Abstract

The article is devoted to studying the chasing problem games regarding to the levels of digital image brightness, described by discrete second order linear equations. We obtained sufficient conditions for finish of chase. Partly on a model example we showed that using the management in specified area, you could define a certain level of brightness in a digital image in case of presence of the player, which prevented this transition.

Highlights

  • The model example of the control problems studied class is the following process of persecution brightness levels of digital image described by equations ([1]-[3])

  • 1 ≤ i0,i1 ≤ m,1 ≤ j0, j1 ≤ θ −1 for some pre-defined δ > 0,ε > 0. This means that the value of brightness levels of the image zi, j in predetermined pixels was in a segment, which are managed by a chasing player

  • The purpose of this work is the study of game problems of chase for the brightness levels of digital image described by discrete quasi-linear second-order equations

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Summary

Introduction

The model example of the control problems studied class is the following process of persecution brightness levels of digital image described by equations ([1]-[3]). The chasing player can alter the solutions of the equation (*) zi, j within the changes, ui, j. An evading player can change the brightness of the image using its operations υi, j as well. 1 ≤ i0,i1 ≤ m,1 ≤ j0, j1 ≤ θ −1 for some pre-defined δ > 0,ε > 0 This means that the value of brightness levels of the image zi, j in predetermined pixels was in a segment, which are managed by a chasing player. A chasing player wants to finish the game as soon as possible, and the evading one, generally speaking, block to him

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