3 research outputs found

    Guarding a Subspace in High-Dimensional Space with Two Defenders and One Attacker

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    This paper considers a subspace guarding game in high-dimensional space which consists of a play subspace and a target subspace. Two faster defenders cooperate to protect the target subspace by capturing an attacker which strives to enter the target subspace from the play subspace without being captured. A closed-form solution is provided from the perspectives of kind and degree. Contributions of the work include the use of the attack subspace (AS) method to construct the barrier, by which the game winner can be perfectly predicted before the game starts. In addition to this inclusion, with the priori information about the game result, a critical payoff function is designed when the defenders can win the game. Then, the optimal strategy for each player is explicitly reformulated as a saddle-point equilibrium. Finally, we apply these theoretical results to a half-space guarding game in three-dimensional space. Since the whole achieved developments are analytical, they require a little memory without computational burden and allow for real-time updates, beyond the capacity of traditional Hamilton-Jacobi-Isaacs method. It is worth noting that this is the first time in the current work to consider the target guarding games for arbitrary high-dimensional space, and in a fully analytical form.Comment: 12 pages, 2 figure

    Task Assignment for Multiplayer Reach-Avoid Games in Convex Domains via Analytical Barriers

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    This work considers a multiplayer reach-avoid game between two adversarial teams in a general convex domain which consists of a target region and a play region. The evasion team, initially lying in the play region, aims to send as many its team members into the target region as possible, while the pursuit team with its team members initially distributed in both play region and target region, strives to prevent that by capturing the evaders. We aim at investigating a task assignment about the pursuer-evader matching, which can maximize the number of the evaders who can be captured before reaching the target region safely when both teams play optimally. To address this, two winning regions for a group of pursuers to intercept an evader are determined by constructing an analytical barrier which divides these two parts. Then, a task assignment to guarantee the most evaders intercepted is provided by solving a simplified 0-1 integer programming instead of a non-deterministic polynomial problem, easing the computation burden dramatically. It is worth noting that except the task assignment, the whole analysis is analytical. Finally, simulation results are also presented

    A time-optimal feedback control for a particular case of the game of two cars

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    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 2×22 \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
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