Avriel, M., Nonlinear Programming: Analysis and Methods, Dover Publications, New York, 2003.. Bellman, R., Dynamic Programming, Dover Edition, Dover Publications, New York, 2003.. V., Dy
Trang 1where aij is the payoff (positive or negative) of player A against player B if player A uses the pure strategy Aiand player B used the pure strategy Bj.
Remark The sum of payoffs of both players is zero for each move (That is why the game is called a
zero-sum game.)
Let αi = minj{aij} be the minimum possible payoff of player A if he uses the pure strategy Ai If player A acts reasonably, he must choose a strategy Ai for which αi is maximal,
α = max
i {αi} = max
i minj {aij} (19.2.1.28)
The number α is called the lower price of the game Let βj = max
i
5
aij6
be the maximum
possible loss of player B if he uses the pure strategy Bj If player B acts reasonably, he must choose a strategy Bjfor which βjis minimal,
β = min
j βj = minj maxi {aij} (19.2.1.29)
The number β is called the upper price of the game.
Remark The principle for constructing the strategies of player A (the first player) based on the maxi-mization of minimal payoffs is called the maximin principle The principle for constructing the strategies of player B (the second player) based on the minimization of maximal losses is called the minimax principle.
The lower price of the game is the guaranteed minimal payoff of player A if he follows
the maximin principle The upper price of the game is the guaranteed maximal loss of
player B if he follows the minimax principle.
THEOREM In a two-person zero-sum game, the lower price α and the upper price β
satisfy the inequality
If α = β, then such a game is called the game with a saddle point, and a pair (Ai,opt, Bj,opt)
of optimal strategies is called a saddle point of the payoff matrix The entry v = aij corresponding to a saddle point (Ai,opt, Bj,opt) is called the game value If a game has a
saddle point, then one says that the game can be solved in pure strategies.
Remark There can be several saddle points, but they all have the same value
If the payoff matrix has no saddle points, i.e., the strict inequality α < β holds, then the
search of a solution of the game leads to a complex strategy in which a player randomly uses two or more strategies with certain frequencies Such complex strategies are said to
be mixed.
The strategies of player A are determined by the set x = (x1, , xm) of probabilities
that the player uses the respective pure strategies A1, , Am For player B, the strategies
are determined by the set y = (y1, , yn) of probabilities that the player uses the respective
pure strategies B1, , Bn These sets of probabilities must satisfy the identity
m
i=1
xi =
n
j=1
yj = 1.
The expectation of the payoff of player A is given by the function
H(x, y) =
m
i=1
n
j=1
aijxiyj. (19.2.1.31)
Trang 21026 CALCULUS OFVARIATIONS ANDOPTIMIZATION
THE VONNEUMANN MINIMAX THEOREM There exist optimal mixed strategies x∗and y∗, i.e., strategies such that
H(x, y∗) ≤ H(x∗, y∗) ≤ H(x∗, y) (19.2.1.32)
for any probabilities x and y.
The number v = H(x∗, y∗) is called the game price in mixed strategies.
MINIMAX THEOREM FOR ANTAGONISTIC TWO-PERSON ZERO-SUM GAMES.
For any payoff matrix (19.2.1.27),
v = max
x1, ,x m
min
y1, ,y n
m
i=1
n
j=1
aijxiyj
= min
y1, ,y n
max
x1, ,x m
m
i=1
n
j=1
aijxiyj
(19.2.1.33)
19.2.1-8 Relationship between game theory and linear programming.
Without loss of generality, we can assume that v > 0 This can be ensured if we add the
same positive constant a > 0 to all entries aij of the payoff matrix (19.2.1.27); in this case,
only the game price varies (increases by a > 0), while the optimal solution remains the same.
An antagonistic two-person zero-sum game can be reduced to a linear programming problem by the change of variables
v = 1
Zmin
Wmax
,
xi= vXi (i = 1, 2, , m);
yj = vYj (j = 1, 2, , n).
(19.2.1.34)
The quantities Zmin, Wmax, Xi, and Yjform a solution of the following pair of dual problems:
Z = X1+ X2+ · · · + Xm → min,
a11X1+ a21X2+ · · · + am1Xm≥ 1,
a12X1+ a22X2+ · · · + am2Xm≥ 1,
a1nX1+ a2nX2+ · · · + amnXm ≥ 1,
Xi ≥ 0 (i = 1, 2, , m);
(19.2.1.35)
W = Y1+ Y2+ · · · + Yn→ max,
a11Y1+ a12Y2+ · · · + a1nYn≤ 1,
a21Y1+ a22Y2+ · · · + a2nYn≤ 1,
am1Y1+ am2Y2+ · · · + amnYn≤ 1,
Yj ≥ 0 (j = 1, 2, , n).
(19.2.1.36)
Trang 319.2.2 Nonlinear Programming
19.2.2-1 General statement of nonlinear programming problem.
The nonlinear programming problem is the problem of finding n variables x = (x1, , xn) that provide an extremum of the objective function
Z(x) = f (x) → extremum (19.2.2.1) and satisfy the system of constraints
ϕi(x) = 0 for i = 1, 2, , k,
ϕi(x) ≤ 0 for i = k + 1, k + 2, , l,
ϕi(x) ≥ 0 for i = l + 1, l + 2, , m.
(19.2.2.2)
Here the objective function (19.2.2.1) and/or at least one of the functions ϕi(x) (i =
1, 2, , m) is nonlinear.
Depending on the properties of the functions f (x) and ϕi(x), the following types of
problems are distinguished:
1 Convex programming.
2 Quadratic programming.
3 Geometric programming.
A necessary condition for the maximum of the function
under the inequality constraints
ϕi(x) ≤ 0 (i = 1, 2, , m)
is that there exist m + 1 nonnegative Lagrange multipliers λ0, λ1, , λm that are not simultaneously zero and satisfy the conditions
λi ≥ 0 (i = 0, 1, , m),
λiϕi(x) = 0 (i = 1, 2, , m),
λ0fx j+
m
i=1
λi(ϕi)x j = 0,
(19.2.2.4)
where derivatives fx jand (ϕi)x jare evaluated at x.
One of the most widely used methods of nonlinear programming is the penalty function
method This method approximates a problem with constraints by a problem without
constraints and with objective function that penalizes infeasibility The higher the penalties, the closer the problem of maximizing the penalty function is to the original problem.
19.2.2-2 Dynamic programming.
Dynamic programming is the branch of mathematical programming dealing with multistage
optimal decision-making problems.
The general outline of a multistage optimal decision-making process is as follows.
Consider a controlled system S taken by the control from an initial state s0to a state 2s Let
Trang 41028 CALCULUS OFVARIATIONS ANDOPTIMIZATION
xk(k = 1, 2, , n) be the control at the kth stage, let x = (x1, , xn) be the control taking
the system S from the state s0to the state 2s, and let sk be the state of the system after the
kth control step The efficiency of the control is characterized by an objective function that
depends on the initial state and the control,
We assume that
1 The state skdepends only on the preceding state sk–1and the control xkat the kth step,
sk= ϕk(sk–1, xk) (k = 1, 2, , n) (19.2.2.6)
2 The objective function (19.2.2.5) is an additive function of the performance factor at each step.
If the performance factor at the kth step is
Zk= fk(sk–1, xk) (k = 1, 2, , n), (19.2.2.7) then the objective function (19.2.2.5) can be written as
Z =
n
k=1
fk(sk–1, xk). (19.2.2.8)
The dynamic programming problem Find an admissible control x taking the
sys-tem S from the state s0 to the state 2s and maximizing (or minimizing) the objective
function (19.2.2.8).
THEOREM(BELLMAN’S OPTIMALITY PRINCIPLE) For any state s of the system after any
number of steps, one should choose the control at the current step so as to ensure that this control, together with the optimal control at all subsequent steps, leads to the optimal payoff
at all remaining steps, including the current step.
Let Zk ∗(sk–1) be the conditional maximum of the objective function obtained under the
optimal control at n–k –1 steps starting from the kth step until the end under the assumption that the system was in the state sk–1by the beginning of the kth step The equations
Z∗
n(sn–1) = max
x n {fn(sn–1, xn)},
Z∗
k(sk–1) = maxx
k {fk(sk–1, xk) + Zk+ ∗ 1(sk)} (k = n – 1, n – 2, , 1)
are called the Bellman equations The Bellman equations for the dynamic programming problem and for any n and s0permit finding a solution, which is given by
Zmax= Z1∗(s0).
References for Chapter 19
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ROM Edition, Prentice Hall, Englewood Cliffs, New Jersey, 1999.
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1961
Bellman, R., Dynamic Programming, Dover Edition, Dover Publications, New York, 2003.
Bellman, R and Dreyfus, S E., Applied Dynamic Programming, Princeton University Press, Princeton, New
Jersey, 1962
Bertsekas, D P., Nonlinear Programming, 2nd Edition, Athena Scientific, Belmont, Massachusetts, 1999 Bertsimas, D and Tsitsiklis, J N., Introduction to Linear Optimization (Athena Scientific Series in
Optimiza-tion and Neural ComputaOptimiza-tion, Vol 6), Athena Scientific, Belmont, Massachusetts, 1997
Bolza, O., Lectures on the Calculus of Variations, 3rd Edition, American Mathematical Society, Providence,
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Boyd, S and Vandenberghe, L., Convex Optimization, Cambridge University Press, Cambridge, 2004 Brechteken-Mandersch, U., Introduction to the Calculus of Variations, Chapman & Hall/CRC Press, Boca
Raton, 1991
Brinkhuis, J and Tikhomirov, V., Optimization: Insights and Applications, Princeton University Press,
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Chong, E K P and ˇZak, S H., An Introduction to Optimization, 2nd Edition, Wiley, New York, 2001 Chvatal, V., Linear Programming (Series of Books in the Mathematical Sciences), W H Freeman, New
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Darst, R B., Introduction to Linear Programming (Pure and Applied Mathematics (Marcel Dekker)), CRC
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Hawaii, 2003
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1985
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Krasnov, M L., G K., Makarenko, G K.,, and Kiselev, A I., Problems and Exercises in the Calculus of
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Trang 7Probability Theory
20.1 Simplest Probabilistic Models
20.1.1 Probabilities of Random Events
20.1.1-1 Random events Basic definitions.
The simplest indivisible mutually exclusive outcomes of an experiment are called elementary
events ω The set of all elementary outcomes, which we denote by the symbol Ω, is called
the space of elementary events or the sample space Any subset of Ω is called a random
event A (or simply an event A) Elementary events that belong to A are said to favor A In
any probabilistic model, a certain condition set Σ is assumed to be fixed.
An event A implies an event B (A ⊆ B) if B occurs in each realization of Σ for which A occurs Events A and B are said to be equivalent (A = B) if A implies B and B implies A,
i.e., if, for each realization of Σ, both events A and B occur or do not occur simultaneously The intersection C = A ∩ B = AB of events A and B is the event that both A and B occur The elementary outcomes of the intersection AB are the elementary outcomes that simultaneously belong to A and B.
The union C = A ∪ B = A + B of events A and B is the event that at least one of the events A or B occurs The elementary outcomes of the union A + B are the elementary outcomes that belong to at least one of the events A and B.
The difference C = A \B = A–B of events A and B is the event that A occurs and B does not occur The elementary outcomes of the difference A \B are the elementary outcomes
of A that do not belong to B.
The event that A does not occur is called the complement of A, or the complementary
event, and is denoted by A The elementary outcomes of A are the elementary outcomes
that do not belong to the event A.
An event is said to be sure if it necessarily occurs for each realization of the condition
set Σ Obviously, the sure event is equivalent to the space of elementary events, and hence the sure event should be denoted by the symbol Ω.
An event is said to be impossible if it cannot occur for any realization of the condition
set Σ Obviously, the impossible event does not contain any elementary outcome and hence should be denoted by the symbol ∅.
Two events A and A are said to be opposite if they simultaneously satisfy the following
two conditions:
A ∪ A = Ω, A ∩ A = ∅.
Events A and B are said to be incompatible, or mutually exclusive, if their simultaneous realization is impossible, i.e., if A ∩ B = ∅.
Events H1, , Hnare said to form a complete group of events, or to be collectively
exhaustive, if at least one of them necessarily occurs for each realization of the condition
set Σ, i.e., if
H1∪ · · · ∪ Hn= Ω.
1031