论文标题

部分可观测时空混沌系统的无模型预测

Winning Strategies for Generalized Zeckendorf Game

论文作者

Miller, Steven J., Sosis, Eliel, Ye, Jingkai

论文摘要

储层计算是预测湍流的有力工具,其简单的架构具有处理大型系统的计算效率。然而,其实现通常需要完整的状态向量测量和系统非线性知识。我们使用非线性投影函数将系统测量扩展到高维空间,然后将其输入到储层中以获得预测。我们展示了这种储层计算网络在时空混沌系统上的应用,该系统模拟了湍流的若干特征。我们表明,使用径向基函数作为非线性投影器,即使只有部分观测并且不知道控制方程,也能稳健地捕捉复杂的系统非线性。最后,我们表明,当测量稀疏、不完整且带有噪声,甚至控制方程变得不准确时,我们的网络仍然可以产生相当准确的预测,从而为实际湍流系统的无模型预测铺平了道路。

Zeckendorf proved that every positive integer $n$ can be written uniquely as the sum of non-adjacent Fibonacci numbers; a similar result holds for other positive linear recurrence sequences. These legal decompositions can be used to construct a game that starts with a fixed integer $n$, and players take turns using moves relating to a given recurrence relation. The game eventually terminates in a unique legal decomposition, and the player who makes the final move wins. For the Fibonacci game, Player $2$ has the winning strategy for all $n>2$. We give a non-constructive proof that for the two-player $(c, k)$-nacci game, for all $k$ and sufficiently large $n$, Player $1$ has a winning strategy when $c$ is even and Player $2$ has a winning strategy when $c$ is odd. Interestingly, the player with the winning strategy can make a mistake as early as the $c + 1$ turn, in which case the other player gains the winning strategy. Furthermore, we proved that for the $(c, k)$-nacci game with players $p \ge c + 2$, no player has a winning strategy for any $n \ge 3c^2 + 6c + 3$. We find a stricter lower boundary, $n \ge 7$, in the case of the three-player $(1, 2)$-nacci game. Then we extend the result from the multiplayer game to multialliance games, showing which alliance has a winning strategy or when no winning strategy exists for some special cases of multialliance games.

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