不相交集
计算机科学
撒谎
随机博弈
边界(拓扑)
计算机安全
对手
集合(抽象数据类型)
沃罗诺图
优势(遗传学)
数理经济学
数学
离散数学
几何学
程序设计语言
化学
数学分析
放射科
基因
医学
生物化学
作者
Rui Yan,Zongying Shi,Yisheng Zhong
标识
DOI:10.1109/tcyb.2018.2794769
摘要
This paper considers a reach-avoid game on a rectangular domain with two defenders and one attacker. The attacker aims to reach a specified edge of the game domain boundary, while the defenders strive to prevent that by capturing the attacker. First, we are concerned with the barrier, which is the boundary of the reach-avoid set, splitting the state space into two disjoint parts: 1) defender dominance region (DDR) and 2) attacker dominance region (ADR). For the initial states lying in the DDR, there exists a strategy for the defenders to intercept the attacker regardless of the attacker's best effort, while for the initial states lying in the ADR, the attacker can always find a successful attack strategy. We propose an attack region method to construct the barrier analytically by employing Voronoi diagram and Apollonius circle for two kinds of speed ratios. Then, by taking practical payoff functions into considerations, we present optimal strategies for the players when their initial states lie in their winning regions, and show that the ADR is divided into several parts corresponding to different strategies for the players. Numerical approaches, which suffer from inherent inaccuracy, have already been utilized for multiplayer reach-avoid games, but computational complexity complicates solving such games and consequently hinders efficient on-line applications. However, this method can obtain the exact formulation of the barrier and is applicable for real-time updates.
科研通智能强力驱动
Strongly Powered by AbleSci AI