Steven Alpern
London School of Economics and Political Science
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Featured researches published by Steven Alpern.
Operations Research | 2002
Steven Alpern
The rendezvous-search problem was posed by the author 25years ago. In its basic form, it asks how two unit speed players can find each other in least expected time, when randomly placed in a known dark region. The problem received little attention until about 10 years ago. This article surveys the rapid progress that has been made since then, and also presents some new results.
Theory and Decision | 2002
Steven Alpern; Diane J. Reyniers
Following Schelling (1960), coordination problems have mainly been considered in a context where agents can achieve a common goal (e.g., rendezvous) only by taking common actions. Dynamic versions of this problem have been studied by Crawford and Haller (1990), Ponssard (1994), and Kramarz (1996). This paper considers an alternative dynamic formulation in which the common goal (dispersion) can only be achieved by agents taking distinct actions. The goal of spatial dispersion has been studied in static models of habitat selection, location or congestion games, and network analysis. Our results show how this goal can be achieved gradually, by indistinguishable non-communicating agents, in a dynamic setting.
Journal of the Royal Society Interface | 2011
Steven Alpern; Robbert Fokkink; Marco Timmer; Jérôme Casas
We advance and apply the mathematical theory of search games to model the problem faced by a predator searching for prey. Two search modes are available: ambush and cruising search. Some species can adopt either mode, with their choice at a given time traditionally explained in terms of varying habitat and physiological conditions. We present an additional explanation of the observed predator alternation between these search modes, which is based on the dynamical nature of the search game they are playing: the possibility of ambush decreases the propensity of the prey to frequently change locations and thereby renders it more susceptible to the systematic cruising search portion of the strategy. This heuristic explanation is supported by showing that in a new idealized search game where the predator is allowed to ambush or search at any time, and the prey can change locations at intermittent times, optimal predator play requires an alternation (or mixture) over time of ambush and cruise search. Thus, our game is an extension of the well-studied ‘Princess and Monster’ search game. Search games are zero sum games, where the pay-off is the capture time and neither the Searcher nor the Hider knows the location of the other. We are able to determine the optimal mixture of the search modes when the predator uses a mixture which is constant over time, and also to determine how the mode mixture changes over time when dynamic strategies are allowed (the ambush probability increases over time). In particular, we establish the ‘square root law of search predation’: the optimal proportion of active search equals the square root of the fraction of the region that has not yet been explored.
Siam Journal on Control and Optimization | 2010
Steven Alpern
A point
Siam Journal on Control and Optimization | 2008
Steven Alpern; Robbert Fokkink; Roy H. A. Lindelauf; Geert Jan Olsder
H
Operations Research | 2011
Steven Alpern
is hidden in a rooted tree
Operations Research | 2000
Steven Alpern; Anatole Beck
Q
Operations Research | 2005
Steven Alpern; Vic Baston
which is endowed with asymmetric distances (travel times) between nodes. We determine the randomized search strategy, starting from the root, which minimizes the expected time to reach
Dynamics and Control | 2000
Steven Alpern
H
Siam Journal on Control and Optimization | 2010
Steven Alpern; Robbert Fokkink; Ken Kikuta
, in the worst case. This is equivalent to a zero-sum search game