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北美退伍军人节(Veterans Day),12 日无更新
arXiv 2003.03727eess.SYcs.SYmath.OC
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多人追逐-逃避游戏的Min-Max Q学习

Min-Max Q-Learning for Multi-Player Pursuit-Evasion Games

Jhanani Selvakumar, Efstathios Bakolas

摘要:

在本文中,我们利用强化学习和矩阵博弈理论的工具和技术,解决了一个涉及多个玩家的追捕-逃避游戏。特别是,我们考虑的问题,转向一个逃避者的目标,同时避免捕获的多个追求者,这是一个高维和计算棘手的问题。在我们提出的方法中,我们首先制定的多智能体的追求-逃避游戏作为一个序列的离散矩阵游戏。接下来,为了简化求解过程,我们将高维状态空间转换为低维流形,将连续动作空间转换为基于特征的空间,这是对原始空间的离散抽象。基于这些转换后的状态和动作空间,我们随后采用最小-最大Q学习,生成游戏的支付矩阵的条目,并随后在每个阶段获得逃避者的最佳动作。最后,我们提出了广泛的数值模拟,以评估所提出的基于学习的规避策略的性能,在逃避者的能力,达到所需的目标位置,而不被捕获,以及计算效率。

英文摘要:

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-dimensional manifold and the continuous action space into a feature-based space, which is a discrete abstraction of the original space. Based on these transformed state and action spaces, we subsequently employ min-max Q-learning, to generate the entries of the payoff matrix of the game, and subsequently obtain the optimal action for the evader at each stage. Finally, we present extensive numerical simulations to evaluate the performance of the proposed learning-based evading strategy in terms of the evader's ability to reach the desired target location without being captured, as well as computational efficiency.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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