34 research outputs found

    Cooperative Pursuit with Multi-Pursuer and One Faster Free-moving Evader

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    This paper addresses a multi-pursuer single-evader pursuit-evasion game where the free-moving evader moves faster than the pursuers. Most of the existing works impose constraints on the faster evader such as limited moving area and moving direction. When the faster evader is allowed to move freely without any constraint, the main issues are how to form an encirclement to trap the evader into the capture domain, how to balance between forming an encirclement and approaching the faster evader, and what conditions make the capture possible. In this paper, a distributed pursuit algorithm is proposed to enable pursuers to form an encirclement and approach the faster evader. An algorithm that balances between forming an encirclement and approaching the faster evader is proposed. Moreover, sufficient capture conditions are derived based on the initial spatial distribution and the speed ratios of the pursuers and the evader. Simulation and experimental results on ground robots validate the effectiveness and practicability of the proposed method

    Analysis of multi-agent systems under varying degrees of trust, cooperation, and competition

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    Multi-agent systems rely heavily on coordination and cooperation to achieve a variety of tasks. It is often assumed that these agents will be fully cooperative, or have reliable and equal performance among group members. Instead, we consider cooperation as a spectrum of possible interactions, ranging from performance variations within the group to adversarial agents. This thesis examines several scenarios where cooperation and performance are not guaranteed. Potential applications include sensor coverage, emergency response, wildlife management, tracking, and surveillance. We use geometric methods, such as Voronoi tessellations, for design insight and Lyapunov-based stability theory to analyze our proposed controllers. Performance is verified through simulations and experiments on a variety of ground and aerial robotic platforms. First, we consider the problem of Voronoi-based coverage control, where a group of robots must spread out over an environment to provide coverage. Our approach adapts online to sensing and actuation performance variations with the group. The robots have no prior knowledge of their relative performance, and in a distributed fashion, compensate by assigning weaker robots a smaller portion of the environment. Next, we consider the problem of multi-agent herding, akin to shepherding. Here, a group of dog-like robots must drive a herd of non-cooperative sheep-like agents around the environment. Our key insight in designing the control laws for the herders is to enforce geometrical relationships that allow for the combined system dynamics to reduce to a single nonholonomic vehicle. We also investigate the cooperative pursuit of an evader by a group of quadrotors in an environment with no-fly zones. While the pursuers cannot enter the no-fly zones, the evader moves freely through the zones to avoid capture. Using tools for Voronoi-based coverage control, we provide an algorithm to distribute the pursuers around the zone's boundary and minimize capture time once the evader emerges. Finally, we present an algorithm for the guaranteed capture of multiple evaders by one or more pursuers in a bounded, convex environment. The pursuers utilize properties of the evader's Voronoi cell to choose a control strategy that minimizes the safe-reachable area of the evader, which in turn leads to the evader's capture

    Differential Games For Multi-agent Systems Under Distributed Information

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    In this dissertation, we consider differential games for multi-agent systems under distributed information where every agent is only able to acquire information about the others according to a directed information graph of local communication/sensor networks. Such games arise naturally from many applications including mobile robot coordination, power system optimization, multiplayer pursuit-evasion games, etc. Since the admissible strategy of each agent has to conform to the information graph constraint, the conventional game strategy design approaches based upon Riccati equation(s) are not applicable because all the agents are required to have the information of the entire system. Accordingly, the game strategy design under distributed information is commonly known to be challenging. Toward this end, we propose novel open-loop and feedback game strategy design approaches for Nash equilibrium and noninferior solutions with a focus on linear quadratic differential games. For the open-loop design, approximate Nash/noninferior game strategies are proposed by integrating distributed state estimation into the open-loop global-information Nash/noninferior strategies such that, without global information, the distributed game strategies can be made arbitrarily close to and asymptotically converge over time to the global-information strategies. For the feedback design, we propose the best achievable performance indices based approach under which the distributed strategies form a Nash equilibrium or noninferior solution with respect to a set of performance indices that are the closest to the original indices. This approach overcomes two issues in the classical optimal output feedback approach: the simultaneous optimization and initial state dependence. The proposed open-loop and feedback design approaches are applied to an unmanned aerial vehicle formation control problem and a multi-pursuer single-evader differential game problem, respectively. Simulation results of several scenarios are presented for illustration

    Multiagent Cooperative Learning Strategies for Pursuit-Evasion Games

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    This study examines the pursuit-evasion problem for coordinating multiple robotic pursuers to locate and track a nonadversarial mobile evader in a dynamic environment. Two kinds of pursuit strategies are proposed, one for agents that cooperate with each other and the other for agents that operate independently. This work further employs the probabilistic theory to analyze the uncertain state information about the pursuers and the evaders and uses case-based reasoning to equip agents with memories and learning abilities. According to the concepts of assimilation and accommodation, both positive-angle and bevel-angle strategies are developed to assist agents in adapting to their environment effectively. The case study analysis uses the Recursive Porous Agent Simulation Toolkit (REPAST) to implement a multiagent system and demonstrates superior performance of the proposed approaches to the pursuit-evasion game

    Reachable sets analysis in the cooperative control of pursuer vehicles

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    This thesis is concerned with the Pursuit-and-Evasion (PE) problem where the pursuer aims to minimize the time to capture the evader while the evader tries to prevent capture. In the problem, the evader has two advantages: a higher manoeuvrability and that the pursuer is uncertain about the evader's state. Cooperation among multiple pursuer vehicles can thus be used to overcome the evader’s advantages. The focus here is on the formulation and development of frameworks and algorithms for cooperation amongst pursuers, aiming at feasible implementation on real and autonomous vehicles. The thesis is split into Parts I and II. Part I considers the problem of capturing an evader of higher manoeuvrability in a deterministic PE game. The approach is the employment of Forward Reachable Set (FRS) analysis in the pursuers’ control. The analysis considers the coverage of the evader’s FRS, which is the set of reachable states at a future time, with the pursuer’s FRS and assumes that the chance of capturing the evader is dependent on the degree of the coverage. Using the union of multiple pursuers’ FRSs intuitively leads to more evader FRS coverage and this forms the mechanism of cooperation. A framework for cooperative control based on the FRS coverage, or FRS-based control, is proposed. Two control algorithms were developed within this framework. Part II additionally introduces the problem of evader state uncertainty due to noise and limited field-of-view of the pursuers’ sensors. A search-and-capture (SAC) problem is the result and a hybrid architecture, which includes multi-sensor estimation using the Particle Filter as well as FRS-based control, is proposed to accomplish the SAC task. The two control algorithms in Part I were tested in simulations against an optimal guidance algorithm. The results show that both algorithms yield a better performance in terms of time and miss distance. The results in Part II demonstrate the effectiveness of the hybrid architecture for the SAC task. The proposed frameworks and algorithms provide insights for the development of effective and more efficient control of pursuer vehicles and can be useful in the practical applications such as defence systems and civil law enforcement

    Games of Pursuit-Evasion with Multiple Agents and Subject to Uncertainties

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    Over the past decade, there have been constant efforts to induct unmanned aerial vehicles (UAVs) into military engagements, disaster management, weather monitoring, and package delivery, among various other applications. With UAVs starting to come out of controlled environments into real-world scenarios, uncertainties that can be either exogenous or endogenous play an important role in the planning and decision-making aspects of deploying UAVs. At the same time, while the demand for UAVs is steadily increasing, major governments are working on their regulations. There is an urgency to design surveillance and security systems that can efficiently regulate the traffic and usage of these UAVs, especially in secured airspaces. With this motivation, the thesis primarily focuses on airspace security, providing solutions for safe planning under uncertainties while addressing aspects concerning target acquisition and collision avoidance. In this thesis, we first present our work on solutions developed for airspace security that employ multiple agents to capture multiple targets in an efficient manner. Since multi-pursuer multi-evader problems are known to be intractable, heuristics based on the geometry of the game are employed to obtain task-allocation algorithms that are computationally efficient. This is achieved by first analyzing pursuit-evasion problems involving two pursuers and one evader. Using the insights obtained from this analysis, a dynamic allocation algorithm for the pursuers, which is independent of the evader's strategy, is proposed. The algorithm is further extended to solve multi-pursuer multi-evader problems for any number of pursuers and evaders, assuming both sets of agents to be heterogeneous in terms of speed capabilities. Next, we consider stochastic disturbances, analyzing pursuit-evasion problems under stochastic flow fields using forward reachability analysis, and covariance steering. The problem of steering a Gaussian in adversarial scenarios is first analyzed under the framework of general constrained games. The resulting covariance steering problem is solved numerically using iterative techniques. The proposed approach is applied to the missile endgame guidance problem. Subsequently, using the theory of covariance steering, an approach to solve pursuit-evasion problems under external stochastic flow fields is discussed. Assuming a linear feedback control strategy, a chance-constrained covariance game is constructed around the nominal solution of the players. The proposed approach is tested on realistic linear and nonlinear flow fields. Numerical simulations suggest that the pursuer can effectively steer the game towards capture. Finally, the uncertainties are assumed to be parametric in nature. To this end, we first formalize optimal control under parametric uncertainties while introducing sensitivity functions and costates based techniques to address robustness under parametric variations. Utilizing the sensitivity functions, we address the problem of safe path planning in environments containing dynamic obstacles with an uncertain motion model. The sensitivity function based-approach is then extended to address game-theoretic formulations that resemble a "fog of war" situation.Ph.D

    Multi-Agent Pursuit of a Faster Evader with Application to Unmanned Aerial Vehicles

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    Robotic applications like search and rescue missions, surveillance, police missions, patrolling, and warfare can all be modeled as a Pursuit-Evasion Game (PEG). Most of these tasks are multi-agent problems, often including a cooperation between team members and a conflict between adversarial teams. In order to realize such a situation with robots, two major problems have to be solved. Initially, a decomposition of the PEG has to be performed for getting results in reasonable time. Present embedded computers lack the computational power enabling them to process the highly complex solution algorithm of the non-decomposed game fast enough. Secondly, a framework has to be defined, enabling the computation of optimal actions for both the pursuers and the evaders when a cooperation within the teams is possible. It is intended to develop strategies, that allow the team of pursuers to capture a faster evader in a visibility-based PEG setup due to cooperation. For tackling the first problem a game structure is sought, aiming to considerably reduce the time complexity of the solution process. The first step is the decomposition of the action space, and the second is the change of the game structure itself. The latter is reached by defining a two-pursuer one-evader PEG with three different game structures, which are the Non-Decomposed Game, the Multiple Two-Player Game Decomposition (MTPGD) game, and the Team-Subsumption Two-Player Game (TSTPG). Several simulation results demonstrate, that both methods yield close results in respect to the full game. With increasing cardinality of each player’s strategy space, the MTPGD yields a relevant decrease of the run-time. Otherwise, the TSTPG does not minimize the time complexity, but enables the use of more sophisticated algorithms for two-player games, resulting in a decreased runtime. The cooperation within a team is enabled by introducing a hierarchical decomposition of the game. On a superordinate collaboration level, the pursuers choose their optimal behavioral strategy (e.g. pursuit and battue) resulting in the case of a two-pursuer one-evader PEG in a three-player noncooperative dynamic game, which is solved in a subordinate level of the overall game. This structure enables an intelligent behavior change for the pursuers based on game-theoretical solution methods. Depending on the state of the game, which behavioral strategy yields the best results for the pursuers within a predefined time horizon has to be evaluated. It is shown that the pursuer’s outcome can be improved by using a superordinate cooperation. Moreover, conditions are presented under which a capture of a faster evader by a group of two pursuers is possible in a visibility-based PEG with imperfect information. Since Unmanned Aerial Vehicles (UAVs) are increasingly a common platform used in the aforementioned applications, this work focuses only on PEGs with multi-rotor UAVs. Furthermore, the realization of the concepts in this thesis are applied on a real hex rotor. The feasibility of the approach is proven in experiments, while all implementations on the UAV are running in real-time. This framework provides a solution concept for all types of dynamic games with an 1-M or N-1 setup, that have a non-cooperative and cooperative nature. At this stage a N-M dynamic game is not applicable. Nevertheless, an approach to extend this framework to the N-M case is proposed in the last chapter of this work
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