16
' f ON A NEW ITERATIVE ALOOFITHM FOR FINDING THE SOLUTIONS OF GAMES AND LINEAR PROGRAMMING PROBLEMS Richard Bellman / P-473 1 June 1953 0 ÄtJproveä for OTS releas» DDc mi) WOO MAIN ST SANTA MONICA CAU^OINIA

FOR FINDING THE SOLUTIONS OF GAMES Richard Bellman · 2018. 11. 9. · 5000 1409 -4327 -4327 1399 OObO x(3) 1413 1443 14*3 1413 1413 1433 Zax 0010 5652 1393 -4339-*339 1393 0090 x(90)

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Page 1: FOR FINDING THE SOLUTIONS OF GAMES Richard Bellman · 2018. 11. 9. · 5000 1409 -4327 -4327 1399 OObO x(3) 1413 1443 14*3 1413 1413 1433 Zax 0010 5652 1393 -4339-*339 1393 0090 x(90)

'

f ON A NEW ITERATIVE ALOOFITHM

FOR FINDING THE SOLUTIONS OF GAMES AND LINEAR PROGRAMMING PROBLEMS

Richard Bellman

/ P-473

1 June 1953 0

ÄtJproveä for OTS releas»

DDc

mi) WOO MAIN ST • SANTA MONICA • CAU^OINIA

Page 2: FOR FINDING THE SOLUTIONS OF GAMES Richard Bellman · 2018. 11. 9. · 5000 1409 -4327 -4327 1399 OObO x(3) 1413 1443 14*3 1413 1413 1433 Zax 0010 5652 1393 -4339-*339 1393 0090 x(90)

Sunmmrj; A new iterative procedure for rinding the solutions of games Is presented

ON A NEW ITERATIVE ALGORITHM FOR FINDING THE SOLUTIONS OF GAMES AND LINEAR PROORAFMING PROBLEMS

Rlohsrd Bellmsn

§1. Introduction.

The purpose of this paper is to present a new iterative pro-

cedure for finding the solutions of games. Since» as la now well

known« every linear programming problem of conventional type can

be transformed into a symmetric game» this technique may be applied

to the solution of linear programming problems. It waa actually

with this purpose in mind- that the method was developed. Our aim

is to obtain a procedure which converges more rapidly than either

the statistical method of Brown, or the differential equation

approach of Brown and von Neumann.

We shall first present a variant of the differential equation

approach which converges more rapidly than the original. Carrying

this approach to its logical limit we obtain a process with an

exponential rate of convergence. The discrete analogue« obtained

by replacing the differential equation by a difference eqaatlon,

furnishes the new iterative algorithm.

In replacing the differential equation by a difference equa-

tion« the expression dx/dt is replaced by (x(t+fc)--x(t))/h with t

taking the values 0« h« 2h« etc. At the N step the error will

be proportional to e . Since« in general« h must be taken small

to Insure that the solution of the difference equation la close to

/

Page 3: FOR FINDING THE SOLUTIONS OF GAMES Richard Bellman · 2018. 11. 9. · 5000 1409 -4327 -4327 1399 OObO x(3) 1413 1443 14*3 1413 1413 1433 Zax 0010 5652 1393 -4339-*339 1393 0090 x(90)

the solution of the differential equation, a large number of

iterations will be required to obtain an accurate approximation.

To counteract this unpleasant feature we have devised a com-

bination of a continuous and discrete iteration process which

seems well suited to hand computation. For games of fairly large

size it would seem that the most economic policy, taking account

of the cost of both hand and machine computation, would be to use

the continuous iteration technique up to a certain point and then

let the machines take over using a discrete technique.

The method has been tried on a number of examples, and in all

cases it seems to yield the value of the game very rapidly. It is

conceivable that in certain linear programming problems it might

be desired only to determine the value of the maximum or minimum

rather than the variables which yield the critical value. For

problems of this type the method seems admirably suited.

I would like to express my sincere appreciation to Bernlce Brown,

without whose enthusiastic interest and cooperation the method would

have perished still-born.

§2. The Brown-von Neumann Technique.

Let us consider a symmetric game characterised by the -fc^--

symmetric matrix (a««) and set

N (a) x1 ^ 0, XI x1 - 1

N "

<b> ui - ^ ftiJxJ (1)

(c) ^My) - Max |5,u£

(d) Wx) -II*^)

Page 4: FOR FINDING THE SOLUTIONS OF GAMES Richard Bellman · 2018. 11. 9. · 5000 1409 -4327 -4327 1399 OObO x(3) 1413 1443 14*3 1413 1413 1433 Zax 0010 5652 1393 -4339-*339 1393 0090 x(90)

The System of differential equatlone to be used to yield s

solution is

(2) -JJi- - ♦(u1) - *(x)x1.

xAo) - clf

with ci ^ 0, y~ Cj o4 - 1.

An ingenious argument from this point on shows that Muj.) —> 0

as t —> oo, which means that the x^(t) must have cluster points

which furnish solutions to the game. These may be obtained by

inspection of the numerical results.

The convergence of t(ui) is of the order of l/t as t —>oo.

§3. A Variant of the Brown-von Neumann Technique.

In an effort to speed up convergence, let us see what happens

if we replace (2) of §2 by

dx (i) -ir-- ♦(«i^ - V*'*!' 0<>0'

where

N

(2) VX) " f^ *(Ul)<K

We need no longer have uniqueness of solution if 0 <Q« 1. This,

however, is no handicap since the method will show that any solution

of (1) will have the property that ^(u1) —> 0.

N:

Page 5: FOR FINDING THE SOLUTIONS OF GAMES Richard Bellman · 2018. 11. 9. · 5000 1409 -4327 -4327 1399 OObO x(3) 1413 1443 14*3 1413 1413 1433 Zax 0010 5652 1393 -4339-*339 1393 0090 x(90)

*-»Ti

Repeating the Brown—von Neumann argument Me have. If t(ua) > 0»

(3) -ar ♦("!)■ ^•U-P- • ^I'IJ [♦<»/-*«WXJ]

^1 «u *<u j) -VX) ^r-'ljV ^^

Hence for all t.

(♦) H»if -h ♦(ui) - ^1 'iW* ♦("!

c<+l -U«)*K)M".

Sunning over i this yields

(5) 1 <, (]£ Mu^1) ■nar ^re -U«) SI ♦(»i)0<+1

elnoe

(6) ^-IJ^j)*^ )*-0

by virtue of the skew symmetry a. j ■ - s.^

Let us now use the fact that

(7) Vx) " ^ ♦(ui)0' ^ k(0() ( ^ ♦(U1 r*1) ^y^+l

where k(ort is an appropriate constant. Hence

Page 6: FOR FINDING THE SOLUTIONS OF GAMES Richard Bellman · 2018. 11. 9. · 5000 1409 -4327 -4327 1399 OObO x(3) 1413 1443 14*3 1413 1413 1433 Zax 0010 5652 1393 -4339-*339 1393 0090 x(90)

(8) TTW -^ ( ? ♦(ui)<<+1) < -^W ( ^ ♦(l^1) ' + *

—?:^-~ i+ ^

(9) -^ <-k1v1 ^

Integrating this inequality we obtain

do) v< L___

where ki and k8 are positive constants.

The interesting feature about this result is that the smaller oC

is chosen, the more rapid the convergence.

§4. The Limiting Caseo(" 0.

The above observation leads us to consider the ease <*• 0. The

differential equation takes the form

(1) -^i - f(ut) -nx)xi, ■

j where

(2) fC^) - 1 if u1 > 0,

0 if u1 ^ 0,

N

I ♦(«) - gltH) •

Page 7: FOR FINDING THE SOLUTIONS OF GAMES Richard Bellman · 2018. 11. 9. · 5000 1409 -4327 -4327 1399 OObO x(3) 1413 1443 14*3 1413 1413 1433 Zax 0010 5652 1393 -4339-*339 1393 0090 x(90)

P-473

(3)

-6-

We have

du. JL dx N

dt

N

and, as above«

du 8 (4) ^ f(«i) J^ " - ^»J J^ V(ul

Hence

N

(9) -k( jTu^)) .^(x)^^^).

which yields t

N - ^ f(s)dt|

(10) T~ u1f(u1) - ate

Slnoe ^(x) ^ 1 as long as the system Is not In Its equilibrium

position «e see that

-t (i1) ZIuif(ui) ^ ft»e*

as long ss one f Is positive. This shows that the convergence Is

exponential.

Page 8: FOR FINDING THE SOLUTIONS OF GAMES Richard Bellman · 2018. 11. 9. · 5000 1409 -4327 -4327 1399 OObO x(3) 1413 1443 14*3 1413 1413 1433 Zax 0010 5652 1393 -4339-*339 1393 0090 x(90)

-7-

§5. Th» Dlffcrtne» Equation»

For computing purposes w« writ* (1) of £t in the fox«

(1) ^(1*1) -x^n) - h [fCu^n)) -♦(x(n))K1(n)] f

or

(2) Xidw-l) - x1(n)(l-h»(x(n)) ♦ hf^idO)

In this form, >1 though.^ x1(n) it equal to 1 for all nf an indi-

vidual x^ may go negative to a small degree.

To avoid this, we replace (l) by

(3) x1(fH.l) - x1(n) - h^f^Cn)) .♦(x(n))x1(n^l)] ,

which yields

(4) x^n+1) -

,'

xi(n) ♦ hf^Cn))

1 ♦ h*(x(n))

It is probably true that Max [5)tu1(nJ] goes to cero aa n —> oo 9

and exponentially fast, although we have not proved this. Compu«

tation on particular games with small values of h would seem to bear

this out. A discussion of some of these will be given subsequently.

§6. A Procedure for Speeding up the Discrete Iteration.

Since f(u1(n))f and hence ^(x(n))9 depend only upon the sign of

u1(n), not its magnitude, it is clear that the iteration formula id 11

be the same for long stretches. Furthermore, if h is small, (4)

Page 9: FOR FINDING THE SOLUTIONS OF GAMES Richard Bellman · 2018. 11. 9. · 5000 1409 -4327 -4327 1399 OObO x(3) 1413 1443 14*3 1413 1413 1433 Zax 0010 5652 1393 -4339-*339 1393 0090 x(90)

•y

-8-

of §3 nay be replaced by (2).

If one step of tfce Iteration Is performed, linear Interpolation

method can now be used to continue the iteration until a boundary

is reached, that ia to say, a point «here some x aiixi changes

sign.

In this may, performing the equivalent of one hundred or more

steps at a time the hand computer can, in the early stages of the

computation, keep pace with and perhaps even gain on a machine.

When, however, the values are cloae to an actual solution the sign

changes become so frequent that a machine is more efficient.

§7. A 7 x 7 Watri«. *

Let us consider the following game matrix

(1) A -

0

-1

-1

0

0

-4

0

0

1

t-8

0

0

1

-1

0

1

0

4

-1

0

0

1

-1

0

0

1

0

0

3

-1

2

0

0

-1

-3

0

1

which has the unique solution

(2) S| - .111, xa - .111, Xs - .167, x«

«5 - .167, x6 - .056, x7 - 033

.056,

Page 10: FOR FINDING THE SOLUTIONS OF GAMES Richard Bellman · 2018. 11. 9. · 5000 1409 -4327 -4327 1399 OObO x(3) 1413 1443 14*3 1413 1413 1433 Zax 0010 5652 1393 -4339-*339 1393 0090 x(90)

where the value of the original 3x3 game which gave riae to thla

skew ejfHMtrlc natrlx la 1, the laat component.

To begin with we take h ■ .001 and aake an Initial guess

(3) iA

Following we present the first two pages of the calculation and

the subsequent valuea of z^.

Page 11: FOR FINDING THE SOLUTIONS OF GAMES Richard Bellman · 2018. 11. 9. · 5000 1409 -4327 -4327 1399 OObO x(3) 1413 1443 14*3 1413 1413 1433 Zax 0010 5652 1393 -4339-*339 1393 0090 x(90)

-10-

x(0) x(l) Zax x(2)

1 .1429 0 1425 -O010 1419 2 .1429 5714 1^35 5700 1*39 3 .1429 1429 U35 1425 1439 4 .1429 ^286 1425 -^315 1419 5 .1429 -4286 1425 -»»315 1419 6 .1429 1429 1^35 1425 1*39 7 .1429 0 1425 0030 1429

Sax

5000 1409

-4327 -4327 1399 OObO

x(3)

1413 1443 14*3 1413 1413 1443 1433

Zax

0010 5652 1393

-4339 -*339

1393 0090

x(90) Zax x(91) Zax x(95) Sax x(96) Sax

1 .0926 -0005 0922 1811

-0005 0907 -O005 0905 -0005 2 .1808 2827 280* 1822 2718 1828 2702 3 .1808 0049 1811 0038 1822 -0003 1818 -OOI3 4 .0926 -5*29 0922 -5*38 0907 -5*71 0905 -5*89 5 .0926

.I808 -5*29 0922

1811 -5*38 0907 -5471 0905 -5**9

6 00*9 0038 1822 -0003 1818 -0013 7 .1803 26*6 1806 2667 1817 2745 1823 2749

x(265) £ax x(266) Sax x(278) Sax x(279) Sax

1 .0601 -0005 0600 0586 -0005 0586 -0005 2 .2893 0117 2897 0108 29*7 -0012 29** -0019

I .1203 -1686 1201 1172 -1770 1171 -1777 .0601 -8684 0600 0586 -8846 0586 -8827

5 .0601 -1924 0600 0586 -1746 0586 -1735 6 .1203 -1686 1201 1172 -1770 1171 -1777 7 .2888 3*96 2892 29*2 3533 29*9 3528

I

x(329) Sax x(330) Sax x(331) Sax x(431) Sax

.0556 0500 0565 0509 0574 0518 1*5* 1418

.2799 -0519 2793 -0517 2787 -0515 2227 -0415

.1111 -2187 1109 -2172 1107 -2157 0887 -0737

.0556 -7897 0555 -7870 055* -78*3 0444 -52<3

.0556 -1145 0555 -1134 055* -1123 0444 0097

.1111 -2187 1109 -2212 1107 -2237 0887 -4777

.3299 3353 3302 3336 3305 3319 36*5 1659

Page 12: FOR FINDING THE SOLUTIONS OF GAMES Richard Bellman · 2018. 11. 9. · 5000 1409 -4327 -4327 1399 OObO x(3) 1413 1443 14*3 1413 1413 1433 Zax 0010 5652 1393 -4339-*339 1393 0090 x(90)

P-4

-11-

z(432) Zax x(433) Zax z(464) Sax x(465) 2ax

1 .1460 1424 2 .2220 -0412

? .0884 -0714 .0443 -5236

5 .0453 .0884

0108 6 -3302 7 .3644 1632

1466 1430 1640 1645 1609 2213 -0409 2008 2002 -0362 0881 -0691 0800 -0005 0798 0015 0442 -5209 0402 0401 -4397

0419 0462 0119 0729 0737 0881 -4747 0800 0798 -4289 3643 1605 3612 3611 0815

x(466) Zmx x(467) Sax x(533) Sax

1 2 3 4 5 6 7

.1648 1593

.1994 -0383

.0805 0034

. 039? -4359

.0744 0417

.0795 -4272

.3607 0803

1651 1986 0812 0397 0751 0792 3603

0415

•0791

1875 0522 1458 -0287 1254 1346 0291 -I833 1213 0329 0581 -3146 3326 -0086

x(534) SAX X(536) Sax

1879 0500 1887 0459 1454 -0277 1445 -0257 1260 1371 1272 1421 0290 -1819 0288 -1788 1219 0208 1231 0296 0579 -3127 0576 -3089 3316 -0095 3296 -OII3

x(549) Sax x(559) Sax x(560) Sax x(56l) Sax x(562) Sax

1 .1943 0179 1984 -0026 1980 1976 1972 2 .1389 -0119 1347 -0015 1344 -0017 1341 -0019 I338 3 .1353 1757 1412 0002 1419 1426 1433 4 .0276 -I59I 0268 -1442 0267 0266 0265 5 .1313 0151 1373 0048 1380 0038 1387 0028 1394 0018 6 .0554 -2867 0537 -2652 0536 0535 0534 7 .3166 -0256 3071 -0329 3065 3059 3053

x(563) Sax x(564) Sax x(565) Sax

1 .1968 2 .1335 3 .1440 4 .0264 5 .1401 0008 1408 -0002 1407 -0011 6 .0533 7 .3047

1964 -0121 1962 -0143 1332 -0025 1331

1^56 -0024

1447 2032 2090 0263 -1372 0263 -I36I 1408 -0002 1407 -0011 0532 3041

-2482 0531 -2296 -0324 3038 -Ö314

Page 13: FOR FINDING THE SOLUTIONS OF GAMES Richard Bellman · 2018. 11. 9. · 5000 1409 -4327 -4327 1399 OObO x(3) 1413 1443 14*3 1413 1413 1433 Zax 0010 5652 1393 -4339-*339 1393 0090 x(90)

P-473

-12-

(4)

1 X1 N 2 Max (^JXJ.O j

1 .5008 561 .203 ♦

.2944 593 .197 4

.3227 743 .13 ♦

.3539 830 L.u> |

• 3077 886 .10 ♦' 1

§8. A 21 x 21 Matrix.

With the aim of testing the convergence of the value, we

obtained the following 21 x 21 aatrlx with value .3 fro« Ruth Wagner.

I

o

11 12 13 1^ 15 16 17 18 19 20 21

2322213332-1 1222321223-1 2223223232-1 2212221223-1

7 8 9

10 11 -fi

12 -3

8 -2

11 -2 -1

17 -3 18 -3 19 -3 20 —2 21 1

2 1 2 2 2 3 3 2 1 2 -1 3 2 2 2 1 2 1 2 2 2 -1 1 3 1 3 1 3 2 3 3 1 -1 1 2 2 2 2 2 1 2 2 2 -1 1 2 1 2 3 2 1 2 2 3 -1 2 1 2 1 2 2

0

3 2 1 2 -1 -1-5-2-2-3-1 -1 -1 -2 -2-2-2-1-2-3-2-2-1 -2-2-1-2-2-1-2-1-2 «2 -3 .-2 -2 «2 «3 «2 -2 «1 -3-2-2-2-1-1-2-3-2 -2-2-2-3-2-3-2-2-2 -1 -3 -1 -3 -1 -2 -1 -1 -3 -2-2-2-2-2-3-2-2-2 -2-3-2-1-2-3-2-2-1 -3-2-3-2-2-1-2-3-2 1 1 1 1 1 1 1 1 1 -l -l -l -1 -l -1 -1 -1 -1 -1 0

123456789 10 ■ —

Following are the results of the coaputatlons. Observe that the

of Xet to the neighborhood of .5 !• extremely rapid. V

*r ■ ■-»

Page 14: FOR FINDING THE SOLUTIONS OF GAMES Richard Bellman · 2018. 11. 9. · 5000 1409 -4327 -4327 1399 OObO x(3) 1413 1443 14*3 1413 1413 1433 Zax 0010 5652 1393 -4339-*339 1393 0090 x(90)

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Page 15: FOR FINDING THE SOLUTIONS OF GAMES Richard Bellman · 2018. 11. 9. · 5000 1409 -4327 -4327 1399 OObO x(3) 1413 1443 14*3 1413 1413 1433 Zax 0010 5652 1393 -4339-*339 1393 0090 x(90)

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Page 16: FOR FINDING THE SOLUTIONS OF GAMES Richard Bellman · 2018. 11. 9. · 5000 1409 -4327 -4327 1399 OObO x(3) 1413 1443 14*3 1413 1413 1433 Zax 0010 5652 1393 -4339-*339 1393 0090 x(90)

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