Strong) Price of Stability and (Strong) Price of Anarchy as a function of s, the ratio of the speeds of the two machines. These bounds are all tight for any value of s, thus the problem of measuring the inefficiency of equilibria on two uniform machines is completely solved. We also give the tight Price of Anarchy for a special case of three machines. From the results above, we achieve some new and interesting insights of scheduling games.  相似文献   

10.
Many fruit machines are microprocessor controlled but most appear to the player to be very similar to earlier electromechanical machines. Little advantage has been taken of the opportunity to devise more sophisticated games, which microprocessor control gives. This article describes the implementation of a game which includes some features which would be difficult to implement by other than microprocessor control. It discusses the techniques used, the problems arising and the likely future developments.  相似文献   

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