Dissertations / Theses on the topic 'Parity game'
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Karelović, Bruno. "Quantitative analysis of stochastic systems : priority games and populations of Markov chains." Thesis, Sorbonne Paris Cité, 2017. http://www.theses.fr/2017USPCC165/document.
Full textThis thesis examines some quantitative questions in the framework of two different stochastic models. It is divided into two parts: the first part examines a new class of stochastic games with priority payoff. This class of games contains as proper subclasses the parity games extensively studied in computer science, and limsup and liminf games studied in game theory. The second part of the thesis examines some natural but involved questions about distributions, studied in the simple framework of finite state Markov chain.In the first part, we examine two-player zero-sum games focusing on a particular payoff function that we call the priority payoff. This payoff function generalizes the payoff used in parity games. We consider both turn-based stochastic priority games and concurrent priority games. Our approach to priority games is based on the concept of the nearest fixed point of monotone nonexpansive mappings and extends the mu-calculus approach to priority games.The second part of the thesis deals with population questions. Roughly speaking, we examine how a probability distribution over states evolves in time. More specifically, we are interested in questions like the following one: from an initial distribution, can the population reach at some moment a distribution with a probability mass exceeding a given threshold in state Goal? It turns out that this type of questions is much more difficult to handle than the questions concerning individual trajectories: it is not known for the simple model of Markov chains whether population questions are decidable. We study restrictions of Markov chains ensuring decidability of population questions
Bordais, Benjamin. "Concurrent two-player antagonistic games on graphs." Electronic Thesis or Diss., université Paris-Saclay, 2023. http://www.theses.fr/2023UPASG072.
Full textWe study games played by two players, Player A and Player B, on a graph. Starting from a state of the graph, the players interact to move from state to state. This induces an infinite sequence of states, which is mapped to a value in [0, 1] by a measurable payoff function. Player A (resp. B) tries to maximize (resp. minimize) the expected value of this payoff function.Turn-based games, i.e. games where at each state only one player chooses a (probability distribution over) successor state, enjoy many nice properties.For instance, in all deterministic win/lose turn-based games, from each state,one of the players has a winning strategy. In addition, in finite turn-based parity games, both players have positional optimal strategies from each state.By contrast, concurrent games, i.e. games where at each state both players interact concurrently, i.e. simultaneously, to generate a probability distributionover successor states, behave much more poorly. Indeed, there are very simple deterministic concurrent parity games such that: neither player has a winning strategy; neither player has an optimal strategy, even a stochastic one. Inaddition, when optimal strategies do exist, they may require infinite memory. The goal of this dissertation is to give significant insight on how concurrent games behave. To do so, we study the notion of game form. Game forms arethe mathematical objects that describe the (local) interactions of the players at each state of a concurrent game. Game forms are defined by a set of local strategies per player, a set of outcomes and a function mapping a pair of one local strategy per player to a probability distribution over outcomes. Generally,in the literature on concurrent games, local interactions are standard (finite)game forms: the sets of local strategies are distributions over underlying (finite) sets of actions. In this dissertation, we define and study more general gameforms, which we call arbitrary game forms. Some of the results we prove hold even with arbitrary local interactions, the others use a standard assumption onthe local interactions involved.First, we prove general results on concurrent games, with very few assumptions on the payoff functions and local interactions involved. In particular, we consider a crucial result on concurrent games: Martin's result on Blackwell determinacy, which can be stated as follows. Consider a concurrent game whereall local interactions are standard finite. From each state, there is a value u in[0, 1] such that Player A's (resp. B's) strategies can guarantee that the expected value of the measurable payoff function is above (resp. below) any threshold below (resp. above) u. We generalize this result to games with arbitrary gameforms. We deduce from this generalization other results on concurrent games,possibly using standard local interactions, which could not have been obtained directly from the original result by Martin. We also prove other results on concurrent games, in particular results related to subgame optimal strategies.Second, we study how finite-state concurrent parity games behave in termsof existence and nature of (almost and/or subgame) optimal strategies, with very few assumptions on the local interactions involved.Third, we define subsets of concurrent games that enjoy some of the nice properties of turn-based games while being more general than turn-based games.These subsets are constructed via local-global transfers, which is a novel approach. Specifically, given a desirable property on concurrent games, we first characterize the game forms that ensure that all simple games using them aslocal interactions satisfy this property. Thus, we characterize the game formsthat behave well individually. We then show that all concurrent games that use these game forms as local interactions also satisfy this property. Thus, we show that these game forms also behave well collectively, hence globally
Óbdržálek, Jan. "Algorithmic analysis of parity games." Thesis, University of Edinburgh, 2006. http://hdl.handle.net/1842/25034.
Full textWang, Huaxin. "Solving parity games through fictitious play." Thesis, Imperial College London, 2013. http://hdl.handle.net/10044/1/12554.
Full textRösner, Clemens [Verfasser]. "Constrained Clustering Problems and Parity Games / Clemens Rösner." Bonn : Universitäts- und Landesbibliothek Bonn, 2019. http://d-nb.info/1200020146/34.
Full textKuo, Huan-Pu. "Parity games : descriptive complexity and algorithms for new solvers." Thesis, Imperial College London, 2013. http://hdl.handle.net/10044/1/12175.
Full textHilaire, Mathieu. "Parity games and reachability in infinite-state systems with parameters." Electronic Thesis or Diss., université Paris-Saclay, 2022. http://www.theses.fr/2022UPASG095.
Full textThe most standard model checking approaches are limited to verifying concrete specifications, such as “can we reach a configuration with more than 10 time units elapsing ?”. Nethertheless, for certaincomputer programs, like embedded systems, the constraints depend on the environment. Thus arisesthe need for parametric specifications, such as “can we reach a configuration with more than p timeunits elapsing ?” where p is a parameter which takes values in the non-negative integers.In this thesis, we study parametric pushdown, counter and timed automata and extensions the-reof. In addition to expressing concrete constraints (on the stack, on the counter or on clocks), thesecan employ parametric constraints. The reachability problem for a parametric automaton asks for the existence of an assignment of the parameters such that there exists an accepting run in the underlying concrete automaton. In addition to the reachability problem, we consider parametric parity games, two player games where players alternate chosing assignments for each parameters, then alternate moving a token along the configurations of the concrete automaton resulting from their choice of parameter assignment. We consider the problem of deciding which player has a winning strategy.Parametric timed automata (PTA for short) were introduced in the 90s by Alur, Henzinger andVardi, who showed that the reachability problem for PTA was undecidable, already when only threeclocks can be compared against parameters, and decidable in the case only one clock can. We callsuch clocks that can be compared to parameters parametric clocks. A few years ago, Bundala andOuaknine proved that, for parametric timed automata with two parametric clocks and one parame-ter ((2, 1)-PTA for short), the reachability problem is decidable and also provided a PSPACENEXP lower bound. One of the main results of this thesis states that reachability for (2, 1)-PTA is in factEXPSPACE-complete. For the EXPSPACE lower bound, inspired by previous work by Göller, Haase, Ouaknine, and Worrell, we rely on a serializability characterization of EXPSPACE (in turn originally based on Barrington's Theorem). We provide a programming language and we show it can simulate serializability computations. Relying on a logspace translation of numbers in Chinese Remainder Representation to binary representation due to Chiu, Davida, and Litow, we then show that small (2, 1)-PTA can simulate our programming language. For the EXPSPACE upper bound on (2, 1)-PTA, we first give a careful exponential time reduction towards a variant of parametric one-counter automata over one parameter based on a minor adjustment of a construction due to Bundala and Ouaknine. We solve the reachability problem for this parametric one-counter automata with one parameter variant, by providing a series of techniques to partition a fictitious run into several carefully chosen subruns. This allows us to prove that it is sufficient to consider a parameter value of exponential magnitude only, which in turn leads to a doubly-exponential upper bound on the value of the only parameter of the (2, 1)-PTA. We hope that extensions of our techniques lead to finally establishing decidability of the long-standing open problem of reachability in PTA with two parametric clocks and arbitrarily many parameters.Concerning parametric pushdown automata, our main result states that deciding the winner ofa parametric parity game is in (n + 1)-EXP in the case the number of parameters n is fixed, but nonelementary otherwise. We provide the nonelementary lower bound via a reduction of the FO satisfiability problem on words. For the upper bound, we reduce parametric pushdown parity games to higher-order pushdown automata parity games, which are known to be n-EXP complete in the case of stacks of level n
Jonsson, Fatima. "Hanging out in the game café : Contextualising co-located computer game play practices and experiences." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-75793.
Full textAt the time of the doctoral defense, the following paper was unpublished and had a status as follows: Paper 4: Submitted.
Chon, ChuYoung. "An uninvited party power, gaze, and Wedekind's Lulu /." Oxford, Ohio : Miami University, 2003. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=miami1070577246.
Full textChon, ChuYoung. "AN UNINVITED PARTY: POWER, GAZE, AND WEDEKIND’S LULU." Miami University / OhioLINK, 2003. http://rave.ohiolink.edu/etdc/view?acc_num=miami1070577246.
Full textWeinert, Alexander Dominik [Verfasser], and Martin [Akademischer Betreuer] Zimmermann. "Optimality and resilience in parity games / Alexander Dominik Weinert ; Betreuer: Martin Zimmermann." Saarbrücken : Saarländische Universitäts- und Landesbibliothek, 2018. http://d-nb.info/118367323X/34.
Full textVijayakumar, Suresh Mikler Armin. "FPGA implementation of low density parity check codes decoder." [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/permalink/meta-dc-11003.
Full textMEDEIROS, JOSE A. G. de. "Correlacao angular direcional gama-gama no nucleo sup(72)Ge." reponame:Repositório Institucional do IPEN, 2000. http://repositorio.ipen.br:8080/xmlui/handle/123456789/10797.
Full textMade available in DSpace on 2014-10-09T14:07:21Z (GMT). No. of bitstreams: 1 06877.pdf: 2398277 bytes, checksum: 6a31db50e9c30a1d4accb1406da6a345 (MD5)
Tese (Doutoramento)
IPEN/T
Instituto de Pesquisas Energeticas e Nucleares - IPEN/CNEN-SP
Ismaïli, Anisse. "Algorithms for Nash-equilibria in Agent Networks and for Pareto-efficiency in State Space Search : Generalizations to Pareto-Nash in Multiple Objective Games." Thesis, Paris 6, 2016. http://www.theses.fr/2016PA066148.
Full textAn agent is an entity that decides an action. By using this abstraction, it is possible to model two children playing rock-paper-scissors, a software computing a shortest path on the internet for packet-routing on congest numerical networks, as well as an automatic combinatorial auction that sells commercial links in order to make google earn billions. The researchers in algorithmic decision theory and algorithmic game theory (mathematicians and computer scientists) like to think that these real-life examples can be modelled by mean of agents in an interaction decision system, no matter how complex is reality. The modern interactive decision systems find their complexity in multiple aspects. Firstly, the preferences of an agent can be complex to model with real numbers when there are multiple conflicting objectives resulting from every decision. Secondly, the interactions between agents are such that the payoff of every individual depends of the actions of all, making difficult the prediction of the resulting action-profile. This thesis aims at pursuing research efforts lead on these two sources of complexity, in order to consider ultimately both aspects in the same model
Ismaïli, Anisse. "Algorithms for Nash-equilibria in Agent Networks and for Pareto-efficiency in State Space Search : Generalizations to Pareto-Nash in Multiple Objective Games." Electronic Thesis or Diss., Paris 6, 2016. http://www.theses.fr/2016PA066148.
Full textAn agent is an entity that decides an action. By using this abstraction, it is possible to model two children playing rock-paper-scissors, a software computing a shortest path on the internet for packet-routing on congest numerical networks, as well as an automatic combinatorial auction that sells commercial links in order to make google earn billions. The researchers in algorithmic decision theory and algorithmic game theory (mathematicians and computer scientists) like to think that these real-life examples can be modelled by mean of agents in an interaction decision system, no matter how complex is reality. The modern interactive decision systems find their complexity in multiple aspects. Firstly, the preferences of an agent can be complex to model with real numbers when there are multiple conflicting objectives resulting from every decision. Secondly, the interactions between agents are such that the payoff of every individual depends of the actions of all, making difficult the prediction of the resulting action-profile. This thesis aims at pursuing research efforts lead on these two sources of complexity, in order to consider ultimately both aspects in the same model
Edlund, Jens, Simon Alexandersson, Jonas Beskow, Lisa Gustavsson, Mattias Heldner, Anna Hjalmarsson, Petter Kallionen, and Ellen Marklund. "3rd party observer gaze as a continuous measure of dialogue flow." Stockholms universitet, Institutionen för lingvistik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-79029.
Full textSamtalets rytm/Rhythm of conversation
Bavarian, Mohammad. "Parallel repetition of multi-party and quantum games via anchoring and fortification." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113550.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 107-111).
Parallel repetition is a fundamental operation for amplifying the hardness inherent in multiplayer games. Through the efforts of many researchers in the past two decades (e.g. Feige, Kilian, Raz, Holentstein, Rao, Braverman, etc.), parallel repetition of two-player classical games has become relatively well-understood. On the other hand, games with entangled players (quantum games), crucial to the study of quantum non-locality and quantum cryptography, and multi-player games were poorly understood until recently. In this thesis, we resolve some of the major problems regarding the parallel repetition of quantum and multi-player games by establishing the first exponential-rate hardness amplification results for these games and hence extend the classes of games where exponential decay rates is known considerably. We consider two different methods for obtaining these hardness amplification results. For our first method, we draw from the recent work of Moshkovitz on parallel repetition of fortified games. We introduce an analytic reformulation of Moshkovitz's fortification framework. This reformulation allows us to expand the scope of the fortification method to new settings. In particular, we prove parallel repetition and fortification theorems for games with players sharing quantum entanglement, and games with more than two players in this new framework. An important component of our work is a variant of the fortification transformation, called ordered fortification, that preserves the entangled value of a game. For our second method, we introduce a class of games we call anchored. Anchoring is a simple transformation on games inspired in part by the transformation proposed in the pioneering work of Feige-Kilian. Unlike the Feige-Kilian transformation, our anchoring transformation is completeness preserving. We prove an exponential-decay parallel repetition theorem for anchored games that involve any number of entangled players. We also prove a threshold version of our parallel repetition theorem for anchored games.
by Mohammad Bavarian.
Ph. D.
Dittmann, Christoph [Verfasser], Stephan [Gutachter] Kreutzer, Erich [Gutachter] Grädel, and Uwe [Gutachter] Nestmann. "Parity games, separations, and the modal μ-calculus / Christoph Dittmann ; Gutachter: Stephan Kreutzer, Erich Grädel, Uwe Nestmann." Berlin : Universitätsverlag der TU Berlin, 2017. http://d-nb.info/1156182247/34.
Full textStraka, Richard. "Model strategického rozhodování ve vícehráčové hře s prvky kooperativního chování." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-236212.
Full textVijayakumar, Suresh. "FPGA Implementation of Low Density Party Check Codes Decoder." Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc11003/.
Full textMochaourab, Rami. "Game Theory and Microeconomic Theory for Beamforming Design in Multiple-Input Single-Output Interference Channels." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-90110.
Full textBjörkskog, Gaston. "Detecting cheaters who utilise third-party software to gain an advantage in multiplayer video games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-84878.
Full textPucher, Isabelle, and Kim Dahlbeck. "Three is a Crowd : A Critical Analysis of Third Party Actor Influence Regarding the Nuclear Negotiations Between P5+1 and Iran." Thesis, Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-29685.
Full textBONGIORNI, IVAN. "ELECTION TIMING IN CONSENSUAL SYSTEMS. LINKING COALITION BARGAINING AND VALENCE THEORY OF PARTY COMPETITION." Doctoral thesis, Università degli Studi di Milano, 2018. http://hdl.handle.net/2434/571338.
Full textVanden, Boom Michael T. "Weak cost automata over infinite trees." Thesis, University of Oxford, 2012. http://ora.ox.ac.uk/objects/uuid:16c6de98-545f-4d2d-acda-efc040049452.
Full textSandberg, Sven. "Games and Probabilistic Infinite-State Systems." Doctoral thesis, Uppsala : Acta Universitatis Upsaliensis Acta Universitatis Upsaliensis, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-7607.
Full textKrupa, Frédérique. "Girl Games : gender, technology and design for women’s recruitment in Information and Communication Technology (ICT)?" Thesis, Paris 1, 2018. https://ecm.univ-paris1.fr/nuxeo/site/esupversions/dd3e6426-fd66-4db2-add5-56476ec75bf6.
Full textThis dissertation focuses on gender, design and technology through the artifact of video games — technology products of masculine engineering culture, and the gendered link between those that make video games (Production) and those that play them (Reception). My research examines a sector of the video game industry devoted to pre-adolescent girls, which 20 years ago was the site of feminist entrepreneurship hoping to remedy the gender imbalance in ICT (Information and Communication Technology). While parity has been achieved in media consumption, technological production firmly remains a masculine pursuit. This three-phase constructivist study begins with the personality preferences (MBTI) and sex-role orientation (BSRI) of women in game development, highlighting their exceptional resilience to gender stereotypes, and concludes with an ethnographic study of children playing independent, gender-neutral video games at an afterschool program in Paris. Using pragmatic semiotic epistemology, this dissertation argues that the belief-habits of negative gender and technology stereotypes are the principal roadblock to gender diversity in ICT – limiting the number of women willing to transgress gender norms into masculine professions and creating a self-fulfilling prophecy through parents’ gender-socialization that reifies the belief in masculine technological passion and skill while developing unequal gendered technological access and encouragement. The dissertation concludes with strategies for gender-neutralizing technology, including design heuristics for gender neutrality in children’s digital experiences
Mangs, Christian, and Nicholas Fernholm. "Cash-to-cash-styrning : ett spelteoretiskt angreppssätt." Thesis, Södertörns högskola, Institutionen för samhällsvetenskaper, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-27892.
Full textSyfte: Studien syftar till att undersöka om ofördelaktiga betalningsvillkor skapas på grund av ett uppfattat nollsummespel inom Cash-to-Cash-cykler mellan företag. Studien syftar även till att undersöka om beroendeförhållanden påverkar beroende aktörers Cash-to-Cash-cykel på grund av ofördelaktiga betalningsvillkor. Metod: Studien använde en metodtriangulering, där primärdata samlades in via semistrukturerade intervjuer. Ytterligare primärdata samlades in via en ostrukturerad intervju med en expert inom området. Slutligen har data samlats in angående intervjuobjektens årsredovisning. Teoretisk referensram: Den primära teorin har varit Game theory, där forskarna använt teorin för att kunna analysera aktörernas beteenden. Denna teori har förstärkts av ytterligare teorier såsom Paretooptimalitet som hjälper att analysera utfall som ger högst möjlig nytta. Teorier angående Cash-to-Cash har även de varit centrala i arbetet som har kopplats till Supply chain management samt Supply chain finance för att ytterligare kunna analysera beteenden och data angående samarbeten i kedjor av aktörer. Resultat: Resultatet visar att det verkar finnas ett uppfattat nollsummespel inom cash-to-cash-cykeln mellan företagen. Detta leder till att aktörer med maktpositioner utgår från en strategi som innebär att förlänga betaltiderna för leverantörer, som då förlänger leverantörernas Cash-to-Cash-cykel. Fokus på att förbättra Cash-to-Cash-cyklerna mellan företagen är väldigt liten eller obefintlig. Författarna vill dock tydliggöra att ytterligare forskning kring ämnet behövs för att kunna säkerställa resultatet, då andra faktorer kan ha påverkat aktörernas beslut och beteenden.
Doré, Jean-Baptiste. "Optimisation conjointe de codes LDPC (Low Density Parity Check) et de leurs architectures de décodage et mise en oeuvre sur FPGA (Field Programmable Gate Array)." Rennes, INSA, 2007. https://tel.archives-ouvertes.fr/tel-00191155v2.
Full textThe introduction of Turbo-codes in the early 90's and, more generally the iterative principle, has deeply modified the methods for the design of communication systems. This breakthrough has also resurrected the Low Density Parity Check (LDPC) codes invented by R. Gallager in 1963. Advanced channel coding techniques such as Turbo-codes and LDPC, are now increasingly considered for introduction into communication systems and standards. This evolution towards industrialization motivates the definition of new flexible and efficient decoding architecture for LDPC codes. In this thesis, we focus our research on the iterative decoding of LDPC codes and their hardware implementation. We first introduce basic concepts and notations for LDPC codes, which are necessary for a good comprehension. This introduction underlines the interest of jointly designing codes, decoding algorithm and architecture. From this perspective, a family of LDPC codes is described. We define some design rules to constrain the distance spectrum of the code. These constraints are introduced into a new algorithm for the design of the code working on a compact representation of the code graph. A new decoding algorithm is also defined, taking advantage of the intrinsic properties of the code structure. Convergence of the decoding algorithm is increased compared to classical decoding algorithm for LDPC codes. Performance and flexibility of this algorithm is discussed. Different architectures are then described and studied. Some constraints on the codes are derived to target an architecture. The last part of the thesis illustrates the implementation of one of the architectures discussed into a field-programmable gate array (FPGA). Performance and complexity measures are presented for various contexts, showing the interest of the concept for all these cases
Пугач, С. С. "Комп’ютерна реалізація рішення біматричних моделей теорії ігор. Знаходження рівноваги Парето." Master's thesis, Сумський державний університет, 2019. http://essuir.sumdu.edu.ua/handle/123456789/76771.
Full textJordán, Prunera Jaume Magí. "Non-Cooperative Games for Self-Interested Planning Agents." Doctoral thesis, Universitat Politècnica de València, 2017. http://hdl.handle.net/10251/90417.
Full textLa Planificación Multi-Agente (PMA) es un tema de creciente interés que trata el problema de la planificación automática en dominios donde múltiples agentes planifican y actúan en un entorno compartido. En la mayoría de casos, los agentes en PMA son cooperativos (altruistas) y trabajan juntos para obtener una solución colaborativa. Sin embargo, cuando los agentes involucrados en una tarea de PMA son racionales y auto-interesados, el objetivo último es obtener un plan conjunto que resuelva las tareas locales de los agentes y satisfaga sus intereses privados. De entre los distintos escenarios de PMA que involucran agentes auto-interesados, la PMA no cooperativa se centra en problemas que presentan un conjunto de agentes no estrictamente competitivos con intereses comunes y conflictivos. En este contexto, pueden surgir conflictos cuando los agentes ponen en común sus planes y la combinación resultante provoca que algunos de estos planes no sean ejecutables, lo que implica una pérdida de utilidad para los agentes afectados. Cada participante desea ejecutar su plan tal como fue concebido, pero las congestiones y conflictos que pueden surgir entre las acciones de los diferentes planes fuerzan a los agentes a obtener una solución estable y coordinada. Las tareas de PMA no cooperativa se abordan a través de juegos no cooperativos, cuyo objetivo es hallar un plan conjunto estable (equilibrio) que asegure que los planes de los agentes sean ejecutables (resolviendo los conflictos de planificación) al tiempo que los agentes satisfacen sus intereses privados en la medida de lo posible. Aunque este paradigma refleja muchos problemas de la vida real, existen pocos enfoques computacionales para PMA no cooperativa en la literatura. Esta tesis doctoral estudia el uso de juegos no cooperativos para resolver tareas de PMA no cooperativa con agentes racionales auto-interesados. Cada agente calcula un plan para su tarea de planificación y posteriormente, los participantes intentan ejecutar sus planes en un entorno compartido. Abordamos la PMA no cooperativa desde una doble perspectiva. Por una parte, nos centramos en la satisfacción de los agentes estudiando las propiedades deseables de soluciones estables, tales como la optimalidad y la justicia. Por otra parte, buscamos una combinación de PMA y técnicas de teoría de juegos capaz de calcular planes conjuntos estables de forma eficiente al tiempo que se minimiza la complejidad computacional de esta tarea combinada. Además, consideramos los conflictos de planificación y congestiones en las funciones de utilidad de los agentes, lo que resulta en un enfoque más realista. Bajo nuestro punto de vista, esta tesis doctoral abre una nueva línea de investigación en PMA no cooperativa y establece los principios básicos para resolver el problema de la generación de planes conjuntos estables para agentes de planificación auto-interesados mediante la combinación de teoría de juegos y planificación automática.
La Planificació Multi-Agent (PMA) és un tema de creixent interès que tracta el problema de la planificació automàtica en dominis on múltiples agents planifiquen i actuen en un entorn compartit. En la majoria de casos, els agents en PMA són cooperatius (altruistes) i treballen junts per obtenir una solució col·laborativa. No obstant això, quan els agents involucrats en una tasca de PMA són racionals i auto-interessats, l'objectiu últim és obtenir un pla conjunt que resolgui les tasques locals dels agents i satisfaci els seus interessos privats. D'entre els diferents escenaris de PMA que involucren agents auto-interessats, la PMA no cooperativa se centra en problemes que presenten un conjunt d'agents no estrictament competitius amb interessos comuns i conflictius. En aquest context, poden sorgir conflictes quan els agents posen en comú els seus plans i la combinació resultant provoca que alguns d'aquests plans no siguin executables, el que implica una pèrdua d'utilitat per als agents afectats. Cada participant vol executar el seu pla tal com va ser concebut, però les congestions i conflictes que poden sorgir entre les accions dels diferents plans forcen els agents a obtenir una solució estable i coordinada. Les tasques de PMA no cooperativa s'aborden a través de jocs no cooperatius, en els quals l'objectiu és trobar un pla conjunt estable (equilibri) que asseguri que els plans dels agents siguin executables (resolent els conflictes de planificació) alhora que els agents satisfan els seus interessos privats en la mesura del possible. Encara que aquest paradigma reflecteix molts problemes de la vida real, hi ha pocs enfocaments computacionals per PMA no cooperativa en la literatura. Aquesta tesi doctoral estudia l'ús de jocs no cooperatius per resoldre tasques de PMA no cooperativa amb agents racionals auto-interessats. Cada agent calcula un pla per a la seva tasca de planificació i posteriorment, els participants intenten executar els seus plans en un entorn compartit. Abordem la PMA no cooperativa des d'una doble perspectiva. D'una banda, ens centrem en la satisfacció dels agents estudiant les propietats desitjables de solucions estables, com ara la optimalitat i la justícia. D'altra banda, busquem una combinació de PMA i tècniques de teoria de jocs capaç de calcular plans conjunts estables de forma eficient alhora que es minimitza la complexitat computacional d'aquesta tasca combinada. A més, considerem els conflictes de planificació i congestions en les funcions d'utilitat dels agents, el que resulta en un enfocament més realista. Des del nostre punt de vista, aquesta tesi doctoral obre una nova línia d'investigació en PMA no cooperativa i estableix els principis bàsics per resoldre el problema de la generació de plans conjunts estables per a agents de planificació auto-interessats mitjançant la combinació de teoria de jocs i planificació automàtica.
Jordán Prunera, JM. (2017). Non-Cooperative Games for Self-Interested Planning Agents [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/90417
TESIS
Vilaltella, Castanyer Joan 1969. "Contribucions a la teoria de l'aresta-acoloriment de grafs : snarks i multipols." Doctoral thesis, Universitat Politècnica de Catalunya, 2015. http://hdl.handle.net/10803/327032.
Full textUn graf on cada vèrtex té tres vèrtexs adjacents és un graf cúbic. Un aresta-acoloriment és una assignació de colors a les arestes d'un graf de tal manera que no es repeteixin colors en les arestes incidents a un mateix vèrtex. Un aresta-acoloriment és òptim si utilitza el mínim nombre possible de colors. El Teorema de Vizing implica que un aresta-acolorament òptim d'un graf cúbic requereix tres o quatre colors. Si tres colors són suficients, de l'aresta-acoloriment en diem Tait-acoloriment. Si fan falta quatre colors, diem que el graf és un snark. Holyer va demostrar que determinar si un graf cúbic és Tait-acolorible és un problema NP-complet, i per tant se suposa àmpliament que és un problema molt difícil o intractable en el cas general. Tanmateix, la teoria no prohibeix que es puguin resoldre eficientment casos concrets: és el que s'anomena "ruptura de la intractabilitat". Descrivim un algorisme heurístic anomenat DVC, per "Desplaçament de Vèrtexs Conflictius", que té un bon rendiment empíric en grafs regulars aleatoris. També ens permet comprovar una conjectura de Biggs sobre els "odd graphs" en instàncies de milions de vèrtexs i arestes, utilitzant ordinadors de potència moderada. Els snarks són rellevants en la teoria de grafs: sovint apareixen com a contraexemples minimals de conjectures importants, com per exemple la Conjectura del Recobriment Doble per Cicles (tot graf sense ponts té una família de cicles tal que cada aresta pertany exactament a dos dels cicles). En l'anàlisi i síntesi d'snarks se solen utilitzar multipols, que són "peces" de grafs cúbics amb extrems lliures que es poden unir entre ells. En un multipol Tait-acolorit, el nombre d'extrems lliures de cada color té la mateixa paritat que el nombre total d'extrems lliures (i que el nombre de vèrtexs del multipol). Aquest resultat, conegut com el Lema de Paritat, permet interpretar els multipols com a portes lògiques i els grafs cúbics com a circuits lògics. Això proporciona una manera molt general de construir snarks, en base a circuits lògics sense cap assignació booleana vàlida, i també permet relacionar l'aresta-acoloriment de grafs amb la factorització de nombres enters. En particular, permet construir snarks a partir de nombres primers. Un estat d'un multipol és la restricció d'un Tait-acoloriment del multipol als seus extrems lliures. Si el conjunt d'estats d'un multipol és un subconjunt no buit del conjunt d'estats d'un altre multipol amb un nombre de vèrtexs més gran, diem que n'és una reducció. Un multipol irreductible és un multipol sense cap reducció (un exemple obvi és un multipol minimal, és a dir sense vèrtexs o amb un sol vèrtex). El màxim nombre de vèrtexs d'un multipol irreductible en termes del seu nombre d'extrems lliures és una funció, representada per v(m), el comportament de la qual només es coneix exactament per m<6, mentre que hi ha una fita inferior específica per v(6). Demostrem la irreductibilitat dels multipols que tenen un arbre, un bosc o un cicle com a graf subjacent. Això ens permet establir una fita lineal inferior que és el primer resultat de naturalesa general sobre la funció v(m).
Handl, Andrea. "World of faces, words and actions : Observations and neural linkages in early life." Doctoral thesis, Uppsala universitet, Institutionen för psykologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-281242.
Full textSérée, Bastien. "Problèmes d'optimisation des les graphes paramétrés." Electronic Thesis or Diss., Ecole centrale de Nantes, 2022. http://www.theses.fr/2022ECDN0066.
Full textWe are considering weighted oriented graphs with parametrized energy. Firstly we propose an algorithm that, given a graph and one of its vertices, returns trees, every tree representing shortest-paths from the source to every other vertex for a particular zone of the parameter space. Moreover, union of these zones is a covering of the parameter space. Then we consider reachability in graphs with multi-dimensional energy, with stricter constraints that enforce the energy to stay between bounds. We prove decidabilty and complexity of this problem regardless of the dimension and the number of parameters when parameters take integer values. We alsoprove the undecidability of this problem when there is at least one parameter and the dimension is at least two. Finally we study paritygames on parametrized graphs with one and two players whose objective is the conjunction of a qualitative condition on the parity andquantitative one : energy must stay positive. We show the decidability and prove bounds on the complexity of the problem of searchinga winning strategy in both cases with one and two players
Wiid, Riaan. "Implementation of a protocol and channel coding strategy for use in ground-satellite applications." Thesis, Stellenbosch : Stellenbosch University, 2012. http://hdl.handle.net/10019.1/20346.
Full textENGLISH ABSTRACT: A collaboration between the Katholieke Universiteit van Leuven (KUL) and Stellenbosch University (SU), resulted in the development of a satellite based platform for use in agricultural sensing applications. This will primarily serve as a test platform for a digitally beam-steerable antenna array (SAA) that was developed by KUL. SU developed all flight - and ground station based hardware and software, enabling ground to flight communications and interfacing with the KUL SAA. Although most components had already been completed at the start of this M:Sc:Eng: project, final systems integration was still unfinished. Modules necessary for communication were also outstanding. This project implemented an automatic repeat and request (ARQ) strategy for reliable file transfer across the wireless link. Channel coding has also been implemented on a field programmable gate array (FPGA). This layer includes an advanced forward error correction (FEC) scheme i.e. a low-density parity-check (LDPC), which outperforms traditional FEC techniques. A flexible architecture for channel coding has been designed that allows speed and complexity trade-offs on the FPGA. All components have successfully been implemented, tested and integrated. Simulations of LDPC on the FPGA have been shown to provide excellent error correcting performance. The prototype has been completed and recently successfully demonstrated at KUL. Data has been reliably transferred between the satellite platform and a ground station, during this event.
AFRIKAANSE OPSOMMING: Tydens ’n samewerkingsooreenkoms tussen die Katholieke Universiteit van Leuven (KUL) en die Universiteit van Stellenbosch (US) is ’n satelliet stelsel ontwikkel vir sensor-netwerk toepassings in die landbou bedryf. Hierdie stelsel sal hoofsaaklik dien as ’n toetsmedium vir ’n digitaal stuurbare antenna (SAA) wat deur KUL ontwikkel is. Die US het alle hardeware en sagteware komponente ontwikkel om kommunikasie d.m.v die SAA tussen die satelliet en ’n grondstasie te bewerkstellig. Sedert die begin van hierdie M:Sc:Ing: projek was die meeste komponente alreeds ontwikkel en geïmplementeer, maar finale stelselsintegrasie moes nog voltooi word. Modules wat kommunikasie sou bewerkstellig was ook nog uistaande. Hierdie projek het ’n ARQ protokol geïmplementeer wat data betroubaar tussen die satelliet en ’n grondstasie kon oordra. Kanaalkodering is ook op ’n veld programmeerbare hekskikking (FPGA) geïmplementeer. ’n Gevorderde foutkorrigeringstelsel, naamlik ’n lae digtheids pariteit toetskode (LDPC), wat tradisionele foutkorrigeringstelsels se doeltreffendheid oortref, word op hierdie FPGA geïmplementeer. ’n Kanaalkoderingsargitektuur is ook ontwikkel om die verwerkingspoed van data en die hoeveelheid FPGA logika wat gebruik word, teenoor mekaar op te weeg. Alle komponente is suksesvol geïmplementeer, getoets en geïntegreer met die hele stelsel. Simulasies van LDPC op die FPGA het uistekende foutkorrigeringsresultate gelewer. ’n Werkende prototipe is onlangs voltooi en suksesvol gedemonstreer by KUL. Betroubare data oordrag tussen die satelliet en die grondstasie is tydens hierdie demonstrasie bevestig.
Garza, Casado Miguel Maria. "The Political Economy of Pre-Electoral Coalitions." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1583759580393628.
Full textRaiskupová, Dagmar. "Návrh výrobního procesu se zaměřením na eliminaci nadbytečných kontrolních činností." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2017. http://www.nusl.cz/ntk/nusl-316909.
Full textBörjesson, Erika, and Svensson Sofia Heikkilä. "Nu är det din tur att tala - Designförslag för smidigare turtagning i digitala konferensverktyg." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-45058.
Full textThe use of Digital conference tools (DKV) has increased because of the pandemic Covid-19 and DKV users has reported that the communication is more exhausting than communication face-to-face. A challenge in DKV is the inability to direct attention towards specific conversational participants because of absence of eye contact which makes turn-taking difficult since that is how the turn is allocated between conversational participants. Related work shows that turn-taking is supported by non-verbal signals, primarily eye-contact, and that turntaking can be supported by implementing an eyescanner that interpret where conversational participants direct their gaze. The aim of the study is to investigate how different design choices when designing DKV can be used to improve users’ experiences of turn-taking in multi-party conversations in DKV. In order to explore new ways of designing DKV design research has been used to empirically evaluate suggestions for design based on eyecontact. The result of the study shows that turn-taking can be supported in multi-party conversations in DKV by adding moving visual elements that shows who is the current speaker and who this person is establishing eye contact with to allocate the turn. Three suggestions for design are presented for how this could be done.
Wehlmann, Oliver. "Jeu de cartes d'Igor Stravinsky : un jeu de clefs d'analyses." Electronic Thesis or Diss., Université Gustave Eiffel, 2021. http://www.theses.fr/2021UEFL2043.
Full textMy doctoral thesis is about „The Card Party“ of Stravinsky. I'm dealing with concepts such as analytic models, game theory, or the possible relationships between a literary text and a music score. Its interest lies in the analysis of the ways you may obtain information from a score, not in the results themselves. During the first section I'm applying a series of traditional analytic methods to the first round of the „Card Party“. The second section constructs a synthetic analytical situation where, thanks to a kind of game phenomenology, Stravinsky's second round is supposed to deliver the scenic action of the ballet. In the third section a text from Heinz-Klaus Metzger about Stravinsky and necrophilia is put in contact with the third round as an analytic agent, raising questions as to how to comment murder musically.Instead of resuming results in a conclusive section, I prefer to present a balance about analytical methods. Stravinsky's score is employed as a pretext to discuss the relation between analytical projects and their resulting conclusions
Gürgüç, Zeynep. "Coordination and conflict: an experimental approach." Doctoral thesis, Universitat Pompeu Fabra, 2009. http://hdl.handle.net/10803/7401.
Full textThis thesis is a collection of three research projects on coordination and conflict using an experimental approach. Chapter 1 studies whether a voting mechanism induces efficient coordination; and, concludes that compared to a dictator rule where voting is absent, both of the voting rules studied, i.e. majority and unanimity, are successful in inducing coordination in subsequent decisions. Chapter 2 focuses on coordination failures and investigates whether a sunspot leads to failure in coordinating on the Pareto-Superior equilibrium; and in fact, deduces that a random exogenous signal leads to inefficiencies even though it would simply be better if ignored. Finally, chapter 3 studies a contest game in a conflict network. It shows that network structures matter in determining the level of individual investments in the conflict technology, and hence affect total conflict intensity.
Mračková, Marie. "Tiplíci a jejich patogeni." Master's thesis, 2015. http://www.nusl.cz/ntk/nusl-347887.
Full textBlasing, John Konuk. "The games behind the game : the process of democratic deepening and identity formation in Turkey as seen through football clubs." Thesis, 2011. http://hdl.handle.net/2152/ETD-UT-2011-05-3490.
Full texttext
Chia, Huang-chun, and 黃俊嘉. "Robotic and Energetic Regulation via Pareto H-infinity Game." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/50504354894240723001.
Full text國立中正大學
機械工程所
95
This work provides an improved controller design process for electrical bikes. The way is the design of controller via pareto game. Then we use this controller as feedback compensator. This controller can regulate the performance of robotic and energetic. And we show the trade off between robotic and energetic. Finally, we display the detailed description of the design process, and compare the response of simulation and practice.
Kselman, Daniel Max. "Electoral Institutions, Party Organizations, and Political Instability." Diss., 2009. http://hdl.handle.net/10161/1091.
Full textA majority of formal theoretic research in political science treats political parties as unitary actors, and endows them with decision-making powers not unlike those of strategic individuals. This is true both of most research in the spatial-theoretic tradition, as well as most game theoretic research in the field of comparative political-economy. In contrast, my dissertation examines strategic equilibria which arise when competition takes place simultaneously within parties over organizational control and between parties over political office. I first distinguish between three intra-organizational elements: a party's parliamentary group, its activist cadre, and its executive leaders. Chapters 2-4 develop a set of foundational game theoretic models which identify the equilibrium balance of power among these 3 organizational elements as a function of a country's electoral institutions and voters' relative responsiveness to marginal policy changes. In turn, this more complete understanding of intra-party competition sheds light on a number of important questions in comparative politics and comparative political-economy. For example, it helps to identify conditions under which Downsian vote-maximization is in fact a viable assumption in spatial theoretic models; conditions under which Duverger's argument that proportional representation (PR) should tend to generate multi-party competition may not apply; and, in contrast to Lijphart's famous argument, conditions under which PR may instigate rather than mediate social conflict. Ten months of intensive field research conducted in Turkey provide both the quantitative and the qualitative data which constitute the dissertation's most basic empirical material. This data includes primary and secondary source material on the history of intra-organizational competition in Turkey; observational and informant-based information on contemporary Turkish politics and the events of 2006-2008; and a data set of over 4,000 observations on party-switching in the Turkish Parliament (1987-2007).
Dissertation
Wu, Shih-Hung, and 吳世弘. "Agent Coordination by Negotiation in Trusted Third Party Mediated Games." Thesis, 1999. http://ndltd.ncl.edu.tw/handle/94040920313957675842.
Full text國立清華大學
資訊工程學系
88
The optimal decision of an autonomous agent at a given situation depends on the other agents'' decisions at the same time. Rational agents, assumed as the utility maximizers, should find a stable equilibrium before acting. Since autonomous agents may have the ability of communication, the agents can use a negotiation mechanism to find or create equilibrium. This thesis addresses how to construct the negotiation mechanism under the assumption of game theory. We propose a negotiation mechanism that allows an agent to convince or persuade other agents for a commitment or an alternation of a strategy. The negotiation mechanism can deal with difficult games and reach optimal payoffs with the underlying assumptions of rationality. We also prove that the negotiation mechanism is fair, and the negotiated result must be stable equilibrium. In the thesis we extend the game theory and define the trusted third party mediated game as a way of multi-agent coordination. According to traditional game theory, Prisoner''s dilemma, no or more than one Nash equilibrium games are situations that are difficult to find such a satisfactory solution. In human society, it often involves a trusted third party in the negotiation process among agents to ensure the cooperation and commitment of agents. In this thesis, we describe how the trusted third party can be involved in the negotiation of multi-agent coordination to deal with many difficult game situations. We introduce two communication actions into the traditional game-theoretical reasoning: guarantee and compensation for agents to use in negotiation. Depositing guarantee at the trusted third party can ensure the agents to keep their commitments, while exchanging compensation can allow finding a fair and compromised solution for all agents. The mechanism can deal with all the game situations and find an acceptable equilibrium that gives optimal payoffs. We show first how the negotiation communication protocols can be proceeded using these two communication actions to reach a compromised and stable agreement in all different game situations. Uncertainty is unavoidable in real world problem and may cause risk for the agents. We also extend the mechanism to deal with the uncertain game and find that the risk can be control by agents that have different preferences of risk. We defined three types of preference of risk, i.e., risk-averse, risk-neutral and risk-seeking. The agents negotiate to maximize the expect payoffs while controlling the risk according to its own preference of risk. With this extension, we can conclude that the trusted third party is not limited to deal with traditional game. The trusted third party can also help the agents to coordinate in the uncertain situations.
Chan, Ching-Da, and 詹慶達. "Low Cost Low-density Parity-Check Decoder Using AND Gate Based Min-Sum Algorithm." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/pqdrua.
Full text國立雲林科技大學
電子與資訊工程研究所
96
In this thesis we proposed a new full parallel LDPC decoder, using the simple AND gates on check-node circuit operation, resulting no bit-error-rate performances lose when compare with the original min-sum algorithm. A modified min-sum algorithm is derived firstly, and then the hardware complexity of the check-node unit is reduced tremendously. Meanwhile, the variable-to-check node message has mapped into a special irregular quantization method in order that we can just employ basic AND gates to replace the complex comparators in check-node unit. In the hardware implementation case of IEEE 802.16e standard, LDPC matrix scale setting as (576, 288) and under the 0.18μm IC technology, new proposed LDPC decoder saves 22% hardware area. Furthermore, the implemented IEEE 802.11n with matrix scale (648, 324) and taking 0.13μm process technology, it saves 30% hardware when comparing with the traditional min-sum architecture. The operational speed can reach up to 100MHz without pipelining. A real MIMO application implementation is completed, in this thesis, adopting IEEE 802.16e standard matrix scale (576, 288) under a 0.18μm technology, and the core size of LDPC decoder is only 2800μm × 2800μm.
Shih, Hsin-Mei, and 史新媚. "Game-Theoretic Analysis of Renouncing Membership of a Party to Announce Candidacy: A Model of the Other Party Decision Maker as a First Mover." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/5528aj.
Full text國立政治大學
財政學系
107
Due to the competition among party factions, unequal allocation in party resources and different political perspectives, it is a common phenomenon in Taiwan’s elections that un-nominated aspirant has a confrontation with their own party. Under this condition, the decision maker of other party has to make a response, and the un-nominated aspirant also needs to consider every circumstance in order to decide whether to renounce membership of party or not. Considering the situation that the un-nominated aspirant faces asymmetric information, this paper uses the game model to analyze if the un-nominated aspirant will run as candidate after other party makes aggressive or passive action. According to the sequential equilibrium, we conclude that when un-nominated aspirant can share the winning benefits with their own party, there will be higher possibility of choosing not to run as candidate for un-nominated aspirant. Moreover, when the decision maker of other party adopts passive action and un-nominated aspirant can’t take away votes from rival parties, it will be more likely for decision maker of other party with strategic type to act aggressively.
Wendy and 溫文慧. "Games and Rituals in Harold Pinter's The Birthday Party, The Caretaker, and The Homecoming." Thesis, 1999. http://ndltd.ncl.edu.tw/handle/81435268863100555416.
Full text靜宜大學
英國語文學系
87
The particular area of personal interaction is Pinter's main theme, and it is important to understand the phenomena he concerns. Assumedly, Pinter likes to apply the games and rituals in his plays. Only in the games and rituals, will the characters in the plays expose their vulnerabilities and terror. To exist, they have to fight against the menace that threatens their security. In Pinter's three plays, the outsider plays the role of meancer, and the insiders always play the role of the victim. In the game, no matter who is the winner, all of them will be menaced and victimized in the end. This thesis is divided into five chapters. Chapter I examines Pinter's background, his dramaturgy shaped by his closeness to the "Theatre of the Absurd," and the significance of games and rituals in his plays. This thesis will be done by approaching the subject from two main theories: Eric Berne's Games People Play and Erving Goffman's Interaction Ritual. The main body of this thesis is devoted to the exploration of the games and rituals separately in Pinter's three plays. Chapter II focuses on The Birthday Party. On the one hand, the play is a power game. On the other hand, the play is a game of Stanley's death and rebirth. In addition, the play represents a victim-victor ritual. Chapter III considers the territorial imperative in The Caretaker. The play ends with Davies's expulsion brought about through a series of games and rituals. Chapter IV primarily deals with Ruth's sex and dominance in The Homecoming. And the play represents how Ruth breaks away from her plight and conquers a new place to be her home. Chapter V not only traces these three plays' thematic progression, but also suggests how Pinter's technique of presentation contributes to his incisive treatment of the theme of games and rituals in these three plays.
Benton, Allyson Lucinda. "Patronage games economic reform, political institutions, and the decline of party stability in Latin America /." 2001. http://catalog.hathitrust.org/api/volumes/oclc/53965628.html.
Full textHuang, Chi-Wei, and 黃啟韋. "The optimal inventory decision strategy between vender and buyer with VMI and joint of the third party distributor ——— Using Game Theory." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/79593765011421454382.
Full text淡江大學
資訊管理學系
93
As VMI(Vender-Managed Inventory) was adopted by such enterprises like Wal-Mart and successfully put into work, VMI has become a popular issue on supply chain management. The concept of VMI has changed the traditional way of trading which originally lacked trust and cooperation, and gradually made members on the chain build alliance, work for common goals. However, according to some surveys, although people work so hard to spread VMI in one hand, in the other hand the enterprises don’t really realize what benefits VMI can bring. As result, enterprises become to keep steps, just wait and see. With the raise of global competition, in order to focus core abilities some enterprises would rather outsource other non-core abilities to third party. The Third Party Logistics, TPL is a good example for this. The found of TPL has promoted the build of logistics alliances directly or indirectly. And as mention in some papers, logistics alliances would bring some advantages such as quick learning, power of bargaining, supply chain re-engineering, and so on. As the result, TPL will be a key point in this paper and considered when constructs models. Theorically, in order to get some benefits such as cost down or service enhancement, VMI puts emphasis on the cooperation between supply chain members. But as we can see in the real world, when each of these members have to make decisions, what they consider at first are those which can benefit themselves along. As the result, the aim of this paper is to offer the decision models for those decision makers who have to subsist in the so call “Co-opetition” environment. So this paper builds the inventory cost model by using three roles on the supply chain: a Manufacture the seller, a third party distributor, and a retailer the buyer, and exploits the concept of game theory to make analysis in several scenarios. After researching, it can be found that if the buyer is willing to share the seller’s holding cost which occurs in the third party distributor, the benefit for both seller and buyer will not only the cost saving, but the improvements in goodwill and cooperation.