In this paper, a time-optimal feedback solution to the game of two cars, for the case where the pursuer is faster and more agile than the evader, is presented. The concept of continuous subsets of the reachable set is introduced to characterize the time-optimal pursuit-evasion game under feedback strategies. Using these subsets it is shown that, if initially the pursuer is distant enough from the evader, then the feedback saddle point strategies for both the pursuer and the evader are coincident with one of the common tangents from the minimum radius turning circles of the pursuer to the minimum radius turning circles of the evader. Using geometry, four feasible tangents are identified and the feedback min-max strategy for the pursuer and the max-min strategy for the evader are derived by solving a $2 \times 2$ matrix game at each instant. Insignificant computational effort is involved in evaluating the pursuer and evader inputs using the proposed feedback control law and hence it is suitable for real-time implementation. The proposed law is validated further by comparing the resulting trajectories with those obtained by solving the differential game using numerical techniques.
Characterization and Computation of Feedback Nash Equilibria in Scalar Discounted N-Player Linear Quadratic Games
IMT School for Advanced Studies Lucca(卢卡高等研究院);Research Unit DYSCO (Dynamical Systems, Control, and Optimization) at IMT School for Advanced Studies Lucca(卢卡高等研究院动态系统、控制与优化研究单元)
University of California, Berkeley(加州大学伯克利分校);Delft University of Technology(代尔夫特理工大学);University of Texas, Austin(德克萨斯大学奥斯汀分校)
In multi-agent dynamic games, the Nash equilibrium state trajectory of each agent is determined by its cost function and the information pattern of the game. However, the cost and trajectory of each agent may be unavailable to the other agents. Prior work on using partial observations to infer the costs in dynamic games assumes an open-loop information pattern. In this work, we demonstrate that the feedback Nash equilibrium concept is more expressive and encodes more complex behavior. It is desirable to develop specific tools for inferring players' objectives in feedback games. Therefore, we c…
This paper examines the convergence of no-regret learning in Cournot games with continuous actions. Cournot games are the essential model for many socio-economic systems, where players compete by strategically setting their output quantity. We assume that players do not have full information of the game and thus cannot pre-compute a Nash equilibrium. Two types of feedback are considered: one is bandit feedback and the other is gradient feedback. To study the convergence of the induced sequence of play, we introduce the notion of convergence in measure, and show that the players' actual sequenc…
This paper presents algorithms for non-zero sum nonlinear constrained dynamic games with full information. Such problems emerge when multiple players with action constraints and differing objectives interact with the same dynamic system. They model a wide range of applications including economics, defense, and energy systems. We show how to exploit the temporal structure in projected gradient and Douglas-Rachford (DR) splitting methods. The resulting algorithms converge locally to open-loop Nash equilibria (OLNE) at linear rates. Furthermore, we extend stagewise Newton method to find a local f…
In this paper, we present a game-theoretic feedback terminal guidance law for an autonomous, unpowered hypersonic pursuit vehicle that seeks to intercept an evading ground target whose motion is constrained in a one-dimensional space. We formulate this problem as a pursuit-evasion game whose saddle point solution is in general difficult to compute onboard the hypersonic vehicle due to its highly nonlinear dynamics. To overcome this computational complexity, we linearize the nonlinear hypersonic dynamics around a reference trajectory and subsequently utilize feedback control design techniques f…
Recently, an evolutionary game dynamics model taking into account the environmental feedback has been proposed to describe the co-evolution of strategic actions of a population of individuals and the state of the surrounding environment; correspondingly a range of interesting dynamic behaviors have been reported. In this paper, we provide new theoretical insight into such behaviors and discuss control options. Instead of the standard replicator dynamics, we use a more realistic and comprehensive model of replicator-mutator dynamics, to describe the strategic evolution of the population. After …
Iterative linear-quadratic (ILQ) methods are widely used in the nonlinear optimal control community. Recent work has applied similar methodology in the setting of multiplayer general-sum differential games. Here, ILQ methods are capable of finding local equilibria in interactive motion planning problems in real-time. As in most iterative procedures, however, this approach can be sensitive to initial conditions and hyperparameter choices, which can result in poor computational performance or even unsafe trajectories. In this paper, we focus our attention on a broad class of dynamical systems wh…
In this paper, we investigate the noncooperative games of multi-agent systems. Different from existing noncooperative games, our formulation involves the high-order nonlinear dynamics of players, and the communication topologies among players are weight-unbalanced digraphs. Due to the high-order nonlinear dynamics and the weight-unbalanced digraphs, existing Nash equilibrium seeking algorithms cannot solve our problem. In order to seek the Nash equilibrium of the noncooperative games, we propose two distributed algorithms based on state feedback and output feedback, respectively. Moreover, we …
University of Oxford(牛津大学);ENSTA Paris(巴黎高等先进技术学院);Institut Polytechnique de Paris(巴黎理工学院)
We consider quadratic, nonmonotone generalized Nash equilibrium problems with symmetric interactions among the agents. Albeit this class of games is known to admit a potential function, its formal expression can be unavailable in several real-world applications. For this reason, we propose a two-layer Nash equilibrium seeking scheme in which a central coordinator exploits noisy feedback from the agents to design personalized incentives for them. By making use of those incentives, the agents compute a solution to an extended game, and then return feedback measures to the coordinator. We show th…