259 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

    Defender-assisted Evasion and Pursuit Maneuvers

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    Motivated by the possibilities afforded by active target defense, a 3-agent pursuit-evasion differential game involving an Attacker/Pursuer, a Target/Evader, and a Defender is considered. The Defender strives to assist the Target by intercepting the Attacker before the latter reaches the Target. A barrier surface in a reduced state space separates the winning regions of the Attacker and Target-Defender team. In this thesis, attention focuses primarily on the Attacker\u27s region of win where, under optimal Attacker play, the Defender cannot preclude the Attacker from capturing the Target. Both optimal and suboptimal strategies are investigated. This thesis uses several methods to breakdown and analyze the 3-player differential game

    Escape Regions of the Active Target Defense Differential Game

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    The active target defense differential game is addressed in this paper. In this differential game an Attacker missile pursues a Target aircraft. The aircraft is however aided by a Defender missile launched by, say, the wingman, to intercept the Attacker before it reaches the Target aircraft. Thus, a team is formed by the Target and the Defender which cooperate to maximize the separation between the Target aircraft and the point where the Attacker missile is intercepted by the Defender missile, while the Attacker simultaneously tries to minimize said distance. This paper focuses on characterizing the set of coordinates such that if the Target's initial position belong to this set then its survival is guaranteed if both the Target and the Defender follow their optimal strategies. Such optimal strategies are presented in this paper as well.Comment: 19 pages, 9 figures. arXiv admin note: text overlap with arXiv:1502.0274

    Search and Pursuit-Evasion in Mobile Robotics, A survey

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    This paper surveys recent results in pursuitevasion and autonomous search relevant to applications in mobile robotics. We provide a taxonomy of search problems that highlights the differences resulting from varying assumptions on the searchers, targets, and the environment. We then list a number of fundamental results in the areas of pursuit-evasion and probabilistic search, and we discuss field implementations on mobile robotic systems. In addition, we highlight current open problems in the area and explore avenues for future work

    The Barrier Surface in the Cooperative Football Differential Game

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    This paper considers the blocking or football pursuit-evasion differential game. Two pursuers cooperate and try to capture the ball carrying evader as far as possible from the goal line. The evader wishes to be as close as possible to the goal line at the time of capture and, if possible, reach the line. In this paper the solution of the game of kind is provided: The Barrier surface that partitions the state space into two winning sets, one for the pursuer team and one for the evader, is constructed. Under optimal play, the winning team is determined by evaluating the associated Barrier function.Comment: 5 pages, 1 figur

    Deep Reinforcement Learning for Swarm Systems

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    Recently, deep reinforcement learning (RL) methods have been applied successfully to multi-agent scenarios. Typically, these methods rely on a concatenation of agent states to represent the information content required for decentralized decision making. However, concatenation scales poorly to swarm systems with a large number of homogeneous agents as it does not exploit the fundamental properties inherent to these systems: (i) the agents in the swarm are interchangeable and (ii) the exact number of agents in the swarm is irrelevant. Therefore, we propose a new state representation for deep multi-agent RL based on mean embeddings of distributions. We treat the agents as samples of a distribution and use the empirical mean embedding as input for a decentralized policy. We define different feature spaces of the mean embedding using histograms, radial basis functions and a neural network learned end-to-end. We evaluate the representation on two well known problems from the swarm literature (rendezvous and pursuit evasion), in a globally and locally observable setup. For the local setup we furthermore introduce simple communication protocols. Of all approaches, the mean embedding representation using neural network features enables the richest information exchange between neighboring agents facilitating the development of more complex collective strategies.Comment: 31 pages, 12 figures, version 3 (published in JMLR Volume 20
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