474 research outputs found

    Two-Dimensional Pursuit-Evasion in a Compact Domain with Piecewise Analytic Boundary

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    In a pursuit-evasion game, a team of pursuers attempt to capture an evader. The players alternate turns, move with equal speed, and have full information about the state of the game. We consider the most restictive capture condition: a pursuer must become colocated with the evader to win the game. We prove two general results about pursuit-evasion games in topological spaces. First, we show that one pursuer has a winning strategy in any CAT(0) space under this restrictive capture criterion. This complements a result of Alexander, Bishop and Ghrist, who provide a winning strategy for a game with positive capture radius. Second, we consider the game played in a compact domain in Euclidean two-space with piecewise analytic boundary and arbitrary Euler characteristic. We show that three pursuers always have a winning strategy by extending recent work of Bhadauria, Klein, Isler and Suri from polygonal environments to our more general setting.Comment: 21 pages, 6 figure

    An efficient method for multiobjective optimal control and optimal control subject to integral constraints

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    We introduce a new and efficient numerical method for multicriterion optimal control and single criterion optimal control under integral constraints. The approach is based on extending the state space to include information on a "budget" remaining to satisfy each constraint; the augmented Hamilton-Jacobi-Bellman PDE is then solved numerically. The efficiency of our approach hinges on the causality in that PDE, i.e., the monotonicity of characteristic curves in one of the newly added dimensions. A semi-Lagrangian "marching" method is used to approximate the discontinuous viscosity solution efficiently. We compare this to a recently introduced "weighted sum" based algorithm for the same problem. We illustrate our method using examples from flight path planning and robotic navigation in the presence of friendly and adversarial observers.Comment: The final version accepted by J. Comp. Math. : 41 pages, 14 figures. Since the previous version: typos fixed, formatting improved, one mistake in bibliography correcte

    Geometric Pursuit Evasion

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    In this dissertation we investigate pursuit evasion problems set in geometric environments. These games model a variety of adversarial situations in which a team of agents, called pursuers, attempts to catch a rogue agent, called the evader. In particular, we consider the following problem: how many pursuers, each with the same maximum speed as the evader, are needed to guarantee a successful capture? Our primary focus is to provide combinatorial bounds on the number of pursuers that are necessary and sufficient to guarantee capture. The first problem we consider consists of an unpredictable evader that is free to move around a polygonal environment of arbitrary complexity. We assume that the pursuers have complete knowledge of the evader's location at all times, possibly obtained through a network of cameras placed in the environment. We show that regardless of the number of vertices and obstacles in the polygonal environment, three pursuers are always sufficient and sometimes necessary to capture the evader. We then consider several extensions of this problem to more complex environments. In particular, suppose the players move on the surface of a 3-dimensional polyhedral body; how many pursuers are required to capture the evader? We show that 4 pursuers always suffice (upper bound), and that 3 are sometimes necessary (lower bound), for any polyhedral surface with genus zero. Generalizing this bound to surfaces of genus g, we prove the sufficiency of (4g + 4) pursuers. Finally, we show that 4 pursuers also suffice under the "weighted region" constraints, where the movement costs through different regions of the (genus zero) surface have (different) multiplicative weights. Next we consider a more general problem with a less restrictive sensing model. The pursuers' sensors are visibility based, only providing the location of the evader if it is in direct line of sight. We begin my making only the minimalist assumption that pursuers and the evader have the same maximum speed. When the environment is a simply-connected (hole-free) polygon of n vertices, we show that Θ(n^1/2 ) pursuers are both necessary and sufficient in the worst-case. When the environment is a polygon with holes, we prove a lower bound of Ω(n^2/3 ) and an upper bound of O(n^5/6 ) pursuers, where n includes the vertices of the hole boundaries. However, we show that with realistic constraints on the polygonal environment these bounds can be drastically improved. Namely, if the players' movement speed is small compared to the features of the environment, we give an algorithm with a worst case upper bound of O(log n) pursuers for simply-connected n-gons and O(√h + log n) for polygons with h holes. The final problem we consider takes a small step toward addressing the fact that location sensing is noisy and imprecise in practice. Suppose a tracking agent wants to follow a moving target in the two-dimensional plane. We investigate what is the tracker's best strategy to follow the target and at what rate does the distance between the tracker and target grow under worst-case localization noise. We adopt a simple but realistic model of relative error in sensing noise: the localization error is proportional to the true distance between the tracker and the target. Under this model we are able to give tight upper and lower bounds for the worst-case tracking performance, both with or without obstacles in the Euclidean plane

    Extracting Visibility Information by Following Walls

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    This paper presents an analysis of a simple robot model, called Bitbot. The Bitbot has limited capabilities; it can reliably follow walls and sense a contact with a wall. Although the Bitbot does not have a range sensor or a camera, it is able to acquire visibility information from the environment, which is then used to solve a pursuit-evasion task. Our developments are centered on the characterization of the information the Bitbot acquires. At any given moment, due to the sensing uncertainty, the robot does not know the current state. In general, uncertainty in the state is one of the central issues in robotics; the Bitbot model serves as an example of how the notion of information space naturally handles uncertainty. We show that state estimation with the Bitbot is a challenging problem, related to the well-known open problem of characterizing visibility graphs in computational geometry. However, state estimation becomes unnecessary to the achievement of the Bitbot\u27s visibility tasks. We show how pursuit-evasion strategy is derived from a careful manipulation with histories of observations, and present analysis of the algorithm and experimental results
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