742 research outputs found
Visibility Graphs, Dismantlability, and the Cops and Robbers Game
We study versions of cop and robber pursuit-evasion games on the visibility
graphs of polygons, and inside polygons with straight and curved sides. Each
player has full information about the other player's location, players take
turns, and the robber is captured when the cop arrives at the same point as the
robber. In visibility graphs we show the cop can always win because visibility
graphs are dismantlable, which is interesting as one of the few results
relating visibility graphs to other known graph classes. We extend this to show
that the cop wins games in which players move along straight line segments
inside any polygon and, more generally, inside any simply connected planar
region with a reasonable boundary. Essentially, our problem is a type of
pursuit-evasion using the link metric rather than the Euclidean metric, and our
result provides an interesting class of infinite cop-win graphs.Comment: 23 page
An improved lion strategy for the lion and man problem
In this paper, a novel lion strategy for David Gale's lion and man problem is
proposed. The devised approach enhances a popular strategy proposed by Sgall,
which relies on the computation of a suitable "center". The key idea of the new
strategy is to update the center at each move, instead of computing it once and
for all at the beginning of the game. Convergence of the proposed lion strategy
is proven and an upper bound on the game length is derived, which dominates the
existing bounds.Comment: Preprint submitted to IEEE Control Systems Letter
Search and Pursuit-Evasion in Mobile Robotics, A survey
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
Visibility maintenance via controlled invariance for leader-follower Dubins-like vehicles
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
Multi-robot Automated Search for Non-Adversarial Moving Evaders in an Unknown Environment
In this paper, the problem of searching for moving evaders in unknown environment using group of mobile robots is investigated. The aim is to find the moving evaders as fast as possible. Three different search techniques are proposed and evaluated through extensive experimentation. In the first two techniques, robots do not cooperate or coordinate their actions. Alternatively, they implement simple movement strategies to locate the evaders. On the contrary, in the third technique, robots employ explicit coordination among each other and they implement a relatively complex algorithm based on voronio graph to find the evaders. In the later technique, each robot needs to be equipped with communication and localization capabilities. The results showed that graph-based technique led to shortest search time. However, it also showed that a reasonable performance is possible with cheap robots implementing simple and non-coordination techniques. Keywords: Search, Multi-Robot, Voronio Graph, Moving Target, Coordination
Environment Characterization for Non-Recontaminating Frontier-Based Robotic Exploration
This paper addresses the problem of obtaining a concise description of a physical environment for robotic exploration. We aim to determine the number of robots required to clear an environment using non-recontaminating exploration. We introduce the medial axis as a configuration space and derive a mathematical representation of a continuous environment that captures its underlying topology and geometry. We show that this representation provides a concise description of arbitrary environments, and that reasoning about points in this representation is equivalent to reasoning about robots in physical space. We leverage this to derive a lower bound on the number of required pursuers. We provide a transformation from this continuous representation into a symbolic representation. Finally, we present a generalized pursuit-evasion algorithm. Given an environment we can compute how many pursuers we need, and generate an optimal pursuit strategy that will guarantee the evaders are detected with the minimum number of pursuers.Singapore-MIT Alliance for Research and Technology Center (Future Urban Mobility Project)United States. Air Force Office of Scientific Research (Award FA9550-08-1-0159)National Science Foundation (U.S.) (Award CNS-0715397)National Science Foundation (U.S.) (Award CCF-0726514)National Science Foundation (U.S.) (Grant 0735953
Optimal Intermittent Sensing for Pursuit-Evasion Games
We consider a class of pursuit-evasion differential games in which the evader
has continuous access to the pursuer's location, but not vice-versa. There is a
remote sensor (e.g., a radar station) that can sense the evader's location upon
a request from the pursuer and communicate that sensed location to the pursuer.
The pursuer has a budget on the total number of sensing requests. The outcome
of the game is determined by the sensing and motion strategies of the players.
We obtain an equilibrium sensing strategy for the pursuer and an equilibrium
motion strategy for the evader. We quantify the degradation in the pursuer's
pay-off due to its sensing limitations
- …