Generally applicable N-person percentile game theory for case of independently chosen strategies
Method for determining outcomes and optimum strategy for all players in discrete N-person game theory with independently chosen strategies
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Method for determining outcomes and optimum strategy for all players in discrete N-person game theory with independently chosen strategies
Identification of situations where cooperation is preferable to median game theory - Themis project
Optimum solutions for two person median game theory
Probability distribution in two person game theory
Median approach to two person game theory
Discrete two person game theory based on median value considerations
Two-person percentile game theory with separate and independent choice of strategies
N person nonzero sum differential games with linear dynamics, proving existence of equilibrium strategies
Multistage two player zero-sum games with state determined by difference equations, deriving optimal strategy pair satisfying saddle point condition
Equilibrium strategies for linear games with quadratic costs in Hilbert space, deriving nonlinear equation in allowed operator feedback spaces
Measurement uncertainty effects in linear multistage games, considering state variables construction from player measurement sequences
Zero sum differential game solution for aerial combat problem, applying direct gradient methods
The purpose of the present study was to investigate the relationship between the motivational dimensions assessed by the Motivation Analysis Test and prisoner's dilemma game behavior as measured both by the number of competitive strategy choices and the two-stage stochastic variables labelled trustworthiness, forgiveness, repentance, and trust by Rapoport.
Application of Markov game approach to planar air combat problems
The procedure for finding the closed-loop Nash equilibrium solution of two-player zero-sum linear time-invariant differential games with quadratic performance criteria and classical information pattern may be reduced in most cases to the solution of an algebraic Riccati equation. Based on the results obtained by Willems, necessary and sufficient conditions for existence of solutions to these equations are derived, and explicit conditions for a scalar example are given.
The development of criteria which specify the roles of pursuer and evader as functions of the relative geometry and of the important parameters of the problem are discussed. A reduced-order model of the relative motion is derived and discussed. In this model, the two aircraft move in the same plane at unequal but constant speeds, and with different maximum turn rates. The equations of relative motion are of third order, the dependent variables being the relative range, bearing, and heading of the two aircraft. Termination of the pursuit-evasion game is defined by either the heading-limited or the range-limited end condition. These are geometric conditions for which the evading aircraft is in front of the other, with the relative heading and relative range satisfying certain inequalities. Retrograde solutions to the equations of relative motion were used with the derived optimal terminal maneuvers to find where an assumed set of end conditions could have begun.
An approach to one-on-one air-combat analysis is described which employs discrete gaming of a parameterized model featuring choice between several closed-loop control policies. A preference-ordering formulation due to Falco is applied to rational choice between outcomes: win, loss, mutual capture, purposeful disengagement, draw. Approximate optimization is provided by an active-cell scheme similar to Falco's obtained by a 'backing up' process similar to that of Kopp. The approach is designed primarily for short-duration duels between craft with large-envelope weaponry. Some illustrative computations are presented for an example modeled using constant-speed vehicles and very rough estimation of energy shifts.
Method which present a student with a more challenging and true to life situation of needing to conduct research in a problem solving context--and not thinking about organization of format until research and thinking are complete are investigated. Simulation-gaming techniques which attempt to teach initiative and creativity that library research are used for this purpose. However, it is shown case studies provide the greatest opportunities to engage the students in problem solving situations in which they develop skills as researchers and writers.