815 research outputs found

    Visibility maintenance via controlled invariance for leader-follower Dubins-like vehicles

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    The paper studies the visibility maintenance problem (VMP) for a leader-follower pair of Dubins-like vehicles with input constraints, and proposes an original solution based on the notion of controlled invariance. The nonlinear model describing the relative dynamics of the vehicles is interpreted as linear uncertain system, with the leader robot acting as an external disturbance. The VMP is then reformulated as a linear constrained regulation problem with additive disturbances (DLCRP). Positive D-invariance conditions for linear uncertain systems with parametric disturbance matrix are introduced and used to solve the VMP when box bounds on the state, control input and disturbance are considered. The proposed design procedure is shown to be easily adaptable to more general working scenarios. Extensive simulation results are provided to illustrate the theory and show the effectiveness of our approachComment: 17 pages, 24 figures, extended version of the journal paper of the authors submitted to Automatic

    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

    Usable boundary for visibility-based surveillance-evasion games

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    We consider a surveillance-evasion game in an environment with obstacles. In such an environment, a mobile pursuer seeks to maintain the visibility with a mobile evader, who tries to get occluded from the pursuer in the shortest time possible. In this two-player zero-sum game setting, we study the discontinuities of the value of the game near the boundary of the target set (the non-visibility region). In particular, we describe the transition between the usable part of the boundary of the target (where the value vanishes) and the non-usable part (where the value is positive). We show that the value enjoys a different behaviour depending on the regularity of the obstacles involved in the game. Namely, we prove that the boundary profile is continuous for the case of smooth obstacles, and that it exhibits a jump discontinuity when the obstacle contains corners. Moreover, we prove that, in the latter case, there is a semi-permeable barrier emanating from the interface between the usable and the non-usable part of the boundary of the target set.Comment: 33 pages, 8 figure

    Construction of Barrier in a Fishing Game With Point Capture

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    This paper addresses a particular pursuit-evasion game, called as “fishing game” where a faster evader attempts to pass the gap between two pursuers. We are concerned with the conditions under which the evader or pursuers can win the game. This is a game of kind in which an essential aspect, barrier, separates the state space into disjoint parts associated with each player's winning region. We present a method of explicit policy to construct the barrier. This method divides the fishing game into two subgames related to the included angle and the relative distances between the evader and the pursuers, respectively, and then analyzes the possibility of capture or escape for each subgame to ascertain the analytical forms of the barrier. Furthermore, we fuse the games of kind and degree by solving the optimal control strategies in the minimum time for each player when the initial state lies in their winning regions. Along with the optimal strategies, the trajectories of the players are delineated and the upper bounds of their winning times are also derived

    Mobile robotic network deployment for intruder detection and tracking

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    This thesis investigates the problem of intruder detection and tracking using mobile robotic networks. In the first part of the thesis, we consider the problem of seeking an electromagnetic source using a team of robots that measure the local intensity of the emitted signal. We propose a planner for a team of robots based on Particle Swarm Optimization (PSO) which is a population based stochastic optimization technique. An equivalence is established between particles generated in the traditional PSO technique, and the mobile agents in the swarm. Since the positions of the robots are updated using the PSO algorithm, modifications are required to implement the PSO algorithm on real robots to incorporate collision avoidance strategies. The modifications necessary to implement PSO on mobile robots, and strategies to adapt to real environments are presented in this thesis. Our results are also validated on an experimental testbed. In the second part, we present a game theoretic framework for visibility-based target tracking in multi-robot teams. A team of observers (pursuers) and a team of targets (evaders) are present in an environment with obstacles. The objective of the team of observers is to track the team of targets for the maximum possible time. While the objective of the team of targets is to escape (break line-of-sight) in the minimum time. We decompose the problem into two layers. At the upper level, each pursuer is allocated to an evader through a minimum cost allocation strategy based on the risk of each evader, thereby, decomposing the agents into multiple single pursuer-single evader pairs. Two decentralized allocation strategies are proposed and implemented in this thesis. At the lower level, each pursuer computes its strategy based on the results of the single pursuer-single evader target-tracking problem. We initially address this problem in an environment containing a semi-infinite obstacle with one corner. The pursuer\u27s optimal tracking strategy is obtained regardless of the evader\u27s strategy using techniques from optimal control theory and differential games. Next, we extend the result to an environment containing multiple polygonal obstacles. We construct a pursuit field to provide a guiding vector for the pursuer which is a weighted sum of several component vectors. The performance of different combinations of component vectors is investigated. Finally, we extend our work to address the case when the obstacles are not polygonal, and the observers have constraints in motion

    Contributions To Pursuit-Evasion Game Theory.

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    This dissertation studies adversarial conflicts among a group of agents moving in the plane, possibly among obstacles, where some agents are pursuers and others are evaders. The goal of the pursuers is to capture the evaders, where capture requires a pursuer to be either co-located with an evader, or in close proximity. The goal of the evaders is to avoid capture. These scenarios, where different groups compete to accomplish conflicting goals, are referred to as pursuit-evasion games, and the agents are called players. Games featuring one pursuer and one evader are analyzed using dominance, where a point in the plane is said to be dominated by a player if that player is able to reach the point before the opposing players, regardless of the opposing players' actions. Two generalizations of the Apollonius circle are provided. One solves games with environments containing obstacles, and the other provides an alternative solution method for the Homicidal Chauffeur game. Optimal pursuit and evasion strategies based on dominance are provided. One benefit of dominance analysis is that it extends to games with many players. Two foundational games are studied; one features multiple pursuers against a single evader, and the other features a single pursuer against multiple evaders. Both are solved using dominance through a reduction to single pursuer, single evader games. Another game featuring competing teams of pursuers is introduced, where an evader cooperates with friendly pursuers to rendezvous before being captured by adversaries. Next, the assumption of complete and perfect information is relaxed, and uncertainties in player speeds, player positions, obstacle locations, and cost functions are studied. The sensitivity of the dominance boundary to perturbations in parameters is provided, and probabilistic dominance is introduced. The effect of information is studied by comparing solutions of games with perfect information to games with uncertainty. Finally, a pursuit law is developed that requires minimal information and highlights a limitation of dominance regions. These contributions extend pursuit-evasion game theory to a number of games that have not previously been solved, and in some cases, the solutions presented are more amenable to implementation than previous methods.PhDAerospace EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/120650/1/dwoyler_1.pd
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