ترغب بنشر مسار تعليمي؟ اضغط هنا

Multiplayer Homicidal Chauffeur Reach-Avoid Games via Guaranteed Winning Strategies

156   0   0.0 ( 0 )
 نشر من قبل Rui Yan
 تاريخ النشر 2021
  مجال البحث الهندسة المعلوماتية
والبحث باللغة English




اسأل ChatGPT حول البحث

This paper studies a planar multiplayer Homicidal Chauffeur reach-avoid differential game, where each pursuer is a Dubins car and each evader has simple motion. The pursuers aim to protect a goal region cooperatively from the evaders. Due to the high-dimensional strategy space among pursuers, we decompose the whole game into multiple one-pursuer-one-evader subgames, each of which is solved in an analytical approach instead of solving Hamilton-Jacobi-Isaacs equations. For each subgame, an evasion region (ER) is introduced, based on which a pursuit strategy guaranteeing the winning of a simple-motion pursuer under specific conditions is proposed. Motivated by the simple-motion pursuer, a strategy for a Dubins-car pursuer is proposed when the pursuer-evader configuration satisfies separation condition (SC) and interception orientation (IO). The necessary and sufficient condition on capture radius, minimum turning radius and speed ratio to guarantee the pursuit winning is derived. When the IO is not satisfied (Non-IO), a heading adjustment pursuit strategy is proposed, and the condition to achieve IO within a finite time, is given. Then, a two-step pursuit strategy is proposed for the SC and Non-IO case. A non-convex optimization problem is introduced to give a condition guaranteeing the winning of the pursuer. A polynomial equation gives a lower bound of the non-convex problem, providing a sufficient and efficient pursuit winning condition. Finally, these pairwise outcomes are collected for the pursuer-evader matching. Simulations are provided to illustrate the theoretical results.



قيم البحث

اقرأ أيضاً

274 - Hugo Gimbert 2013
We prove that optimal strategies exist in every perfect-information stochastic game with finitely many states and actions and a tail winning condition.
305 - Utsav Sadana , Erick Delage 2020
Conditional Value at Risk (CVaR) is widely used to account for the preferences of a risk-averse agent in the extreme loss scenarios. To study the effectiveness of randomization in interdiction games with an interdictor that is both risk and ambiguity averse, we introduce a distributionally robust network interdiction game where the interdictor randomizes over the feasible interdiction plans in order to minimize the worst-case CVaR of the flow with respect to both the unknown distribution of the capacity of the arcs and his mixed strategy over interdicted arcs. The flow player, on the contrary, maximizes the total flow in the network. By using the budgeted uncertainty set, we control the degree of conservatism in the model and reformulate the interdictors non-linear problem as a bi-convex optimization problem. For solving this problem to any given optimality level, we devise a spatial branch and bound algorithm that uses the McCormick inequalities and reduced reformulation linearization technique (RRLT) to obtain convex relaxation of the problem. We also develop a column generation algorithm to identify the optimal support of the convex relaxation which is then used in the coordinate descent algorithm to determine the upper bounds. The efficiency and convergence of the spatial branch and bound algorithm is established in the numerical experiments. Further, our numerical experiments show that randomized strategies can have significantly better in-sample and out-of-sample performance than optimal deterministic ones.
423 - Fang Chen , Te Wu , Long Wang 2021
Since Press and Dysons ingenious discovery of ZD (zero-determinant) strategy in the repeated Prisoners Dilemma game, several studies have confirmed the existence of ZD strategy in repeated multiplayer social dilemmas. However, few researches study th e evolutionary performance of multiplayer ZD strategies, especially from a theoretical perspective. Here, we use a newly proposed state-clustering method to theoretically analyze the evolutionary dynamics of two representative ZD strategies: generous ZD strategies and extortionate ZD strategies. Apart from the competitions between the two strategies and some classical strategies, we consider two new settings for multiplayer ZD strategies: competitions in the whole ZD strategy space and competitions in the space of all memory-1 strategies. Besides, we investigate the influence of level of generosity and extortion on the evolutionary dynamics of generous and extortionate ZD, which was commonly ignored in previous studies. Theoretical results show players with limited generosity are at an advantageous place and extortioners extorting more severely hold their ground more readily. Our results may provide new insights into better understanding the evolutionary dynamics of ZD strategies in repeated multiplayer games.
We study the class of reach-avoid dynamic games in which multiple agents interact noncooperatively, and each wishes to satisfy a distinct target condition while avoiding a failure condition. Reach-avoid games are commonly used to express safety-criti cal optimal control problems found in mobile robot motion planning. While a wide variety of approaches exist for these motion planning problems, we focus on finding time-consistent solutions, in which planned future motion is still optimal despite prior suboptimal actions. Though abstract, time consistency encapsulates an extremely desirable property: namely, time-consistent motion plans remain optimal even when a robots motion diverges from the plan early on due to, e.g., intrinsic dynamic uncertainty or extrinsic environment disturbances. Our main contribution is a computationally-efficient algorithm for multi-agent reach-avoid games which renders time-consistent solutions. We demonstrate our approach in a simulated driving scenario, where we construct a two-player adversarial game to model a range of defensive driving behaviors.
In this paper we introduce a novel flow representation for finite games in strategic form. This representation allows us to develop a canonical direct sum decomposition of an arbitrary game into three components, which we refer to as the potential, h armonic and nonstrategic components. We analyze natural classes of games that are induced by this decomposition, and in particular, focus on games with no harmonic component and games with no potential component. We show that the first class corresponds to the well-known potential games. We refer to the second class of games as harmonic games, and study the structural and equilibrium properties of this new class of games. Intuitively, the potential component of a game captures interactions that can equivalently be represented as a common interest game, while the harmonic part represents the conflicts between the interests of the players. We make this intuition precise, by studying the properties of these two classes, and show that indeed they have quite distinct and remarkable characteristics. For instance, while finite potential games always have pure Nash equilibria, harmonic games generically never do. Moreover, we show that the nonstrategic component does not affect the equilibria of a game, but plays a fundamental role in their efficiency properties, thus decoupling the location of equilibria and their payoff-related properties. Exploiting the properties of the decomposition framework, we obtain explicit expressions for the projections of games onto the subspaces of potential and harmonic games. This enables an extension of the properties of potential and harmonic games to nearby games. We exemplify this point by showing that the set of approximate equilibria of an arbitrary game can be characterized through the equilibria of its projection onto the set of potential games.
التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا