The extension of a conflict control problem with infinite horizon is constructed. This extension is the projective limit of restricted games. Relations between "sensitivity to target set" and the existence of the optimal control are studied. Special attention is paid to the pursuit-evasion game with "joint control/relaxed control".
We study a pursuit-evasion differential game with finite number of pursuers and one evader in Hilbert space with geometric constraints on the control functions of players. We solve the game by presenting explicit strategies for pursuers which guarantee their pursuit as well as an strategy for the evader which guarantees its evasion.
A qualitative account is given of a differential pursuit/evasion game. A criterion for the existence of an intercept solution is obtained using future cones that contain all attainable trajectories of target or interceptor originating from an initial position. A sufficient and necessary conditon that an opportunity to intercept always exist is that, after some initial time, the future cone of the target be contained within the future cone of the interceptor. The sufficient condition may be regarded as a kind of Nash equillibrium.
Pursuit and evasion conflicts represent challenging problems with important applications in aerospace and robotics. In pursuit-evasion problems, synthesis of intelligent actions must consider the adversary's potential strategies. Differential game theory provides an adequate framework to analyze possible outcomes of the conflict without assuming particular behaviors by the opponent. This article presents an organized introduction of pursuit-evasion differential games with an overview of recent advances in the area. First, a summary of the seminal work is outlined, highlighting important contri…
A Numerical Analysis for Pursuit-Evasion Games under the Stackelberg Eqilibrium
Air Systems Research Center, Technical Research and Development Institute, Ministry of Defense, Japan(日本防卫省技术研究开发本部航空系统研究中心);Acquisition, Technology and Logistics Agency, Ministry of Defense, Japan(日本防卫省装备取得技术统括本部)
New strategies for some pursuit-evasion differential games with Gronwall-type constraints
Federal University Gashua(加舒阿联邦大学);Kwantlen Polytechnics University(昆特兰理工大学);Federal University of Health Sciences, Azare(阿扎雷联邦健康科学大学);Bayero University Kano(卡诺拜罗科大学)
We consider a pursuit-evasion differential game with a Hybrid system of dynamics in Hilbert space with integral constraints on the control functions of players. We show that the pursuer has a winning strategy.
This paper investigates obstacle-free simple motion pursuit-evasion problems where the pursuer is faster and game termination is point capture. It is well known that the interior of the Apollonius Circle (AC) is the evader's dominance region, however, it was unclear whether the evader could reach outside the initial AC without being captured. We construct a pursuit strategy that guarantees the capture of an evader within an arbitrarily close neighborhood of the initial AC. The pursuer strategy is derived by reformulating the game into a nonlinear control problem, and the guarantee holds agains…
Here we present a decomposition technique for a class of differential games. The technique consists in a decomposition of the target set which produces, for geometrical reasons, a decomposition in the dimensionality of the problem. Using some elements of Hamilton-Jacobi equations theory, we find a relation between the regularity of the solution and the possibility to decompose the problem. We use this technique to solve a pursuit evasion game with multiple agents.
A geometric approach to differential game theory is illustrated. The parallel pursuit is considered as a two-player zero-sum differential game. The optimal strategies of each player is designed based on Riemann-Finsler geometry. Our approach incorporates a closed loop optimal control and the presentation is familiar with a Brachistochrone type problem.
A qualitative criterion for a pursuer to intercept a target in a class of differential games is obtained in terms of \emph{future cones}: Topological cones that contain all attainable trajectories of target or interceptor originating from an initial position. An interception solution exists after some initial time iff the future cone of the target lies within the future cone of the interceptor. The solution may be regarded as a kind of Nash equillibrium. This result is applied to two examples: 1. The game of Two Cars: The future cone condition is shown to be equivalent to conditions for interc…
In a pursuit-evasion game, a team of pursuers attempt to capture an evader. The players alternate turns, move with equal speed, and have full information about the state of the game. We consider the most restictive capture condition: a pursuer must become colocated with the evader to win the game. We prove two general results about pursuit-evasion games in topological spaces. First, we show that one pursuer has a winning strategy in any CAT(0) space under this restrictive capture criterion. This complements a result of Alexander, Bishop and Ghrist, who provide a winning strategy for a game wit…
In this paper, we address a pursuit-evasion game involving multiple players by utilizing tools and techniques from reinforcement learning and matrix game theory. In particular, we consider the problem of steering an evader to a goal destination while avoiding capture by multiple pursuers, which is a high-dimensional and computationally intractable problem in general. In our proposed approach, we first formulate the multi-agent pursuit-evasion game as a sequence of discrete matrix games. Next, in order to simplify the solution process, we transform the high-dimensional state space into a low-di…
This paper studies a two-person linear-quadratic-Gaussian pursuit-evasion differential game with costly but controlled information. One player can decide when to observe the other player's state. However, one observation of another player's state comes with two costs: the direct cost of observing and the implicit cost of exposing his state. We call games of this type a Pursuit-Evasion-Exposure-Concealment (PEEC) game. The PEEC game constitutes two types of strategies: The control strategies and the observation strategies. We fully characterize the Nash control strategies of the PEEC game using…
Cooperative Nonlinear Guidance Strategies for Guaranteed Pursuit-Evasion
Intelligent Systems and Control Lab, Department of Aerospace Engineering, Indian Institute of Technology Bombay(智能系统与控制实验室,航空航天工程系,印度理工学院班加罗尔);GALACxIS Lab, Department of Aerospace Engineering and Engineering Mechanics, University of Cincinnati(GALACxIS实验室,航空航天工程与工程力学系,辛辛那提大学)
This paper considers a pursuit-evasion scenario among three agents -- an evader, a pursuer, and a defender. We design cooperative guidance laws for the evader and the defender team to safeguard the evader from an attacking pursuer. Unlike differential games, optimal control formulations, and other heuristic methods, we propose a novel perspective on designing effective nonlinear feedback control laws for the evader-defender team using a time-constrained guidance approach. The evader lures the pursuer on the collision course by offering itself as bait. At the same time, the defender protects th…
Two-player pursuit-evasion differential game and time optimal zero control problem in $\ell^2$ are considered. Optimal control for the corresponding zero control problem is found. A strategy for the pursuer that guarantees the solution for the pursuit problem is constructed.
We formulate and analyze game-theoretic problems for systems governed by integral equations. For Volterra integral equations, we obtain and prove necessary and sufficient conditions for linear-quadratic problems, and for problems that are linear-quadratic in the control. Also, we obtain necessary conditions for one type of pursuit-evasion Volterra games.
Pursuit-evasion differential games using the Disturbance Attenuation approach are revisited. Under this approach, the pursuer actions are considered to be control actions, whereas all external actions, such as target maneuvers, measurement errors and initial position uncertainties, are considered to be disturbances. Two open issues have been addressed, namely the effect of noise on the control gains, and the effect of trajectory shaping on the solution. These issues are closely related to the question of the best choice for the disturbance attenuation ratio. Detailed analyses are performed for…
We study computability-theoretic aspects of differential games. Our focus is on pursuit and evasion games played in Euclidean spaces in the tradition of Rado's "Lion versus Man" game. In some ways, these games can be viewed as continuous versions of reachability games. We prove basic undecidability of differential games, and study natural classes of pursuit-evasion games in Euclidean spaces where the winners can win via computable strategies. The winning strategy for Man found by Besicovitch for the traditional "Lion versus Man" is not computable. We show how to modify it to yield a computable…
In this paper, we investigate a pursuit-evasion game in which a mobile observer tries to track a target in an environment containing obstacles. We formulate the game as an optimal control problem with state inequality constraint in a simple environment. We show that for some initial conditions, there are two different regimes in the optimal strategy of the pursuer depending on whether the state-constraint is activated. We derive the equations that characterize the switching time between the two regimes. The pursuer's optimal tracking strategy in a simple environment is further extended to a ge…
The pursuit-evasion game with two persons is considered. Both players are moving in a metric space, have equal maximum speeds and complete information about the location of each other. We study the sufficient conditions for a capture (with a positive capture radius). We assume that Lion wins if he manages the capture independently of the initial positions of the players and the evader's strategy. We prove that the discrete-time simple pursuit strategy is a Lion's winning strategy in a compact geodesic space satisfying the betweenness property. In particular, it means that Lion wins in compact …
A defender-attacker-target problem with non-moving target is considered. This problem is modeled by a pursuit-evasion zero-sum differential game with linear dynamics and quadratic cost functional. In this game the pursuer is the defender, while the evader is the attacker. The objective of the pursuer is to minimize the cost functional, while the evader has two objectives: to maximize the cost functional and to keep a given terminal state inequality constraint. The open-loop saddle point solution of this game is obtained in the case where the transfer functions of the controllers for the defend…
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-m…
In this paper, we address pursuit-evasion problems involving multiple pursuers and multiple evaders. The pursuer and the evader teams are assumed to be heterogeneous, in the sense that each team has agents with different speed capabilities. The pursuers are all assumed to be following a constant bearing strategy. A dynamic divide and conquer approach, where at every time instant each evader is assigned to a set of pursuers based on the instantaneous positions of all the players, is introduced to solve the multi-agent pursuit problem. In this regard, the corresponding multi-pursuer single-evade…
Dynamic zero-sum games are an important class of problems with applications ranging from evasion-pursuit and heads-up poker to certain adversarial versions of control problems such as multi-armed bandit and multiclass queuing problems. These games are generally very difficult to solve even when one player's strategy is fixed, and so constructing and evaluating good sub-optimal policies for each player is an important practical problem. In this paper, we propose the use of information relaxations to construct dual lower and upper bounds on the optimal value of the game. We note that the informa…