LEADER 04166nam 22006614a 450 001 9910815294803321 005 20230617022413.0 010 $a1-280-60847-1 010 $a9786610608478 010 $a0-306-48212-6 024 7 $a10.1007/b100809 035 $a(CKB)111087027860498 035 $a(EBL)3036012 035 $a(SSID)ssj0000258252 035 $a(PQKBManifestationID)11203732 035 $a(PQKBTitleCode)TC0000258252 035 $a(PQKBWorkID)10256191 035 $a(PQKB)10677015 035 $a(DE-He213)978-0-306-48212-0 035 $a(MiAaPQ)EBC3036012 035 $a(MiAaPQ)EBC197849 035 $a(Au-PeEL)EBL3036012 035 $a(CaPaEBR)ebr10067494 035 $a(CaONFJC)MIL60847 035 $a(OCoLC)54061816 035 $a(Au-PeEL)EBL197849 035 $a(EXLCZ)99111087027860498 100 $a20020917d2003 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 14$aThe theory of search games and rendezvous$b[electronic resource] /$fby Steve Alpern, Shmuel Gal 205 $a1st ed. 2003. 210 $aBoston $cKluwer Academic Publishers$dc2003 215 $a1 online resource (336 p.) 225 1 $aInternational series in operations research & management science ;$v55 300 $aDescription based upon print version of record. 311 $a0-7923-7468-1 320 $aIncludes bibliographical references (p. [303]-315) and index. 327 $aSearch Games -- to Search Games -- Search Games in Compact Spaces -- General Framework -- Search for an Immobile Hider -- Search for a Mobile Hider -- Miscellaneous Search Games -- Search Games in Unbounded Domains -- General Framework -- On Minimax Properties of Geometric Trajectories -- Search on the Infinite Line -- Star and Plan Search -- Rendezvous Search -- to Rendezvous Search -- Elementary Results and Examples -- Rendezvous Search on Compact Spaces -- Rendezvous Values of a Compact Symmetric Region -- Rendezvous on Labeled Networks -- Asymmetric Rendezvous on an Unlabeled Circle -- Rendezvous on a Graph -- Rendezvous Search on Unbounded Domains -- Asymmetric Rendezvous on the Line (ARPL) -- Other Rendezvous Problems on the Line -- Rendezvous in Higher Dimensions. 330 $aSearch Theory is one of the original disciplines within the field of Operations Research. It deals with the problem faced by a Searcher who wishes to minimize the time required to find a hidden object, or ?target. ? The Searcher chooses a path in the ?search space? and finds the target when he is sufficiently close to it. Traditionally, the target is assumed to have no motives of its own regarding when it is found; it is simply stationary and hidden according to a known distribution (e. g. , oil), or its motion is determined stochastically by known rules (e. g. , a fox in a forest). The problems dealt with in this book assume, on the contrary, that the ?target? is an independent player of equal status to the Searcher, who cares about when he is found. We consider two possible motives of the target, and divide the book accordingly. Book I considers the zero-sum game that results when the target (here called the Hider) does not want to be found. Such problems have been called Search Games (with the ?ze- sum? qualifier understood). Book II considers the opposite motive of the target, namely, that he wants to be found. In this case the Searcher and the Hider can be thought of as a team of agents (simply called Player I and Player II) with identical aims, and the coordination problem they jointly face is called the Rendezvous Search Problem. 410 0$aInternational series in operations research & management science ;$v55. 606 $aSearch theory 606 $aGame theory 615 0$aSearch theory. 615 0$aGame theory. 676 $a003 700 $aAlpern$b Steve$f1948-$0145016 701 $aGal$b Shmuel$056831 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910815294803321 996 $aThe theory of search games and rendezvous$94050769 997 $aUNINA